Showing posts with label masterwork. Show all posts
Showing posts with label masterwork. Show all posts

Saturday, November 14, 2020

Who Are The Famous Brand Names and Merchants in Your Setting?

Polyhurdis hefted the steel, getting the balance of it. He held the blade up, looking down the edge and the flat to see how straight it was. He swung it, forehand and backhand, his wrist rolling and making the steel whistle through the air.
 
"And as you can see, Sir, it still has the mark of the Berthas forge there on the blade," the merchant said, smiling a wide, obsequious smile. "A fine weapon to sit on the hip of a warrior as skilled as yourself."
 
Polyhurdis thumped the blade with his finger, and held it to his ear. He sneered, and tossed the sword at the steel merchant, who fumbled to try to catch it.
 
"Polishing pig iron doesn't make it crucible steel, fool," Polyhurdis said, turning his back on the sword seller. "Save your lies for someone who can't tell the difference between a sword and a plowshare."
 
Try to cheat me again, and I'll split your skull with that dolled-up prybar.

Brand Names, Maker's Marks, Guilds, and Companies


World building is not an easy thing to do, and all too often we will just overlook or ignore parts of it that we don't find fun, useful, or immediate. However, if you're looking for a unique twist to put on your setting that will affect both the players' experience of your world, as well as how they think about everything from their weapons and armor to the brew they order down at the tavern, it really helps to consider merchants, guilds, and the idea of brand name products or services in your setting; because everyone is looking to protect their methods, their secrets, and their good name.

Yep, looks like this is genuine Arisban steel. That changes things.
 
Consider some of the following examples
 
- When your dwarven sellsword bellies up to the bar, does she just order an ale? Or does she ask if the keep has Red Mountain, bottled and sold by the Rolling Hill clan?
 
- When your swordsman is looking to upgrade to a masterwork blade, do they just want a +1 to hit, or do you give them a choice between weapons forged by the artisans at Garrus Foundry and the Crimson Mark Forge, each of which are considered some of the finest in weapon craft?
 
- If the wizard comes across a potent protective medallion in a dungeon is it just a magic item, or is there a mark on the inside lip bearing the sigil of the Averdius Acadamae, a school so famous for its craftsmanship that though it's a thousand years in the dust it is still considered the standard to which enchanters should aspire?

Brand names, company reputations, or even items that are manufactured only with a guild seal-of-approval can all add to your setting. Whether it's just a cool background detail, something used as a signifier of status, or a clue as to the origin of a particular piece of treasure, these make your game's world feel more organic.
 
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You Can Make It As Important As You Want


The thing with notable manufacturers, companies, brands, guilds, etc. is that you can make them as big of a deal (or not) as you want them to be. For example, in my post "Secrets of The Viking Sword" is a Documentary About How To Make a Masterwork Weapon, I talk about the Ulfbehrt swords. These were some of the highest quality swords ever wielded by Norsemen during the Viking age, and when compared to iron age blades they would have been seen as just this side of magical. As such they were a huge symbol of both status and prowess, and someone who carried an Ulfbehrt sword was, generally speaking, not someone you wanted to screw with.

I'm just saying... maybe we should try Diplomacy...

If all you want for your famous manufacturers and trusted brands to do is act as signs of quality while sitting in the background, you can leave it at that. However, you can take it a step further and use these brands as plot points, or even a way to outfit your party if you so desire.

As far as plot goes, let's return to the example of the Ulfbehrt sword. Only a select number of sword smiths knew the secret to making them, but there were a lot of individuals who were making knock-off blades that were average quality, but had a faux maker's mark on them. The Viking equivalent of that $10 Rolex you got from a guy selling stuff off a blanket in the Bronx. If there's a plague of knock-offs being sold and traded in the city, it could be eroding confidence in a particular foundry's name and product. As such, they'd make an ideal client for a party of investigators tasked with finding out who is creating this flood of substandard steel so they can be stopped.

And as for outfitting your party? Well, as Factinate points out, ancient gladiators often endorsed products the same way that professional athletes do today. So if your party did a great service, or achieved celebrity in some way, then you could probably skip giving them gold in lieu of giving them gifts from noted brands, merchants, or guilds. If the PCs accomplished something very publicly, such as winning a tournament, or defending an important member of the gentry, they might even receive a uniquely commissioned gift from said guild, merchant house, etc. Or even if you were doing something smaller, such as taking on freelance jobs for a guild, part of the reward for service might be that they provide the party with an operating budget, giving them access to an armory, transportation, places to stay, access to guild facilities, etc.

This approach helps remove all the coin counting and hauling around huge amounts of gold, but without cutting into your adventuring budget. Additionally, for those who are looking for some premade additions to their game they can slot into the background, you may wish to check out the following supplements by yours truly:

- 100 Merchants to Encounter: This one is Electrum verging on Gold at time of writing, and while there are a lot of independent merchants and caravan drovers, there are more than a few franchise holders and larger businesses in here as well.

- 100 Fantasy Guilds: A Silver seller that was quite popular when it first dropped, these guilds cover a wide range of trades and manufacturing that might crop up in your game. From arms and armor, to spells, bookbinding, spices, mining, and more, it will save you a lot of work in plotting your setting's corporate influences!
 
Also, consider checking out an old favorite from Dungeon Keeper Radio... Vanguard Tower Shields!
 

 

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Monday, August 11, 2014

The Best (Non-Magical) Equipment For Your Pathfinder Party

Pathfinder is a game of gods and devils, magic and monsters, swords and sorcery. As characters begin fighting dragons, ancient liches, and powerful necromancers it's easy to get caught up in the spectacle of the epic. But take a moment and ask yourself how many times you've found your adventure stymied for want of something simple? Something really, really basic? Like a torch, some rope, a ball of twine, or a piece of chalk?

We're in the middle of the goddamn desert, and you didn't bring a canteen?
Every player has his or her list of equipment that is a necessity before setting out on an adventure, regardless of what level they're at. For those who don't want to scour the books for the most useful equipment that will often cost you less than a single gold piece, this list has some items you should really consider adding to your pack.

Pouches, Packs, and Utility Belts


Batman ain't got shit on this.
Have you ever been in the middle of a fight and realized you have the perfect item to turn the tide of battle, but it's buried in the bottom of your backpack? Sure it's just a move action to get it out of your pack, but doing provokes attacks of opportunity.

That's why it's a good idea to be careful with where you're keeping your equipment.

The bandolier (Ultimate Equipment) and the adventurer's sash (Seekers of Secrets) are both items that players should pay attention to. They both go across an adventurer's chest, and the former has eight pockets while the latter has six. Both items provide loops for weapon-like items, and pouches for flasks and vials. It is a move action to draw an item from either of them. So where's the benefit? Well if you're storing a wand or other weapon-like object (Core Rule Book 186) that's near to hand then you may draw it as if it were a weapon. That means no attack of opportunity for pulling out your wand. Which, under the right circumstances, is a handy thing to know. You still can't quick draw it, even with the feat, but you can draw it in all other respects as if it were a weapon.

For those who really want to get gear into their hands more quickly though it's a good idea to invest in either a wrist sheathe or a spring-loaded wrist sheathe (Adventurer's Armory). The former allows you to drop a dart, dagger, or wand into your hand with a move action, and the latter with a swift action. Neither action provokes an attack of opportunity, though cranking the spring-loaded sheathe back is a full-round action that does provoke.

Lastly, it's a good idea to invest in a weapon cord (Advanced Player's Guide). This two-foot length of rawhide goes around your wrist and lets you retrieve a dropped or disarmed weapon as a move action. Not as good as a lock gauntlet, but you can still drop the weapon in your hand and use something else (wand, drink a potion, etc.) without serious worry.

Light Sources


Because hell globes are hard to come by.
If you're fortunate enough to have a race with darkvision then you're going to be head-and-shoulders above fellow party members when you're eventually ambushed at night or have to skulk through a series of caves. If you're playing a human though (as so many players do) then it's a good idea to be able to see where you're going.

One of best backups you can have is a candle (Core Rule Book 158). A candle is considered a weightless item (so there's no reason not to carry half a dozen of them just to be safe), and as long as a character has some means to light it like flint and steel (Core Rule Book 158) or just a cantrip like prestidigitation, a candle can be the difference between wandering a maze in the dark and being able to at least see five feet in front of your face. A candle lamp doesn't provide any additional illumination, but it catches dripping wax and stops the candle from going out in a breeze.

For those adventurers who prefer traditional torches it's a good idea to invest in a shield sconce (Adventurer's Armory). This handy item is a metal frame that straps over a light, medium, or tower shield, and it holds a torch for you. A great item for armored tanks who want to lead the way into the darkness, but who don't have a free hand to hold a torch.

Alchemical Items


When it absolutely, positively has to be stuck in place, doused in acid, and set on fire.
I already created a pretty exhaustive list of great alchemical items in this post right here. That said, alchemical items can take out swarms, heal the party, light your way, stop your falls, let you bypass damage reduction, protect you from energy damage, and they can grant you concealment.

Seriously, I can't say enough good things about these items. A requirement for any adventurer who wants to be ready for anything.

Tools of The Trade


Because it's better to have and not need, than to need and not have...
No thief worth her salt would be caught dead without a few sets of lockpicks on her person... but you've probably noticed that's the only tool set that most adventurers bring with them on the road. You may also have noticed that, nine times out of ten, you always wish you'd brought something else with you.

Perhaps one of the best tools for an adventurer is a simple crowbar (Core Rule Book 155). This bar provides a +2 to all strength checks to force open doors and chests, and it can be used as an improvised melee weapon if necessary. The much more common grappling hook (Core Rule Book 155) is a great investment, along with at least 50 feet of rope (hemp or silk, both are useful). It's often a good idea to bring a shovel or a pick (because you're going to have to dig a latrine at some point, or camp is going to get gross). If a party is traveling overland or under the mountains a compass (Advanced Player's Guide) provides a +2 bonus on survival checks (above ground) or knowledge (dungeoneering) checks (below ground) for finding direction. Manacles (Core Rule Book 156) are much better than rope for trussing up foes that you need to bring back alive (or if you have adventurers who are particularly lawful, good, or both in your party).

Seriously though, getting out of manacles is a DC 30 escape artist or DC 26 strength check. 35 and 28 for masterwork manacles. Your bounty ain't going nowhere.

Miscellaneous Gear


What the hell is this even for?
Some items are just so random it makes you wonder who would ever use them. Then you find yourself in a situation wishing you'd parted with those five silver pieces because that piece of equipment would come in really damn handy.

Take chalk (Core Rule Book 158) for instance. It's a cheap, no-weight item but it can be used to mark where adventurers have gone in an underground passageway. Chalk powder, flour, and other dusts can be packaged into thrown weapons that will reveal invisible creatures in a square (Advanced Player's Guide).

Another helpful item is a flask of lamp oil (Core Rule Book 158). While used as splash weapons for several editions, these items can be used to coat enemies (or the ground) in burning pitch. It does take a full round action to affix a wick though, which is something that should be kept in mind by adventurers with pyromantic urges. For those who need heat but not fire the ideal item is a heatstone (Inner Sea World Guide). It will heat a 20-foot square area even in extreme cold, but it won't give away a location with light. Also, you can't cook with it or hurt anyone with it.

Lastly, for those who've been involved in a foot chase, it's a good idea to have at least one bag of caltrops (Core Rulebook 155) on hand. A single bag covers a 5 foot square and they have the potential to lame creatures who run over them. A lame creature is reduced to half movement, and the penalty remains until the damage is healed. While you might not use them often, caltrops are often great when paired with smokesticks so that those who find them do so without warning.


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