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Freeport CompanionAt 9:00 CST on March 1st (tomorrow), I’m pushing the launch button on the next Kickstarter campaign from Schwalb Entertainment! This time around, we’re raising funds for the Shadow of the Demon Lord Freeport Companion, a 128-page, full color sourcebook that brings Freeport, the City of Adventure, to the world of the Demon Lord. As with Shadow, the book is written and ready to go into production, so I’m asking for help to raise funds to pay for editing, layout, and all the glorious new art that will go into this book. If you enjoyed the flood of great content that came out for Demon Lord over the last 18 months or so and want more, I hope you will join me in this new endeavor. The campaign ends on March 18th, so back if you can, and tell everyone you know.

Next week, the Kickstarter campaign for the Shadow of the Demon Lord Freeport Companion goes live, so to help you get a sense of the awesome stuff that will appear in this book, have a look at the new Celebrant expert path!

Celebrant Expert Path

The god of pirates, known throughout Freeport as One-Eyed Pete, is an unconventional deity by any standard and most theologians consider the god to be nothing more than a symbol for all the debauchery and cruelty one can find among those who live by plunder and robbery. The embodiment of greed, violence, and excess, pirates and sailors alike invoke the god’s name before a night of drinking, spit curses at him before going into battle—believing him too drunk to know which mortal roused his anger, and pour generous amounts of liquor into the sea to keep the mad god from swimming up from the depths to take his share of the spoils.

The god of pirates chief devotees are the Celebrants. They come from the ranks of retired ship captains, usually those who were retired against their will and looking for a way to keep their purses full of coin and beds full of lovers. Charged with keeping One-Eyed Pete at the bottom of the sea where he belongs, they wander the cities drunkenly, barking dire warnings of trouble to come, while sticking out hands to passers-by to collect coins that will pay for the mad god’s distraction. Celebrants are an unruly, sordid lot, every bit as much trouble as the god they  serve.

Although the celebrant expert path speaks to the unusual cult of the pirate god, you can also use celebrants to model worshipers of other faiths. In particular, the path works well for followers or Revel, who is an unruly and, sometimes, dangerous god. If you serve a different god, replace the traditions mentioned under magic with those associated with your deity.

Celebrant Path: Freeport Companion Preview

Celebrant Story Development

d3 Story 

  1. You lost your ship to a mutiny. Becoming a servant of the pirate god seemed a good way to get your boat back.
  2. After a particularly spectacular bender, you blacked out and had a vision of yourself spreading the message of your god.
  3. Spirits have always been part of your sect’s religious ceremonies, and you have developed a taste for the stuff.

LEVEL 3 CELEBRANT

Attributes Increase two by 1

Characteristics Health +3, Power +1

Languages and Professions Add drunkard to your list of professions

Magic You discover the Air, Storm, or Water tradition or you learn a spell from one of these traditions.

Holy Spirits If you spend at least one hour drinking rum or some other kind of spirit, you can become intoxicated for as long as you continue drinking spirits and for 1d3 hours thereafter. While intoxicated, you are impaired and take half damage from all sources. If you become impaired again, you fall unconscious and remain that way until you sober up.

LEVEL 6 CELEBRANT

Characteristics Health +3

Magic You learn one spell

Drunken Luck Whenever you roll a bane gained from being impaired and the number rolled is a 6, you treat the bane as if it was a boon.

Power of Spirits Banes imposed by the impaired affliction do not apply on your attack rolls made from casting Air, Storm, or Water attack spells.

LEVEL 9 MASTER CELEBRANT

Characteristics Health +3

Failing Liver You need only spend one minute drinking rum or some other kind of spirit in order to become intoxicated.

Drunken Fury Whenever you are intoxicated, your attacks with weapons deal 1d6 extra damage.

Hunstman’s Isle: A Novice Adventure for Shadow of the Demon Lord

Hunstman's Isle: Novice Adventure for Shadow of the Demon LordIn the dimly remembered past, a ruthless group of pirates commanded a length of river for decades. They became so good at fleecing travelers and at being a law unto themselves that they eventually raised a castle on an island at the center of the river and ruled over the surrounding lands as tyrants. Over the generations, their descendants forgot their origins and came to believe they were worthy souls, born of noble blood.

The last of them was Baron Afton Stocesa. He, more than any other before him, was convinced that his aristocratic blood warranted the status and comforts his family had bestowed on him. Afton cared little for anything except hunting. He enjoyed the chase and the kill, and he especially loved witnessing the terror his quarry felt as it desperately tried to escape.

One autumn day Afton and his hounds were on the hunt when a group of brigands ambushed him. They hoped to capture him and hold him for ransom. Afton slew most of his attackers and sent the survivors fleeing, but not before he received a mortal wound. His companions returned him to his castle, where he died within a day.

Afton inspired fear in his subjects but had little talent  for instilling loyalty. So after his death, his retainers stripped the castle of everything they could carry and then abandoned the place, leaving the corpse in the bed and only a few of the baron’s most savage hounds
to guard the makeshift grave.

Afton’s frustration over his abbreviated hunt and anger at his servants stayed with him even in death, preventing his spirit from moving on. The baron remains in the world as a phantom, and a particularly nasty one at that. For decades, the spirit has plagued the river and now ranges farther and farther from the castle to antagonize the travelers on the river and the people living nearby.

The Huntsman’s Isle is a challenging adventure for novice characters. The characters complete the mission when they destroy the baron.

Buy The Huntsman’s Isle in PDF from DriveThruRPG!