Unholy Champions: Monstrous Pages

Unholy Champions: Monstrous PagesUnholy Champions: Monstrous Pages

Unholy Champions contains unspeakable creations of some of the “unholy champions” who pledged to my Kickstarter campaign. Each came up with the concept for a demon, decided how it came into the world, what it looks like, what it wants, and how it goes about getting it. I had a great time working with these talented and creative people, and their support for the campaign helped make Shadow of the Demon Lord possible in a huge way.

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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.

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Last week, I showed off a new expert path and explored the design goals behind the path system. In addition to the expert paths added to the game, the Demon Lord Companion adds a dozen master paths.

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I built Shadow of the Demon Lord’s path system to give you the flexibility create and develop characters you want to play. If you haven’t yet picked up the game (and why the hell not?), the path system is easy to learn. As your group gains levels, you make three big choices. You choose a novice path at level 1, an expert path at level 3, and, finally, a master path at level 7. A path operates as a bundle of benefits distributed as your group climbs through the levels. The benefits, informed by the path’s story, help you portray the character while also expressing how characters that belong to the path most likely operate.

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