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Tales of the Demon Lord

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The End Starts Here

The signs are everywhere. The mad prophets shriek dire warnings on the streets of Crossings, while strange monsters roam the lands beyond the city’s walls. Strange cults flourish in the lawless wilds, while the undead muster in the desert wastes to the north. The end is near, but is it too late to stop it?

Tales of the Demon Lord presents eleven adventures set in the lands of the Northern Reach, the far-flung province of a dying empire. Game Masters can run the adventures as a complete campaign, taking starting characters to the heights of their master paths, or use them individually to tell a different story. In addition to the adventures, this sourcebook contains detailed information about the city of Crossings and a selection of new creatures to terrorize the Northern Reach and beyond.

49 pages, ebook

Published October 26, 2015

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About the author

Robert J. Schwalb

123 books40 followers
Robert J. Schwalb, a writer and award-winning game designer best known for his work on Dungeons & Dragons, got his start in 2002 and has never looked back. He has designed or developed almost two hundred gaming books in both print and digital formats for Wizards of the Coast, Green Ronin Publishing, Black Industries, Fantasy Flight Games, and several other companies. Some of his best-known books include the Dark Sun Campaign Setting, Player’s Handbook 3, A Song of Ice and Fire Roleplaying, Grimm, and Tome of Corruption. Look for Robert’s first novel in late 2011.


What does Rob have to say?

Fresh from my second go at college, all flushed and giddy for having graduated Magna cum Laude with special honors, I was ready to start writing fiction for a living. Reality didn’t waste any time intruding on my grandiose dream. The need for a steady job—beyond peddling liquor at the now closed Esquire Discount Liquors—became evident when the student loans clamored for repayment. Carpet, tile, and hardwood sales would be my future for a time. A friend ran a store in town and offered me a job. My previous careers had been selling men’s clothes, fast food, and then extended warranties. Flooring was none of these things so I jumped at the chance.

I was terrible. I shouldn’t have been surprised. I had a degree in English and Philosophy. Flooring customers don’t quite get pre-Socratics humor. I stuck it out though and supplemented my income by selling liquor a few days a week. I got to chat up the regulars at the liquor store who happened by for their thrice-daily pints of Kessler/Skol/Wild Irish Rose. It seemed my fate was to join many other Philosophy majors and do nothing with my training.

However, one night, I ran across Mongoose Publishing’s open call for book proposals. I thought about it for all of 3 seconds before working up my first pitch. A little under a year later, my first book, The Quintessential Witch, hit the shelves. When I wrote the Witch, 3rd edition rules for Dungeons & Dragons were still new and fresh. The d20 system was gathering steam and gaming entered something of a renaissance as companies were created just to feed the insatiable appetite for all things D&D. There were probably more companies than there were writers and thus it proved a perfect time to break into the industry.

Now I was no stranger to gaming. My Dad introduced me to board games when I was very young with Wizard’s Quest by Avalon Hill. Then I discovered Conan, Dune, Gor, the Lord of the Rings, Narnia, and so on. My interest in fantasy kept growing so when my neighbor offered me Tracy and Laura Hickman’s Rahasia for a quarter, I happily paid. That little adventure changed my world forever. I didn’t have the rules and had no idea what I was doing. I was hungry and figured out enough from the adventure to design my first roleplaying game. “Passages” became popular in my class for a week or two. We’d play during study hall or recess.

My Dad noticed and when he went off to a publishing convention (he worked for a famous Bible publisher in Nashville), he talked with a TSR rep, who I imagine might have been Gary Gygax. My father told him that I was designing my own games, so the TSR fellow, in a deft and generous move, gave him a stack of books and adventures. I had everything but the rules of the game. Luckily, a trip to the bookstore and meeting my soon-to-be Dungeon Master Landon, put the Red Box in my hands and my first character in my imagination. Creating the character was far less interesting than talking about comics, yet when we broke out the dice the next week and played the first game, I was hooked for life.

This all happened at a time when conspiracy theories about Satanism gripped the nation. Certain members of my family bought into the hype and thought my soul was in peril. So I stepped into a much wider world of RPGs. I played everything I could. Top Secret, DC Superheroes, Gamma World,

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Displaying 1 - 2 of 2 reviews
202 reviews1 follower
December 9, 2015
Ring Side Report- RPG Review of Tales of the Shadow

Originally posted at Throat Punch Games, a new idea everyday!

Product-Tales of the Shadow
System- Shadow of the Demon Lord
Producer- Schwalb Entertainment
Price- $ 10 here
TL; DR-Lean, mean adventure! 90%

Basics-Starting with a small series of death in the far flung town of Crossings, this adventures takes players from starting, zero-level character to master character who have to ultimately face down and prevent the arrival of the Demon Lord. This adventure is a whole campaign in itself introducing a section of the world called Crossings to the players and the GM. Will you be able to face the horrors of things touched by the Demon Lord’s shadow?

Mechanics or Crunch-Shadow of the Demon Lord is it’s own system through and through, and this self contained campaign has the math for the system clearly down. What’s here works well. However, the campaign doesn’t give too much away to the novice GM. I like what’s here in terms of encounters, rewards, combats, and exploration, but I’d like a bit more behind the game’s curtain. This is the first full campaign, so this adventure will serve as the game’s best guide. However, I’d like a bit more to help me get all the expertise I and other GM’s need to better run this system.4.5/5

Theme or Fluff- Schwalb writes an awesome story from the ground up. The book starts by building its own town called Crossing and then builds out. In terms of story, it’s a swift story that’s a great way to get players into the world. Also, this book has a ton of variety from simple go here/kill people, small hex crawls, and even hardcore roleplaying. Every player will get a bit of fun out of this adventure, and every GM will have a blast running this one. 5/5

Execution- Of all the good stuff in the book, the execution is the most lacking. The execution is by no means bad, but I may be a bit to spoon fed by other publishers when it comes to published material. There is almost no box text. Have gamed with the master himself, I know he writes awesome descriptions, but this book will ask you to write most of your own. Furthermore, Shadow of the Demon Lord adventures are short. From the get go, SotDL adventures are designed for about a four hour experience after which players level. That is not bad by any stretch, but the transition and the brevity of the writing is strong change for some GMs. There are breaks in the text. But, I’d like a bit more art, and I’d like the art that’s here to be a bit larger. It’s hard to get those maps to the table and make them a size that looks nice. The adventures do read quickly and easily, and the simple descriptions are enough to get you gaming quick. But, keep in mind that the simplicity of the write ups are there to make the games run fast and with no down time and limited prep time. 4/5

Summary- Tales of the Demon Lord is a phenomenal adventure for SotDL. It’s a full campaign unto itself that covers several different adventure types and play styles. It’s well written, and simply executed. However, this is not a hand-holding product. Tales of the Demon Lord aims to be a campaign, not your paint by numbers GMing guide. It’s several adventures that tell a story, but it doesn’t teach you how to write or design adventures if you’re only passively playing or running this adventure. It’s fun, but don’t expect verbose, cookie-cutter explanations for you to read your players. Expect a lean, mean adventure that you can run quickly and efficiently with minimal prep, memorization, or GM brain loading time. If you get past a bit of shock of how spartan SotDL adventures are presented, then you will really enjoy what’s here. 90%
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103 reviews
February 19, 2020
What a slog, was my first impression. I thought the problem was bias towards railroad versus modular, but then I was thinking of Tales of the Demon Lord as Into the Borderlands, and Queen of the Pirate Isles as the Isle of Dread. The Isle of Dread is a sandbox and that’s my favorite module, so that’s not the problem.
Tales and Isles are the only two complete campaign books (11 sessions) according to the Schwalb Entertainment Adventure Finder, so it’s natural to compare them. I prefer Isles in terms of theme and overall design quality. The encounters felt more like fantasy encounters with horror twists than horror encounters. Tales gives an archetypal understanding of how to apply the contents of the core book world, but thematically it doesn’t hang together.
If every adventure is a zombie pops out of the closet. It loses its impact. A variety of encounters are preferable to endless undead encounters. There is a dive and a funhouse, but the cult and the big bad in the final adventure definitely would need to be fleshed out.

I’ve laughed at least once per Dr. Robert creation, but not here. Perhaps my views will change once I put the info to use. Three Zombie Hedgehogs = liked it.
Displaying 1 - 2 of 2 reviews

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