This supplement gives you everything you need to bring these lands to life! The world of Urth and the entire universe stand in the shadow of a dread power, a force of destruction beyond imagining. The Demon Lord, also called the Hunger in the Void, the Devourer in the Dark, and the One Foretold, draws nearer to the world, causing plagues and blights, war and upheaval, all of which harken the end times.
In this supplement for Shadow of the Demon Lord, the Demon Lord and its obscene legions are revealed in all their awful glory. The Hunger in the Void shines a light on the most terrifying creatures and most dangerous threat in the game. For the terrible secrets it reveals and the bevy of new and unnerving options it offers, The Hunger in the Void is an essential supplement for Shadow of the Demon Lord. After the Cataclysm sundered our world, reducing cities to ruins and bringing nations to their knees, a new threat unfurled its wings to cast a shadow upon our reality.
Godless is a new setting expansion for Shadow of the Demon Lord, giving you all the tools you need to transform our own planet into the World of Fire and Blood. This book contains:. With Godless , you have everything you need to adapt Shadow of the Demon Lord for play in a post-apocalyptic environment, letting the players create characters who scavenge the landscape for parts, food, and fuel, while fighting off hideous mutants, invaders from other realities, and, of course, demons.
Forbidden Rules introduces a set of variant and optional rules to change the way you play Shadow of the Demon Lord. 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.
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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.
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.
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