Saturday, September 5, 2020

Rise of The Runelords Chapter 27: The Path of Temptation

The Companions stand upon the doorstep of the hidden realm of Xin-Shalast. Many foul creatures, ancient evils, and terrible monsters had stood in their way, but soon they would face Karzoug on the steps of his own realm. As they turned to watch Shepherd lead his charges back home toward the south, they could hear the yawning void within the cave. They knew not what lurked beyond, but according to Mirelinda's harrowing it could be nothing good.
 
So they went, prepared for anything... except, perhaps, what they found. For those who need to catch up regarding this adventure, previous installments are below!

- Chapter 1: Blood and Butterflies
- Chapter 2: Murder and Glass
- Chapter 3: The Sin Pit
- Chapter 4: Tussles in The Tangle
- Chapter 5: The Assault on Thistletop
- Chapter 6: Secrets Behind The Curtain
- Chapter 7: Murders At The Mill
- Chapter 8: Halflings and Ghouls
- Chapter 9: Fox in The Hen House
- Chapter 10: Something Rotten in Magnimar
- Chapter 11: The Crumbling Tower
- Chapter 12: Demonbane
- Chapter 13: Trouble at Turtleback Ferry
- Chapter 14: The Taking of Fort Rannick
- Chapter 15: Water Over The Dam
- Chapter 16: Mad Lovers, And Lost Captains
- Chapter 17: The March of The Giants
- Chapter 18: The Taking of Jorgenfist
- Chapter 19: The Secrets Beneath Sandpoint
- Chapter 20: At The Gates of The Runeforge
- Chapter 21: Storming The Halls of Evocation
- Chapter 22: The Bowels of Necromancy's Tomb
- Chapter 23: The End of Runeforge
- Chapter 30: The Fall of Karzoug

So what lies ahead? Only the darkest secrets of the soul...

Through The Nexus

 
As the Companions entered the cave, the wind gave way to something else. The stone around them began to crack, and through the cracks they could see far-away lights. The smells of the material plane fell away behind them, and there was only the empty scent of a vast gulf. Light came from everywhere and nowhere, but it did nothing to illuminate the cavernous blackness as the walls fell away. Their paths floated untethered in a void... a void that seemed to respond to them strangely.

Where the hell are we, exactly?

As the Companions advanced, weapons and spells at the ready, they began to hear things... strange things. Voices of those long dead. Whispers from the void speaking of what might have happened in other places, and other times. Zhakar was in the midst of attempting to reassure his friends when he heard a familiar voice for the first time since he'd been a child; his mother's voice.

He stopped cold, the steel of his manica shrieking as spikes ran down the metal like gooseflesh. As he turned his face, a path of stones manifested, and built into a doorway. Darkling light shone through, along with screams of anguished pleasure. Shadows danced beyond, and he stepped forward, knowing as he did that he did not wish to see what lay beyond that gate.

My son... how you've grown...

As Mirelinda shouted for Zhakar to turn back, and Thokk yelled for his friend, Zhakar stared through a gateway and into a scene from hell. His mother stood there, facing the gateway. Her skin shone like burnished silver, and her hair like spun gold. She wore a simple dress of white, but it seemed wrong somehow... the white of a wraith rather than that of an angel. That was when Zhakar realized she was not alone.

Looming over her, his perfect face filled with indolent desire, was a creature Zhakar had only heard of spoken in whispers. He bore his bat wing and red scales with pride, his tunic cut to show rather than hide his corruption. The clawed hand that rested on his mother's shoulder was possessive, the claws digging into her skin. When the archfiend Belial spoke, it was the sound of a beautiful serpent, singing to distract you as it dripped poison into your ear.

"My son," the creature said, genuine pleasure in its voice. "You have made me proud."
 
Zhakar stood in horror, rooted to the stones, his control over his form slipping. His wings flared, the fire filling his eyes sparking from a coal to a blaze. Rather than seeming afraid, the Lord of Lust simply smiled wider... a parent watching its child run instead of walk for the first time.

"Come," the fiend intoned, holding out its other hand. It held Zhakar's mother tighter, wringing a gasp of pain from her. "Join us. This is where you belong, blood of my blood, and flesh of my flesh."
 
Shaking, torn between fear, rage, pain, and fury, Zhakar reached for the runeforged weapon at his side. A weapon that would be the bane of a shapeshifter, as he well knew his father to be. He gripped it until his knuckles cracked, and he stared through the portal. He held his mother's eyes. Eyes that held their own fear, and their own pain... but eyes that had once faced down the horrors of the Worldwound and kept their sanity. Eyes that had seen a thousand battles, and who understood. Zhakar gazed upon the too-perfect face of his father, and spoke with a formality none had heard from him before. The voice of a squire taking his oath.

"When my task is complete, and my deeds here done, I will come for her. I swear it upon this steel," Zhakar said. "And were I you, I would hope that day does not come."
 
His fiendish father merely grinned, and spoke the words that would echo in Zhakar's mind from that day forward. "Do as you wish."

An Oath Made, and a Duty To Be Fulfilled

The portal collapsed as Zhakar turned his back upon it. His shoulders sagging, his face open and naked. The fear was gone from his face, the hatred drained away... the man who stumbled toward his friends seemed more like the scared child that he had been when he had lost his mother the first time, and was cast out by the zealots and witch hunters that fancied themselves crusaders. Thok embraced his friend, holding him as if he meant to keep his soul from fleeing his body.

Zhakar gathered strength from that moment, standing tall once again. He was himself, but more than that... he seemed more like the man who had stood with them at Sandpoint when the goblins attacked. Like an old sword that had been sharpened and honed, it was as if the edge had returned to him... the fire in his heart that had nearly guttered growing once more.

"Let us see this done, my friends," he said, turning once again to the bright light springing into being on the other side of eternity. "It seems I have other business to attend, and do not wish to keep it waiting long."

Next Time on Table Talk!

The adventure draws toward a head! Karzoug has nowhere left to hide, and he has chosen the home territory of his mountain fortress... but will it be enough to save him from the Companions' vengeance? Stay tuned, and I'll see you next time on Table Talk!

For more of my work, check out my Vocal archives, as well as the YouTube channel Dungeon Keeper Radio where I help out from time to time. Or, to check out books like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblr, and Twitter, as well as on Pinterest where I'm building all sorts of boards dedicated to my books, RPG supplements, and greatest hits. Lastly, to help support me and my work, consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little donation can have a big impact.

Monday, August 31, 2020

3 RPG Design Tips For Professionals and Homebrewers Alike

For those who aren't regular readers, I've been a freelance RPG designer for more than six years or so now. I've written modules like The Ghosts of Sorrow Marsh, designed feats and encounter tables in products like Feats of Legend: 20 Orc Feats as well as 100 Encounters in a Fey Forest (both for the Pathfinder RPG), and I've contributed class archetypes in supplements like Letters From The Flaming Crab: Puppet Show along with The Demonologist from TPK Games.

I'm leading with this because I don't want anyone who goes further to think I'm armchair quarterbacking the realities of designing tabletop RPGs. On the contrary, making games is very much my day job, and not a day goes by where I'm not elbow-deep in something's engine trying to figure out what's making that rattling sound, or how to get just a little more horsepower out of it.

There's your problem; no universal dice rules.

So whether you're a fellow professional, or just someone who likes to retool games and make changes for your personal friend group, I would ask that you please keep the following tips in mind. I say this from experience; they are going to help far more than they're going to hurt.

Tip #1: Do Not Play Favorites


As someone who's up to my shoulder in a core rule book right now (I'll tell you more when I can, trust me), I truly sympathize with everyone out there who has a favorite in their games. Whether it's a particular class you're all gung-ho about, or a character race or background package, or just one particular faith in your game, do not give them all the toys. It will not endear them to your players, and it will draw into question your objectivity when balancing a rule set for fairness.

Look no further if you need an example.

If you've never played the first edition of Scion, it's a game with a really cool premise. In short, one of your parents was a god, the titans have escaped their prison, and now you need to stand with your parents to become a hero like those in the old myths and legends. Eventually you will ascend to stand at your parent's right hand as a god yourself... if you survive.

Which powers you get access to, and which attributes you can make godly, vary largely based on your parent, and which pantheon they belong to. If you read this book it's pretty clear someone on the design team loved the Norse gods, and Odin in particular. The one-eyed wanderer is hands-down one of the most powerful parents in the game, and if you're going for raw numbers and options there's very little reason to play a scion of any other god at least 80 percent of the time.

That sort of favoritism creates problems in game balance and design, and it can make players who'd rather opt for something else feel like they're being punished for wanting to explore other options. Make every option unique and viable, and you'll have a better overall game.

Speaking of significance in game design...

Tip #2: Make Your Options Mechanically Significant

 
One game I played a lot of when it first came out was D20 Modern. While it had all the usual flaws of 3.5 Dungeons and Dragons, it presented a lot of fun options and unusual potential for playing modern fantasy games using an at least vaguely familiar class system with prestige classes, feats, and other recognizable elements.

It's really not that bad, if you can overlook the flaws.

One of the big issues I felt this game had from a design perspective (a flaw shared by Shadowrun, and some books in the World of Darkness as well) was there were entire tables dedicated to modern firearms of every make, size, and style over the decades. But when all the semi-automatic handguns did the same damage, had the same rate of fire, and the same size clip, there was really no point in including three dozen variations that amounted to the same thing. Ditto the shotguns, machine guns, submachine guns, etc. If it's all the same, why waste the page space?

I've seen this with classes, with monsters, with weapons, armor, and background traits. If there is no mechanical difference between two aspects of the game, or if you're just going to assign the same value to a dozen different options, don't bother reprinting them. Flavor reskins are a part of any game, but don't waste your players' time and energy reading through a bunch of palate swaps.

Tip #3: Don't Let Random Chance Reign Supreme


Randomization is the function of the dice. However, that randomization should be something that affects the challenge of the game, not something that decides every aspect of it. Put another way, if it's possible for a character no matter how ill-prepared to overcome a challenge entirely on a single roll of the die, then your system is little more than a slot machine; unbalanced, and probably grossly tilted in favor of the house.

It's an RPG, not a craps table.

To give an example, a character who rolls a natural 20 on an attack is going to hit in basically every edition of Dungeons and Dragons. However, even if that farmer with the hoe smashes an impossibly lucky blow into the face of the conquering tyrant Eldrakkar, it isn't going to kill him. Eldrakkar is the game's big bad, after all, and a CR 17 fighter/necromancer. Such a lucky blow is unlikely even to phase him, likely giving him little more than a thin cut along his cheek. This firmly establishes that it is always possible to hit, but that it is not possible to randomly destroy a powerful character because of a lucky roll of the die... whether that's the campaign's big bad villain, or the party's front line fighter once they really hit their stride.

All it takes to throw that out the window is to add a chart of random critical hit effects. The chart might have some less potent options like, "stunned for a turn," or, "character loses weapon," but often more brutal entries like, "character loses a hand," or, "character is decapitated" wind up on these lists.

Imagine that you're playing a campaign, and the big boss that you've had all this built-up for dies in a single hit because the wizard's player got lucky, and stabbed the bad guy in the heart for an instant death. Or, flip the script, and imagine that your heavily armored professional soldier who's survived dozens of encounters is killed in the first round of the first combat of the game because the DM rolled a natural 20, and then chopped your head off because a goblin sergeant got in a lucky hit with a hatchet.

That kind of extreme randomness is not good game design. Especially when you consider that in any game the DM is going to roll far more dice than the players, meaning that the players are going to be on the receiving end of any unfair odds. There's always going to be elements of chance and randomness, and good or bad luck can sway how a game goes... but if every roll of the die literally carries the potential to end a challenge (or the party) I'd suggest trying to re-balance the game so you're not swerving all over the road when you fire it up.

Also, while we're on the subject of randomness in game design, I would like to ask all my fellow designers to please stop padding out games with huge tables of random things. Don't waste page space with twenty different criminal backgrounds, or random starting ages and weights for characters. Even random encounter tables are a little passe at this point, since a majority of groups would rather focus on the story they're all there to tell without wasting an hour fighting off two enraged grizzly bears who were just there for the lulz. We've got limited time, and focusing on meaningful challenges and story beats is often far more preferable.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, August 30, 2020

The Cowboy Wizard

Atrius smiled, and twirled his fingers through the air, speaking the single whisper of power before slapping the steer on the side. When he took his hand away, his personal sigil was clearly marked on the animal's flank, though there was no wound, and no discomfort. The beast grunted, and Atrius snickered as he urged his horse forward. Within the next few hours, the herd was properly marked, all of them calm and grazing.

The drive wasn't as bad as it might otherwise be. From atop his saddle, he could easily direct the herd where he wanted them to go with no more than a few flicks of his wrist, and an occasional eldritch incantation. He kept them calm and moving forward, resisting the temptation to ever enchant them to cut the drive time. He'd seen where that could go, if a man wasn't careful.

Snow Tips watched during the night, the gray barn owl keeping a sharper eye out than he ever could. Still, Atrius kept his wands close, and his field grimoire well-thumbed. There were worse dangers than the threat of a stampede out in the wild lands, and if he wanted his herd to make it to Tracker's Ford in one piece he'd have to keep himself ready for any sort of trouble.

He still had student loans to pay, and univeralist wizards weren't in-demand.

The Cattle Rancher Wizard


When most of us look at a wizard's spell list, we think of the application in terms of dungeon crawls, combats, and adventures. However, there are a lot of spells that could really make the grueling work of a cattle drive so much easier on someone. Whether it's casting a spell on your horse to enhance its speed and endurance, using arcane mark so you can always find your cows, or just turning your lasso into a rope trick so you can camp comfortably in the most inhospitable conditions, a little bit of magic goes a long way when it comes to completing tasks that would otherwise take an entire team of workers.

This concept isn't just about being a cowboy who happens to be a wizard, though.

The idea is, more broadly, to stop thinking of a wizard as a profession instead of a skill set. Rather, this character uses their knowledge of magic to accomplish some other task. Why not a transmuter who's a farmer, turning arid soil into potable land that grows amazing crops? Or a diviner who acts as a bounty hunter, always one step ahead of whoever is trying to get away from her? An abjurer who works as a bodyguard, perhaps? An enchanter who's a diplomat? An illusionist who works for the circus, who operates as a spy, or perhaps both? An evoker who works as a forest ranger, using their spells to conduct controlled burns, stop forest fires, and occasionally to deal with bandits?

The idea here is to take a profession that is typically mundane in some way, shape, or form, and to ask yourself how a wizard would use their skills and powers to do the job. From traveling merchants, to sewer cleaners, to medical examiners, to archaeologists, there's a plethora of possibilities out there... and if all else fails, you can always fall back on roping steers and driving cows!

For more thought-provoking ideas on this class, check out my 5 Tips For Playing Better Wizards, which is part of my ongoing 5 Tips series!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 24, 2020

The Dialogue of Challenge (Because It Should Be a Back-And-Forth Between Players and The DM)

Challenge is one of those elements that has to be present for there to be any satisfaction in an RPG. Whether it's a monster who forces you to get creative with your strategy, a mystery you need to wrack your brain to solve, or a complicated heist you need to pull off, there is something your characters need to overcome in order for the story to have a real, meaningful payoff.

And creating that challenge is, mostly, the dungeon master's job.

It's not an easy job, but somebody's got to do it.

What a lot of us forget about challenge, though, is that it's not supposed to be a static thing. Challenge is supposed to change based on who is around your table, what characters they bring, and what actions they try to take. And challenge is supposed to be a two-way street; it's a communication. If all you're doing is talking, but not listening, then you're missing half the conversation.

Before we move on, I had two other updates I figured readers might be interested in. The first, Table Attorneys VS Rules Lawyers: How To Be Fair Without Bogging Down Your Game might be worth reading over if you find yourself in a position as a DM and you want to be fair to your table. The second, Partners and Polycules: Polyamorous Designations Based Off Dungeons and Dragons Dice is just a bit of fun. If you haven't seen it, and you could use a chuckle, go give it a read!

 

Are You And Your Players Communicating With Each Other?

 
I'd like to start this section with a story. It's a story I bet a lot of folks reading this have heard before, and maybe one you've told before. If so, stick with me while I go over it for everyone else.

The DM has put together a challenging scene. The skill checks are tough, the enemies are dangerous, and the party has little time to prepare for what they're facing. As the scene progresses, one player finds their character really isn't geared for the challenge that's going on. They're more of a smarts and social-based character who has nothing to contribute here. So on their turn they make a suggestion to the DM of how they could use their abilities to assist their fellow party members. They believe that by using their knowledge of a creature they should be able to make a distraction that will give their allies an opening. The DM agrees to let them try, and demands several, rigorous skill checks. Skill checks that, if the character failed, could have resulted in injury, or even death. The player manages to make these checks, and their character succeeds by the skin of their teeth.

Then, after accomplishing the very dangerous task, the DM informs the player, "You manage to avoid hurting yourself, but nothing you did makes a difference."

Then why did you bother wasting my time?

There are several instances here of a DM who isn't listening to their players when it comes to challenges. The biggest sins to keep in mind are:

- Setting a Challenge That Doesn't Reflect The Party: Purists will argue that if the DM makes a dungeon crawl plot, or a fight-all-the-monsters game, then it's the players' fault for not putting together a heist-based party, or Seal Team Six. But the DM is the one who approves characters, and you should ensure the character fits your game, or that your game fits the characters.

- Wasting a Player's Time: If a player asks you if taking X action will lead to Y result upon success, and you tell them yes, you've entered into an agreement regarding what will happen if they pull it off. Taking away a success (especially if it was a serious risk) is bad form in the extreme. If the player succeeds, give them a cookie for it. Even if it's a small cookie, it will let them participate, and that's what you want. And if they can't succeed, don't waste their time by making them roll meaninglessly.

- Rigid Solution: The biggest issue, and one that crops up a great deal when discussing challenge, is when a DM will allow only one solution to work. Even if by the book other ways should solve a challenge, or at least contribute to a solution. The monster must be fought, for instance, and cannot be bargained with, cannot be mind controlled, and cannot be stealthed past. No matter what other tools or strategies the party has access to, only the proscribed solution will work... even if it is something the characters are not equipped to do.

The important thing to remember is that the party, and the characters in the party, need to actually fit the game they're in. Not just thematically and lore-wise, but challenge wise. If you're running a game that expects the party to be the A-Team, then you can't take a group of combat-averse scoundrels and get the proper results; that's trying to put a square peg into a round hole. All that's going to do is frustrate both you and your players because you're not talking to each other... you're talking past one another.

Instead, you need to find a solution.

The Fluid Nature of Challenge


There's an old saying that the most perfect battle plan will never survive first contact with the enemy. In much the same way there is no module out there, and no plan you could compose as a dungeon master, that will ever survive first contact with the party.

The dungeon master must wear many masks.

The thing to remember is that you should watch your players, and talk to them. Collect their opinions, and find out what they like, what they don't like, and what is frustrating them. Most importantly, understand what their characters are actually capable of, and shift the game to suit them and what they're trying to do in order to keep things moving forward.

For instance, you might have designed your dungeon to be a slog through traps, guards, and with a huge combat at the end. If your party clearly wants to turn it into a Mission Impossible style scenario, and that's the sort of thing their characters are geared for, then change gears to keep the ball rolling. If you really wanted the party to get into the subtlety and political machinations at the duke's ball, but they aren't exactly the socially-skilled sort, then throw them a bone and liven things up! Maybe a noble gets into an argument, and the fighter volunteers to stand for him in a duel. Perhaps a gang of brigands breaks in expecting a bunch of soft lords and ladies, only to get one-two punched by the monk and the barbarian. By doing what they do best they'll have earned allies and admirers (and perhaps foiled the plans of your villains) without trying to contort themselves to handle a challenge they really were not meant for in the first place. Best of all, you can use the NPCs and general scenario you already had, but tweaked to get more of the table involved!

The thing you should keep firmly in mind is that the party are the main characters of the story you're trying to tell. They should struggle, and they should work, but make sure that you're actually giving them the sort of challenge they're here to achieve. And to do that you need to talk to your players, and watch how they react to things they encounter. Read the room, ask for input, and (when necessary) make alterations to the game so that the square pegs have actual square holes to fit through. They don't need to fit easily, but at the end of the day they do need to be able to squeeze through and participate in the story.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 22, 2020

What is Your Character's Heraldry?

The horseman advanced, unperturbed by the bulwarks of cut logs and spikes. The bowmen on the ramparts were sniggering and making bets about who would be able to land the first arrow. A breeze blew through the trees then, snapping the banner that hung just below the rider's lance tip. The laughter died as the cloth unfurled, revealing a black and red boar snorting blood.

"Oh shit," Gadran muttered when he saw the personal sigil of Gutter Rance, the Tusk Lord.

"Raise the red flag," Marran shouted.

"You think he'll parley?" Gadran asked.

"Long as no one puts a shaft in him," Marran said. "That happens, it's just gonna make him mad."

You come for the king, best not miss.


Heraldry, and Your Characters

 
When most of us think of heraldry in our games, we tend to think of the big, flashy, obvious examples. If there's a lord they'll have their signet ring, and likely their coat of arms on a cape or tabard. Servants of a particular household will also bear the house's crest as a sign of allegiance. If there's a fortress or an outpost, then the flag it flies identifies who holds the area to those who are riding in from the wilds.

More often than not we think of heraldry as something that exists in the world around us, but which isn't something that applies to our characters (unless the character is themselves a noble, which is why I covered it in 5 Tips For Playing Noble Characters). However, something a lot of us forget is that heraldry's main purpose is to make someone's identity and allegiances visible at a glance, as well as at a distance... and that is not something that's limited just to knights and dukes.

The Black Hands send their regards.

While a member of a knightly order may bear their crest on their shield, that's no different than a member of a mercenary company wearing their regimental colors. A gang tagging a wall to mark their turf serves the same purpose as the baron planting her flag atop a conquered city; it lets everybody that sees it know who runs this city.

Most of our characters have some kind of heraldry they display, whether it be their personal symbol or that of an organization or cause they fight for. And of course the bigger your Small Legend is, the more likely people are to recognize that heraldry... along with the stories attached to it.

Meaning, Associations, and Symbolism

 
In addition to quickly identifying who you are, heraldry also has its own meanings and interpretations for those who can understand what they're looking at. For instance, the banner of the hill lord Faring Frost has a rampant cockatrice upon the helm. The symbol is traditionally used to reflect the house's refusal to back down, and the statement that all enemies they gaze upon shall be destroyed. The gang known as the Black Bloods tie a dark sash around their waist, letting everyone who sees it know who they fight for, and that unlike other outfits they aren't worried about getting bloodstains on their dark garb.

Some meanings are simpler than others.

Whether it's a personal totem, a family crest, or a symbol given only to members of certain societies or organizations, heraldry should give some hint as to the qualities of the person wearing it. Some things to consider are:

- Rank: Is the symbol worn on the shoulder used to designate a servant, while place of honor over the heart is a member of a family, or a champion?
 
- Qualities: Is the raven a harbinger of death, or a symbol of a learned wizard? Does it have religious overtones, suggesting one walks with a certain god?
 
- Relationship: Minor variations in heraldry could symbolize that one is from a related branch of a family, school, or other organization. A roaring bear with golden fur might be the symbol of the royal family of the northern hills, while a black bear with golden teeth is the heraldry of the king's cousin.
 
- Duties: A warrior bearing a black shield with a wolf on it might be recognized as a standard guard of the city of Dark Home. One whose symbol is a red-bladed sword behind the wolf is an elite member of the Blood Guard attached to the royal household.

All of these decisions, and many more, should play into the symbolism of any heraldry associated with your character. Whether they're a representative of an organization like a church, an army, or a knightly order, or they've simply adopted a symbol of their own in order for friends and enemies alike to more easily recognize them, you can go as deep as you please.

Also, for those who are looking for additional inspiration, I'd suggest checking out some of the following:
 
- Letters From The Flaming Crab: Inspired By Heraldry: This unusual collection has feats and background features for Pathfinder players who possess certain heraldry. Granting you totemic powers, these feats really do merge the symbolic with the extraordinary and the magical!

- A Baker's Dozen of Noble Families: With histories, colors, and heraldry picked out and explained, these deep dives into 13 noble families can get you in the proper headspace for making your own, assuming none of these examples work for your needs.

- 100 Fantasy Battle Cries (And Their Histories): Another aspect of your character that can easily allude to a deeper history. And if you have a crest, some of these battle cries could work quite well as a motto!

- 100 Knightly Orders: From the noble to the savage, these orders can provide all kinds of ideas for adding heraldry to your character. For those looking for something that's a little more street savvy, I'd recommend checking out 100 Gangs For Your Urban Campaigns as well!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, August 17, 2020

My "100 Kinfolk" Project is Now Available as a Bundle!

As some of my readers out there are no doubt aware, I spent roughly a year and a half tinkering with what I called the 100 Kinfolk Project for Werewolf: The Apocalypse. For those not familiar with the project, I went tribe by tribe out of the core book, and created a list of 100 kinfolk for each of them. The series was capped off by me teaming up with Clinton Boomer, providing a blowout 200 kinfolk for the Black Spiral Dancers!

Anyway, the project's finally finished cooling, and High Level Games decided it was time for the next phase... putting all the tribes together in a single bundle!

If you've been waiting, now is your chance!


What You Get in This Package

 
For those who just want numbers, you get 13 separate kinfolk lists in this bundle, which amounts to 1,400 kinfolk total! Normally this would run you about $26 if you bought them individually, but the bundle is up for $15. While it means a cut in my royalties, I'm more than happy to take that hit if it means more players are willing to take the dive and put some of these characters in-play at their tables.

Ah, but there's something else, too.

If you're still not sure about the 100 Kinfolk Bundle, though, let me reiterate what I said about it not so long ago in A Response to The "Flaw" in My 100 Kinfolk Collection. In short, I first started this project because I was tired of so many players and storytellers leaning on the edginess of the 90s aesthetic, and using the bad faith excuse of, "it's a horror game," to justify exclusion and poor treatment of players. Since werewolves come from everywhere in the world, and the tribes extend into every part of humanity, I wanted to create a reference that was more inclusive and more welcoming than a lot of the "typical" setups we see. Especially from when the game was younger.

And for those who complained that I ignored too many of the usual archetypes and cringe-worthy things that were tolerated in the game nearly three decades ago, well, I found a place for them. The white-power Get of Fenris kin? The Red Talon kin who wants to murder any human they see? The Black Fury kin who tortures men for no reason other than because they are men? The Shadow Lord kin who abuses their power and makes others suffer for their own personal enjoyment? All of them wound up in the Black Spiral Dancer book.

Because if everything is dark and awful all the time, then what's the point of the game? Werewolf, perhaps more than any other World of Darkness sphere, is about battling the chaos, trying to find the balance, and saving the world. And the only thing that let the tribes succeed for so long was the unity of the pack... without that, everything falls apart.

Just some thoughts to consider, if you weren't sure about whether or not this was a bundle you'd be interested in!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, August 15, 2020

Some of The Best Magic Tattoos in Pathfinder

 I've been holding off a little while on this entry, but I figured this week would be an appropriate time for it since my supplement 100 Fantasy Tattoos (And The Meaning Behind Them) just dropped from Azukail Games! So this week I thought I'd talk about the unique mechanic of magic tattoos in Pathfinder, and which ones I think you should consider checking out.

And remember, when it comes to tattoos, you get what you pay for.

While the following entries will be wondrous items, feats, and spells, I won't be including class feature magic tattoos in this list. Though if folks like this initial step into this under-utilized mechanic, I might write a follow-up for some of those as well.

Lastly, if I missed some of your favorites, make sure to leave it in the comments along with why you think that particular magic tattoo is so good!

#1: Potion Tattoo

Pick your poison!

Speaking of spells that give you tattoos, this one out of Inner Sea Magic has some serious strategic implications. This spell, available to alchemists, sorcerers, wizards, witches, and bards, allows you to mix special inks into a potion, and drink it. Once you've drunk it, the potion appears on your chest as a tattoo, ready to be used.

What makes this spell so useful is that the potion is there permanently. While it could be dispelled, it can't be stolen, you don't have to spend an action to draw it, and enemies can't take an attack of opportunity to slap it out of your hand. It's a little pricey at 500 gold for the components, and you can only have one at a time, but it's a nice little ace in the hole.

#2: Runeward Tattoo

Little protection never hurt anybody.


Found in the supplement Magical Marketplace, Runeward tattoos seem pretty blase on their face. Each of these tattoos is geared toward a particular school of magic, and they give you the ability to use detect magic at-will for that school of magic. The helpful thing, though, is that they give you a +1 bonus to saves against spells and spell-like abilities of that school, and you always know when a spell of that type is cast within 60 feet of you.

These tattoos are fairly cheap, at only 1k (assuming you don't take Inscribe Magic Tattoo and do it yourself), and if you're going to be facing a particular type of magic fairly often then this is going to be a godsend. Whether it's keeping the fighter from falling under enchantment effects, or so that you always know when someone casts an illusion spell in your vicinity, it can be a lovely heads-up warning that won't break your budget.

#3: Animal Totem Tattoo

Deadly ink!

Another feat, this one also found in Magical Marketplace, animal totem tattoo grants the bearer the 5th-level totem transformation ability of the appropriate animal shaman druid type. Which, for those who select bat, dragon, or eagle, means you have a fly speed for 5 minutes per day that goes everywhere with you! The other animal types offer other benefits, of course, but for my money flight trumps them every time.

It's pretty expensive at 12k, but if you have someone in the party who's taken the Inscribe Magic Tattoo feat then 6k and a lot of nights spent with your shirt off by the campfire is not a bad price to pay for something that can come in quite handy.

#4: Tattoo Transformation

Open your mind... absorb my power!


Another feat worth considering is Tattoo Transformation, out of the Monster Summoner's Handbook. This feat requires you to first take Tattoo Attunement, which allows you to absorb creatures you've summoned into your body as tattoos. This suspends their duration, keeping them present for a number of hours equal to your caster level. It's a standard action to release them, and the idea is that this allows you to get full use out of your summon monster spells.

Tattoo Transformation, however, allows you to absorb some of the summoned creature's protections. If they have energy resistance, you can make use of it as if it was yours (though you only get 1 category if they have multiple resistances). If the creature has an energy immunity, you gain a resistance of 20 in that category. If you're going to be summoning monsters anyway, this is a great way to keep a menagerie up your sleeve, and help stop yourself from getting blasted by an evoker while you're at it.

#5: Weapon Tattoo

Where was I keeping that? Wouldn't you like to know.
 

Found in the Dirty Tactics Toolbox, this unique tattoo allows someone to store a single weapon sized for them in a magical space on one forearm (though the tattoo prevents the other forearm from being used as a space, even though it only stores one weapon). When stored, the weapon appears sheathed on the forearm, and it can be drawn as a swift action, appearing in the hand it's tattooed near. It takes a full-round action to put away, of course, but it's the ultimate in clandestine armaments and back-up weapons for the adventurer who doesn't want to appear strapped.

It is extremely expensive, at 10k gold pieces, but again if you've got someone in the party crafting it for you 5k isn't too bad for a weapon that goes wherever you go. Especially since this is a tattoo that can be used all the time, and it's ideal for those sneaky, undercover missions where you can't go in armed to the teeth.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.