Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Saturday, October 10, 2026

Dungeon Design Tips: Ensure There Are Ways To Deal With Environmental Challenges and Penalties

In one of the earlier installations of this series, Pay Attention To The Environment, I mentioned that a lot of the time Game Masters forget that there are actual environmental hazards that exist in a lot of the dungeons we create. Everything from toxic air, to deadly temperatures, to inclement weather is a possibility, and all of these things provide a unique flavor and challenge to a particular dungeon.

However, I wanted to provide a late caveat to this advice. Namely that these hazards and difficulties should have some way for player characters to deal with them, and that they shouldn't just exist as a blanket middle finger. Because giving players the chance to do something clever (or to find the resources to deal with the hazard in the dungeon itself) will let them feel accomplished, and like they earned something. If they can't do anything about it, they'll just feel like they're being punished.

There will still be times where there's not much to be done... but those should be used sparingly whenever possible.

Anyone else's lungs tingling? I feel like there's something in the air down here...

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Hazards Need Solutions (So They Don't Feel Like Punishments)


Let's take a moment to present a concrete example of what I'm talking about here. Your party needs to cross a room. A low fog bank hides the floor, as well as the places where there's weak spots, or outright holes. The idea is that the party cannot see the places they're treading on until it's too late. Whether this is meant to be a tense room to cross, or there are monsters they have to fight while dealing with this hazard, it's meant to represent an area of challenge.

Now, players could just bite the bullet, rush in, and hope they pick the proper path through the mist, trusting on their reflexes and abilities to save them from serious harm. But there should be some way to dispel the mist, even if it's for a limited period of time. When it comes to solutions, there are usually a couple of options... but most of them boil down to:

- Player Abilities: One or more of the characters has a feature that allows them to bypass a particular obstacle or hazard.

- Environmental Off-Switch: There is something in or near the hazard itself that allows the player characters to either reduce the penalty, or remove it either entirely or for a period of time.

- Loot-Based: There is a piece of gear or loot somewhere in the dungeon that will allow players to overcome the current hazard, or greatly reduce its efficacy.

Now, ideally, a Game Master should have some combination of all three solutions present to ensure there's always a way to deal with the obstacle in front of them.

I wonder if the pocket watch we found has something to do with this...

Let's return to the example of the mist-covered floor, and the hazards it's concealing. I'm going to use Pathfinder examples because it's the system I know best.
 
Now, for the first solution, let's say someone is playing a Burn Rider barbarian archetype, which gives them the extraordinary ability Cindersight. This allows them to see through smoke, fog, and mist as if it's not there, provided they have enough light to see otherwise. So at least one character can just see where the holes in the floor are, as well as the enemies who are lurking within the mist. Now, that character could just dictate to the other members of the party where the hazards are, and what routes are safe, which partially solves the problem, but it doesn't negate the concealment for enemies like iron cobras (or just regular cobras) lurking in the fog... for anyone other than the barbarian, at least. Alternatively, a spellcaster could use something simple like gust of wind to blow away the mist, revealing what's beneath it... for a time, at least.

But say there's an environmental off-switch. Perhaps there are grates that could be forced open with a high Strength check (once they're found), and they will suck the mist away. Perhaps smashing out a boarded up window would naturally allow in sunlight and wind, dispersing the mist. Or if the mist is being generated by a magic item like an eversmoking bottle, capping it would naturally cut off the mist and allow what already exists to dissipate. Ideally an environmental off-switch is something any character should be able to interact with, but it likely requires some variety of danger to accomplish, or a particular ability (like the high Strength to flip the switch) in order to make the arena safe.

Lastly, there's a loot-based solution. Ideally an item will exist somewhere else in the dungeon before the hazardous room, and players should face some kind of difficulty in order to acquire it. As an example, say there was an encounter with several cultists, and their cult leader in a previous room. Players who slay them might find their enemies were wearing Goz masks, which among other things allow the wearer to see through smoke and mist (it's also a heinously expensive item, but it will work for this example). Alternatively, the party might find scrolls of spells like gust of wind, ensuring that even if that spell is not on the casters' lists, or they didn't prepare it today, they still have the resource needed to deal with this hazard.

Don't worry... I've got this.

Incorporating this design philosophy does several things for you as a Game Master. First and foremost, it makes your dungeons feel more like a puzzle that needs to be solved, and players who go in prepared may find that they can save themselves a lot of time, energy, and effort... but if it turns out they don't have the abilities to bypass a particular challenge, they can still choose to brute force it (likely risking serious harm to their characters in the process), or they can examine the area to find a solution to the problem.

Ideally, you want your players to be thinking, observing, and treating your arenas like organic parts of the world, rather than as pass/fail locations where you either brought the correct solution with you, or you have to pay a pound of flesh to get past. Also, as a bonus for players who are willing to get really stuck in, it's also possible that denizens of the dungeon may know of ways to get past difficult areas, or they can turn off particular hazards for the party, assuming the party bribes, threatens, or performs the proper social interaction. As I said in Monsters Don't Have To Be MONSTERS, encouraging social interactions with various creatures can really keep your players on their toes!

Also, for those who would like to see this philosophy at-work, consider checking out my own adventures A Night At The Slaughterhouse Inn (for Pathfinder) and The Price of Iron (for Dungeons & Dragons 5E).

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! 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 Blue Sky, Facebook, Tumblr, Twitter, 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 23, 2026

Monstrous Appearances - Symbolism and Story

Iconic creature design sticks in the imagination, and can create an undeniable mood among players. However, while it's easy to just throw in shock for shock's sake, monsters (and even characters) can be far more impactful if you take some time to ask what their appearance actually means, and why it is the way it is. Because while not every monster is a metaphor, those that are tend to linger in the imagination long after an encounter is over.

Ask what the monster represents, and how that manifests.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Examples of Symbolic Design


Sometimes a monster is just a monster, like a shrieking goblin, an animated skeleton, or a hungry land shark. However, monsters whose appearances, or even their abilities, are part of their lore and story tend to be significantly more flavorful... and the same rules apply for your characters as for the things they might have to fight.

For one of the most iconic examples of symbolism in a terrifying creature, consider the ghost of Jacob Marley in A Christmas Carol. Marley is often played for laughs, but take a moment to consider him. He's twisted, broken, still dressed in the rags of his funeral finery, and bound with chains whose burden he can never escape. Chains that are not just a physical weight, but an ectoplasmic repository for the guilt, pain, and shame he must carry for his afterlife, giving him no respite from the harm he caused.

It's simple, it's straightforward, and with the right description, is terrifying. But if you add a few details (perhaps a belt of dangling, bloody coins around his waist, each one a slug for a person whose death he caused, or mentioning the fine watches, gems, and sacks of coin tangled in the chains that he coerced from people out of greed) the torture can become personalized. Not only that, but if it's turned into something concrete, then that knowledge leaves players taking in the big picture of just how heavy the ghost's burden is, realizing the sheer amount of harm he's done no matter how pathetic and wailing his cries are now.

This kind of symbolic thinking and description can add weight to your bestiary, your encounters, and even to characters (if they get to play people who have been altered, such as in Changeling: The Lost).

Rather than just listing more examples, though, I'd like to draw your attention to two properties that have done this rather well.



First on the list is Silent Hill. While the series on the whole at least tries to put symbolism into its monsters (since they're meant to be direct interactions with the psyche of those who witness them), the second game is really the one most people think of when it comes to the high bar. From the horrifying, unstoppable force of Pyramid Head (a stern, ultra-masculine figure here to punish the protagonist for his transgressions), to the nurses (the hideous face atop the sensual body speaks to guilt, confusion, and mixed needs of the protagonist), to the twisted bed monster (something representing intimate abuse as it twists together sex and violence into a horrifying whole), the creatures are universally unsettling. What really makes them sink into one's memory, though, is the fact that they're not just random design elements thrown together to be weird, but they are manifestations of particular traumas.

All the best monsters are just mirrors showing us the worst parts of ourselves in ways we don't expect to see them.



As with Silent Hill, Fear & Hunger is a horror game with disturbing visuals and horrifying monsters. In the second installment of the franchise (a terrifying take on this setting's first World War), the characters find themselves contestants in a terrible game of death. Even worse, the grinning moon is twisting those caught in its light into terrible, monstrous versions of themselves... horrible forms that represent their dark secrets, personal fears, or which twist them out-of-true.

The child soldier becomes a horror known as the Weeping Scope, a terrible creature with an organic weapon for a head. He is molded into what he tried to avoid; a living weapon with a gun for a face that destroys whatever it looks at, unable to have purpose beyond bringing death. The boxer who is afraid of what might happen if he loses control of himself turns into a terrible giant, his hands fused into pummeling pistons, unable to think or speak, lost to the pure brute fury that always bubbled inside of him. The wheelchair-bound academic is twisted into a biomechanical horror referred to as the Mechanical Dance, a stiff, machine-like horror resembling an iron maiden, representing the human trapped and bound within a thing that was supposed to be her aid, but which has become her prison.

Whereas the monsters in Silent Hill are pure representations of twisted psyche, the moonscorched of Fear & Hunger begin as humans with their own histories, flaws, and stories, and we see how they're warped and changed. This gives us a unique look at who they are as humans, before their inner selves (or at least their struggles and private horrors) are manifested by the moon god (or the other forces at work in the dark festival). The ability to follow the path of transformation can really drive home the horror, and how something so monstrous can represent turmoil and trauma in a way that's unsettling, but understandable when one thinks in terms of symbolism.

It Can Take Practice (And Won't Be For Everyone)


Symbolic monsters, threats, and even player characters are not going to be to everyone's tastes. There will always be players and Game Masters who want things to be more straightforward, and who aren't interested in adding extra layers of meaning to the game. This is a matter of matching the right table to the right game, and ensuring everyone is onboard, and looking for the same kind of experience.

Everything else just comes down to practice.

But what does it mean?

Whether you're designing creatures from the ground up, or merely deciding how to present them, take a moment and ask what their appearances and abilities might mean, and what unnatural reflection one might find in them. Perhaps it's a demon with eyes and claws like mirrors, representing its ties to pride or envy. It might be whipstitched flesh golems that were purposefully perverted into walking horrors, each representing a different facet of the maker's personality. It could even be a sorcerer with a scaly hand he conceals beneath a gauntlet; something representing his infernal bargain that grows and grows as the darkness within him tries to consume him physically, as well as spiritually.

However you choose to mold your monsters, ask what story these visuals are telling. Because even if players don't want to dig beneath the surface, symbolism can often stick with us even if we can't put into words exactly why it clings to our memories.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi saga of The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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, February 16, 2026

Should I Expand My Monster Hoard Supplement Series?

I tend to be a bit all over the place when it comes to TTRPG supplements because, well, I like variety. That, and because even if I find something that seems to resonate with the audience, I don't want to go back to the same well so much that the novelty and fun wears off. It's why my World's Oldest Profession series only has 3 supplements so far, with a 4th on the way.

And for those who are curious, the three that have been released are A Baker's Dozen of Brothels, 100 Concubines and Courtesans, and finally 100 Rumors to Hear in a Brothel.

However, I recently dropped a supplement that was sort of a soft test for a potential series, depending on how people reacted to it. And while the numbers were all right, it wasn't exactly a ringing cheer from the crowd. So I wanted to ask this Monday... do you think I should follow up 100 Items To Find in a Chromatic Dragon's Hoard?

And, really, if you haven't grabbed a copy, you should consider it!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Do We Need More Monster Hoards?


Generally speaking, we know what the purpose of a monster hoard is in a mechanical sense; it's to give your players loot and magic items that they can then use to buy upgrades to take on the next monsters they face. However, if it just turns into writing down numbers and doing calculations, then players can quickly lose the impact of what it means to be in a monster's den, and to really get a grasp of who the creature is... or was.

And that is where this supplement, and others like it, would come in.

Because it's not just about that glitter.

The items in this supplement aren't statted-out weapons, armor, and so on. They are the sorts of things you would find in a place where a monster lives (or lived), and which are indicative of its history, its personality, and which add flavor to the area. Like a sword that's been bent and charred because a red dragon used it as a toothpick, or a red-stained bathtub that's been pressed into service as a wine goblet. And whether these items are used as set dressing after the fight is said and done in an attempt to ground the scene and remind players of what they just accomplished, or they're used before a fight during an exploration of a lair, it comes in handy both ways.

And that is the purpose of these supplements. As long as the monsters in-question exist in your world and setting, you can use these to add atmosphere and gravitas to these scenes.

Which gets to what I'd like to do going forward. Because the obvious sequel would be 100 Items To Find in a Metallic Dragon's Hoard, so that folks have a nice yin and yang of the two major dragon types. But I could expand the series to other iconic monsters like liches, hags, bugbears, goblins, and more! Whichever monsters get added to the list, the idea is to do more than just provide a list of gold values and magic items, and to help players stay in the scene, and in the story, with a couple of curve balls.

So, if that's something you want to see going forward, here's what I need you to do:

- Get a copy of 100 Items To Find in a Chromatic Dragon's Hoard. If you already have a copy, leave a rating and review on DTRPG so more folks can find it!

- Leave a comment here, or on my social media pages, about which monsters you'd like to see get a list like this going forward.

The more attention a given supplement receives in terms of sales, reviews, reposts, comments, etc., the more likely it is that a creator or publisher will dedicate more time and energy to that project. If we see there's an audience, we're going to do our best to give them what they want... so if this is something you want to see, take a moment and make your voice heard on the subject!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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 23, 2025

We Really Underestimate The Effect of Guns in World/Chronicles of Darkness Games

The thing reared out of the darkness, fangs bared, and red eyes shining with an infernal light. It held vaguely to the shape of a man, but it stank of untold centuries, and the sight of it made you feel as if a thousand insectile legs were scrabbling at the inside of your brain, trying to escape. It took one step, then another, already thirsty for the hot, wet blood it could smell pounding through the human's veins.

Lisa was half-numb with terror, but her finger still tightened on the trigger. The Mossberg bucked in her hands, roaring as fire erupted from the barrel of her gun. The dragonsbreath round tore into the creature, and it shrieked with outrage, and pain. Lisa racked the weapon on instinct, and squeezed the trigger again. The second round blew off the creature's head, leaving nothing behind but a scorched neck stump, as the kindred who had seen centuries turn from the dark shadows of the world fell away to nothing but a cloud of burning ashes.

"No weapon forged by mortal hand, huh?" she said, her voice shaky as she racked a fresh round into her weapon, and slipped a few fresh shells into her gun.

Wait... they're packing what!? No, get me the hell out of here.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

High Caliber Strategy (Guns Are Lethal in This Game)


If you've played any of the games set in the World or Chronicles of Darkness, then you already know the sheer variety of nonsense these games have when it comes to the supernatural. From rampaging werewolves, to centuries-old bloodsuckers, to death-defying sin eaters, and iron-allergic creatures from another dimension, there's magic and monsters aplenty lurking in the dark corners of these modern games. However, we often get so caught up in the power plays between reality-bending mages and primordial creatures of darkness that we tend to forget the sheer, killing power of a modern firearm.

And I'm not just talking about vehicle-mounted military ordnance, here... regular, everyday guns can spell game over for even potent supernatural creatures who roll the dice and come out on the wrong end of a bet.


I talked about this a while back on Discussions of Darkness on the Azukail Games YouTube channel, but I feel like this really bears repeating here. In all versions of these games, firearms deal lethal damage as a rule. For those not familiar, there's bashing damage caused by punches and blunt force trauma that heals relatively quickly, lethal damage caused by guns, blades, and so on that is far more difficult to heal, and aggravated damage which is like using silver on a werewolf... aggravated damage usually makes a character dead in very short order. In the Chronicles of Darkness when you make an attack with a firearm you roll your Dexterity + Firearms dice pool, and add your successes to the weapon's damage rating to determine damage dealt. So if you're firing a rifle (4 extra damage) or a shotgun (3 extra damage), and you end up with a decent number of successes (say 3-4 of them) that's enough to drop someone into unconscious and bleeding out... and that level of damage can also cripple or kill a supernatural creature if they don't have proper protections against what's being fired at them.

The other thing that makes firearms so deadly is that they ignore a character's Defense (as long as the firearm isn't being used in melee distance). If you're being attacked in melee, or someone is throwing something at you, you have the ability to apply your Defense against that action, representing your ability to duck, bob, weave, etc. out of the way to slip punches, dodge blades, and so on. Firearms don't care about your Defense... the only thing that can save you from being shot is armor, cover, and some pretty powerful supernatural abilities.

I say this not because I want folks to think that firearms are a completely overpowered aspect of this game... but instead to realize that guns are a massive equalizer in a modern fantasy/horror game. And if your game is set in America, the land of Smith and Wesson, this is going to be something people run into quite a lot when they end up playing hardball.

A Literal Arms Race


Now, all of this is not to say that guns are an automatic win. For one thing, armor and shields rated for ballistic encounters (the sort of stuff you see a SWAT team roll up in) can allow characters to wade through a battlefield without substantial harm if they have a bit of luck. Secondly, you still have to be able to actually hit a target, and when it comes to distance, lighting, cover, dodging, etc., firefights can quickly become choking, nasty affairs... especially because so many of these games take place in cities and not in open, empty fields on bright days with clear sight lines.

Just as importantly, though, one of the major aspects of the World and Chronicles of Darkness is secrecy. While it is perfectly possible to roar up to an encounter dressed for a Texan wedding and ready to leave a few thousand shell casings in your wake, that sort of thing tends to get noticed in a big damn hurry... and that's exactly the opposite of what you want. Especially when you consider that the authorities have more guns, bigger guns, and there's a lot more of them than there are of you, the application of firearms tends to become far more strategic when you're trying to solve plot. Sure, you might keep a sidearm on you for personal protection, or wear a ballistic weave vest under your coat, but you aren't gearing up all the way just to go about your daily life.

This is a lot like how it's frowned upon to stomp around town in a fantasy RPG dressed in full plate and carrying bared steel. People in the modern world tend to get extremely nervous when someone in a full suit of tactical gear shows up to a grocery store with a shotgun over one shoulder, and a brace of flash bangs on their hip.

Move fast. Break stuff. Disappear.

However, it cannot be overstated that this is not a technology V. supernatural dichotomy. Because firearms being this widely available mean they're going to be in the hands of supernatural creatures and their servants, too. Whether it's gang enforcers who've been juiced up on a kindred's vitae, mortals sworn to fight and die in the service of a changeling, or a mage who has turned a gun into one of their ritual implements, the interactions of modern day weaponry with the supernatural can put you on a fast track to seriously bonkers (and deadly) encounters.

With that said, I feel it's important to understand that when the guns come out, that's when things get really serious in this game. Don't breeze into a room full of heavily-armed bruisers thinking you can take them because you're one of the game's main characters... all it takes is a little overconfidence and a few good rolls on the ST's part for your character to die of lead poisoning on the first round of combat, regardless of how long you've been banking your experience points.

Good planning and preparation is worth a lot... but there's a reason the monsters melt into the shadows when humans start tooling up and lighting their torches!

Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Blue Sky, Facebook, Tumblr, Twitter, 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!

Friday, March 15, 2024

Consider Giving Summoned Creatures, Spirits, Etc. The Full NPC Treatment

The ability to summon allies to your side via magic and spell-like abilities is a staple of TTRPGs, and there are entire classes and character builds geared toward making the most out of these spells and abilities. However, too often we end up just treating these monsters, spirits, and even summoned animals as nothing more than collections of stats and numbers, rather than as what they are; characters. Even though they may only show up for a brief period of time, and they typically show up just to do a specific job, we often overlook the story potential these creatures can provide us with.

All you need do is open the door, and ask them to come to your side.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

When You Have Friends in Low (And High) Places


While there are a lot of games out there that use summoned creatures and spirits, I will be using the framework of Pathfinder, as well as Dungeons and Dragons for discussing this idea. Since it's a largely roleplay-centered idea, you can apply this idea to any other game where the creature or spirit you summon and control is an actual entity, rather than a simple collection of energy that has no will or thoughts of its own that merely mimics a creature.

Okay? Okay.

Who's messin' with you, fam? Point me at 'em!

The idea of summoning a creature to your side to aid you in whatever struggle you're currently dealing with is not a particularly new one, as far as magic in the genre goes. From the ancient wizards battled by barbarian heroes like Conan, to Gandalf calling on Shadowfax to whisk him and Pippin away, to the warrior mages of Magic: The Gathering, calling on powerful monsters and deadly beasts to fight your battles for you, or to provide you aid at a critical moment, is nothing new in the genre. But while it can be a pain to keep track of multiple miniatures on the map, as well as the hit points, special abilities, attacks, etc. used by your newly-summoned allies, you can squeeze a little more RP value out of them if you're willing to.

For that, you need to make them full NPCs, and give a few hints of the story you have with them, and how they play into your character's history. As an example, consider some of the following scenarios:

- The sorceress with a secret tie to an archdevil reluctantly calls upon infernal creatures to aid her in battle. The lesser creatures refer to her with the term mistress as a sign of respect, but more powerful devils might use a title unfamilar to the rest of the party, or simply offer a cryptic message like, "Your godmother sends you her regards," before vanishing at the end of the battle. While the sorceress may not interact with the devils much, she calls on them by name, showcasing her mastery of the devil's tongue, and suggesting that something more than mere arcane study is to blame for her skill at calling on these allies.

- The gnome druid Bingala only calls on animals he's personally met and befriended with his spells to summon nature's allies. At first this might lead to some moments of affection as he's nuzzled by a wolf pack that defended him, or he sends a bear off with a scratch behind the ear, and a whisper to watch over his mother before he disappears. But as the animals get stranger and stranger, the druid has more and more tales to tell about his travels, and how he encountered such truly bizarre allies... as well as what he did to earn their friendship so that they would come to his side when called by the power of the green.

- An aasimar summoner who was born on the celestial plane, and only came to the material plane on the business of the higher realm. When they call on celestial creatures, they do so because these are the beings from their home plane, and the kinds of monsters they're most familiar with. Even if that means colossal, feathered T-Rexes with glowing eyes golden claws, or boars with silver ridges who speak in a tongue like a perfect bell. Seeing the bizarre creatures they call to their side, and how the summoner interacts with them, can drive home just how alien they are, and how bizarre the plane they grew up on is compared to the one whose soil they now tread.

Your Mileage May Vary


To get out in front of some of the comments I've seen with advice columns like this before, this isn't a strategy everyone is going to want to try. Some players and Game Masters may already be juggling too many balls to start assigning story significance, personal narratives, and more to summoned creatures who are only going to be on the board for a single fight, or a handful of rounds. However, I've found that this is a unique method of injecting a little extra character and story into using summoned creatures as a main method of overcoming challenges, so I wanted to share it for folks who wanted to add some more personality to what can quickly become a very scattered and impersonal method of magic use.

Also, I've linked some of the articles I've written about the most common classes in Pathfinder who are known for using summoned creatures. Please consider giving those a look as well, as I'd love to get back to this series and really finish it out!


Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, 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 Facebook, Tumblr, Twitter, 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, April 4, 2022

World of Darkness STs, Don't Overuse Your Big, Nasty Threats!

There's an old truth when it comes to horror movies; the less you see of the monster, the scarier it is. From the giant shark in Jaws, to the alien trophy hunter in Predator, to the xenomorph in Alien, every time we're left alone with our own imaginations we end up making something far worse than whatever the director and the special effects team could put up on the screen in front of us.

Part of this is that our brains seek out danger, and when lighting, tone, tense music, etc. tells us there's a danger, and we can't see it, it makes us anxious as we try to spot the threat before it sneaks up on us. However, familiarity breeds contempt. When you see a monster for the first time it can be horrifying, repulsive, and chilling. When you see it for the hundredth time it can be familiar, and even comforting in a strange way.

That's why if you're running a World of Darkness game, you should strive to save your game-specific big bads. Build them up. Make your players really sweat about them. Because if they're constantly showing up, pretty soon whatever edge they had is going to get pretty dull.

Consider using smaller, in-between threats to fill in the cracks instead.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

True Fae, BSDs, and Antediluvians, Oh My!


Every sphere of the World of Darkness (and the Chronicles of Darkness, as well) has different iterations on the same theme. There's which family you belong to (clan, tribe, seeming, etc.), which political organization you're affiliated with (court, order, covenant, etc.), which special pocket realm only your kind can access (the Umbra, the Hedge, and so on), and what special resource you harvest to power your magic (gnosis, blood, glamour, and so forth). However, there is one other category that often gets overlooked, and it's which special monster is your creature type's personal big bad?

If you're playing Werewolf: The Apocalypse then the one that's front-and-center are the Black Spiral Dancers, as they're a dark reflection, showing all the savage and corrupt things the garou could become. In Changeling: The Lost the True Fae are the Keepers who stole them, and the little gods who torment them, looming as large as a child's bogeyman. Vampires have to cope with the ancients of their kind whose power makes even the strongest of young bloods feel weak and frail, and mages in Mage: The Ascension have to cope with the Technocracy, who uses their immense power to take away freedom from others, sacrificing it for safety and security... or so they tell themselves.

Oh... oh we are in deep.

A problem I've seen a lot of Storytellers run into is that they see these personalized antagonists, and they focus on making what should be an end-of-arc villain, or something with a lot of build-up, into the garden-variety threat that their players are dealing with on a regular basis. And the effect is basically the same one you get in movies where the monster is in plain sight, standing under bright lights in more than half the scenes of the film.

Put bluntly, it loses its mystery. And without mystery, it's got no power over the imaginations of the players.

If you're going to use these big bads to raise the stakes of your game (which you should, it's what they're for), you need to take the time to actually draw out their legends. Keep them in the shadows, and let the PCs learn about them slowly. Have them move around one another in a tightening circle, but without coming to blows until there's been enough buildup that the tension is really starting to show on the players' actions.

Give Me an Example?


Let's say that you are running a Werewolf: The Apocalypse game. Your players have formed a relatively young pack, and they're hungry for glory. What better way to give them that glory than for them to defeat a noted Black Spiral Dancer (or an entire pack of them)?

That's your goal as the Storyteller... but that's not where you start the game. That's where you want to end things. Once you have that end game, you work backwards.

It's easier when you know where you're going.

Start at the end. Who are these infamous villains, and what relationship do they have to your young werewolves? Is one of them an uncle, aunt, parent, or brother who fell to the Wyrm, and a PC needs to slay them in order to put their soul to rest and purge its corruption? Is one of them a former mentor? Or for a more thematic connection, is one of them a dark mirror of a particular PC, showing what they could become... and maybe deep down what part of them wants to become?

It's a concept very similar to The Anti-Party, it just happens to work really well with werewolves.

Once you know who your villains are, build up their history. Give them a reputation, like I talked about in The Small Legend, and figure out what your players will learn about them.

For example, the head of the pack may have been noted Silver Fang Konstantin Romanoff, considered a shining light among his tribe. In his desperation for victory, and to prove himself, he traded his pride and his morals a little at a time. Now he fancies that his eyes are open, and that he has become the true king he was meant to be. A Wyrm Lord who will rule the polluted ashes of the new world... a werewolf Dr. Doom, if you're looking for a simple, gothic comparison. At his side the former Get of Fenris champion Ragnar Thorsson, whose brutal rages consumed him from within until eventually he declared his fealty to a power that never asked him to hold back. Den Mother Lorna Dane pledged herself to end the hostilities, and to spare the lives of the young, becoming a twisted version of the gentle soul she'd once been. And so on.

Once you know what your villains are, and what their reputations are, plant clues in the game for your PCs to learn more about them. Figure out which NPCs are going to be knowledgeable about these villains, and who will big-up their legend. If they have a personal connection to the PCs, ask if the villains were thought dead, but it turns out they're alive, but wicked. Then, once you have all of that information, ask what your PCs have to deal with before they even find out who and what the true villains of the story are!

It's all connected!

If your pack of Black Spiral Dancers are the big bads, chances are they have corrupt kinfolk working under them. They may have purely mortal servants, attack teams of fomori, first response teams from a Pentex subsidiary, or a dozen other servants carrying out their plans, as well. While individual pack members might be considered lieutenant villains of different arcs of the story, have the PCs come across clues about them. Maybe they're tracking down a group of dangerous kinfolk to question them, only to find them torn apart to the last man, expended shell casings all over the ground and silver slugs in the walls showing that whatever did it simply would not stop. Or perhaps the PCs find a powerful ally mortally wounded, and the ally tells them about the creature that hurt him so badly. Lower-level villains might talk if they're captured, or the big bads might even send messengers or communications to the PCs, either threatening them or congratulating them for their strength and cleverness in foiling their plans.

Once you have all of that set up, let your players work their way up the chain of command, getting in the way of the villains' plans, learning about them, and building up to a big conclusion. But do not skimp on the reveal of the bad guys' legends, or the presentation of what they're capable of. Let your players marinate, and really drink in exactly how much of a threat this could be for them.

While the above example uses corrupted werewolves, you could do the same thing with the True Fae in changeling, Methuselahs and Antediluvians in Vampire, or most other big bads that a game provides you with. If something is supposed to be a serious threat, and a major force to reckon with, take your time with it. Spool out their legend, let the players explore, give them little bits of story here and there, and show how other NPCs fear and respect these forces. Much like how most of the cast of a film talks about John Wick, you need to make these baddies your bogeymen.

And the less you have them physically there, but still present in the narrative, the more effective they tend to be.

For More World of Darkness Content!


If you enjoyed this week's post, and you'd like more World of Darkness or Chronicles of Darkness content, consider some of my supplements below!

Vampire: The Masquerade


If you need secondary villains and minions to pepper your story with, consider the following titles:


And those who are looking for a unique method to get information to their players might want to check out this piece, along with the audio drama of its introductory short story below!




Werewolf: The Apocalypse



Perhaps the game line I've created the most content for to-date, those looking for unique NPCs should check out the following bundle, which has all 13 tribes, Black Spiral Dancers, as well as kinfolk for the mokole!


Those who need additional villains (especially villains that can be used in multiple genres of the World of Darkness) should consider:


Lastly, if you're a fiction fiend, I was part of a Werewolf anthology not long ago. Check this one out if you'd like to see even more tales told across the setting by myself and fellow contributors:


Changeling: The Lost




The game I've been doing the most work on lately, the ongoing tales from these supplements are also getting their own audio dramas! So if you enjoy listening to them, consider subscribing to the Azukail Games YouTube channel so I can keep the publisher greenlighting them!




Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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 cat noir thriller Marked Territory, its sequel Painted Cats, 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 Facebook, Tumblr, Twitter, 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, May 24, 2021

Hoardreach is The Place For All Those "Too Weird" Characters To Come From

There are, generally speaking, two kinds of GMs when it comes to fantasy RPGs. There's GMs who want to embrace the full scale and spectrum of possibility within the setting as it exists, and there's GMs who want to limit as many player options as possible when it comes to how weird, wild, or strange they get.

You can usually identify the latter because they'll tell players to stop trying to make "special snowflake" characters.

Now, I talked about all the issues I have with this line of thinking back in It Only Has To Happen Once (Weird PCs and The "Special Snowflake" Argument). In brief, though, if something is allowed by the rules of the game, and is possible within the setting, then players should be allowed to choose those options. Whether it's an orc paladin, a goblin wizard, a dwarven sorcerer, or any other basic combination of species and class that isn't expressly banned by the rules.

Because sure, it might be weird. It might be unconventional. But it's fantasy... stretch your imagination, because that's the name of the game!

Frost Fang approves of snowflakes of all kinds!

It is for this purpose that I created Hoardreach for my Sundara: Dawn of a New Age setting. So if you want the freedom to get weird, wild, and bizarre with your characters, this is going to be right up your alley!

For folks who want to stay on top of all my latest releases, sign up for my weekly newsletter! Also, if you enjoy my work, my latest novel Painted Cats just dropped this month. So if you want to check out a noir mystery with a Maine coon cat as the protagonist, this one is a wild ride!

Hoardreach is Where The Weirdness Lives


For folks who haven't been tuning in, one thing that I threw out the window with Sundara as a setting was the alignment system. While that means you no longer have alignment requirements for classes in Pathfinder, it also means there's no such thing as species-based alignments, or culture-based ones. Everything has to be evaluated on its own, rather than always having that Good, Neutral, or Evil label hanging over it to color your perspective of what you're looking at.

Oh don't you worry... there's still plenty of initiative that needs rolling.

However, while Sundara as a setting is about progress, discovery, and finding creative solutions to existing problems, several readers have mistakenly thought that makes it a world without conflict. There are plenty of conflicts for adventurers to get involved in, from protecting trade secrets, to dealing with outbreaks of undead, to trying to soothe tensions between two powers that might go to war... but what Sundara lacks is the idea that you can just kill certain creatures because they're evil without thinking twice about doing so.

And that, my friends, is where Hoardreach comes in.

Hoardreach is a sky island (a unique mountain location with drastically different conditions due to its height, as opposed to an island that floats in the sky... don't worry, we'll get to that later), and it was the strangeness of this location that drew the Founders. 5 dragons, rather than battling over the territory, agreed to each allow the others the part of the mountain they wanted for their lairs, and to act in the defense of all. While fairly young dragons individually, all 5 working in concert wielded far more power than anything short of a great wyrm could have managed.

After negotiations with one another, and meeting with a representative of the Adeptus Draconis (an order of knights tasked with keeping peace between dragons and non-dragons that was first mentioned back in 100 Knightly Orders), the Cooperation reached out to their neighbors. In exchange for tribute, they would extend their protection to surrounding areas, and assist with dangers they faced. While many were reluctant at first, the benefits of the dragons' aid far outweighed the cost asked.

As word of Hoardreach spread, people started coming to see it for themselves. While there were explorers and merchants, along with scholars, the city also drew outcasts who'd been forced away from their own homes. Goblin tribes that had been hunted, harpies who were unwanted, the remnants of orc mercenary bands who found no welcome, and dozens of others all sought places within Hoardreach. As the city grew it drew still more (and stranger) inhabitants who were able to lend their unique skills and abilities to make the city run smoothly. Soon the Founders were able to conserve their energies only for dire emergencies, while the various corps throughout the city took over the day-to-day labors.

Now Hoardreach is known far and wide. For in addition to being the City of Wyrms, it is also the place where the fledgling industry of air travel has been born. Ships shingled in the cast-off scales of the founders, and carefully constructed for form and function, have opened the possibilities of new types of trade and travel... as well as warfare, for those who would consider making the dragons of Hoardreach their enemies.

When Weird Becomes Normal


Everything in Hoardreach is utterly bonkers and bizarre... which means that to those who live there, this is completely normal.

It's not unusual to have different seasons going on in different districts, the very elements influenced by the presence of one of the Founder's Wyrm Marks. Flying ships are an everyday occurrence, as are pseudodragons, fey dragons, kobolds, and others. Sorcerers with draconic heritage are fairly common, many coming to the city hoping to learn at the feet of powerful dragons who might (albeit distantly) share their bloodlines. Ogres catch lines to help anchor ships, goblins and orcs sell soup in bowls around one of the main squares, and a frost giant is one of the head shipwrights who designs the unique sky ships of Hoardreach.

This is the Fantastical Mundane in action. If there's a monstrous species players have access to in the setting, chances are there's at least a handful of them in Hoardreach. If there's an unusual magical specialty, a strange family history, or just an odd magic item, it's a safe bet you could find it there. If you wanted to play a goblin who grew up in a major city surrounded by their family instead of being hunted like vermin, or a gnoll who was raised by an adopted halfling family, or a sorcerer who learned magic in the lair of a dragon, or an ogrekin looking to make their own way in the world... that's just Tuesday in Hoardreach.

So if any of that sounds like something you want to add to your game (as each of the Cities of Sundara can be enfolded into a different setting, or played as part of Sundara), get your copy of either the Pathfinder Edition of Hoardreach, or the DND 5th Edition of Hoardreach today!

Don't Forget The Rest of Sundara as Well!


If Hoardreach sounds like your cup of tea, remember that it's the 4th installment in the Sundara setting thus far! Not only that, but the others all have their own weird, wild, and unusual goodies to offer as well. So take a moment to check out:

- Ironfire: The City of Steel (Pathfinder and 5E): Built around the Dragon Forge, Ironfire is where the secret to dragon steel was first cracked. The center of the mercenary trade in the region, as well as boasting some of the finest schools for teaching practical sciences, Ironfire is a place where discovery and danger walk hand in hand!

- Moüd: The City of Bones (Pathfinder and 5E): An ancient center of trade and magic, Moüd was lost to a cataclysm, and then buried in myth. Reclaimed by the necromantic arts of the Silver Wraiths guild, this city has once again become a place teeming with life. Despite the burgeoning population, though, it is the continued presence of the undead that helps keep the city running, ensuring that Moüd is not swallowed up once more.

- Silkgift: The City of Sails (Pathfinder and 5E): Built on the cottage industry of Archer cloth (an extremely durable material used for sails, windmills, etc.), Silkgift is a place that prizes invention and discovery. From gravity batteries that store the potential of the wind, to unique irrigation systems, to aether weapons, the city positively churns out discoveries... and then there's the canal they cut through the mountains that makes them a major center of trade across the region.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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 cat noir thriller Marked Territory, its sequel Painted Cats, 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 Facebook, Tumblr, Twitter, 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, June 15, 2020

"The Book of Monstrous Might" Now on Kickstarter From Total Party Kill Games!

If you're anything like me, then there are probably some areas of the 5th Edition of Dungeons and Dragons you find frustrating. A lot of it is straightforward, streamlined, easy to learn and easy to play... but there just aren't as many options as you might like. Not just for races (particularly less-traditional, more monstrous ones), but also for tactics and options to help spice things up once initiative has been rolled and it's time to really forge the narrative of your epic tale of fire and blood.

For those of you who really want to expand your options, this project from Total Party Kill Games is definitely something you should get in on.

Trust me, this is going to expand your toolbox in a BIG way!

What is The Book of Monstrous Might?


The short version is that The Book of Monstrous Might is a Kickstarter project from TPK Games that aims to put more options into the hands of players and dungeon masters alike for DND 5th Edition. This gaming tome adds new monsters and monster abilities for DMs to enhance and spice up their campaigns, but it also has new monstrous races for players to dig into and toy around with. And for everyone at the table, it offers new tactical rule sets and options derived from the company's Gold Medal seller Recovery Dice Options.

Speaking of which, click over to the Kickstarter page for The Book of Monstrous Might, and you'll get a code for downloading a copy of Recovery Dice Options absolutely free! Just as a way for you to dip a toe in, and see where the bigger project is going.

Make Your Game That Much Better!


Whether you're running a game in your own setting, or you're adventuring through the pages of a pre-written adventure, the content planned for The Book of Monstrous Might can only enhance your gaming experience. What makes it really useful, though, is that it's a pick-and-choose option. You can use all of it if you want to, or you can just incorporate the parts of it you like. It's entirely up to you how much of its fresh mechanics find their way into your game!

So what are you waiting for? Go back the Kickstarter today!

Also, if you're looking for some grim little scenarios to try out at your table, with or without the new rules you'll soon have in your hands, take a moment to check out the Critical Hits series that I wrote for TPK Games a little while back as well! These include:

- False Valor: A whodunnit style adventure where the party has to find out who killed a young woman in a local farming town before her death re-ignites the dying embers of a war that's three generations done.

- The Curse of Sapphire Lake: The hamlet of Kingsbridge has lain dormant for thirty years, but when it tries to rebuild something dark awakens in the lake. A figure with a bone white mask, and a hunger for destruction that was birthed in the settlement's past. The curse will take more than courage to break, and the secrets go very, very deep.

- Ghosts of Sorrow Marsh: When travelers go missing in the Sorrow Marsh, it will take brave adventurers to find out what's transpiring. Many have strode out boldly, only to vanish into the darkness. Will you find out what terror lurks in the bowels of the marsh?

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 Facebook, Tumblr, Twitter, 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!