Are You a D&D 5TH EDITION Or PATHFINDER RPG Fan?

If you play either D&D 5th Edition or the Pathfinder RPG, and you're not yet signed up to EN5ider (5E) or TRAILseeker (Pathfinder), you're missing out on the latest way to get regular professionally produced articles and adventures for your game! Designed specifically for those who miss magazines crammed with content for their favorite fantasy roleplaying game, both publications give you weekly articles formatted for a binder. You download them, print them out, and file them! Each has its own team of writers, editors, layout, and artists, all dedicated to bringing you high quality material - and the best bit: you only pay what you want!

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Both publications have been runnning for nearly 3 months now, and just by signing up you immediately get access to ALL of the following articles and adventures! You could have ALL of these two minutes from now!


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[/TD] [/TR] [TR] [TD="align: left"]To sign up to EN World EN5ider, click here. EN World EN5ider is the new way to get regular gaming articles and adventures online. For a small monthly donation, you will receive rules articles, gaming advice, adventures, and more.


  1. Cherished Trinkets. A rules-light article which discusses the use of trinkets as treasure in your game. By Ryan Chaddock.
  2. Five Campaign Lessons from the Hobbit Films. This system neutral article discusses game mastering and what lessons you can learn from Peter Jackson's Hobbit movies. By Eric Pierce.
  3. Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  4. Battlefield Events. Introducing random events to spice up combat encounters, from weather changes to pit traps. Does an innocent wander onto the battlefield, or do you stray into an ancient wild magic surge? by Russ Morrissey.
  5. The Business of Emotion. This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? By Paul Okesh.
  6. Player Pets: Rearing Wild Animals and Training Domesticated Animals. Rules for adopting, purchasing, and training pets, from dogs to wolves to giant fire beatles and constrictor snakes. How to gain their loyalty and teach them tricks or tasks, while ensuring that the Ranger's animal companion or spellcaster's familiar remains the more potent option. By Jensen Toperzer.
  7. Nature's Remedy. Nature's Remedy is a brand new article for EN World EN5ider patrons! An introduction to the craft of herbalism, a handful of example herbs including darkberries, firedrake petals, silver garlic, and more, plus rules for their preparation, and a the new Master Herbalist feat. By Russ Morrissey.
  8. Give Chase. Adding to the chase rules found in the core rulebooks, this article presents an abstract way of mapping a chase, along with three new complication tables for underground, castle grounds, and mountain chases. By James Introcaso.
  9. Circles of Power: Three New Druid Circles. There are many types of druid in fiction and film with widely differing specializations. This article explores three new Druid Circles to help bring variety to your game table. Explore the Circle of Birds and Beasts, the Circle of the Elements, and the Circle of Life. By Mark Kernow, and illustrated by Deanna Roberds.
  10. Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  11. Winterheart. Winterheart is an adventure for 4th level characters. Can the PCs rescue a young prisoner with latent icy magic before her despair plunges the region into a deep winter? By Esper, illustrated by Jen Tracy, cartography by Esper.
  12. Fantastic Tomes & Librams. Fantastic Tomes & Librams presents you with 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  13. Fire of the Mind. Tired of villains simply described as "mad" or "insane"? This article introduces four new illnesses - Multiple Personality Disorder, Aphasia, Schizophrenia, Paranoid Schizophrenia. Each includes rules for the player, and advice for the GM. By James Abendroth; illustrated by Sade.
  14. Strands of Life. Giltônio Santos brings you 11 new healing spells for the cleric, bard, druid, paladin, or ranger in your life, and takes a brief look at direct healing, damage mitigation, and gradual healing. A vital article for anyone playing a healer! By Giltônio Santos; illustrated by Jen Tracy.
  15. Party of One. It's not always possible to form a full five-person-plus gaming group, but that doesn't have to stop you enjoying your favorite tabletop RPG! Party of One takes a look at the one-on-one campaign, featuring one player and one GM, and discusses ways to make it a fun and rewarding experience for both. By Matt Click; illustrated by Ellis Goodson.
  16. King & Country. Previous vocations aren't the only types of character backgrounds. This article discusses the creation of character backgrounds based on nationality, along with two fully developed backgrounds: Crusader Nation and Arcane Dominion. By Mark A. Hart; illustrated by Scott Harshbarger.
  17. Don't Wake Dretchlor. A forgotten mansion. A sadistic demon. A deadly game of cat-and-mouse. Can the heroes outwit the demon and escape the mansion, or will they fall prey to Dretchlor's evil machinations? An adventure for characters of 5th-7th level by Kiel Chienier; illustrated by Rick Hershey and Sexualtyranosarus.
  18. King & Country II. By popular demand - the sequel to King & Country, Mark Hart's introduction to nationalities as backgrounds! You asked us for it, so we obliged! Here are four new fantasy realms for use as backgrounds - the Confederacy of Feuding Houses, the Lost Civilization, the Regime of the Dark Overlord, and the Savage Land. By Mark Hart; illustrated by N.C. Wyeth.
  19. Get Sick: Six New Diseases. Bottle fever, demonic plague, itching insides, ooze decay, aberrant touch, and walking rot. What do these all have in common? They're all new diseases for your game - some mundane, and some supernatural. Not only that, this article contains guidelines for creating your own diseases! By James Introcaso.
[/TD] [TD="align: left"]To sign up to EN World TRAILseeker, click here. EN World TRAILseeker is the new way to get regular Pathfinder RPG gaming articles and adventures online. For a small monthly donation, you will receive rules articles, gaming advice, adventures, and more.


  1. Multiclassing Feats. This article presents a selection of multiclassing feats which allow characters to pick up skills from those whose paths they cross. By Jonathan Palmer.
  2. Archery Contests. Running and conducting large archery tournaments can be fun and easy! By Russ Morrissey, based on an original article by Ryan Nock.
  3. Red Fangs in a White Night. This is an adventure for four 7th-level characters. Werewolves, vampires, a city under a white dome, and a missing archmage. Can the PCs catch White Night’s mysterious werewolf? And what will they discover in the process? By Thiago Rosa.
  4. Urndaemon, Voludaemon. This article presents an horrific demon, just waiting to corrupt your adventurers. By Jessie Staffler.
  5. Weapon Style Feats. From mounted styles designed to be used in close-quarters, to ancient elven sword styles that emphasize deception and the use of a cloak as a defensive tool, this article introduces five new weapon styles, each with three weapon style feats, sure to enhance your game! By Jonathan Palmer.
  6. Crypta Hereticarum: The Vault of Heresies. Evil lies trapped within the Crypta Hereticarum — the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted innocents whose curses they could not break, they placed them in the vault, built beneath the desolate isle of Odiem, off the coast of the city Sid Minos. Many still tried to plunder its treasures - but these dungeon delvers are drawn not only by the promise of rare riches and powerful magic, but by the mysterious temptation of the vault’s greatest prisoner, Ashima-Shimtu.
  7. Creating Enjoyable Puzzles for Role Playing Games. Carl Heyl shows you how to create enjoyable puzzles for your Pathfinder game. It's all too easy to stop a game in its tracks, or throw off any sense of immersion. The advice in this article gives tips on creating organic, fun puzzles which don't interrupt your game. Illustrated by Sade.
  8. Fantastic Tomes & Librams. 1d100 mundane but exotic books and tomes to furnish a wizard's study, a library, or a treasure hoard. Each entry contains the book’s name, its author, a short description, and an optional notation indicating its rarity, relative value, and number of pages. By Russ Morrissey.
  9. Making Mischief: A Dirty Trick Guide. Make the most of the dirty trick combat maneuver with this guide by Thomas Kyle, which also includes four new feats and two new spells designed to fool and bewilder your opponents in battle!
  10. After Death. Congratulations! Your party is dead. This is a Pathfinder RPG adventure designed for 9th-level characters. It is also a little different, as the PCs will start it dead. Fortunately for them, death is not the end. With the help of the azata Asha, they can still defeat the monstrous lich who killed them in the first place… And recover their lives in the process. By Jonathan Garret.
  11. Cherufe. A mighty, volcanic monster for your Pathfinder game! This menacing, CR14 giant appears to be made of magma. Its black, rocky mass radiates massive heat, while red light pours from its mouth and the cracks in its stony hide. Full stats, plus adventure seeds. By Jeff Lee; art by Xandits.
  12. The Power of Theme. Anthony Torretti discusses ways to introduces strong thematic elements into a campaign while avoiding railroading in this helpful GMing advice article.
  13. Creating A Survival Horror Adventure. Resource scarcity, helplessness, and personal stories are all tropes of the survival horror genre for good reason: they work! By Jonathan Palmer; illustrations by Savage Mojo.
  14. Herbal Remedies. Enhance your Pathfinder game with plants and herbs which heal, cure poisons or diseases, provide mental cleansing, or augment the imbiber. Butterfly Weed, St. John's Wort, Dragon Flower, Rosy Periwinkle... this article contains 10 useful herbal remedies. By Daniel Marshall; illustrations from Savage Mojo and Xanditz.
  15. Galem Builder. Galems - not golems! - are built out of clay by the galem builders, an alternate version of the summoner. This article introduces the galem builder, along with the galem itself. Why summon an outsider when you can build your own perfect construct? By Carl Cramér; art by Xanditz.
  16. Leech. Not all healing is supernatural! Sometimes medical training takes the form of the field-surgeon, with roguish talents such as Apothecary, Bleed, Expert Surgeon, and First Aid, or even advanced talents like Cosmetic Surgery (if you'd dare to undergo medieval-style cosmetic work!) Do not try this at home! By Carl Cramér; art by Xanditz.
  17. Stunning Eldritch Fist. When you combine spellcasting and the martial arts, you get three new exciting fighting styles for the Pathfinder RPG. Emulate the vampire's gaseous form with the Clouded Path Style; use the graceful dance of blossoms on the wind with the Falling Blossom Style; or summon virulent toxins from your body with the Wandering Spider Style. Each style is presented with three feats ready for use. By Jerall Toi; art by Xanditz.
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I'm curious, when checking the numbers, I'd expect you to be releasing many more En5ider articles than TrailSeeker, but they are almost equal. Is that because you are still building the brands, and hope/expect Pathfinder interest to pick up fairly soon? Or is it more, at this point, a matter of submissions you are getting for each 'zine?

En5ider 680 patrons, $1,804.01 per article, for 19 articles = total $34,276
TrailSeeker 136 patrons, $346.00 per article, for 17 articles = total $5,882
= 5x as many patrons (exactly)
= 5.2x as much patronage per article
= 5.8x as much support overall for En5ider over TrailSeeker
 


I'm curious, when checking the numbers, I'd expect you to be releasing many more En5ider articles than TrailSeeker, but they are almost equal. Is that because you are still building the brands, and hope/expect Pathfinder interest to pick up fairly soon? Or is it more, at this point, a matter of submissions you are getting for each 'zine?

En5ider 680 patrons, $1,804.01 per article, for 19 articles = total $34,276
TrailSeeker 136 patrons, $346.00 per article, for 17 articles = total $5,882
= 5x as many patrons (exactly)
= 5.2x as much patronage per article
= 5.8x as much support overall for En5ider over TrailSeeker

It doesn't work quite like that.
 

I'm curious, when checking the numbers, I'd expect you to be releasing many more En5ider articles than TrailSeeker, but they are almost equal. Is that because you are still building the brands, and hope/expect Pathfinder interest to pick up fairly soon? Or is it more, at this point, a matter of submissions you are getting for each 'zine?

En5ider 680 patrons, $1,804.01 per article, for 19 articles = total $34,276
TrailSeeker 136 patrons, $346.00 per article, for 17 articles = total $5,882
= 5x as many patrons (exactly)
= 5.2x as much patronage per article
= 5.8x as much support overall for En5ider over TrailSeeker

Since patrons can put a monthly cap on their patronage, it skews the numbers in a way that's invisible to everyone but [MENTION=1]Morrus[/MENTION]. It's also based on things like workflow, man-hours required to create and finalize content...

We also don't consider one to be more important than the other. I have a natural bias towards EN5ider, but our Pathfinder fans are every bit as important to us as our 5th edition ones.
 

I get that it's not as simple as that - the totals I suggested are probably way off because of the article cap, which I admit I temporarily forgot about. But the number of patrons at least does seem to show that there is much greater demand for a 'zine among 5E players over Pathfinder ones. That may be because there is so much official material - both already out and forthcoming - for Pathfinder, compared to the new and fairly sparse 5th Edition, and/or that D&D players are more used to/keen to have a monthly magazine mixed with articles and adventures. A lack of a licensing program for 5E is certainly not helping feed the demand for more new edition-compatible content...

I think it's fantastic that [MENTION=1]Morrus[/MENTION] has stepped up and introduced these two 'zines, and, having enjoyed several products offered up on DrivethruRPG for a couple years, I'm looking forward to finally starting my subscription* very soon. As I said originally, I was curious, because I would have expected to see more of an impact by now - but maybe I'm too trained by our instant-response society...

Thanks gentlemen!

- Anne

* En5ider, because while I still play Pathfinder, I'll never get around to DMing it, and I play it about 4x as often as 5E.
 

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