Tuesday, September 16, 2025

Adapting Tales of the Demon Lord to SLA Industries 2E

SLA Indutries certainly doesn't expect a camapign to last only 10 scenarios and cumilate in MC being under direct threat in a major confrontation with the forces of Bitterness. So scatter other scenarios between these, but ones which have common theme would be best so the players don't lose the plot threads amid false leads.


From the original text we know the rough process of the story, a tussle between some cultists in the city of Crossings, with the goal of bringing forth the Demon Lord and the hordes of demons to destroy the world. As described on page 2:

The Campaign Story

Most of these adventures deal with the efforts of the ancient society known as the Brotherhood of Shadows to bore a hole into the Void—the home of the Demon Lord and hordes of demons intent on destroying the world. For years, a halfling named Elder Fobb has secretly led a Brotherhood cult in Crossings, posing as a befuddled city councillor as he advances the cult’s agenda.

However, Fobb has a rival for control of the cult. A human aristocrat named Pentachus Katandramus—one of a long line of wealthy deviants who have dabbled in dark magic—discovered that the dread artifact known as the Eye of the Demon Lord lies hidden in Crossings. Stolen from a legendary vampire known as Lucretia, the Lady of Sighs and Sorrows, the eye was brought to the city centuries ago by a demonologist named Moore. Gathering a cadre of cultists to him, Katandramus has set out to find it. The results of his efforts are described in Chapter 2.

As the characters are drawn into the story, Katandramus works to consolidate his power and start a coup against Elder Fobb. He achieves this by the time the characters choose their master paths, using the eye’s power to take over the cult. Once the cult comes under his control, Katandramus sets out to complete the dreaded incantation revealed by the artifact, as described in Chapter 12.

 

By default, the setting is changed to Mort City, maybe Crossings becomes a local government authority for a sector or level. But more likely the scope expands, a plot to bring forth a direct link to White Earth and confront Slayer with Bitterness, before Mr. Slayer is ready. Shadow of the Demon Lord is supposed to end with world-shattering peril after all.

Therefore, the campaign really becomes a set of loose capstone adventures, to be run interspersed with other SLA Industries or converted Shadow of the Demon Lord scenarios until the players are ready for the next act.

Elder Fobb needs to change to something seemingly harmless, a tall order for Mort City. A Halfling being a cultist is unusual, so an Ebonite is out. A Shaktar fts the traditional vibe, but I might suggest a Wraithern. Someone who is so old for one of his species that no one expects him to stay active, much less run a cult. Father Paulus is clearly some sort of senior bureaucrat, the sex addiction wouldn’t be too weird or controversial, so maybe it’s something like a raging drug addiction. Commander Rena is a military woman, one of the more removed aspects of the setting despite War Worlds being a constant threat. Ezekia is clearly an Ebonite. Dreen and Quick remain as is. Gundren would be a Shaktar, the same vibe as a Dwarf. Randolfus is either Naga 7, Cloak Division or Moral Right, someone who riles people up.

 

Harvester of Sorrows

Cultists find the horrible artefact they need. Set off an Organ Filch who starts kidnapping people to steal their organs. Organ Filch and Ghoul were stuck in basement of haunted house that used to belong to Demonologist.

(Hunter Sheet) A local posting relating to a failed Shiver investigation last week, a local Shaktar priest went missing and Shiver Sergeant Alyse is willing keep it open.

Organ Filch and Ghoul are Dream Entities as is the apparition in the Moore House, a shunned and abandoned two-up two down. The bad rumours about the place spawned a creature based on organ thieves and a carrien-themed monster. All blood-themed.

 

Born to Die

White BPN with a false opening

Dreen will ensure everything is private. Gears should be a feral ebonite with an ebonite drug addiction, something weird but not as weird as a Manchine, the closest to a mechanical person. The island becomes an abandoned lot and the boats, motorcycles or lorries. The bound demon obviously is a White Earth entity, probably reusing the stat block of another monster. The two gremlins tormenting the gang could be a lot of things, maybe some feral dogs or carrien, though that’s maybe a bit of an escalation.

 

The Curious Case of the Errant Swine

Pig farm is easy, while a Carnivorous pig farm might be dangerously absurd, a subsidiary which either recycles killed pigs into food for a cannibal sector settlement or just makes artificial ham is good enough. Finest hogs become prize-winning luxury ham for Uptown/Mort Central. The halfling prisoner thing is just an aside that can be played as is as a follow-up or dialled-in BPN.

The Bloody Bones are Manchines infected by Bitterness’s early attempts at a blood cult long ago and locked away by Stigmatyr in rubble-filled industrial area just beyond the Cannibal Sector wall. The Beastmen become carrien as it’s a novice adventure and the troglodytes are clearly just cannibals. The Shrine is covered in Ebon markings instead of Elvish. The whole thing is a giant shrine made by some of the first White Earth cultists, now extinct due to Stigmatyrs sending in a Manchine/hit squad after them. The Chaos Shard can be a creepy gem, or it is a out of place artefact, like a tape that plays 70s or 80s Scottish mixtapes.

 

Temple of Shadows

Red BPN

Gibbering Fever can be run as the Rage Virus or as straight up zombie virus, depends on how much you want to emphasize Bitterness isn’t bound by such concepts as life, death and physics. Randolfus either is in the know about what he faces and is prepared or didn’t know and pulled out an emergency tool given by someone who does. The living tar is a literal black pudding, being made of congealed blood. All monsters are WE/Shi’an cult monsters. If Katandramus doesn’t have access to WE teleportation magic, he should be an Ebonite.

 

The Moon Spire

Just passing through, can be cashed in for a White BPN if they radio in deaths before they solve it.

Carbunbcle is a grimy and cursed Sector. Mutations and health issues are common; Shivers and gangs avoid the place when feeling superstitious. Lots of idle chatter about water red running like blood or being blood.  The moon spire becomes a Naga 7 vault, locked away before their departure and forgotten by all except the heads, who think it’s fine where it is. When the magnetic fields are right (generally monthly), it fades into view as a white marble fountain for a plaza long demolished, with an open maintenance door at its base.

Crusher Glas is a Frother lorry driver, who ran afoul of a Rawhead cultist when delivering a package, but the cultist was being chased by Shivers so he just suffered a slash. He’s had the dreams ever since.

 

Mines of Madness

Green

One of the few Mort-domestic mining operations, pulling out rare minerals for components close to the Fission Belt has gone silent. Players are tasked with fixing the problem. Barrow Wrights are semi-dead Jethians, kept in some twilight state by what seems to be Ethereal/WE power (explaining the weird undead powers). Cartul are some Root Dog ground troop variant, sealed by time. While neither are nowadays strictly D-Notice. Dire threats and NDA are issued to the players along with congratulations.

 

In the Name of Love

Blue, why did the sewers running under the Cannibal Sector Wall here start backing up. Sops needed because danger.

Verge is a small sector close to the Cannibal Sector 2 Wall. Used to make good money with small time industrial and organic recycling but has been severely desolated by occurrences blamed on over the wall creatures until the Ex-War Criminals took over. Deep in the tunnels that go into the sector through the sewerage works, is a stand of Maggrot, left from a successful mission.

There is a D-Notice no one has ever removed about the incident, some persuasive rolls and samples might be required for Threat Analysis to budge. That reveals the momic was destroyed but the Maggrot should have shrivelled with it, as it’s Flux-dependent.

The trees/roots have been absorbing Shi’ian-tainted Flux from the sewage works for years, probably from the cultists in Verge and the wider city. Church of the New God is SLA public works, brigands are a gang, Wargs and Carrien and Craven is a Ebanite.

 

Shadows in the Mist

White/Red/Cyan/Black (rising steadily over the radio)

Missing children case starts evolving rapidly as a massive black storm/fog cloud starts rolling in from Cannibal Sector 1, filtering up through the sewers and smothering Bridgeheads, Lower Downtown and probably curling in the Deep Constructs. Centre appears to be a large semi-solid mass at ground level.

A Dream Entity Master has figured what is Bitterness’s plan and decided to preserve the keystone of half-made realities, she is going to wipe MC off the map. Players must drive out into the approaching epicentre. Mass is a whole island, sliding like a hovercraft, made of twisted trees and ruins. The genie is an Aethernaut who has been stuck here for quite some time, she admits she is probably not capable of going anywhere anymore, but she has tea.

 

Off the Rails

Red BPN when the players are in Cannibal Sector 1.

The Iron Titians were experimental weapons going to be tested on 9th Legion and Darknight Forces in Cannibal Sector 1 before being turned on a warworld. Orcs are merely angry workers or Darknight agents who think Darknight might not treat them as awfully. Troglodytes are cannibals from CS1 and Crow’s Foot is either a Shi’an-controlled settlement or a Rawhead-worshiping cannibal village. The least-reliable cadre of Darknight personnel form the Orcs in the cave.

 

Prince of Darkness

If a direct hook is needed, Ross (Roo) posts a crude Hunter Sheet directly to their address, requesting help with those experienced with Orange, Red and Green missions. Otherwise, the players encounter one rainy morning a manchine missing it’s covering and being tormented by a pair of unnatural gorecrows (technically Dream Entities by really figments of Ross’s self-guilt).

Ross needs help from Operatives, and in halting speech explains that it used to be a Blood Cultist from when White Earth first tried to set up a cult, players will recognise it’s the same tainted manchine design from The Curious Case of the Errant Swine. He will explain what limited information he knows on Bitterness if it hasn’t come up yet. Barghest is another DE figment of Ross’s self guilt.

Iron Peaks is a region beyond the No Go Zone, Ross is quite smug about not every devious plan needs to happen inside the confines of MC. Everything is otherwise as is. SLA Industries will debrief the players very thoroughly as they are high SLC by now and might give them more SLC increases and bonuses for delivering The Sword of Unmaking to Stigmatyr and Naga 7. The void is a portal into a horrible cult centre of White Earth, emphasis this is bad.

 

The End is Near

Plantinum BPN – Since the players have unravelled this mystery so far, the White + Red/Jade BPNs for each disturbance are automatically upgraded and merged with a hasty in car conversation with Mr. Slayer.
He admits Intruder has been investigating false leads planted by White Earth.

Katandramus has fully twisted into an Ethereal. Lucretia is worse, a Kilneck, someone whose very existence is a D-NOTICE. Her mutated entourage of ghouls are severally twisted people, feral Wraithern, maybe some form of basal horror or even slightly mutated Jethian.

Wizard’s Peak is a major Necrothrope centre, create one if none exist. Fail and Bitterness walks into Mort to directly challenge Mr. Slayer. Regardless of who wins, the players will die in the resulting blast.

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