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In Gateway, the oldest city in the Northern Reach, a dead pirate’s vengeful curse has seized a poor neighborhood in a fearful grip. The people of Bilgewater have been beset by many ills, including mysterious thefts and unexplained occurrences. The recent destruction of a school by a rogue wave, including the loss of its students and teacher, was a devastating blow to the neighborhood. Worse still, folk have been torn apart in broad daylight before screaming witnesses, their bodies devoured in bloody chunks by invisible demons.
Beware the Tides of Karshoon is an adventure for a group of expert characters called on to deal with the curse. The characters must uncover the source of the troubles plaguing Gateway and put a stop to them—but all is not as it seems…
As I was fitting content into what would be Shadow of the Demon Lord in its final form, I had to make some hard cuts, but nowhere were the cuts more painful than in the equipment chapter. I had lots of strange stuff in the original draft and I opted to hold them back so I could include more spells, more master paths, and more creatures. The Demon Lord Companion captures a lot of the great content that got left behind and adds rules for crafting and for using vehicles. So let’s take a look at some of the things you’ll find in this book.
With the edited manuscript in and Tales moving through production’s guts, it’s time to start showing off the first mechanics heavy supplement for Shadow of the Demon Lord. Today, we’ll take a look at the two ancestries joining the ones presented in the main rulebook: the Faun and the Halfling.
I’m reluctant to say “never,” but it’s safe to say you’re not going to see a gigantic setting book for Shadow of the Demon Lord any time soon. Why? Well, it’s Steve Kenson’s fault. Many years ago, at one of the Green Ronin summits, Steve and I were discussing settings and adventures and he planted the seed in my brain that settings were best revealed through adventures rather than through giant gazetteers that must be read, digested, and, effectively, mastered to use properly. He pointed to Lost Caverns of Tsojcanth, Temple of Elemental Evil, the Dragonlance adventures and other classic scenarios that zoomed in on an area and brought it to life. Sure, we had the Greyhawk box, but it was all presented in broad strokes (and with curious attention on trees). If we wanted more information about the world, the adventures provided the stuff we needed to understand the plot, environment, and characters. And that was enough.
As the Demon Lord’s influence creeps across the land, it touches more people, awakening in them crippling dread, tempting them to commit unspeakable acts, or to rise up and take a stand and fight back against the spreading darkness. In the end times, all must choose a side, to save the world or watch it burn.
The Demon Lord’s Companion reveals new options for players and Game Masters alike, providing a host of new options such as:
An essential addition to the Shadow of the Demon Lord line of products, the Demon Lord’s Companion is bound to take your games into darker and stranger places!
Content for Shadow of the Demon Lord was never a problem. I spent the time leading up to the Kickstarter campaign designing, testing, redesigning, massaging, and doing all the work I needed to do to get the game as close to editing-ready as I could so I wouldn’t have to spend time during production to fill out the book—the last thing I needed was pressure to create on top of everything else. I wound up with enough material to fill another hundred pages beyond the 272 that made it into the book. (And, by the way, 272 was never the plan. I set 256 as a hard limit but we discovered during layout that we needed the extra pages to include all the content, despite my meticulous estimations and we still had to leave out a few pieces of art that I’m sure will make their way to you in future products.)
Next month, if the stars are right, Tales of the Demon Lord will creep forth from its dank cave and slither into inboxes everywhere. A full campaign and setting in a 48-page PDF, with an option to POD, Tales provides you with everything you need to take a group of characters from their common origins to the highest level in play and, with luck and sacrifice, those characters might just be able to avert the annihilation that threatens to devour the world. From encounters with hideous pig thieves, gigantic machine men with arm cannon, cultists, and demons loosed from the Void, the characters, if they would survive, must be hardy of body and firm of mind. Interested? Well, read on and I’ll tell you more about it.
The emperor’s death and the subsequent collapse of the Empire loosed rampaging bands of orcs into the Empire’s provinces. While many of these orcs seek the freedom long denied to them, others see opportunity for vengeance, wealth, and power. In this adventure, a band of orc slavers has moved into the Northern Reach, plundering frontier towns for slaves to sell or use for sport. When the adventure opens, the characters are among the captives, marching toward a life in chains. The adventure ends when the characters escape captivity and reach one of the few outposts of civilization on the frontier.
The Slaver’s Lash is an adventure for starting characters for Shadow of the Demon Lord RPG. Like others of its kind, it helps you and your players determine the group’s origin story, how they come together and how they will develop their stories over time. The characters can know each other before the adventure begins, but it’s better if they don’t.