Nkumu flailed through the vine-choked trees with death only steps behind. He had watched his companions fall one by one. The three Nurian merchants screamed as their skin peeled from their bones. The two Zobeckian swordsmen choked and gagged, infected by tiny green tendrils that crept out of their eyes and mouths. Now alone, Nkumu staggered on. Come what may, he was going to make it. He was going to live!
The twisted, thorny tip of the vine burst through Nkumu’s chest from behind. Other vines exploded out of the jungle canopy to wrap themselves around his arms and legs. As his body was dragged back, Nkumu realized he should never have entered the Living Jungle.
We are extremely excited to announce that Hero Lab will soon provide you with New Paths options. Thanks to them, you can soon choose from seven new and expanded classes from Level 1 to 20, plus the following:
28 new archetypes for monks, ninjas, gunslingers, barbarians, fighters, clerics, and all seven New Paths Compendium classes
20 new spells for druids, rangers, shamans, and other classes
Almost 100 new feats for new and existing classes
As of this writing, just over half of the content from New Paths Compendium is available early in September, and you should see the rest as a part of the late September Hero Labs Pathfinder update. If you purchase New Paths Compendium upon release, the new content will be available as a free update once added.
So, pick up New Paths Compendium for Hero Lab for only $14.99 next week (on Monday or Tuesday)! And be sure to check out our New Paths Compendium at the Kobold Press store.
Wells might have more in them than water, and that bucket used to draw water might have a surprise or two, also. You can roll randomly for a result below, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
The heroes have fought their way through a swath of enemies in the dungeon, only to find themselves outside the final room—the one that contains a cult leader making vile sacrifices, and all of the cult’s treasure. Exhausted and out of resources, instead of pressing on, the adventurers decide to make camp and sleep for the night before facing the cult leader in the morning—right outside his inner sanctum.
The umbral vampire appears as a pale, exceedingly gaunt humanoid dressed in archaic finery falling to rags. Tangled wisps of hair cling to parchment flesh pulled taut against its skull, and misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth. Fingers twisted into jagged claws and a permanent rictus grin completes the appearance of undeath. But it is not undead. It is something much worse.
Legends speak of an ancient city whose origins are lost to the ages. Ruled by a cabal of wizards with the power to manipulate the flow of time and stay the hand of death, the inhabitants of this city became immortals. For centuries, citizens dedicated themselves to such enlightened pursuits as art, literature, and the accumulation of knowledge. But mortals weren’t meant to live forever. Without death’s merciful release, the weight of ages pulled their souls down into darkness. Turning to crueler pursuits, these citizens made war on other cities and enslaved entire races purely for entertainment. Legends differ on how their wickedness came to an end. Some say the gods punished them, and others say one of their own wizards despaired at what they had become and destroyed them. In the most well-known version of the tale, the city drowned under the weight of its own sins and passed from the world. Their power broken, the wizards could no longer hold back the ravages of time. The citizens aged centuries in moments but, instead of dying, lingered on in their dark realm.