Sunday, February 9, 2020

It Only Has To Happen Once (Weird PCs, and The "Special Snowflake" Argument)

There is an argument that happens a lot at gaming tables, and it's one that's confused me the older I've gotten. It is, in general, the idea that wanting a player character to be unique or special in some way is inherently bad, and that it somehow represents poor storytelling on the part of the player proposing the idea (or on the part of dungeon masters who allow such characters).

Sometimes it's a player who wants to bring in a race that isn't typically seen in a certain environment. Other times it's a desire to play a certain class that's deemed unusual, or even mastering a strange method of magic, or esoteric fighting style. But any time someone asks to bring in a character that has something weird, wild, or unusual, there's all too often a push back against it purely because it's something out of the norm.

This is a bad habit, and it's one that I think we should all step back to examine.

Seriously, guys, calm down.

PCs Are SUPPOSED To Be Special


If you are playing a long-term campaign where the party is supposed to achieve a goal and maintain its cohesion all the way to the end, then the PCs should stand out, or be special in some way. It isn't required, but it is certainly well within the genre if you look at most of the classic examples from modern fiction and well-known myths.

Drizzt Do'urden is probably our go-to example as a drow who finds his views apart from his people, and who adventures away from the Underdark, but he's far from the only example. Logen Ninefingers (and his anime counterpart Guts) are both sensitive to the world of spirits, and achieve feats of violence and bloodshed that leave others in awe. Hercules is the son of a god, and has a strength so prodigious that in one play he literally puts death itself in a headlock until it returns a friend's wife. Oedipus is the secret son of a king, and a child of prophecy (tragic prophecy, but prophecy nonetheless). The crew list for the Argo was a who's who of heroes and champions, all on a quest for the golden fleece. The dangerous ranger who goes toe-to-toe with half a dozen undead kings is actually an 80 year-old prince in love with the daughter of an elf lord who by rights should be wielding a mystic sword spoken of only in legend.

Then there's this white-haired, golden eyed, regenerating ladies' man.
The point I'm getting at is that PCs are not supposed to be randomly-selected extras who've just been promoted to starring roles. They are the ones with the skills, the drive, and often the unusual abilities to step up and do what other people can't... because if someone else was already handling the problem, then we would be telling stories about their exploits instead.

So if a thing exists in the game world, and it is available to players, there's no reason to blanket-deny it to someone who asked for it.

And as the guy who wrote both 100 Unusual Aasimar and 100 Tieflings To Meet in Your Travels, trust me, I'm no stranger to slotting in weird, wild, and bizarre character concepts.

The Drizzt Problem


I can hear a lot of DMs out there clearing their throats, and preparing comments that they've seen far too many players who want to just make versions of some of the characters I mentioned with the serial numbers filed off. They're not putting in their own creativity, or trying to make the character their own in any way, they just want to change the name and be Drizzt, or Strider, or Guts.

To that I ask you this one, very important question: Why does that matter?

Seriously... because I know we've all done our own version of this. Heck, I wrote the conversion!
If the race, class, and abilities your player wants are clearly influenced by a particular archetype of character, and they're willing to make that character work in your game, who cares if it's their own take on a popular archetype? Because Batman is just Zorro without the horse, Zorro is just the Scarlet Pimpernel with a different accent, and so on, and so forth.

Your primary concern as a DM should be that your players are having fun, and playing characters they enjoy, which add to the game. If everyone around the table enjoys their take on something, then it will make the game better. Also, if you let a player get that experience under their belt, next time around they're more likely to do something different, and to stretch their legs a bit. Whereas if you tell them no, they're just going to want to do it more because they didn't get a chance to try it out. I speak from personal experience here both as a player, and as a DM.

Rarity is Not an Excuse, Either


 The other major argument that I'm sure someone was getting ready to make is that rarity should exclude players from having certain character types. The more uncommon a race, class, etc. is, the more reason you have to say no to it.

I'd actually take the opposite view of this. If something exists in the setting, and it is available for PCs to have, then there should be even less reason to say no to it because by its very nature it's going to fit into the mold of someone (or something) bound to have adventures worth following.

A tiefling warlock who uses the powers of hell to battle fiends? Baller, let's roll!
The rarity argument makes no sense, because we are not choosing the PCs we play by looking at world demographics and picking what makes the most sense based on that spread. Otherwise 99 percent of all games would just be human peasants being slaughtered by wave after wave of goblins. You pick a PC for their ability to actually solve the threats the party is facing, and because their unique flavor appeals to your palate.

And if something "doesn't fit" in a particular location, then it's your job to sit down with the player and figure out why this character ambled into town.

Heard you had a monster problem. Might be able to help with that.
I talked about this in The Non-Problem of Making Monks Fit Your Setting, as well as in DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games, but it still bears repeating. The world is a big, wide-open pile of nonsense, and getting a character from one end of it to the other is often way easier than we seem to think it is.

For example, say a player wants to play a character who's been schooled in the art of the Broken Fist. It's a powerful fighting style that has a particular tie to a nation half a world away from where your game takes place. So, how did the PC get there?

- They Walked: Caravans and ships are canonically everywhere in most settings, and there's nothing to say that a student of this bone-breaking martial art didn't simply walk until they found a place where their skills were needed.

- They're Already Local: If someone was a local who was schooled by a retired master of the art, then they're in the area you need them to be, and for bonus points they're someone known to the neighborhood/town. You could even throw in some tension with their master over how this art should be used, with the student electing to do the right thing despite their teacher, or their teacher sending the student to help as a test of their skills.

- They're With Someone Else: The barbarian puts their sword into the fight, but the initiate of the Broken Fist has been traveling with them, and can't let their friend go it alone. How did Han and Chewie get to the middle of nowhere when the plot needed them? Who cares, they're here now, and that's what matters.

Whether the PC is a demon-blooded sorcerer who really just wants to help, or one of the last of a clutch of lizardfolk looking for revenge, as long as the player has an explanation for why they are here, that's all that matters.

Because even if only a small percentage of the game world qualifies for a certain class, or is born as a certain race, what's the point of that argument? 1 percent of billions of creatures is still millions of potential candidates! Having an entire party of "rare" creatures and specialties is not all that unusual, and is something you can explain pretty easily between mercenary companies who specialize in outcasts (like The Devil's Own in 100 Random Mercenary Companies), traveling circuses, fleeing refugees, and the bloodlines of previous generations of adventurers who stopped in every tavern and brothel they could find to spend their loot. So if your urge as a DM is to say no, and fold your arms until everyone goes back to dwarven fighters and elven rangers, ask why you feel that way. What are you gaining from denying your players the options they want to utilize which exist in the setting you're running?

Your players might make do with a secondary PC idea they've had laying around. But if you give them that weird, wild thing they asked for? They will typically fight tooth and nail to make the most of it. Just something to think about.

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

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

To stay on top of all my latest releases, follow me on 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 3, 2020

The Five-Man Band and Your Party (Something to Think About)

Most of us know that the general purpose of an adventuring party is to make sure that everyone contributes a different strength to the group. The idea is that if one member can't handle a task (interpreting an ancient text, sneaking past the guards, smashing in the ogre champion's skull), then another member can step up and take point on it. This makes everyone a main character, and equally responsible for moving the story as it unfolds around them.

However, examining the literary trope behind this setup can be quite useful. If you've never come across it before, it's called the Five-Man Band.


The short version is that a balanced party, using this blueprint, consists of the following members according to TV Tropes.

- The Leader (Lead Singer): If the party had a protagonist, it would be this character. Whether it's the charismatic paladin who draws their friends into their adventures or the mastermind who runs the team for the heist, the leader is the one the others tend to defer to when it comes time to speak for the group.

- The Lancer (Lead Guitar): The Lancer is the balance to the Leader. They are, in many ways, the opposite side of the same coin, providing the elements the Leader lacks. If the Leader is clean-cut and noble, the Lancer may be grizzled and pessimistic. If the Leader is an opportunist who's more than a little amoral, the Lancer often acts as their conscience, etc.

- The Smart Guy (Keyboardist): This character is immediately recognizable across genres. The wizard, the hacker, the antiquarian... the Smart Guy is the one who knows things. Often physically weak, they tend to be good friends with the Big Guy... the Loki to their Thor, if you will.

- The Big Guy (Drummer): The bulk of the band, this guy is the tank. Sometimes the Big Guy is reluctant to really bring their strength out, like we see with Colossus in the X-Men, and sometimes they revel in it, like whenever the Hulk is let off the chain. Sometimes the Big Guy is slow on the uptake, sometimes they're mute, but they're the only ones who can literally carry the party.

- The Heart (Vocals): Typically referred to as The Chick in the classic Five-Man Band setup, the Heart is more often than not the only female character in the group (though this is changing as time goes on). The Heart is the one who brings everybody together, and who helps maintain balance while keeping a happy medium. It's argued that if the Heart is male that it's not a Five-Man Band, but for anyone who saw the episode of Captain Planet when Mati wasn't included (and the Captain was a merciless, uncaring force of pure destruction let loose on the world to scour it clean), we can all agree that a Heart is a necessity.

Incidentally, for anyone who wants to make a party that is also an actual band, you might want to take a moment to check out 100 Fantasy Bands for a little inspiration.

Ask Yourself What Your Job in The Band Is


Something I have come across a lot, both as a player and as a dungeon master, are folks who design their PCs in a vacuum. They know, academically, they're going to be part of a group, but they haven't really thought about how that's going to work.

This is why understanding the Five-Man Band, and seeing it in action in fiction, can be quite useful.

Avengers fans are already ahead of the curve on this one.
Even if you know your character's role mechanically (meat shield, fire support, buffer, healer, debuffer, terrain control, the list goes on), it's worth thinking about where they're going to fall into a group in general, and the group you're planning on joining in particular.

It's also worth considering that different characters can sometimes take up different roles when they're placed on different teams. Captain America is basically the Leader no matter what squad he joins up with, but Thor is more often the Big Guy when he's with other Avengers, while he can become the Leader when he's paired with other Asgardians. That makeup of the rest of the team matters, and even if you saw your character in one role, they might fall into another when paired with a different party.

Just as with mechanical roles in the party, it's important to ask if the story role you need has already been filled. Because you may have a similar skill set to another character, but a wildly different story position.

For example, your party's Big Guy might be Helgar Hopswithe, the Silent Knight. A towering figure in black armor, his lance is almost as deadly as his sword, and he stands as the party's muscle. Crayton Bloodacre, the Rager of Render's Deep, might seem to be a very similar character at first glance, because he fills a similar role mechanically. But while the barbarian and the fighter may have similar styles and purposes once initiative is rolled, Crayton is instead the Lancer to Amelie Steadfast, the dwarven cleric who heads up the party. Amelie is noble and determined, and Crayton is the brutish opportunist who tries to get her to be reasonable... even if reasonable for him is amoral to anyone else.

While there's nothing that says a party can't have more than one of these roles (two Big Guys, for example, or two Smart Guys), you can end up stepping on each other's story beats the same way you could get crowded if two of you are basically using the exact same character build.

It's a Template, Not an Absolute


There is nothing saying your party needs to ascribe to this setup. If you want to completely ignore it and do your own thing, or double up on roles, you're free to do that if it makes for a better story that you and your table enjoy.


However, with that said, it's still important to think about story in the meta-context. And for those not used to analyzing a game, this trope is often a very useful place to get started.

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That's all for this week's Moon Pope Monday. Hopefully you found this suggestions useful!

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!

Saturday, February 1, 2020

5 Ways To Sidestep Hits in Pathfinder (Without Magic)

The main defensive mechanic players pay attention to in Pathfinder is their armor class. If that number is as high as they can get it, typically through armor, shields, spells, magic items, feats, and additional abilities, it will allow them to just tank attacks while avoiding damage.

What was your total? Heh, git gud, scrub.
As the game goes on, though, your armor class just isn't going to keep pace with the enemies you're fighting. Even the biggest tanks are going to run into issues when it comes to melee touch attacks, or trying to dodge arrow snipers who were specifically built to aim for their visor slits. So, with that said, this week I thought I'd lay out some handy tricks for making sure you've got at least one Get-Out-of-Pain-Free card on your person for when you need it most.

For example...

#1: Deflect Arrows


Catch these hands!
 Perhaps the oldest trick in the book, Deflect Arrows is one of the favorites from the Core Rulebook. In short, it allows you to just deflect any one missile attack that would normally hit you (provided it's appropriately sized, as cannonballs, boulders, etc., are all too large to be affected). All you need is to be aware of the attack, which makes it ideal for those who can't be caught flat-footed (looking at you barbarians and rogues).

The reason this feat doesn't wind up on nearly as many sheets as it should is because it has Improved Unarmed Strike as a pre-requisite. As such, most folks only give it to brawlers and monks. However, if you have a DM who actually uses archers, poisoned throwing stars, darts, firearms (as Ultimate Combat states that this feat works on the flintlocks and muskets we typically see) it is well worth the investment. It's ideal for warpriests (whose Sacred Weapon ability lets them bump up their unarmed strike damage, as well as apply blessings and bonus abilities to their strikes), but as a purely defensive measure it's also worth keeping in mind.

#2: Parry


What did you say? "Parry this"?
 Anyone who's shared a table with me knows that the swashbuckler was one of my favorite additions to the game in the Advanced Class Guide. Their parry ability allows them to try to make a counter attack using an attack of opportunity in melee, essentially deflecting an incoming attack. When combined with Combat Reflexes, the proper weapon buffs, and even traits like Fencer, that can add up to a big damn defensive ability. Even if you can only riposte once per round as an immediate action, it's possible for a swashbuckler to just guard themselves with a flurry of steel... even against melee touch attacks!

With that said, the duelist prestige class also offers a parry ability. The difference is that the swashbuckler's ability costs panache to use (based on your Charisma modifier), whereas the duelist's just allows you to use your normal attacks reserved from a full attack action. So which option works better for you depends on what your Charisma modifier is going to be (for the record, a paladin with a dip in swashbuckler, or simply taking the paladin archetype Virtuous Bravo which gives you swashbuckler abilities is one of the best combos for this ability). This is only going to work in melee, of course, but sometimes that's all you really need.

#3: Snake Style


Go on, punk... take your shot.
 One of the most popular fighting style feats found in Ultimate Combat, Snake Style takes a bit to set up. You need to take a swift action to get into the stance, and then once you're in it you can use your immediate action to roll a Sense Motive check against an incoming attack that you are aware of, and while you're not flat-footed. That requires you to first invest maximum ranks in a skill, and to probably have a pretty good Wisdom score. You then need to take the whole first round of combat setting up your stance. However, the thing that makes Snake Style really good is that it counts as your AC or your touch AC. So if you've got a ghost that's slapping you through your armor, or a necromancer who's shooting beams of acid green death, this ability is a great method for dodging out of the way.

The hard part, of course, is beefing up your Sense Motive to a high enough degree. Skill Focus will help a lot here (making it ideal for half-elves wondering what to use their free Skill Focus on), and any traits that give you a bonus, and which make Sense Motive a class skill will stand you in good stead. Again, this is commonly used by monks and warpriests, but it's great for any class that wants to be able to just cobra their way out of being hammered into the dirt.

#4: Cut (And Smash) From The Air


Better make it count.
 There are few things more frustrating than being a fighter, and constantly getting shot at from nine different directions. However, if you have a crap load of attacks of opportunity, then you might want to consider taking Cut From The Air and Smash From The Air, both feats out of the Weapon Master's Handbook. The first feat allows you to spend an attack of opportunity to try to cut a ranged attack out of the air, provided it's a normal-sized missile (boulders, ballista, etc. still not allowed). The second feat allows you to use Cut From The Air against all missiles that come your way, as well as targeted magic effects. A great way to save your fighter from taking a few rays of searing light in uncomfortable places.

I keep saying fighter, because like many other feats from this book, you need to have weapon training with a melee weapon in order to use these feats. While there are other classes and archetypes that gain this ability other than fighters (looking at you, swashbuckler), your options are pretty limited for which characters you can slap these feats onto.

#5: Missile Shield and Ray Shield


Don't miss.
 Missile Shield, out of the Advanced Player's Guide, is pretty common among sword-and-board fighter types. It has Shield Focus as a prerequisite, but basically lets you use Deflect Arrows as long as you have a shield to deflect them with (same rules and restrictions apply). This is particularly useful for two-weapon style fighters who are going sword and shield bash, who still want to slap away crossbow bolts while they ginsu the enemy forces. Combined with the above feats, it can get tough to even scratch these fighters.

Of course, just to add insult to injury you can also take Ray Shield out of the same book. It requires you to have the Spellbreaker feat, which itself requires you to have Disruptive, and to have 10 levels of fighter. However, it allows you to basically deflect ray spells and effects, taking the hit on your shield. Your shield still takes the effect of the spell, which can be a problem for things like disintegrate or spells that deal absurd amounts of energy damage, but if your shield is tough enough you can often negate enemy magic that could otherwise seriously impede you. Especially if the ray wouldn't have an effect on an object, so you can basically ignore it.

Also, for those who like the idea of getting to smack away rays with impunity, the Crystalline Body feature of the oread not only increases your AC against rays (making them more likely to miss in the first place) but gives you a once-per-day deflection due to your crystalline structure. Just something to think about!

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

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

Monday, January 27, 2020

5 Supplements For Players Looking For Character Inspiration

Folks who frequent my page know that, in addition to running this blog, I also work on a lot of other gaming projects. Most of those, though, are aimed at dungeon masters. Stuff like 100 NPCs You Might Meet at a Tavern, for example, of the DND 5th Edition one shot The Curse of Sapphire Lake.

You know you're curious, now.
However, I've put out a lot of content over the past year and change that is also useful for players who are looking for a bit of inspiration to spice up their characters. So if you've been looking for some unique flair to add to your PCs, I'd recommend checking out some of the following to get your creative juices flowing.

#1: 100 Fantasy Bands



I call this next one, "Hope You Roll an 18 on Your Save"!
This was one of my most recent releases, and it's still fresh enough that it hasn't even hit Copper status yet, but 100 Fantasy Bands is a collection that's full of the weird, the wild, and the bizarre in the world of entertainment. And while it's useful for all the bards and skalds out there, no doubt, there are tie-ins for a variety of character concepts.

If your character is the party muscle, were they security for a controversial band like Devil's Bargain? Or were they a part of The Wall for a time when they left the service, performing in parades and similar events with other veterans? Did your spellcaster provide special effects for some of these traveling shows? Or do they just like music, and as such they keep track of who's coming up from the underground scene on their travels and adventures?

All sorts of possibilities in this one!

#2: 100 Random Mercenary Companies


You looking for iron, friend?
 Being a mercenary is one of the most common character backstories in an RPG, but it rarely gets more development than that. 100 Random Mercenary Companies provides all sorts of free companies your character could have been a part of, and which will affect everything from your reputation, to whether you made enemies when you left your fellows in arms.

Whether your character fought for the black-armored Harbingers of Sorrow to try to fill the void after a personal loss, or they skulked through the underbrush and back alleys as saboteurs for the Eyes of Karesh, there are all sorts of unique companies that require a number of talents. There are even mercenary companies that specialize in magic, from the destructive capabilities of the Acolytes of Arannis, to the Coven and their ability to foretell the omens for coming battles.

If your skills are for sale, it pays to know who trained you, who you've fought with before, and whether that unit is respected, feared, hated, or some combination of those things.

#3: 100 Knightly Orders


My steel, my oath, my life.
 For those who want to dedicate their steel to a cause nobler than their own purse, 100 Knightly Orders is an ideal place to find inspiration. Whether you're common born or of noble stock, and whether you fight for valor, glory, honor, or reputation, there's likely an order that will fit your character's needs.

From the gray-cloaked members of the Grave Wardens who ensure the dead pose no threat to the living, to the Heralds of War who are always the first to sound the charge in any battle, these orders provide a solid background for characters who want to be part of something greater than themselves. Or who, in some cases, want to set being inducted into such an order as a goal of their character progression. And it's not just for the martial characters, either, with organizations like The Eldritch Order of The Ivory Hand, as well as the Masters of The Unbreakable Chain providing plenty of room for wizards, sorcerers, witches, and summoners to join their ranks.

#4: 100 Gangs For Your Urban Campaigns


And just how did an adventurer like you wind up down here on my block?
 Perhaps only slightly less common than sellswords when it comes to character professions are thieves, scoundrels, legbreakers, and assassins. And if you're looking for a way to flesh those characters out, then 100 Gangs For Your Urban Campaigns has got you covered, and then some!

From the confederacy of small gangs that rose to prominence in the form of the Rat Kings, to the Gilded Lilies of the pleasure districts, there's a gang for nearly every criminal specialty you could imagine. And if there aren't quite enough for you in that collection, then you'll find additional allies, inspiration, and crews you could use in both 100 Random Bandits to Meet, as well as in the nautical-themed 100 Pirates to Encounter. From plague-ships captained by dark necromancers, to former soldiers banding together to take back what's theirs from the nobles who taxed them off their lands, there's quite a variety to choose from, here.

#5: A Baker's Dozen of Noble Families


Honor to your house, shame to your enemies.
 Noble characters are already tough to play (one reason that 5 Tips For Playing Better Noble Characters is one of my most popular guides), but it helps if you don't have to do all of the heavy lifting on your own when it comes to the details of this character's family and lineage. That's where A Baker's Dozen of Noble Families comes in.

Unlike the previous entries on this list, the Baker's Dozen does a fairly deep dive on 13 potential noble families. From the backwater swamp folk of the Dredger clans who were raised to nobility for their help in a war, to the monster hunting warriors of the Silvers, each description provides a history, colors, style, and heraldry. So if you're looking to play a noble character, each of these should give you more than enough details to get you started along that path without breaking too much of a sweat.

And if you're looking for further inspiration, as well as for friends, rivals, family, or just fellow members of your social caste, then 100 Nobles to Encounter should make a handy companion supplement.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found these suggestions useful!

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!

Saturday, January 25, 2020

Rise of The Runelords Chapter 23: The End of Runeforge

The Companions, seeking the tools that could destroy the Runelords should they make good on their promise to rise and reconquer their old empire, found themselves in the depths of the planar laboratory known as the Runeforge. With danger around every turn, and with everyone they meet trying to kill them, the Companions go on the attack. There's no need to waste words when steel speaks truer.

For those who need to catch up:

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

 And now, onward, into the remainder of the Runeforge!

No Answers


Filled with a righteous fury from the battle with the lich, Zhakar led the companions back to the central chamber of the Runeforge. With several halls still to choose, they needed to push forward. Abjuration was seen as they next choice, the Companions hoping that whatever wizards they found waiting in there would protect themselves instead of lashing out.

Probably not, but it's nice to hope.
Instead of hostile wizards, what the Companions found in the halls of abjuration was... nothing. Nothing but walls covered in shadows that were once men and women, and a central spike in the floor emanating pulses of energy that sapped magic from the air. A great battle had happened there, and it appeared those wizards who specialized in defense had not been able to hold their own against the onslaught.

Unable to find any answers about how to make runeforged weapons, or where they came from, the Companions turned toward the other halls, hoping they would be more instructive.

No Parley


Enchantment was the next hallway the Companions chose, and they found a landscape dedicated to the extremes of lust. Cages sized for humans, the smell of bright incense, and a gaudy red tent like a silk brothel just offering invitation. Inside awaited the mistress of the halls, a succubus with a cruelly barbed whip in her hand, surrounded by cloying pink smoke, and several of her servants.

And what curiosities are these pretty things?
The succubus unleashed her magic, and it crashed against the rocks of Zhakar's mind, changing nothing. His eyes blazing, he let forth a battle cry that echoed through the tent, that same, bright fire filling his allies' eyes as he strode forth. Each of them filled with holy light, it was a collection of seconds before the demons were cut down. One succubus fell under Chikara's greatax, the steel slicing its flesh as if its infernal protections were no more than paper. The other broke beneath Bostwick's fists, bones shattering as if they were made of glass. The wizard, panicked, lashed out with her whip. Zhakar knocked it aside, and cut her down with a flurry of ripping, tearing cuts, his pick shattering her ribs before puncturing her skull, leaving her infernal beauty rent and ruined on the floor.

Illusion held no answers, either. Mirrors that summoned cursed dopplegangers of the Companions until they're shattered created a dangerous obstacle, and a small cadre of identical wizards put up some resistance, but it was all for naught. Behind a secret panel they found the desiccated corpse of the illusionist who once ruled the halls, along with hundreds of exact replicas of his body. His journal, the scribblings of a madman, provided a timeline as to how he'd slowly lost his mind in the isolation of the Runeforge, filling in some of the gaps of the battles between the apprentices.

It wasn't until the apprentice of conjuration was slain, his mind destroyed by a shouted word from Mirelinda before he was dispatched by Thok, that the Companions found something of use. The huge wizard's grimoire had notes on the research of the others, and on his theory regarding runeforged weapons. The central font could be used to mix the components together, different combinations from different schools leading to weapons more effective against certain schools of magic. Specifically the opposition schools. All they had to do was collect the final ingredients.

The halls of transmutation held huge constructs that fared poorly against Thok's ranseur, and Chikara's raw ferocity. The master of the halls was a transmuter whose arrogance was his undoing, unleashing fire and magic against Zhakar, only to find his own mind twisted away, and his steel body hammered into the dirt.

Kharzoug Awaits


Come... I await you in Zin Shalast.
 No sooner had the Companions arranged their ingredients, and Zordlan dipped his rapier in the pool, than the colossal statue of the Runelord Kharzoug came to life. The stony visage of the ancient transmuter stared down at those who had challenged him, frowning.

"You," it said, voice booming from somewhere far away. "You dare to challenge me? Come then, and seek me in Zin Shalast, if you dare!"

His threat delivered, the huge statue stepped down from its pillar, swinging its fists. Already honed by days of fighting through the Runeforge, the Companions scattered, each coming at it from a different angle. The massive statue flailed and thrashed, smashing blows against Zhakar's shield, kicking Chikara hard enough to crack her ribs, but it could not hold against the sheer, enraged fury at the pride and dismissive tone of the Runelord. The statue cracked, and crumbled, smashed to pieces that fell hard enough to shake the Runeforge itself.

With the tools in-hand, the Companions could see the final stretch of their quest. All that was left was to beard Kharzoug in his den, and to seek him in Zin Shalast itself.

Next Time on Table Talk!


With their runeforged weapons finally in-hand, the Companions have only one challenge left. But will they be able to defeat Kharzoug? Or will something else stop them from even reaching Zin Shalast? Find out on the next installment of Table Talk!

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

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

Monday, January 20, 2020

Check Out Karol B Clothing and Costuming (You Won't Regret It)

If you're a regular reader, then there's a chance you remember the last time I talked about Karol B in Post-Apocalyptic LARP Accessories That Won't Break The Bank? Check Out Karol B! However, that post went up three years and change ago, and Karol has been doing a lot of growing since then. So I figured I'd take a moment to remind my readers that he's around, and to sing a few praises for the stuff he's been putting out since we last checked in.

Tactical leg bags are still here, and better than ever!
Also, if you're one of the folks out there who finds themselves involved in a lot of live-action games, then you may find the following links useful as well:

- 5 (Specific) Costuming Tips For Your Next LARP
- 5 Tips To Get The Most Out of Your Next LARP

Anyway, back to Karol B!

Same Great Gear, With New Additions


 Back when I first preached the good word of Karol B, I specifically pointed out the tough, post-apocalyptic backpack designs he offers, along with the badass patches (Immortan Joe's mark being one of my personal favorites). However, there have been some additions since those days that are worth your attention.

Witness me!
One of the big additions recently has been the leather bandoliers. Stock varies, but some are meant to hold altoids-style items, others are traditional cartridge belts, and every now and again there are wrist bracers with cartridge loops in them. A great bargain if you catch them while they're in stock. For those who have bigger budgets, items like the spiked leather shoulder holster bag, or the double-hooded wanderer coat are ideal additions to any character that can be used over and over again.

While there are more regular items available on the site now (and a wider array of unusual items that come and go as Karol finds and sells them), one thing remains true of the stock in general. No matter what your budget happens to be, Karol B has stuff that will fit your needs.

Also, for the record, I'm not making any affiliate earnings off these links. I'm not getting a kickback from Karol B, and I'm not even getting a discount on my next purchase from the site. This recommendation is just me trying to boost the signal for a merchant that I feel has a solid product, and which more folks should know about.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed!

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!

Sunday, January 19, 2020

The Champion Barbarian

“I heard you just fine,” Einar said, taking a step toward the trio.
“So you can speak,” the man said. His companions sniggered, and the man on the left lifted his own bottle to his lips. “My friends and I were wondering, what do you need such a large sword for?”
“It's a tool of my trade,” Einar said.
“And what trade is that?” the drunkard asked, sneering before swigging again.
“Champion.”
All three of them laughed. Einar frowned, but said nothing while the riffraff guffawed. As their laughter grew louder, the street grew emptier. Travelers slipped down alleys or turned onto cross streets, eager to be away whatever was about to happen. By the time the black-banded brigands had finished, Einar stood alone in the late afternoon sun.
“A champion,” the leader said, putting a falsetto trill into his voice. “What kind of coward fights with a sword like that, eh?”
“Some men's tools are bigger than others,” Einar said with a shrug. “It's nothing for you to be ashamed of.”
The man to the left of the door sputtered, coughing cheap wine onto the dusty boards. The other door guard goggled. The third man stared, as if the northman had started barking at him.
“What did you say to me?” he demanded.
Einar smiled, showing square, white teeth. “I think you heard me well enough, friend. Or are you deaf, as well as ugly?”
The leader dropped his bottle, snatching at the butt of his cudgel. His stubby fingers were stupid with wine, and it took him a second longer than it might have had he been sober. In that lost moment Einar stepped onto the inn's porch, cupped the side of the man's neck, and heaved. The leader's head slammed into the support beam hard enough to shiver the timber, and he went down like he'd been poleaxed. With no lost motion Einar stepped over the leader, driving a heavy right hand into the second man's face. The guard's head smacked the solid wood wall, rattling his brains and rolling his eyes up to the whites.
“Inbred swine,” the last man spat. He threw his empty bottle aside, snatching his knife from its sheathe. “I'll take that out of your hide!”
He slashed, and the dagger's edge dug a shallow trench across Einar's brigandine. Metal screeched against metal, and Einar grabbed the man's knife wrist. The knife fighter let go of the knife, catching it in his free hand as he drew back for another blow. Einar drove his forehead down into the daggerman's face, and blood spurted as the smaller man's nose broke. The man with the black band shook the stars from his eyes, trying to stab Einar. Einar shifted his weight, and threw his opponent bodily into the street. The daggerman sprawled, the knife went flying, and before he could scramble to his feet Einar leaped after him. The northerner brought his boot down hard; ribs cracked, and the sprawled head cracker let out a howl choked with blood.

Before you call the tune, be sure you're ready to dance.

This week's character concept and into segment is brought to you by my latest book, The Rejects. The segment is from the story titled Champion For Hire, and if you're a fan of gritty, barbaric brawls I highly recommend giving it a look.

Who Do You Stand For?


Barbarians are terrifying warriors, able to call on reserves of strength and strange powers the likes of which other combatants simply cannot match. However, while some barbarians hone their skills through long practice and many battles, others may be given their powers in order to stand as champions. As I pointed out in 50 Shades of Rage: Flavoring The Barbarian's Signature Ability, Rage Powers can have all sorts of origins in a character's story... so why not as a gift so they may defend a people, or a cause?

None dare face the Dragon Prince in single combat when he takes his war form.
As an example, a barbarian with the dragon totem Rage Powers might have grown into them naturally, being selected to stand as the royal champion to the Dragon Throne. Perhaps they are the latest in a long line of warriors to develop such potent abilities, or perhaps the Great Dragon chooses them at random, bestowing their blessing on the warriors they see fit. Alternatively, your champion may have been raised in the Faith of Bones, undergoing a ritual where they drink the black blood of the champions who came before them, filling them with the spirits of departed warriors who fight alongside them when they let forth their Rage in the form of the spirit totem rage powers. They may have made a deal with powers of the fey for strength and savagery, but they are now tied to the forces of the First World with abilities like Spring Rage, allowing their ferocity to ignore the passage of time and the wasting of their bodies, fighting as if they were in the prime of their youth until the day they die.

All barbarians can fight, but the key for a champion is that they fight for someone, or something. It could be an individual they represent in duels (the very literal sense of a champion), or they could be chosen by a greater power. It might be a lineage, a kingdom, a knightly order, or even a god. What makes a champion really stand out, though, is that the powers they wield are often tied to the cause they fight for thematically, if not mechanically.

The barbarian in question may not even know they've been made a champion at first. But if word of their abilities spreads through their Small Legend, then they may find themselves being sought by faiths, orders, or families who expect them to take up arms in their name. Alternatively, a barbarian may have given a vow to become a champion, but turned away from those they once stood for... in these instances, that betrayal is not likely to be forgotten any time soon.

Position, Privilege, and Plot


Champion barbarians are some of the easiest characters to pull into plots, and they can be some of the more engaging characters to play. However, it's important for the player to know (and to work out with their DM) some of the following points:

- Whose Champion Are You?: Whether it's a martial order, a noble family, a town, a city, a religious sect, a cult, or an actual god, you should know whose interests you're fighting for.

- How Do Your Powers Reflect This?: Not all these powers are flashy. A barbarian champion of Cayden Cailean may take the Rage Powers roaring drunk and good for what ails you to reflect their communion with the drunken god of bravery. However, a champion of the fire lords might have the elemental rage powers instead, their wrath manifesting in blue flames leaping from their fists and weapons, and eventually healing them as it fuels their inner furnace.

- How Did You Acquire Your Powers?: This can be as involved or not as your story dictates. You may have been a weak foundling taken in by the Brotherhood of Blood, crippled and starved until you endured the Rites of The Beast. This made you strong and fast, but also granted you the beast totem Rage Powers as you grew into the savage ferocity of what the rite did to you. Alternatively, your Rage may have manifested spontaneously, the jutting horns and armored carapace allowing you to transform into a devil's champion due to a curse in your blood, or a vow given by your parents or grandparents.

- Do You Fight For The Same Person Who Gave You Your Powers?: While your powers may come from one source, that doesn't necessarily mean it's the person you fight for now. Whether the infernal champion turns their wrath upon demons and devils to protect the innocent, or the beast brother seeks to turn back the agents of the Brotherhood, just because your powers are derived from one place doesn't mean you're bound to serve those interests if you don't wish to. However, that conflict could also provide ripe story for the DM, as well as a potential source of NPCs on the hunt to make an example of your barbarian (or people who fear them because of where their powers come from, even if they depend on the champion's strength to protect them).

Once you have answers to these questions, and you've worked out the details with your DM, you should be on the way to creating a champion barbarian. Also, for more inspiration, don't forget to check out 5 Tips For Playing Better Barbarians!

Like, Follow, and Stay Tuned For More!


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

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

To stay on top of all my latest releases, follow me on 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!