Weird horror and forbidden sorcery!
Once the height and center of human civilization, Midgard’s Wasted West was brought low by hubris and alien wizardry. Now all that remains are the wind-scoured bones of mighty cities and their doomed citizens. Only the bravest, most reckless or most desperate adventurers dare to face its dangers…which is, of course, where you come in.
The new 30-page Player’s Guide to the Wasted West  provides players with a regional overview of the Wasted West, plus a wide range of new powers and options for any Pathfinder Roleplaying Game campaign, including:
- 7 new archetypes for Summoners, Magi, Clerics, Druids, Rangers, Witches and Wizards
- New spells and magic items including Call Goblin Warriors, Wastewalker’s Alacrity, and Deadly Rope
- 4 new sorcerous bloodlines – Ghoulish, Goblin-Blooded, Giant and Realms Beyond – plus cavalier orders of the wastes
- 35 new traits and 18 wild new feats including Vril Scavenger, Tentacled Freak, and Alien Monster Hunter
- An overview of the region, its goblin tribes and powerful mages – and of course the time-trapped Old Ones who roam its desolate places
You can pick up the Player’s Guide to the Wasted West today at Paizo, DriveThru RPG and RPGNow, and behold its alien wonders! Here’s a sneak peek at one of the new spells of the Wastes: Call Goblin Warriors.
Call Goblin Warriors
School conjuration
Level sorcerer/wizard 9
Casting Time full round action
Components V, S, F (special: goblin pact rune-stone)
Range medium (200 ft. + 10 ft./level)
Area 40 ft. radius
Duration 1 round/level (D)
Spell Resistance no; Saving Throw Reflex (see description)
During and after the Great Mage Wars, Bemmean archmages made arcane pacts with charmed or otherwise suborned goblin tribes. Both signatories sealed the pacts by tracing runes with their own blood on stone pendants that were worn around the necks of the archmage and the goblin chieftain.
By casting the spell while clutching the rune-stone pendants, the archmage (or other possessor of the rune- stone) could summon the warriors of the tribe to fight or serve them for a time, as per the summon monster IX spell. The spell immediately summons 8d8 goblin warriors (similar to the Pathfinder Bestiary) and one goblin chieftain (use the bugbear statistics from the Pathfinder Bestiary).
They appear in a burst of light (all opponents within 60 feet make a Reflex saving throw or be dazed for 1d4 rounds). They appear where you designate and act immediately, on your turn. They attack or perform other actions to the best of their ability as commanded.
The holder of the runestone can communicate with the goblins, even if the summoner does not normally speak Goblin. At the end of the spell’s duration (or if dispelled), the goblins disappear in a flash of smoke that acts as an obscuring mist for 1d4 rounds. If the runestone is taken from the neck of the chieftain or caster (alive or dead), the spell is immediately dispelled.
Overall I liked this! I loved the new Orders and archetypes and the map of Maillon was beautiful.
I was disappointed (but from experience with PGtDE and PGtC, not surprised) to see a lot of repeated info from the CS – including only three of the Great Old Ones?!? I know this seems weird, finding fault with reprinted text and then with the next breath finding not *enough* being reprinted…
I guess I felt that for beings that (to my mind) encapsulate the iconic weirdness of the WW, if not its total history, I would like to have seen all of them detailed, and perhaps with some effects of proximity, or hooks even.
Then again, this is a Player’s Guide, and perhaps this speaks to some of the schizoid nature of the product in my mind. Do players need giant histories of Maillon and Bourgound etc? Maps of same? I would like to see all of this information and more, don’t get me wrong. I guess I’m having trouble with the aim or emphasis of the Player’s Guide. Now that I think about it, maybe the GoOs only need a small snippet each in the PGttWW but definitely more than just three…
I would agree that some repetition is required in a Player’s Guide, but perhaps the designer went a little overboard in how much was presented about the various locales (and the histories seem overdone here, whereas in the Campaign Setting book they seem short).
What I think we really need is for Brandon Hodge to write an expanded Gamemastery Guide to the region.
Wasted West GMG? Yesss! Great idea…
BTW I posted some commentary in the product discussion over at Paizo. Real review coming later…
Yes, there was some back and forth over how much from the CS to cover, and how much background was needed to give a sense of place for characters. There is always much discussion between Wolfgang and I about what is the minimum to discuss about an area to give players an idea of what they are dealing with and how they might plug their characters into it, without going into kingly lineages and lengthy timelines, etc.
Also, some people may have dropped $4.99 for the Player’s PDF, but haven’t come up with the $49.99 for the MCS yet, so we are trying to keep those players in mind as well…if the taste in the PG convinces them to plunk down the cash for the MCS, all the better!
However, the feedback we have gotten so far has been overwhelming positive for the flavor/setting text, but it is always secondary to the excitement around new traits, feats, archetypes, magic and equipment. So we try and keep the “crunch” vs. “fluff” ratio at least two, three, even four to one….thanks for the feedback. Keep it coming!