Showing posts with label natural 20. Show all posts
Showing posts with label natural 20. Show all posts

Monday, March 16, 2015

Special Edition Soaps Fights The War On Con Funk!

While geek culture has become cool (we were all so ahead of our times) there are some stereotypes that keep hanging on. One of them, perhaps the most embarrassing, is that certain geeks just aren't on speaking terms with hygiene. Rather than just sit by in silent embarrassment, or to try and explain to people that not all geeks are like that Emily Hawk and Doug Menke decided to stand up and do something about it.

They formed Special Edition Soaps, and they're sending out an S.E.S. to you.

Yes this is S.H.I.E.L.D. issue soap. There may or may not be a Hydra symbol beneath it...

What Is Special Edition Soaps?


I've talked about S.E.S. before, but that was when they were called Natural 20 Soaps. The short version is that they are a company who makes high-quality, all-natural soaps that come in a lot of different geeky flavors (they're also ideal for shaving, according to this shaving life hacks guide). Do you want soap that smells like a lime and looks like a huge 20-sided die? They've got that. Do you want a Tardis-shaped soap that's all-natural and long-lasting? They have that too. How about an R2D2 that's full of dice?

Yeah they have that too.

There's also hand soap.
So where can you acquire some of these amazing soaps? Well you can go to Special Edition Soaps' Etsy page to browse their archive of great and geeky soaps. If you're not the sort of person who likes to shop online though you can find Special Edition Soaps at conventions like C2E2 (and a full list of the cons they appear in can be found on the Special Edition Soaps blog). And if you have any questions, comments, or you just want more information check out the Special Edition Soaps homepage.


Also don't forget that there's a March giveaway on Improved Initiative! All you need to do is go to The Literary Mercenary's Patreon page and pledge at least $1 for the month of March. If you do you'll get the satisfaction of supporting Improved Initiative as well a free book!

Monday, October 6, 2014

Natural 20 Soaps Strikes A Blow Against Gamer Funk!

Stereotypes follow gamers around like bad smells, and the worst is actually the belief that those who carry bags of funny-shaped dice are not on speaking terms with hygiene. This is usually a blatant falsehood, but it happens often enough that the urban legend is hard to scrub off.

That's where Natural 20 Soaps comes in.

This is my soap. I'm seriously more excited by this than I should be.
I've talked about Natural 20 Soaps before in this post right here, but for those who didn't see it they're a pretty straightforward operation. The idea that was put together by Emily Hawk and her business partner Douglas Menke was to set a trap for geeks (particularly gamers) who would show up to game with a weekend worth of funk hanging around their necks. They created soap swords and shields, d20 shaped soaps, and as evidenced by my own picture, trick soaps that you have to wash with in order to get the die inside them.

They brought their bars to Chicago-land cons, and made one hell of a splash.

So What's The News?


Well for those who take their hygiene just as seriously as their character builds, Natural 20 Soaps is expanding both how available it is, and what kinds of great, geeky goods it offers. Da Source, a local gaming company in the Chicagoland area is now going to be distributing their products. This means that you don't have to go to their Etsy store (located right here) or find them at conventions like CapriCon or C2E2 in order to buy these great soaps for yourself and all your hygiene-challenged, game-loving friends. You can still do it that way, but you don't have to.

Stay away from the dark side... it smells funny.
In addition to being more widely available than ever before though, Natural 20 Soaps is offering a slew of products, starting with the "newbie set" which is a complete set of d20 dice (20, 12, two 10s, 8, 6, 4) each in its own soap. There's also police boxes for the Whovians, refined companion cubes (the above is an original), miniature Serenity spaceships, and even custom-made action figure soaps. They're also experimenting with pokeball soaps and Hero Clix soaps, which might be a "see what the surprise inside is" purchases.

In addition to the cool new shapes and colors though, Natural 20 Soaps still offers all natural soaps that keep the skin moisturized, clean deeply, and don't cause reactions in the same way many store-bought detergents do. They've got more than 50 fragrances on hand, with over 100 more they can offer for those with picky noses, and they offer coconut milk, glycerin, goat's milk, olive oil, honey, and a vegan base for their soaps.

If that wasn't enough they're also offering a custom print image that can be put into a bar of soap to make a one-time, one-of-a-kind gift.

Also, no matter which kind of soap you get it works great as a shaving soap (which is one of the most important factors for a clean shave according to this list of shaving life hacks). So if you're looking for a great gamer gift with the holidays coming up (Halloween is a holiday, shut up), then check out Natural 20 and see if they've got something for those special dice slingers on your list.


If you'd like to support Improved Initiative stop by my Patreon page and become a patron today! If you want to keep up to the minute with all my updates then plug your email address into the box on the right hand side, or follow me on Facebook and Tumblr.

Tuesday, June 24, 2014

Playing By The Book: Some Pathfinder Rules Players Keep Forgetting

The entire purpose of creating a rules system for a roleplaying game is so that all players are on the same page, so to speak. A unified system that describes the world ensures that all players (and more importantly all of the monsters and villains) are running on the same engine. No one gets helped or hindered. While the person running a game reserves the right to change or disallow anything in the book, that's a power that should be reserved for when a genuine problem is being created by a rule in question.

This is the first installment in what has become an occasional, ongoing series. The full list of installments, calling attention to more than 25 often-overlooked rules, includes:

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
5 More Rules Pathfinder Players Keep Forgetting

Also, I've recently begun a new series of character conversions entitled Gotham Knights. If you're interested you can check out my Batman character build right here, and the accompanying Robin character build right here.

Stay tuned for more!

#1: Natural 20s Aren't Always Automatic Successes



A natural Mu on the other hand trumps everything.
The fabled natural 20 and the dreaded natural 1 are the yin and yang of d20 RPGs everywhere. It's often one of the first things a player learns; a 20 means success, and a 1 means failure.

Or do they?

Not according to the rules. A natural 20 is always a hit in combat, and it's always a critical threat. A natural 20 is also an automatic save on any saving throw. The opposite is true of a natural 1 in both of these cases. Those are the only two incidents where the rule of automatic success and automatic failure are mentioned; this 5% chance to succeed or fail despite the rules and all logic doesn't apply to initiative, skill checks, or any other use of a 20-sided die (even though a storyteller may decree that they do).

The logic here is pretty sensical, really. A gunslinger or ranger who has tuned his or her nerves to a fever pitch to sense ambushes should logically go before the wizard who always has his nose in a book, even if by chance he happened to notice a sound or a flash of metal. A bard who's spent a lifetime mastering the art of song can have a bad day, but under no circumstances should random chance decree that the singer's voice just cracks and falls apart like an apprentice song-smith.

Also, critical fumbles are not a part of Pathfinder; they're a relic from the days of 2nd edition Dungeons and Dragons. Once again if a DM decrees that a natural 1 gives players penalties then that is his or her call. However, there is nowhere in the book that says players have to roll a second time to confirm a natural 1, and that if the character fails to hit the weapon breaks, the character cuts herself, etc., etc. A natural 1 in combat is simply a miss, and the round goes on.

#2: Unless It Says So, You Can't Stack It



Competence bonus connected to the morale bonus, connected to the...
Bonuses are the bread and butter of making a character more effective. Magic bonuses, trait bonuses, competence bonuses, luck bonuses, alchemical bonuses, and the list goes on and on. With so many to choose from it's quite possible to build some impressive number castles, but it's easy for some players to forget that unless the book gives you express permission you can never stack bonuses of the same type, even if they're from different sources.

Here's a good example: shadow armor provides a +5 competence bonus to the wearer's stealth, and so does the cloak of the bat. Even if a character wears both of these items, because they each offer a competence bonus the player can only apply the highest.

While that might sound limiting, it often isn't. For instance, a barbarian's rage gives him a +4 morale bonus to strength and constitution. The spell bless grants a +1 morale bonus to attack. Because the one is specifically for a stat, and the other is to attacking, both still apply, even though said barbarian is likely attacking using his strength. As someone who has seen what happens when stacking rules are ignored, I can fully support this one being remembered.

As a side note, untyped bonuses and dodge bonuses are the only ones that stack without express permission. Lastly, concealment percentages don't stack. If you're in pitch blackness in a smoke cloud, you still have only a single 50% miss chance according to page 197 in the Core Rulebook.

#3: You Can Hold a Spell Charge



You can hold it until you touch something... well, anything, really.
Casting spells in combat is one of those skills that adventuring magicians and clerics tend to learn on the fly. Casting magic defensively is par for the course, but when it comes to touch spells it's important to remember that you can cast the spell as a standard action, move, and then deliver the touch as a free action. Not only that, but if you miss with your initial touch then you can still hold the charge and try next round. Rules for this are in the Core Rulebook, page 185 and 186.

It's important to remember that you can only hold one charge at a time, and that if you touch anyone or anything that it goes off. Remember that in the event that someone grapples you while you have shocking grasp ready to go off.


#4: You Can Punch People in The Face With Spells




An accurate representation of what it looks like before you're punched by a wizard.
When the magus was released in Ultimate Magic players everywhere were left shouting, cheering that finally they could combine an attack with a spell.

I hate to burst your bubble, but you always could. Provided you had the ability to deliver an unarmed attack.

Page 186 of the Core Rulebook states that a caster may choose to make an unarmed strike against an opponent to deliver a touch spell. The strike follows all of the same rules for punching an opponent (it's no longer a touch attack), and if you land the blow you deal unarmed strike damage plus the spell. If you miss, the spell is still held. Sure it's not that impressive... unless your spellcaster has the ability to stack other types of damage onto an unarmed attack. Multi-class monks never looked so appealing, and now you have a definite use for the draconic sorcerer's claws.

#5: 'Aid Another' Saves Parties



Seriously, you need a +2 just to open your frigging canteen?
We've all been in one of those combats. At least one player is frustrated because his character isn't spec'd for the kind of fight you're in, and no matter what he does he just can't get a moment in the spotlight. The next time that player throws up his hands, direct him to page 197 of the Core Rulebook and point out the aid another action.

Players seem to forget that this rule exists a lot, and thus keep banging their heads against the wall by taking actions that simply won't work. In short if you and an ally are engaged in melee with a single opponent you can take a standard action and attack an AC of 10. If you succeed you are hampering the opponent in some way which provides a bonus to your ally in the form of either a +2 to hit or a +2 to armor class against the opponent's next attack against them (provided it comes before your next turn).

There are two main reasons players don't use this action. The first is that they don't know it exists. The second, and this is really more prevalent in my experience, is that most players want to be the hero. They want to cast the spell or swing the sword that brings down the foe so they can revel in the glory that follows. It's important to remember that the party who stays together slays together, and that if concerted effort is made to use strategic moves, rather than hoping for that 5% chance of a natural 20, combats are going to end a lot more quickly a lot more often.


Thanks for stopping in to check out this week's Improved Initiative! If you'd like to keep up to the minute with this blog then leave your email in the box on the upper right, or follow me on Facebook or Tumblr (or both). If you'd like to support me and what I do then please leave a tip in the "Bribe the DM" box, or stop by my Patreon page and become a patron today!

Friday, May 9, 2014

"Truth Is In The Eye of the Beholder" or "Why You Should Always Have a Ranged Weapon"

I was a late bloomer when it came to roleplaying games; I had never even seen a 20-sided die until the second half of my freshman year of college. I joined several games, but nothing seemed to last more than a few sessions before someone got sick, drama tore the group up, or people just collectively shrugged and didn't feel like playing. As such I had gotten really good at playing characters from level 1-3, but had never really had much experience beyond that. Then a guy in the group I frequented issued a challenge to all of us; anything we wanted to play, level 15. All rules were allowed, and the goal was to see how far we would make it on the dungeon crawl of death.

Challenge accepted.

How Things Started Off

I had access to every Dungeons and Dragons 3.5 text there was, and there were no limits on anything from class, to alignment, to race. We were kids in a candy store, no question about it. But once the initial surge of excitement left I got down to business to put together something that would be able to survive anything the DM threw at him.

What I got was Captain Egil Skinner, a tiefling in her Majesty's service. A Monk/Spellthief Gestalt, he had enough magic items to emulate James Bond, and his trusty raven familiar Croaker meant that he always had a partner in the event he needed it. Fast, silent, able to leap tall buildings and disable nearly any trap, he was no slouch in any one field. I figured he'd be a great scout, supporting fighter, or sneak thief in the event one was required.

That word... does it mean what I think it means?
Yes you read that right, the infamous Gestalt rules were not taken off the table. For those who have never played DND 3.5, a Gestalt is when you take two classes and squish them together to give a player all of their benefits, but none of their negatives. All special abilities, all proficiencies, the highest BAB, the best saves, etc. It's stupid, and we pointed out that it was stupid, but our DM stuck to his guns and dared us to make something that could survive what he'd created.

So all of us were Gestalt characters.

The Party

In addition to my infernal secret agent and his loud-mouthed companion we boasted a Drow cleric/fighter, a wizard/War Blade (from the Book of Nine Swords, since nothing was illegal), a druid/scout/Daggerspell Shaper, and a wizard/fighter. In short, we were not a group to be fooled with.

Our DM found this out much to his chagrin when the first two or three encounters which were meant to wear us down, and possibly kill one or two of our squishier party members were completely annihilated. Spells thrown at us got deflected or absorbed, melee brutes were torn to pieces, and overwhelming numbers were reduced to piles of greasy cinders. At least until the Beholder.

The Tables Seem to Have Turned

We're riding high after going through a few encounters, disarming a couple of traps and generally feeling like we've built ourselves a solid party. Then we see that thing every party lives in fear of.

Save versus delicious.
The Beholder, one of Wizards of the Coast's big-name enforcers, floats into the room like it owns the place. The anti-magic field kicks in, and suddenly there is a dearth of power in the group. None of us have a natural fly speed, none of us have access to our favorite bags of tricks thanks to magic not working in a room specifically designed to the dimensions of the beholder's abilities, and to my astonishment there is not a single person who has thought to bring a ranged weapon. There was not a single bow, crossbow, javelin, or so much as a sling in evidence.

Then I Had a Stupid Idea...

Every DM has heard this question a thousand times. It always seems innocent, and typically the DM answers with a wave of his hand and a, "yeah, sure, there are rocks on the ground here big enough to throw."

On my turn Egil picks up a rock, cocks back his arm, and I say in a clear voice, "I declare a called shot to the beholder's main eye. The one causing the anti-magic field."

Egil isn't a full BAB progression character. He's using an improvised weapon, and the target is several range increments out of his reach. Plus the negatives from a called shot. He lets fly, and the die spins across the table.

Here's crit in your eye!
It comes up a natural 20.

And Shit Got Real

Even though the attack didn't confirm (or this story would have gotten a lot more epic a lot more quickly), the beholder shut its main eye for a single round. The field vanished, and that gave the rest of the party a single round to make it rain.

I have never seen that many spells, magic items, or obscure abilities pulled out in such short order. To add insult to injury two members of the party scored critical hits against the thing, bringing it squelching down to earth in a single round. Egil strides across the dirt, picks up the gore-encrusted rock, wipes a smear off of it, and writes the word truth across the thing.

Then he feeds its eyes to his familiar.

All Downhill From There

It seemed that the beholder was out DM's big bang. He'd expected us to be run-down, out of spells, out of healing, and at the end of our ropes. Instead we lost a single character to disintegration (the wizard/fighter), and everyone else kept walking along their merry way. The rest of the dungeon was filled with slip-shod traps, easily bypassed ambushes, and creatures half a dozen challenge levels higher than we were but who were meant for taking out melee fighters and not a party where everyone had caster levels and spells left to burn.

At the end of the day what was meant to be a blood bath was more like a walk in the park. A dark park where hobos snored in the bushes and drugs were sold near the drinking fountains, but a park nonetheless. Most of the party survived, and even after more than eight hours of straight slogging we remained triumphant.

There are two lessons to be learned from this story. The first is that Gestalt rules are ridiculous, and should never be allowed under any circumstances whatsoever. Secondly, there is always a way around how badass you think you are. That's why you should always have a back up option in the event your main schtick just won't work. A bow, a crossbow, a tanglefoot bag, some alchemist fire, a flask of acid... really, make sure you check out this page of useful alchemical items so you're never without an option when it's your turn.

And always carry a bit of truth in your pocket.


As always, thanks for stopping by Table Talk on Improved Initiative. If you want to keep up to date with everything we've got going just put your email in the box on the top right, or follow us on Facebook and Tumblr. If you'd like to keep us going then feel free to leave your spare change by clicking the "Bribe the DM" button, or by going to our Patreon page and becoming a donor today!

Friday, April 4, 2014

The Ballad of Baldric Brimstone Part Two: Why You Never Give Your Party The One Ring

So, this epic trilogy has been all wrapped up. If you want all three chapters for easy reading, here they are!

Chapter One: Don't Ever Field a One-Eyed Dragon
Chapter Two: Why You Never Give Your Party The One Ring
Chapter Three: Big Gay Half-Orcs and Utterly Destroying Plot

All caught up? Great!

Chapter Two: Why You Should Sometimes Trust Your Players To Do The Right Thing

So after Baldric's introduction to the party, where he promptly blinds and nearly kills a red dragon at level 8, we're left with a big cave, a hoard that fell into a hole in the ground, and a mysterious young boy who doesn't remember who he is. The party has barely wiped the soot off their faces when a mysterious NPC who looks like Frankenstein's graduate project and reeks of necromancy comes and steals our young boy. The hint is dropped that we're going to a place called the Citadel. Baldric, cavalier and brazen as always, shrugs and sets off to the Northeast to follow the trail.

Some background on this home brew world. There are three major countries; a northern nation that looks suspiciously like Russia, a southern nation that's China in all but name, and the middle, smaller nation which is a traditional, Western Europe sort of place. The Citadel is a massive city in the sky run by mysterious wizards and sorcerers, and it is a place of in-depth arcane study. It's like Oz, if it was run by mystical madmen, and is generally accorded neutral ground.

Nothing could possibly go wrong with this plan!
Plot Hook!

As a party we return to base and report the dragon is taken care of, along with the discovery of a strange boy. His equally strange and mysterious sister seeks us out, and drops hints that if he's allowed to remain captive then fell deeds performed by shadowy magic users will befall us and the world at large. Our group's psionic warrior, a woman from the nation of Not-Russia, had to leave her own brother behind. Between her feels for the separated siblings, and a letter she receives from her own brother that tells her he'd been taken to the Citadel and that she should stay away, we've got enough hints. Conveniently we're given the task of guarding a diplomat on his way to the floating city in the sky. Inconveniently he's assassinated, and our bard takes over diplomat duties long enough to get us all into the city and poke around and see what's happening.

The Plot Thickens...

We manage to get in past the gates, and at that point the party scatters to the four winds. The bard is filching papers and stealing secrets, the psionic is wandering the streets and putting out the word that she's looking for her brother or our mysterious boy, Baldric is kicking around back alleys and side streets, and the rest of the party is pretty much sitting at the pub awaiting developments. After some sundry arrests and generally annoying the powers-that-be in the city, our psionic is granted a meeting with her brother. He's escorted secretly to the house the party is staying at, and in the midst of telling his sister she shouldn't have come he's shot in the head by a sniper at long range.

Chekhov's D20 doesn't fuck about.

The party scrambles. Baldric is up on the rooftops chasing the gunman, our healers are looking at the dead boy, his sister is weeping, and the others are fortifying the doors. The chase ends with the killer getting away, and the party regroups for a tense, nervous night of looking over their shoulders and staying away from windows.

We Find a Plot Device...

The next morning officials are investigating what happened. The party is poking around looking for clues, when they find an insignificant-looking black ring. The bard doesn't roll high enough on a knowledge check, so he assumes it's just a magical trinket. Without being able to identify it, he hands it off to Baldric. After a high roll he can ascertain that it's quite magical, but the DM says he can't be entirely sure what it does or doesn't-

So, what happens when I slip this bad boy on?
As soon as he puts it on, Baldric realizes he doesn't feel hungry or thirsty. A ring that duplicates the effects of a ring of sustenance but which attunes itself instantly is pretty shiny. It also makes our adventuresome alchemist all the more curious. I'm busy roleplaying, turning the ring left and right, as the DM tells me there's no way I could possibly activate any of the other effects unless I roll a natural-

... And The Plot Gets Flipped the Bird

Baldric rolls a natural 20 on a use magic device check, a skill that he has maxed out. Our DM, flabbergasted, asks the question that every player loves to hear. "Do you want a useful effect, or powerful one?" Having already rolled the dice, I opted for powerful. His next words were, "you are aware you have just cast Wsh." From a magic ring. At 9th level. A ring which seems to be able to re-charge over time to do this ad-infinitum.

That is the sound shit makes when introduced to a fan.
The whole table is goggling, with half of them demanding what the hell the storyteller was thinking giving us an item with that kind of potential, and the other half wishing they'd rolled the dice and taken the risk. I converse with Baldric for 30 seconds or so, take a gander at his motives and his personal desire to be a hero. I look up at the DM, and smile. Baldric says, "I wish that this woman's brother was restored to her, alive and in full possession of his mental and physical abilities." Moments later there's a knock at the door, and a shadowy shape appears bearing the trembling figure of our psionic's sibling. He's scared and confused, but otherwise whole.

Yes, I used an extremely rare, 9th-level spell granted to me on a pure fluke that I could have unbalanced the game with to instead resurrect an NPC which wasn't even part of my character's plot. Because that is how one remains true to the character. Oh, and I forgot to mention that resurrection magic doesn't exist in this little home brew world. Dead, is dead, is dead, or so they all thought.

The Aftermath

Moments after the boy has been restored the party is taking turns demanding to know what I did, and how the hell it's even possible. Then alarm bells ring throughout the whole city. Squads of elite guards are running hither and yon, and madness is everywhere. We're pushed toward an escape hatch by a frazzled NPC, who also gives us the boy we found in the dragon cave as a compensation prize. We manage to escape after only a few days of attending meetings and fruitlessly searching for an answer.

It turns out that our murdered sibling was never actually dead in the first place. A clone had been made of him, and that clone murdered so that his sister and her friends would stop trying to find the boy. The actual baby brother was being kept in a warded, secure room no one would ever be able to find, and which would have been the center piece of a very hard to crack nut that might have lasted weeks, if not months out of game. Then Baldric applied his typical strategy of "fuck it, what's the worst that could happen?" while holding an artifact we weren't supposed to figure out much less attempt to use for several levels to come.

The lesson of chapter two is this: never give your party something you don't expect them to use. Whether it's a mysteriously locked trunk, an unidentifiable magic item, or just a substance they can't make sense of, at least one player is going to mess with it. Also, sooner or later that player is going to roll a 20.



Do you have a story of your own to share? Well let us know! Simply contact Improved Initiative and send us your story and we'll be happy to give you the spotlight. As always, thanks for stopping by Table Talk, and to make sure you get all of our updates be sure to follow Neal F. Litherland on both Tumblr and Facebook.

Monday, March 24, 2014

Natural 20 Soaps: A Confirmed Critical Against Con Funk

The words "Gaming" and "Hygiene" are not often associated in the collective, pop culture consciousness. While gaming has come out of the basement, so to speak, and is experiencing a lot of popularity now that being geeky is considered sexy, there are still some folks who didn't get the memo. Fortunately there is Natural 20 Soaps, a company dedicated to fighting con funk wherever it raises its revolting, protuberant head.

Yes that is soap. Yes you can buy it right now.
Seriously though, take a look at their Etsy store right here and see some of this. We could wipe out the smelly gamer prejudice overnight if word got out a little quicker.

How It All Began

Natural 20 Soap, which is run by Emily Hawk and her business partner Douglas Menke, was inspired by two, separate conversations. The first conversation detailed a sneaky idea of putting a d20 inside a bar of soap, using it as bait to trick those possessed by con funk to wash in order to get the prize inside. The idea might have died there, except that a customer at Emily's knitting store asked if there was a kind of soap that would wash wool without harming it. Finding no affordable options on the market, Emily decided to produce her own in the shape of an adorable sheep. Along the way she and Doug also decided to take up the standard for hygienic geeks everywhere by bringing us Natural 20 Soaps, which sold its first soap in December of 2013.

And are we ever glad they did.

What Makes This Soap So Special?

Well, aside from the fact that it comes in a huge variety of patterns, shapes, and colors, from sheep-shaped soap and D20s to the stripes of Jayne Cobb's hat (seriously, check out the store!), these soaps are made using natural ingredients. They're nourishing for the skin, they get you cleaned up quickly, and best of all they can be made to one's specifications. Whether someone's looking for a vegan soap, a soap in the shape of a Templar shield, or just a soap that's so geeky only the gifter and the receiver will get the reference, Natural 20 Soaps can make that happen.

This cake is a lye.
With sleek, plastic cases that keep soap protected before it's used, and with new designs always coming out, Natural 20 Soaps has great presents for those who just don't know what to give the gamer in their lives. As of right now they're planning a superhero line up, and there's been talk of making soap with secret messages inside them using water soluble paper. For updates on what's going on with the company, and more importantly what conventions you'll be able to find them at, check out the Natural 20 Soap blog right here!


As always, thanks for dropping by Moon Pope Monday. Know something interesting, weird, or hilarious that your fellow geeks will find too cool not to share? Tell us! Also, if you want to keep up to date with everything Improved Initiative has to offer then enter your email in the upper right hand box, or follow us on Facebook and Tumblr. For those who'd like to help keep the site going feel free to leave a donation in the "Bribe the DM" button, or become one of our monthly patrons by checking out our Patreon Page!