Tuesday, May 27, 2014

Using Religion in Your Roleplaying

An individual's faith is a deeply personal choice, as is the way he or she decides to practice it. Some people are very quiet about their beliefs, not bringing them up in conversation or even making them a part of their common vernaculars. Other people display their faith subtly, perhaps by wearing a symbol to identify themselves or by saying a small, quiet prayer before they eat. Still other people make their religion very plain, following strict rules on dress, behavior, diet, and even about the kinds of people they can associate with according to their faith.

If you want to add an extra dimension to your roleplaying, consider your character's views on the divine.

The Gods Are Real

And they will give you things, if you ask properly.
Let's take the example of a fantasy roleplaying game like Pathfinder. In these games gods, spirits, and other forces are undeniably real. Clerics, paladins, druids, oracles, and others all draw power from the well of the divine. Not only that but those who have been resurrected have given testimony of the worlds beyond, and learned practitioners of the arcane can commune with any number of beings beyond the mortal, material realm.

So, the gods are real.

Take a moment and contemplate that for a moment. Think of a world where there was no question on the existence of gods. A world in which the gods and their servants could be seen, heard, felt, and where there was a better than even chance their mortal mouth-pieces were in fact giving the masses the straight dope on the divine. A world where the pious could perform miracles, where infernal and angelic bloodlines manifested in the populace, and where there was no possibility of it all being smoke and mirrors as a salve on troubled souls.

That's the kind of world your character exists in.

What Sort of Faith Did Your Character Grow Up In?

We do not smile in the graveyard. Pharasma will make our faces stick that way if we do.
Religion, whether by its presence or the lack thereof, shapes people. Just look at people in America. Catholics have saints as well as Jesus and Mary, and there are a hundred rituals and holy days to remember. Lutherans forego many of these things, though they practice ostensibly the same faith. Other religions, like Santeria, Voodoo, Asatru, Wicca, Hinduism and others all come with their own rules and regulations. Not being raised with a faith at all, or being raised in a way that doesn't expose you to a faith, also leaves a mark on a person. These are things that can cling for a lifetime in the form of warding gestures, turns of phrase, or little rituals from lighting candles for the departed to running fingers over a rosary when one is nervous.

So ask yourself what faith or faiths your character grew up with. Was he raised in an orphanage run by clerics of Asmodeus who taught about the contracts of society, and who instilled values of cleverness and power? Perhaps she was brought up in the country, and her father taught her all about nature, and how Erastil had given them a responsibility to support each other and to never take more than they need to live? Maybe your character was raised by wizards, who considered the divine a problem to be solved rather than an idea to be worshiped and followed?

Whatever your unique upbringing was, ask what bits of faith held tight and which fell by the wayside. Maybe it's the curses your character uses, the taboos she avoids, or something even deeper.

How Do You Pray?

Put on your knee pads girls, we're going to be here a while.
Every day clerics have to pray for their spells. This is the same kind of hour-long ritual that wizards and magi have to go through to access their magic for the day. Most players just tell their DM "I pray for spells," the DM nods, and the game continues on.

If you do this you're passing up a huge roleplaying opportunity.

Yes, the mechanical effects of praying for spells don't change from one cleric to another. Every cleric spends an hour at prayer, and as a result said cleric gets a certain number of spells for the day. But what does it look like?

Does a cleric of Gorum passively kneel and pray, or does he clean his armor and weapons to a mirror shine as he recites the tenets of the god of battle? Or does he stand without armor, in just a loincloth with naked steel in hand as he goes through combat forms that represent different spells? Does a cleric of Shelyn create art while praying, or does the cleric play music or dance as a way to create something beautiful as an offering? Does a cleric of Zon Kuthon cut herself, or run needles through her skin in certain patterns to get closer to the god of agony? Do the prayers change over time? Are more elaborate rituals required for those who are higher in power, which explains why they're granted more powerful magic?

This isn't just for clerics either. Any character who worships a god should have little rituals that make them more unique. Barbarians might offer a prayer at the beginning or end of a hunt to commemorate the activity. Rangers who track and kill undead might carve Pharasma's spiral on their arrowheads out of a totemic belief that they'll draw the restless dead home. Fighters who worship Cayden Cailean might offer the first toast to him after a successful adventure in thanks, or before embarking as a prayer for good luck.

When the gods could quite literally be on your side, it's important to make sure they know you're listening.

Monsters and Faith

Sixth level of the Abyss, how can we help you?
Even the most diverse games tend to be very human-heavy; let's face it a bonus feat and skill point are hard to say no to. However, it's important to remember that monstrous races all have their own gods as well. Elves, dwarves, giants, ogres, gnolls, and others all have gods they revere. The question players have to ask in these cases is did these monstrous characters leave their old faiths behind, or cling tight and go on adventures with their primordial patrons looking over their shoulders?

For some races the connection to the gods is even stronger. Tieflings and aasimar are the first that come to mind, but geniekin and others with the blood of powerful outsiders running through their veins are also important candidates for deeper questions. For instance, does a tiefling believe that he's damned simply because of his heritage? Could a lifetime of prejudice and scorn lead him to snap, deciding that he'll commit such atrocities that when he does go to hell they'll make him a duke for his troubles? Does an aasimar regard divine parentage as something more like an extended family than a god, leading them to treat those they're descended from with greater familiarity and less awe than they might otherwise command?

These are good questions to start with. How you answer them will depend on the kind of character you want to make.

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Monday, May 19, 2014

"Secrets of the Viking Sword" is a Documentary About How To Make a Masterwork Weapon

Exquisitely crafted by smiths who have dedicated their lives to the forge, masterwork weapons are worth more than an average peasant might see in a lifetime. These weapons are perfection in steel, and they're made with such grace and skill that they enhance the fighting ability of any warrior who wields one.

The Vikings had a name for a sword like that. The Ulfberht.

The pointy end goes into the other man.
What is the Ulfberht? A genuine Ulfbehrt sword was forged from high-carbon, crucible steel to form a blade that was flexible enough to bend rather than break, which held an edge better than any iron, and which was valued more than gold or jewels. Viking chiefs and heroes carried these blades with pride, and as far as men of the time knew these swords were made with two parts metal to one part magic (there's even references to smiths who would use the bones of great beasts or dead warriors to heat their fires, which is pretty damned badass). Men were willing to shed blood for these blades, and those strong enough to carry them were feared indeed. This is particularly true since the Ulfberht was centuries beyond the iron age technology used by the Vikings' enemies.

In Secrets of the Viking Sword we get to watch as a modern-day swordsmith recreates the forging of one of these ancient blades using the tools and materials of the time. Free to all right here on PBS, this is a program that should not be missed.

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Friday, May 16, 2014

Look Upon Me And Despair: The Most Striking Changeling Build

I've been doing a lot of Pathfinder articles. A lot. So this week I thought I'd take a break from Golarion and poke about in the second most popular setting on the market, White Wolf's World of Darkness. Specifically I'd like to draw people's attention to Changeling: The Lost, which is one of my favorite games ever. Players who are big fans of characters who use their social skills and attributes to open doors and solve plot are going to enjoy this week's little bit of crunch.

I call it the Striking Looks Sledge. So, let's get started shall we?

Seeming and Kith

For those who haven't played Changeling before, you are a mortal who was stolen by a pan-dimensional being of alien intelligence and god-like power. Your soul was ripped from your body, and the holes were filled in with Fae magic that changed the very nature of who and what you are. That magic's reaction with the role you were given in the place you were kidnapped to gives you strange powers, and some of the aspects of the creatures who stole you in the first place.

The Fairest, changelings who have taken on aspects of the hauntingly, inhumanly beautiful creatures that kept them, are the best Seeming for this build. You can use a Darkling if you want, but Fairest are the heavy-hitters when it comes to social builds.

Beauty is a weapon, if put into the wrong hands.
Rather than taking a Fairest kith though (for the uninitiated, your Seeming is like being American. The kith is a more specific variety, like folks from Indiana; they are both things, and get benefits from both areas), you want to pair the Fairest with the Illes (pronounced eels) which is a Darkling kith found in Winter Masques, page 108.

This kith gives you the ability Shadow Beauty. Once per day you can spend a point of glamour to gain a bonus equivalent to the four-dot version of Striking Looks, which provides a +2 on all social checks against members of the opposite sex (or against those who find you attractive if we want to be more inclusive of gender and sexuality). This benefit lasts for one hour.

How Striking Are Your Looks?

In addition to the Shadow Beauty ability you should also get your Fairest the four-dot Striking Looks merit. This means that once per day for about an hour you have the equivalent of an 8-dot version of striking looks. Considering that the 4-dot version says you are angelic and that it's nearly impossible for people to forget your face, the 8-dot version is kind of like smashing a nine pound hammer into someone's heart.

This is what your smile looks like.
It gets worse for your enemies. As a Fairest you have access to the Contracts of Vainglory. Most purely social characters will buy the first 4 dots of this contract, but it's the third dot we're concerned about; Splendor of the Envoy's Protection, page 147 of Changeling: the Lost. This ability, once invoked, means that mortals cannot harm the individual in any way, and that supernatural creatures must succeed on a willpower check to attack the individual as long as he or she takes no harmful actions (giving orders to underlings is considered peaceful for these purposes).

It also gives you a bonus equivalent to the 4-dot version of Striking Looks while it's in effect.

That Can't Stack!

The World of Darkness is very lax about which abilities provide bonuses, and whether one bonus supersedes another or if they stack. The general rule of thumb though is that as long as the abilities come from different sources, they stack. Since one bonus comes from a merit, one comes from a kith ability, and one comes from a contract, all three of them can turn you into something out of legend if you activate all three of them at once.

Additional Touches

While a 12-dot version of Striking Looks is pretty impressive (and according to one storyteller would be enough to act under the same rules for the mechanic Incite Bedlam on page 185 of Changeling: the Lost), it's just one trick. It's a hell of a trick, but you don't want to be left out in the cold if your big gun doesn't work. So here are some other things that might make solid, additional touches.

Oh god, there's more?
Oh is there.

Dual Kith: Found on page 98 of Winter Masques, Dual Kith is a merit that allows a character to possess two kiths, and to get the benefits of both. A solid addition to the Illes is the Shadowsoul or the Flamesiren (both on page 108 of Winter Masques). They provide bonus to wyrd on all intimidate checks, or an aura that requires a resolve+composure check not to be sucked in and distracted by respectively.

Siren Song: Found on page 97 of Rites of Spring, Siren Song grants the character an unearthly, enchanting voice that causes a -2 penalty to those listening as it enraptures them. It has no off-button though, unless someone uses an electronic device to filter out the magic.

Rigid Mask: On page 96 of Rites of Spring, Rigid Mask takes a character from being a good liar to being a stone-faced tale teller. For players who are going to use falsehood as a weapon, this is an absolute necessity.

Gentrified Bearing: While not a requirement, this handy little merit found on page 92 of Rites of Spring makes it so that hobgoblins often mistake a character for one of the Gentry. Even the True Fae themselves might be fooled if they only see a character from a distance, which can be quite the feat for those who want to get away through nothing more than strength of presence.

As always, thanks for stopping by Improved Initiative! I aim to provide you the best in RPG content, so if you want to see something covered or if you have a question that needs asked feel free to pop on in and let me know. If you want to keep up to date with everything posted here, well then follow on Facebook, Tumblr, or both! Lastly if you'd like to keep up going then throw your pocket change into the jar by clicking the "Bribe the DM" button on your top right, or go to my Patreon page to become a patron today!

Monday, May 12, 2014

The History Behind Your Favorite Monsters

Fantasy roleplaying games pull a lot of their monster rosters from world mythology. Whether it's giants or kobolds, goblins or gargoyles, these games have been using myth and legend as free idea buckets for decades now. As a result players have actually come face to face with fragments of cultures ranging from Europe and Africa to the furthest corners of the Asian continent without even knowing it.

This week on Moon Pope Monday we're pulling back the glossy curtain, and showing you just where some of your favorite creatures come from and how they've become what they are today. Now, in no particular order, let's start with...


Pictured: A Re-Enactment
Ogres populate a huge variety of fairy tales, and they have the unique ability to make an entire party's collective asshole pucker. Strong, vicious, and usually pretty stupid, ogres are actually the direct result of a linguistic translation rather than a particular myth or legend.

The word ogre seems to come from the Italian word uerco, or orco. It was originally used to refer to demons in a translation of the 1,001 Arabian Nights from Arabic to Italian. There were a lot of steps along the way, but this translation eventually led to the term ogre being applied to specific people-eating giants in fairy tales. For a more complete history of the term, check out this article.

Speaking of demons...

The Difference Between Devils and Daemons

One of these things is not like the other...
Dungeons and Dragons was the first game I ever played that made it clear demons and devils were very different kettles of fish. In game terms one was lawful, the other chaotic, but both were found outside of reality in places of pain, suffering and torment. So, a lot of imagery from the big 3 Abrahamic faiths.

What I didn't know was there actually is a difference between devils and daemons.

The word daemon (spelled with the a) refers to a creature that is between man and god in old Greek. Hercules, and all of his half-god kin, were daemons. Devils in this case referred to genuine divine beings who had no blood of humanity in them at all. For more on this unique bit of language, read this article here.

The Ifrit

Fire It Up!
While they're now a player race in Pathfinder, Ifrit are bad, bad news if you're on their shit lists. Fire elements and djinn, we know them as desert spirits that are resistant or immune to fire, that come with a slew of spell-like abilities, and who can cut a party to slivers before they're really sure what's happening.

This isn't too far from the source material, actually.

The Ifrit, and their many alternative spellings, are taking from a combination of the Koran and Arabic mythology. Powerful spirits of fire created by God before man, these beings of fire are nearly immortal, possess great speed and strength, and are immune to weapons that are not magical or holy. Bad news for parties who can be stymied by damage reduction. Perhaps the most famous of the Ifrit is the one who fell the hardest, called Iblis or Shaitain in the Koran. More on him here. For more general information on the Ifrit as a people, check out this article.

The Succubus and the Incubus

50 Shades of Will Saves
Sex always finds its way into a roleplaying game. Whether it's the bard seducing his way into the queen's castle, or a cavalier fighting for his lady's honor there's at least as much sex in fantasy games as there is in real life. Usually more. Most of the time it's glossed over, but there are two creatures who take this uncomfortable topic and fashion it into a barbed spear made of confused libido and frustrated arousal; the incubus and the succubus.

The incubus and the succubus come from old Jewish lore stretching back to Adam's first wife Lilith. Supposedly Lilith wanted to be equal to her husband, and when Adam denied her that, she fled. She refused to return, or to accept her place in God's kingdom, and so she became a creature who preyed on men in their sleep (more about Lilith may be found in this article). Using their seed she would give birth to monsters called the lilim (more on them here). The succubi followed in their mother's footsteps, seducing men in their dreams and stealing their seed to give birth to ghost babies. Incubi were even more terrifying, having sex with women as they slept and getting them pregnant with half-human, half-daemon spawn called cambions.

In case these creatures weren't already scary enough for you, read more about the incubus and the succubus here.


This is the lowest CR we could find.
Considered ogres bigger, bridge-dwelling cousins, trolls have a long and storied history. Though their decadent descendants are busy getting belly jewelry and starting fights on the Internet, trolls go back to Scandinavian folklore. For those who are familiar with Norse mythology the two main contenders in the myth cycles were the gods and the giants; the former representing the divinity of man and the latter representing the primal earth. Some giants were trolls, and in this case trolls could be seen as lesser representations of the primal. Human heroes like Beowulf could fight trolls and win, and they were used often as villains or as neutral representations of earth in fairy tales.

For more information about trolls, check out the full article.


My elf eyes see three viable targets.
Elves have been a player race for most of the history of fantasy roleplaying, and that's largely due to their prominence in Tolkien's Lord of the Rings. The games that defined the genre drew heavily from LOTR, and they used a lot of the mythology present in those books. What a lot of folks don't know is that Tolkien was drawing on the works of the ancient skalds (more on them here), and that the elves we know are actually part of Norse mythology as well.

Light elves or dark, these willowy, impossibly skilled and nearly immortal forest and cave dwellers were knows as the Alfar (or the svartalfar for those who lived beneath the world). They were a lesser rank of divinity, and they answered to the god Frey and his sister Freya. At the last battle they stood with the gods against the giants and provided some heavy artillery.

So yeah... elves are not to be messed with. For more about the Alfar, check this article out.

The Zombie

The inclusion of the gunslinger was not a fluke.
The undead have been a huge part of roleplaying games for decades, and we can thank the success of the film Night of the Living Dead for the presence of the shambling, moaning corpses that we've had to mow down from level 1 to level 4. While this film might have been instrumental in making the walking dead part of pop culture, it draws on a much older tradition.

For those who don't know, zombies come from Voodoo. Voodoo is a religion practiced largely in Haiti, the Caribbean, and parts of the American south. More about that here. The zombie in this case is a human being who is fed a mind-altering substance, and then buried. The person is dug up and kept on a steady drip of chemicals, which makes the person subservient and thoughtless, ready to do anything commanded by the master. These soulless people felt no fear, no pain, and seemed to know nothing of their former selves were terrifying to behold. It wasn't until pulp horror and Hollywood got hold of the idea that zombies felt compelled to eat human flesh. We're still not sure what's up with that.

For more information about the zombie, check this page out.

The Ghoul

She's waiting till after the funeral.
Ghouls have gone through a lot of iterations, and in most roleplaying games they're seen as servants of vampires a la Renfield, of they're sub-human cannibals who feed on the dead after digging them up. The second one is pretty close to their original myth, but still no cigar.

Ghouls are a kind of djinn, and are seen as particularly heinous practitioners of magic and desecration. Often invisible, ghouls take pleasure in stealing offerings left for God, including the bodies of the dead. The word eventually made its way to England, where its primary definition was changed to a grave robber. Still no word on whether or not British ghouls were eating what they dug up.

For more about ghouls, click this link.

The Golem

You are sixteen kinds of screwed.
A spellcaster's worst nightmare, golems are creatures constructed from magic, alchemy, and a touch of insanity. While versions made with flesh and bone, wood, stone, mud, and a dozen varieties of metal have all been created over time, these mystical guardians actually come from the dust of Rabbinic lore.

According to Jewish tradition a powerful Rabbi can use the secret knowledge of the names of god to follow in his footsteps. The rabbi creates a man from clay, and then gives him life. The golem is bigger than mortal men, as well as stronger, tougher, and faster. These golems have no souls, and as a result tend to have no voice. The only way to destroy them is to eliminate the runes that bring them to life, or to somehow break the spell that makes them live. Historical legend has it that several golems were created to protect Jewish settlements, including one where this mud man killed Nazis for weeks until he was finally destroyed by his maker for becoming too bloodthirsty.

For more about golems and their history, click here.

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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!

Monday, May 5, 2014

Medieval Land Fun-Time World- A Bad Lip Reading of Game of Thrones

For those of you who don't live on the Internet it's possible you haven't heard about the idea of a bad lip reading. These videos, produced by an anonymous individual who has experience in the music and recording industry, do pretty much what the title suggests. While this mysterious individual has spoofed everything from pop music to professional sports on his channel right here, this week's Moon Pope Monday would like to draw your attention to Medieval Land Fun-Time World.

Game of Thrones, for those who don't want to get silly with the rest of us.

That's all for our Monday edition, but stay tuned for Table Talk where we finish up the Ballad of Baldric Brimstone (the first two chapters are here and here). If you'd like to help Improved Initiative stay up and running feel free to click the "Bribe the DM" button in the upper right hand corner, or check out our Patreon page to become a patron. Lastly if you want to keep up to date on our latest and greatest then put your email in the box in the upper right, or follow us on Facebook and Tumblr to get updates when we post them.