The last chapter of the Demon Lord Companion scoops up some additional tools for Game Masters to use when creating adventures in their games, offering new mechanics for magical places, trinkets, new relics, and a small selection of creatures. For this last preview, here a couple of goodies from the 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.
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.
