TEXT: ~Credits~
  WRITING AND DESIGN: 
  Nat Webb with RoBERT j. sCHWALB
  Editing: Jay Spight
  Proofreading: Kara Hamilton
  ART DIRECTION: rOBERT j. sCHWALB
  Graphic Design: Hal Mangold
  LAYOUT: kara hamilton
  ILLUSTRATION: Ivan Dixon
  Flesh of the Fallen is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Poisoned Pages, Flesh of the Fallen
  Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com    www.schwalbentertainment.com
  Poisoned Pages for Shadow of the Demon Lord
  Among the more primitive and savage peoples haunting 
  the lands of Rûl, some believe great power resides in the 
  ﬂ esh of the fallen, power just waiting to be seized. The 
  manner in which they take it varies, with some taking 
  trophies from the dead and others devouring the ﬂ esh 
  and bone. Such ideas ﬂ y in the face of the cultured and 
  god-fearing peoples of the Empire. Even sampling the 
  ﬂ esh of another sentient creature violates all that is 
  good and decent, an act of such depravity that it invites 
  swift justice from the gods. As everyone in the Empire 
  knows, the gods forbid cannibalism, cursing mortals who 
  consume the ﬂ esh of their own kind to become ghouls. 
  Horriﬁ c appetite enslaves these degenerate peoples 
  such that the need to gorge themselves on hot blood and 
  slippery meat consumes their every waking thought. 
   Although the curse is real and permanent for those 
  who succumb to it, the threat of transformation is not 
  the reason most forgo this ﬁ lthy practice. Rather, it is the 
  understanding that to eat one’s own kind is to be risk 
  being eaten. Such an act transforms the predator into 
  prey.
   Despite cultural objections, despite the prohibition by 
  the old gods, despite the tugs of conscience one might 
  feel in eating another person, there have always been 
  those who indulge in this terrible taboo. This Poisoned 
  Pages installment reveals the risks one faces by indulging 
  in cannibalism in the ghoul ancestry. Supporting this 
  horrid choice are two expert paths. While well suited 
  to ghouls, any character with an interest in stealing the 
  strength of the creatures they slay might beneﬁ t from 
  becoming a consumer or collector.
  Credits~
  WRITING AND DESIGN:
  Nat Webb with RoBERT j. sCHWALB
   Jay Spight
   Kara Hamilton
  rOBERT j. sCHWALB
  Hal Mangold
  kara hamilton
  Ivan Dixon
  is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Poisoned Pages, 
  Poisoned Pages, 
  Poisoned Pages Flesh of the Fallen
  Schwalb Entertainment, and their associated logos 
  are trademarks of Schwalb Entertainment, LLC.
  SCHWALB ENTERTAINMENT, LLC
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com    www.schwalbentertainment.com
  consume the ﬂ esh of their own kind to become ghouls. 
  Horriﬁ c appetite enslaves these degenerate peoples 
  such that the need to gorge themselves on hot blood and 
  slippery meat consumes their every waking thought. 
  in cannibalism in the ghoul ancestry. Supporting this 
  horrid choice are two expert paths. While well suited 
  to ghouls, any character with an interest in stealing the 
  strength of the creatures they slay might beneﬁ t from 
  becoming a consumer or collector.
  
  Ghoul
  The gods despise mortals who feed on their own and 
  reward such despicable behavior with a terrible curse. 
  The curse transforms people into wretched monsters 
  debased by unholy hunger. Called ghouls, these vile 
  souls haunt graveyards for easy pickings, digging up 
  the dead to strip the rancid meat from the bones and 
  gobble down reeking viscera crawling with maggots. 
  Though their actions appall them, their hunger 
  impels them, driving them to stuﬀ  their mouths with 
  the most unthinkable fodder. Ghouls do take fresher 
  fare where they can ﬁ nd it. The most corrupted stalk 
  communities, snatching the old, young, and anyone 
  else not nimble enough to escape their clutches. 
  Despised and hunted, ghouls ﬁ nd enemies wherever 
  they go. 
   Wrath of the Ancients: The First People comprised 
  many tribes, some peaceful, others violent, and a few 
  debased, little better than wild, mad beasts. One tribe 
  took to eating the ﬂ esh of their enemies, believing 
  they would gain their strength and knowledge. 
  Although disgusted by the act, the faeries did not 
  interfere until they themselves became victims. After 
  tribal warriors descended on a peaceful village of fey 
  folk and feasted on the bodies of the dead, the Horned 
  King laid a terrible curse on mankind. If man would 
  act as scavengers then scavengers man would become. 
  Henceforth, whenever humans and others like them 
  ate their own kind, they would become ghouls, slaves 
  to their unspeakable appetites.
   Divine Terror: Transforming into a ghoul wrecks 
  a person’s mind and imparts an abiding fear of the 
  gods whose wrath they have incurred. Ghouls become 
  nervous when around religious symbols and icons lest 
  their proximity to such signs bring even worse down 
  on their heads. Ghouls do not willingly enter areas of 
  holy ground. 
  Becoming a Ghoul
  Only living creatures not immune to the diseased 
  aﬄ  iction can become ghouls. Humans are the 
  most common, but it’s possible for fauns, halﬂ ings, 
  and dwarfs to suﬀ er the curse. Characters with the 
  Powerful Ancestry trait cannot become ghouls.
   If you belong to an ancestry capable of transforming 
  into a ghoul and you consume the ﬂ esh from a 
  creature, alive or dead, who shares your ancestry, you 
  must roll a d6. 
   On a 1, you become defenseless for 1d6 hours and 
  then transform into a ghoul.
   On a 2–5, you suﬀ er no ill eﬀ ect.
   On a 6, you suﬀ er no ill eﬀ ect and you are not at risk 
  of becoming a ghoul until after you complete a rest.
   Upon becoming a ghoul, you apply all of the 
  following traits to your character.
  Ghoul
  Attribute Scores Agility +2, Intellect –2
  Characteristics Perception +2, Speed –2
  Immune damage from disease or poison; diseased, 
  poisoned
  Shadowsight You see in areas obscured by shadows as if 
  those areas were lit.
  Dreadful Appearance When you attack a living creature 
  that can see you, the target creature must make a Will 
  challenge roll. The creature becomes frightened for 1 
  minute on a failure or becomes immune to your Dreadful 
  Appearance until after it completes a rest on a success.
  Unholy Feast You can use an action to eat one dead 
  creature you can reach, which requires concentrating for 
  1 minute. At the end of this time, you utterly consume the 
  target corpse, and you assume its living appearance until 
  you complete a rest. While you have this appearance, 
  you lose the Dreadful Appearance talent.
  Accursed Compulsion At the end of each round that you 
  are within short range of a dead creature, you must 
  make a Will challenge roll. On a failure, you must move 
  toward the dead creature and use your Unholy Feast 
  talent when you are next able. Once you do so, you lose 
  Accursed Compulsion for 1 hour.
  Fear of the Gods Against creatures wearing or wielding 
  religious symbols or icons you make attack rolls with 
  1 bane. In addition, you become frightened while on 
  areas of holy ground (see Uncertain Faith) and remain 
  frightened for as long as you remain there.
  Powerful Ancestry When your group attains level 1, you 
  do not choose a novice path. Instead, whenever the 
  Advancement table indicates you would gain beneﬁ ts 
  from a novice path, you gain the beneﬁ ts from your 
  ancestry for that level.
  If you already chose a novice path before you became 
  a ghoul, remove the path and any beneﬁ ts you gained 
  from that path, starting with the beneﬁ ts gained at the 
  highest level and then working backwards. For each set 
  of beneﬁ ts lost in this way, you gain 1 Insanity.
  Level 1 Ghoul
  Characteristics Defense +1, Health +2, Perception +1
  Natural Weapons You can attack with your claws and 
  teeth. Together, they count as a basic weapon with the 
  ﬁ nesse property that deals 1d6 + 3 damage.
  Unwholesome Recovery Once per day, when you use your 
  Unholy Feast talent, you heal damage equal to your 
  healing rate.
  Level 2 Ghoul
  Characteristics Defense +1, Health +2, Perception +1
  Drink Blood When you attack with your natural weapons 
  and the total of your attack roll is 20 or higher and 
  exceeds the target number by at least 5, you can drink 
  the blood of a living target. The target takes 1d6 extra 
  damage and becomes fatigued for 1 minute. While 
  fatigued in this way, the target is also slowed. If already 
  fatigued, the target takes another 1d6 damage.
  Gain one of the following beneﬁ ts:
  Magic Increase your Power by 1, discover a tradition, and 
  learn a spell from that tradition.
  Weapon Training When you attack with a weapon, you 
  make the attack rolls with 1 boon.
  Level 4 Ghoul Expert
  Characteristics Health +2
  Gain one of the following beneﬁ ts:
  Magic Either discover a tradition or learn a spell.
  Sharpened Teeth and Claws Your attacks with your natural 
  weapons deal 1d6 extra damage.
  2
  
  Level 5 Ghoul Expert
  Characteristics Health +2
  Gain one of the following beneﬁ ts:
  Magic Increase your Power by 1 and either discover a 
  tradition or learn a spell.
  Combat Prowess Your attacks with weapons deal 1d6 extra 
  damage.
  Level 8 Ghoul Expert
  Characteristics Health +2
  Sense Flesh You make Perception rolls to ﬁ nd living or 
  dead creatures that have physical bodies with 1 boon. As 
  well, you reduce the number of banes to your attack rolls 
  against such creatures by 1.
  Gain one of the following beneﬁ ts:
  Magic Either discover a tradition or learn a spell.
  Combat Expertise When you use an action to attack with a 
  weapon, you can either deal 1d6 extra damage with that 
  attack or make another attack against a different target 
  at any point before the end of your turn.
  Paths of Hunger
  The following expert paths oﬀ er characters ways to 
  steal power from their enemies, either by wearing 
  their body parts as trophies or by eating them.
  Consumer 
  Expert Path
  Consumers break the taboo against eating the ﬂ esh of 
  the fallen. Eating the body parts of their slain foes lets 
  them gain a measure of their power and knowledge. 
  Some consumers see absorbing the potency of the 
  defeated as the fastest way to power, some are driven 
  by long-ago trauma that manifests as a compulsion to 
  dine upon their enemies, while others simply lack the 
  empathy to understand why such an act repulses most 
  right-thinking people.
   To choose this expert path, you must be a living 
  creature that can eat.
  Consumer Story Development
  d6
  Story Element
  1
  You developed a taste for raw ﬂ esh after you ate 
  the corpse of a friend or loved one to survive a 
  terrible ordeal.
  2
  You spent a season in the wilderness, viewing 
  the brutality of nature and learned the taboo 
  against eating sentient creatures is a construct of 
  civilization.
  3
  After unwittingly consuming part of a monster, 
  you became addicted to the rush of power you 
  felt from absorbing another’s potency. This 
  experience ﬁ lls you with a need to recreate that 
  ﬁ rst terrifying high.
  4
  You nearly starved to death while imprisoned by 
  an enemy. You were left with a gnawing hunger as 
  insatiable as your desire for revenge.
  5
  You were bested magically by a rival. Your new 
  ambition to gain magical power as quickly as 
  possible outstrips any compunction you might 
  have about breaking society’s rules.
  6
  Your teacher in the ways of magic slowly broke 
  down your moral resistance to the dark paths 
  of power before revealing him or herself as a 
  Consumer.
  Level 3 Consumer
  Attributes Increase two by 1
  Characteristics Health +3, Power +1
  Corrupted Development Increase your Corruption score by 1.
  Magic You discover a tradition or learn one spell.
  Devour Once per day, you can perform a ceremony over the 
  remains of one living creature killed by you or a member 
  of your group. You must complete the ritual within 6 
  hours of the creature’s death, and the ritual takes 1 hour to 
  perform. If you ﬁ nish the ritual and spend 10 minutes eating 
  the desecrated ﬂ esh, you gain a beneﬁ t depending on the 
  body part you eat (see the Body Parts Beneﬁ ts table for 
  details). The beneﬁ t lasts until you complete a rest.
  Resist Ghoul Curse The ceremony you perform as part of 
  your Devour talent protects you from becoming a ghoul. 
  If you use your Devour talent to consume a creature that 
  shares your ancestry, you do not roll a d6 to see if you 
  become a ghoul. However, each time you gain Corruption, 
  you must roll a d6 to see if you become a ghoul.
  Level 6 Consumer
  Characteristics Health +3
  Magic You discover a tradition or learn one spell.
  Great Hunger You can use the Devour talent twice. The 
  beneﬁ ts of doing so are cumulative provided they come 
  from different creatures and different body parts. 
  Level 9 Master Consumer
  Characteristics Health +3, Power +1
  Magic You discover a tradition or learn one spell.
  Cannibalism When you use Devour to eat a body part from a 
  creature of your ancestry, the beneﬁ t lasts until you eat a 
  body part from another creature that shares your ancestry. 
  Each time you do, gain 1 Corruption.
  Body Part Benefits
  Part
  Beneﬁ t
  Blood 
  At the end of each hour, you automatically 
  heal damage equal to the Power score of the 
  creature you consumed (minimum 1).
  Bone 
  You gain a +1 bonus to Defense.
  Brain 
  You speak all languages known by the creature 
  you consumed. As well, you gain access to some 
  of the creature’s memories, which grants you 1 
  boon on Intellect challenge rolls. 
  Eyes 
  You make all Perception rolls with 1 boon. In 
  addition, if the dead creature had shadowsight, 
  darksight, or truesight traits, you gain the trait.
  Flesh 
  You gain a bonus to Health equal to your group 
  level. 
  Heart 
  If the creature could cast spells, choose one 
  spell the creature knew whose rank is equal to 
  or less than your Power score. You gain one 
  casting of that spell.
  Liver 
  You gain one of the creature’s immunities.
  Tongue 
  In social situations, you make attack rolls with 
  1 boon. You can speak all languages the dead 
  creature spoke, and can imitate its voice, call, 
  song, or other vocalizations perfectly. 
  3
  
  Collector 
  Expert Path
  Collectors take body parts from the creatures they 
  kill, wearing them proudly as trophies and drawing 
  strength from them. Many collectors come from 
  primitive cultures, of which their warriors display 
  trophies to show their combat skill or their kill count. 
  Many squadrons of orcs developed unique trophy-
  taking traditions while ﬁ ghting for the Empire, as 
  have some elite human and dwarfen ﬁ ghting forces. 
  Collectors from diﬀ erent cultures display their 
  trophies diﬀ erently; an orc may wear a string of 
  raggedly chopped ears still dripping gore, while a 
  dwarfen collector is more likely found with polished, 
  rune-carved claws set atop his helmet like a coronet.
  Collector Story Development
  d6
  Story Element
  1
  You lived for so long with nothing to your name 
  that you developed a compulsion to collect as 
  many things as you can, measuring your worth by 
  how much you own.
  2
  You derive pleasure from examining physical 
  reminders of your victories, but each memory 
  eventually grows stale, forcing you to seek new 
  trophies.
  3
  You trained in a warrior tradition that emphasizes 
  the collection of trophies as a way of displaying 
  prowess and experience.
  4
  You joined a death cult that commands you to 
  wear something taken from every creature you 
  slay, out of respect for their sacriﬁ ces, to show 
  your dominance over death, or to ward against 
  the restless spirits of your victims.
  5
  You are part of a loose confederation of fellow 
  collectors, and enjoy comparing your collections, 
  boasting over your rarest pieces, and trading for 
  new trophies.
  6
  You place no value on material possessions, 
  caring only for the power your trophies grant 
  you, and gladly discard an old piece as so much 
  rubbish to replace it with something stronger.
  Level 3 Collector
  Attributes Increase two by 1
  Characteristics Health +5
  Devour You can perform a ceremony over the remains 
  of one living creature you killed. You must complete 
  the ritual within 6 hours of the creature’s death and the 
  ritual takes 10 minutes to perform. If you ﬁ nish the ritual, 
  choose a body part from the Trophies table. The process 
  of collecting a trophy, a combination 
  of ritual preparation and careful 
  excision, can only be performed 
  once on a given creature. 
  To derive any beneﬁ t from 
  the trophy, you must wear it 
  somewhere it is visible. You 
  can beneﬁ t from up to two 
  trophies at a time. You can 
  replace a current trophy 
  with another, but if you 
  do so, the power of the 
  old trophy is lost, and you 
  cannot use it again. If a slain 
  creature does not possess 
  a certain body part— for 
  example, humans do not 
  have claws, while a lash crawler 
  does not have a breastbone—
  it cannot be taken as a trophy.
  Level 6 Collector
  Characteristics Health +5
  Impressive Display You can beneﬁ t from up to three 
  trophies.
  Level 9 Collector
  Characteristics Health +5
  Complete Set You can beneﬁ t from up to four trophies. 
  If you have three trophies or more from creatures who 
  share the same ancestry (for example, human, wolf, 
  dragon, troll, and so on), the trophies grant you 1 boon 
  on attack attacks rolls against creatures of that ancestry. 
  As well, while your trophies are displayed they impose 1 
  bane on attack rolls made by such creatures. Finally, the 
  trophies grant you 1 boon on attack rolls to intimidate 
  and taunt such creatures in social situations.
  Trophies
  Trophy
  Beneﬁ t 
  Breastbone
  When you take damage from a single 
  attack and that damage would incapacitate 
  you, you can instead choose to have the 
  breastbone trophy shatter and take half 
  damage as a result. Using the breastbone in 
  this way destroys it.
  Claw 
  Your attacks with your unarmed strike or 
  natural weapons deal 1d3 extra damage.
  Ear 
  Each ear trophy you own grants you 1 boon 
  on attack rolls made to intimidate and taunt 
  in social situations or 2 boons if you make 
  the attack roll against a creature sharing the 
  ancestry of one of these trophies. Ears rot 
  and become useless after 7 days.
  Eye 
  You gain keen eyesight and your senses 
  sharpen. For each eye trophy you display, 
  you make Perception rolls with 1 boon.
  Hand 
  When you take damage, you can use this 
  trophy. Roll a d6. On a 3–6, you reduce the 
  damage by the number rolled. On a 1–2, you 
  take extra damage equal to the number 
  rolled. Each time you invoke this trophy, 
  one of the ﬁ ngers on the hands curls inward. 
  Once all the ﬁ ngers and the thumb have 
  curled inward, the trophy becomes useless.
  Fang 
  Each time you deal damage with a weapon, 
  you can make the next attack roll before the 
  end of the next round with 1 bane to cause 
  the attack to deal 1d6 extra damage.
  Foot 
  For each foot trophy displayed, you gain a 
  +2 bonus to Speed.
  Jawbone 
  When you prepare a jawbone trophy, roll 1d6 
  to determine the number of teeth clinging 
  to the bone. When you or a creature within 
  short range makes an attack roll, you can 
  use a triggered action to grant 1 boon on 
  the triggering roll. Each time you invoke this 
  trophy, one of the teeth crumbles to powder. 
  Once all the teeth are gone, the trophy is 
  useless.
  Rib
  You have a +1 bonus to Defense against 
  ranged attacks.
  Skullcap 
  This trophy imposes 1 bane on attack rolls 
  against your Intellect or Will.
  have claws, while a lash crawler 
  does not have a breastbone—
  it cannot be taken as a trophy.
  4
  excision, can only be performed 
  have claws, while a lash crawler 
  it cannot be taken as a trophy.
  
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