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Happy DeMonday! Paths of Battle is now available. This supplement introduces the knight and expands on several expert paths from the main rulebook!

http://schwalbentertainment.com/2017/05/22/paths-of-battle/

If I use the Sorcerer's additional damage ability on a spell, are all instances of damage on that spell increased or only some? Prime examples I'd like to know about are Acid Darts and Explosive Darts.

The SotDL core states that Clockwork don't eat nor drink. Can Clockwork still make use of healing potions, or would they just be splashing liquid on themselves if they tried?

Confession time:

Despite rereading the section two times, I misinterpreted the rule on corruption levels to say that the character died at 9 corruption. I have no idea how I misread it, now, especially when I read it twice when it came up on my campaign.

So I killed a PC in downtime that actually shouldn't have died. I'm taking a mark of GM corruption for this for sure.

Tell us about your campaign arc. What's taking the characters from simple folk to world-saving heroes? How did they start off? Who are the adversaries? What allies and foes have they encountered along the way?

Question around Necromancers and Conjurers:

Anything a Necromancer summons has the Frightening trait, same for characters that have reached level 7 Conjurer. Does the summoner in either case here have to make a Will save to avoid being Frightened by their own summon? In a similar vein, do their party members have to make the same save every time?

I've checked over the Frightening trait a couple times and it looks like this is the case. I feel like I'm missing something crucial though.

Epic Adversary

Upon reading this ability, I was fairly certain it was straightforward, in that the adversary acts normally the first round of combat, then starts rolling to see how many actions they have in successive rounds due to the End of Round action.

However, given that the conversion of this ability Forbidden Rules seems to imply that creatures with the Epic Adversary trait have multiple actions built in to them from the start, I wanted to double check. Especially given my recent reading comprehension fails. ;)

So, under the default initiative system, am I correct in assuming an Epic Adversary acts like any other adversary the first round, then after the End of Round is performed in the first round, they start getting multiple actions per round?

Idea for D&D-style Magic Items

I mentioned in another post that my group likes SotDL, but missed the thrill of getting magic items, and that enchanted items isn't scratching that itch for them. I've been thinking about this, trying to think of a way to incorporate this element into my games and an idea struck me. A magic item that not only grants a magical benefit to the user, but also imposes a magical detriment, which seems more SotDL to me. So I came up with a few examples:

Girdle of Giant Strength: This belt grants the wearer great strength but at the cost of their intellect.

Benefit: The wearer's Strength attribute becomes 17 while the item is worn. If the wearer's Strength is already 17 or higher, the item has no further effect on this attribute.

Detriment: The wearer's Intellect score becomes 8 while the item is worn. If the wearer's Intellect is already 8 or lower, the item has no further effect on this attribute.


Bracers of Defense: These protective arm wear project a field around the wearer making them harder to hit.

Benefit: Defense improves by 1, 2, or 3, depending on the power of the magic infused into them.

Detriment: Any attacks that get through the wearer's enhanced defenses does an additional 1, 2, or 3 points of damage.


Magic Weapon of Accuracy: This weapon's magic makes it easier for the wielder to hit opponents.

Benefit: The wielder gains an additional bonus to attack rolls using the weapon equal to +1, +2, or +3, depending on the power of the weapons magic.

Detriment: Damage dealt by the weapon suffers by 1, 2, or 3 points, depending on the power of the item's magic.

You get the gist. Thoughts?



I noticed that there is a specific power for boss monsters in some of the (later) adventures, allowing the boss monster to act iirc up to 4 actions per round. Can somebody point me to a supplement which introduced that rule?

Looking for suggestions for best adventure for Starting characters that does a good job of capturing the "look and feel" without being too heavy-handed on the squick or gore.

Have a player that's new to gaming and don't want to scare them off. :)
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