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When the Goblin King’s hunt for a stolen artifact turns Haven into a warzone, the heroes must navigate the chaos to save the duke’s heir. Face lethal killers and cultists in this thrilling fourth installment of the Rage of the Goblin King saga.

Wild Beasts introduces a new fringe cult devoted to a warped interpretation of the Horned King. Fed up with what they see as decadence in urban life, they abandon the trappings of civilization to embrace a wild, untamed existence under the watchful eye of their dark master.

Priceless treasures are vanishing from Sea Hold, and the blame falls on the enigmatic cult of Fetch. You’re called upon to uncover the truth behind these magical heists, clear a cult’s name, and confront the masterminds threatening the city’s wealthiest.

From the start, I wanted to make it easy to use enemies in combat, while providing interesting options to make battle scenes more memorable. Some enemies might be fought in numbers, such as the green gorger, or fought alone, such as the dragon that appears after.

As I tinkered with the magic system in Weird Wizard, I found that I wanted to make spells and other magical effects expressions of specific paths, rather than having chunky traditions.