Shadow of the demon lord pdf download






















Damage 0, Insanity 0, Corruption 0 13 You speak in whispers. Languages and Professions You speak the Common Tongue. Immune damage from disease and poison; asleep, 15 You can never keep your clothes clean.

When the key is cranked and turning, 17 You must always speak the truth as you know it. When it stops, you become an object. Your key stops turning when you become 18 You find meat repulsive. It also stops turning at the end of any 19 You laugh at inappropriate times. While you are an object, you cannot use actions, move, talk, or perceive your surroundings. Any creature Changeling Personality that can reach you can use an action to wind up your key. If you are not incapacitated, you become a 3d6 Personality creature once more.

If you are incapacitated, roll a d6. You steal the forms of others so you can do what On a 3 or lower, there is no effect. On a 4 or higher, you 3 you want without facing repercussions. Although you are an object while you are incapacitated, you are still subject to the rules for You adopt forms that give you power over others.

Power ensures your safety. Mechanical Body You do not eat, drink, or breathe. You take on other forms for profit, usually to gain You do not age and you cannot be transformed into 7—10 access to places normally forbidden to you.

Your mechanical body makes it You are careful about the forms you take. You try to impossible for you to swim, so you sink to the bottom 11—13 stay out of trouble and keep your secrets safe. You strive to do the right thing and use your Repairing Damage When you are a creature, you heal 14 disguises to help other people, as well as to protect damage as any other creature.

If you are an object, a yourself from your enemies. The creature must work for at least 4 hours. At Your nature is a gift, and you use it to do what 15—16 you think is right, even if it means upsetting others the end of this time, it makes an Intellect challenge roll along the way.

On a success, you heal damage equal to your healing rate. Clockwork You either learn one spell or gain Grind the Gears. Grind the Gears You can increase the number of actions Clockworks are mechanical people made from metal you can use on your turn by one. When you finish your plating, gears, wires, bits of spring, and cogs to which are turn, roll a d6. If you roll an odd number, you become an object at the end of the round.

The magic binding the soul tethers it to the clockwork but allows it to manipulate the body only while its internal mechanisms Clockwork Age are moving. All clockworks have keys somewhere on their 3d6 Age body, and while wound up, they move, think, and act 3—8 You are new, 5 years old or younger. Should the key wind down, a clockwork 9—12 You are experienced, 6 to 10 years old. These can be nicknames or 18 You are ancient, more than years old. Clockworks might choose. Increase your Strength or 1—4 Agility by 2.

Increase your Strength by 2. You were built to use magic. Increase your Intellect 9—12 or Will by 2. You were built to gather intelligence about or 13—16 assassinate targets. Increase your Agility or Intellect by 2. You were built for an inexplicable purpose. Increase 17—20 one attribute of your choice by 2. Clockwork Form 3d6 Form You are a small winged clockwork. You can fly, but 3 you must land at the end of your movement or fall.

You are 3 feet tall and weigh 50 pounds. You are a small spider-like clockwork with functional hands. You ignore the 4—5 effects of difficult terrain when you climb. You are a small humanoid clockwork. You are 4 feet tall and weigh 75 pounds.

You are a humanoid clockwork. You are 6 feet tall 10—15 and weigh pounds. You are a large humanoid clockwork. Increase your 16—17 Size to 2, but reduce your Speed and your Defense by 2. You are 10 feet tall and weigh pounds. You are a large clockwork with the lower body of a horse. Increase your Size to 2 and your Speed by 2.

You are 6 feet long, 6 feet tall, and weigh pounds. Clockwork Appearance 3d6 Appearance 3 You have a strange and unsettling appearance. You have an ornate body festooned with etchings 17 and ornamental jewels. You have an exquisite body festooned with elaborate etchings and ornamental jewels, and 18 trimmed in precious metals. If you are dismantled, your body parts are worth 1d6 gc. Clockwork Background d20 Background Your soul came from Hell.

Start the game with 1d3 1 Corruption. Your soul was plucked from the Underworld before 2 it could forget its former life. Start the game with 1d6 Insanity and add an extra profession.

You escaped and of coveting their wealth. The dwarfs have few friends and 4 now fear your maker will find you.

Thus many dwarfs you are the sole survivor. You have replaced your missing limbs corded with muscle, and bellies bulging from their components with bits of wood, old weapons, and other rubbish. All dwarfs, male and female, wear elaborate facial hair, braiding it in their You were left to find your own way in the world 8 when your maker died. Other dwarfs have fanciful mustaches or thick muttonchops that hang past 10 You worked to fulfill your purpose for 1d6 years. Choose a member of the group.

That character 11 found you and turned your key. They have the 12 You were one of 1d6 other clockworks made at the same time. You hope to find them one day. You were made to be a translator. You can speak 13 one additional language. You know how to dwarfs make few friends outside their own kind.

They read and write the Common Tongue. Creating A Dwarf 20 You came into money and start the game with 2d6 cp. Damage 0, Insanity 0, Corruption 0 4 You are terrified of becoming dormant. Languages and Professions You speak the Common Your body gives you power and strength. You use it Tongue, and you speak, read, and write Dwarfish. You search for meaning in a world in which you have 9—13 Hated Creature Choose a creature from the Hatred table.

Your hatred grants 1 boon on attack rolls made against You were made to serve. You commit your creatures you hate. Robust Constitution You take half damage from poison. You obey the instructions of anyone you deem to be 16—17 an authority. You either learn one spell or gain Shake it Off. Dwarf Shake it Off You can use an action to heal damage equal to your healing rate and remove one of the following Dwarfs live under the mountains in elaborate afflictions: fatigued, impaired, or poisoned.

Once you use this talent, you cannot use it again until after you subterranean cities. From them, they launch expeditions complete a rest. They hoard their treasures in great vaults. Filth from 3 You are a child, 20 years old or younger. You look like a typical dwarf, being hairy, portly, 13—15 You are a middle-aged adult, 51 to years old.

You take better care of yourself than most dwarfs 9—11 18 You are a venerable adult, years old or older. You take pride in your appearance. You stay Dwarf Build 12—15 clean, oil your facial hair, and perhaps braid it or tie it with metal rings. You have regal 16—18 features, good bearing, and a deep voice. You 3 You are short and scrawny. Dwarf Hatred 9—12 You are average in height and build. Your face is a mass of scar tissue, probably missing an ear, an 15—16 Giants 3—4 eye, or your nose.

You also display some unusual habit, such as pounding nails into your skull or 17—18 Dragons greasing your body with troll fat. The 1 devil betrayed you and left you penniless. You start only she remembers.

As part of their exile, she stripped the game with 1 Corruption. Goblins have since you to recover a fabled relic. Picking through trash for choice treasures or 5 You fought against the creatures you hate and lost. You tunnels for a bit of gold or a dropped coin is all goblins 6 live as an exile, searching for redemption, even if that redemption comes with a glorious death. No two goblins look alike. They wiped out your clan. You are a gifted artisan. Add artisan any one to 12 your list of professions.

Some You traveled extensively. You speak one additional keep their nail clippings and excretions in small bottles 13 language. Starting Attribute Scores Strength 8, Agility 12, Intellect 10, 20 You came into money and start the game with 2d6 cp.

Tongue and Elvish. You love gold more than anything. You love the way Immune damage from disease; charmed, diseased 5—6 it feels, the sound it makes, and the taste of it. Iron Vulnerability You are impaired while you are in You believe other people covet your wealth. It is contact with iron. Shadowsight You see in areas obscured by shadows as if those areas were lit.

Your honor is your life. You would never do anything 9—12 Sneaky When you roll to become hidden or move silently, to bring shame to your people. You surrender to the will of your ancestors, the 13—14 customs of your people, and the good of all.

You believe your people must rise above their greed Level 4 Expert Goblin 15—16 and suspicion. In these dark times, you must band together to overcome the doom that awaits you all. Spring Away When a creature you can see gets a failure You have little use for the customs of your people. You have a reptilian appearance with small horns 4 sprouting from the top of your head. Goblin Build 7 You have long, slender fingers.

You fall within the normal height and weight 13 A large cyst grows on your back. You have 1d6 extra fingers, placed on your body 17 18 You are very tall and heavy. You save all your secretions in small bottles and 20 You came into money and start the game with 2d6 cp. Goblin Personality 3 You punctuate your sentences by spitting. You are a bully and enjoy tormenting things that 3 are weaker than you. You try to rise above the filth and squalor of your 7 You lick things to claim them as your own.

You love playing tricks on other people and find 7—8 9 You refuse to wear shoes. To hell with everyone else! You hope to redeem your people in the eyes of 15 You cry a lot. You keep a large collection of spoons. Orc Long believed to be the perfect soldiers, the orcs have thrown 19 You like to hide. Most have thick, coarse hair d20 Background covering their bodies. Some shave their body hair into You spent the last 1d6 years in a drunken stupor.

You look. Blotchy skin, bone white to nearly black, blistered 2 escaped that fate after you convinced an elf maiden and scarred from flaws in the magic that made them gives to kiss you. When she did and screamed, you killed her. Most orcs have short pug noses and wide mouths filled with sharp teeth and a tusk or two.

Orcs stand 6 to 8 feet tall and weigh to pounds. You are one of Using vile magic, the wizards stripped away everything 1d6 survivors. The Empire used these new 10 You earned a living working in your profession. He or she saved your life and hegemony for a thousand years.

You are an unrepentant criminal. Rumors claim the Orc King, You traveled extensively. You speak one additional Drudge, strangled the emperor and seized the throne. Others whisper that the orcs have made unholy pacts 14 You stole a knife from a dashing knight. Whether true or not, the rumors have the Faerie Queen.

Rising Fury When you take damage, you make your next attack roll before the end of the next round with 1 boon. Orc Age 3d6 Age 3 You are a child, 8 years old or younger.

Orc Build 3d6 Build 3 You are short and wiry. Orc Appearance 3d6 Appearance You are grotesque. Your face is a mass of scar tissue. Thick scars crisscross your body, held 3—5 together with crude, leather stitching.

Swaths of open sores weep streams of pus, and you reek of excrement, blood, and rot. You are monstrous, with thick, brutish features, 6—8 weird growths sprouting from your skin, and nasty scars that cut jagged lines across your thick hide.

You are ugly. You have thick tusks jutting from your 9—12 broad jaw, a sloping forehead, and tiny eyes set deep in your skull. You are an orc of typical appearance, dirty and 13—15 unkempt. Your body is in your way. Without maim your fellows, and you are in pretty good 17 health. You strive to right the wrongs. Gain 2 Corruption. Gain 1 Corruption. Professions Professions are occupations, pursuits, and areas of knowledge, You spent 1d6 years in the fighting pit, testing your skills 3 against other orcs for the amusement of the crowds.

You were branded as a traitor and cast out. Starting Professions You have scar tissue over half your body from 8 when you were caught in the blast of a spell. You begin with two professions. You can choose any profession you like or let the dice decide.

In the latter case, roll a d6 and You escaped your slavery and have lived in the 9 wilderness ever since. Languages You fell in love with a human and were spurned for 11 your affections.

You can trade out a profession to learn to speak another language or gain the ability to read a language you already You sired or gave birth to 3d6 children. Roll 3d6 again and subtract that total from your total know how to speak. You speak one additional Using Professions 13 language. Professions describe what your character knows how to 14 You received an education. You know how to read do and how your character fits into the setting.

They act as the Common Tongue. You saved an important noble from an Profession Types 16 assassination attempt. You are a scholar. You can read and write 17 your fortunes in the world. You can recall killed. The Gods of Blood and Iron visit you in your 19 Common.

You work in a trade. Roll a d20 and dreams. You can recall information 2 related to your trade and, if your trade involves manufacturing, you know how to produce goods Orc Personality related to your trade from raw materials. You engage in illegal or illicit activities.

Orcs are more than the killers the emperor made Martial. You joined the army, law enforcement, or them to be. They are people, with hearts and 4 the local militia. You believe you must rise above the savagery and find your place. You belong to a religious institution. Roll a 5—6 The world is going to Hell.

You say, let it. You take care of yourself, take what you want, 7—8 Wilderness. Choose a manufacturing trade. Examples Martial Professions include baker, blacksmith, bookbinder, brewer, 3 d20 Profession d20 Profession carpenter, chandler, cobbler, dyer, glassblower, jeweler, leatherworker, mason, potter, printer, and tailor.

Choose a medium. Examples include painter, 2 Detective 11—12 Patroller 4 poet, sculptor, and writer. If you choose poet or writer, you can read and write one language you know.

Choose a style. Examples include 9 actor, athlete, comedian, courtesan, dancer, orator, puppeteer, singer, and storyteller. Choose a labor. Examples include chimneysweep, 2 Barbarian 13 Prospector 13 gravedigger, porter, stevedore, and street-sweeper. Choose a good. Options include arms, 14 4 Gatherer 15—16 Refugee grains, livestock, slaves, spices, and textiles.

Choose an instrument. Examples include 7 Hermit 18 Tracker 16 percussion, string, and wind. You can read and write one language you 1—2 know. You travel from place to place, preaching your faith to any who will listen and rely on the charity of 3—4 believers.

You can read and write one language you know. You cloak yourself in deprivation to bring you closer to your gods. You might scourge yourself, deprive 5 yourself of food and drink, or find other, creative ways to make yourself suffer. You hold religious beliefs deemed dangerous and heretical by the leaders of your faith. You have been initiated into the Old Faith. You are a religious leader in your community. You know how to read and write one language you know.

Acolyte of the New God. You study to become a priest in the Cult of the New God. You know how to read and write 11—12 one language you know. You serve an inquisitor or witch hunter. You travel to sites deemed holy to members of your religion.

You preach on street corners, beseeching people to seek redemption as the end is near. You were raised in a temple. You were likely an orphan and brought up by the clergy. Wealth The Game Master will sometimes look to your professions 3d6 Lifestyle to judge whether an activity you describe results in a success or failure. A profession could grant a success or it might Destitute You are penniless and live on the 3—4 streets.

Getting By You earn enough to meet all your Since a profession can be anything that involves a lifestyle 9—13 expenses. Rather than become a comedian, 14—16 you can save a little. You can Wealthy You live very well. You have nice clothes substitute chimney-sweep for laborer or pastry chef for 17 and fine accommodations, and you have probably not gone without for a long time. Before making a substitution, talk to your GM to Rich You want for nothing. You likely come from make sure it is appropriate for the game.

Starting Your fortunes earn you many friends and many enemies. Keeping your professions and ancestry in mind, come up with a story for how your character came by Comfortable this lifestyle. Your starting wealth tells you the equipment you have You have a dagger, a staff or club or sling with 20 stones, when the adventure begins. For details on equipment, see fine clothing, a backpack, a cloak, a week of rations, a Chapter 6. Rich 2 A reliquary containing a small bone.

You also have a personal servant, a guard, 5 A pet mouse, squirrel, or rabbit. Interesting Things 8 A snuffbox filled with snuff. Your character begins the game with one interesting thing. An interesting thing could be an unusual item, a character 10 A fist-sized egg covered in blue spots. To determine your interesting thing, roll a d6 to see 13 A box of 1d20 iron nails. Then roll a d20 and 14 A vial of sweet perfume or a bottle of rotgut. A tiny metal box with no opening that makes a faint 1 A bar of soap or a towel.

A tiny portrait, a lock of hair, or some other favor from 3 A glass ball filled with water in which swims a tiny living someone who loves you.

A curious odor, a pungent stench, or a skin condition 5 A brace of conies or pack filled with pots and pans. Half a treasure map, a map of a foreign land, or a large, 6 A flower that never withers. A bag of 2d6 rocks, acorns, severed heads, or yummy 13 mushrooms. A book written in an unknown language or a book 15 15 A bag of marbles. A glass jar filled with saliva, a sack filled with rotting 16 chicken parts, or an unseemly scar. A small bag containing 3d6 teeth, a necklace of 1d6 ears, 17 Six small cakes that can nourish the person who eats or 1d6 severed heads tied together by their hair.

A phylactery that holds a scrap of paper on which is 19 19 A box of six fine white candles. A pair of boots that grants you 1 boon on rolls to sneak 2 or a gray cloak that grants you 1 boon on rolls to hide.

A set of clothing that can change appearance once each 3 day at dusk. Three small white mice that whisper strange things to 10 you while you sleep. A crystal bottle containing fluid that emits light in a 13 A collapsible pole, 3 yards long.

A shadow you cast that never quite matches your 14 15 A small box holding six sticks of chalk. A letter of introduction from a powerful and influential 15 Fear and loathing.

A mirror fragment that shows a strange location on its 17 A thin shirt of mail that counts as light armor and can be reflective surface. Roleplaying 2 A glass globe filled with swirling mist. Your character occupies a place in the imaginary world. He or she is a person with hopes and dreams, fears and 4 A pair of spectacles that sometimes let you see through biases, a history and a future, all of which inform his or up to 1 inch of solid rock.

To help play your character in a consistent manner, come 9 An animated mouse skeleton. Roleplaying 13 A tiny metal ball that when released floats 1 inch above any solid surface. By answering the following roleplaying questions as if you 15 A brain in a jar. A mace made from purple metal with a name etched on 17 the haft. Relationships 18 A giant piece of charcoal that radiates menace. How do other people make you feel? Do you like being the 20 A lifetime of regrets.

Do you make friends easily? When it comes to you, is there such a thing as a stranger? Or do you. It might be a state of 2 Cheerful Arrogant being, a relationship, an object, or an experience. You 3 Courageous Conceited might desire love, peace, or security. You might crave a 4 Dependable Craven relationship with another character. Or, you could seek out a fabled relic or victory over your enemies. You can love your family, 6 Dutiful Impulsive friends, a lover, a companion animal, an object that holds 7 Empathetic Lazy importance to you, or even your nation.

Consider the 8 Fair Malicious reasons for your love. Do they arise from an obligation 9 Forgiving Obnoxious or a duty, or something deeper and more mysterious? What is the one thing your 13 Honest Self-centered character knows and knows alone? Then, come up 14 Honorable Slovenly with a secret known only to you and maybe one or two 15 Humble Stingy others. Share your secret with the Game Master, as this 16 Idealistic Sullen information could be important to a future adventure.

How do you feel about it? Do you prefer to keep to Authority yourself or a close circle of friends? Do you prefer to be in charge? Do you like making What sorts of people do you enjoy most? Do you like decisions or are you content to let others decide? Deciding other outgoing people, or do you prefer quiet, more insular how you feel about authority will affect how your character types?

What kinds of people do you avoid? Who are your fits into the group. Who are your enemies? Obligations and Responsibility Values Do you follow through on your promises? Do you complete Name one thing you value most. Then name one thing you tasks that come to you as soon as you can or are you given could lose. Thinking about the Good and Evil thing you value most, what makes it important to you? To what Is the world sharply divided into good and evil?

Or is it all lengths would you go to secure it, keep it, or attain it? Where do you fall? Do you help others, For the thing you value least Why is it not important to act without considering your needs, or give of yourself you? How easily would you surrender it? Or do you fulfill your own needs first, exploiting others when necessary to advance your position?

Fear and Loathing Everyone fears something. What do you fear? The source of your fear could be a situation. You might fear being alone Your First Adventure or being powerless. It could also be a physical thing such as Once you finish creating a character, you are ready to play spiders, snakes, or demons.

Why does this fear have power through a starting adventure. You play this adventure over you? How do you control your fear when you confront it? What do you hate? The source of your fear could be Playing through a starting adventure has many benefits. Like fears, hatreds can apply to big concepts such Learn the Rules as tyranny, slavery, injustice, and suffering. Or it might be a The adventure gives you a chance to learn how the game person or organization.

Think about a reason for why you plays, such as how to resolve fights, social interaction, hate the thing you do. Has it affected you directly? Have you and moving, without having to worry about too many suffered from it? Or does the hatred reflect one of your ideals? If, for example, you attacked with a weapon, warrior or priest would be good Decisions and Outcomes choices.

If you cast an incantation, you might choose magician or priest. What you do during increases whenever the Game Master tells you. So if you spend a lot of time accomplish major story objectives. Each time your level fighting, sneaking around, casting spells from incantations you increases, check the table to find out how the increase find, or do something else noteworthy, jot it down.

Building a Group Advancement The first adventure operates as the origin story for the Level Instructions characters played by you and your friends. Your character Choose a novice path from the ones might know one or more other characters that will join the 1 presented in Chapter 3 and gain the benefits from that path for this level. Regardless, this adventure You gain the benefits from your explores the conflicts, challenges, and revelations that will 2 novice path for this level.

Choose an expert path from the ones Here are some things you should do during your first 3 presented in Chapter 4 and gain the benefits from that path for this level. Gain the benefits from your ancestry 4 for this level. Cooperation Gain the benefits from your novice 5 Learning how to work together is crucial for your group to path for this level.

Look for ways to help other 6 Gain the benefits from your expert path for this level. As you Choose a master path from the ones play, note the relationships you make with other characters. These benefits from that path for this level. Avoid Conflict 9 Gain the benefits from your expert path for this level. Starting characters are fragile and have few resources.

Since Gain the benefits from your master 10 a hit or two can knock you out or even kill you, you should be path for this level. Find Gear Starting at Higher Levels You can start the game at a higher level if you join an Your starting equipment is unlikely to carry you far. You existing group or if the Game Master decides to set the will need better armor, weapons, and supplies if you would group level higher than 0.

You create a starting character as continue. You can upgrade your gear by taking on jobs for normal, but when you finish, go to the Advancement table pay, looting bodies, and robbing your enemies.

Achieve Your Objective Every adventure you play has an objective, a goal or quest Equipment at Higher Levels that drives the story. Sometimes the GM will tell you and other times you have to find out the nature of your objective Characters at higher levels have more resources than do through play.

Achieving your objective brings the story to those at lower levels. For each level, add 2d6 ss to your its conclusion, so keep working toward it as you play.

You can spend these coins to purchase better weapons, armor, and additional equipment from the items described in Chapter 6. Level Advancement In addition, each time you choose a path, at levels 1, 3, After you complete your first adventure, your group gains and 7, you gain another random interesting thing from a level.

As shown on the Advancement table, at level 1 you the Interesting Things tables presented under Starting choose a novice path from the ones described in Chapter 3. Unless something interesting interferes with that Shadow of the Demon Lord. The rules cover the basics of activity, it happens as you stated and the story continues. For example, trying to the normal rules work. Such exceptions always trump the walk through a solid wall simply fails without the use of general rules described here.

Supernatural phenomena, magic, and other Sometimes, an action you describe prompts the GM strangeness can defy what we deem laws of reality, bending to make a judgment about whether or not the action or even breaking them. Aside from such miraculous events, is possible. The rules help to make the decision, often characters can do just about anything people do in the real requiring the roll of dice to decide the outcome. You tell the Game Master Time GM what your character does and the game moves Precise timekeeping is rarely necessary during play.

If forward. The GM decides how much time passes. A month-long ocean voyage might be summarized with a few minutes of description, or you might play through a Making Decisions tense negotiation in real time. Simple, ordinary actions are assumed to happen. For There are occasions where time is important. In such cases, the GM can switch to an attribute score for other kinds of rounds, segments of time that are 10 seconds long.

See attacks. The creature takes cube die found in many games. You roll a twenty-sided die a d20 whenever you attempt an activity whose outcome is uncertain. You roll one or more six-sided dice d6 for a number of effects.

The most common situation is determining the Attack Roll Example damage dealt by an attack. Whenever you number on the die for a total of 7. The rules or the GM determine what You make a challenge roll when you attempt an activity modifier you use, depending on the task you attempt.

Examples of challenge rolls or a boon or bane. If the total equals or is greater being caught in a fireball spell, leaping back from a sprung than the target number, the result is a success. If the total pit trap, or clinging to your sanity in the face of something is less than the target number, the result is a failure. For example, you make a Strength You make an attack roll when you attempt to influence or challenge roll to smash down a door, applying your harm another creature or an object.

Examples of attack Strength modifier. If you want to leap out of the path of arcane or using a mace to smash a statue. See Combat for more lightning, you make an Agility challenge roll and use information.

If you attempt the same activity again modifier. For example, if you attempt to scale a sheer cliff modifier to use when making it. Heather rolls a d20 and gets a 9. Since the total is 10 or higher, she gets a success and takes only half the damage. Bonuses and Penalties Many situations in play can confer a bonus or a penalty on a d20 roll, representing an advantage or a disadvantage. A single die roll might have bonuses and penalties from different sources.

These are cumulative, so you need to total them up and add them to the total of your roll. Boons and Banes Circumstances can make d20 rolls easier or harder. Positive circumstances grant one or more boons, while negative circumstances impose one or more banes. Boons improve your d20 die rolls.

One or more boons might apply to a given roll. For each boon, you roll a d6 and then add the highest number rolled on all the boon dice to d20 roll. For example, if you make a d20 roll with 3 boons, you would roll 3d6. Say you get 1, 4, and 6 on those dice.

The 6 is the highest number, so you add 6 to your d20 roll. Banes hinder your d20 die rolls. One or more banes might apply to a given roll. For each bane, you roll a d6 and then subtract the highest number on all the bane dice from your d20 roll. For example, if you make a d20 roll with 4 banes, you would roll 4d6.

Say you get 1, 3, 5, and 5 on those same circumstances, climb that wall. To get up to the top, dice. Since 5 is the highest number, you would subtract 5 you have to change the circumstance in some way.

You from your d20 roll. If 2 hammer spikes into the surface, or put on climbing claws. Similarly, if to open a locked door. However, if you are under pressure, you might have to make the challenge roll.

Most creatures have four attributes: Strength, once time is no longer an issue. Agility, Intellect, and Will. Each attribute has two Challenge Roll Example 1 numbers: a score and a modifier. The attempting to do things in the game. GM decides Joe must make a Strength challenge roll. Player rolls a d20 and gets a 9. Helmut kicks down the door. Using Attributes 2 2 lb. Each attribute is 4 10 lb. Attribute and 7 40 lb. Characteristic Associations 8 50 lb. Attribute Characteristic 9 75 lb. Strength Health 10 lb.

Agility Defense 11 lb. Intellect Perception 12 lb. Will Insanity 13 lb. Strength 15 lb. Strength describes brawn, constitution, physical power, and 16 1, lb. Your starting Health equals your Strength score and might be adjusted by ancestry see Chapter 1. Using an same amount. You also make Agility describes quickness, poise, and reflexes. It equals your Agility column lists how much you can reliably lift over your score when you are not wearing armor or using a shield.

For bonds, or squeezing through a tight space. You also example, a Size 2 creature with Strength 10 can reliably make Agility challenge rolls to reduce damage from lift pounds, or pounds with a success on a being caught in an explosion or to avoid sudden danger, Strength challenge roll. Usually, such bonuses or penalties with your surroundings.

Your base Perception score are temporary. You also make Intellect challenge rolls to resist effects that would Healing Rate weaken or harm your mind, deceive your senses, or All creatures can recover from damage, given enough time.

Health minimum 1. Your Will score is the maximum amount of Insanity you can gain before you go mad. Objects typically have Defense 5. Characteristics Perception Creatures have characteristics that describe Perception works just like an attribute. It has both a score other traits. Some characteristics Health, and a modifier. A high Perception indicates sharp senses, Defense, Perception, and Insanity are while a lower number indicates a creature has poor vision associated with attributes. Your ancestry can increase Health describes the maximum this number.

Other creatures might also have damage a creature or object increased Perception scores based on their nature. Being affected by dark magic, encountering horrifying demons released from the Void, and witnessing acts of sudden, brutal violence can stress or even shatter the mind.

Insanity measures this stress. Insanity Total Most characters begin with Insanity 0. You cannot gain more Insanity than your Will score. Whenever you gain Insanity, you become frightened for a number of rounds equal to your new Insanity total. If you are already frightened, you instead become stunned for the duration. When your Insanity total reaches your Will score, you instead go mad. Going Mad When you go mad, remove the frightened affliction gained from Insanity and roll a d20, then consult the Madness table to determine what happens to you.

Most forms of madness are temporary. Madness d20 Madness 1 Death. Your heart stops and you die. You fall prone and become defenseless. At the end of each hour, roll a d6. A roll of 4 or higher ends the 2 madness. You must use an action on your next turn to tear your eyes from your sockets unless you are 3 prevented from doing so. You become blinded until your ruined eyes can be magically repaired.

The madness ends at the end of the next minute. You become stunned. At the end of each minute, roll a d6. A roll of 5 or higher ends the madness. You become violently sick, vomiting and defecating uncontrollably until the madness ends. While sickened, you 6—7 are dazed. At the end of each round, roll a d6. You believe vermin infest your body. Until the madness ends, you must use an action to cut or claw 8—9 yourself unless you are prevented from doing so.

Each time you use this action, you take 1 damage. Hate overwhelms you. Until the madness ends, you must take a fast turn each round and use an action to 10—11 attack the creature nearest to you, regardless of whether it is a friend or a foe. You become frightened until the madness ends. While frightened in this way, you must use an action to rush 12—13 away from the source of the madness.

You become dazed until the madness ends. A roll of 5 or higher ends 14—15 the madness. Until the madness ends, you make attack rolls using weapons with 1 boon, and your attacks with melee 16—17 weapons deal 1d6 extra damage. A roll of 4 or higher ends the madness. You make all attack rolls and challenge rolls with 1 boon until the end of the next round, at which point the 18—19 madness ends.

Reduce your Insanity total by 1d6. You permanently make all Will challenge rolls to resist gaining Insanity 20 with 1 boon. A quirk is a 0—3 No effect. You can gain a quirk at 4—6 other creatures in social settings with 1 any time, though once you do so you cannot gain another bane. As well, animals become hostile around you and children might cry. In your Will modifier minimum 1. These warped 9 or more and you cannot be restored to life— your soul is trapped in Hell.

Player characters have Corruption scores to reflect the d20 Roll Mark of Darkness evil they commit. The more corrupt a character becomes, 1 You never cast a reflection in mirrors. Your shadow appears enormous and Starting Corruption 3 monstrous, never quite matching your movements.

Most characters begin with Corruption 0. You can eat only rotting, spoiled food; you 4 vomit up anything else within minutes. Gaining Corruption Holy symbols burn your skin, dealing 1 damage 5 per round of contact.

Your Corruption score might increase during the game, The inverted names of the Gods of the Old usually as a result of performing an act of great evil, as 6 Faith appear just under the surface of your skin in a band around your left arm. Examples include: 7 A pair of horns grows from your forehead.

When you speak, a faint cry accompanies your 9 words, as if from a soul in pain. This wound never heals. As your Corruption score increases, you suffer increasingly unpleasant effects. Your nose rots away, leaving a dark crater in 13 your face that leaks bloody mucus.

In addition, whenever you gain Corruption, roll a d If Your eyes become pools of darkness; in the the number rolled is less than your new Corruption score, 14 dark, they glow with an evil red light. If Animals are always hostile to you and attack you would gain a mark of darkness you already have, you 15 you when you come within 6 yards of them.

David J. The tables are very helpful, and the artwork is excellent, however I feel like it was hastily put together. There are quite a few typos. Thomas Z. My rating doesn't reflect the quality of the product in any way. For the money it's a nobrainer. Very nice all around. The problem stems from [ Matt K. Having all the pertinent tables over 4 pages is very handy, and for once we have a publisher who's not trying to rip you off with a high price for tables that are in the core book!

The art is also pretty evocative of the setting - weird and dark [ See All Ratings and Reviews. Browse Categories. Wolfenoot Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Schwalb Entertainment. Pay What You Want.

See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Robert J. Shadow of the Demon Lord. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching.

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