Shadow of the Demon Lord (Inactive)

Game Master bookrat

Current Map and Key
Map of the Northern Reach


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Part 4: People and Cultures of the Northern Reach

All kinds of people live in the Northern Reach. The region’s diverse population stems from the many migrations over the centuries. Humanity dominates the province, though it is hardly homogenous. Ethnicities, cultures, and outlooks can create divides that some cannot overcome. Old grudges, past conflicts, and simple fear make individuals mistrustful of outsiders and resentful of those who claim descent from ancestral enemies. Yet despite the differences, common enemies and dire threats can make unlikely alliances.

Government and Politics:
The Northern Reach has been an imperial province for nearly a century. Upon annexation, the Alabaster Throne appointed a provincial governor to rule the territory in the emperor’s name. The emperor still appoints each governor, though the post has long been treated as a place to exile troublesome dignitaries and to rid Caecras of potential rivals. For this reason, the province has never enjoyed exceptional leadership, and few of the twenty-four who have held the post have ever surveyed the territory or engaged its population. Instead, the governors pass their time in the provincial capital, Sixton, until they can return to civilization.

With the leadership remote, communities govern themselves. They collect revenues from their citizens and pass a portion along to the capital, deducting the expense of maintaining a watch, arming the militias, and maintaining their infrastructure. Most communities can deal with minor troubles, but when faced with a serious threat, they might reach out to the crusaders in the north for aid, hire mercenaries, or if all else fails, request aid from Sixton (which rarely arrives in time to do anything of use).

Cultures

Common interest is the thread that holds together a society of divisive and disparate people. The following entries describe the broad cultural groupings found in the Northern Reach.

Imperials:
The imperials consider themselves to be citizens of the Empire and subject to its laws. They might be recent settlers or those whose ancestors were born and raised in older imperial lands. Although they comprise numerous ethnicities and ancestries, all imperials consider the Empire to be the pinnacle of civilization. They see it as a force for good, justice, and order, and the rightful authority in the Northern Reach.

Most imperials live in urban areas or in the smaller satellite communities that support the large towns and cities. Humans are the most likely to identify themselves as imperials, and they have little love for the orcs who have jeopardized their way of life. Imperials favor styles of dress that match the latest fashions coming out of the south, typically suits for men and dresses for women. Exceptions exist, of course, and many eschew conventional dress.

Numerous imperials belong to the Cult of the New God, though people living in rural areas might keep the Old Faith. Imperials know and use the Common Tongue for communication.

Crusaders:
Nearly all crusaders are citizens of the Empire, but theyplace the authority of the New God above that of the Alabaster Throne. They answered the call to serve the New God by fighting the horrors spawned in the Desolation and loosed against civilization. Some crusaders are warriors who pledged their lives to their god, while others are priests whose magic lends aid to allies fighting on the front lines. Crusaders also include many other people who contribute to the cause in different ways, such as artisans, physicians, or farmers.

Those involved in the struggle typically live in one of the five Crusader States that form a barrier against the Desolation’s undead. Others who have since left the fighting might live elsewhere in the province. Nearly all crusaders are human—other peoples do not have the same affinity for the New God’s faith. Among the humans are a few halflings and a clockwork or two. Crusaders favor simple, utilitarian clothing and display the sign of their faith somewhere on their persons. The most devout affix scraps of parchment bearing bits of scripture and prayers.

All crusaders belong to the Cult of the New God and speak the Common Tongue.

Reachers:
Not everyone recognizes the Empire’s authority. After all, the north is an old land, peopled by the descendants of older civilizations who keep alive old customs and loyalties so they never forget where they came from or who came before them. Reachers include townsfolk in tiny settlements who remain loyal to the last ruler of a forgotten realm and self-reliant hermits living in lonely places at the edges of the province. They might be the dwarfs of High Stone or halfling farmers who place family and community above the Empire’s laws. Some are rangers patrolling the wild places for demons and monstrous threats, while others are wizards huddled inside crooked towers where they seek greater understanding of magical power. They can be witches who follow their own rules, druids who recall the time of the First People and the ways of the Old Faith, bands of orcs liberated from a life of slavery, or jotun raiders haunting the islands of the Teeth.

All Reachers know and use the Common Tongue, though they may know other languages as well. Religion varies from community to community, though the Old Faith is most common.

The Fey:
The Fair Folk lived in the lands of the Northern Reach long before humanity first made landfall on the continent. They have remained through the rise and fall of countless nations and cultures, lurking on the fringes of human lands, watching and waiting for the mortals’ time to pass. As elsewhere in the world, most faerie dwell in hidden kingdoms, other realities nested within the mortal world. Here in the north, the hidden kingdom is known as Alfheim. The Faerie Queen spun this realm from dreams and magic, and she sustains its existence through her will. All who live within Alfheim and in the borderlands around it owe her fealty and allegiance, and they reject claims by the Empire that its authority extends into even these magical territories. So far, the orcs have not pressed their claims.

This group includes anyone who lives in or around Alfheim and who recognizes the Faerie Queen’s dominion. Among these people are not only faerie such as elves and the fauns who creep through the woods, but also some goblins and a few humans who have settled the lands on Alfheim’s borders.

The fey communicate in Elvish, though many know the Common Tongue too. They venerate the Faerie Queen as a goddess or follow the tenets of the Old Faith, favoring the Queen of Summer above the other gods in the pantheon.

Degenerates:

The Northern Reach is an old land, and remnants from older civilizations yet remain. Sometimes these groups cling to the old ways, but often, succeeding generations lose touch with the past and slide into barbarism. Degenerates include troglodytes lurking deep underground, the bloodthirsty arachne of the Spider Wood, the swamp people on the edges of the Bone Marsh, and inbred families in numerous isolated farms and hamlets scattered across the region’s most far-flung reaches.

Degenerates usually speak regional languages, a dialect of High Archaic, or, rarely, the Common Tongue. The Cult of the New God is almost unknown to these peoples. Some follow the Old Faith, but most have their own strange beliefs. Devotion to alien lords or simple xenophobia keeps their bloodlines and their homelands isolated from imperial influence.

Others:

Exiles, refugees, nomads, and hermits are found throughout the Northern Reach. They might be dwarfs cast out from their ancestral homes, nomadic Woad clans, or anyone else with a reason to avoid centers of civilization. Some have their own customs, as in the case of the Woad, while others adopt those of the places where they wind up. Some abide by the Empire’s laws. Others flout them. All must find their way in a land that is foreign to them and peopled by communities that do not fully trust or welcome them.

I think that's it for lore. Tomorrow's posts will be focused on mechanics. And we'll start the game on Sunday with whoever has shown up.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

I would think I have at least a passing familiarity with clockworks, given that I spent some time at the Academy in Lij. Travelling with TAS would probably be the first experience of spending any significant amount of time with one though.


Game Mechanics - Part 1

I've written about some game mechanics earlier, such as how the game only uses two dice: d20 and d6. Technically it also uses a d3, but most home games won't have that physical die. Fortunately, we're on a forum, so a d3 is as easy as typing it in. :)

But when do you roll a d20? Well, pretty much only when the result is in question. For most things in this game, your actions will result in an auto pass or an auto fail. But if you or I ever think it's questionable if it'll pass, go ahead and roll that d20. The DC is 10. Always. There is no other DC than 10.

DC 10 will always be the DC for any Challenge action you take.

The only other time a d20 is needed is for an Attack Roll. In that case, the DC is their Defense score.

Roll that d20 and add the appropriate modifier. For most things, your modifier is your ability score - 10. A Strength 11 gives you +1, Strength 12 is +2, Strength 9 is -1. You may be adding other modifiers; add them all, they're cumulative.

You may get a Boon or Bane (+/- d6). Only add the highest Boon or Bane if you get more than one. One Boon + One Bane cancel each other out. Three Boons means you roll 3d6 and take the highest d6 to add to your d20 roll.

Make sense?


Toy wrote:
I would think I have at least a passing familiarity with clockworks, given that I spent some time at the Academy in Lij. Travelling with TAS would probably be the first experience of spending any significant amount of time with one though.

That works for me.

For PCs, the limits of your knowledge is a combination of "Up to you" and your profession.

Your profession is kind of like your skills. Use them to justify why you might know something in game or as a way to get a Boon or remove a Bane.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

I don't have the book on hand, but are there contested rolls sometimes?


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

Cynerik likely has no idea how the Clockworks actually work, he probably never even saw one until he was in the armies after conscription. They likely terrify him to a bit, the more warlike of them cutting through men with no emotion. Yet the little he learned of them, they seem so...empty. He most certainly pities them now, especially the wretched ones like T.A.S. and Jexen.


Clockwork (M) | S 8, A 8, I 12, W 11, D 13 | HP 10/10 | Insanity 3 | Status: Normal | Fortune: True | Move: 8

T.A.S. does not follow any god(s) but also does not deny their existance. He is suspicious towards (strong) believers of any religion and particulary hates follower/cultists of the demon lord. He does not pity or dislike his existance - he just searches for a purpose. He lost all memory of his previous life but knows from his 'master' that his soul came from hell and has been there for a long time.

@Slugoth: I'll likely go for a wizard to match T.A.S.' story. Didn't look into second/third classes at all so I'll just see how the game turns out. Trying to choose the class and actions depending on the story for this game instead of the other way around.


Toy wrote:
I don't have the book on hand, but are there contested rolls sometimes?

Yes! I missed it in my last post.

Basically there are two types of d20 rolls:

Those vs someone else (aka Attack Rolls) or Challenge Rolls.

For this game, an Attack Roll is literally anything that is opposed by someone else, be it a physical attack, a spell to mind control, an arm wrestling competition, trying to oursuade them of something, etc.. The target value is always going to be some score (Defense, Intellect, Will, Strength, etc...). Either the ability in question will tell you, or we'll decide during gameplay.

Meanwhile, anything not opposed to someone else is a Challenge Roll. Pass, Fail, or Questionable. If questionable, then DC 10.

If you have the book, this information is on Page 31.


Ability Scores

Here are some guidelines about how you commonly use
your character’s attributes in the game. Each attribute is associated with one or more characteristics, described later.

Strength:
Strength describes brawn, constitution, physical power, and durability.

• Score: Your Strength score is the target number for any attack that would directly harm your body.

• Health: This measures your ability to withstand damage. Your starting Health equals your Strength score and might be adjusted by ancestry (see Chapter 1). If your Strength score increases, your Health increases by the same amount.

• Attack Rolls: You make a Strength attack roll when you attack with a melee weapon or use brute force to shove, grab, or knock down another creature.

• Challenge Rolls: You make a Strength challenge roll when you attempt an athletic activity, such as climbing, running long distances, or swimming. You also make Strength challenge rolls to resist the effects of poison, disease, and similar harmful substances or situations.

• Lifting Weights: Your Strength score determines how much weight you can normally lift, as shown on the Lifting Weights by Strength table. The “Normal” column lists how much you can reliably lift over your head without having to make a challenge roll. The “Success” column lists the maximum weight you can lift by getting a success on a Strength challenge roll.

• Size: Larger creatures can lift greater weights, while smaller creatures can’t lift as much. Multiply a creature’s lifting weight for its Strength by its Size (see Characteristics) to determine how much it can lift. For example, a Size 2 creature with Strength 10 can reliably lift 200 pounds, or 400 pounds with a success on a Strength challenge roll.

• Dragging and Shoving: A creature can drag up to about 5 times the weight it can normally lift. Using an action (see Combat), a creature can drag or shove such an object up to 2 yards across a reasonably flat surface, 1 yard up a sloped surface, or 3 yards down a sloped surface.

Agility:
Agility describes quickness, poise, and reflexes.

• Score: Your Agility score is the target number for any kind of attack that needs only to touch you or that would trap you.

• Defense: Your Defense score is the target number for enemy attack rolls using weapons. It equals your Agility score when you are not wearing armor or using a shield.

• Attack Rolls: You make Agility attack rolls when you attack with ranged weapons or with melee weapons that have the finesse property (see Combat).

• Challenge Rolls: You make Agility challenge rolls when you attempt physical activities that involve quickness and dexterity, such as jumping, leaping, escaping bonds, or squeezing through a tight space. You also make Agility challenge rolls to reduce damage from being caught in an explosion or to avoid sudden danger, such as a sprung trap.

Intellect:
Intellect describes cunning, wit, memory, and education.

• Score: Your Intellect score is the target number for any kind of attack that would deceive or confuse your mind, thoughts, and senses.

• Perception: You use Perception to notice and interact with your surroundings. Your base Perception score normally equals your Intellect score, but your ancestry can adjust this score.

• Attack Rolls: You make Intellect attack rolls when you cast certain spells or when you try to deceive another creature.

• Challenge Rolls: You make Intellect challenge rolls when you try to recall obscure information, use logic to solve a problem, or attempt any other activity that requires knowledge or education. You also make Intellect challenge rolls to resist effects that would weaken or harm your mind, deceive your senses, or confound or confuse you.

Will:
Will describes courage, discipline, and sense of self.

• Score: Your Will score is the target number for any attack that would force you to act against your will, such as being charmed, compelled, or frightened.

• Insanity: Terrifying or unnatural experiences can drive characters insane. Your Will score is the maximum amount of Insanity you can gain before you go mad.

• Attack Rolls: You make Will attack rolls when you cast certain spells or try to persuade or intimidate another creature.

• Challenge Rolls: You make Will challenge rolls when you use determination to overcome a challenge. You also make Will challenge rolls to resist effects that would determine or restrict actions or to avoid gaining Insanity.


Other Scores

Health and Injury:
Your health score is dependent on your Strength score. If you stregth goes up or down (magic, disease, level up, etc..) then your health score does as well.

Going to 0 Health means you're incapacitated. From there, you'll have a series of die rolls to see if you wake up or die. We'll get to that in game.

Taking an amount of damage equal to your health score in a single hit is instant death.

Injured: If you're at or below 1/2 your health score, then you babe the Injured condition. This doesn't mean much for you, except some spells and abilities either trigger or have additional effects on someone who is injured. For example, the Master class Marauder has an ability that grants a Boon to all strength attack and Challent rolls when they are Injured.

Healing: You heal your Healing Rate at the end of every Rest (8 hours of inactivity or light work). You can take a Rest only once every 24 hours.

Defense:
Unless your ancestry states otherwise, while unarmored, your Defense equals your Agility score. Wearing armor and wielding a shield increase or replace this number. Objects typically have Defense 5.

Maximum Defense:
A creature’s Defense cannot exceed 25, even if weapons, armor, and other effects would increase it beyond that number.

Perception:
Perception works just like an attribute. It has both a score and a modifier. A high Perception indicates sharp senses, while a lower number indicates a creature has poor vision or hearing, or its senses are otherwise limited.

• Score: Your base Perception score equals your Intellect score. Your ancestry can increase this number. Other creatures might also have increased Perception scores based on their nature. A creature’s Perception score cannot exceed 25.

• Challenge Rolls: You make Perception challenge rolls when you try to listen for sounds, notice a detail in your environment, or recognize an illusion for what it is.

Power:
Power describes a creature’s ability to harness and direct magical power. A creature’s Power score determines the highest rank spell it can learn and how often it can cast the spells it knows.

Magic is described in more detail in Chapter 7. Most creatures have Power 0. Player characters can increase their Power based on the paths they choose.

Using the core book, there is a maximum Power score of 5, and spells only go up to Power 5. Other books published go beyond this, but we will not be using those books for this game. Once you level up to Novice and start getting a power score, we'll talk about spells and how to cast in more detail.

Size:
Size is a number that describes roughly how big a creature is relative to an average-sized human. A human is typically Size 1. A Size 1/2 creature is half as big as an average human, while a Size 2 creature is twice as big as an average human. Size can also influence your carrying capacity.

Space:
The space a creature occupies is important in combat and special situations (such as squeezing through a narrow opening). A creature is considered to occupy a horizontal, square space roughly equal to its Size on each side.

Thus, a Size 1 creature occupies a 1-yard square, while a Size 3 creature occupies a 3-yard square. (It isn’t literally filling the whole space, but it is moving around in and otherwise controlling that area.) A creature’s Size does not account for its height, which varies from creature to creature.

Reach:
Larger creatures can reach farther than smaller ones, letting them attack or interact with things at a distance. A creature’s reach equals its Size rounded up to the nearest whole number. For example, a Size 1 or smaller creature can make an attack with a battleaxe against a target, or open a closed door, within 1 yard of it, while a Size 2 creature can do so within 2 yards of it.

Speed:
Speed is a number that tells you how quickly a creature moves. On its turn in combat, a creature can move up to its Speed in yards. Outside of combat, creatures can travel longer distances over time.

There are charts. We'll get to it when it matters.

-->Insanity:
Characters risk madness when they encounter the strange, the unsettling, or the awful. 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.

Gaining Insanity: Certain situations cause you to gain Insanity, as directed by the rules or at the GM’s discretion. 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. Once the madness ends, reduce your Insanity total by 1d6 + your Will modifier (minimum 1). (Warning: Rolling a Nat 1 on this table is Instant Death).

Quirks: You can remove Insanity by gaining quirks. A quirk is a compulsive behavior, a phobia, or another condition that permanently affects your character. You can gain a quirk at any time, though once you do so you cannot gain another quirk until after you complete a rest. The GM chooses a quirk that is appropriate for the most recent source of your insanity, and you then reduce your Insanity total by 1d6 + your Will modifier (minimum 1).

-->Corruption:
Evil leaves a stain on the mortal soul that can be removed only by the devils haunting Hell’s depths. These warped faerie feed on the darkness that burdens immortal essence. Most people believe evil actions have spiritual consequences, though many don’t care.

Player characters have Corruption scores to reflect the evil they commit. The more corrupt a character becomes, the greater the taint of evil on his or her soul, until it is consigned to Hell.

Starting Corruption Most characters begin with Corruption 0.

Gaining Corruption
Your Corruption score might increase during the game, usually as a result of performing an act of great evil, as determined by the GM or the rules. Examples include:
• Murder.
• Harming an innocent by spreading a disease, poisoning a well, or being reckless with magic.
• Stealing for personal gain.
• Learning spells from dark traditions such as Forbidden or Necromancy.
• Using certain relics.

As your Corruption score increases, you suffer increasingly unpleasant effects. In addition, whenever you gain Corruption, roll a d20. If the number rolled is less than your new Corruption score, roll a d20 again and consult the Mark of Darkness table. If you would gain a mark of darkness you already have, you instead gain 2d6 Insanity.

GM Warning: A high enough corruption will make it so you experience Instant Death upon Incapacitation (0 HP) instead of the normal dying rules. Basically, if you corrupt yourself, you gain the attributes of an NPC. :)

Atonement
Corruption, once gained, is hard to lose without the tender attentions of the devils that feed on it. Powerful magic can cleanse a soul that is only lightly stained, though such magic is rare and hard to come by. Repentant mortals can erase some or even all Corruption by committing their lives to good works, making amends for past misdeeds, and conducting themselves selflessly and with charity, virtue, and compassion for others.


Afflictions

These are game terms for various conditions you may acquire and what they mean mechanically:

Afflictions:
Asleep
A sleeping creature is prone and unconscious. Another creature that can reach it can use an action to wake it up. Unless otherwise noted, taking damage removes this affliction.

Blinded
A blinded creature cannot see. It treats everything else as totally obscured (see Obscurement). Other creatures make attack rolls with 1 boon against a blinded creature’s Defense or Agility. Perception challenge rolls that rely on sight automatically result in a failure. Finally, the blinded creature’s Speed becomes 2 unless its normal Speed is lower.

Charmed
A charmed creature sees the source of the affliction as a trusted friend and ally. The charmed creature cannot choose the creature that bestowed the affliction as the target of its attacks.

Compelled
A compelled creature cannot use actions or move. Instead, during each fast turn (see Combat), the creature that bestowed the affliction can force the compelled creature to move up to its Speed or to use an action. The creature that bestowed the affliction makes all decisions on the compelled creature’s behalf.

Dazed
A dazed creature cannot use actions.

Deafened
A deafened creature cannot hear. Perception challenge rolls made to listen automatically result in failure. Defenseless A defenseless creature cannot defend itself. Its Defense is 5, it cannot use actions, and its challenge rolls using attributes result in failure. The creature can still perceive its surroundings, however, and can make Perception challenge rolls as normal.

Diseased
A diseased creature makes all attack rolls and challenge rolls with 1 bane.

Fatigued
A fatigued creature makes all attack rolls and challenge rolls with 1 bane.

Frightened
A frightened creature makes all attack rolls and challenge rolls with 1 bane. As well, frightened creatures cannot take fast turns (see Combat).

Grabbed
The effects of the affliction depend on the creature’s Size. If the grabbed creature’s Size is equal to or less than that of the creature grabbing it, the grabbed creature cannot move away from the creature that grabbed it until it removes the affliction. If the grabbed creature’s Size is larger than that of the creature grabbing it, whenever the grabbed creature moves, the creature grabbing it can choose to move with it (by clinging to the grabbed creature’s body) or end the grab. (See Grab for more information on how to grab, and Escape for how to escape a grab.)

Immobalized
An immobilized creature has Speed 0 and cannot benefit from bonuses to Speed. Other creatures make all attack rolls against the immobilized creature with 1 boon.

Impaired
An impaired creature makes all attack rolls and challenge rolls with 1 bane.

Poisoned
A poisoned creature makes all attack rolls and challenge rolls with 1 bane.

Prone
A prone creature lies on the ground. Other creatures can move through its space. While prone, the creature can move only by crawling or use its move to stand up. The prone creature makes Strength and Agility rolls with 1 bane. Creatures that can reach the prone creature make all attack rolls against it with 1 boon, while creatures that cannot reach it make attack rolls against its Defense with 1 bane.

Slowed
A slowed creature can take only a slow turn (see Combat), its Speed is halved, and it cannot benefit from increases to Speed.

Stunned
A stunned creature cannot move or use actions. The creature automatically gets failures on all challenge rolls it would make. Other creatures make all attack rolls against the stunned creature with 1 boon.

Surprised
A surprised creature cannot use actions, cannot move, and automatically gets a failure on all challenge rolls it would make.

Unconscious
An unconscious creature is unable to act, move, or perceive its surroundings. The creature’s Defense is 5. It cannot use actions or move, and all its challenge rolls result in failure.

Multiple Afflictions
If you gain an affliction you already have, there is usually no additional effect, but you must remove each instance of the affliction to end its effect on you. For example, if you are poisoned from a snake’s venomous bite and then become poisoned from a spider’s venomous bite, you remain poisoned until you remove both instances of the poisoned affliction.


Range and Distance:
A few broad categories describe the range of weapons and spells for the purpose of choosing targets and centering area effects. You: You are the target or the effect originates from you or a point within your space.

• Reach: The target or the point from which the effect originates must be within your reach, and you must be able to touch it. If you attempt to touch an unwilling creature, you must make a Strength or Agility attack roll against the target’s Agility. On a success, you touch the target.

• Short: The target or the point from which the effect originates must be within 5 yards of you.

• Medium: The target or the point from which the effect originates must be within 20 yards of you.

• Long: The target or the point from which the effect originates must be within 100 yards of you.

• Extreme: The target or the point from which the effect originates must be within 500 yards of you.

• Sight: You must be able to see the target or the point from which the effect originates.

Obscurement:
Poor lighting, precipitation, and fog reduce visibility. An area, and creatures and objects within it, can be partially, heavily, or totally obscured.

• Partially Obscured: Rain, light snow, fog, and shadows all partially obscure an area. Everything in a partially obscured area is visible, but observers cannot make out fine detail. Any roll involving sight by a creature looking into a partially obscured area is made with 1 bane.

• Heavily Obscured: Heavy rain, snow, and thick fog all heavily obscure an area. Everything in such areas is faintly visible. Any roll involving sight by a creature looking into a heavily obscured area is made with 2 banes.

• Totally Obscured: Creatures and objects in totally obscured areas cannot be seen, because they are in darkness or blinding conditions, such as a white-out in a blizzard. A creature in an area that is totally obscured is blinded.

Illumination:
The game uses three levels of illumination.

• Lit: The sun, moon, torches, candles, and other forms of illumination cause areas to become lit. A sighted creature can see everything in a lit area that’s within its field of view and is not hidden. Darkness becomes shadows within a distance of a light source equal to twice the light’s radius.

• Shadows: Shadows form the border between light and darkness. Indirect illumination, faint glows, and moonlight create areas of shadow. An area of shadows is partially obscured.

• Darkness: This is the total absence of light. An area of darkness is totally obscured.


Social Interaction
Social interaction is usually handled through roleplaying. When you want to talk to another character, you speak as your character or describe what your character says. The GM and other players do the same.

Social Conflict
The GM can call for an Attack Roll when you attempt to alter another creature’s behavior or belief through conversation in social settings. These rolls do not usually occur in combat unless the GM says otherwise. Intellect and Will are the attributes you use most in social situations.

You make the attack roll against the attribute that best describes how the creature would resist your influence. Usually, when interacting with a creature, it needs to be able to understand you. If you don’t have a common language, the GM can let you make a roll if you try to communicate a basic idea, possibly with 1 or more banes.

When you make an attack roll in a social situation and the total of your roll is 0 or lower, your attempt has the opposite of the desired outcome. A creature you hope to befriend becomes hostile to you, a creature you try to persuade becomes intractable, and a creature you would intimidate laughs off your threats. Further attempts to interact with the creature in this way might result in failure, or the botched roll could impose 1 or more banes as the GM decides.

Examples:
• Befriend: You try to improve how another regards you, foster goodwill, or give comfort to someone experiencing emotional distress. To befriend a creature, make a Will attack roll against its Will. On a success, the creature becomes friendly toward you. You might make further social rolls against that creature with 1 boon, at the GM’s discretion.

• Deceive: You attempt to pass a falsehood off as the truth, make the implausible seem plausible, or bluff. To deceive a creature, make an Intellect attack roll against its Intellect. On a success, the creature believes your deception until it’s shown to be false.

• Intimidate: You use threats, physical pain, or body language to menace another creature and force its cooperation. Make a Will (or Strength if you are inflicting pain) attack roll against the creature’s Will. On a success, the creature behaves in the desired manner.

• Persuade: You try to convince a creature to take a risk, reveal a secret, or do something against its nature, such as accept a bribe. Make a Will attack roll against the creature’s Will. On a success, you persuade the creature to do as you wish.

• Taunt: You try to infuriate a creature and incite it to violence. Make an Intellect attack roll against the creature’s Will. On a success, the creature becomes angry with you and at anyone or anything you chose when you made the attempt. The creature acts in a manner the GM deems appropriate based on the taunt. An affected creature might attack, yell, or just become hostile.

GM Note: Remember, these rolls are only made when the results are questionable. You may auto succeed or auto fail, without a roll even needed. Trying to befriend a Demon is likely an auto fail barring some very special circumstances. Trying to deceive a small child is likely an auto pass, unless that's one very unusual child.


Anatomy of a Combat Round:

Combat is resolved in 10-second units of time, called rounds. A round has three parts: fast turns, slow turns, and the end of the round.

During each round, players who want to take a turn (fast or slow) do so in that part of the round, in any order they choose. Once a player finishes his or her turn, he or she cannot take another turn until after the end of that round. If players cannot decide who goes first, the GM might decide or have each conflicting player roll a d6, with priority going to the player that rolled the highest number.

Once all the players have finished taking their turns during a part of the round, creatures under the GM’s control can take turns in that part, in any order. Once a creature finishes its turn, it cannot take another turn until after the end of that round.

You or an ability/equipment will decide if you go in the fast or slow portion of the round.

Fast Turns: A creature that takes a fast turn can either use an action or move up to its Speed. It cannot do both.

Slow Turns: A creature that takes a slow turn can use both an action and move up to its Speed. It can use an action at any point during the move.

End of the Round: The end of the round marks the transition from one round to the next. Certain effects are resolved at the end of the round. As with other parts of the round, the players resolve any effects they created or that affect them first. Then the GM resolves end-of-round effects for creatures and effects he or she controls.

When an effect specifies that it lasts for 1 round, it lasts for 1 full round, which means it lasts until the end of the next round. Combat ends when all creatures on one side surrender, flee, or lie dead. Otherwise, a new round begins and combat continues.

First Round
Before the first round begins, resolve any effects that were already ongoing and that you would normally check for at the end of a round. Then combat proceeds as normal.

Awareness & Surprise
Most times, the creatures being attacked are aware of their attackers. If creatures on one side were hidden from the other, appear out of nowhere, or catch the other side sleeping or otherwise engaged, there’s a chance for surprise. When the GM decides surprise is possible, everyone on the side that could be surprised makes a Perception challenge roll. On a failure, the creature becomes surprised until the end of the first round.

And with that, I'm done.

Any further game related material, either Lore or Mechanics, will be answered on a per question basis. Any future mechanics needed will be posted when we get to it in game.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Toy is not a devout person, but out of fear worships Titania, the Faerie Queen. Toy knows that the elves that created them were Titania's subjects, and so knows they are under Titania's purview. Toy believes that if they pay obeisance and respect to Titania, and avoids crossing her, they will avoid her notice, which is all Toy wants. Toy wants nothing from any god, just to be left alone.


Ok,the final day has arrived and we've had six players check in, plus one player who I know IRL who has checked in verbally with me.

That makes seven players.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Cynerik, where is it that you're travelling from? It sounds like Brinda has only met TAS on the journey with the caravan, so how about we know each other from before that? Brinda's fleeing from the Confederacy of the Nine Cities. If Brinda got a glimpse of Cynerik's compassion, she would have felt safe with him, which is one thing she values very much in potential friends and companions. Perhaps they met in the south, both fleeing for their own reasons, and Cynerik may have helped Brinda when she was alone and being accosted by a pair of men. Since then, they may have just instinctively stuck together, recognising similarly kind individuals amongst a sea of selfishness and brutality.

What d'ya think? Brinda wouldn't have let on that she's a changeling. Then once they joined the caravan, Brinda may have fallen into her role as helper/winder to TAS (and possibly Jexen as well).


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen would gratefully accept any aid offered, especially winding and anything to do with the baby.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Sweet, so helpful Brinda is the winder for the clockworks, and is starting to build friendships with them. She probably wouldn't have much to do with the baby, as she doesn't know anything about children, and has no desire to take on any responsibility for a human life.

@Jexen haha you rolled a baby. That's pretty hilarious :)


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

Brinda - Having looked at the map and considering what is going on, I think Cynerik originally hailed from the Marchlands. He likely abandoned the conscripts when the Emperor was killed and Ansa began to rally forces to prepare to fight the orcs from the south. He has no interest to deal with that.

Cynerike would've definitely stepped in when she was accosted by two miscreants like that; he doesn't usually let things go like that. Since then, she's likely seen him do small things; take the least amount of food, carry others when they couldn't walk, things of that nature to ease the suffering of others. He is, in general, a good man.


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

So I'm still reading through the massive amount of information about the setting that Bookrat posted, but I did note that he requested I post a bit of information for you all on the sorrowful story of the Goblins. Below, find the story as told to Kandl by the chieftain of his tribe:

"Once, Goblins were one of the faer races, living in the Queen's summer court. She decided that they must go to the lands of mortals, and so with a heavy heart banished her favorite servants. She could not, however, send her children as immortals, as the time for such beings has passed. So, she took their immortality and send them to mortal lands, to teach Humans the value of that which they would throw away. Thus, Goblins inhabit the places where Humanity refuses to go, taking their castoffs and selling them back to the Humans who threw them out."

"As once all Goblins looked alike, the Queen decided that each should look different from the next, so that none may say that all Goblins look alike."

As for Religiosity, Kandl knows that he was ordained by God to fight the forces of the Shadow Lord, but he was never told which God! this means that he treats all priests (with the exception of the cult of the Shadow Lord) with respect and deference.


Kandl V'ne wrote:
So I'm still reading through the massive amount of information about the setting that Bookrat posted,

Lol. Sorry!

That was more for the benefit of those who don't own the book. It's all information you already have. :)

And thanks for posting the goblin info! :)


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

No worries. It was well condensed, and I read through it to make sure there were no changes from the default setting.


I'm going to wait a few more hours for Slogoth and then make the official first post of the adventure.

We also have one more player joining us; he's going to roll up his PC later today and probably join us tomorrow. We'll assume he's with the group when he comes in.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Sounds good.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

We have a clockwork drug mule... Amazing.


I've moved the world setting maps to the campaign tab.

Now you have a link to a slide show with the key and the map for the first adventure.

This is a hex exploration adventure, so as of right now all you can see is your starting hex. But as you explore, the map will open up.

The reason you're starting at this location will be revealed with the opening gameplay post.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

Whoops. Let that last post unsent for a little too long I guess.


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

I've sent a request to view the map but I can't see it at the moment. I'm going to make the roll and then post where I go once I'm approved.

EDIT: Updated my post with the pertinent rolls.


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Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

So I'm a giant that enjoys finding music that fits games and just sharing music in general and this song came up on my Spotify. I feel it fits the feel of Shadow of the Demon Lord perfectly.

All Saint's Day by the Silent Comedy. If you listen, I hope you enjoy!


Cynerik Salt wrote:

So I'm a giant that enjoys finding music that fits games and just sharing music in general and this song came up on my Spotify. I feel it fits the feel of Shadow of the Demon Lord perfectly.

All Saint's Day by the Silent Comedy. If you listen, I hope you enjoy!

Wow! Great find!

It reminds me of one of the closing songs for a tv episode, as the camera pans out from the characters at the end just before it bleeds into the credits. I can envision the group standing in the middle of the forest, huddled together, light only that of a flickering torce as the guitar strums it's first notes.

The camera pans out to show the woods around them, and then the monsters just beyond the light starting to close in...

♪I ain't no Demon Lord
Don't look to me, please♪


Male Gnome/Devil Sorcerer 13

Hey guys! I'm the new guy, just working on my character now. Gonna be making a Goblin Criminal/Wilderness character. Beyond that, not sure how he's going to turn out! Just gonna do my rolls right now:

Spoiler:

Criminal Profession: 1d20 ⇒ 8 Forger
Wilderness Profession: 1d20 ⇒ 13 Prospector
Goblin Age: 3d6 ⇒ (2, 2, 1) = 5 Adolescent, 7-10 years old
Goblin Build: 3d6 ⇒ (3, 6, 5) = 14 Pudgy
Goblin Distinctive Appearance: 1d20 ⇒ 1 Long, pointed nose
Goblin Odd Habit: 1d20 ⇒ 17 Wears a child's costume and refuses to take it off
Goblin Background: 1d20 ⇒ 3 Accidentally got your entire tribe killed
Goblin Personality: 3d6 ⇒ (6, 6, 3) = 15 Your people don't deserve exile, but exile you got. You believe you will make places for yourselves and prove to those stinking elves they were wrong.
Starting Wealth: 3d6 ⇒ (5, 6, 2) = 13 Getting by, with 1d6 ⇒ 4cp
Interesting Things: 1d6 + 1d20 ⇒ (2) + (17) = 19 A mirror fragment that shows a strange location on its reflective surface

Think I got everything. Gonna bang out a character and I'll be joining you guys soon in game! Really excited to be here.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No
alexgndl wrote:

Hey guys! I'm the new guy, just working on my character now. Gonna be making a Goblin Criminal/Wilderness character. Beyond that, not sure how he's going to turn out! Just gonna do my rolls right now:

** spoiler omitted **

Think I got everything. Gonna bang out a character and I'll be joining you guys soon in game! Really excited to be here.

Good to have ya! o/


Clockwork (M) | S 8, A 8, I 12, W 11, D 13 | HP 10/10 | Insanity 3 | Status: Normal | Fortune: True | Move: 8
alexgndl wrote:
Hey guys! I'm the new guy, just working on my character now. Gonna be making a Goblin Criminal/Wilderness character.

Welcome dude!

Didn't really plan to bring Mary into the caravan but let's keep it this way. Maybe Mary saw Brinda and wanted to become friends with her? That way Tas met her and after a while in the caravan became friends with her and allowed her to wind him up as well (after having Mary teach her how to do it properly of course).


Male Goblin Strength 8, Agility 11, Intellect 11, Will 9, HP 8/8 Status: None

Thanks for the welcome, guys! I think I got everything, does my profile look ok? First time doing Shadow of the Demon Lord, hopefully I didn't miss anything important.


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

Glad to have you Pork! Welcome to our ragtag group of survivors!


Pork Turkeh wrote:
Thanks for the welcome, guys! I think I got everything, does my profile look ok? First time doing Shadow of the Demon Lord, hopefully I didn't miss anything important.

Welcome!

Feel free to read up on the gameplay thread and assume you were with the group the whole time.

Character sheet looks good - just need to add your defense score to your tagline.

Don't worry about it being your first time, that's also true for all of us! :)


Quick answer - the archers are not currently able to fire their bows. The bows are strapped to their back. Instead, they're carrying a club and shield. To use their bow, they'll need to spend a round changing up their equipment.

I'll answer other questions tomorrow.

Personal medical stuff:
The only reason I'm awake right now is because I've got some sort of stomach bug and I just woke up having to throw up. And if I lay down, I get too nauseous. So I have to sit up, amd figured I'd try to read something while I'm here. I'm going to try to get back to sleep now....

Sorry...


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

No worries bookrat, I hope you sleep well and your stomach settles some.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

That sucks man, hope you feel better soon!


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Welcome!

And bookrat, I hope you recover swiftly!


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2
bookrat wrote:
Pork Turkeh wrote:
Thanks for the welcome, guys! I think I got everything, does my profile look ok? First time doing Shadow of the Demon Lord, hopefully I didn't miss anything important.
Don't worry about it being your first time, that's also true for all of us! :)

And yes, welcome Pork, I was going to point out that none of us have played this before too!


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

Yay, another noble Goblin to join the fray!


Thanks everyone. I feel slightly better this morning, but I still called in sock to work.


Staff damage is 1d6+1, but it requires two hands to use. Uses stregth.

Dagger is 1d3. It's finesse, so you can use strength or agility. It can also be thrown up to short range. It can be used in your main hand or off hand.

Sling is 1d3, can be used in main or off. Medium range, and uses agility.


Melee Attack Options
When you make an attack with a melee weapon, you can choose one of the following options. You must make the choice before you make the attack roll.

• Driving Attack: You make the attack roll with 1 bane. On a success, you and the target move a number of yards equal to your Strength modifier in the same direction.

• Guarded Attack: You make the attack roll with 1 bane, but the next creature to make an attack roll against your Defense before the end of the round does so with 1 bane.

• Lunging Attack: You can increase your reach by 1 yard, but you make the attack roll with 1 bane.

• Shifting Attack: You make the attack roll with 1 bane. On a success, your movement does not trigger free attacks from the target until the end of the round.

• Unbalancing Attack: You make the attack roll with 1 bane. On a success, if the target is your Size or smaller, it must make an Agility challenge roll. On a failure, the target falls prone.

Ranged Attack Options
When you make an attack with a ranged weapon, you can choose one of the following options.

• Called Shot: You attack a specific location on the target’s body. You can use this option only if the target has a physical body. Make the attack roll with 2 banes. On a success, the attack has an additional effect as determined by the GM. Attacking a creature’s eyes might impose 1 bane on all rolls the target makes that rely on sight, for example.

• Distant Shot: You can attack a target that is beyond your weapon’s range, but no more than twice the weapon’s range. You make the attack roll with 1 bane.

• Staggering Shot: You make the attack roll with 2 banes. On a success, a target that is your Size or smaller must make an Agility challenge roll. On a failure, the target falls prone.


Re: Intimidate.

I feel like the intimidate thing is supposed to be for out of combat. It feels like it's about trying to convince someone to let you pass or answer a question or something like that.

Using it in combat as a way to make enemies flee seems a little strong. So I feel that granting them the frightened condition seems more reasonable. For this combat, I'm also happy with doing a follow up intimidation to bet those frightened to flee, but I don't want to set a precedent that every combat can be ended with two rounds of intimidating off a single roll.

Comments? Thoughts? We're all in this game together and we're all learning together, so I'm more than happy to hear everyone's opinion.


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Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

I'm all for what seems reasonable. I never planned on the adults running; the younger ones might freak out and run away. For the more powerful or dangerous of enemies, lots of boons could be added to their roll or something?

I'm just trying to think of more things than just fight or run. I know the game encourages, almost requires, that you do more than just fight. I'm looking to give us every advantage as possible.


1 person marked this as a favorite.
Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

I guess it comes back to the basic mechanic - most things either work or they don't, and the ones that are uncertain get a roll. As GM, you get to decide which it is on a case by case basis. It makes sense to me that hungry, desperate bandits might flee when faced with real opposition, but it's probably an outlying case. I wouldn't expect two rounds of intimidation checks to win many battles, but I can see how this may be one of the few times where that tactic may work (on at least some of the enemies).

I think this a feature of this kind of system - when everything is strictly and mechanically codified like in PF or 3.5, players expect things to work all the time, because the rules tell them so! In a sparser kind of system like SotDL, the GM gets more powers of arbitration, and players tend to have more of a sense of the unknown, and have to try to make judgement calls based on the situation as described, rather than just expecting a specific mechanic to work all the time, every time, so long as you make your roll (or they fail theirs).

I, for one, am not the type of player to tell the GM their business when it comes to making calls on the fly, or to argue that because something worked once in one situation, it should work in every situation. Speaking just for myself, feel free to play fast and loose as befits a situation, GM.

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