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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.

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Six Enemies for a Thursday
almost 2 years ago – Thu, Feb 09, 2023 at 06:56:58 AM

Hello Good Doggos,

This is the first of two previews from our upcoming manuscript section covering enemies in the Realms of Pugmire. We've looked at Rival Species before, and we'll have a few more listed today that can appear as potential enemies. But we'll also see some other threats, some that do not have the potential to maybe become friends. 

And just like there are degrees for the word "enemy" in this situation, there are also degrees of danger. Today we'll look at some of the threats that would frighten those adventurous dogs just starting out, and on Sunday we'll look at some enemies that pack a bigger punch and would terrify even the most seasoned hero.

Enemies

The inhabitants of Pugmire can encounter a number of different enemies during their adventures, rivals from other species and nations, strange beasts, and even the terrifying Unseen. Not all of them will be willing to resolve their differences through civil discussion, if they are able to at all.

Stat Blocks

Enemies have their own character sheets, which look a little different from the ones player characters use. We call these stat blocks, since they’re usually a small chunk of text to communicate the important information. Here’s what they contain:

Level and Tags: All enemies have an opponent level (OL for short). This acts like player character levels — the higher the opponent level, the more powerful the enemy. Generally, a single character with the same level as an enemy will have a moderately difficult time defeating that enemy in combat. In addition, enemies will have a list of tags that other rules reference.

Enemies sometimes have certain tags to tell you about their dangerousness beyond their level. Enemies with the minion tag are meant to be fought in swarms or mobs. Likewise, enemies with the legendary tag are even more dangerous than other enemies with the same level. These are meant to be single opponents for your group of adventurers. All other characters just have the enemy tag.

Defense: Enemies will usually add their Agility to their defense, like player characters do. If they are adding anything else to their defense as well, like armor of a monster’s tough hide, that’s listed next to the Defense.

Stamina Points, Speed, and Experience Bonus: These all act just like they do for player characters.

Attributes: Like player characters, enemies have attributes in Agility, Might, Vitality, Cunning, Intellect, and Presence. These act the same way they do for player characters, including adding their attributes to appropriate checks, attack rolls, damage rolls, and tests.

Attack: Here are the default attacks the enemy can do, with their attack roll modifier (already calculated) and damage if they successfully hit.

Morale: When in the final moments of a fight, usually when most of their stamina points are gone or when they’re the last person standing from their group, enemies sometimes have to make a morale test to see if they remain in the fight. Creatures with the enemy tag will each have a situation in which they will have to succeed on a test, difficulty 15. If they succeed, they can continue to fight without making another morale test. On a failure, the enemy cuts and runs.

Enemies with the legendary tag automatically succeed on morale tests, even those spells or tricks force them to make, while minions always fail.

Tricks: Finally, enemies can have tricks, just like dogs, cats, rodents, and the other residents of Pugmire, although their tricks are often special to them. These tricks can be used as often as the description states they can be used, which requires an action unless otherwise stated. Some common tricks are:

  • Darkvision: The ability to see in the dark.
  • Immune: The enemy loses no stamina points when they would be damaged by a particular type.
  • Low-Light Vision: The ability to see in dim light but not darkness.
  • Resistant: The enemy loses only half, rounded down, but a minimum of 1 stamina point, when they would be damaged by a particular type.
  • Scent: Acts like Darkvision, but used via the sense of smell instead of sight.
  • Weak: The enemy loses twice the amount of stamina points when they would be damaged by a particular type.

Badgers

To the outside observer, the badger clans appear to be utterly destructive. They’re believed to be nothing more than anarchists who live brutal and short lives and die bloody deaths. Outsiders assume they have a completely insular culture, siding with their most hated enemy over any given dog or cat.

But these outside observations aren’t the whole truth. In reality, badgers simply value their survival over everyone else’s. Further, they have a deep connection to the wilds and nature of the world around them. They believe that the spirits of the wild places removed Man from the face of the world, leaving it for the Badgers.

Badger clans break down along species lines like weasels and ferrets. They use weapons carved from woods and scavenged metals when not outfitted with equipment they took from their enemies. While there is as much inter-clan conflict as there is with the other cultures around them, there are rumors a Badger King known as Kibu the Red works to unite them into an organized force. In particular, Kibu claimed he would return a gift the badger clans had lost, and soon after all badgers were able to speak and understand the common language of dogs, cats, and rodents. A few still prefer to use their original language, particularly when they want to exclude outsiders, but the miscommunications that used to occur between badger clans and outsiders have been less frequent as of late.

Headsplitter (OL 2; Enemy)

The bruisers of the clan, headsplitters are the bulk of the military force of any given clan. Their armor is usually piecemeal and strapped together from items taken from the bodies of their fallen opponents and adorned with a map of scars and still yet healing wounds.

  • Defense: 14 (scale mail)
  • Stamina Points: 20
  • Speed: 30 ft
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +2, Vitality +3, Cunning +0, Intellect -1, Presence -1
  • Skills: Intimidate
  • Attack: Handaxe (+4 melee or +2 ranged, 1d6+2 edged)
  • Morale: +1; at 5 or fewer stamina points, and if they are the last badger remaining
  • Tricks: Darkvision
  • Battle Frenzy: The headsplitter makes two handaxe melee attacks with one action.
  • Vicious: As a supplemental action, the headsplitter can move up to their speed toward a hostile creature that they can see.

Slasher (OL 1; Minion)

The rabble of the clan, Slasher are the rank and file of their warriors. Headsplitters and thorns take time to train, thorns and wildspeakers have gifts given to them by the wilds, but slashers are any badger of fighting age and equipped with whatever armor and weapons they can get their claws on.

  • Defense: 12 (leather armor)
  • Stamina Points: 1
  • Speed: 30 ft
  • Experience Bonus: +1
  • Attributes: Agility +0, Might +2, Vitality +2, Cunning +0, Intellect -1, Presence -1
  • Skills: Intimidate
  • Attacks: Handaxe (+3 melee or +1 ranged, 1d6+2 edged)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Vicious: As a supplemental action, the slasher can move up to their speed towards a hostile creature they can see.

Cult of Labo Tor

Though most rodents eke out a living in the margins of society, there are a few who have found a different purpose. They seek out unusual artifacts of Man for study, claiming an understanding of Man’s intent that dogs are unwilling to hear. They venerate Labo Tor, the first of their kind who led the cult through The Maze of Ignorance to their revelations. The dogs follow the Code of Man, but the Cult believes the Old Ones worshipped the 100 Theories. To become like them, the self-described White Mice must experiment on lesser beings to satisfy the Theories. Only then can they be rewarded by Labo Tor with divine power.

Cult member can be identified by the bleached white patches of their fur (often hidden under clothing). Those members who practice magic wear stitched-together patchwork white robes with spell formulae scrawled all over the surface.

Assistant of Labo Tor (OL 2; Minion)

These laboratory assistants are still at the start of their exploration of the 100 Theories. But they have at least mastered the use of pain as a study tool.

  • Defense: 14 (leather armor)
  • Stamina Points: 1
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +3, Might +0, Vitality +1, Cunning +0, Intellect +0, Presence -1
  • Skills: Intimidate, Notice, Sneak, Traverse
  • Attack: Bite (+2 melee, 1d6 stabbing), rapier (+5 melee, 1d8+3 stabbing), or small crossbow (+5 ranged, 1d8+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Intense Pain: If the cultist rolls a triumph on a successful attack, the target is Paralyzed as well as damaged. The condition lasts until the target makes a successful Cunning test (difficulty 14).

Smoldering Chemist (OL 2; Enemy)

These cultists specializing in creating noxious brews that often explode, but sometimes result in something far more spectacular.

  • Defense: 14 (leather armor)
  • Stamina Points: 23
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +2, Might +0, Vitality +0, Cunning +1, Intellect +1, Presence -1
  • Skills: Intimidate, Notice, Sneak, Traverse
  • Attack: Bite (+2 melee, 1d6 stabbing), flask smash (+2 melee, 2d6 blunt), or thrown flask (+4 ranged, 2d6+2 blunt)
  • Morale: +2; at 6 or fewer stamina points
  • Tricks: Darkvision
  • Chaos Flask: Once per battle, the cultist can choose to ignore the 2d6 blunt damage of a flask attack and instead roll 1d6 on the chart below to see what damage she does on the attack.
  • 1 2d8 corrosive
  • 2 2d8 electric
  • 3 2d8 fire
  • 4 2d8 ice
  • 5 2d8 poison
  • 6 Reroll twice and apply all results

Demons, Minor

The minor demons of the Unseen are amongst the most terrifying monsters that heroic citizens must face. Some are simply horrific, biting and rending their opponents in a violent fury, while others are more devious and manipulative. It’s unclear why the Unseen revel in violence and the destruction of society, but they will stop at nothing to accomplish it.

Demon Hound (OL 3; Enemy, Unseen)

Demon hounds are canines possessed by lesser spirits of the Unseen. The process causes their fur to fall out, their bones to turn into spikes, and makes their eyes glow a sickly orange. These twisted, demonic monsters often roam the outskirts of civilization, looking for citizens to torment and eat.

  • Defense: 15 (bone spikes)
  • Stamina Points: 33
  • Speed: 40 ft., fly 60 ft.
  • Experience Bonus: +2
  • Attributes: Agility +2, Might +3, Vitality +2, Cunning +2, Intellect -3, Presence -2
  • Skills: Notice, Search, Survival
  • Attack: Bite (+5 melee, 1d12+3 stabbing damage)
  • Morale: +0; at 8 or fewer stamina points
  • 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.
  • Bay: All creatures within a 300-foot spread must succeed on a Cunning test (difficulty 15) or become Scared for 2d4 rounds. Characters with the Deaf condition are immune to this effect. Regardless of the result of the test, an affected creature is immune to the same hound’s bay for a full day.

Friends of Man

For some dogs, the hostilities of the War of Dogs and Cats never ended and no cat is to be trusted. They believe that Pugmire is for dogs and dogs only. Intensely paranoid, these dogs look to target defenseless cats, or else commit crimes against other dogs and plant evidence that cats did it. Little do they know that their leaders are possessed, servants of the demon The Protector.

Conspiracy Collaborator (OL 2; Enemy)

The goals of the Friends can’t be met with just direct violence and lies. No, some members of the society exist in all levels of Pugmire society, lying in wait until they can serve their group and, at least to them, their nation.

  • Defense: 14 (leather armor)
  • Stamina Points: 25
  • Speed: 30 ft.
  • Experience Bonus: +2
  • Attributes: Agility +1, Might -1, Vitality +0, Cunning +0, Intellect +1, Presence +2
  • Skills: Bluff, Know Culture, Search, Sense Motive, Sneak, Persuade
  • Attacks: Dagger (+3 melee or ranged, 1d4+1 stabbing) or small crossbow (+3 ranged, 1d8+1 stabbing)
  • Morale: +4; at 6 or less stamina points and if there are no other Friends of Man active
  • Tricks: Darkvision
  • Silvered Tongue: When talking to other dogs, the collaborator has a boon on Presence (Bluff, Sense Motive, and Persuade) checks.

Lodge Master (OL 4; Enemy)

Each cell, or lodge, of The Friends of Man are largely independent of each other, their members not knowing those of any other lodge. Lodges are controlled by lodge masters, strategists in red robes who understand dog culture and what would push the public to strike out against cats.

  • Defense: 16 (leather armor)
  • Stamina Points: 42
  • Speed: 30 ft
  • Experience Bonus: +3
  • Attributes: Agility +1, Might -1, Vitality +0, Cunning +1, Intellect +1, Presence +2
  • Skills: Bluff, Know Culture, Know History, Know Religion, Notice, Search, Sense Motive, Sneak, Persuade
  • Attacks: Rapier (+4 melee, 1d8+1 stabbing), or crossbow (+4 ranged, 1d10+1 stabbing)
  • Morale: +5; at 13 or less stamina points and if there are no other Friends of Man active
  • Tricks: Darkvision
  • Silvered Tongue: When talking to other dogs, the lodge master has a boon on Presence (Bluff, Sense Motive, and Persuade) checks.

Giant Ants

Out in the wilderness, there are legends of giant, dog-sized insects that live and work in alien, underground labyrinths. It is unclear whether there’s a wide variety of giant insects in the world, but there are certainly monstrous ants that have claimed some areas as their own.

Drone (OL 2; Minion)

These giant ants are mindless and relentless. Terrifying for the average dog, but more of a nuisance for experienced adventurers.

  • Defense: 14 (chitinous exoskeleton)
  • Stamina Points: 21
  • Speed: 30 ft. (climb 20 ft.)
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +3, Vitality +2, Cunning +1, Intellect -3, Presence +0
  • Skills: Traverse
  • Attack: Bite (+5 melee, 2d4+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision, automatically fails tests
  • Grab: To use this ability, a giant ant must do damage with its bite attack. A giant ant may choose to inflict the Immobile condition at the time it hits with a bite.
  • Acid Sting: A giant ant has a stinger and an acid-producing gland in its abdomen. If it successfully makes an opponent Immobile, it can attempt to sting each round as a +5 melee attack. A hit with the sting attack deals 1d4+3 points of stabbing damage and 1d4 points of corrosive damage.

Queen (OL 6; Legendary)

A colony of giant ants is led by a Queen, which is a terrifying monstrosity for even a well-prepared group of soldiers.

  • Defense: 18 (chitinous exoskeleton)
  • Stamina Points: 180
  • Speed: 50 ft. (climb 40 ft.)
  • Experience Bonus: +4
  • Attributes: Agility +0, Might +3, Vitality +3, Cunning +2, Intellect -3, Presence +0
  • Skills: Traverse
  • Attack: Bite (+7 melee, 2d12+3 stabbing)
  • Morale: n/a
  • Tricks: Darkvision
  • Grab:To use this ability, a giant ant must do damage with its bite attack. A giant ant may choose to inflict the Immobile condition at the time it hits with a bite.
  • Acid Sting: A giant ant has a stinger and an acid-producing gland in its abdomen. If it successfully makes an opponent Immobile, it can attempt to sting each round as a +7 melee attack. A hit with the sting attack deals 3d12+3 points of stabbing damage and 3d10 points of corrosive damage.
  • Hive Mind: As a reflexive action, the queen may command any giant ant within 5 feet of it to take all damage she suffers from a single attack, in her stead.

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.

Ancient Sentinel (OL 2; Enemy)

Clad entirely in metal, they stand in ruins of what were once Man lived. Those who are the most fervent of the Church try to recover these servitors to install them into their churches because of their connection to the Old Ones.

  • Defense: 14 (metal shell)
  • Stamina Points: 26
  • Speed: 30 ft
  • Experience Bonus: +2
  • Attributes: Agility +0, Might +5, Vitality +5, Cunning +1, Intellect -3, Presence -3
  • Skills: Intimidate, Notice, Search, Traverse
  • Attacks: Slam (+7 melee, 1d8+5 blunt)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision
  • One Track Mind: Ancient Sentinels are immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.

Anointer (OL 1; Enemy)

Found around temples of life, these servitors speak in a garbled version of the language of the Old Ones, asking what they can do to help. Their arms are anointing apparatuses, but instead of the blessings they usually are filled with, whatever is in them is horribly toxic to the uplifted.

  • Defense: 13 (metal shell)
  • Stamina Points: 20
  • Speed: 30 ft.
  • Experience Bonus: +1
  • Attributes: Agility -1, Might +3, Vitality +3, Cunning +3, Intellect -2, Presence -3
  • Skills: Heal, Intimidate, Notice, Search, Traverse
  • Attacks: Anointer Claws (+4 melee, 1d4+3 stabbing)
  • Morale: Automatically succeeds due to One Track Mind trick
  • Tricks: Darkvision
  • One Track Mind:The anointer is immune to being Charmed, Frightened, and Possessed, and automatically succeeds on morale tests.
  • Toxins: When a creature who doesn’t have the Unseen or Undead tag gets hit with an attack by the anointer, that creature must succeed on a Vitality test (difficulty 13). On a failed test, the creature becomes Sickly until they complete a rest.

We'll have another peek ahead of the manuscript with Six Enemies on a Sunday, which will show some major demons, some undead, some monsters, and more!

#RealmsOfPugmire

Conversion Guide -> Pugmire 1e to Realms of Pugmire
almost 2 years ago – Wed, Feb 08, 2023 at 06:26:23 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

BACKERS ONLY – Manuscript Preview #3
almost 2 years ago – Tue, Feb 07, 2023 at 04:06:56 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Masterworks and Relics
almost 2 years ago – Sun, Feb 05, 2023 at 07:49:33 AM

Hi Good Doggos,

Before we get into our sneak peek on masterworks and relics today, I've got one little bit of information - or, really, several little bits of information in one easy package - to share with current and potential backers.

As he's been doing throughout the campaign (and well before), Eddy has answered some of the most common questions popping up about Realms of Pugmire. In a recent Twitch stream, Eddy provided more As for your Qs, as asked by show host Dixie Cochran. It's another excellent source for information about Pugmire, this edition of the game, and everything around it. Check it out!

Masterworks

The Old Ones left their items of wonder behind when they left the world. Many names exist for these relics and artifacts, but dogs generally refer to Man’s creations as masterworks. Many people covet such items, whether from a desire to understand Man better, to gain respect in canine society, or to control the power within such objects. Masterworks fall into three different categories: relics(Man’s powerful artifacts), fixes(consumable items of magical power), and wonders(strange, arcane things with limited utility).

A dog holding a relic or wonder immediately and intuitively feels the item’s extraordinary nature; she may attempt to discern the masterwork’s nature through an hour of careful study. This study requires physical contact. Once complete, the dog understands the masterwork’s initial properties, and how to use it. On the other paw, just a quick look, a little taste, or a careful sniff of a fix allows the dog to understand its function.

Some masterworks (such as an artisan’s focus) only function once a dog forms a bond — called attunement — with the item. A dog must rest for an hour, focusing only on the masterwork and maintaining physical contact, to attune with the item. She may not study the masterwork while attuning: these actions require separate periods of focus or study. Perhaps she carefully examines the masterwork, meditates upon it, or practices a kata with a masterwork weapon. Whatever the activity, interrupting it causes the attunement attempt to fail. Otherwise, after that rest the dog intuitively understands how to activate the item’s magical properties, including requisite command words.

Some relics grow more powerful with time and use. After a character attunes the artifact, she may use an improvement to grant refinements, just like with tricks. If she gives the refined relic to another character otherwise able to use it, the refinement benefits stay with the object. Further, attuned and refined relics don’t stay lost for long — through various circumstances, such relics inevitably find their way home to their owner’s paws. Fixes and wonders cannot be refined.

Relics

Relics or artifactsoffer consistent benefits toadventurous dogs. Some straight-forward relics take the form of armor or weapons crafted from mysterious metals or that most miraculous and mystical element: plastic. Some dogs get their paws on more rarified items, like goggles which permit them to see in the dark, or health-boosting amulets. Noble families loan relics to their members while free dogs jealously guard theirs, treasuring the advantages offered by these items in dangerous situations.

All relics may be refined. Like other trick refinements, unless otherwise stated they can only be taken once, but they can be taken in any order.

Artifacts of Excellence

Requires attunement

These artifacts take different forms: amulets, gauntlets, rings, and other wearable objects. Choose an attribute at object creation; this may not later be changed. Whilewearing this object, the applicable attribute becomes +4. These items have no effect on individuals with natural attribute modifier of +4 or higher.

Refinements

  • The applicable attribute rises to +5.

Armor

Requires attunement

Many forms of armor exist; no matter the design, wearing it grants a dog with the appropriate Aptitude trick an additional +1 bonus to defense. Masterwork armor crafted to reduce its weight, or the rare plastic armor, is extremely valuable and often kept secret by its owners.

Refinements

  • The bonus the armor provides is increased by an additional +1, for a total of +2.
  • If taken again, the second refinement raises the armor bonus by +2, for a total of +4.
  • The armor becomes resistant to one damage type.
  • Medium and heavy armor no longer imposes a hindrance on Agility checks.

The Body of Man

Requires attunement

The collective term for these magnificent wonders pays tribute to the belief that these tools once assisted Men in adapting to damage to their bodies, birth defects, or other difficulties with movement, sense, or bodily needs.

The Body of Man as a class of relics encompasses all manner of accessibility items, from wheelchairs, canes, and replacement limbs to hearing aids, masks or implanted eyes which restore lost senses, and more subtle wonders which regulate blood sugar or counteract lung damage. If a dog’s body doesn’t act the way he wants it to act, there’s probably a Body of Man item out there which can help him.

A Body of Man item, upon attunement, immediately responds to her intuitively, as if sapient, and will never slow her down or otherwise impede her.

Refinements

  • The mobility item grants an exceptional form of movement — a wheelchair gains tank treads and may move over terrain which would otherwise slow down characters regardless of mobility device usage, or it belts its user in as its wheels unfold into spidery legs which allow it to climb walls and ceilings. This refinement may be taken multiple times, granting multiple exceptional forms of movement.
  • The Body of Man item grants an exceptional sense: a sight-restoring eyepatch grants heat-based vision or Darksight, or a hearing aid allows the dog to hear frequencies above even canine hearing.
  • An appropriate condition (such as Anosmic, Blind, Deaf, or Prone) can never be imposed on the dog while using the item. Which condition it prevents must be chosen at the time of taking the refinement.

Goggles of Night

These dark lenses grant the user Darkvision (out to a range of 60 feet) when worn. Dogs who already have Darkvision find wearing the goggles increases their Darkvision’s range by 60 feet.

Refinements

  • The goggles now permit the wearer to see heat patterns, granting a boon on Cunning rolls to detect hidden individuals. It has no effect on seeing those with the Invisible condition.

Hat of Disguise

Requires attunement

This hat’s wearercan use an action to cast the Disguise Self spell (p. XX) at will, once per day (sleeping recharges the hat). Spellcasters do not use spell points when casting it. Removing the hat ends the spell.

Refinements

  • The hat now grants a boon when attempting to imitate another dog via Disguise Self.

Lantern of Revealing

This strange lantern, shaped like a stubby wand made entirely of plastic, has a crystal at one end. When lit, this lantern burns for a quarter of a day, shedding bright light in a 30-foot radius and revealing any invisible creatures and objects within its light.

Refinements

  • The lantern lasts for half a day.
  • The light’s radius extends to 60 feet.

Robe of Scintillating Colors

Requires attunement

While the user wears this robe, she can use an action to cause the garment to display a shifting pattern of dazzling hues until the end of her next turn. During this time, the robe sheds bright light in a 30-foot radius. Characters that can see her have a hindrance on attack rolls against her. In addition, any character in the light that can see the user when the robe’s power is activated must succeed on a Cunning test (difficulty 15) or become Stunned until the effect ends. The robe can only be used once per scene or combat.

Refinements

  • The cloak may wrap around a second dog, granting both the benefits if they stand still.
  • If purchased again, the dogs may move at half speed with both protected.

Sack of Holding

Bigger on the inside, this large sack — about half the size of a dog when full — holds much more, up to the weight of ten full-sized dogs. The bag reduces the weight of any items inside to no more than a reasonably filled rucksack. A dog can store anything inside which fits through the top of the bag (approximately two feet in diameter) and may retrieve this item with an action. Overloading the bag, piercing it, or tearing it ruins the bag; it can’t be used again. Turning the bag inside out spills out its contents unharmed, but the bag must be turned right side out prior to further use. Characters “stored” in the bag survive for a few minutes before beginning to suffocate.

Refinements

  • The bag may hold up to the weight of twenty full-sized dogs.
  • The bag’s weight reduces to that of an empty rucksack.

MANUSCRIPT PREVIEWS

Relics, fixes, and wonders are all featured in Chapter 7 of Realms of Pugmire. Backers will be able to read the full text of that chapter, along with the complete magic chapter and an a tour of the Realms of Pugmire when the next manuscript preview drops on Tuesday. It's a big, big section and I can't wait to check it out!

CONVERSION GUIDE

After Tuesday, we will have access to the first 7 Chapters of the book, which cover all of the rules and setting and have all of the information players need to make dog characters for the Realms of Pugmire. The following day, on February 8th, I'll be sharing the Conversion Guide.

Lots of exciting pieces coming this week! Including some twitch appearances from Eddy!

EDDY on EXTRA CREDITS

Eddy will be a guest on the Extra Credits Twitch channel next week. You can catch him twice on

  • Extra Breakfast (Feb 6th, 11am EST)
  • Design Club (Feb 9th, 1pm EST)

Visit their Twitch channel here: https://www.twitch.tv/extracredits

Consultants
almost 2 years ago – Fri, Feb 03, 2023 at 05:51:31 AM

Consultants

“Congratulate me, Darcy,” Alistair Afghan said as he slammed the door to their apartment behind him before spreading his paws wide. “Before you stands a new dog.”

Darcy Cat, Alistair’s valet, carefully set the silver tray carrying an ornate tea service down on the table. He brushed some imaginary dust off his immaculate black coat before turning to look at his employer. He took in the carefully combed black and tan fur, the elaborate tunic that Darcy laid out for Alistair this morning, the well-tailored cape with the Afghan crest carefully stitched into it, and the brown boots that were polished this morning but seemed to have accumulated a disturbing amount of red clay which was even now being ground into the expensive rug. Darcy stifled the sigh building in his chest and looked back at Alistair’s eager face. “You look much the same as you did before you left, sir,” he said, his voice carefully neutral so at not show either his disapproval or his confusion.

“Well, not literally a new dog, Darcy,” Alistair said, his smile fading slightly as his arms dropped to his sides. “More… you know… thingy.”

“Figuratively, sir?” Darcy asked politely.

“That’s the chap.” He raised his paws again. “Before you stands Pugmire’s first consulting artisan.”

Darcy poured the tea into a porcelain cup with the Afghan crest painted on it. “Please enlighten me, sir.”

“It’s clear the local guards, as well as many citizens of Pugmire, are in need of some, shall we say, occult knowledge. And I can provide it for them!” Alistair smiled and started to rummage in his cape. “The first ones just came in this morning.” Not finding anything, he frowned and checked the other side of his cape. With a flourish, he pulled out a squashed roll of parchment, which he handed triumphantly to Darcy, who unrolled the parchment and read:

Does your family have an ancient curse that needs removing? Need to locate a missing magical artifact? Trouble with strange cultists living underneath abandoned grooming shops? Then contact Afghan and Cat, Consultants. Reasonable rates. Just off the street with the bakers and whatnot.

“Well? What do you think?” Alistair trembled with anticipation.

Sighing, Darcy turned back to the parchment. “Well, for one thing, the last example seems rather specific.”

“You like it? I was inspired by our last adventure.”

“I prefer the term ‘debacle,’ sir, but let’s move on. My second question relates to the address.”

“I wasn’t sure if people would know where to find us. That’s why I added that bit at the end.”

“You do know, sir, that each street is named.”

Alistair looked surprised at this revelation. “They are?”

“Indeed, sir. And often, such names come from either a prominent personage in Pugmire history or, as is relevant in this case, the nature of most of the professions who do business in the area in question.”

“So the street with all the bakers on it is called….”

Darcy stared at him for a moment. In his experience, Alistair Afghan could be incredibly brilliant and insightful. Other times, he simply pretended to be dumb to confuse others who might try to take advantage of him. But sometimes he was genuinely ignorant of how the world worked, or just didn’t pay attention. But it was very hard to tell those various states apart. “Baker Street,” the cat said with careful patience.

“Ah. That would be easier. I’ll have to remember to change that in the next batch.”

Darcy carefully rolled the parchment back up in his paws. “Which leads to my last question. What will you do when your family finds out?”

The artisan laughed as he put the parchment back in his cape. “My relatives have little interest in my balling with magic. They’re quite against it, to be honest. I doubt they’d even realize what I’m doing if I announced my presence with a band of musicians and a parade.”

At that point, there was a knock at the door. Without being asked, Darcy behind Alistair to open the door. Standing on the other side was another afghan with similarly expensive clothing.

Darcy stepped back and addressed Alistair. “Your brother, Roderick Afghan, to see you, sir.”