Thursday, July 30, 2015

Inkwell Ideas: Citymorphs. A kickstarter recieved

I got my Inkwell Ideas City/Village morph dice last week and I've been toying around with them. Not only will they make on-the-fly village generation easy in my games, but they are quite fun to keep in a desk drawer!
Here's everything I backed, two sets of the city/village dice and a set of the ruins dice. From the kickstarter rewards, I got a few extra dice, the 3x3 holder, and a sample pack of Inkwell's encounter and monster cards. I'd say that was a pretty good haul.

The detail on them hits just the right middle ground between being too small to see and too large to have interesting details.

Mezkar City has a forbidden quarter. Cartographers caught mapping it will have their hands removed. Those giving directions or telling tales of it will have half their tongues removed.
I rolled everything I've got into a large city or maybe a whole quarter of a metropolis? What's in the missing area in the middle? Maybe its a block perpetually covered in darkness or a sewage pit. The possibilities with these dice are endless! I can't wait until Inkwell gets back from GenCon and publishes the high quality .PDF's so I can digitally save and modify some maps.

Overall, I see it being a useful tool especially for sandbox games where players may run far off course. If these .PDF's are anything like the last ones, they should be exactly what I need to run whatever towns my players come across.



Tuesday, July 28, 2015

Geomorph Design Contest: Returning in 4...(3)...2...1...

With Inkwell Ideas taking a break from the Geomorph Contest before and during GenCon, I am going to use the down time to do a little practice and try out some new techniques. This week, I wanted to try and fill out my geomorph cache with four less intense rooms, two side rooms, and a corner. See my previous entry here.

I am planning some big changes around here in the next week or so. Stay tuned!

The first few I hit the wall space with sharpie and I have to say I am a fan of this. It is easier than millions of fine, criss-crossed lines and it handles thin walls better. It does have a very high contrast and I will have to fill in more carefully in the future.

Cozy burial temple. Great location.

Ooh! Free ladder!

He's a biggun.

The next four are outlined in sharpie with interior wall space hatched with sharpie. This works best on larger spaces, especially with caves, IMO. It is much easier to mess up than shading the entire wall space.
Are those claw marks fresh?!

Stare into the void and it stares back.

This room would be so much nicer if they hadn't put in that stupid closet.

Curl up with a good book.

Thursday, July 23, 2015

Anarchist Towns: Anarcho-Primitivist

You often see lists of random towns with everything from hamlets to cities run in all ways: monster theocracies to run of the mill monarchs, and everything in between, except for anything without a government. Well, I suppose they are included, unless you mean the crazy, violence filled 'anarchy' a la Mad Max. As an anarchist myself, I do have to say that this is more than a little inaccurate. Let me blur the line between anarchy and gaming a little bit.


3. Anarcho-Primitivist
If I am being honest, this form of anarchy was the most mysterious and unknown to me. Far from meaning that this town was hard to write, I was very curious to read about anarcho-primitivism. My understanding of this is that the foundational thinkers of primitivism see other forms of anarchy as striking at the branches (albeit large ones) of the problems facing modern society. To a primitivist, the whole foundation of modern society is based on the fundamental hierarchy created by division of labor, agricultural practices, and denial of access to land. Ancient societies formed for the benefit of the few at the expense of the many. A truly free society must rework everything from the foundation up to break the people free from rulers and hierarchy.


Not but two generations ago, a wave rolled through this town. A revolution was afoot. It wasn't fought with violence or with demands, but with a peaceful change of thought. After the noble family perished, the people of the town began to understand a philosopher's words and decided to fundamentally reorganize. No matter how the surrounding lands have organized themselves in the past, they always suffered and felt oppressed. They cut back the roots of oppression, destroying the very fundamental problems of society, civilization as it was currently known. Now they organize for common good, freely, and without the root problems associated with hierarchy and the denial of land.

There is no economy or structure as would be understood in the normal terms. People here work collectively to supply what they can to the common good. No one is denied access to land, food, or necessary resources as was used as the building block of hierarchy in every other society. The folks that live here value social equality and memorable experiences. It isn't uncommon for people to give away skillfully crafted goods or to rotate into other jobs as needed. The town is rich in what matters, satiated people free to explore self-actualization.

While the traditional family structure is not necessary, large extended families (both by blood and by friendship) are quite common. The primitivists value the company of others and having a large social network is a way for them to hedge against misfortune.

Communes of nearby families meet regularly to host festivals, gatherings, and to design solutions to problems they face. Outsiders that wrong a primitivist or want to trade usually have to get approval or face judgement from these communes. The center of the territory hosts a communal longhouse and granary for the storage of common food, goods, and lodging. There is always someone around maintaining or improving the structure and visitors are welcome.



Criminals are easily forgiven if restitution is made for any damaging crime and repeated offenders are warned off or attacked as a last resort. With no need for hierarchy, weaponry is heavily focused on powerful stunning and disabling techniques like sleeping powders, flash powder bombs, and tangle-vine bolas. It is rumored that they have special defensive techniques that repels and move metals at a distance.

Currencies and trade goods are useful here, but only in so far as it facilitates trade and betters each party. The accumulation of wealth outside those necessary to safeguard against misfortune is frowned upon.

People here live in an eclectic mix of carefully maintained stone architecture, mobile yurts, and cozy brick houses. With none of their efforts being spent towards a central coercive hierarchy, the people take great pride in their infrastructure, houses, and community lands. The lands are kept as nature friendly as possible, and other life forms only killed in a kind, sustainable manner.


d6 People you'll meet
1. A doddering, cane-leaning old man is hunched down singing a mumbled tune to a crying infant. He turns to a bashful child and beckons him over to kiss the bump in the infants head.
2. Around this broad shouldered woman's waist hang three different children as a dozen others run around her yurt. She lets out a light-hearted sigh, offers a hurried greeting, and extends an invitation to stay for dinner.
3. The patchwork jacket of this young, stumbling man is stuffed full of vegetables and beans. Through a full mouth, he launches into bawdy song describing the utopia he has found here.
4. A 'poof' and a cloud of smoke forces this scrawny, middle-aged man out of his yurt. As he extends a hand in greeting, a small clump of powder flies out of his sleeve. As it lands it explodes in a loud 'POP'. He apologizes and returns coughing into his yurt, mumbling about farm equipment.
5. Outside the yurt, a well-dressed young man is handing out scrolls. He loudly and boisterously exclaims that this place is the answer to all of this worlds problems. The first player to catch his eye will have significant trouble getting him to leave, as he is convinced he can convert the player.
6. A loud sigh comes from behind the players, where they see a woman sitting heavily on a stump. She says nothing but shrugs her shoulders in response to any questions and sighs. If pressed, she will explain that even this town still relies on the oppression of the world to survive.


d6 Things that might happen
1. Two families argue loudly, while drunk, about the nature of property and possessions. Each side wants to use the ox to help with their tasks over the next week and each family thinks it has a better claim for its use.
2. A broad-shouldered woman shoos a patchwork jacketed young man out of her house. He stomps his feet on the way out, while the woman shakes her head before returning to playing with her children.
3. A mid-season festival is getting setup and a family is on their way to the central long-house. It will be a great party, great food, and free love. Too bad when the players finally wake up, the people have cleaned up and left, but the players beds are left behind as a gift. Each player should make a save or remember that they gave substantial gifts to the people last night
4. A council is meeting to give suggestions of ways people can help as eager young boys and girls are looking on from the trees. This is most likely just a bunch of normal tasks and chores but may have some more difficult tasks the players are needed for.
5. A monocled prospector is trying to claim land near the central longhouse. He is storming off, threatening to return with the deed and armed enforcement. A robed, formal young man looks extremely worried about this turn of events. When he sees the players, he will ask for their help in showing the prospector the truth of anarcho-primitivism.
6. An empty cart rolls by, being pulled by a roughed up man. He asks, slowly and with a stutter, if he heard right that this would be a good town for him and his family. A single tear rolls down his cheek before he goes quiet. Investigation will reveal that he is from a far away town.

Tuesday, July 21, 2015

Mythoard: I'll Get to it Inn a Bit

June has been a good month for Mythoard (and for me personally, #humblebrag). During a week long orientation for work, I got an email from David Shaw at Mythoard telling me my package came back due to a zip code number being left off. Thanks USPS for not figuring out the address with a simple google search for my city, state, and street. David took care of the issue and even offered to send a little something extra with it! He's a great guy and I wouldn't have even noticed the delay as I was out of town. Well, he did forget to actually put it in the box, but now he's going out of his way to add some 'extra extra' to my package next month. I haven't had any reason to doubt Mythoard as a reputable business before, and now I've got a solid experience in the positives I can point to.

This month seemed to be quite heavy on inns and taverns. Maybe I am reading a pattern there that doesn't exist, but I've been thinking up NPC's and towns recently. That probably has nothing to do with it.


The Dodo has an apex predator for a cousin and he is making a mess of things in the Bird of a Feather Dungeon Module TS1 by Lesser Gnome. There is a whole ecosystem and plenty of maps with encounters up and down the whole cave system. The artwork throughout is fantastic and I will be stealing the encounters, maps, and monsters. A cool thing about Lesser Gnome is that they also produce miniatures, and included the Rhacob on the front cover. A minor nitpick, but the thin legs were quite bent and the feather had snapped off. This miniature may benefit from being cast in a more flexible plastic.

The Exquisite Corpse Dungeon is a collection of maps built as a collective map by a bunch of mappers including Billy Longing, Scott Aleric, Nate Marcel, Jens Larcsen, Scott Slomiany, Nate McD, Dyson Logos, Cecil Howe, Paul Baldowski, David Millar, Kevin Campbell, and Rodger Thorm. It is an amazing map that I now have to figure out how to sneak into my campaigns (I've also got some new blogs to peruse).

Lesser Gnome has tossed out a nice postcard sized, beautiful map. The back has a 50% off coupon for digital adventure products and figurines.

A quick half page with a map and nice table for empty gravesite looting. Tim Shorts is over here.

Roan Studio put out a wonderful adventure module, The Haunt of Crow Gulch, built around a creaky fishing town at the base of a dangerous mountain. Encounters litter the environment that are tied in and others that are totally unrelated to the central plot points. My favorite part is this gnome's shack, which reminds me of a mainstay NPC in my games. That recurring NPC is a kind-hearted elderly witch that takes a liking to the players and whose house is larger on the inside.

The Broken Tree Inn by Rudy Kraft is an older magazine centered around a unique little inn and is well adorned with fantastic (for the limited magazine printing tech of 1979) art like the well nourished fellow above. I love reading the NPC's of old and getting a feel for the older tropes before they became tropes.

Lastly, a pair of tiny potion bottles to use as props. I may be handing these out as part of a treasure horde, as my players try to sort out myth from fact about these mysterious and legendary drafts. Thanks Table Top Gaming Center!

I can't wait for next month.

Wednesday, July 15, 2015

On the Surface of Things: A quick break this week.

I've been out at a work orientation at the company headquarters this week. As I only have this slow surface to use, it is too difficult to put out a blog post of the sort of quality I would feel comfortable with in my hours at the hotel between working and sleeping. I really should spend time making friends with the other new hires too... So here's a picture of a pelican. Get it? I pelican't write a blog post this week. I'll stop.

Thursday, July 9, 2015

House Rules Evolved: Language and Fluency


While I am waiting for this month's Mythoard and slacking off on working on my rationalist monster series, I got sidetracked. I have been thinking on a few of my houserules and the way I have been using them at the table. Let me take a whack at fleshing them out, slimming them down, and making them more fun. This post is going to go over my language and fluency hack.

The Original Language and Fluency Houserule

Languages are fluid, living beings that bleed into one another. We can see this everyday all throughout the world, from Portuguese conversing with Spaniards, to Japanese appropriating all manner of words. I wanted to create a system that copies this, to replace the usual system in D&D. D&D has a binary system of know-it-or-you-don't, check the box, style of fluency. This doesn't map to the differing levels of proficiency that real world people and presumably their monster counterparts would have.

 Other games I've played in have had complex system of skill ranks to mimic levels of fluency in multiple different languages. These had the problem of too much complexity for very little payoff, as the bonuses and penalties were usually purely mechanical or story-related. Unless the system took on a massive overhead, it did little to copy the real world. In the real world, languages aren't cohesive blocks. Catalan sits right between french and Spanish. Some dialects understand their mother tongue, but can be mutually miscommunication with other dialects.

My solution was to create a simple, four step system. Each language, above, was put into its own family and given connections to other similar languages. These are based on my own interpretations of course. Characters for the most part are either fluent or not fluent in any languages based on the usual language choices at character creation. Based on these fluencies, the character also gets some fluency of related languages. This allows the DM some flexibility as well for specific character backgrounds to get partial fluency or give some in-between stages for characters learning a new language.

  • Fluency means you talk normally in character and NPC's talk normally to you.
  • A direct connection to a fluent language indicates a basic fluency based on language similarities. No complex sentences and only one verb per sentence.
  • Any language in the same family as a fluent language means the character has passing similarities in some words and sentence structure. No verbs.
  • No fluency whatsoever means that the character can only recognize proper nouns that carry across all languages as well as gestures. Only proper nouns and gestures allowed.

The Problems:

While players would be initially interested, actual use of this houserule would fall off rather quickly. It would always start with forgetting to limit myself to the rule and then having to revise my statements. Doing this enough times would start to burn me out, as I would have to essentially translate my NPC's on the fly.

I was never consistent enough with this to feel okay with pressuring the players when they messed up. This became a very vicious cycle that saw us not using languages.

It was nice for the players to be able to 'game' the language system to spread out their fluency. They could strategically pick languages for family and related bonuses, which was nice. I did enjoy rewarding these choices where normally unusual languages would have gone unpicked and been totally foreign.

The changes:

Both the players and I enjoyed the creation system. Keeping in line with normal fluency made picking languages easier. The family and related bonuses were icing on the cake for the players without making them mechanically more powerful. Therefore, I will keep this system, but I would like to add more language choices to make choice more meaningful.

The main problem was the way the speech mechanics worked in game, so I want to smooth those out. I do not want to be translating anything mid-sentence, so the complex sentences stuff is out. A word limit is pretty easy to do. NPC's just get cut-off unless they are purposefully trying to 'translate'. Players get to try and be creative, sometimes with unintended consequences. This all happens without having to 'translate' things into simple sentences with only one word. I think this is different but maybe it actually isn't? Time (and possibly your comments) will tell. I like the rule of proper nouns and gestures only, so that stays.
  • Fluency stays the same: both sides talk normal.
  • Semi-fluent from a direct connection to a fluent language. Ten words or so each 'round' of speaking, not including proper nouns.
  • Barely-fluent from a fluent language in the same family. Three words each 'round' of speaking, not including proper nouns.
  • No fluency. Only proper nouns and gestures allowed.
 With the goal of allowing for more languages, I'd like to add a way for scholarly characters to better invest in languages as well. This system should also accommodate dialects distinct enough from their mother tongue.

  • Dialects and sub languages are considered a direct connection to their mother language and sit in the same family.
  • Greater fluency is for scholars, diplomats, and other language-skilled individuals. This would come from specific training, class abilities, or specialized character backgrounds. The player is considered fluent in all connected languages to their greater fluent language.
Now that I think about it, I want to make the non-fluent option even sillier to encourage the language system sticking around.
  • Non-fluency can also be aided by the player or NPC saying their language name with whatever inflection and body language they want. Ex: "Goblin goblin GOBLIN GOBLIN GOBLIN FREDRICK GOBLIN*!!!"
With my newfound GIMP skills, I was toying with drawing up a fancier looking language map.
  • Throw me some languages you would like to see in the next version.
  • What dialects do you use in your games?
  • Send me your favorite info-graphics and graphs, just because.
  • Maybe a cool tree graphic...

*Fredrick Goblin is her shaman given name. This makes it unfortunately hard for non-native goblin speakers to understand when she is being talked about. Misunderstandings like this elevated her to a minor footnote in history texts when she inadvertently negotiated a surrender from an army on the verge of eradicating all goblins. Another misunderstanding about her name got her captured and killed in a case of mistaken identity not three weeks later.


Tuesday, July 7, 2015

Single-Use Substances and Spelljunk (Part IV)

Part III.

Dawn Powder 500

Finely ground glowing powder that when burned in a normal light source, that light source is treated as if it were true daylight. One use can be mixed with one pint of lamp oil, one torch wrapping, or mixed in to the wick of many candles. Larger or smaller light sources will use up a single portion of Dawn Powder proportionally faster or slower. (30 ft radius-hours). When imbibed, the powder lets its user automatically succeed on the next two death saving throws that they would fail within the next minute. Poured into the mouth of a creature that died in the last minute, that creature returns to life, dying, with two failed death saving throws. Weirdly, this was first discovered as a sedimentary waste created during a distillation of a blindness poison. Some have posited that the light produced by the powder is the stolen light that would be seen by the blind victims.


Dimensional Salt 1500

One a creature’s person or ingested, Dimensional Salt causes any and all teleportation attempts by the creature to fail. The salt only lasts for ten minutes once exposed to air or water before it breaks down. The light pink grains can be ground into a fine powder or mixed into an oily paint to likewise block teleportation through the covered surface. When mixed this way, the salt will last twice as long before oxidizing and can cover up to twenty square feet. The substance is the refined substrate left behind when gods move between planes.

Divine Incense 6000

Divine Incense is an amalgamated wax made from the melted down clippings, trimmings, hairs, nails, and skin flakes of demi-gods. A delicate balance is required in the choosing of materials, too weak a godling and no power can be gleaned from the incense. Too strong a god would leave potential users in a permanent coma. A properly tested Divine Incense, when burned, provides a temporary boost of one additional spell slot of each level. If multiple creatures inhale the smoke, a five foot radius, they all draw from the same pool of bonus spell slots. Each additional creature that inhales the smoke ensures that a little less of the smoke goes to waste, adding 1d3 additional spell levels worth of spell slots to the spell slot pool. Creatures gain no benefit from bonus spell slots of levels they could not normally cast. These bonus spell slots are lost once they are used or when the character has a dream or nightmare.

Dragon Bile 200

Collected stomach juices from a properly ripened dragon organ, Dragon Bile is a devastating acid. The chunky, black-green substance will eat through any substance at a rate of 3 inches per minute, consuming up to 1 cubic foot of material. Only precious metals and gemstones are unaffected. If it is, unadvisedly, spread on a weapon to attack, it adds 2d6 acid damage to each hit. The acid also deals this damage to the weapon on each hit and each round.


Dragon Bile, Refined 5000

Sufficiently old dragons may grow a second, more intense stomach to deal with a diet high in heavy metals, bones, and magic. This mucusy, yellow-green acid devours any substance it touches except for pure gold or flawless gems. Refined Dragon Bile is stored in a pure gold vial capped with a flawless diamond. The acid eats through 1 foot of material each minute, consuming up to 20 cubic feet of material. The acid eats too quickly through any weapon to be applied to anything except gold. On gold, the acid adds 5d6 acid damage on the first hit and depositing the acid on the struck target. Needless to say, do not chip the vial stopper.

Dread Mummy Dust 5500

This glass jar contains a dry, light purple dust collected from risen mummies. Anyone who inhales the gas must make a constitution save (DC 16) or contract mummy rot.

Drow Poison 75

A name given by ignorant overworlders for the myriad of different underdark poisons that all cause the same effect, horrific, blinding pain. Any creature injured with this poison must make a constitution save (DC 12) or fall unconscious from the searing pain for 2d6 rounds. At the end of this duration, the creature must make a Wisdom save (DC 10) or remain in a trance-like state for the next 2d4 hours as their body tries to soothe the pain.


Dying Hourglass 2500

Worn on a thin chain, the Dying Hourglass is a small oak hourglass with fine white sand inside. The hourglass, when turned, will require a full minute before the last sand grain drops. When broken, the hourglass returns its wearer to where they were one minute before. They are returned to the same state they were in at that time, with time winding in reverse, as time stands still for a split second.

Elixir of Truth 500

Elixir of Truth is made from the tears of the confessed sinner, blessed by a priest whose god values truth. Creatures that imbibe this potion must make a Wisdom save (DC 13) or be forced to tell the whole truth to any questions they are directly asked. Such a creature may not embellish, mislead, or intentionally obscure the truth, to their best knowledge, while under the effects of this potion. The effects last for 1 hour. If the affected creature is purposefully lied to, and knows it is a lie, that creature gets a new save against the elixir’s effects with disadvantage.


Elixir of Vision 150

Splashing this slightly salty elixir into one’s eyes grants increased vision for 30 minutes. The Elixir of Vision improves a creature’s vision by one step: normal vision to low-light vision and low-light vision to dark vision. The creature has advantage on vision based checks and has their sight range doubled. Once the elixir wears off, the creature's eyes become red, bloodshot, and dry. This causes the creature to gain light sensitivity for the next hour. This duration can be cut short by ten minutes spending an action to hold their eyes open until they tear up, requiring a Constitution save (DC 10).


Part V.

Thursday, July 2, 2015

The Art of Being a Monster: Harpy

After discussing the format with a few other people, I am going to slim down the monster posts to fit more in line with my original inspiration of the 'Intelligent Overlord' list. Instead of doing 20 paragraph sized entries, I'll do 20 bite sized sentences. This will force me to condense my thoughts down into concise points and make the writing easier.

This section will go out to all those creatures, the clever and wise, who set their magical abilities and fierce-some physiques to ambushing humans. Whether it is for power, lust, gold, or flesh, the monsters guided herein will find their strategies bolstered: harpies, lamias, hags, sirens, medusa, and others.
When it comes to your greatest foes, adventurers, it is imperative that you prepare well for combat. Keep the terrain in mind where possible, preferring environs that offer good mobility and concealment, and disengaging when it is disadvantageous. Lock down any threats while staying concealed, moving, and covered. Utilize enchanted enemies as cover and protection, always assuming they could break free at the worst moment. Engage enemy flanks directly and dispose of them quickly with magic, fang, or claw. Hunt down any remaining enemies from strategic ambushes. Always keep terrain in your favor and retreat under a barrage of covering fire of enchantments and ranged weapons.
F: Against well armed melee combatants, stay out of reach. Keep hidden and protected while slinging mind controlling enchantments or other debilitating magics their way. Use those spells to disable them or turn them on your enemies. If those things fail and you have no backup traps or minions, retreat.
T: Skulking thieves will be a good match for the mobility and stealth tactics you will attempt. These enemies will be the first to spot you. Keep an eye on the thief, but save your magic and traps until having dealt with the fighter. If they become troublesome or the other threats are pacified, take out the thief directly.
R: Under the direct fire of a ranged enemy, your tactics can easily be spoiled. Keep moving and put cover between you and this enemy. Particularly clever or powerful rangers may warrant some return fire of your magic or tricks. Using minions, enchanted foes, and cover you should be able to diffuse the ranger's combat prowess.
W: As an agile, magic-resistant creature, a wizard's spells will be hard pressed to win them any advantage against you. However, they may be able to free others from your spells and will resist your own magic more effectively. Maneuver around the wizard's allies to engage them directly if they show signs of being a nuisance. If they are too well defended to engage, force them to waste spells and resources fighting you by staying behind cover and repeatedly slinging weak enchantments at their allies. Wizards make a fine target for your minions or enchanted adventurers.
Avoiding One’s Own Siren Song
With the goal to live long, eat delicious flesh, and savor in the suffering and dominance of humans, only a fool would ignore the advice recorded below. Easy victories and pride have led to the most brutal deaths of your kind. This is twice the insult to your dominance as these demises are so easily averted.
  • I will not keep live captives for any longer than absolutely necessary.
  • I will not linger in my hunting patterns or get too comfortable and predictable in my style.
  • Wherever I take up residence, I will note other monsters and possible monsters that live or could live nearby. Where possible, I will ally or maintain neutrality with those creatures. Those that will not ally will be destroyed. If I cannot destroy them, I will move.
  • My prey’s relatives can hold grudges. I will not taunt family members or give them reason to mount a rescue.
  • Any creatures I ally with or keep as pets will never be put in a position to usurp my power nor trusted to keep my plans secret.
  • If something precious to me is taken, never will I rush to regain it. Calm, level-headed thinking is necessary to retrieve what I want without risking ambush or losing what I seek.
  • I will make sure to discover other creatures and human hunters of similar dispositions as me to build a network of defensive alliances.

  • Mirrors and reflections have turned many a spell on their owner. I will take great care with where I target my magic, and I will make sure to have a way to save myself from its effects.
  • Curses and magical compulsion can be useful in getting what I want but I will not use them as my standard way of interacting with others. I will make clear my goals and reasons for any curse I use.
  • Any prophecy I hear will be granted no greater weight than the careful predictions I make of my enemies and environment based of observation.

  • I will disguise many of my victims as having died of natural causes to dissuade monster hunters and adventurers seeking me out.
  • If I must take up residence in ancient or historical ruins, I will absolutely research their histories and keep aware of those who may want to explore the ruins.
  • No matter the temptation, if I want to torture humans or watch them frantically try to escape I will instead capture lesser animals. Lesser animals cannot escape and return with vengeance.
  • When larger and more powerful creatures begin claim my territory or move in, I will not get territorial. I will take the opportunity to gather my things and move to less dangerous territory: whether from the monster or the increased attention they will bring.
  • If I manage to convince, enchant, or compel a stronger creature to fight for me, I will make every effort to make the results beneficial to the both of us. An angry bodyguard may turn on me after devouring my weaker enemies.

  • Magic is mysterious. I will assume that any enchanted or controlled creature could break free of my spell at the worst possible moment. I will have backup plans.
  • I will cultivate tales of my vanity, allowing my enemies the false confidence of appealing to or insulting a false image of my vain behavior. This also serves as a tragic backstory in order to be spared if worst comes to worst.

  • While delicious, I will never harm nor hurt children. Humans take particular affront when harm comes to children, but most couldn't care less if I tortured an entire regiment of soldiers or the poor.
  • Unless absolutely necessary, I will not trick, goad, or insult my enemies, especially adventurers. Those haughty adventurers like nothing less than being misled and lied to.
  • I will never get arrogant about my accomplishments or if I will succeed. If I am that certain of my plans and abilities, I will take a step back to reanalyze what I think I know.

By modifying your hunting patterns, you will become a legendary predator. Few will know your name and even fewer will know what you can do. May your prey be delicious and may you never end up as a pelt on someone's wall.