Daily Punch 12-9-15 Transfusion spell for Shadow of the Demon Lord

I’ve been thinking about this spell for Shadow of the Demon Lord for a bit. Should it be alchemy or should ti be technology?  How about it being a spell both could take?

 

TRANSFUSION                                        TECHNOLOGY/ALCHEMY  UTILITY 1

Target Two creatures within reach

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You quickly pull a connected series of tubes, needles, and vials from your pockets, jam one needle into one target and then another into the other.  One target loses hit points equal to its healing rate.  The other target gains gains hit points equal to double its healing rate.  Roll a d20.  On a one, instead of one target healing double, it loses hit points equal to its healing rate as the process works incorrectly and that character is racked with pain from a bad reaction.

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Daily Punch 12-8-15 Acid Vial spell for Shadow of the Demon Lord

I want to make a new tradition.  We have technology, but what about alchemy?  I’m a biochemist, so let’s make some chemistry in Shadow of the Demon Lord!

 

ACID VIAL                                          ALCHEMY  ATTACK 0

Target One creature within medium range

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You quickly pull a vial of solvent off you belt and throw it at the target.  Make a Intellect attack roll against its Agility.  On a success, the target takes 1d3+1 damage and the target is covered in the acid.  For the next minute, the target will make an Agility challenge roll at the start of each of its turns.  If it fails, the target takes 1d3 damage.  If it succeeds, the target shacks off the acid and no longer needs to make any more challenge rolls from this spell.

 

 

Thoughts?

Daily Punch 12-7-15 Conjure Clockwork Servent spell for Shadow of the Demon Lord

You know what I want in my Shadow of my Demon Lord?  I want some Star Wars!  Let’s make C-3PO!

 

CONJURE CLOCKWORK SERVANT TECHNOLOGY UTILITY 3

Area A cure of space, 1 yard on a side, originating from a point within short range and resting on a solid surface

Duration 1 hour_______________________                  

You  creature a medium mechanical servant within the area.  The servant cannot attack, but it can take its own actions, if directed to do so.   It unerringly obeys all commands, but may do so in its own way or comment as it and the GM feels necessary.  The servant speaks all the languages you know but also know two more then you do.  The servant has the following stats:

CLOCKWORK SERVANT

size 1

Perception 15 (+5); darksight

Defense 15 Health 20

Strength 14(+4) Agility 12 (+2) Intellect 15 (+5) Will 13 (+3)

Speed 10

Immune gaining insanity, blinded, asleep, fatigued, charmed, diseased, frightened, poisoned, stunned

ATTACK OPTION

NONE

Permanence if you spend rare ingredients worth 1gc when you cast this spell, the effect instead lasts until you complete a rest.  If you cast the spell this way each day for one month, one week, and one day, the clockwork servant becomes permanently alive.

Daily Punch 12-4-15 Goggles of Sight spell for Shadow of the Demon Lord

Let’s keep the hits rolling for Shadow of the Demon Lord

 

Extra Hand         TECHNOLOGY UTILITY 2

Duration 1 hour___________                  

With a flick of the wrist, you turn on the goggles.  They burn out quickly, but they do provide some interesting benefits before they do.  These googles give you darksight, and the ability to see just on the other side of some solid objects.  You can see up to 10 feet on the other side of an object, and solid objects you can see through appear to be smokey and hazy.  Two feet of wood, 1 foot of stone, or 1 inch of metal block this enhanced vision.

 

Thoughts?

Daily Punch 12-3-15 Extra Hand spell for Shadow of the Demon Lord

I’ve been reading lots of Schwalb lately, and I have fallen in love with the tech spells.  Let’s build on them!

 

 

Extra Hand         TECHNOLOGY UTILITY 1

Duration 1 hour___________                  

You build a robotic hand that you strap to your body and responds to your thoughts.  The hand cannot help you attack, but you can use the hand to help you with some tasks.  When the spell is cast, choose one stat.  You gain 1 boon for all non-attack checks with that sate for the duration of this spell.

 

 

Thoughts?

 

Ring Side Report- RPG Review of Tales of the Demon Lord

Product-Tales of the Demon Lord

System– Shadow of the Demon Lord

Producer– Schwalb Entertainment

Price– $ 10  here http://www.drivethrurpg.com/product/163527/Tales-of-the-Demon-Lord?term=tales+of+the+demon&affiliate_id=658618

TL; DR-Lean, mean adventure! 90%

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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%

Daily Punch 12-2-15 Conjure Turret spell for Shadow of the Demon Lord

One of the things I want for the Technology Tradition is the ability to conjure small, mechanical creatures.  Let’s start to make that a thing!

 

CONJURE TURRET         TECHNOLOGY UTILITY 1

Area A cure of space, 1/4 yard on a side, originating from a point within short range and resting on a solid surface

Duration 1 minute or until the creature runs out of ammunition                  

You  creature a small mechanical turret within the area.  The turret has the following stats:

SMALL TURRET

size 1/2

Perception 13

Defense 15 Health 12

Stregnth 6(-4) Agility 12 (+2) Intellect 10 (+0) Will 10 (+0)

Speed 0

Immune gaining insanity, blinded, asleep, fatigued, charmed, diseased, frightened, poisoned, stunned

ATTACK OPTION

Shot Bolt (medium range) +2 (1d6)