Showing posts with label swords. Show all posts
Showing posts with label swords. Show all posts

Monday, November 25, 2019

4 Ways DMs Can Take The Commerce (And The Math) Out of Magic Items

With the holidays coming up, I'm reminded of a study I once read that said money is one of the best gifts you can give during the holiday season. However, in worlds of fantasy, I often find that massive piles of gold are just... eh. Sure, the party can liquidate their funds and do the math to buy whatever magic items they want, but doing that makes getting your hands on what should be major milestones that should leave you staring in awe feel like an almost purely mechanical exercise.

And the bigger the treasure budget you're handing over, the more ludicrous this whole thing becomes.

All right, that's 37,575 gold pieces. Enjoy your legendary armor, sir!
I've harped on this before in How To Keep Your Magic Items From Getting Mundane, as well as in Alternatives to Traditional Magic Weapons and Armor, but I figured this week I'd provide some specific examples for the DMs who want to keep their magic items feeling special, but who aren't sure where to start.

Method #1: Spoils of War


This is one most dungeon masters out there are probably familiar with. Whether the party is going through a dragon's hoard, they're exploring the ruins of the necromancer's tower, or they've defeated the bandit king, the idea is that they're going through the spoils of the battle to see what sort of loot can be found.

Holy crap! This guy had a Hell Globe just sitting around!
Most dungeon masters I've seen at this point just roll randomly for whatever loot is on the bodies, or in the chests... but this is your world! The stuff that's in there is the stuff you say is in there. So if your players are hitting that point where it's time to start upgrading their gear, put stuff there that suits them. The bandit leader managed to keep all those men under his command, maybe he has a headband that boosts his Charisma that would be ideal for the sorcerer, or the paladin. Maybe the risen bodyguard that protected the necromancer wielded a potent magical ax that would be right at home in the barbarian's hands. Perhaps the dragon kept a careful display of trophies taken from past heroes, allowing you to provide some options and choices for what your players take.

You should have a couple of valuables strewn around too, don't get me wrong... but more often than not the gold equivalent is geared to provide magic items to keep your party on the proper track to handle the threats coming their way. So just give them the cool stuff they'd buy anyway, make them feel like they earned it by winning it in a battle, and make sure you attach a bit of a story to the items in question.

That point goes for the rest of this list, as well. And if you have trouble coming up with stuff like that on the fly, then you might want to get your hands on 100 Histories and Legends For Fantasy Weapons. Trust me, it will make your players far more attached to their items.

#2: The Reward


Some adventurers perform their deeds out of a sense of duty, to defend their community, or to get revenge... but let's face it, a lot of them do it for the money. And just like with sacking an enemy's lair, actual coinage should be handed out as part of the reward... but if you know your party is going to spend the reward to get new equipment, why not just make that equipment part of the reward in the first place, and cut out the middle man?

I'll be damned, you brought him in. Well, let me just unlock the case here.
One of the reasons that a lot of DMs avoid having just the right equipment in a villain's lair is that it can sometimes feel over-planned, or a little trite. After all, why would an enchanted monk's robe be in a bandit stronghold? Why would an enchantress have a magical greatsword in her bedchamber? You can find reasonable answers for these questions (the bandits sacked a monastery, the sorceress took it as a trophy, etc.), but sometimes it's just easier to decree that the items are a reward for a job well done. After all, a noble whose problem has been solved, a wizard the party has helped, or even a city that's been saved could produce unique items that are fitting for the character, and their deeds.

This is especially true if they have a noted reputation, which I refer to as The Small Legend.

For example, if the party's cavalier is little more than a hedge knight, then a noble patron might give them a unique banner for their symbol, or even an enchanted saddle or shoes like those given to his house's champions. Perhaps the wizard whose enemies the party slew passes on a staff of power to the magus, commenting that it was given to her by her teacher, and that she sees the same potential in this younger arcane caster. And so on, and so forth.

Since there's usually a bit of downtime between when the party completes a job, and starting the next one, this allows you to get the present ready. And if there's a celebration of any sort (as big problems often have), you can make a big deal out of the presentation. If you're looking for a bunch of potential patrons for this sort of scenario, then 100 Nobles To Encounter might be just up your alley.

#3: The Steward


Sometimes there are items that are either so massive in cost, or so specific in rarity, that it feels stupid to be able to just walk into a market and buy them (even if you can afford to do so). And even more "normal" magic items might feel too special for the party to just hand over a bunch of gold for them, if you've given the item a name, a backstory, and all of the associated goodness.

That's why another interesting approach is to declare a character the steward, or current bearer of a particular item.

Particularly if the item is kept under lock, key, and guard.
While this can be a serious provision of trust (the paladin is given a holy avenger from the church's vaults because he's proven himself worthy, the ranger is given the armor worn by one of the founders of his order, the wizard is granted the right to wear one of the circlets of the Council of Nine, etc.), it's important to remember that this can be done in a smaller sense, as well. In those cases characters might be loaned equipment for use on a mission, or given it as an advance as a way to help them complete a particularly difficult task. Items like endless decanters for exploring a ruin in the middle of the desert, wands, scrolls, etc. might be provided as part of the price of taking on the job.

If you've ever played Spycraft, this is very similar to how agents are given a mission budget, and then allowed to take the equipment they will need most to complete their upcoming task. They can still have their own, personal stuff, but they aren't expected to buy a tank with what they have saved up in their private fund.

Churches, guilds (good, neutral, and evil), along with other in-game organizations all tend to have potent items they hang onto in times of need. As long as the party has a benefactor, like some of the groups found in 100 Knightly Orders, then you have someone who could provide them the tools they need to see their adventure through. Or, in some cases, the individual may have to officially join an organization for the privilege of wielding the item... which can be a kind of reward in and of itself.

#4: The Special Merchant


I know the whole point of this post thus far has been to avoid trading magic items for straight gold, but note the term "special" in this title. Most merchants you find in town won't have magic items for sale, and if they do they'll be minor baubles at steep prices. But there should be a few folks that crop up time and again who are always willing to trade for something... unusual. Or, in some circumstances, for a favor.

What did you bring me today, darlings?
The special merchant can take many forms, and ask for many things. Maybe it's that shady dealer in the low quarter who always has something, "for his friends," as long as they don't ask where he got it, and they can pay him something quick. It might be the fey merchant the party finds in parts of the forest, asking strange or bizarre prices for items that would be priceless anywhere else. Or it might even be that tiefling who specializes in "slightly" cursed objects, whose problems make them ideal for certain party members (a sword that only comes alive in the hands of an orc, a bow that hates elves for the ranger who has them as his favored enemy, and so on, and so forth).

These merchants will still ask a price, of course, but it might be something more in-keeping with the resources the party has. Taking their old weapon in trade as something that's tasted the blood of a dragon, perhaps. The skull of an orc champion. A cursed item that's useless to the party, but extremely valuable to the merchant. Hearing the tales of a certain battle firsthand so they know the full truth, along with a small stack of platinum coins. Maybe even the vintage gold found in an old vault, as the coins themselves are more valuable as items of history than for their weight in gold.

You'll find a few NPCs who fit this bill in 100 Merchants to Encounter, should you need a place to start looking.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

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, then head over to My Amazon Author Page!

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

Monday, February 6, 2017

The 10 Trials of The Master Bladesmith

When we think of master bladesmiths, we tend to imagine old men forgotten in the woods, or sequestered in a monastery. Men with heavily-muscled arms and thick beards, who have solved the riddle of steel. The sorts of people adventurers and warriors seek out, begging them to forge weapons that can slay dragons, or cleave through enemy armor like it was made of paper.

How sharp can you make it?
What a lot of us tend to forget, though, is that in this age of mechanization there are still real master bladesmiths. And while they might not be able to wield magic, the blades they create are astonishing. Works of art, unmatched pieces of craftsmanship, and deadly weapons, they are truly something to behold.

Not just anyone can call themselves a master bladesmith, though. They have to undergo the 10 trials.

The 10 Trials of The Master Bladesmith


There are, according to Atlas Obscura, fewer than 200 people in the world who hold the title of master bladesmith. This title is granted by the American Bladesmith Society (which, to be fair, has only been around since the 1970s), and it was designed as a way to recognize and encourage mastery of a trade in a world where traditional bladesmithing was quickly going extinct.

So what does it take to become a master?

Well, first someone has to join the organization. This officially makes them an apprentice (in the sense that they're new, not in the sense that they're actually working for another smith, though that can happen if members decide to join forces). After three years of membership, or two for those who complete a course offered by the Society, an apprentice can take their first test. The apprentice forges a blade, and then that blade has to cut a rope in a single swing (the rope is unsecured, and the cut must be roughly 6 inches from the bottom). The same knife must then chop through two 2 x 4 pieces of wood, and immediately after must be proven keen enough to still shave hair from someone's skin. Lastly, the blade is bent at a 90-degree angle to prove it was forged with skill. If the blade shatters, even if it's passed all the other tests, the apprentice fails.

Once the performance test is done, the apprentice must bring five carbon steel blades of their own to be examined by master smiths. If those on the panel decide the individual displays the proper skill, then they advance to the rank of journeyman.

Gaining two craft feats, and one spell-like ability.
That's tough enough, but it's nowhere near as grueling as what comes later. Journeymen must train apprentices by sharing wisdom and skill with them, and it takes another 2 to 3 years of work and refinement before they can attempt to be named a master. They have to undergo the same performance test on a blade, but this time the blade must be Damascus steel, and have a hidden tang.

If the journeyman passes the performance test, they must again come before the masters with five new blades. At least one of those blades must be made of Damascus steel, and there must be a Damascus steel quillion dagger, which is considered one of the most difficult pieces to make by the Society. If the journeyman's work passes muster, they are bestowed the rank of master by those who earned it before them.

6 Years to Earn, A Lifetime to Master


Those are some pretty rigorous standards, and the results are beautiful blades. But ask yourself, what is the standard of a master bladesmith in your game? What difficult weapons must they make to prove their mastery over steel, and what tests must their weapons pass before they are deemed sufficient enough to earn the title for their maker?

That's all for this week's Moon Pope Monday post. Thanks for stopping in, and I hope it's provided you with a bit of food for thought. If you'd like to support Improved Initiative so I can keep bringing you content just like this, stop by The Literary Mercenary's Patreon page. For as little as $1 a month, you get some sweet swag, as well as my undying gratitude. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, why not start today?

Monday, January 23, 2017

Miller Knives Creates Brutal Post-Apocalyptic Blades

If you're a fan of films like the Mad Max series, or you love RPGs like Dystopia Rising, you probably have a thing for post-apocalyptic weaponry. Whether it's scrap metal scimitars, or the WWII-era workhorses that still fire straight and true after generations of desert grit, there's something compelling about wasteland warfare. The refusal of the human race to die, and an ability to fight (or even flourish) in the most wretched conditions is inspiring... in an awful sort of way.

All of that is wrapped up in a simple, complete package over at Miller Knives.

This beast started life as a HORSESHOE!
That beauty, as well as the other blades on the channel, are made by Stephen Miller. According to the smith himself, he's been making blades for some time now, but it's only been within the past year or so that he's put his work up on YouTube. A huge fan of both Mad Max and The Walking Dead, some of Miller's earlier experiments involved taking rasps and files, and turning them into weapons. Nowadays... well, see for yourself!


That, right there, is the sort of weapon a goblin would kill for. And it's just one of a dozen different projects Miller Knives has up right now. Everything from a Viking greatax to a tomahawk made from an old railroad spike. It's some seriously great stuff. Additionally, if his audience keeps growing the way it is, chances are good you'll be able to buy some of these weapons for your very own.

They're not LARP appropriate, of course, but hey, when the apocalypse comes at least you'll be well-armed. If you are looking for LARP accessories, as well as wearable post-apocalyptic gear, though, you should take a look at Post-Apocalyptic LARP Accessories That Won't Break The Bank? Check out Karol B. He has just what you're looking for, and at a price you can afford.

Also, if you're a sucker for forge-related videos, you should check out "Secrets of The Viking Sword" is a Documentary About How to Make a Masterwork Weapon, as well as Making a Miniature Sword From a Nail!

That's all for this week's Moon Pope Monday installment. If you enjoyed it, please like and share this story with your friends. If you'd like to support Improved Initiative so I keep creating more content just like this, stop by The Literary Mercenary's Patreon page and make a donation. It doesn't take much; $1 a month gets you my eternal gratitude, as well as some sweet swag. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet... well, why not start now?

Monday, October 3, 2016

The Key Armory is Here to Help You Unlock Adventure

Geeks love nothing more than to declare what we love. We plaster our favorite games on our tee shirts, dress up for conventions, put stickers on our cars, and more often than not have symbols tattooed on us, just in case someone tries to question how much we love our fandom. For those of you who've been looking for a new, subtle way to declare your fandom, though, The Key Armory has got your back.

Whomsoever pulls the sword from the stone will open the mythical Apartment 2B...
In case you didn't gather from the picture, The Key Armory sells key blanks in the shape of some of geekdom's favorite, and most famous, blades. Whether you prefer Longclaw from A Song of Ice and Fire, Anduril from Lord of The Rings, or the Sword of Omens from Thundercats, The Key Armory has got you covered. While they have ten designs at the moment (including stuff for all you Legend of Zelda and Final Fantasy fans), chances are good we're going to see that list expand fairly quickly.

So how does this process work? Well, you go to The Key Armory website, and find the key that best defines you and your needs. Then you order it, along with any other accessories you feel you must have, like the stone key holder pictured above. The keys are fairly cheap, as far as such things go, and they make excellent gifts or impulse buys. The Armory sends you your blank key, and then you take it to your friendly neighborhood key cutting service to have the proper teeth put on it.

As quests go, it isn't exactly The Temple of Elemental Evil. Still, as far as swag goes, it looks like entirely too much fun. So, whether you need a special key for your cabin in the woods, or you want people to know you're the lord of your castle, check out The Key Armory today!

That's all for this week's Moon Pope Monday post. Hopefully you got a bit of a chuckle, or found a gift for that hard to shop for friend on your list. If you'd like to see more posts like this one, why not support Improved Initiative by becoming a patron over on The Literary Mercenary's Patreon page? Lastly, if you haven't followed me over on Facebook, Tumblr, and Twitter yet, well, why not start today?