Realms of Pugmire Tabletop RPG (A New Edition of Pugmire!)
Created by Onyx Path - Realms of Pugmire
A streamlined fantasy rules system with an evocative setting that's both family-friendly and deep enough to create compelling stories.
Latest Updates from Our Project:
FINAL WEEK COUNTDOWN
almost 2 years ago
– Thu, Feb 16, 2023 at 08:45:10 AM
Hello Good Doggos!
We're officially in the final week countdown for this Kickstarter campaign! Over these final days I'll be sharing a handful of instruction and review-type posts about Reward Tiers & Add Ons, and What Comes Next, so if you've got any process questions or are wondering about how the Kickstarter steps work, I'm hoping to clarify any remaining questions before we finish. Of course, if you're still wondering about something, please ask and I'll help as best I can.
Final Days Schedule
February 18 - Reward Tiers & Add Ons
February 19 - A Sneak Peek at Creating Cats from the Appendix
February 21 - The final Backers-only Manuscript Post, Chapter 9 + Appendix
February 22 - Stretch Goal Review
February 23 - Final Day Checklist & What Comes Next
On Tuesday, I'll be posting the final draft manuscript preview. If you're a backer of this campaign, you'll be able to read the entire draft manuscript before we finish, before any pledges are processed, and before we Kickstarter sends out any funding celebration note. So, if you haven't joined up yet, please do so in these final days and know that you can cancel your pledge before the end if this book isn't for you.
BUT - if it is for you (and if you're reading this, I think you already know that it is), joining up now will help us maybe achieve another Stretch Goal before we review our many accomplishments next Wednesday! I sure would love to add another Stretch Goal reward on to the list!
IF YOU ARE already a backer, then an assignment for you:
Be an Doggie Diplomat
I know, this is something I've already said many times (and seem to say during every project!), but for this final week, you are officially a virtual ambassador for this Kickstarter project. It's time to share your excitement for Realmsof Pugmire! Fight against the Unseen! Sort out some Badger Bandits! Explore the Ruins of the Old Ones! Basically, we want to recruit as many interested backers as possible over this final week.
I know I end every update post with "Keep spreading the word! Invite others to join in!" - but what does that mean, and how do you do it?
Easy answer - don't stop talking about Realmsof Pugmire until 2:01 PM EST next Thursday February 23rd (when the campaign has ended). Yes, family and friends were tired of me talking about it - especially since my daughters should be studying for exams is in reading week! - but what else have I got to talk about? And they've learned to tolerate me during a kickstarter campaign (for now). But here's the thing - there are others around who haven't heard or don't know about the campaign.
Resources to Share
If you're inviting new backers, or if you are a new backer (hi new backers!), here are a few key resources to be aware of for this campaign.
Backers are able to review the (soon-to-be) complete manuscript for this book before the campaign closes and any pledges are processed. And if you're planning on being a player, all of the info you need is already available (the final preview is an adventure that is really targeted at the Guide). No need to wonder about upbringings and backgrounds or callings and tricks! Know what you're getting into by checking out the draft manuscript!
And, if you join now, as I've noted, we'll be posting the final adventure-focused chapter of the book next week before we reach the finish line.
Interviews and Design Diaries
Q&A WITH EDDY WEBB - The creator of Realms of Pugmire (and owner of Pugsteady) answers questions from Dixie Cochran and the audience about the Realms of Pugmire.
FlamesRising talks with Eddy about this new edition of the game
The Onyx Pathcast - The weekly Onyx Pathcast had an entire episode devoted to Realms of Pugmire, with Eddy detailing the design philosophy, expectations of the system, spells, species, and more...
Get a sense of the world from some short stories set in the Realms of Pugmire! These three tales will be included in the final version of the book, but you can check them out now!
1) Don't forget to share a link to the Kickstarter in any discussion you have (where appropriate) - and feel free to pass any of the long list of links above to those who may need more info (or, just point them to this post!)
2) Don't forget to tell us about any post or review or discussion you write! Come to the comments section and let us know so we can all go and contribute! I know I keep saying it, but really - these last days are key. Keep the enthusiasm high (hitting stretch goals certainly makes that easier!) and keep on inviting others to join in, either directly ("Come see...") or just by setting an example of your enthusiasm and interest.
Final Week
We've got one week to go, everyone! Thank you all so much for your support! We work together because it's the right thing to do, and because dogs always work at being good! Let's finish strong! And let's continue exploring this new edition/evolution of the Realms of Pugmire together, creating our own characters and delving into the lore, and let's see if we can't get another Stretch Goals before we review next Wednesday!
#RealmsOfPugmire
#BeAGoodDog
BACKERS ONLY – Manuscript Preview #4
almost 2 years ago
– Tue, Feb 14, 2023 at 03:40:36 AM
This post is for backers only. Please visit Kickstarter.com and log in to read.
Six Enemies for a Sunday
almost 2 years ago
– Sun, Feb 12, 2023 at 07:40:21 AM
Hello Good Doggos,
Last Thursday, we had our first peek at some of the potential enemies that can be found at the fringes of the Realms of Pugmire. We're going to peek at another half dozen threats today, ahead of the full draft chapter coming our way on Tuesday. Last Thursday's threats were frightening for inexperienced dogs. Today, we're going to kick it up a notch and see some of the bigger bads.
Demons, Major
Creatures of the Unseen, the beings that citizens have been in conflict with since the Age of Man. Dogs believe that Man didn’t listen to their warnings about these monsters, and that they are the reason why Man is no longer around. Cats, on the other hand, believe that the Unseen exists around them at all times, waiting for moments of weakness and failures of character to take them. Rodents consider demons to be a natural part of life — dangerous, to be sure, but best defeated with knowledge rather than distrust and paranoia. No matter what, these invisible entities lie in the darkness of the world and wait to enact their terrible and ineffable will on all of the uplifted. Luckily for both dogs and cats, demons fight amongst themselves as much as they do with the citizens of the world. While these are a few examples of major demons whose whispers can be heard in and around Pugmire, there are many others as well.
Artisan of Flesh (OL 7; Legendary, Unseen)
They whisper words of mending and healing, fixing that which is broken, but their servants are twisted into mockeries of what they once were: a ratter whose ears have been twisted to look like a rat’s, a cat necromancer with skeletonized paws, or a giant with the heads of a dog and a cat. The Artisan of Flesh needs to fix dogs and cats and make them better, but no citizen wants what this demon would turn them into.
Battle Frenzy Master: The Artisan of Flesh makes three twist flesh attacks with one action.
Natural Invisibility: The ability is constant, allowing The Artisan of Flesh to remain Invisible even when attacking.
Possession: The Artisan of Flesh can use their action to summon a demonic minion that attempts to possess a target. The target must make a Cunning test (difficulty 19) to resist being Possessed.
Transmute the Flesh: As an action, the Artisan of Flesh can target one creature it can see within 30 feet of them. That creature must succeed on a Vitality test (difficulty 19) or half their flesh twisted and reshaped for one minute. They take 4d12 deathly damage at the beginning of each of their turn, has a hindrance on Agility and Might tests and checks, as well as attack rolls. At the end of each of their turns, the targeted creature may repeat the test, ending the effect early with a success. The Artisan of Flesh can’t use this ability again until the effect ends on their current target.
It That Keeps the Wild (OL 7; Legendary, Unseen)
Civilization is a sickness, the many peoples of the world ruin it, and the whole world can only be cured if there are no more people on it. It That Keeps the Wild wants nothing more than the wholesale slaughter of all civilized beings, to allow the wildlife to reclaim the cities and other buildings, until nothing remains but plants and animals pure from the curse of uplifting.
Battle Frenzy Master: It that Keeps the Wild makes two tail lash attacks with one action.
Natural Invisibility: The ability is constant, allowing It that Keeps the Wild to remain Invisible even when attacking.
Possession: It that Keeps the Wild can use their action to summon a demonic minion that attempts to possess a target. The target must make a Cunning test (difficulty 19) to resist being Possessed.
Storm Call: Once per battle as an action, It that Keeps the Wild conjures a mighty thunderstorm if they are in an area where they can see the sky. For one minute, the storm rages in the skies above the battle, and lightning strikes at the party at a point where It that Keeps chooses within 30 feet of them. All creatures within 10 feet of that point must make an Agility test (difficulty 19), taking 8d6 electric damage if they fail the test. Creatures who are flying at the start of their turns in the storm must succeed on a Vitality (Traverse) check (difficulty 15) to not fall and be knocked prone.
Monsters
Some creatures are just so strange and feral that they can only be classified as one thing: monsters.
Auva (OL 8; Enemy)
The eerie whine of this armored beast challenges the courage of any dog. This large sphere floats off the ground, propelled by several long tentacles that dance around the auva to move it. The tentacles are also the monster’s main offensive weapon. They cast strange blasts of various energies that can burn, poison, and freeze a dog long enough for the grasping arms to tear the unfortunate soul apart. It has a single glowing eye that changes color depending on the creature’s mood. When in battle, it usually glows a blazing red.
Attack: Grasping arm (+5 melee, 4d6 edged) or Tentacle Blast (below)
Morale: +5; at 21 or fewer stamina points
Tricks:
Tentacle Blast: As an attack action, roll 3d6. The auva blasts up to three targets with one of the rays detailed below, corresponding to each of the dice rolled.
1 Disintegration Blast: The target makes an Intellect test (difficulty 19). Failure indicates the target takes 4d10 deathly damage. If reduced to 0 stamina and fails all death tests, the target’s brain is overloaded, and the body blows apart into a million points of light.
2 Force Blast: The target makes a Might test (difficulty 19). Failure indicates the target is moved 30 feet in any direction.
3 Freezing Blast: The target makes a Vitality test (difficulty 19). Failure indicates the target is frozen in place for 10 rounds. The target suffers the Immobile condition.
4 Heat Blast: The target makes an Agility test (difficulty 19). The target takes 4d6 fire damage, half on a successful test.
5 Sleeping Cloud: The target makes a Cunning test (difficulty 19). Failure indicates the target falls asleep for one minute and has the Unconscious condition. An ally may spend an action waking the target. The target also awakens if he takes damage.
6 Whispering Wave: The target makes a Presence test (difficulty 19). Failure indicates the target is Scared for one minute or when she makes a successful test at the end of her turn, whichever comes first.
Simurgh (OL 5; Enemy)
Seeing the simurgh offers the viewer a great opportunity and a great burden. The simurgh claims to be the oldest living creature alive, having lived through some disaster that it claims brought about the fall of Man. It is willing to give up its knowledge to the dogs strong, brave, and clever enough to beat it. The creature, when defeated, bursts into flames and answers the questions of those who defeated it while it burns. Unfortunately, many of its answers are unintelligible or wrapped in riddles.
There is no mistaking the simurgh. The creature is wrapped in colorful, powerful wings, and has a great dog head and majestic claws. The simurgh is large enough to carry off an elephant in its claws, which it can eat for weeks at a time in its splendid nest somewhere in the world.
Morale: +7; when offered a piece of rare knowledge
Tricks: Darkvision, immune to fire damage
Sight Beyond Sight: The simurgh has a boon on Cunning (Notice and Search) checks.
Battle Frenzy Master: The simurgh can makes two claw or heat breath attacks for one action.
Servitors
Cats and dogs live in a world after Man has left it. For whatever reason, the Old Ones left behind masterworks for the uplifted, but often times, these relics are guarded by masterwork creatures as well, otherwise known as servitors. These are only a few of their most common forms.
Flare (OL 4; Enemy)
None have any idea what purpose these masterworks served the Old Ones for, but now their white-hot flaming hands guard some of the ruins where many relics can be found.
Morale: Automatically succeeds due to One Track Mind trick
Tricks: Darkvision, Resistant to fire damage
Flame Blast: Once per battle, the flare puts its hands together and puts out a 20-foot cone of flame. Each creature in the area must make an Agility test (difficulty 15). On a failed test, the creature takes 4d8 fire damage.
One Track Mind:The flare is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.
Hulk (OL 6; Enemy)
Huge and violent, due to its size no one believes that hulks could do anything with finesse or gentility if it wanted to.
Morale: Automatically succeeds due to One Track Mind trick
Tricks: Darkvision
One Track Mind:The flare is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.
Typical Characters
While not every kind of person out there is spoiling for a fight, sometimes lines of communication break down and our heroes must do battle not with a horrible beast, terrifying demon of the Unseen, or dangerous badger but with another dog or cat.
These descriptions are generalized, but if you want to tweak them to make a dog apprentice mage or a cat zealot, you can switch up some of their attributes and add a trick or two. Dogs would have Scent and a higher Might, while cats would have Low-light Vision, rodents would get Darkvision, and both of the latter may have higher Agility.
Corrupted Mage (OL 5; Enemy)
While many dogs view cat necromancy with suspicion, the allure of forbidden magic can draw in mages of all species. The line between life and death or the topic of the Unseen is an interesting one, and sometimes merely studying the theory of a topic isn’t enough.
Attacks: Chilling touch (+6 melee or ranged, 4d10+3 ice damage)
Morale: +2; at 13 stamina or less
Tricks:
Animate Dead: Once per battle, the Corrupted Mage reanimates up to 3 dead creatures. Use the zombie statistics (p. XX) for them.
Chill of the Grave: The Corrupted Mage choose a target that they can see within 30 feet of them. That creature must succeed on a Vitality test (difficulty 17). If the creature fails, they become Cursed for the next minute. The creature repeats the same at the end of each of their turns, ending the curse on them early with a success.
Soul Drain: When the Corrupted Mage reduces a target to 0 stamina, they roll d4 equal to the level of the target. The Corrupted Mage heals a number of stamina points equal to the result or divide the healing between themselves and any number of allies (including zombies from Animate Dead) they can see within 30 feet of them.
Forager (OL 5; Enemy)
Some things that must be had to provide for a community, such as herbs for medicines or wild game for those not near farms, must be procured from the wilds outside of civilized society. Furthermore, some folks just don’t take to city life and instead live out among the trees and animals. These people use their hard-won skills and abilities to thrive out there without marketplaces and merchants.
Tricks: Low-light Vision, Scent, Resistant to poison damage
Ambusher: During the first round of battle, the forager has a boon on weapon attacks targeting any creature they have surprised.
Battle Frenzy Master: The forager makes three longbow attacks with one action.
Wilds Stealth: While among foliage, rocky outcroppings, or other natural phenomena, the forager has a boon on Agility (Sneak) checks to hide.
Undead
The spirits of the dead do not always just go on to whatever comes next. Sometimes they linger, and sometimes they are summoned by necromancers who wish to use the dead as pawns in their schemes.
Stone Bones (OL 6; Enemy, Undead)
Some heretical dog texts claim the Old Ones were not the first inhabitants of the world. Long before they graced the planet, strange monsters ruled the world. They have long since died out, and their bones turned to stone, but the power of necromancy can summon them to dance to its fell tune.
Morale: +1; at 18 or fewer stamina points and if it’s uncontrolled
Tricks: Darkvision, Scent, Resistant to all blunt, edged, and stabbing damage except attacks with silver weapons, weak against holy damage and any attack with a silver weapon.
Battle Frenzy Master: The stone bones make two slam attacks with one action.
Whisperwoods
On the edge of the Fearful Forest, the sound made by these creatures could be mistaken for the harmless rustling of the wind through the leaves. The words become clearer the deeper a dog goes into the woods, as does the message. Get out. You are not wanted.
Whisperwoods are the guardians of deep, dark forests untouched since the time of the Old Ones and, in some legends, even before. They can sense unwelcome presences through the other trees in the area. The hushed warnings make their way to the whisperwoods, who decide if they need to act to protect their homes. As a whisperwood ages, it grows to an immense size, with a face growing from the center of the tree.
Sapling (OL 5; Enemy)
The animated spawn of a Whisperwood ancient, these newly-grown trees are only just learning how to use their animated limbs.
Attack: Slam (+4 melee, 4d6 blunt) or thrown branch (+2 ranged, 3d10-2 stabbing)
Morale: +6; at 20 or fewer stamina points
Tricks: Resistant against blunt and stabbing damage, weak against fire damage
Battle Frenzy: The whisperwood warden may throw two branches during one attack action.
Animate Sapling: Once per battle, the whisperwood warden may create one whisperwood sapling from a nearby tree. If the warden is reduced to 0 stamina points, the sapling returns to being a normal tree.
We've seen a dozen examples of enemies from the Realms of Pugmire now, and we'll get the full draft chapter on Tuesday. Though there's still some time, we're about to head into our final week. Please continue to spread the word in your social circles and on your social media, and let's see if we can get more doggos to join our pack before the end.
#RealmsOfPugmire
... But I Love Stretch Goal Day!
almost 2 years ago
– Fri, Feb 10, 2023 at 12:18:20 PM
Hello Good Doggos,
Jack Rat-Terrier may hate Box Day, but I love any day that unlocks a new Stretch Goal! And that day is today, because we've all just got some online tools for Pugmire play!
ACHIEVED! - At $46,000 in Funding – VTT BUNDLE – As a bonus, all backers of this project will receive a Realms of Pugmire VTT Token and map bundle containing Pugmire Core Rules (1E) VTT Assets, Pugmire Base Set Tokens, and The Secret of Vinsen’s Tomb VTT Assets.
With that, it's time to unveil another Stretch Goal or two to take us through these final weeks of the campaign.
First up, some new content for this new edition. What good are heroes without adventures to go on? Let's get some new content to challenges our brave doggos!
At $50,000 in Funding – ADVENTURE SCENARIO PDF – A Realms of Pugmire adventure scenario released as a PDF and added as a bonus to the rewards list of all backers receiving the Realms of Pugmire PDF.
And if we get there, we'll follow up with another online tool to help facilitate online adventures.
At $55,000 in Funding – ROLL20 CHARACTER SHEET – Assisting with online play, a Realms of Pugmire character sheet will be created and made available on Roll20.
And speaking of brave and heroic doggos...
And if you're looking for even more info on Realms of Pugmire, the Werewolf: The Podcast team took a break from lycanthropes for an episode to talk with Eddy about this kickstarter and project. You can check out their podcast here: <Werewolf: The Podcast - Realms of Pugmire episode>
#RealmsOfPugmire
I Hate Box Day
almost 2 years ago
– Fri, Feb 10, 2023 at 06:37:37 AM
I Hate Box Day
Jack Rat-Terrier ran through the streets of Riverwall. Overhead, magical sparks in red and green explode in the night sky, making the shadows of the street dance. He dodged around a group of puppies calling a large box. He muttered something at them, but they just laughed in delight and threw the box up into the air.
Man damn it, Jack thought. I hate Box Day.
Box Day was a big celebration in Pugmire. No one was entirely sure when the holiday was first celebrated or how it started. Some folks say it was a cat holiday imported from the Monarchies of Mau after some cats settled into Riverwall. Others say it stems directly from an ancient holiday set down by the Old Ones, although the church dogs disagreed on whether that’s true or not. No matter how the holiday ended up in Pugmire, it usually meant three things: a long night of raucous celebration, a suddenly upswing in gift-giving and charity, and a veritable horde of puppies and kittens playing with boxes all through the street.
A street Jack was very eager to get through without interruption before the Dockside Dealer he was running from caught up with him.
Jack ducked around a corner into an alley, hoping to avoid the traffic on the main streets, and immediately tripped over a large crate. The kittens underneath giggled, their yellow eyes glittering between the strategic gaps and cracks in the wooden box. “Scram!” Jack yelled, and the kittens squeaked with alarm and threw the box off their heads before running in three different directions.
“Seems like it just ain’t your night, Jackie-boy.”
Sighing, Jack picked himself up and turned to look at the thug. As he expected, the large dog towered over him. She wore worn leather armor, which bits of brown and black fur peeking out through various gaps and joins. She had thick-soled boots on her feet, a bowler hat with a playing card stuck in the brim on her head, and a notched shortsword in her paw.
“Anastasia Hound, as I live and breathe,” Jack said, making a mocking bow in her direction. “Whatever can I do for you on this lovely Box Day?”
The massive hound spat on the ground in front of Jack. “Cut the scat, Jack, and hand over dem bones youse got.”
Jack made an elaborate show of patting his black-dyed leather armor. “I don’t seem to have any bones on me, Anna. Aside from the ones inside me, of course.” Jack smiled his third-best smile at the bad joke.
Anna didn’t smile back. “Don’ tempt me, Jackie-boy. I just might cut youse gizzards out and use your bones as windchimes.”
Jack considered whether he should upgrade to his second-best smile but frowned instead. “Fine,” he said, reaching for his dagger. The metal of the blade had been coated, making it as black and non-reflective as his armor. Charm wasn’t going to get him out of this.
The thug smiled, and Jack could see broken teeth in her mouth. “What, you think that knife’s big ‘nuff for the likes of us?”
“I only see one Dealer here,” Jack said, tossing the dagger from paw to paw. “And I’ve taken out tougher dogs than you.”
Anna nodded. “Sure. That might be true about you taking out dogs bigger than me.” She pointed over Jack’s head with her sword. “But youse sure you counted right?”
Regretting what he would see, Jack looked over his shoulder to see two more dogs wearing hats with playing cards in the brim.
Man damn it, Jack thought to himself. I hate Box Day.