TEXT: UNDER THE
  SEAL OF
  SOLOMON
  A�
  A�������� ��� ���
  #R��L����J��
  INTO
  BRONZE
  THE
  
  King Solomon has chosen you to capture
  the demons that run rampant around his
  kingdom.
  ��� ��� ������, ��� ��� �����������,
  ��� ��� ���������, ��� ��� �������,
  ��� ��� ��������. ��� ��� ���������.
  Entrusted with his seal, you bear his
  authority over the people of the Kingdom
  in the pursuit of your sacred oath to
  deliver these demons to the Temple.
  U
  N
  D
  E
  R
  THE
  SEAL
  OF
  SOLOMON
  CREDITS
  W������ ��� L�����:
  Duamn Figueroa Rassol
  E������:
  C. A. Berlitz & Clayton Notestine
  A��:
  All illustrations are art pieces under
  public domain.
  S���������� R������:
  Facundo Kaper
  This adventure is designed to be played with INTO THE BRONZE by
  Guilherme Gontĳo, inspired by Dogs in the Vineyard by Vincent
  Baker and a healthy dose of Wikipedia occultism.
  More games and ����� products at
  ��������.����.��
  
  Y O U R
  O A T H
  King
  Solomon
  has
  graced
  your people with his presence,
  descending from the clouds
  atop
  his
  flying
  throne
  to
  choose you for his army of
  exorcist-warriors.
  A
  sacred
  oath
  has
  been
  bestowed upon you: to capture
  the demons that assail his
  kingdom and use the power of
  his seal to command them to
  kneel at his Temple.
  In your travels you’re joined
  by fellow exorcist-warriors,
  banding together to undertake
  this sacred task against the
  powerful demons that threaten
  your people.
  CREATE YOUR EXORCIST
  For simplicity’s sake, we’ll refer to the characters as Exorcists, that
  is their duty, that is their purpose. Follow the character creation as
  described in into the bronze.
  Every one of you holds authority over King Solomon’s subjects
  while you pursue the hunt. You may seek shelter, succor and even
  equipment as long as you can justify how it helps you fulfill your
  oath.
  Capturing these demons is surely a deadly task, and if your player
  group is small, you may do well in considering creating at least two
  E�������� to play.
  THE KEY OF SOLOMON
  Are a series of God-given commands that King Solomon has
  written on a table for you to enact. Who holds the K���? Write down
  the K��� in your inventory sheet.
  KEYS
  Average Explosion: 5+
  Unlike normal items, the table cannot be broken by usage.
  Although the K��� never deplete, the implements you use to
  write them do. You can use the K��� to damage a demon as
  long as you have Tools to write them.
  
  THE SEAL OF SOLOMON
  You were entrusted with a ring engraved with his sigil. This signet
  is necessary to seal the written K���. Who holds the S���? Write
  down the S��� in your inventory sheet.
  SEAL
  Average Explosion: 4+
  Unlike normal items, the ring cannot be broken by usage. The
  S��� can only be used once the K��� have been written.
  THE JAR OF SOLOMON
  As you will learn, true demons cannot be killed. If you write down
  the commands described in the K���, and S��� them with his signet,
  you will defeat the demon’s physical manifestation and compel it to
  enter the J��. Once trapped, you can carry them back to the Temple
  of Solomon so they confess their corruptions. Who holds the J��?
  Write down the J�� in your inventory sheet.
  
  Once you have lured a demon out of hiding or faced it openly in its
  earthly domain, you will quickly learn that no mere mortal man can
  kill it. However, with the power held in the Table and the Ring,
  Exorcists can vanquish its manifestation and command it to be
  sealed in Solomon’s Jar.
  Common weapons cannot damage a demon; its HP can only be
  reduced by the use of the K��� and the S���.
  When confronting a demon, one of the Exorcists must write down
  the K���—over a vellum or clay tablet—commanding its
  surrender. Once the command is written, you must imprint the
  words with the S���. When it reaches 0HP, it becomes trapped
  in the J��.
  There is no tried and true way to defeat a demon. You must use your
  wits and any tools at your disposal to bring it down. Writing the
  words over a piece of vellum and beating the demon senseless with
  the Ring is as good a method as any, and if you can endure the
  demon’s attacks, you might find yourself victorious.
  WHAT
  ABOUT
  YOUR
  BRETHREN
  IN
  ARMS?
  Although only the ones who carry the K��� and the S��� can harm
  the demon, they still need all the help they can get. Fellow
  E�������� can carry the writing Tools to assist the K��-keeper,
  corner and hold the physical manifestation of the demon, or fight
  its minions while their companions perform the binding ritual.
  CHARACTER DEATH
  Even the lower demons of The Hierarchy are supernaturally strong
  and vile, with powers far beyond the realm of human ability. There
  is no shame in dying fighting a demon, but an honor to fall while
  facing against one.
  You will surely lose a fair amount of characters during your
  campaign. Don’t fret it. In his wisdom, King Solomon has chosen a
  myriad of exorcist-warriors to join his sacred war, cruising the skies
  over his Kingdom to bestow the oath upon subjects from all walks
  of life.
  When your character dies, create a new E������� and ask the GM
  to introduce them as soon as possible. You will surely come across
  them during your journeys.
  
  THE
  72
  DEMONS
  RUNNING THE GAME
  WHEN PREPARING A DEMON
  FOR THE PLAYERS TO HUNT
  Assign A���������, HP and D����� according to the
  demon's rank in The Hierarchy. Some demons hold
  more than one rank; since you would probably want to
  start from less to more powerful enemies, I placed them
  under their lower hierarchy, but you can easily move
  them upwards by upgrading their stats.
  Each demon has a M������������ that describes how
  it presents itself to mortals; a D����� that explains the
  power it holds over other demons; and an I���������,
  which are the powers it grants to tempt the sorcerers
  that consort with them.
  
  HIERAR
  CHY
  THE
  KINGS
  A��������� 20 HP 42
  D�� E�������� 4+
  DUKES
  A��������� distribute 20, 18, 17 HP 30
  D�� E�������� 4+
  PRINCES
  A��������� distribute 18, 18, 17 HP 24
  D�� E�������� 4+
  MARQUISES
  A��������� distribute 18, 17, 16 HP 18
  D�� E�������� 4+
  COUNTS
  A��������� distribute 17, 16, 15 HP 18
  D�� E�������� 5+
  KNIGHTS
  A��������� 15 HP 15 D�� E�������� 6
  PRESIDENTS
  A��������� 15 HP 12 D�� E�������� 6
  
  KINGS
  ASMODAI (GREAT KING)
  M������������:
  a
  three-headed,
  fire-breathing
  creature with the head of a bull, a man and a ram, and
  the tail of a serpent, astride a dragon. It holds a spear
  and a banner.
  D�����: 72 legions of demons.
  I���������: -
  BELIAL (KING)
  M������������: a regal man.
  D�����: 80 legions of demons and 50 legions of
  spirits.
  I���������:
  Distributes
  senatorships.
  Grants
  excellent familiars.
  PURSON (GREAT KING)
  M������������: a man with a lion-head, carrying a
  viper, astride a bear. Trumpets blare around him.
  D�����: 22 legions of demons.
  I���������:
  Knows
  of
  hidden
  things.
  Find
  treasures. Speaks of things past and future. Reveals
  secrets of the divine and of the creation of Earth.
  Grants familiars.
  BAEL (KING OF THE EAST)
  M������������: a three-headed amalgamation of a
  cat, a toad and a man.
  D�����: 66 legions of demons.
  I���������: Teaches sciences. Bestows Invisibility.
  Grants power over love.
  PAIMON (KING OF THE WEST)
  M������������:
  a
  crowned
  man
  astride
  a
  dromedary. It is preceded by men playing loud
  music.
  D�����: 200 legions of spirits, some of who are
  Angels and Powers.
  I���������:
  Teaches
  sciences.
  Knows
  secret
  knowledge of the Earth, its waters and its winds.
  Reveals hidden treasures. Bestows dignities and
  lordships. Grants familiars. Commands thieves to
  return. Reanimates the dead. Bestows the power to
  fly and breath underwater. Makes people and armors
  appear.
  BALAM (GREAT KING)
  M������������: a three-headed creature with the
  head of a bull, a man and a ram, his eyes are aflame,
  and he sports the tail of a serpent. He rides a bear and
  carries a hawk on his fist.
  D�����: 40 legions of demons.
  I���������: Perfectly answers questions of things
  past, present and future. Bestows invisibility and wit.
  BELETH (GREAT KING)
  M������������: rider of a pale horse. A variety of
  music is heard before him.
  D�����: 85 legions of demons.
  I���������: Teaches mathematics. Grants all the
  love of men and women.
  
  VINÉ (KING/COUNT)
  M������������: a lion holding a snake, astride a
  black horse.
  D�����: 36 legions of demons.
  I���������: Speaks of things past and future.
  Discovers witches and hidden things. Creates storms
  and rough waters. Brings down walls. Builds towers.
  AGARES (DUKE OF THE EAST)
  M������������: an old man astride a crocodile,
  holding a hawk on his fist.
  D�����: 60 legions of demons.
  I���������:
  Teaches
  languages
  and
  immoral
  expressions. Retrieves runaways and stops escapees.
  Causes
  earthquakes.
  Grants
  nobility.
  Destroys
  dignities.
  AIM (GREAT DUKE)
  M������������: a handsome three-headed man with
  the head of a serpent, a man and a cat. He carries a
  firebrand.
  D�����: 26 legions of demons.
  I���������: Sets cities, castles and great places on
  fire. Bestyows wit. Perfectly answer questions of
  private concerns.
  ALLOCES (GREAT DUKE)
  M������������: a knight of ruddy and leonine
  characteristics with eyes aflame, astride a giant horse
  with dragon legs.
  D�����: 36 legions of demons.
  I���������: Teaches immorality, liberal arts and all
  mysteries of the sky. Grants familiars.
  DUKES
  AMDUSIAS (DUKE)
  M������������: a man with the head of an unicorn
  and claws instead of hands, holding a trumpet.
  D�����: 29 legions of demons.
  I���������: Gives concerts with a voice of thunder
  and invisible instruments. Makes trees bend at will.
  BARBATOS (DUKE)
  M������������: a bearded old
  man. Trumpets blare around him.
  D�����: 30 legions of demons and
  four kings.
  I���������: Teaches the language
  of animals. Speaks of things past
  and future. Reconciles friends and
  rulers. Leads to hidden treasures
  hid by magicians.
  ASTAROTH (DUKE)
  M������������: a crowned man with feathered
  wings carrying a viper, astride a dragon.
  D�����: 29 legions of demons.
  I���������: Teaches mathematics and handicrafts.
  Bestows invisibility. Leads to hidden treasures.
  Answer questions. Grants power over serpents.
  
  BERITH (DUKE)
  M������������:
  a
  powerful,
  crowned
  soldier
  wearing red clothes, astride a red horse.
  D�����: 26 legions of demons.
  I���������: Speaks of things past and future. Turns
  metals into gold. Grants dignities.
  ELIGOS (GREAT DUKE)
  M������������: a ghostly knight astride a skeletal
  horse, holding a spear, an ensign and a sceptre.
  D�����: 60 legions of demons.
  I���������: Discovers hidden things. Knows the
  future of wars. Attracts the favor of lords and
  knights.
  CROCELL (DUKE)
  M������������: an angel who speaks in dark and
  mysterious ways.
  D�����: 48 legions of demons, former Power.
  I���������: Teaches geometry and liberal sciences.
  Heats up bodies of water. Creates the illusory sound
  of rushing water. Reveals natural baths.
  BUNÉ (DUKE)
  M������������: a three-headed dragon, with the
  head of a dog, a griffin and a man.
  D�����: 30 legions of demons.
  I���������:
  Bestows
  eloquence.
  Answers
  truthfully. Grants richness. Changes the dead from
  their place of rest and turns them to demons.
  FLAUROS (GREAT DUKE)
  M������������: a terrible and powerful leopard.
  D�����: 36 legions of demons.
  I���������: Perfectly answers things past and
  future. Speaks of the divine and of the creation of
  Earth, himself and other fallen angels. Burns
  enemies.
  Protects
  against
  temptation. Avenges
  against other demons.
  DANTALION (GREAT DUKE)
  M������������: a creature of many appearances,
  with faces of all men and women, holding a book.
  D�����: 36 legions of demons.
  I���������: Teaches all arts. Reads and reveals
  secret thoughts. Incites love. Transports across the
  world.
  FOCALOR (GREAT DUKE)
  M������������: a man with griffin wings.
  D�����: 3 legions of demons.
  I���������: Drowns and kills men. Overthrows
  warships.
  BATHIN (DUKE)
  M������������: a strong man with a serpent tail,
  astride a pale horse.
  D�����: 30 legions of demons.
  I���������: Teaches the virtues of precious stones
  and herbs. Brings men from across countries.
  Astrally projects. Transports across countries.
  
  PRINCES
  GUSION (GREAT DUKE)
  M������������: a baboon.
  D�����: 40 legions of demons.
  I���������: Speaks of things past, present and
  future. Reconciles friends. Bestows honor and
  dignity.
  VUAL (GREAT DUKE)
  M������������: a deep-voiced dromedary who can
  turn into a man.
  D�����: 37 legions of demons.
  I���������: Incites love in women and friendship
  between friends and foes. Speaks of things past,
  present and future.
  GÄAP
  (PRINCE
  OF
  THE
  SOUTH/
  GREAT PRESIDENT)
  M������������: a mundane person.
  D�����: 66 legions of demons of water.
  I���������:
  Teaches
  philosophy
  and
  liberal
  sciences. Incites love and hate. Bestows insensibility
  and invisibility. Steals familiars. Perfectly answers
  questions
  of
  things
  past,
  present
  and
  future.
  Transports across nations. Curses with ignorance.
  GREMORY (DUKE)
  M������������: a beautiful woman with a duchess
  crown tied around her waist, astride a camel.
  D�����: 26 legions of demons.
  I���������: Speaks of things past and future and of
  hidden treasures. Incites the love of women.
  VAPULA (GREAT DUKE)
  M������������: a lion with griffin wings.
  D�����: 36 legions of demons.
  I���������: Teaches philosophy, mechanics and
  sciences.
  VALEFOR (DUKE)
  M������������: a lion with the head of a man.
  D�����: 10 legions of demons.
  I���������: Tempts people to steal. Reconciles
  thieves.
  VEPAR (GREAT DUKE)
  M������������: a mermaid.
  D�����: 29 legions of demons.
  I���������: Guides warships. Creates storms and
  rough waters, and the illusion of oncoming warships.
  Kills men in three days by putrefying their wounds,
  but can reverse the process on command.
  SALLOS (GREAT DUKE)
  M������������: a gallant soldier wearing a ducal
  crown, astride a crocodile.
  D�����: 30 legions of demons.
  I���������: Incites love among men and women.
  ZEPAR (GREAT DUKE)
  M������������: a soldier in red clothes and armor.
  D�����: 26 legions of demons.
  I���������: Incites women to love men and brings
  them together. Makes women barren.
  
  OROBAS (GREAT PRINCE)
  M������������: a horse who can turn into a man.
  D�����: 20 legions of demons.
  I���������: Perfectly answers questions of things
  past, present and future, of the divine and of the
  creation of Earth. Bestows dignities. Grants the favor
  of friends and foes. Protects against temptation.
  SITRI (GREAT PRINCE)
  M������������: a leopard with the wings of a
  griffin.
  D�����: 60 legions of demons.
  I���������: Incites love among men and women.
  Makes people bare themselves nude.
  VASSAGO (PRINCE)
  M������������: an angel.
  D�����: 26 legions of demons.
  I���������: Speaks of things past and future.
  Discovers lost or hidden things.
  STOLAS (GREAT PRINCE)
  M������������: a crowned, long-legged owl.
  D�����: 26 legions of demons.
  I���������: Teaches astronomy, the virtues of
  precious stones, plants and herbs.
  SEERE (PRINCE)
  M������������: a beautiful man astride a winged
  horse.
  D�����: 26 legions of demons.
  I���������: Grants abundance. Finds hidden or
  stolen treasures.
  MARQUISES
  AMON (MARQUIS)
  M������������: fire-breathing wolf with a serpent’s
  tail.
  D�����: 40 legions of demons.
  I���������: Speaks of things past and future.
  Incites feuds and reconciles friends and foes.
  ANDREALPHUS (GREAT MARQUIS)
  M������������: a peacock who can turn into a
  human.
  D�����: 30 legions of demons.
  I���������: Teaches astronomy, geometry and
  mensuration. Turns men into birds.
  DECARABIA (GREAT MARQUIS)
  M������������: a pentagram star who can turn into
  a man or any kind of bird.
  D�����: 30 legions of demons.
  I���������: Knows the virtues of precious stones
  and herbs.
  ANDRAS (GREAT MARQUIS)
  M������������: a winged angel with the head of an
  owl wielding a bright sword, astride a wolf.
  D�����: 30 legions of demons.
  I���������:
  Incites
  discord
  amongst
  people.
  Teaches how to murder enemies, masters and
  servants.
  
  FORNEUS (GREAT MARQUIS)
  M������������: a great sea monster.
  D�����: 29 legions of demons.
  I���������:
  Teaches
  rhetoric
  and
  languages.
  Bestows a good name. Incites the love of friends and
  foes.
  ORIAS (GREAT MARQUIS)
  M������������: a lion with a serpent's tail holding
  two vipers in his right hand, astride a great horse.
  D�����: 30 legions of demons.
  I���������: Teaches the virtues of the stars and the
  mansions of the planets. Bestows dignities and the
  favor of friends and foes. Turns men into any shape.
  LERAJE (MARQUIS)
  M������������: a valiant archer clad in green,
  holding a bow and quiver.
  D�����: 30 legions of demons.
  I���������: Incites great battles and disputes.
  Causes arrow wounds to become gangrenous.
  PHENEX (GREAT MARQUIS)
  M������������: a phoenix who sings sweetly with
  the voice of a child.
  D�����: 30 legions of demons.
  I���������: Teaches sciences and poetry.
  MARCHOSIAS (GREAT MARQUIS)
  M������������: a wolf with griffin wings and a
  serpent’s tail.
  D�����: 30 legions of demons.
  I���������: Perfectly answers any question.
  SABNOCK (GREAT MARQUIS)
  M������������: an armor-clad warrior with the
  head of a lion astride a pale horse.
  D�����: 50 legions of demons.
  I���������: Builds towers, castles and cities.
  Grants familiars. Inflicts gangrenous wounds.
  SAMIGINA (GREAT MARQUIS)
  M������������: a donkey who can turn into a man.
  D�����: 30 legions of demons.
  I���������: Teaches liberal sciences. Reveals the
  souls of those who died in sin or drowned at sea.
  SHAX (GREAT MARQUIS)
  M������������: a stork speaking in a hoarse voice.
  D�����: 30 legions of demons.
  I���������:
  Inflicts
  blindness,
  deafness,
  and
  removes understanding to any person. Steals money
  and horses. Discovers hidden things as long as
  they’re not protected by evil spirits. Grants familiars.
  NABERIUS (MARQUIS)
  M������������: a three-headed dog.
  D�����: 19 legions of demons.
  I���������: Teaches all arts and rhetoric. Restores
  lost dignities and honors.
  KIMARIS (MARQUIS)
  M������������: a warrior astride a great black
  horse.
  D�����: 20 legions of demons.
  I���������: Finds lost or hidden treasures. Teaches
  trivium. Turns men into a warrior after his own
  likeness.
  
  COUNTS
  ANDROMALIUS (GREAT COUNT)
  M������������: a man holding a serpent in his
  hands.
  D�����: 36 legions of demons.
  I���������: Commands thieves to return their
  stolen goods. Punishes thieves and other wicked
  people.
  Discovers
  hidden
  treasures,
  evil,
  and
  dishonest dealings.
  IPOS (PRINCE/COUNT)
  M������������: an angel with the head of a lion, the
  tail of a hare and the feet of a goose.
  D�����: 36 legions of demons.
  I���������: Knows of things past, present and
  future. Bestows wit and bravery.
  BIFRONS (COUNT)
  M������������: a monster.
  D�����: 6 legions of demons.
  I���������: Teaches sciences and arts, the virtues
  of gems, woods and herbs. Changes the dead from
  their place of rest and lights magic candles upon their
  graves.
  MURMUR (GREAT DUKE/COUNT)
  M������������: a crowned soldier astride a vulture.
  He’s preceded by two ministers who play trumpets.
  D�����: 30 legions of demons.
  I���������: Teaches philosophy. Invokes the souls
  of the dead to answer questions.
  FURFUR (GREAT COUNT)
  M������������: a hart with angel wings.
  D�����: 26 legions of demons.
  I���������: Perfectly answers any question. Incites
  love between men and women. Creates storms and
  blasts of lightning. Teaches secrets of the divine.
  RÄUM (GREAT COUNT)
  M������������: a crow who can turn into a man.
  D�����: 30 legions of demons.
  I���������: Steals treasure from king’s houses.
  Destroys cities and dignities. Speaks of things past,
  present and future. Reconciles friends and foes.
  Incites love.
  HALPHAS (PRINCE/COUNT)
  M������������: a stork.
  D�����: 26 legions of demons.
  I���������: Builds towers.
  RONOVÉ (MARQUIS/GREAT COUNT)
  M������������: a monster holding a staff.
  D�����: 20 legions of demons.
  I���������:
  Teaches
  rhetoric
  and
  languages.
  Grants servants, and the favor of friends and foes.
  
  KNIGHTS
  PRESIDENTS
  FURCAS (KNIGHT)
  M������������: a strong, white haired and bearded
  man holding a pitchfork, astride a horse.
  D�����: 20 legions of demons.
  I���������: Teaches astronomy, chiromancy, logic,
  philosophy, pyromancy, and rhetoric.
  AMY (PRESIDENT)
  M������������: a man shrouded in flames.
  D�����: 36 legions of demons, former Power.
  I���������: Teaches astrology and all liberal
  sciences. Grants excellent familiars. Bestows the
  favor of rulers. Reveals hidden treasures.
  CAIM (GREAT PRESIDENT)
  M������������: a black bird carrying a sword,
  standing over burning coals.
  D�����: 30 legions of demons.
  I���������: Teaches the language of animals and
  water. Answers perfectly about the future.
  FORAS (PRESIDENT)
  M������������: a strong man.
  D�����: 29 legions of demons.
  I���������: Teaches logic and ethics, and the
  virtues of precious stones and herbs. Bestows wit,
  eloquence, invisibility and longevity. Discovers
  treasures. Recovers lost things.
  HAAGENTI (GREAT
  PRESIDENT)
  M������������: a big bull with the
  wings of a griffin.
  D�����: 33 legions of demons.
  I���������: Bestows wisdom. Turns
  metal into gold, and water into wine.
  GLASYA-LABOLAS (COUNT/
  PRESIDENT)
  M������������: a dog with the wings of a griffin.
  D�����: 36 legions of demons.
  I���������: Murders. Speaks of things past and
  future. Incites love of friends and foes. Bestows
  invisibility.
  BOTIS (COUNT/GREAT PRESIDENT)
  M������������: a creature with big teeth and horns,
  carrying a bright sword.
  D�����: 60 legions of demons.
  I���������: Speaks of things past and future.
  Reconciles friends and foes.
  BUER (GREAT PRESIDENT)
  M������������: a creature with the head of a lion
  and five goat legs.
  D�����: 50 legions of demons.
  I���������: Teaches natural and moral philosophy,
  logic and the virtues of herbs and plants. Grants
  familiars. Heals infirmities.
  
  MALPHAS (GREAT PRESIDENT)
  M������������: a crow who can turn into a man.
  D�����: 40 legions of demons.
  I���������: Builds houses, towers and strongholds.
  Destroys
  buildings.
  Reveals
  and
  destroys
  the
  thoughts of enemies. Grants familiars. Transports
  artificers across the world.
  VALAC (PRESIDENT)
  M������������: a poor boy with angel wings,
  astride a two-headed dragon.
  D�����: 30 legions of demons.
  I���������: Reveals hidden treasures. Discovers
  and brings serpents.
  MARAX (GREAT COUNT/PRESIDENT)
  M������������: a big bull with the face of a man.
  D�����: 36 legions of demons.
  I���������:
  Teaches
  astronomy
  and
  liberal
  sciences. Grants wise familiars that know the virtues
  of herbs and precious stones.
  ZAGAN (GREAT KING/PRESIDENT)
  M������������: a bull with griffin wings.
  D�����: 33 legions of demons.
  I���������: Bestows wit. Turns water or blood into
  wine or oil, and metal into coins.
  MARBAS (GREAT PRESIDENT)
  M������������: a great lion who can turn into a
  man.
  D�����: 33 legions of demons.
  I���������: Reveals secret or hidden things.
  Inflicts and cures diseases. Teaches mechanical arts.
  Turns men into any shape.
  OSE (GREAT PRESIDENT)
  M������������: a leopard who can turn into a man.
  D�����: 3 legions of demons.
  I���������: Teaches liberal sciences. Answers
  perfectly about divine and secret things. Causes
  insanity.
  
  DEMONS IN
  YOUR CAMPAIGN
  As powerful as demons can be, they are heavenly ordained to be
  below human beings. This means they have to be clever and tricky,
  finding positions of power and influence to leverage against
  Solomon's subjects.
  ▼ A demon can be ������ amongst
  the population, possessing those
  who are vulnerable to its influence.
  ▼ A demon can be ��������� with a
  sorcerer, granting supernatural
  powers while manipulating them to
  corrupt the people around them.
  ▼ A demon can be �������� the local
  population, posing as a false god to
  be idolized by a cult or even a whole
  city!
  ▼ A demon can be ������� the land,
  assailing travelers and isolated
  towns by following its bestial
  nature.
  When running this campaign, have a
  demon
  take
  hold
  of
  a
  hex.
  The
  E�������� will heed the call to help the
  population by excesing its corruption.
  Facing a demon counts at least as one
  Challenge (if not more) depending on its
  power and how many obstacles there are
  between it and the characters.
  72 DEMONS IS A LOT
  OF DEMONS
  Considering how powerful each demon is and the dominion they
  may have secured around themselves, confronting one can very
  much turn into an adventure onto itself. Now multiply that by 72.
  That's way too much, right?
  First of all, this is no easy task, King Solomon has recruited
  hundreds of exorcist-warriors to fulfill this mission throughout the
  years. You can place your campaign at any point of this war:
  ▼ Are the players the first chosen
  ones?
  ▼ Have your group inherited
  the Keys and the Seal from a
  former Exorcist to continue
  the fight?
  ▼ Is the Kingdom full of
  demons running amok?
  ▼ Or are we reaching the end of this war,
  with only a handful of demons left to
  capture?
  
  THE BRONZE AGE IS
  ENDING
  This campaign takes place in the
  late period of the Bronze Age, and
  the dawn of the Iron Age.
  More specifically, between the
  years 962 BC and 931 BC.
  This is by no means an
  obligation for you to be
  historically accurate, but
  an invitation to seek
  inspiration from that historical
  period.
  OTHER ENEMIES ON THE ROAD
  As mentioned before, demons may pose as
  false
  idols
  to
  gather
  followers;
  hide
  by
  possessing
  people
  and
  mislead
  their
  community to protect them; or be escorted by
  an assortment of lesser demons and spirits. But
  those aren't the only enemies that stalk the land.
  In their travels, E�������� may encounter:
  ▼ Common
  dangers of the
  road, like
  bandits and
  beasts.
  ▼ Beguiled followers retaliating
  against the E�������� who
  took away the gifts the demon
  granted them.
  ▼ Rival exorcist-warriors who
  deem the characters unworthy
  of carrying the K���, S��� and
  J��, and want to claim them
  for themselves.
  ▼ Wicked sorcerers who
  would try to steal the
  J�� and bind the
  demons therein.
  
  UNDER THE
  SEAL OF
  SOLOMON
  A�
  A��������
  ���
  ���
  #R��L����J��
  INTO
  BRONZE
  THE
  
SOURCE: textdata/thevault/Into the Bronze/Adventures/Under the Seal of Solomon [ITB]/Under the Seal of Solomon.pdf