I'm Writing an AP in Front of You, Part 23

December 5, 2019
Here's another chapter! With this, I'm 70% of the way done. I'm starting to feel less like I can pick whatever I'd like for a chapter (as was the case for the first two chapters I wrote, 3 and 16) and now feel like I need to be building the right connective tissue. The plot threads are all coming together now. For example, at the end of Chapter 9, the heroes know their villain (Treerazer/Treereaver) and his location (the Heartwood), and want to go there. I have to get across that the Heartwood is "closed," and I also need to re-introduce the night hag Kesenna to let them know that they need a magic rune to get in. That's a lot of plot beats to hit, so let me dig in!

I also should note that this is the first adventure where I'd already picked one of Dyson Logos's maps (which I blogged about earlier) to give me inspiration for the encounter layout (this one is Griffinwatch Ruins). Pulling inspiration from several different sources is important to keep an adventure from getting repetitive, and in keeping your own interest up. Here it is!

Chapter 10: The Demon Lord’s Barrier (10th level)

In the previous adventure, the heroes learned that the demon lord Treereaver is lairing in the Heartwood, and they prevented him from spreading his influence into the Skaldwod. In taking the fight to the demon lord, the heroes rescue several allies from among the Green Reach Rangers and learn that the entire Heartwood has been magically sealed off. 

The Green Reach Rangers, headquartered in the Bravado Bastion, posed a problem for Treereaver. The rangers regularly patrolled the Heartwood and were surprisingly mobile, able to make guerilla attacks against invaders like Treereaver and his demons. He made defeating the rangers an immediate priority, assigning a powerful glabrezu demon named Norgox. Norgox besieged the Bravado Bastion and took it over, but was trapped outside the Heartwood when Treereaver magically sealed it. This doesn't bother Norgox much; he instead remains in the bastion to ambush and kill anyone who comes seeking the Green Reach Rangers’ help.

 

Part 1: Seeking the Rangers

The heroes know (or are told by a friendly NPC, like Gendel Ink-Hand) that the best guides they can get in the wild tangle of the Heartwood are the Green Reach Rangers, a loose band of misfits and thrillseekers who patrol the wood and thwart troublemakers. Many of the Green Reach Rangers are former criminals who’ve escaped justice by fleeing north, but they are all determined foes of evil.

Encounter 1a (Moderate 10)

The easiest way to reach the Bravado Bastion is to head through the hills due north of Fallinghollow (in fact, some of the Green Reach Rangers occasionally come to Fallinghollow for supplies). When the heroes approach the bastion, they learn that the flora along the path has grown wild and dangerous; a dezullonand a giant flytrapattack them. A dead trapper with a broken hatchet and an oil of keen edgesis among these plants’ most recent victims.

Encounter 1b (Moderate 10)

It’s possible that the heroes simply bypass the Bravado Bastion to try to penetrate deeper into the Heartwood. The trees become twisted into unnatural shapes the further north the heroes go. A noxious green mist becomes denser, and strange cries echo ominously. Two looming pine trees split their bark wide, revealing mouths with bloody fangs; use the statistics for twogiant flytrapsfor these monstrous trees. 

Encounter 1c (Severe 10)

Within a few miles north of the Bravado Bastion, the noxious mist becomes supernaturally dense. The mist clearly extends through the woods to the east and west; in fact, it doesn’t take the heroes much exploration to guess that it encircles the entire Heartwood. It’s impossible to push through this mist, and even magical travel (such as teleport) is foiled, returning anyone who would penetrate the misty barrier to just outside it. Only creatures in service to Treereaver can breach this magical barrier for now. When the heroes have experimented with this mist a bit, a dangerous guardian rushes out of it to attack: a weak uthulthat deals poison damage rather than lightning damage (with its Poison Bolt ability rather than Lightning Crash, for example). This evil creature doesn’t pursues foes that flee, shouting after them in Abyssal to never return.

If the heroes haven’t already been to the Bravado Bastion, they should wonder whether the rangers there have any further information.

 

Part 2: The Ruined Bastion

The Bravado Bastion is plainly in bad shape, with many of its walls recently knocked over. Norgox found taking over the bastion to require more effort—and involve more destruction—than he wished.

Encounter 2a (Moderate 10)

At the outer walls, the heroes encounter a chaotic evil arboreal regentcommanding a stone golemand two enslaved stone giants in the reconstruction efforts. They’re doing some heavy lifting to try to repair the bastion so it doesn’t alert newcomers to the fact that the Green Reach Rangers have fallen. It’s possible the heroes don’t yet realize the rangers are in trouble and approach the arboreal regent as an ally; she plays along with the ruse just long enough to get the heroes close and attack them. The stone golem fights at the arboreal regent’s command. The two stone giant slaves, however, don’t fight; they only want to flee back into the hills to the south. If questioned, they know that a glabrezu named Norgox recently enslaved their tribe to help take over the bastion. Norgox had many wicked allies, and they imprisoned the few rangers that survived, but they don’t have any details about creatures in the bastion or the layout within it.

Encounter 2b (Moderate 10)

The outer bailey contains a large nest where a cauthoojroosts; the bird is more of a hanger-on than a true ally of Norgox, but the glabrezu finds the beast’s singing delightful and has ordered his other troops to leave it alone. One of the sticks in its nest is an unstrung oathbow.

Encounter 2c (Moderate 10)

A food storage room off of the outer bailey is currently the domain of a nilithwho’s present with its gugcompanion (and, when traveling, its mount). The two emerged from caverns deep under the forest long ago and threw their lot in with Treereaver. When Norgox left on his mission, they tagged along, hoping for good opportunities for food and loot. They’ve piled a satchel with 490 sp, a moderate elixir of life, and a tattered scroll of vibrant patternhere, but have eaten through almost all the pickles and salted port once stored in this room.

Encounter 2d (Moderate 10)

A fallen tower at one end of the outer bailey has been claimed by an irate and antisocial gimmerlingwho has bypassed the hammer of forbiddance trapthat once protected the tower. The gimmerling attacks with gleeful cackles as soon as anyone triggers the trap. The rubble in the tower contains a runestonebearing an anarchicweapon rune.

Encounter 2e (Moderate 10)

The inner bailey has a great deal of churned earth and a tall gibbet where the corpse of a peacock hangs. The Green Reach Rangers kept this peacock as a sort of mascot, but Norgox slaughtered it as a demonstration of his desire to obliterate everything the rangers cherish. The dead bird has brought an unusual scavenger, however; when the heroes arrive, a shulnerupts from the ground. The shuln finds the thought of humanoid meat even more compelling than peacock meat, however, and fights the hero until destroyed. The peacock corpse still wears a gold collar bearing the name “Porgo the Proud” worth 400 gp.

Encounter 2f (Moderate 10)

One of Norgox’s allies is a raja rakshasanamed Vindu, and the guest suite in the Bravado Bastion has been given over to him. Vindu plays the part of a human scientist to conceal his fiendish abilities. He’s recently managed to reanimate the corpses of stone giants that Norgox worked to death as two flesh golems. Due to their giant origins, these golems have AC 27 and the Catch Rocks reaction. Vindu claims to be a helpless prisoner of the glabrezu forced to create monstrous abominations; if the heroes don’t see through this ruse, Vindu hopes to escape without having to fight them at all. Vindu’s suite contains fine silks worth 850 gp, a greater mistform elixir, and a whip feather token.

Encounter 2g (Severe 10)

The glabrezuNorgox can be found in the great hall of the main keep. He spends most of his time directing a stone giant slave to fix a fallen tower on one side of the keep. The stone giant doesn’t fight, but if Norgox is defeated and the stone giant released, she says there is a back room behind the great hall and a tower room accessed from the side of the hall; Norgox kept prisoners in both places. Norgox wears a platinum torc worth 1,000 gp marked with Treereaver’s symbol. 

Encounter 2h

The back room of the great hall was an impromptu prison for two rangers, but they’ve both died of their injuries. One still wears one of the distinctive green-and-gold cape of the wily rangerthat is the badge of the sly rangers. This is a cape of the mountebankthat allows its wearer to cast tree striderather than dimension door.

Encounter 2i (Moderate 10)

The base of the tower is guarded by a vrockand a greater nightmare. Allies of Norgox, they’re determined to let no one pass by them.

Encounter 2j (Moderate 10)

Some of the fiercest fighting in the Bravado Bastion took place here, and the psychic residue of the rangers who died here have infused three ornate medals that have been on display here since the fortress was founded. This is now a telekinetic swarm trapthat attacks anyone who isn’t a Green Reach Ranger—including the heroes. A fallen ranger’s corpse bears a pair of daredevil bootsand a moderate bravo’s brew.

Encounter 2k

Four prisoners are locked away in a cramped, windowless room at the top of the tower. The key hangs just outside the door. Three of the prisoners are Green Reach Rangers (Larmidren, Moshinto, and Shuldran), escaped criminals from the kingdom to the south (convicted of forgery, inciting a riot, a “crimes against decency,” respectively) and among the toughest of the rangers. The fourth is the night hag Kesenna, who came here after leaving her coven, the Stumphome Circle (which the heroes might have learned about in Chapter 4). Kesenna currently resembles a middle-aged human woman, and the three rangers assume believe she’s a harmless trader caught up in the attack.

 

Conclusion

By the end of this adventure, the heroes may have learned they can’t enter the Heartwood and should have rescued the prisoners in the Bravado Bastion. The rangers can only confirm that the Heartwood is rumored to be magically sealed somehow, and no one’s been able to pass through the strange mists just north of Bravado Bastion. They’re willing to check out these rumors with the heroes, but they’re wary of recent demon sightings and ask the heroes to accompany them (if necessary, the statistics for a duskwalker ghost hunter work fine for these rangers). This might point the heroes back to encounters in Part 1.

Kesenna is more directly forthcoming with information; although she’s evil, she knows that Treereaver poses a clear danger to the Northfells that she calls home. Like the rangers, she’s also heard that the Heartwood is closed. If the heroes seem reluctant to believe the word of a mundane trader with a suspicious amount of knowledge, Kesenna drops her disguise and reveals who she really is as a show of trust. 

Kesenna reveals that the demon lord Treereaver has made the Heartwood his home away from the Abyss and is gradually and carefully collecting powerful allies within its borders. Treereaver’s demons have been seen across the Northfells, trying to establish footholds for their evil master to expand his influence (the heroes have seen this in action in the Wailing Grove and the Skaldwood; Kesenna can help them connect these events, if necessary). The magical border around the Heartwood is mighty, but can be overcome with a legendary symbol called the breaching rune. Acquiring this should be the heroes’ next step, and Kesenna can put them on the right path for this. 


 

I'm Writing an AP in Front of You, Part 22

December 4, 2019
It's easy to put mazes in an adventure, but it's really hard to do it well. You can have an intricate maze as a map, but that becomes tedious to draw and boring to navigate. Worse, it doesn't feel particularly immersive for the players (as opposed to the characters), since the players can see the whole maze from a superior top-down perspective at all times. 

The best mazes in adventures give the players the wait-where-are-we-now feeling that their characters should have, and that usually means...
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I'm Writing an AP in Front of You, Part 21

November 27, 2019
I've been doing a lot of skipping around in my adventure path writing; to be honest, the very fact I've given myself some direction for chapters 12 through 15 has made me feel like I can tackle those a little later. So I've got chapters 9 and 18 to post today.

But first I wanted to talk about maps! I discovered an excellent cartographer named Dyson Logos, who has a ton of maps on his site at dysonlogos.blog. Many of his maps are free for commercial use (which is great for me!), although he has...
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I'm Writing an AP in Front of You, Part 20

November 25, 2019
I'm taking a close look at the mid-levels of my adventure path, particularly the events of chapters 11 through 15 or so. I sort of just threw chapter numbers on the map, but I want a way to link them together. You'll remember the lower levels are about "experiencing weird stuff" and "figuring out what's going on," so by these mid levels the heroes should be in the "doing something about it" phase.

But doing something can be really simple ("go to location X and do a thing") or very complex ("he...
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I'm Writing an AP in Front of You, Part 19

November 15, 2019
Hard to believe, but I'm just about halfway done with my full 2E AP. I've now got a good thread of story and I've dropped a lot of locations, but I don't feel like I can tie down the second half without making some map decisions. I need to know where in the Northfells the rest of the action is going to occur. Looking over the map and what I've got so far, I see a few changes I need to make. I should have a few more small forests near the "starter towns" of Fallinghollow and Jannasthorpe. I al...
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Getting the Most from Monster Damage

November 13, 2019

I've stepped briefly away from the Heartwood Blight Adventure Path for another project (see here), but I'll turn back to it soon enough. In the meantime, though, I had a good conversation to bring here.

I’ve been working with a new-ish freelancer on monster design for Pathfinder 2nd Edition. His narrative prose is very strong, and his monster design is good, but I recently talked with him about his monster’s damage, and I thought it would be good to share this.

His monster, which we’ll ca...


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I'm Writing an AP in Front of You, Part 18

November 5, 2019
This adventure path has been rolling along consistently in the design process: I think about where I need the story to be, look at monsters available for the chapter's level, list out 12 encounters in a variety of themes, write up the 1500 word (or so) adventure, then seed in the right amount of treasure for the level. Repeat over and over!

I knew I wanted to get back into the forest threats for the 7th level adventure, and I have my eye on that scrap of forest at the eastern edge of my map. I...
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I'm Writing an AP in Front of You, Part 17

October 31, 2019
Warning! This post is long, because it includes 10 percent of an entire adventure path!

Last time, I talked about how I had to do some creative thinking to fill out the 17th level adventure. In building the 5th level adventure, I found I had way too much cool stuff I wanted to pack in. A hobgoblin/barghest thieves guild, a sinister alchemist, and salt miners all working for the secretive devil cult, plus a raid on the devil cult in the Owlbear House, and mind-controlling vampires, and plots ag...
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I'm Writing an AP in Front of You, Part 16

October 30, 2019
I've been working on a couple different components of my adventure path at once: the pieces that are urban and focus on the devil activity. This is something of a side quest; the main thrust of the adventure path is about evil fey and demons, after all. But a devil-focused, urban, intrigue-based subplot allows players who really like that type of adventure to shine, and gives the whole adventure path some variety.

I've been specifically working on the 5th-level adventure (which introduces the ...
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Sparwell Lodge is Here!

October 25, 2019
My second Pathfinder Second Edition product with Rogue Genius Games is now out! You can get it right here. It's called the Ghosts of Sparwell Lodge, a haunted-house adventure for 4th level characters. This is a reworking of my Pathfinder 1st edition adventure Six Griffons Haunt (my first Run Amok Games product!), which is itself a reworking of a D&D 3.5 edition adventure I wrote called The Haunted House of bin-Khadij. Each time the adventure has grown and been refined a bit more, and I'm very...
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I'm Writing an AP in Front of You, Part 15

October 24, 2019
So, I've now got my first three adventures done, and they do sort of what I wanted when I outlined this; the heroes are getting their first taste of troubles, and relying on NPCs a lot (in particular, the scholar Gendal). I ended that by pointing to a place called the Wailing Grove, and someone named Nelthek Sharpleaf (which isn't a very viking-themed name, so I'm already planning to change it to Njoln).

Looking back at my outline, I see that levels 4 to 7 were the ones where I want the heroes...
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I'm Writing an AP in Front of You, Part 14

October 22, 2019
So, I've got the 1st level adventure, and I've got the 3rd level adventure. Now I need to connect them by filling in the 2nd level adventure. I look at how the first adventure ends (an arboreal has killed a duergar from the Wastingdeep Mine, the scholar Gendal is kidnapped) and how the third adventure begins (upon returning to Fallinghollow with Gendal, stuff happens) and see that the second adventure is about rescuing Gendal from duergars. That seems like a dungeon crawl to me, and having th...
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I'm Writing an AP in Front of You, Part 13

October 17, 2019
Last time, I presented the first adventure in the adventure path I'm writing. Today, I want to talk about how to end it. I haven't yet put this together, because I think it will depend a lot on how the 19th-level adventure goes, but I want to put down some thoughts about the 20th level finale of this campaign.

* It need not have 12 encounters. I've been building every chapter with 12 encounters to make sure there's enough experience for the heroes to level up for the following chapter. Since t...
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I'm Writing an AP in Front of You, Part 12

October 10, 2019
Okay! Here is the entire 1st level adventure. This is how the Heartwood Blight Adventure Path will kick off!

Chapter 1: Raiders of Fallinghollow (1st level)

The heroes all begin in the town of Fallinghollow, a small community in the Northfells of about 1,000 people. It’s best if the heroes have some connection to this town, such as by being from there, or having recently moved there. They might be connected to Headman Sigrir, the town’s efficient and no-nonsense mayor; Sheriff Arskej, who i...


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I'm Writing an AP in Front of You, Part 11

October 8, 2019
Now that I'm 11 posts into this project about writing an entire Pathfinder Second Edition adventure path, I'm ready to start! That is, I'm ready to take a look at how I'm going to design the first adventure, which will launch this adventure path right. The start of an adventure path needs to do these things:

* Establish the Theme. The way the adventure path feels should be established in the first adventure. If the adventure path is going to be a gritty, urban, noir theme, the first adventure ...
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I'm Writing an AP in Front of You, Part 10

October 3, 2019
Okay! Now that I've got some names I can plug in, let me finish up the 16th level chapter I outlined earlier. This is a bit long, 1,600 words rather than 1,500, but I can trim it up a bit when I ensure it's connected to the 15th level adventure that comes before it and the 17th level adventure that comes after it, which I already know is going to be an urban adventure culminating against the pit fiend Balzzevarian, which I set up here.

Chapter 16: Monastery of Frozen Stone (16th level)

The hero...


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Name Checks

October 1, 2019
I'm taking a quick step away from my lengthy blog series where I'm writing an entire adventure path to talk about names. More specifically, I'm talking about how you check them. Here's what I do, whether I'm writing something myself or developing an adventure for someone else. At some point near the end of the writing/development, you're going to want to run your document through a spellchecker. Have a Google window open at the same time. For each proper name you find, before hitting "Accept,...
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I'm Writing an AP in Front of You, Part 9

September 26, 2019

So I’ve been throwing out names as they come up (for example, the town in Chapter 3 is Fallinghollow), but I now want to be a little more definitive about this. What is the region going to be called? What will the towns be called? And, perhaps most importantly, what is the entire adventure path going to be called?

Naming adventure paths is hard. Here at Paizo, adventure paths are almost all my small team does, and all of us agree that finding a good, evocative name for an entire adventure pa...


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I'm Writing an AP in Front of You, Part 8

September 24, 2019
Let me get right to it: below is my entire 3rd level adventure for my adventure path! I'm 1/20th of the way done! It's right near 1,500 words, and therefore my target length. I dropped this text into my layout program (a free product called Scribus) and see that it's just a few lines shy of 3 pages. That seems perfect. Here it is!

Chapter 3: The Cat’s-Paw Deception (3rd)

The heroes returned the missing scholar Gendal to his home in Fallinghollow, but the forest town of Fallinghollow has troub...


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I'm Writing an AP in Front of You, Part 7

September 19, 2019
Every writer hits a point of "Oh, crap. Word count!" at some point. Sometimes it's that you're done with a project and don't know how to fill the rest of the words you've been assigned. Much more often, it's when you realize that you have many, many more words than your word count allots to you. This latter problem isn't so bad; it forces you to refine your presentation, picking only the best and clearest words. It's really hard to kill words, but being forced to do so makes for better projec...
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I'm Writing an AP in Front of You, Part 6

September 17, 2019
Last time in my series of posts about designing a whole Pathfinder Second Edition adventure path from scratch, I worked out a robust outline for the 3rd chapter, which amounts to an adventure for 3rd level characters that will get them to 4th level. I'm now doing the same for 16th level, because I wanted to jump into this for a low-level adventure and a high-level adventure.

The 16th-level thinking and ultimate outline is below. But I don't want to bury the takeaway of this exercise at the bot...
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I'm Writing an AP in Front of You, Part 5

September 12, 2019
Welcome back! My last post described one adventure in my adventure path, Cat's-Paw Deception, for 3rd-level characters. That outline isn't quite yet done, because the adventure doesn't yet have any treasure. Fortunately, the Pathfinder Core Rulebook makes choosing treasure easy. Page 509 provides that a 3rd-level adventure should give out a total of 500 gp of treasure. This breaks down as 2 Level 4 permanent items, 2 Level 3 permanent items, 2 Level 4 consumable items, 2 Level 3 consumable it...
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I'm Writing an AP in Front of You, Part 4

September 12, 2019
Okay! Enough of the overview planning and such. Let me tackle a couple of the 20 adventures in this adventure path (one level's worth of encounters) to see what that takes. I'll pick, semi-randomly, Level 3 and Level 16. This gives both a low and a high level, and both levels work fine in isolation--that is, I'm far enough away from the Level 1 start of the adventure path and the Level 20 conclusion of the adventure path that I don't need to worry quite so much about the details of the meta-p...
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I'm Writing an AP in Front of You, Part 3

September 9, 2019
I'm continuing the adventure path design! With a powerful villain now in play, it's time to think about lesser minions and lieutenants that will serve as the foes for lower levels, leading into the final fight against Treerazer. 

So let's think about sub-villains, and the foes the heroes will face at lower levels.

I've already boxed myself in a bit with my super-short word count, as I can't rely on lots of lengthy stat blocks for villains with class levels--or, as Pathfinder Second Edition uses...
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I'm Writing an AP in Front of You, Part 2

September 3, 2019
More planning for my adventure path! I'm not thinking at a high level about art and maps. These are both important to any product, but they require separate skills; people who can do both well are rare and should be treasured. They both have some wildly different costs.

Art comes in two general types for the third-party publisher: custom and stock. Custom art is made to your specifications, and is a lot more expensive. You'll get exactly what you need in art, and your art piece will be unique...
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I'm Writing an AP in Front of You, Part 1

August 29, 2019
I've had a lot to say about writing adventures, but I want to think a bit bigger. I'm going to write a Pathfinder Second Edition adventure path. Sort of. Over many posts. In this first post, I'll provide some thoughts about the framework. Later posts will get into the details. I hope talking through this is helpful for mapping out your own large RPG projects!

Let's think about scope. A Paizo-type adventure path is about 300 pages long. A hardcover campaign book for other systems would also be ...
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Things You Haven't Noticed About Pathfinder Second Edition

August 19, 2019
This blog is probably Part 1 of multiple parts, as I'm still learning the new edition, but here are a few things that weren't immediately obvious to me:

1) Touch spells don't require an attack roll unless they say so. In First Edition, any spell with a Range of "touch" required you make a touch attack roll against your foe to hit it. That's not the case now. Now, plenty of spells have a Range of "touch" but don't require any attack roll. The spell text says if it does. For example, chill touch...
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Mother of Monsters Super-Adventure for 5E D&D!

August 16, 2019
I've had the privilege of contributing adventures to an exciting upcoming product: an entire adventure path for 5E D&D called Mother of Monsters. This is a fantasy Greek-themed adventure path set in a vibrant world with a lot of adventure opportunity. It's Kickstarting now, and you can back it right here: https://www.kickstarter.com/projects/zagoragames/mother-of-monsters-the-awakening-of-naehurdamia

Several things really impressed me from the beginning with the way Adrian set this up. He'd ob...
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Intrepid Heroes Take Flight!

August 15, 2019
I've done a LOT of gaming in my time, but I'm doing something totally new now. My Starfinder group--which recently finished Dead Suns to the great enjoyment of all--is starting up the Dawn of Flame adventure path. This time, though, we're podcasting it! You can check out our episodes at IntrepidHeroes.net. Each one is around 45 minutes to an hour long.

We're looking to fill a particular niche here: actual gamers at play. I've seen a lot of the "actual play" genre get overwhelmed with professio...
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RIP Blake Wilkie

August 14, 2019
I just learned that one of the artists I used for several Run Amok Games products, Blake Wilkie, passed away yesterday. The look of Run Amok Games products wouldn't be the same without Blake, and I regret I didn't have the opportunity to express my appreciation before his passing. My favorite cover art he did for me was the cover of The Underdelve Menace, but his distinctive comic-book style shows up a lot. RIP Blake.
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About Me


I'm Ron Lundeen, game designer for Wizards of the Coast. Before that, I worked as a development manager for Paizo, Inc. and as an RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Petersen Games, and Ulisses Spiele. My opinions here are my own and do not reflect those of Wizards of the Coast.

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