Shadow of the Weird Wizard Is Finally Here!

Long anticipated, it’s here! You can grab the PDF from DriveThruRPG. In fact, it has hit the #1 spot on the site.

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By Rob Schawlb, SotWW is the sequel to Shadow of the Demon Lord and presents a more family friendly version of the game system.


Shadow of the Weird Wizard® is a fantasy roleplaying game in which you and your friends assume the roles of characters who explore the borderlands and make them safe for the refugees escaping the doom that has befallen the old country. Unsafe are these lands: the Weird Wizard released monsters to roam the countryside, cruel faeries haunt the shadows, undead drag themselves free from their tombs, and ancient evils stir once more. If the displaced people would rebuild their lives, they need heroes to protect them. A brand new game built using the system powering Shadow of the Demon Lord, this game gives you everything you need for you and your friends to champion the innocent, to brave grave dangers, and right terrible wrongs, all while exploring the wild frontier of the borderlands!

Some saw him as a mad sorcerer who commanded eldritch powers of staggering might. As proof, one only has to look at all the abominations he set loose in the lands—the hybrid beasts, the multilegged hulking collectors, floating eyes that hang in the air trailing their nerve endings. And then, far, far beyond the edges of the new lands rose the walls of the Forbidden City and the clockwork peoples who dwelled there in seeming servitude to the dread mage who ruled over all he surveyed.



But the Weird Wizard is gone. His shadow remains, but the figure casting it disappeared and none, not even his closest servants, know where he went. It might be coincidence that his absence preceded the bloody civil war that tore the Great Kingdom apart and that precipitated the violent struggle between the other nations in the west, or the Weird Wizard might have had some stabilizing influence that enabled civilization to flourish once more following a far older, nastier decline. Too, he could have been the source of the conflict and abandoned the world to its fate.

Either way, the instability sends people by the thousands spilling into the borderlands. As this territory grows more and more crowded, refugees are looking to the east to make their homes. The first forays into the strange place have ended with disappearances and death, and the few people who have returned carry tales of hostile inhabitants, cruel faeries, and hideous, ravenous monsters. If the new lands would be tamed, there must be peace with the inhabitants.

Such efforts demand heroes. Luckily, there might just be a few around. This book shows you how to make a hero who can meet and triumph over the greatest challenges of exploring a world that stands in the shadow of a Weird Wizard.

 

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In terms of changes from SotDL to SotWW, I like that the core book has 40+ expert paths instead of just 16. Expert paths are really the core of the character concept, and quite a few (like druids, wizards, and paladins) have some nice embedding into the setting.

I also like that each magic tradition has 18 spells now, and they have more diversity at the higher levels.

And the best change, of course, is getting rid of d3s in the weapons table. :)
 

In terms of changes from SotDL to SotWW, I like that the core book has 40+ expert paths instead of just 16. Expert paths are really the core of the character concept, and quite a few (like druids, wizards, and paladins) have some nice embedding into the setting.

I also like that each magic tradition has 18 spells now, and they have more diversity at the higher levels.

And the best change, of course, is getting rid of d3s in the weapons table. :)

I just wish some of the sword-and-board support that SotDL had ported over, but it doesn't seem to have.
 

I just wish some of the sword-and-board support that SotDL had ported over, but it doesn't seem to have.
Yea. that's true, other than the "Shield-Basher" fighter feature there isn't really any explicit sword-and-board support. But it seems like a pretty normal choice for a wide range of character concepts.
 

Yea. that's true, other than the "Shield-Basher" fighter feature there isn't really any explicit sword-and-board support. But it seems like a pretty normal choice for a wide range of character concepts.

Yeah, but one of the things I liked about SotDL was you could develop a character who focused on shield use and adjacent.
 


Fair. You are entirely correct that there is a lack of options specifically enhancing shield-use options.

I'm just wondering why some version of those didn't transfer over; after all, there were both Expert and Master paths that went there in SotDL, so he must have appreciated them to some degree. Maybe he's saving it for a Fighter oriented supplement (though I thought at least the Expert one was in the core SotDL book...)
 

I'm just wondering why some version of those didn't transfer over; after all, there were both Expert and Master paths that went there in SotDL, so he must have appreciated them to some degree. Maybe he's saving it for a Fighter oriented supplement (though I thought at least the Expert one was in the core SotDL book...)
Hard to say. WW has more Expert paths, but less Master paths than the DL core. Maybe the old version just didn't make the cut, or he wants to take a second pass at it and do something a little different.
 

My books came. They actually arrived on Monday. I wasn't home, but my partner was. When they messaged me that I had a package, I told them to put it in my wardrobe, as I thought that it was probably their birthday present. But as I received their birthday present today, I realized that SotWW was the Monday package. The books look great!
 

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