Occult Philosophy | A Sourcebook for Shadow of the Demon Lord RPGAs a fantasy game, albeit a dark and sinister one, magic permeates the world languishing under the Shadow of the Demon Lord. One can find it in the ruins of fallen civilizations, in relics pried from the clutches of unspeakable things, and, of course, in the hands of those people with the talent for apprehending magical energies and shaping them into useful forms. In the main rulebook, three of the four novice paths can access the many traditions of magic and, with Bred for Battle, even warriors can dabble in the arcane arts. Since magic plays such a big part in the game’s cosmology, I always felt that free access to magic would broaden the utility of Shadow’s magic system and the numerous spells it offers. For this reason, magic seemed to me the ideal place to start in my efforts to expand the rules and the setting.

Shadow of the Demon Lord includes thirty traditions, from Arcana to Water and everything in between. Each tradition originally offered a set of eleven spells, which gave us 330 spells, not including the spells the game made particular to certain paths. In the years since the book came out, I have added additional traditions, such as Fey in Terrible Beauty, and Invocation in the Demon Lord’s Companion 2, which brought the total number of traditions in the game up to 41. We have also seen new spells added to existing traditions to broaden the offerings by detailing new areas that express the tradition’s central theme. So when I began work on Occult Philosophy,I had loads of spells already, but there’s always room for more, right?

Number 42

As a Douglas Adams fan, I realized 41 traditions would simply not do. After all, 42 is the answer. Now, some of you are probably wagging a finger at me and saying, “But Rob, what about the Blood tradition?” Well, when I was working on Tombs of the Desolation, I thought I would expand magic by offering a slew of minor traditions to supplement the major traditions presented in the main rulebook. After Tombs came out, however, I realized that I could really just express the themes of what were to be minor traditions within the body of major traditions and that by making a distinction between minor and major, I’d be cluttering up the game. Thus, Occult Philosophy pushes all the Blood spells into the Necromancy tradition. Easy-peasy.

But I still needed another tradition. It didn’t take long for me to figure out the one area underserved in magic was madness and insanity. Having a tradition of magic that ravages the minds by calling forth things from beyond the bounds of reality would be pretty sexy, and so Madness, as a tradition, came into being. Here’s an unedited excerpt from the Madness tradition.

Art by Julio Rochá

Madness

With the fate of the world hanging in the balance, some desperate scholars of magic have turned to ancient tomes and use them to commune with strange, alien beings in the hopes of finding some secret knowledge with which they could save their world. From these distant beings, these seekers of occult lore uncovered an entirely new order of magic, one that brings forth impossible, inscrutable energies from across the gulfs of space to serve their commands. Although such magic might be of limited use against demons, it proves itself effective and terrifying against nearly everything else.

The Madness tradition taps into forces beyond mortal reckoning, reaching out into dimensions and realities beyond those known to exist and drawing forth strange energies to spawn horrors that bend and break the mind. Spells from the tradition tax the minds of those who know them and students find the longer they look into the secrets of the tradition, the weaker becomes their grip on reality. All who dabble in this dark art lose their minds and the fearless pioneers who assembled the spells and secrets of the tradition have been sealed away in vaults to protect them from harm and protect others from the unspeakable secrets they reveal.

Each time you learn a spell from the Madness tradition, you must make a Will challenge roll with a number of banes equal to the number of Madness spells you have learned so far. On a failure, you gain 1 Insanity.

Mitigating the Madness

The Madness tradition forces users to peer into dark places and grapple with mind-blasting truths. As a result, most students of Madness wrestle with their sanity, always struggling to cling to whatever shreds they have left until their minds finally buckle and break. However, as users grow more and more accustomed to the horrors of their art, they learn to compartmentalize their weird experiences so they can keep their wits even while gibbering, frothing, and clawing at their bodies. Whenever you roll to end the effects of going mad, you add a bonus to your d6 roll. The bonus equals the rank of the highest rank madness spell you have learned.

Sample Spells

Reveal Unspeakable Truth         Madness Attack 0

Target One creature within short range

You whisper some dark, unsettling truth, causing words of smoke to spill from your mouth and float toward the target where they dissipate. If the target can hear you, make an Intellect attack roll against the target’s Will. If the target has 3 or more Insanity, you make the attack roll with 1 boon. On a success, the target gains 1 Insanity.

If the total of your roll was 0 or less, you instead gain 1 Insanity.

Aid from the Outer Gods                Madness Utility 1

Duration1 minute

You impose 1 bane on attack rolls made against you until the spell ends. In addition, whenever a creature you can see would attack you, you can use a triggered action to gain 1 Insanity and impose 2 additional banes on the attack roll.

Eye of the Outer God                      Madness Utility 3

Requirement You must have at least 1 Insanity to cast this spell.

Duration 1 hour

A bloody eye opens in the center of your forehead and remains open for the duration. The eye lets you see into areas obscured by shadows or darkness as if those areas were lit. As well, your attack rolls ignore banes imposed by cover or obscured terrain.

Furthermore, you can use an action, or a triggered action on your turn, to level your gaze on one creature that can see you and is within medium range. The target cannot avert its gaze. Make an Intellect attack roll against the target’s Will. On a success, the target takes 1d6 damage and gains 1d3 Insanity. On a failure, the eye shows you something you cannot comprehend and you gain 1 Insanity instead.

Called to Serve: Paths of Power for Shadow of the Demon Lord

Called to Serve: Paths of Power for Shadow of the Demon Lord RPGFrom the devotees of the Old Faith, who guard against despoilers and destroyers, to the zealous followers of the New God, who see evil and corruption wherever they look, religion comes in many forms. Called to Serve explores the priest path in depth, offering guidance for why one might follow this path and the role one might play serving the gods. As well, this supplement includes a slew of new expert paths so characters can go on serving their gods as they did from the beginning and unlock new talents to better advance the causes for which their gods fight. Whether you’re playing a grim priest devoted to the Dark Gods or a pious warrior committed to the New God, this supplement offers a host of new options for fighting the Shadow of the Demon Lord!

Buy the PDF from the Schwalb Entertainment store or on DriveThruRPG. Available in print soon!

 

PunkApocalypse RPG: Coming Soon!

FOR IMMEDIATE RELEASE

SCHWALB ENTERTAINMENT TO PUBLISH PUNKAPOCALYPTIC THE ROLEPLAYING GAME

PunkApocalyptic Roleplaying Brings Bad Roll Games Miniatures Game to Roleplaying Games

August 22, 2017—MURFREESBORO, TN: Schwalb Entertainment announced today that it has signed a licensing agreement with Bad Roll Games to adapt their exciting and irreverent PunkApocalyptic tabletop miniatures game into a new tabletop roleplaying game.

“My friends over at Summum Creator turned me on to PunkApocalyptic, and its irreverent and hilariously vulgar take on the post-apocalyptic genre convinced me that I wanted to bring their world to tabletop roleplayers everywhere,” said Schwalb Entertainment’s Man of Action, Robert J. Schwalb. “I’m thrilled my new friends at Bad Roll Games agreed to the partnership and excited to bring the insane chaos of a world gone mad to tabletop gamers everywhere!”

In PunkApocalpytic, the wealthy and powerful hide behind high walls of their massive cities, leaving everyone else to scrabble and fight to survive in a war-torn, irradiated, and inhospitable wasteland crawling with mutants, gangs, and the insane. In the RPG, the players assume the roles of veteran survivors, Mercs, who sell their services to whomever can afford them, undertaking missions for unhinged gang leaders, embattled survivors, caravans seeking safe territory, and more. PunkApocalyptic: The Roleplaying Game embraces the nastiness and brutality of the miniatures game, while opening even more of the world for exploration, ultraviolence, and adventure.

“When Summum Creator told us about the possibility of working with Robert for releasing an RPG version of our tabletop skirmish game, we couldn’t believe our luck,” says Bad Roll Games. “We knew about his huge success with the campaign for the Demon Lord book and we thought that would be perfect. We love his spirit, his enthusiasm and we are thrilled with the idea that he likes our setting so much as to take it in and give his own approach to it.”

In 2018, Schwalb Entertainment will launch a Kickstarter campaign to fund the production of PunkApocalyptic Roleplaying, a new, standalone tabletop roleplaying game powered by the Demon Lord Engine™. Stretch goals unlocked during the campaign will introduce additional adventures, player options, and setting sourcebooks to expand on the information presented in the main rulebook.

More information and previews for PunkApocalyptic Roleplaying and the Demon Lord Engine™ will appear on www.schwalbentertainment.com in the coming months.

About Schwalb Entertainment
Schwalb Entertainment, LLC was founded in 2014 by Robert J. Schwalb (veteran RPG game designer, developer, and author) to offer a rich, immersive game-play experience in worlds of dark fantasy and science fiction. Before Schwalb Entertainment, Robert was a member of the 5th Edition Dungeons & Dragons design team, worked as a line developer for Warhammer Fantasy Roleplay 2nd Edition, and was lead designer on A Song of Ice and Fire Roleplaying. He has contributed design to a slew of 4th Edition and 3rd Edition D&D sourcebooks, numerous supplements for the d20 system, the Cypher System, and many other roleplaying games. Schwalb Entertainment, LLC is headquartered in Murfreesboro, Tennessee.

About Bad Roll Games

Bad Roll Games is a Spanish company founded in January 2014 by three hardcore RPG players, fantasy fans, sci-fi nerds and friends, Israel, Marcos and Marco. From the short comic book stories created by Marco, our graphic designer, Israel built up a fast-paced, lethal, and irreverent set of rules called PunkApocalyptic. Two successful crowdfunding campaigns later, and with an ever-growing catalog of miniatures sold to every corner of the world, Bad Roll Games is seeking to expand its sphere of influence and reach the roleplaying games audience with a new agreement reached in 2017 with reputed creator Robert J. Schwalb.

Contact Schwalb Entertainment

Robert J. Schwalb
Man of Action
info@schwalbentertainment.com

 

Play Shadow of the Demon Lord at AcadeCon, in College Corner, Ohio!

The below information is the TENTATIVE program schedule for Robert J. Schwalb.
Convention Dates are Fri(9/4/15), Sat(9/5/15), Sun(9/6/15), and Mon(9/7/15)
Robert J. Schwalb

——————-
Title: Table Top Crowdfunding
Time: Fri 10:00 am  Location: Crystal Ballroom – Hilton (Length: 1 Hour)
(Tentative Panelists: Monte James Cook, Jason Bulmahn, Robert J. Schwalb)

——————-
Title: Dungeons and Dragons 5th Edition 
Description: One of our most popular panels! One of the 5E’s lead designers discusses the latest edition of D&D.
Time: Sat 11:30 am  Location: Grand Ballroom West – Hilton (Length: 1 Hour)
(Tentative Panelists: Robert J. Schwalb)

——————-
Title: RPG Mechanics 101
Description: Basics of game mechanics & creating a table-top RPG from the ground up.
Time: Sat 02:30 pm  Location: Grand Salon C – Hilton (Length: 1 Hour)
(Tentative Panelists: Monte James Cook, Robert J. Schwalb, Jason Bulmahn)

——————-
Title: Going Dark in the World of Gaming
Description: Forbidden & taboo subjects in gaming. How to bring evil into our games?
Time: Sat 08:30 pm  Location: Grand Salon C – Hilton (Length: 1 Hour)
(Tentative Panelists: Robert J. Schwalb, Bill Bridges, Kenneth Hite, Jason Bulmahn)

——————-
Title: Best Dungeon Ever 
Description: Our most dastardly designers talk about designing the deepest, wickedest, and most entertaining dungeons for your group.
Time: Sun 04:00 pm  Location: Grand Ballroom West – Hilton (Length: 1 Hour)
(Tentative Panelists: Monte James Cook, Robert J. Schwalb)

——————-
Title: Growing Your Games Up
Description: A look at more adult themes in gaming. How can you add romance without making it cheesy? Can violence have meaning?
Time: Sun 07:00 pm  Location: Grand Salon C – Hilton (Length: 1 Hour)
(Tentative Panelists: Bill Bridges, Shanna Germain, Jason Bulmahn, Robert J. Schwalb)