The Duskwalker's Gift, by Ken Melvoin-Berg

May 5, 2020
In what might be the first piece of fan fiction my works have ever received, here's a short story about Tarklo Dirge, the protagonist of The Duskwalker's Due, the solo adventure you can get right here. It's by my good friend Ken Melvoin-Berg and it's a lot of fun!

The Duskwalker’s Gift by Ken Melvoin-Berg


Hunting is what I was born for, literally. I was born again in this body of Tarklo Dirge and given a mission: hunt the undead to restore the balance of life and death. I was getting a smile on my face because I saw by his footprints how close I was now. Twelve hours at most until I was face to face with my prey. And the target was one of the living, a rare thing for me. Duskwalkers like me have a job to do, and we take it very seriously. I came to Daggermark to find a man named Horvath Fletch. What a terrible name, and what a terrible man. I have been tracking him for two weeks now. Once I mark my prey, it’s really just a matter of time. And time is something I have a lot of. 


I found his campsite and his night soil, still fresh. The campfire still had smoldering embers. I saw where he bed down, where he hoisted his pack up in a tree, and where he entered and left the campsite. He wasn’t covering his tracks; every time he walked the twigs bent, his footprints were obvious as mountains, and his scent was still in the area. This couldn’t be easier.


I hate Daggermark and the entire bloody River Kingdoms. The people here are mostly assassins (no judgment here), poisoners, pickpockets, ruffians, thieves, and con artists of every variety. The land is full of nothing but swamps, flies, humidity, and death. It is all one gets here. Truly it is misery. But once a year they hold the Outlaw Council. A body of criminals that meet for the sole purpose of banding together against those that would capture and detain them. They saw themselves as paragons of personal liberties that would die rather than submit. They thought they were defenders of the truth that their small personal freedoms were more important than helping the public good. In actuality, they were greedy children that poisoned, raped, robbed, and murdered. They would rather bring everyone else to the grave with them than submit to the idea of law and order. In a way, they were the only government in this area, but government led by chaos is like a brothel was run by a celibate, and what’s the point of that?


Ten hours behind him now. The smell of moist soil, the putrid water was getting more intense. At least it was cool; it was early enough in spring to melt the snow but not hot enough to make the swamps like living in the moist trousers of a fire giant. I was surprised a man of his caliber was travelling alone, especially since I doubt he could defend himself physically. If they knew his name and what he did, though, people generally left him alone. 


I assist the undead to the other side. I make sure they not only stop being a nuisance, but help keep the delicate balance between life and death. I know my purpose is to restore that equilibrium by helping the dead, relieving the undead of their wretched existence, and occasionally help the living along to their final destination. But out of all of them, I really despise the living the most. I do! Although I don’t assist them to the other side unless I have no other choice, hearing the privileged living whine incessantly about this and that makes me want to stab them in the neck. But that wouldn’t help the balance. At least, I keep telling myself that. 


My prey was slowing down. Horvath didn’t appear to be injured, at least according to his tracks. While I was tracking him, I decided to bring out my axes and sharpen them with an edge keen enough to shave the hair off a spider’s ass. I loved these axes more than people. They were masterworks of a dwarven smith named Yorn Boulderbender, master smith of Dongun Hold, crafted a long time ago. Darkwood handles carved with images of skeletons being smashed and sliced by dwarven warriors of yore. They fit perfectly in hand, the handle was so well balanced I could put it on one finger on the butt of the handle and keep it upright for hours. The blades, though, were obviously crafted by a virtuoso of death. The head was made of a metal from a star that fell from the sky. It was harder than diamonds and as sharp as a Chelaxian’s wit, but still I sharpened it more. The inlays were placed perfectly to see a contrast of the blackened metal with the silver of the inlaid mithril. The design was a dwarven clan braided knot that marked it from the Boulderbender family. I had found them in the tomb of a druid wraith that I had released, a nice prize for a tough battle. I discovered their history from my travelling companion at the time, a bard named Melvoin the Magnificent, but that is a story for another day.


Eight hours behind him at most. Fletch had killed so many, an amazing feat for someone in his line of work. It wouldn’t be long now. I was surprised he was coming to the Outlaw Council, but at least that gave me an edge if I actually lost his trail. I knew where he would be in six hours, what he would be doing, and who he would be doing it with. I was surprised he decided to accept the job. Little did he know, he wouldn’t finish. I would catch up to him first.


Four hours later, I was on the outskirts of the marshy stinkholes outside of Daggermark. I had to watch out now; they would have sentinels watching for those who might oppose them. It was time to be stealthy, slow down, and sneak into the city.


The Outlaw Council would be meeting at a large inn on the north side of town called the Black Dragon’s Rest. Not too shabby if I do say so myself, but I wasn’t here for a vacation. Not that duskwalkers get vacations or holidays at all. My quarry was inside, alone.


The Black Dragon’s Rest was a long building; almost one hundred feet long and half that wide. It was three stories in height with windows in every room. The first story was all a large open room meant for feasting, fireplaces, long platters of meat and tankards of ale. The stairs lead to a second level which was all rooms for travelers, the top level was four large rooms meant to be either luxury suites or meeting rooms that came with a spells that would alert those inside of intrusion. No way to get to his room from the inside, so I decided to wait until dark. There are many hours between dusk and dawn that are best for stealth. I went to the alley behind the building, barely missing the kitchen wench dumping a pail of garbage. I waited in silence in the dark until she left. I threw my grappling hook up to the roof and climbed to the second story where he would be. I brought out a special snare that would make a fluttering noise like a bird outside his window, and then stun him when he opened the shutters. The windows were framed in solid oak and locked with intricate metal bars and a lock. Smart. Very secure, but no match for the clever snare that tricked him to open the locks and peek outside. I set the trap, put a harness around my waist, and waited.

In one hand, I held a magical token made of feathers that would let us both float silently to the ground. I'd use my the other hand to grab his dazed body under the arms. He unlocked one lock, the second lock, and finally the third. He carefully opened the window . . .  and the trap went off, powdered lethargy poison dust in his eyes. I grabbed him and whispered the magic words, “Avia Levitarum!” and floated gently to the ground. 


Horvath Fletch was asleep like a babe in its mother’s arms. This was a snare of my own design, a variation on the stalker bane snare with lethargy poison and a bird call. I sidled down the alley, stuffed him in a large sack, and promptly stole a nearby horse. I put the man's unconscious body on the back of the horse and rode out of town before his absence was noted.


Hours later, I arrived at my predetermined location: an island in the middle of a large river with a small abandoned shrine to Cayden Cailean, a perfect location for my needs. I took Horvath out of the bag, set his unconscious body upright, brought out my bag of goodies, and waited.


Horvath Fletch was confused. He really had no idea where he was or what was going on. Then he saw me, looked me up and down, and started sobbing.


“Please don’t murder me. I'm wealthy! I will give you any ransom you demand! Please don’t hurt me,” blubbered Horvath Fletch. “Truly, I have no idea what I have done to you!”


“I am Tarklo Dirge, duskwalker and a ghost hunter. You may not know it, but you’re the best at your craft in the world, and you have killed hundreds. You didn’t do it intentionally. They died softly, sweetly, and with full bellies. But I'm not here to take revenge, or to kill you.”


“What in all Golarion do you want of me?”


“The reason your victims all died was they couldn’t say no to your craft, and they consumed all you made until they could hold no more. You are truly the best. Today is my birthday, and the one thing I want, the only thing I want I had to get for myself, and that was you. Now open the bag.”


Inside was flour, eggs, sugar, honey, milk, and spices, everything he would need.


I continued, “You see, it’s my birthday, and I want a birthday cake made by the greatest baker on Golarion, Horvath Fletch. And I always get what I want.”

 

Words Coming Up Short? Dos and Don'ts

April 25, 2020

A coworker of mine recently lamented that she was nearly finished with an adventure she was writing, but it was still under her target word count by a large margin. Although over-writing seems more common than under-writing, it’s important to know a few techniques to get those last several words you need down on paper. My friend Luis and I took turns coming up with Very Bad Ideas and Very Good Ideas about what do in that situation. I’ll leave it as an exercise for the reader which side I ...


Continue reading...
 

Solo Play for Pathfinder Second Edition

April 23, 2020
My solo Pathfinder adventure, The Duskwalker's Due, has proven to be a bit hit, so I'm designing a few more solo adventures. I thought this might be the case, so I planned by preparing a fairly generic "here's how to play a Pathfinder solo adventure" section near the beginning of that adventure. With light tweaks, it can go into any solo adventure. Even into yours! If you want to take this language and make it your own, do so! In these strange times, more solo adventures can be a big help.

Pla...


Continue reading...
 

Night of the Skulltaker, First Edition Style!

April 23, 2020
I've already updated a few of my Pathfinder First Edition adventures to Pathfinder Second Edition, including Teeth of the Storm and The Six Griffon's Haunt (updated to Ghosts of Sparwell Lodge). Now I just did it backwards!

My recent Night of the Skulltaker was concepted and written for Pathfinder Second Edition. But when I saw someone online asking if a 1E version would be available, I looked it over carefully and realized a conversion wouldn't be very difficult. So I put that together, and n...
Continue reading...
 

Order of Operations

April 17, 2020

Just a quick note today about Pathfinder Second Edition stat blocks. We now list a creature's equipment differently than we did before.

In short, it's strictly alphabetical. But it's alphabetical in a bit of a strange way. Let's say an NPC has the following items: a stunning snare, a moderate healing potion, a ring of climbing, +1 striking composite shortbow (40 arrows), +2 greater striking longsword, +1 resilient breastplate, 54 gold pieces, and an ivory bracelet worth 25 gp. 

The listing is a...


Continue reading...
 

Beware the Skulltaker!

April 15, 2020
For the news: my next adventure, the all-new "Night of the Skulltaker" is out.

You can get it here!

For some background: I wrote this adventure in just over 2 days. That's from jokey start to final layout and everything. (There were a few extra hours when I woke up, realized my Table of Contents wasn't right, and had to re-upload it in there, too.)

Here's how it got started.

Around Paizo, we joke with each other a lot. This hasn't stopped now that we're all working remotely; it just happens over ...
Continue reading...
 

Modifying Pathfinder Hazards

April 10, 2020

The Pathfinder Gamemastery Guide is out, and it provides several neat tools. One of these tools is the suite of instructions about how to build a hazard. These are more useful (and less labor-intensive) than they appear, because they also let you modify existing hazards to different levels. Let’s see how! 

First, let me take a classic trap, the poisoned dart gallery, from the Pathfinder Core Rulebook.

Poisoned Dart Gallery    Hazard 8

Complex, Mechanical, Trap

Stealth +16 (expert) or DC 31 (mas...


Continue reading...
 

Building a New Ancestry, Part 4 of 4 (Ancestry Feats)

April 8, 2020

I’ve been designing gyers, a new ancestry of honorable and reclusive vulture-people. I’ve finished everything but their ancestry feats, but those are the most in-depth part of the whole process! I’ve talked before about how there are certain low-hanging fruit of ancestry feats, like AncestryName Lore and AncestryName Weapon Familiarity, and I plan to use those to focus on gyer concepts, such as their reliance on shields. I flagged earlier that they should be able to change into vultures...


Continue reading...
 

Building a New Ancestry, Part 3 of 4 (Heritages)

April 3, 2020

I’ve been designing gyers, a new ancestry of honorable and reclusive vulture-people. I finished their introduction and base statistics, so now I’ll turn to their heritages. 
 

Heritages aren’t a thing in the Pathfinder First Edition version of gyerfolk, so that’s something to consider anew now. I could look at different kinds of vultures, maybe, or different habitats of vultures, but I think I want to try something a little bit different to differentiate their heritages: their hatching....


Continue reading...
 

Building a New Ancestry, Part 2 of 4 (Base Statistics)

March 31, 2020

Last time, I started building out gyers, a new ancestry of honorable and reclusive vulture-people. I finished their introduction to establish their flavor, so now I’ll turn to their base statistics. These are the rules that apply to all gyers, before adding in a heritage (next time!) and picking feats (the time after that!).

Base Statistics. Gyers have 8 Hit Points (the usual), Medium size (the usual), and a Speed of 25 feet and a fly speed of 30 feet (distinctly not usual). 

Now, for the abi...


Continue reading...
 

Building a New Ancestry: Gyers, Part 1 of 4 (Introduction)

March 29, 2020

I talked last time about what goes into a Pathfinder Second Edition ancestry, so today I’m building one. I decided to pull up my Pathfinder First Edition product, Run Amok Bestiary, and look there for a race to turn into an ancestry. There are two playable races in that product: ulqar (cannibalistic dwarves) and gyerfolk (honorable vulture-people). Since ulqar seem like maybe a heritage for dwarves rather than a whole new ancestry, I’m going to frame out the gyerfolk ancestry here. Their ...


Continue reading...
 

The Pathfinder Ancestry Checklist

March 25, 2020

By now, word’s gotten out that we’ve done something brand new in the third volume of the Extinction Curse Adventure Path, Life’s Long Shadows: we’ve presented a brand-new, complete, playable ancestry. Shoonies are small, dog-faced people who like simple, pastoral settings and hard work. Normally fishers and farmers rather than adventurers, you nevertheless have everything you need to play a shoony adventurer. 

Speaking as the developer: new ancestries take up SO MUCH SPACE, guys! Back ...


Continue reading...
 

Behold the Alien Codex!

March 14, 2020
In the frenzied run of projects at the end of last year, I added even more fun to the pile by jumping in and providing some Starfinder development work for Legendary Games's mammoth Alien Codex. It's right here!

Now, I only saw piecemeal bits of this massive book, developing a few parts of a few chapters. I didn't see the whole thing in its entirety until just a few days ago when I got my contributor copy. And it's really neat! I already knew there would be fun toys for players, like the Overw...
Continue reading...
 

Tiffany, Forks, and Doorknobs

March 9, 2020
Writing fantasy games, or fantasy fiction of any kind, sometimes requires a look back into history. I've done a lot of research into medieval flour mills, funerary customs, ancient cartography, and all sorts of other topics that would puzzle anyone reviewing my search history.

For the most part, writing for fantasy is about avoiding anachronisms that take your readers out of the moment. Sometimes, though, you hit items that seem to break that.

My favorite example is the name Tiffany. This seems...
Continue reading...
 

Topping 150

March 5, 2020
I've been doing some updating of my site, primarily including a more robust and complete set of my "Other Works" and providing links to my Pathfinder Second Edition adventures released through Rogue Genius Games. Combined, these products total 145 published credits to my name. This list includes my work as a freelance developer, but it doesn't include projects I develop on a day-to-day basis as part of my job with Paizo for the last couple of years. Perhaps, for completion, it should include ...
Continue reading...
 

Monster Relationships with Spellcasting

February 24, 2020
Hey, I'm leaving shortly for a two-week-or-so vacation; this is my last post until early March.

I previously described how you can fiddle with Pathfinder Second Edition monsters' levels, but one of the things to keep in mind is their spellcasting. This is good to keep in mind even if you aren't adjusting the monster levels, because it's a valuable window into how heavily the monsters rely on their spellcasting.

Monsters in Pathfinder Second Edition have two kinds of spellcasting: Innate and The...
Continue reading...
 

Creating the Psychic Spell List

February 22, 2020

Psychic powers are a staple of science fiction. Many sci-fi games have a psychic powers or even a whole psychic class. Starfinder only sort of does, in that many mystic and technomancer powers feel kind of psychic-y. There’s a phrenic adept archetype and a few psychic power feats, but there isn’t anything that just says “here’s what a psychic gets.” It strikes me that there must be some better spell list that’s something between the mystic’s and technomancer’s (with some of th...


Continue reading...
 

Stripping a Starfinder Monster to Its Gears

February 19, 2020

Today, I wanted to give you a bit more use out of your Starfinder monster books. There are a ton of monsters available in Starfinder, with three Alien Archivebooks and even more monsters in the back of every adventure path volume. If you need more to prepare for a session, it’s easy to make them; the tables at the back of the first Alien Archiveallows you to quickly build a monster based on its role (combatant, expert, or spellcaster) and the Challenge Rating (CR) that you need. But if your...


Continue reading...
 

Monsters That Should Not Be

February 13, 2020
We have a lot of neat internal tools at Paizo. These include spreadsheets to let us know what parameters new Pathfinder Second Edition monsters should meet to be appropriate for their level. (This information is going to be in the upcoming Gamemastery Guide for everyone to see, although in a table form, not a spreadsheet.) These spreadsheets are fun to manipulate, and my friend James Case is a wizard at such things. He invented a very rough tool to translate monster stats to different levels:...
Continue reading...
 

Dungeon Mapping Practical Advice

February 11, 2020
This mini-series of suggestions started with what tools you should have to drawn dungeon maps and how to concept the map as a flowchart. Here are some practical tips to render your map into a final product to go to a cartographer. Most of these are "consider X, but also Y," and it's important to maintain a balance between conflicting considerations.

Consider Reality, But Only a Little Bit. Its important that you consider real-world aspects of the creatures who live in your dungeon. Where do th...
Continue reading...
 

Designing Dungeon Maps as Flowcharts

February 4, 2020
When designing a dungeon map, you should first start with a flowchart. Draw each room as a small circle or little box, and then draw all the connections to each other room. Make this a solid line if it's an easy passage, or a dotted line if there's something tricky about that passage (such as it's behind a secret door, or needs to be cleared of rubble, or must be opened with a special key). You'll end up with more lines than circles or boxes, and that's just fine; this initial exercise is to ...
Continue reading...
 

Tools for Mapping

January 25, 2020
We've been talking a lot about mapping here in Paizo: what makes a good encounter-level map (like a dungeon, or a starship) and what doesn't. Most of us spend time redrawing at least some maps we get it, and doing that well is important. After all, we don't want to replace a map that isn't in good enough shape to go to a cartographer with a different map that isn't in good enough shape to go to a cartographer, but for different reasons. So we've been talking about standards.

To be clear, this ...
Continue reading...
 

The Hidden Bestiary!

January 21, 2020

I’ve got a point to make about something tricky in Pathfinder, but first let me give you three new statblocks for mythological creatures.

Nephilim

Giants descended from deities in ancient times, nephilims are all but extinct today. They resemble enormous, noble humanoids with feathery wings, handsome features, and a crown of bone horns growing from their heads. Masters of magical essences and the arts of war alike, nephilims are gracious in peace and fearsome in battle.

Nephilim Hero Cr...


Continue reading...
 

Looking Over Changes: The God-Host Ascends

January 14, 2020

One of the most exciting times for a freelancer is seeing the final product of the work you wrote. For me, there’s something indescribably satisfying about holding something in my hands that has the words I wrote on a printed page. This is also a good time to look over the product and see what your developer and editors changed! This helps you align future work to what they want.

First and most importantly, realize that not every change is due to a mistake. A freelancer can do everything abs...


Continue reading...
 

Placing Art

January 9, 2020

I talked a lot in my last two blogs about all the things to do with adventure text when you’re done with it. One of the last steps I do here at work when I’m done developing an adventure is to write up an “art brief.” This is the direction for the pieces of art to appear in the text. There are a couple things to keep in mind when doing this, and I’ll talk about the first one today: where to place your art in the adventure. 

Note that you’ll be ordering art before you layout your ad...


Continue reading...
 

I'm Writing an AP in Front of You, Part 28 of 28

January 1, 2020
I'm finally at the end, both of this project and of the year (and the decade)! There are dozens of teeny steps I've taken with my final text, and I still have more to do, but I wanted to lay them out for you to answer the question: "I've written an entire adventure path, now what?"

Now, it's got to get into a publishable product people can buy and use and play. If you're freelancing for another company, you just send it in and your job is done. If you're publishing it yourself--like I'm doing-...
Continue reading...
 

I'm Writing an AP in Front of You, Part 27 of 28

December 19, 2019
Okay! My writing is done, and I have two more things to share on this whole project. The first is what to do when the writing is done, and the second is a bit about layout. So now I know that there are 28 points in this whole series, and I'm declaring myself too lazy to go back and add "of 28" to all the prior posts!

Completing the writing doesn't mean you're done! You should aim to complete a freelance writing project at least a few days before your turnover date, so you've got some time to d...
Continue reading...
 

I'm Writing an AP in Front of You, Part 26

December 17, 2019
And that's it! Below are my last two chapters, Chapter 15 and Chapter 19. They're very different! One has a bargain with a lich gone wrong (which ends in a fight with the lich on the heroes' side) and the other has the heroes quashing evil in more discrete adventure locations than I've used in any chapter thus far. 

So, now, if you go back through all my blog posts, you'll have every chapter of an entire adventure path. But I intend to make this much easier on the reader and compile it all tog...
Continue reading...
 

I'm Writing an AP in Front of You, Part 25

December 12, 2019
Part 25, already? Wow, this has been a much longer road than I initially thought. But I'm almost done!

It should be clear by now that adventures (like most movies, and most books) aren't simply written from beginning to end in a line. There's a lot of jumping around. A case in point is today's adventures, which include the finale for this adventure path even though I'm not wholly done with the middle bits (although I have more middle bits to share, too).

Now that I can see the whole shape of th...
Continue reading...
 

I'm Writing an AP in Front of You, Part 24

December 10, 2019
Another chapter! I realized that although I'd given the stat block I intend to use in Chapter 17 (which details the final confrontation against the devil cult), I never actually got around to writing up that chapter. So I did so, and here it is. It's the longest by far (nearly 1,000 words over my 1,500-word limit), and that's for three reasons. First, I wanted to build in a plot reason to confront the pit fiend other than "we just don't like pit fiends running around doing their evil," so I c...
Continue reading...
 

About Me


I'm Ron Lundeen, game designer for Wizards of the Coast. Before that, I worked as a development manager for Paizo, Inc. and as an RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Petersen Games, and Ulisses Spiele. My opinions here are my own and do not reflect those of Wizards of the Coast.

Blog Archive



 

Make a free website with Yola