TEXT: Robert J. Schwalb
  
  1
  A Guide to hell and the damned
  Exquisite agony
  Writing, Design, 
  and Art Direction: 
  Robert J. Schwalb
  Editing: Jennifer Clarke Wilkes
  Proofreading: Kara Hamilton and Dan Heinrich
  Graphic Design and Layout: Kara Hamilton
  Cover: Mirco Paganessi
  Interior Illustrations: Biagio d’Allessandro, Ivan Dixon, Jack Kaiser, 
  Britt Martin, Mirco Paganessi, Svetoslav Petrov, Bob Schwalb
  Cartography: Cecil Howe and Andy Law
  Brush art: indodreamin and chain
  Exquisite Agony: A Guide to Hell and the Damned 
  is ©2016 Schwalb Entertainment, LLC. 
  All rights reserved.
  Shadow of the Demon Lord, Exquisite Agony, 
  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 
  
  2
  2
  Chapter 1: 
  Welcome to hell .....................................3
  The Root of Evil ..................................................... 4
  The Dark Lord Rises ............................................. 4
  Finding Hell .............................................................5
  Gaethira ............................................................................5
  Tarterian Gates................................................................6
  Fuming Trench ...............................................................6
  Hell Revealed .......................................................... 6
  Boundless and Pervasive Horror ................................6
  Hellish Terrain ................................................................6
  Notable Locations ..........................................................7
  Hellish Happenings .....................................................10
  Escaping Hell ................................................................ 13
  Hell’s Denizens ......................................................14
  Diabolus ..........................................................................14
  Greater Devils ...............................................................14
  Devils ...............................................................................16
  Monsters .........................................................................16
  The Damned..................................................................16
  Outsiders ........................................................................16
  Rewards and Discoveries ....................................16
  Corrupted Objects ....................................................... 17
  Temptation and Corruption...................................... 17
  Diabolical Objects........................................................ 17
  Hellish Relics ................................................................ 20
  Creatures of Hell ...................................................22
  Angel ................................................................................22
  Behemoth .......................................................................23
  Bogie ................................................................................23
  Butcher ............................................................................24
  Cambion .........................................................................24
  Chimera ..........................................................................25
  Devilkin ...........................................................................26
  Gargoyle ..........................................................................26
  Gaunts .............................................................................27
  Hogman ..........................................................................27
  Ifrit ....................................................................................27
  Incubus/Succubus........................................................28
  Lemure ............................................................................29
  Malebranche ................................................................ 30
  Serpahim ....................................................................... 30
  Shedim ........................................................................... 30
  Termagant ...................................................................... 31
  Tormentor ......................................................................32
  Zeboul .............................................................................32
  Chapter 2: 
  with all my hatred ........................... 33
  The Path of the Third Prophet...........................33
  The Pilgrims ..................................................................33
  In the Footsteps of a Saint ...................................36
  ThePilgrimage ...............................................................36
  Holy Sites ........................................................................36
  Aftermath ...............................................................39
  Chapter 3: 
  hellbound characters ....................40
  New Story Complications ..................................40
  New Marks of Darkness ......................................40
  Worshiping the Devil ..........................................41
  Cambion .................................................................41
  Apostate ................................................................. 43
  Diabolist ................................................................44
  Witch Hunter ........................................................44
  Diabolical Spells ...................................................45
  Curse Spells ...................................................................45
  Enchantment Spells ....................................................45
  Fire ...................................................................................45
  Forbidden ...................................................................... 46
  Illusion ............................................................................47
  Protection .......................................................................47
  Song .................................................................................47
  Spiritualism ...................................................................47
  Theurgy ...........................................................................47
  Index .................................................................48
  
  3
  From pulpits and street corners, doomsday preachers 
  shriek about the horrors awaiting those who walk in 
  darkness. The druids, roaming the lands under their 
  protection, whisper prayers to the Fair Folk to keep the 
  dark ones at bay. Even the witches use symbols to ward 
  against the attention of the malevolent spirits, those 
  fallen faeries known as devils.
   Every religion, large and small, claims there exists a 
  place of punishment, a great repository where the souls 
  of the damned face suﬀ ering beyond description at 
  the hands of ﬁ endish tormentors. This place has many 
  names, such as the Darkness Below, the Nether World, 
  the City of Graves, or Torment, but most know this place 
  as Hell.
   Hell would not exist without mortals. It is a place 
  of puriﬁ cation, where souls stained by evil can 
  ﬁ nd release from their burdens through the cruel 
  ministrations of the warped faeries living there. The 
  process of puriﬁ cation does not come easily but involves 
  extraordinary pain; thus, the devils have amassed a wide 
  range of torture techniques for this purpose.
   Hell is also the staging ground for the devils’ eﬀ orts to 
  corrupt souls in the mortal world. In this place sustained 
  by great magic, devils can draw power to tempt mortals, 
  to bestow on them wondrous gifts in exchange
   for ownership over their souls. Devils ﬁ nd mortals’ 
  rapid descent into darkness hilarious—even more so 
  when it hurts other people. However, as much as they 
  enjoy ruining mortals’ lives, devils depend on them for 
  survival. Should mortals ever pass from the world, so 
  too would the devils. For this reason, devils have a keen 
  interest in the present troubles blighting Urth. The 
  Demon Lord’s shadow reaches even into the bowels of 
  Hell, and its denizens stand ready to contribute to the 
  struggle to save the world.
   Exquisite Agony lays bare the secrets of Hell and its 
  inhabitants, oﬀ ering GMs new inspiration for creating 
  adventures and campaigns that explore themes of 
  corruption and redemption, take groups into the depths 
  of darkness, or test the player characters’ ability to resist 
  the power Hell oﬀ ers. As with other sourcebooks, you’ll 
  ﬁ nd a mix of story and mechanics to support these goals. 
  Players can also ﬁ nd more options at the end of this 
  supplement, including a new ancestry, a selection of new 
  paths, and new spells.
   Since the material in this book injects a heavy dose 
  of evil into the game, it might not be appropriate for 
  all groups. Be sure to consider carefully before you 
  introduce these options into your game.
  
  4
  The Root of Evil
  In the years of legend after the genies went mad, but 
  before the faeries withdrew from the mortal world, 
  something strange happened on Urth. Animals 
  evolved, innovated, and built on the knowledge of their 
  predecessors. The faeries recognized that the great speed 
  of their development came from an eternal essence 
  housed within the temporary and fragile bodies of those 
  ancestors to humans. When those creatures died, their 
  essence slipped free from the meat to ﬁ nd a place in a 
  newborn body.
   For the faeries, death is ﬁ nal. There is nothing beyond 
  it. But for mortals, death was only a transition, marking 
  the passage from one life to the next. With no end to 
  the number of lives they could experience, mortals had 
  nothing to fear from violence, sickness, or mishap. They 
  would be born again into new bodies, recalling all their 
  previous lives. As evidenced in their rapid development, 
  mortals learned from their mistakes and avoided making 
  them again. Many faeries believed they might one 
  day come to dominate the world, overpowering and 
  enslaving the immortals.
   The great fey, including Titania the Faerie Queen, 
  Oberon, and others, came together and used their magic 
  to fashion two realms to house the souls loosed from 
  mortal bodies. The ﬁ rst was the Underworld, a place of 
  shadow and long silences created to trap souls before 
  they could assume new bodies. In this gloomy realm, the 
  imprisoned souls would grow numb and forget the lives 
  they left behind. Only when nothing remained of who 
  they once were, would they be freed to ﬁ nd new lives as 
  the wheel of life dictates. The second realm was Elysium, 
  a paradise set aside for the souls of exceptional people, 
  individuals too valuable to be recycled or too dangerous 
  to risk their return with even some of their memories 
  intact. Thus began the cycle of birth, death, and eventual 
  rebirth all mortals face, and so it has remained the long 
  years since.
   The decision to create the Underworld and Elysium 
  was not unanimous, however. The most outspoken critic 
  was Diabolus, the Lord of Seven Flames. He despised 
  mortals both for their potential to transcend the faeries’ 
  achievements and for the true immortality their creators 
  (whether the genies or something else) had granted to 
  them. Diabolus felt the steps his brothers and sisters had 
  taken did not go far enough; souls could always refuse to 
  descend into the Underworld and linger in the world as 
  spirits, recalling their lives with perfect clarity. Diabolus 
  proposed that the great fey should present themselves 
  to mortals as gods, to set themselves above them and 
  rule over them. More importantly, he demanded a more 
  rigorous purging of the souls’ memories: eradicating 
  their past lives through torment, driving them mad with 
  pain until they knew nothing but suﬀ ering.
   As convincing as the Lord of the Seven Flames could 
  be, he failed to shift the others to his way of thinking. 
  Some, such as Titania, could not countenance the 
  suﬀ ering of innocent souls, while others, such as the 
  Horned Lord, wanted nothing to do with ruling mortals 
  or settling their petty disputes. The great fey set aside 
  Diabolus’s plan and moved forward with the decision on 
  which most of them agreed.
  The Dark 
  Lord Rises
  Undeterred by their rejection, Diabolus took steps on 
  his own. He adopted a mortal form and moved among 
  the tribes of the ﬁ rst people, planting the idea that there 
  were gods in the world, among the fair folk of the wood, 
  amid the stars, and everywhere else. Through his eﬀ orts, 
  cults formed to venerate the Horned Lord, Father Death, 
  and even the Maiden of the Moon. The early days of 
  these ﬂ edgling religions were steeped in blood and 
  violence as various factions fought against each other, 
  oﬀ ering sacriﬁ ces in blood and treasure to the beings 
  they exalted and feared. Within those religions came 
  schisms, factions born from disagreements between 
  members of the same faiths. These groups turned 
  against each other, driven by the certainty that they 
  alone had apprehended the truth. Arguments turned 
  violent and communities were torn apart by the ﬁ ghting. 
  Diabolus watched it all, pleased by the chaos his 
  meddling had created.
   What the fey lord did not expect was how mortal 
  belief interacted with the ﬁ eld of magic enveloping the 
  world. Through faith and prayer, mortals channeled 
  power into the great fey, whose power grew until they 
  became nearly what mortals believed them to be. 
  The eﬀ ects were considerable, in some cases causing 
  terrible transformations. Thanatos, who oversaw the 
  Underworld, became Father Death, a skeleton with 
  eye sockets burning with blue ﬂ ames and swaddled in 
  darkness. The Horned Lord became a terrifying ﬁ gure, 
  the embodiment of wild animals and the natural world. 
  The damage Diabolus had wrought was done, and the 
  great fey feared that if they confessed they were not gods, 
  the mortals would turn against them and their kind. So 
  to quell the ﬁ ghting, the “new gods” gathered the leaders 
  of the various faiths, teaching them the secrets of the 
  lands and how to use magic. Their apostles were named 
  druids, who went on to establish the religion known as 
  the Old Faith.
   The great fey, having brought peace to the land, 
  withdrew from the mortal world. They fashioned the 
  hidden kingdoms into which they and the faeries who 
  served them retreated. As the fey began to disappear 
  from the world, Father Death, Revel, and the World 
  Mother confronted Diabolus on the slopes of Mount 
  Fear. They accused him of contravening the compact 
  they had made, turning mortals against one another 
  and staining their souls with darkness. They demanded 
  
  5
  that he quit the mortal world for good and leave mortals 
  to their fates as the great fey had all agreed. Diabolus 
  refused. He threatened to reveal his hand in the creation 
  of religion, which would not only cause even more 
  chaos, but would also strip the great fey of the gifts they 
  had gained from their mortal servants.
   To convince Diabolus to go, Father Death oﬀ ered him 
  the souls stained by darkness, to do with as he wished. 
  The World Mother oﬀ ered to set aside a place within the 
  mortal world for himself and those faeries who wished 
  to go with him. And, after Diabolus still refused, Revel 
  oﬀ ered a tithe of souls with which those faeries would 
  be able to replenish their numbers. Having 
  extracted these vows from the great fey, 
  Diabolus at last agreed and took with him 
  a great host to the realm bestowed on him 
  by the World Mother. There he became the 
  Devil, the Lord of Lies, and has remained for 
  the long years since, overseeing a vast and 
  terrible kingdom, surrounded by a ghastly 
  horde that has grown warped and corrupted 
  by a hideous appetite for evil. These twisted 
  faeries are the devils, who exist to spread 
  misery, hate, and suﬀ ering, and they are 
  always seeking to ﬁ ll their coﬀ ers with the 
  souls of the damned.
  Finding Hell
  Souls stained by evil deeds ﬁ nd Hell easily 
  enough. They sink through the Underworld 
  and tumble into the darkness below. For 
  the living, traveling there usually involves 
  magic, though there are other ways in. Hell 
  has three known entrances in and around 
  the continent of Rûl. One stands within the 
  settled lands, another is far from civilization, 
  while the last lies at the bottom of the 
  Nyxian Ocean.
   If it were up to the devils, anyone 
  seeking Hell could ﬁ nd it. However, 
  the faeries, the various cults, 
  and others have hidden the 
  entrances.
  Gaethira
  One entrance of Hell is 
  hidden under the Empire’s capital city, Caecras, and it 
  drew the Witch-King of Gog to choose that location as 
  the seat of his dark reign. He treated with the vile ﬁ ends 
  regularly for forbidden knowledge, magical power, and 
  their aid in expanding his inﬂ uence across the continent. 
  He honored the darkness in return by constructing 
  a terrible cathedral overtop the hill that marked the 
  entrance.
   Although the Kalasans, with the aid of other peoples, 
  shattered the Witch-King’s tyrannical rule, remnants 
  of those dark times remain. The ruins of the ancient 
  Cathedral of Hate stand atop the heights of Harrow 
  Hill, which rises at the center of the city, not far from 
  the Emperor’s palace. Only a few broken walls and 
  strange, unsettling statuary remain of the once terrifying 
  structure that crowned the hill, but underneath, the 
  tunnels riddling the hill remain intact, leading to sealed 
  vaults and gloomy chambers painted with ghastly scenes 
  hinting at their purpose.
   To guard against exploring these 
  depths, the Emperors chose loyal orc 
  soldiers to become the Bone Guard, 
  charged with watching over the site and preventing 
  anyone from entering. Members of the Bone Guard had 
  their eyes gouged out, eardrums pierced with hot nails, 
  and tongues torn from their mouths, all to prevent them 
  from being beguiled by the devils of the hill. Now, with 
  the last Emperor dead and King Drudge seated on the 
  Alabaster Throne, the Bone Watch has been dissolved 
  and what has come to be known as Gaethira stands 
  unprotected.
   A single staircase descends into the heart of the hill 
  and ends at a round vaulted chamber, ringed with 
  statues depicting mutilated and maimed people in 
  The World Mother oﬀ ered to set aside a place within the 
  mortal world for himself and those faeries who wished 
  to go with him. And, after Diabolus still refused, Revel 
  oﬀ ered a tithe of souls with which those faeries would 
  be able to replenish their numbers. Having 
  extracted these vows from the great fey, 
  Diabolus at last agreed and took with him 
  a great host to the realm bestowed on him 
  by the World Mother. There he became the 
  Devil, the Lord of Lies, and has remained for 
  the long years since, overseeing a vast and 
  terrible kingdom, surrounded by a ghastly 
  horde that has grown warped and corrupted 
  by a hideous appetite for evil. These twisted 
  faeries are the devils, who exist to spread 
  misery, hate, and suﬀ ering, and they are 
  always seeking to ﬁ ll their coﬀ ers with the 
  Finding Hell
  Souls stained by evil deeds ﬁ nd Hell easily 
  enough. They sink through the Underworld 
  and tumble into the darkness below. For 
  the living, traveling there usually involves 
  magic, though there are other ways in. Hell 
  has three known entrances in and around 
  the continent of Rûl. One stands within the 
  settled lands, another is far from civilization, 
  while the last lies at the bottom of the 
   If it were up to the devils, anyone 
  seeking Hell could ﬁ nd it. However, 
  hidden under the Empire’s capital city, Caecras, and it 
  hinting at their purpose.
   To guard against exploring these 
  and tongues torn from their mouths, all to prevent them 
  mortal world for himself and those faeries who wished 
  to go with him. And, after Diabolus still refused, Revel 
  oﬀ ered a tithe of souls with which those faeries would 
  be able to replenish their numbers. Having 
  extracted these vows from the great fey, 
  Diabolus at last agreed and took with him 
  a great host to the realm bestowed on him 
  by the World Mother. There he became the 
  Devil, the Lord of Lies, and has remained for 
  the long years since, overseeing a vast and 
  terrible kingdom, surrounded by a ghastly 
  horde that has grown warped and corrupted 
  by a hideous appetite for evil. These twisted 
  faeries are the devils, who exist to spread 
  misery, hate, and suﬀ ering, and they are 
  always seeking to ﬁ ll their coﬀ ers with the 
  Finding Hell
  Souls stained by evil deeds ﬁ nd Hell easily 
  enough. They sink through the Underworld 
  and tumble into the darkness below. For 
  the living, traveling there usually involves 
  magic, though there are other ways in. Hell 
  has three known entrances in and around 
  the continent of Rûl. One stands within the 
  settled lands, another is far from civilization, 
  while the last lies at the bottom of the 
   If it were up to the devils, anyone 
  seeking Hell could ﬁ nd it. However, 
  hidden under the Empire’s capital city, Caecras, and it 
   To guard against exploring these 
  depths, the Emperors chose loyal orc 
  soldiers to become the Bone Guard, 
  charged with watching over the site and preventing 
  anyone from entering. Members of the Bone Guard had 
  their eyes gouged out, eardrums pierced with hot nails, 
  
  6
  postures of supplication toward a pit in the center of the 
  ﬂ oor. Archways lead oﬀ  to bone-strewn passages and 
  other chambers. Tendrils of sweet-smelling incense rise 
  from the hole in the ﬂ oor. Its walls bear images of naked 
  men and women, perfect in everyway, gesturing for 
  those above to join them.
   Anyone who steps oﬀ  the edge slowly descends 
  into the gloom. Even in the dark, the walls and the 
  beautiful forms remain visible, but as one descends, they 
  gradually distort, their kind, sweet features hardening 
  into mockery and open hatred. The perfect bodies 
  become twisted and corrupt, mingled with parts of 
  animals, bearing raw, open wounds, and worse, until 
  the pit delivers the traveler to Hell. Once having stepped 
  into the pit, there is no way to arrest the fall or to ascend. 
  There is only down.
  Tarterian Gates
  Nestled between two active volcanoes in the 
  northwestern arm of the Firepeaks is a great cave, 
  secured by an iron gate some 10 yards tall. Impaled 
  faeries hang from the top of the gate’s pointed bars, their 
  mewling cries ﬁ lling the air. The path leading up to the 
  gates is paved with skulls, with one in every dozen or so 
  animated by dark magic to chatter and hiss at passersby. 
  Ravens watch from the rocks, beaks wet with blood and 
  eyes gleaming with uncanny intelligence.
   The gates swing open when approached by a mortal, 
  causing blood to rain down from the twitching bodies 
  above. The path beyond winds down into darkness, 
  from which issue faint screams, laughter, and the roar 
  of distant ﬂ ames. Anyone who passes through the gates 
  and turns back sees, instead of an exit, a leering face 
  painted on a wall of stone blocking the way out. Eﬀ orts 
  to break down the wall only attract devils to greet the 
  newest arrivals and haul them into the depths.
  Fuming Trench
  Krakens, sea dragons, and frequent devastating storms 
  are enough to keep most sailors from traveling the 
  Nyxian Ocean and have, in part, impeded settling the 
  shores of the Endless Steppe. Much of the troubles and 
  the sinister atmosphere hanging over the body of water 
  originate far below the waves, from a gouge in the sea 
  ﬂ oor known as the Fuming Trench. Its exact location 
  is uncertain, and knowledge of it comes only from 
  divination and communing with powerful devils, but the 
  chasm is believed to be an entrance to Hell.
   The trench continually vomits great, billowy clouds of 
  sulfur in which swim strange and otherworldly horrors. 
  Nothing lives nearby, and the sand for miles around has 
  an unhealthy yellow color, not unlike that of dried pus. 
  A traveler who swims through the murky depths and 
  down into the trench eventually emerges from one of the 
  many fetid pools dotting Hell’s surface.
  Hell Revealed
  Hell is a place of endless fear and suﬀ ering, a poisonous 
  place infested with immortals who have turned their 
  backs on their kind and now revel in the darkness 
  staining their hearts. Hell spreads across the inside of 
  a great hollow sphere buried deep within Urth. The 
  World Mother, who created this place for Diabolus, 
  hung a roiling ball of ﬁ re called the Unsun at its center, 
  so the light of its infernal ﬂ ame would lay bare all the 
  wickedness here. Hell’s landscape is as tortured as 
  the souls condemned to dwell here. In many ways, it 
  resembles deserts and badlands found in the mortal 
  world, but everything bears the indelible stain of 
  corruption, smeared with the ﬁ lth of its inhabitants and 
  blighted by its master’s dark power.
   No matter the way taken to Hell, whether the journey 
  was voluntary or not, visitors appear at seemingly 
  random locations. No entrance leads to the same place 
  twice; a trip through the Tarterian Gates might terminate 
  at the foot of the Osseous Spire the ﬁ rst time and leave 
  the traveler clinging to a corpse in the center of the 
  Mucous Sea the second.
  Boundless and 
  Pervasive Horror
  Hell is an awful place to experience, with sights, sounds, 
  odors, and sensations that strain the mind until it 
  shatters. When a creature that is not a devil ﬁ rst sees 
  Hell, it must make a Will challenge roll with 1 bane. On 
  a failure, it gains 1d3 Insanity. Regardless of the success 
  or failure of the roll, the creature is not subject to the 
  place’s horrifying eﬀ ects again until it completes a rest. 
  Each time the creature completes a rest in Hell, it must 
  make the roll again, but does so with 1 boon. After it gets 
  three successes, it is no longer subject to Hell’s horrifying 
  nature.
  Hellish Terrain
  Hell boasts a diverse landscape of jagged mountains, 
  sinister forests, bulbous hills, and parched badlands 
  baked by the relentless Unsun. The terrain resembles 
  what might be found in the mortal world, but this 
  familiarity belies its dangers. Malice bleeds from 
  everything here, from the twisted trees that claw and 
  catch on a traveler’s clothing, to the sighing curls of mist 
  that slip free from cracks in the ground, down to the 
  pebbles that always seem to ﬁ nd their way into shoes or 
  boots to make each step painful. This place is anathema 
  to the living and the dead, its unspeakable torments 
  made all the worse by the hostility of the land.
   This section describes dangerous terrain that is unique 
  to Hell. For more examples of suitable terrain, see the 
  Tombs of the Desolation supplement.
  
  7
   Stinking Bogs: Pools of boiling excrement can be 
  found throughout Hell, often with a few damned 
  souls wading in the mess. A pool spreads across an 
  area roughly 3d6 + 3 yards in diameter and gives oﬀ  a 
  tremendous stench. A breathing creature that moves 
  to within 20 yards of the pool must get a success on a 
  Strength challenge roll or become impaired for as long 
  as it remains in the area and for 1 minute afterward. 
  Regardless of the success or failure of the roll, a creature 
  cannot again be aﬀ ected by the smell until after it 
  completes a rest.
   The boiling excrement deals 1d6 damage to a creature 
  that touches it and 3d6 damage each round to a creature 
  immersed in it, though the immersed creature cannot 
  take this damage more than once per round.
   Prickly Dunes: Great heaps of gray sand slowly 
  creep across Hell’s landscape as they’re blown by the 
  fetid winds. Examining the grains reveals that they are 
  not sand at all, but sharp fragments of teeth, nails, and 
  bones. Damned souls wander up and down the slopes, 
  crying out when the shards ﬁ nd their way under the 
  nails or pierce the ﬂ esh of the feet, and strange monsters 
  nest in the mounds.
   A prickly dune typically spreads 20 + 1d20 yards across 
  and reaches a maximum height of 10 + 2d6 yards, though 
  it slopes down toward the edges. A creature that falls 
  prone on the dune takes 1d3 damage from the jagged bits 
  of detritus making up the pile.
   Cinder Fields: Burning coals cover great swaths 
  of Hell’s landscape. The blackened ground, gray and 
  powdery in places, glows red where the thin crust has 
  been disturbed. A cinder ﬁ eld covers a roughly square 
  patch, 1d3 miles across, and counts as desert for the 
  purpose of travel. The hot coals deal 1 damage at the end 
  of each round to any creature on them without suitable 
  foot protection. As well, each minute a creature travels 
  across this terrain or within a few yards above it, it 
  must get a success on a Strength challenge roll or take 1 
  damage from the punishing heat.
   Glistening Pools: Far rarer and smaller than the 
  stinking bogs, glistening pools are puddles of silvery or 
  yellow slime, usually 1d3 yards in diameter. Some stand 
  open, while others are covered in a thin layer of dust. If 
  a living mortal creature touches the pool’s surface, the 
  thick, viscous ﬂ uid crawls up and over the creature’s 
  body. The creature must make a Strength challenge roll 
  and a Will challenge roll.
   A failure on the Will roll causes the creature to gain 
  1d6 Insanity and 1 Corruption.
   With a failure on the Strength roll, the ﬂ uid seeps into 
  the creature’s ﬂ esh and disappears. Thereafter, each time 
  the creature completes a rest, it must make a Strength 
  challenge roll with 1 bane, plus 1 additional bane per 
  prior failure. If it gets a failure on this roll, its abdomen 
  begins to swell. After the third failure, the creature gains 
  1d3 Insanity and takes 4d6 damage as it violently births 
  a bogie that frees itself by tearing out of the creature’s 
  stomach. If the creature gets a success three times 
  before the bogie is born, it instead painfully passes the 
  monster’s carcass during its next bowel movement.
   Shard Forests: Less common than other forms of 
  special terrain, these thick patches of razor-sharp, 
  crimson crystals thrust up from the ground almost 
  like trees in a forest. The crystals have a mirror ﬁ nish, 
  and anyone looking at their surface sees a reﬂ ection of 
  themselves wounded, bleeding, and broken. Touching 
  a crystal causes it to explode in a 5-yard radius from 
  the point where it was touched, the fragments dealing 
  3d6 damage to everything except other such crystals 
  in the area. A creature that gets a success on an Agility 
  challenge roll takes half the damage.
   Thirst Water: Fresh water is scarce in Hell, and the 
  greater devils control access to it. However, there are 
  pools of what appear to be potable water everywhere. 
  Drinking from them, however, causes great thirst and 
  subjects the drinking creature to the eﬀ ects of water 
  deprivation (Shadow, page 200).
  Notable Locations
  Like other hidden kingdoms, Hell lacks the constancy 
  of the mortal world, shifting and changing as the Devil 
  wills it. A lake of poisonous water might bubble up from 
  the ground and remain for a few weeks until it dries up, 
  leaving a bowl ﬁ lled with noxious, reeking powder that 
  the hot winds scatter for miles around. Worse, in many 
  places Hell’s lands seem alive, the ground having the 
  consistency of calloused ﬂ esh, trees looking like so much 
  tangled hair, and grains from a dune looking much like a 
  bit of nail clipped from an infected toe. In short, Hell can 
  take whatever form you like, having any character you 
  deem ﬁ tting, based on the moods of its dark master. The 
  following features and locations highlight some of its 
  more enduring places.
  The Unsun
  An enormous roiling ball of ﬂ ame burns at the center 
  of Hell, bathing the lands in unrelenting reddish light. 
  It is dimmer than the sun, so one can safely peer into 
  its ﬂ ames to see the writhing forms of tormented souls 
  waiting to be plucked free by one of the ﬂ ying furies to 
  deliver it to whatever fate awaits. From time to time, a 
  tongue of ﬁ re unfurls from the sphere’s surface to lick 
  the ground along a 2d6-yard-wide, 6d6-yard-long path. 
  Any creature in the area must make an Agility challenge 
  roll, taking 5d6 damage on a failure, or half that amount 
  on a success.
  Osseous Spire
  This crooked tower stands atop a mound of skulls at 
  the center of a stone plain pocked with smoking craters. 
  The Osseous Spire houses the Bone Prince, named 
  Marchosius, and it is made from the bones of humans, 
  dwarfs, halﬂ ings, and other peoples harvested from the 
  
  8
  8
  tithes. The Bone Prince has a keen interest in the mortal 
  world, unleashing all manner of strange creations on 
  it, from the jangling, chattering bone machines to the 
  hate-inspiring Goreblades that have made appearances in 
  the Northern Reach (as described in the Poisoned Pages 
  adventure Blood Will Run).
  Heaving Gourmands
  Eighteen bronze statues of considerable size line both 
  sides of an 18-mile long road, paved with obsidian tiles 
  in the shapes of six-pointed stars, glossy and clean. The 
  statues depict corpulent men bent double, mouths open 
  as if retching. At random intervals, one or more statues 
  vomit wet sacs of tissue that contain the warped forms 
  of devils reborn into Hell after being driven from the 
  mortal world. The newborn devils tear free from the 
  thin membranes and skitter oﬀ  to resume their dark 
  works. Carrion birds (as tiny animals with the ﬂ ier and 
  frightening traits) drop down from the sky to ﬁ ght over 
  the scraps left behind, or to pick apart those devils too 
  feeble to escape their razor-sharp beaks.
  Weeping Wood
  Many forests grow in Hell, and they are all brooding 
  places of darkness, tricking the senses with strange 
  sounds and half-glimpsed images. Each tree in a 
  weeping wood is made from a mortal who murdered 
  his or her oﬀ spring. One can see the anguished 
  expressions of former mothers and fathers in the bark 
  of the trees, grimacing as bloated carpenter bees 
  burrow into the bark.
  The Silent City
  A city rises from the center of a broken and blasted 
  landscape, shrouded by toxic mist vented from ﬁ ssures 
  that snap open and shut with little warning. It resembles 
  a forest of blackened spires with narrow, shadow-
  drenched streets wending between them. The city is 
  utterly silent and seems to swallow all noise. Shades 
  gather in the darkness, watching the streets for signs 
  of their tormentors, skittering away when they sense
  a threat or surging out to overpower intruders.
   The mist surrounding the city is toxic to anyone who 
  breathes it. A living, breathing creature that spends 
  1 minute or longer in the area must get a success on a 
  Strength challenge roll or take 1d6 damage, gain 1d3 
  Insanity, and become poisoned for 1 minute.
  tithes. The Bone Prince has a keen interest in the mortal 
  world, unleashing all manner of strange creations on 
  it, from the jangling, chattering bone machines to the 
  hate-inspiring Goreblades that have made appearances in 
  the Northern Reach (as described in the Poisoned Pages 
  adventure Blood Will Run).
  Heaving Gourmands
  Eighteen bronze statues of considerable size line both 
  Weeping Wood
  Many forests grow in Hell, and they are all brooding 
  places of darkness, tricking the senses with strange 
  sounds and half-glimpsed images. Each tree in a 
  weeping wood is made from a mortal who murdered 
  his or her oﬀ spring. One can see the anguished 
  expressions of former mothers and fathers in the bark 
  of the trees, grimacing as bloated carpenter bees 
  burrow into the bark.
  
  9
  Lake of Fire
  Blackened trees and charred bones surround this 
  enormous sea of oil ignited by the kiss of the Unsun 
  long ago. Black plumes of smoke rise from the ﬂ ames, 
  choking the area and all those who venture too 
  close. Gargoyles and shedim use tridents to prod the 
  damned into the burning ﬂ uid, jabbing any who try to 
  escape. The bodies of the devils’ victims melt as they 
  wade in, while their sobs and screams rise above the 
  conﬂ agration’s din. 
   A creature touching the oil or the ﬂ ames takes 1d6 
  damage and must get a success on an Agility challenge 
  roll or catch ﬁ re. A creature immersed in the stuﬀ  takes 
  4d6 damage each round and automatically catches ﬁ re.
  The Shadow Market
  For the right price, everything is available from the 
  sellers at the Shadow Market. The great bazaar has no 
  ﬁ xed location and travels from place to place. Seekers 
  can reach the market by way of pools of glistening 
  darkness that ﬁ ll archways and windows, through which 
  mere passage leaves the stain of 1 Corruption. A place 
  of rare peace, no violence can be performed here, no 
  swords drawn, no pistols ﬁ red, no spells cast. Devils rub 
  shoulders with other faeries, while mortals of dubious 
  character pick through the rubbish and other treasures. 
  One can ﬁ nd a bevy of enchanted objects, exotic items, 
  forbidden goods, and incantations from nearly every 
  tradition inscribed on surfaces ranging from wax tablets 
  to the backs of slaves whose eyes and mouths have been 
  sewn shut.
   One thing to know about the Shadow Market is that 
  no merchant here accepts coin, only trade. The highest 
  value goes to souls: the higher the Corruption, the 
  greater their worth. For the purposes of conducting 
  transactions, a soul is worth 10 gc plus 10 gc per point of 
  Corruption.
  Sorrowful Gardens
  A rare image of beauty in a place crowded with horror, 
  this exquisite ﬂ ower garden is well maintained and 
  arranged in neat and tidy rows. Ornamental trees accent 
  the beds, oﬀ ering shade to the more delicate varieties 
  of plants that grow here. The whole site spreads across 
  several acres and is bounded by a thick tangle of thorn 
  trees that catch and claw would-be visitors who try to 
  squeeze between their branches and trunks.
   The odd bits of grotesque statuary scattered 
  throughout the place hint at the garden’s sinister secrets. 
  Statues of fat children with grinning faces, horns, or 
  animalistic qualities watch from hedges or peer out amid 
  the ﬂ owers. They seem to move when viewed in the 
  periphery, craning their heads to follow the movements 
  of intruders or even beckoning or gesturing, though they 
  are still when looked at straight on.
    While unsettling, the statues are harmless, minor 
  spirits of the damned set here to watch visitors. The real 
  danger comes from the still waters of the ornamental 
  pools found throughout the garden. The waters’ 
  surfaces reﬂ ect the souls of anyone looking into them. 
  The greater the soul’s Corruption, the more monstrous 
  the reﬂ ection’s appearance—eyes vanish into pools of 
  darkness, black oil spills from the nose and mouth, 
  ﬁ ssures form in the ﬂ esh, and worse. Any creature with 
  Corruption greater than 1 that looks into the pool must 
  make a Will challenge roll with a number of banes 
  equal to its Corruption score. On a failure, the distorted 
  reﬂ ection reaches out of the water, grabs the creature, 
  and drags it into the pool, never to be seen again.
  Hellish Sights
  Use this table whenever you need inspiration for what 
  explorers might see in Hell.
  d20
  Sights
  1
  A hollow, moving huge construct built to 
  resemble a city and crawling with hideous 
  creatures.
  2
  A dismembered but living lemure, nailed to the 
  ground by spikes made from bone.
  3
  A tongue of ﬁ re descends from the Unsun to 
  scorch the ground.
  4
  A trio of hags gather on a hill, where they use 
  spells to torment a creature that angered them.
  5
  A great, warped tree that leaks blood from the 
  cracks in its bark. Whispers sound from inside it.
  6
  A set of crow cages hanging from iron chains 
  holding three tortured lemures.
  7
  A ﬁ eld of spears on which have been impaled 
  hundreds of screaming souls.
  8
  A fury ﬂ ying overhead, dragging a mortal to his or 
  her doom.
  9
  An immense devil riding on a palanquin borne on 
  the backs of the damned.
  10
  An enormous tree covered in “bark” made from 
  severed, twitching tongues.
  11
  A blot of shadow creeping across the ground that 
  seems to be cast by nothing.
  12
  A large ﬁ eld of hairs growing from “ground” made 
  of ﬂ esh.
  13
  A ﬂ ock of bloody eyeballs ﬂ ying through the air.
  14
  A trapdoor set in the ground, secured with heavy 
  bronze chains.
  15
  A roaring bonﬁ re in which one can glimpse 
  frolicking children.
  16
  A pair of two-headed vultures, perching on a 
  blackened skeleton, that bicker with each other.
  17
  A statue carved to depict a hulking ogre chopping 
  up people.
  18
  A blot of red light that ﬂ ickers in and out of 
  existence.
  19
  A pane of glass rising from the ground. Peering 
  within reveals a series of images of mortals 
  committing dark and terrible deeds.
  20
  A large gray box with a pinhole. Looking through 
  the hole reveals a room crowded with books and 
  a bearded man, seemingly dead, slumped over a 
  desk against the far wall.
  
  10
  10
  10
  10
  Clotted Clouds
  Black-and-crimson shapes drift in the air between the 
  surface and the Unsun, pushed about by hot winds. 
  Although they look like dark clouds from below, they 
  are in fact bulbous masses of tissue, pregnant with 
  blood and dimpled with oriﬁ ces and winking eyes. 
  The Unsun heats and ferments the nasty liquids inside, 
  causing the “clouds” to bloat until they burst and rain 
  sheets of gore, frogs, ﬁ sh, and old clothes on the lands 
  below. These downpours never last more than a minute, 
  but the force of the precipitation is enough to batter 
  anyone caught in it.
   The clotted clouds crawl with strange vermin (as tiny 
  monsters) and sometimes house nastier things as well.
  Mucous Bog
  A slick spread across an area of many miles, bubbles 
  form like blisters all across its surface, shuddering 
  mounds that pop to throw gobbets of the stuﬀ  in all 
  directions. The slime is viscous and opaque, which 
  combine to make swimming diﬃ  cult. In the depths 
  ﬂ oat the weirdly preserved remains of the dead, some 
  of whom, when disturbed, speak hideous lies before 
  becoming dormant once more.
  Knotted Briar
  Laughter and glimpses of naked ﬂ esh sometimes lure 
  the unwary into the tangled depths of the Knotted Briar. 
  These are illusions created by cruel devils to tempt 
  shades and others into danger. The region is covered 
  with vines as strong as steel and bristling with 6-inch-
  long thorns that tear the ﬂ esh, shredding just about 
  anything passing through them.
   Each creature that moves into the Knotted Briar takes 
  1d3 damage per yard traveled within. With a success 
  on an Agility challenge roll, it takes half damage, or 
  no damage on a roll of 20 or higher. Any creature that 
  takes this damage must, 1 hour later, get a success on a 
  Strength challenge roll or become poisoned. Each time 
  the creature completes a rest while poisoned in this way, 
  it can repeat the challenge roll, removing the aﬄ  iction 
  on a success.
  The Furnaces
  What at ﬁ rst looks like a castle perched atop a low hill 
  reveals its rounded turrets to be enormous smokestacks 
  topping four walk-in ovens. In the covered courtyard 
  between them are rows upon rows of tables on which 
  are strapped the damned, waiting to be hacked apart by 
  butchers. Dungeons burrow deep under the hill below 
  the castle, where souls wait in tiny cramped cells to 
  be dismembered and cooked. Some cells stand empty, 
  awaiting the soul’s return after being devoured by the 
  Furnaces’ gluttonous master, a hideous devil known as 
  the Maw.
  Heaving Hills
  A curious range of denuded hills wraps around a 
  scummy bog. The hills weep a runny, opaque yellow 
  ﬂ uid that dribbles down the slopes to feed a nasty 
  pool at their base. They are clearly not made of dirt or 
  stone—they give under pressure and are spongy, almost 
  ﬂ eshy. Digging into them releases a crimson spray 
  followed by a steady stream of what is clearly blood. The 
  liquid in the pool is quite toxic. A living creature that 
  drinks from it must make a Strength challenge roll with 
  3 banes, taking damage equal to its Health on a failure. 
  On a success, it takes damage equal to its healing rate 
  and becomes poisoned until it completes a rest.
  Hellish Happenings
  Hell is unforgiving. Use this table whenever a character 
  makes an attack roll or challenge roll and the total of the 
  roll is 0 or lower.
  d20
  Happening
  1
  A geyser of blood erupts from the ground, 
  spraying over the area within medium range.
  2
  Piteous weeping drifts through the air.
  3
  A plate of food collapses into a pile of squirming 
  maggots.
  4
  A ﬂ aming body drops from the Unsun to splatter 
  on the ground.
  5
  A stench of excrement ﬁ lls the air.
  6
  The ground churns, vomiting up hundreds of 
  tiny bones.
  7
  A loud scream sounds and continues for 1d3 
  minutes.
  8
  A wretched, naked old man crawls across 
  the ground, covered in his feces and barking 
  obscenities.
  9
  Mad, throaty laughter ﬁ lls the air.
  10
  A large black dog steps into view and watches 
  the group with ﬁ ery eyes.
  11
  Enormous hairs, each a foot thick, sprout from 
  the ground, pushing up until they reach 10 yards 
  in height. They then unfold to become trees, 
  laden with black fruit that looks suspiciously like 
  human heads.
  12
  The shade of a woman sits on the ground, rocking 
  back and forth, muttering to a bundle she clutches 
  to her chest. The bundle contains dead ﬁ sh.
  13
  A hot wind blows across the land, carrying the 
  stench of rot.
  14
  Pale, ﬁ lthy arms rise from the ground and make 
  rude gestures.
  15
  Horrid rutting sounds echo all around, with gasps, 
  obscene squelches, and groans.
  16
  Some distance away, a ﬂ ayed man runs from a 
  cloud of biting ﬂ ies.
  17
  Fat, squirming maggots fall from the sky.
  18
  A shade seated in a dung pile violates him- or 
  herself with a holy symbol or icon.
  19
  A mess of hair, blood, bone, and skin scraps 
  twitches on the ground.
  20
  One item carried or worn by a random member 
  of the group worth 1 ss or less turns to thick, 
  yellow-white slime.
  
  11
  The Scabby Blight
  A thick crust of dried blood and pus covers the ground 
  in this bowl-shaped depression. Trapped in the mess, 
  prevented from moving, are scores of damned souls who 
  earned Corruption from thievery. They are helpless to 
  resist the scrabbling claws (as tiny monsters with the 
  climber trait) that pick their way across the ground to 
  snip away their victims’ extremities.
   Corkscrew Worm: In addition to the predators 
  roaming the Scabby Blight, a number of parasites gather 
  in the stuﬀ . In particular, the corkscrew worm presents 
  a serious threat to anyone exploring the site. Blood red, 
  about 6 inches long, and twice the thickness of a hair, it 
  appears harmless—until a living creature draws near.
   When a living creature moves within 5 yards of a patch 
  so infested, the worm launches itself from the ground at 
  the triggering creature. The creature must get a success 
  on an Agility challenge roll with two banes. On a failure, 
  the worm lands on the creature’s body and immediately 
  burrows into its skin, remaining there for 2d6 days (the 
  GM rolls and keeps the result a secret).
   A creature with a corkscrew worm lodged in its body 
  takes a penalty to Health equal to its healing rate, but 
  gains a +1 bonus to Strength, Agility, Intellect, and Will. 
  When the time runs out, the unfortunate host becomes 
  stunned for 1 minute as painful cramps and waves of 
  nausea assail its body. The creature then messily blasts 
  a pile of bloody worms from its anus, taking 6d6 damage 
  from the sudden, painful release. The worms spring at 
  living creatures within 5 yards of the former host, with 
  the same eﬀ ect described above.
   Corkscrew worms are sometimes sold in decorative 
  bottles in the Shadow Market for 1d6 gc apiece.
  Blood Sea
  The Blood Sea spreads across nearly a quarter of Hell’s 
  lands, surrounded by shores made of glass shards. Ships 
  of all sizes dot the surface of the becalmed crimson 
  waters, whose surface crawls with all kinds of terrible 
  things, from shades to devils to monsters conjured from 
  dark magic. Vessels able to navigate the Blood Sea are 
  propelled by oars or pulled by massive sharks (as huge 
  animals with the aquatic and swimmer traits), to which 
  they are tethered with bronze hooks and chains.
   The sea’s depths are as ghastly as anywhere in Hell, 
  with sunken cities, the wrecks of old ships, and the 
  shades of those doomed to pass their days in Hell 
  drowning.
  No Hope
  One of the few communities here held by living 
  mortal creatures, No Hope grew soon after Hell began 
  receiving tithes of souls from the hidden kingdoms. The 
  people sent to Hell wind up here if they aren’t turned 
  into hogmen ﬁ rst. It is a mid-sized city of ramshackle 
  buildings and twisting mud streets, crawling with a 
  dizzying array of wretched folk from children to the 
  elderly. Those condemned to this place ﬁ ght to protect 
  what little they have, but the devils prey on them, 
  corrupting them or transforming them into new devils to 
  replace other ﬁ ends that fell in service to Hell.
  The Devil’s Fork
  Two corkscrew towers stab up from the tip of Mount 
  Sorrow, the tallest mountain in Hell, which looms above 
  the Lake of Fire. The towers ﬂ ank a mighty stronghold 
  built to resemble a fanged human skull, the green ﬂ ames 
  of bonﬁ res in its eye sockets casting a sickly light over 
  the lands below. Here the Devil rules over the worst of 
  all the torments Hell can oﬀ er.
   Each tower holds prisons for the truly despicable, 
  accoutered to oﬀ er exquisite agonies tailored to those 
  acts that won them their place in Hell. In one cell, the 
  shade of a gluttonous man might be force-fed a stew of 
  urine, semen, blood, and excrement, all of which are 
  pumped from its own bloated body while the images of 
  starving children watch from the shadows. In another, a 
  man who murdered indiscriminately might hang naked 
  from hooks piercing his ﬂ esh, suﬀ ering beatings and 
  unspeakable violations from devils wearing the faces of 
  his victims as masks.
   The main citadel holds the Devil’s personal chambers, 
  which include a sumptuous chamber containing his 
  harem of all ancestries and genders; a great dance 
  hall where he hosts elaborate masquerade balls with 
  costumes made from skins ﬂ ayed from the damned; 
  
  12
  12
  12
  
  13
  libraries and game rooms; and a viewing chamber 
  containing a huge silvery sphere that can show any 
  mortal in the world he names.
  Iron Fields
  Jagged plains of rusted iron provide the only haven from 
  the devils in Hell, a place Diabolus had made to punish 
  those servants who angered him. Here exiled devils, 
  stripped of their clothing, lie writhing and screaming 
  in pain from constant contact with the hated metal. 
  Rescuing a tormented devil might win an ally for a time, 
  though the perﬁ dious creature seeks any opportunity it 
  can ﬁ nd to earn back its master’s favor.
  Halls of the Lost
  Tunnels and caverns bore through the rock under Hell, 
  twisting and turning through the rock. For the most part, 
  devils avoid this place, for there are things worse here 
  than themselves. Proximity to the Void sometimes allows 
  demons to slip through the cracks in reality and hunt the 
  cloying darkness, while runaway shades, driven mad by 
  their isolation, become as monstrous as the devils who 
  would ﬂ ense the corruption from them. The Halls of the 
  Lost also hold secret places where faeries can meet with 
  devils to bargain for mortal souls, conduct business, or 
  exchange secrets.
  Acheron
  Acheron, the River of Woe, ﬂ ows through a deep channel 
  across much of Hell, from the point where it enters from 
  the Underworld until it tumbles into the Abyss. Rubbish, 
  scraps of skin, animated corpses, and other things ﬂ oat 
  on the surface, carried to the oblivion promised at the 
  bottom of the Abyss.
  City of the Damned
  This great, noisy city of devils stands on the opposite 
  side of Hell from the Devil’s Fork. High walls encircle 
  the place, the battlements manned by furies and the 
  occasional gorgon. Great faces adorn the exterior, and 
  their screams and noisy retching add to the cacophony 
  within. The city’s interior is a veritable maze of buildings 
  reﬂ ecting all the architectural styles that have ever been 
  and ever will be in the world. Inside, one can ﬁ nd the 
  damned suﬀ ering torments suited to the corruption they 
  earned, along with the devils attending them. The City 
  of the Damned is closed to living beings, and the devils 
  move quickly to murder any who get past the walls.
  The Plain of Burdens
  A relatively ﬂ at stretch of stone extends for miles, the 
  hard surface covered with grit and the tattered shreds 
  of the people who died here. Of particular note are the 
  hundreds of stone blocks scattered across the place, each 
  weighing several tons. The blocks sit atop the damned, 
  slowly pressing them ﬂ at. Tormentors and other devils 
  patrol the area to ensure that none disturb the crushed, 
  or to drag new blocks overtop of prisoners who ﬁ nd their 
  way here.
  The Abyss
  Acheron drops away in a tremendous cataract when it 
  reaches the great, bottomless pit known as the Abyss. 
  Enormous monsters called behemoths cling to the 
  walls, feeding on the choice treasures delivered to them 
  by the rushing waters, or clamber up the sides to rage 
  about the surrounding lands until they turn to stone. 
  The pit is truly bottomless, descending a mile until it 
  reaches the Void.
  Hanging Forest
  A great expanse of forest lies nestled between two lines 
  of jagged hills. The trees here have red, hairy bark and 
  ivory leaves that chime when the wind blows through 
  the branches. Hanging by their necks from the boughs 
  on cords woven from human hair, one per tree, are the 
  twisting, writhing bodies of the damned. If cut free, the 
  lemures oﬀ er no thanks, only curses and violence.
  Escaping Hell
  Getting into Hell is easy; getting out is anything but. The 
  ways out of Hell are few and dangerous, and can incur a 
  steep price. Some possibilities follow.
  • Rumor holds that the World Mother made a way out 
  of Hell to ensure those wrongly interred can escape. 
  Called Mercy’s Path, only the most powerful devils 
  know where it lies, and the way out is open only to 
  those with no Corruption.
  • Powerful devils might be convinced to let visitors go, 
  but only in exchange for their souls and a promise 
  to corrupt others in the world above. Reneging on 
  these promises ensures a visit from a barghest to 
  drag the oﬀ ending mortal back.
  • A tunnel in the Halls of the Lost extends all the way 
  to the Underworld. The devils sometimes use it to 
  steal shades from Father Death.
  • Somewhere in the depths of the Blood Sea sleeps 
  the afanc, a ﬁ sh of incredible size, tainted by Hell’s 
  inﬂ uence. It slumbers at the bottom of the sea, 
  dreaming of capsized ships and the sweet taste of 
  drowning sailors. Every 1d6 years, the ﬁ sh wakens 
  and snatches ships ﬂ oating above, swallowing 
  even the largest in a single gulp. Deep within the 
  ﬁ sh’s gullet lies a door. Those who survive being 
  swallowed might be able to open it and ﬁ nd passage 
  to one of the hidden kingdoms. Many strange and 
  horrible things live inside the afanc, some eager 
  to escape, others hungry enough to kill and eat 
  whatever new arrivals they can catch.
  
  14
  Hell’s Denizens
  Hell is bad enough without the horrible creatures that 
  call it home. As in other hidden kingdoms, the forms 
  devils wear run the gamut, though all have a sinister, 
  disgusting bent. Including Diabolus, ﬁ ve categories of 
  creatures populate Hell.
  Diabolus
  The lord and master of Hell, the Devil rules over his 
  dominion with complete authority. No other can come 
  close to the power he wields or challenge him for his 
  position. Luckily for the greater devils, his interest lies 
  in the mortal world and not the horrifying realm he 
  commands.
   Diabolus was one of the most powerful members 
  of the great fey, more powerful than even the Faerie 
  Queen. Although he can adopt any form he chooses, the 
  consumption of mortal corruption has left him changed, 
  monstrous. Standing 18 feet tall, with black skin that 
  drinks in the light, gleaming red eyes, and two curling 
  horns twisting out from the sides of his head, he is the 
  vision of evil. He walks on two shaggy legs ending in 
  cloven hooves, and a long, sinuous tail extends from the 
  base, ending in a fork.
   Few see Diabolus in Hell anymore, for he passes his 
  days within the conﬁ nes of his fortress. The greater 
  devils have seized upon his isolation, stepping up their 
  eﬀ orts to increase their presence in Hell and control 
  over it. Some do so to grow their favor with the dark 
  one, while others do so in the belief the time of Diabolus 
  has ended.
  Greater Devils
  Hell’s aristocracy consists of over one hundred 
  greater devils, each of whom has grown powerful 
  from collecting corrupted souls and feeding on that 
  corruption. Each greater devil is a unique being 
  transformed by the darkness of Hell, and while all 
  possess considerable power, eighteen occupy a place 
  higher than the rest. Some have designs on taking the 
  Devil’s place, while others work to carve out their own 
  empires in Hell or elsewhere. These devils continually 
  form and break alliances, working together to achieve 
  common goals one moment only to turn on one another 
  the next. This is the way of Hell.
   Of the most powerful greater devils, six are described 
  here.
  
  15
  Olal, Desire in Flesh
  Few have ever seen Olal’s true form, since the 
  devil appears in whatever form the viewer 
  desires most. He or she, or both, roams Hell’s 
  landscape, seducing the shades, whipping up 
  their desire, and then abandoning them to 
  agony. In the mortal world, Olal preys on 
  the lustful, acting as a bellows to the ﬂ ames 
  of their passions. Those who come under 
  the devil’s sway ﬁ nd themselves 
  craving strange, unspeakable 
  things. Yet no matter how 
  many times they sample 
  those experiences, self-
  destruction is always the 
  result when nothing, no 
  matter how depraved, can 
  satisfy their appetites.
  Abaddon, 
  Warfather
  One of the most feared of the 
  greater devils, Abaddon towers 
  over the rest, boasting skin the color 
  of freshly spilled blood, ﬁ ery eyes, 
  and a crown of ﬂ ame that burns above 
  his bald head. The Warfather forgoes 
  clothing, revealing a body crisscrossed 
  with scars from old battles. He favors a 
  great sword of black iron, rubies 
  set in the blade that gleam 
  with evil light. Though 
  touching the metal 
  pains him, he bears it to 
  show he is greater than 
  his suﬀ ering.
  Gotherah, Sower 
  of Dissent
  Gotherah appears as a regal 
  faerie woman clad in a tight-
  ﬁ tting dress of black lace 
  that shows oﬀ  her ﬁ ne form 
  and graceful movements. A 
  veil conceals her features, 
  which are monstrous, 
  dominated by 
  red-rimmed 
  eyes and a 
  distorted 
  mouth 
  ﬁ lled with 
  wriggling 
  teeth. She 
  carries a pair 
  of oversized 
  shears that 
  she uses to 
  cut up her 
  victims. She 
  tempts mortals to 
  break oaths, void their 
  contracts, and destroy 
  their bonds with 
  others.
  Olal, Desire in Flesh
  Few have ever seen Olal’s true form, since the 
  devil appears in whatever form the viewer 
  desires most. He or she, or both, roams Hell’s 
  landscape, seducing the shades, whipping up 
  their desire, and then abandoning them to 
  agony. In the mortal world, Olal preys on 
  the lustful, acting as a bellows to the ﬂ ames 
  of their passions. Those who come under 
  the devil’s sway ﬁ nd themselves 
  craving strange, unspeakable 
  One of the most feared of the 
  greater devils, Abaddon towers 
  over the rest, boasting skin the color 
  of freshly spilled blood, ﬁ ery eyes, 
  and a crown of ﬂ ame that burns above 
  his bald head. The Warfather forgoes 
  clothing, revealing a body crisscrossed 
  with scars from old battles. He favors a 
  great sword of black iron, rubies 
  set in the blade that gleam 
  Gotherah, Sower 
  of Dissent
  Gotherah appears as a regal 
  faerie woman clad in a tight-
  ﬁ tting dress of black lace 
  that shows oﬀ  her ﬁ ne form 
  and graceful movements. A 
  veil conceals her features, 
  which are monstrous, 
  dominated by 
  red-rimmed 
  wriggling 
  teeth. She 
  carries a pair 
  of oversized 
  shears that 
  she uses to 
  cut up her 
  victims. She 
  tempts mortals to 
  break oaths, void their 
  contracts, and destroy 
  their bonds with 
  others.
  The cult of the New God is a farce.
  Astrid did exist. She had a revelation, and she 
  preached the tenets of her new faith to any who 
  would listen. Her rivals did stab her to death and 
  toss her body out to be torn apart by wild dogs, 
  but the notion that her wisdom arose from a power 
  higher than the gods of the Old Faith is invention.
  The source of her visions was none other than 
  Diabolus. He invented the gods of the Old Faith, 
  nudging mortals to exalt the great fey and thereby 
  imbue them the power from mortal faith and prayer. 
  In doing so, he gained a permanence no other would 
  enjoy. The “gods” needed him. The Devil also knew 
  the great fey would become weary of the mortals 
  and eventually withdraw from the world. This would 
  cause mortals to conclude that the gods were 
  myth. Once freed from the fear of divine retribution, 
  mortals might ﬁ nd ways to avoid the Underworld 
  and preserve their identities beyond death.
  Diabolus believed the great fey had served 
  their purpose and that it was time to create a new 
  religion to rise from the ashes of the old. He just 
  needed a vessel to carry his message to the world. 
  That vessel was Astrid.
  Of course, the cult of the New God has no idea 
  that the deity they worship is actually the Devil. 
  Many might scoff at the idea, especially since their 
  faith steers mortals toward the light rather than 
  swelling the ranks of the damned, but the Devil is 
  cunning. He cares nothing for Hell and its denizens. 
  He craves only power. If mortals exalt him to a 
  position above the other gods, then let the grasping 
  hordes of devils elevate a new leader.
  The signs of Diabolus’s inﬂ uence are everywhere 
  in the cult, from the use of the serpent in its symbols 
  to the questionable tactics the cult employs—the 
  Inquisition, crusaders, and even witch hunters. 
  Diabolus does not intend to ever show his hand in 
  the cult’s creation or its continued growth. He is 
  content to let mortals believe he is the Adversary 
  when in fact they advance his interests. This is why 
  Devil worshipers and devotees of the New God 
  wield different kinds of magic. The divide will persist 
  until the cult stamps out all the competing religions 
  and only the New God remains.
  Diabolus and the Cult of the New God
  
  16
  Taelahar, Mother of Filth
  Rarely does Taelahar shift her considerable body from 
  the mounds of corpses she uses as pillows. A devil of 
  endless appetite, she consumes whatever she can reach 
  but cannot digest anything. Souls she chews up and 
  swallows pass through her digestive tract and emerge, 
  slick with blood and mucus, only to be returned to her 
  cavernous mouth. Taelahar has little ambition other 
  than to feed her hunger, but she possesses a vast army of 
  hogmen. Other devils work to ingratiate themselves with 
  her for the strength she can provide.
  Ithritonus the Deceiver
  Weirdly tall and impossibly thin, Ithritonus creeps 
  across Hell like a spider, whispering false hope in the 
  ears of the damned and cackling when it is dashed by 
  a new round of torments. Perhaps Hell’s greatest liar, 
  Ithritonus employs hundreds of thralls in the mortal 
  world to spread falsehoods and half-truths, fomenting 
  discord wherever they go.
  Xutab the Obscene
  Perversion in physical form, Xutab is the father of 
  madness and depravity. He shows his predilections in 
  the wreckage of his body, with patches of skin peeled 
  from the meat and pinned back to expose raw, glistening 
  muscle. His genitals have been mutilated, as if chopped 
  up by a hatchet, and silver spikes and bars decorate his 
  ﬂ esh. Xutab urges mortals to act on their dark impulses 
  while overlooking the consequences of their actions.
  Devils
  The most numerous of Hell’s denizens, the devils were 
  faeries living in the mortal world and hidden kingdoms 
  who followed the path blazed by Diabolus. They are 
  a diverse and horrid society, twisted by hatred and 
  corruption into forms monstrous and grotesque. Many 
  devils remain in Hell, unable to bear the light of the 
  upper world, but some venture through its gates to tempt 
  mortals onto the road to perdition.
   Devils rise and fall in status according to their 
  successes and defeats. Greater devils can elevate lesser 
  ones, bestowing on them more powerful forms and 
  magic, or reduce them to groveling slaves. These changes 
  in status can transform one kind of devil into another, 
  or might just confer diﬀ erent degrees of trust and 
  responsibility. The greater devils are ﬁ ckle, however, and 
  their favor can be as much a curse as it is a blessing.
  Monsters
  A great many monsters ﬁ nd their way to Hell. Some 
  were cast there by potent magic, while others were 
  born in the cloying dark, awakened by the continual 
  screams and laughter. Devils of power and inﬂ uence use 
  monsters as guardians for their lairs, as companions, or 
  awfully, as lovers.
  The Damned
  Souls burdened by Corruption sink through the 
  Underworld and drop into Hell. These damned souls, 
  called lemures, suﬀ er torture and humiliation at the 
  devils’ hands and spend years exploited as currency, 
  playthings, and victims of depthless cruelty. The 
  damned recall their lives with great clarity, as it takes 
  longer for their memories to fade in Hell than it does in 
  the Underworld’s numbing environment. This awareness 
  oﬀ ers devils new and interesting ways to extend the 
  souls’ suﬀ ering.
   There seems to be no limit to the creativity of devils 
  in tormenting the damned. They lash the lemures with 
  barbed whips, drown them in excrement, and clasp their 
  heads in stone vises while burning their feet. Other souls 
  are immersed in pools of boiling pitch, thrown about 
  savage winds, or forced to bear the weight of heavy lead 
  cloaks, gilded in false gold. Lemures cannot be killed, so 
  whatever release their destruction brings soon ends, and 
  they return to face the horrors once more.
  Outsiders
  Mortals and immortals alike might visit Hell for a variety 
  of reasons. Since the lemures cling to their memories 
  longer than do the manes of the Underworld, outsiders 
  might come to Hell to squeeze them for information. As 
  well, over the millennia Hell has become a repository for 
  dangerous relics and lore. Visitors might risk their souls 
  to locate these treasures. Most times, these outsiders are 
  doomed to wind up in Hell anyway, but they seek any 
  advantage they can ﬁ nd to delay the conﬁ nement of their 
  souls to this awful place. They might be liars, tricksters, 
  or murderers, or demonstrate some ethical ﬂ aw in their 
  behavior and mannerisms.
  Rewards and 
  Discoveries
  Devils foment corruption in mortals to ensure they 
  descend into Hell rather than the Underworld. The 
  terms of the agreement Diabolus made with the great 
  fey prevent the devils from entering the mortal world 
  without being invited, with a few exceptions. Barghests 
  can move freely from Hell to the mortal world to 
  fetch the souls of the damned that either escape Hell’s 
  clutches or have managed to avoid Father Death’s scythe. 
  Furies hunt down mortals who renege on contracts and 
  drag them to Hell to face their punishment. Other devils 
  can travel to the mortal world only when summoned, 
  such as when a mortal speaks their names aloud or 
  conjures them up to bind as servants. These devils 
  tempt their summoners with gifts that ensure the soul’s 
  damnation.
  
  17
  Corrupted Objects
  To circumvent the prohibitions against entering the 
  mortal world uninvited, nearly all devils create a 
  device that can be used to conjure them up from Hell. 
  This corrupted object bears a fragment of the devil’s 
  essence so that when a mortal touches it, its creator is 
  immediately made aware. The mortal can at any time 
  call upon the associated devil by performing some 
  action hinted at in the object’s nature: praying over an 
  idol, drawing blood with a knife, reading aloud the 
  words on an amulet, and so on. Doing so allows the 
  devil, if it chooses, to appear in an open space within 
  short range of the object. Once called in this way, the 
  devil can remain in the mortal world for as long as it 
  wishes before using an action to return to Hell.
  Temptation and 
  Corruption
  Devils depend on corrupted souls to sustain their 
  immortal existence, so they work to lead mortals from 
  the path of righteousness with promises of power, 
  pleasure, wealth, and whatever else a mortal might want. 
  They wield foul magic to deliver on those promises, 
  though the bargains they strike always come at a price, 
  and the rewards they grant almost always have some 
  hidden danger that will cause the mortal’s undoing. The 
  greater the Corruption in a soul, the more value it has; 
  once a mortal attracts the attention of a devil, it remains 
  a part of that person’s life, always whispering and 
  promising, tempting and goading the mortal to commit 
  greater and greater acts of evil.
  Infernal Bargains
  Some devils have the means to grant mortals favors in 
  exchange for some speciﬁ c service that will advance 
  Hell’s cause. The diabolist path described in this book 
  shows one possible result from such deals, but others are 
  possible as well. Devils are interested in harvesting souls, 
  so they bargain only with living and mortal creatures 
  such as humans, fauns, halﬂ ings, and dwarfs. They don’t 
  bother with faeries, undead, or created people such as 
  clockworks even though those beings have souls.
  Summoning
  To deal with a devil, a mortal must summon it from 
  Hell. Many methods of coaxing devils from Hell exist, 
  including the use of corrupted objects as described 
  above, along with a selection of Forbidden spells 
  described in this book (though their eﬃ  cacy varies). 
  Tailored spells are designed to summon a speciﬁ c 
  devil, embedding its true name into the words. Such 
  Forbidden spells do not have detailed entries; they are 
  typically incantations whose rank is determined by the 
  devil’s Diﬃ  culty, as shown on the following table.
  Devil-Summoning Spells by Rank
  Devil’s Difﬁ culty
  Rank 
  1
  0
  5
  1
  10
  2
  25
  3
  50
  4
  100
  5
  250
  6
  500
  7
  750
  8
  1,000
  9
  More than 1,000
  10
   Devils answer these spells not because they are 
  compelled to do so, but for the opportunity to ruin 
  a mortal. A devil summoned in this way can either 
  perform a service or bestow a gift, though only those 
  with the Infernal Gift trait can oﬀ er the latter. Details on 
  services and gifts follow in their own sections.
   Casting a summoning spell requires speciﬁ c actions, 
  described here.
   Draw the Circle: Any spell used to summon a speciﬁ c 
  devil requires inscribing a complex circle in chalk on 
  a ﬂ at surface. The chalk must be specially made for 
  this purpose, costing 1 ss per stick; drawing the circle 
  consumes the stick. The circle must be 1 yard in diameter 
  and unbroken, and drawing it  takes about an hour.
   Anything that disturbs the circle robs it of its power 
  and frees anything contained within. Laying something 
  across it, scattering or smudging the chalk dust, or 
  spilling a liquid onto the circle all count as disturbing it.
   Perform the Incantation: The summoner reads aloud 
  the incantation. Doing this uses the normal rules, except 
  that the casting takes a number of continuous hours 
  equal to its rank (minimum 1 minute).
   Upon successfully casting the spell, the summoner 
  gains 1 Corruption, and the devil appears inside the 
  circle. It remains there until the circle is broken, the 
  summoner uses an action to free the devil or send it back 
  to Hell, or until 24 hours have passed, at which point the 
  magic in the circle returns the devil to the place from 
  which it was summoned.
   Strike the Bargain: The devil must be convinced to 
  bestow a gift upon or carry out a task for its summoner, 
  usually by increasing the mortal’s Corruption. Upon 
  describing the desired service or gift, the summoner 
  must make a Will attack roll against the devil’s Will.
   The roll might have 1 or more boons or banes, 
  depending on the service requested. For example, a 
  task that takes a week or longer to complete might 
  impose 1 bane per week required. Similarly, a task that is 
  dangerous to the devil might impose 1 or more banes on 
  the roll. Typically, an infernal gift (see following) fades 
  after a short time, but a mortal who requests that the gift 
  last longer might make the roll with 1 or more banes.
  
  18
   Conversely, the summoner might gain boons on this 
  roll from making blood sacriﬁ ces, performing depraved 
  acts, or oﬀ ering to take on additional Corruption.
   Success: The devil carries out the desired service 
  exactly as described, even if doing so does not match 
  the summoner’s intentions. If the task would require the 
  devil to travel away from the summoner, it returns to 
  report its success only if speciﬁ cally directed to do so.
   Failure: The devil refuses to carry out the service. The 
  summoner can try again but must oﬀ er an enticement 
  to do so. Suitable enticements include anything that 
  would earn the summoner additional Corruption, such 
  as sacriﬁ cing an innocent, stealing something for the 
  devil, or murdering someone in cold blood and bringing 
  back proof.
  Infernal Service
  A summoner can request a service from a summoned 
  devil. The service can be almost anything the summoner 
  wishes but must be within the devil’s power to carry 
  out, must not lead to the devil’s certain destruction, 
  and must be agreed to by the devil. Devils will never 
  perform services that rid mortals of Corruption or 
  that involve controlling or summoning demons. The 
  latter might come as a surprise, but devils depend on 
  the mortal world and don’t want it to end, correctly 
  regarding demons and their ilk as threats of the gravest 
  kind to reality.
   Examples of suitable services follow.
   Companion: The devil might accompany the 
  summoner for a time, but no longer than a number 
  of days equal to the summoner’s Corruption score. 
  If it accepts the bargain, it does nothing other than 
  follow, watch, and whisper advice. The summoner 
  might request more than simple companionship, such 
  as protection or carrying out speciﬁ c tasks. He or she 
  must state each responsibility clearly while the devil is 
  conﬁ ned to the summoning circle; each imposes 1 bane 
  on the attack roll to compel the service.
   Information:  The summoner can coerce the devil to 
  reveal all it knows about a particular subject or to ﬁ nd 
  that knowledge for the summoner. A devil can answer 
  basic questions related to any area of scholarship. 
  Anything more obscure will require it to hunt down 
  information, which can take 1d3 weeks or longer.
   Task: The summoner can also require the devil 
  to carry out a particular task, such as delivering a 
  message, hiding an object, fetching or stealing an item, 
  or murdering someone. Requesting a particularly 
  heinous task might bestow 1 or more Corruption on the 
  summoner, even if the devil is somehow prevented from 
  completing it.
  Infernal Gift
  Some devils have the Infernal Gift trait, which lets them 
  bestow beneﬁ ts on mortals who summon them. Devils 
  grant these gifts only to living, mortal creatures and 
  never bestow them on other faeries, created creatures, 
  or undead.
   The Infernal Gifts table describes a range of 
  possibilities. Each entry indicates the amount of 
  Corruption the summoner gains upon receiving 
  the gift and the minimum required Diﬃ  culty of the 
  devil bestowing the gift. Use the table as inspiration 
  for assigning Corruption and setting the minimum 
  Diﬃ  culty for gifts beyond those described here.
  Infernal Gifts
  Gift
  Corruption
  Devil’s 
  Difﬁ culty
  Gain a profession
  +1
  5
  Speak a language
  +1
  5
  Literacy in a language
  +1
  1
  Gain 1 gc
  +1
  1
  Gain 5 gc
  +1
  5
  Gain 10 gc
  +2
  10
  Gain 25 gc
  +2
  25
  Gain 50 gc
  +3
  50
  Gain 100 gc
  +3
  100
  Gain 1,000 gc
  +4
  250
  Gain 10,000 gc
  +5
  500
  Increase one Attribute by 1
  +2
  25
  Increase Health by 5
  +2
  50
  Increase Defense by 1
  +2
  50
  Increase Perception by 1
  +1
  10
  Increase Speed by 2
  +2
  10
  Gain shadowsight
  +1
  10
  Gain darksight
  +1
  25
  Gain truesight
  +2
  100
  Gain climber or swimmer
  +2
  50
  Gain ﬂ ier
  +3
  250
  Gain enchanted object
  +2
  100
  Discover a Tradition
  +2
  25
  Learn a rank 0 spell
  +1
  —
  Learn a rank 1 spell
  +1
  1
  Learn a rank 2 spell
  +2
  5
  Learn a rank 3 spell
  +3
  10
  Learn a rank 4 spell
  +4
  25
  Learn a rank 5 spell
  +5
  50
  Learn a rank 6 spell
  +6
  100
  Learn a rank 7 spell
  +7
  250
  Learn a rank 8 spell
  +8
  500
  Learn a rank 9 spell
  +9
  750
  Learn a rank 10 spell
  +10
  1,000
  
  19
  Fleeting Rewards
  Infernal gifts rarely last. 
  A character who gains 
  one or more of these must 
  make a fate roll (Shadow, 
  page 40) each time he 
  or she completes a rest. 
  On a roll of 6, the gift 
  becomes permanent, and 
  no further fate rolls are 
  necessary to retain it. On 
  a 1, the gift disappears, 
  though the Corruption 
  gained from it remains. 
  On any other result, the 
  gift remains at least until 
  the character completes 
  another rest. 
  Wish
  Greater devils can grant 
  wishes, though no more 
  than three to the same 
  person. The summoner 
  gains 1d3 + 1 Corruption 
  for each wish he or she 
  makes. The devils always 
  grant characters exactly 
  what they ask for, but 
  interpret the wish in 
  the worst possible way, 
  granting it in whatever 
  manner causes the wisher the most harm. If someone 
  wishes for gold, the devil might whisk that character 
  to a dragon’s lair. If he or she wishes to be immune to 
  sickness, the devil might turn that character to stone. A 
  mortal who wishes for unlimited wishes disappears and 
  is never seen again.
  Infernal Pacts
  The truly desperate, insane, or wicked might forge a 
  pact with a devil to gain lasting power. Making such a 
  pact is an act of profound evil, condemning the mortal 
  who makes it to Hell. Forging a pact is possible only with 
  a devil of Diﬃ  culty 500 or higher, but the summoner 
  gets an automatic success on the attack roll made to 
  strike the bargain.
  Pact Benefits
  A character who has made an infernal pact makes all 
  attack rolls and challenge rolls with 1 boon. In addition, 
  he or she gains infernal gifts of its choice, but the total 
  increase to Corruption from those gifts cannot exceed 6.
  Bound for Hell
  The devil craves the soul of the mortal who made the 
  pact with it. Every time that character completes seven 
  rests, he or she must make a fate roll. On a 6, the mortal 
  gains Fortune. On a roll of 2–5, nothing happens. On 
  a 1, the devil that made the 
  pact dispatches a barghest 
  to claim the mortal’s soul 
  at some point during the 
  following day.
  Hellish Attention
  At the end of each rest the 
  character completes, the 
  devil gains 1d3 diabolical 
  schemes that remain until 
  expended or until that 
  character completes a rest. 
  Whenever that character 
  gets a success on an attack 
  roll or challenge roll, the 
  GM (acting as the devil) can 
  expend one scheme to turn 
  that success into a failure. 
  Alternatively, whenever 
  that character rolls a d6, 
  the GM can expend one 
  scheme to change the 
  number rolled into a 1. 
  The character who made the 
  pact can prevent the devil 
  from expending diabolic 
  schemes for 1d3 days each 
  time that character causes 
  another creature, directly 
  or indirectly, to gain 
  Corruption.
  Diabolical Objects
  Enchanted objects found in Hell might have properties 
  beyond those recovered in the mortal world. When 
  randomly determining the nature of such a diabolical 
  object, you can roll on the following table to determine 
  its properties.
   The forms that diabolical objects take always run 
  toward the macabre. They might be created from organic 
  materials, such as a severed hand, a bloody eyeball, 
  or a mess of ruined genitals, or can be associated with 
  excess and decadence, such as bizarre sexual devices, 
  costumes, and masks, or, possibly torture tools. Finally, 
  diabolical objects that assume a religious form are 
  always desecrated in some way. A holy symbol might be 
  snapped in two, while the pages of a holy book could be 
  smeared with blood or excrement.
  Enchanted Object Properties
  d6
  Table
  1
  Enchanted Object Table 1 (Shadow, page 208)
  2
  Enchanted Object Table 2 (Shadow, page 209)
  3
  Enchanted Object Table 3 (Shadow, page 209)
  4
  Enchanted Object Table 4 (Shadow, page 210)
  5
  Enchanted Object Table 5 (Shadow, page 210)
  6
  Diabolical Object Properties table (next page)
  
  20
  Diabolical Object Properties
  d20
  Property
  1
  You can use an action to activate the object, 
  which causes it to make horrid, shrieking, jangling 
  noises for 10 minutes or until you use an action 
  to shut it off. The noise spreads away from the 
  object out to 1 mile.
  2
  You can use an action to transform the object into 
  a compelled serpent (as a tiny animal with the 
  poisonous trait; Shadow, page 263). It remains 
  in this form for 1 minute, then returns to object 
  form. If slain while in animal form, the object is 
  permanently destroyed.
  3
  You can use an action to double the area covered 
  by a ﬂ ame within short range.
  4
  You can use an action to grant 1 boon on attack 
  rolls until the end of the round to each mortal 
  creature within short range with 1 or more 
  Corruption . This object has 1d3 uses.
  5
  You can use an action to cause a bubble of 
  darkness to expand out to a 5-yard radius 
  from the object. The darkness thwarts all light, 
  including magical illumination. Creatures with the 
  horrifying trait, however, are not obscured by the 
  darkness and can be seen as if they were lit.
  6
  When you would make an attack roll or challenge 
  roll, you can choose to gain 1 Corruption to gain 
  1d3 – 1 boons to the triggering roll.
  7
  You can use an action to cause all food and 
  drink within short range to become tainted. Any 
  creature that consumes the tainted foodstuffs 
  takes 1d6 damage at the end of the round and 
  becomes poisoned until it completes a rest.
  8
  You can use an action to gain 1 Corruption and 
  choose one creature that has 0 Corruption. The 
  target creature must get a success on a Strength 
  challenge roll or take 1d6 damage. If the creature 
  takes this damage, you gain a +1d3 bonus to 
  Health.
  9
  Any living, mortal creature that touches the object 
  or is touched by it takes 1d6 damage. If the object 
  is a weapon, attacks with it against such creatures 
  deal 1d6 extra damage.
  10
  You can use an action to force each living 
  creature within short range to make a Will 
  challenge roll. On a failure, the creature becomes 
  impaired for 1 minute, assailed by tempting 
  visions. An affected creature can choose to gain 1 
  Corruption and remove the afﬂ iction. This object 
  has 1d3 uses.
  11
  You can use an action to cause each diseased or 
  poisoned creature within short range of you to 
  take 1d6 damage from the disease or poison. The 
  object has 1d3 uses.
  12
  You can use an action to make an Intellect or Will 
  attack roll against the Will of one creature that 
  can see you within short range. You can choose 
  to gain 1–3 Corruption to make the roll with that 
  many boons. On a success, the target becomes 
  charmed for 1 minute. If you get a success 
  with an attack roll of 20 or higher and beat the 
  target number by at least 5, the target becomes 
  compelled instead.
  13
  Whenever you would gain a mark of darkness 
  (Shadow, page 36), you can roll twice and choose 
  either result.
  14
  The object grants you 1 boon on attack rolls you 
  make to deceive in social situations.
  15
  You can use an action to become immune to 
  damage from ﬁ re for 1 minute. When the effect 
  ends, one member of your group (GM’s choice) 
  takes 1d6 damage from a burst of ﬂ ame. The latter 
  effect occurs regardless of how far you are from 
  the affected character.
  16
  You can use an action to force each creature 
  within short range that is wearing or carrying a 
  symbol of a god to make a Will challenge roll. The 
  creature makes the roll with a number of banes 
  equal to your Corruption score. On a failure, the 
  creature becomes frightened for 1 round.
  17
  You can use an action, or a triggered action on 
  your turn, to choose 1d3 targets within short 
  range. You grant each target 1d3 boons (roll 
  separately for each target) on the next attack roll 
  or challenge roll it makes. If the target accepts 
  these boons, it gains 1 Corruption; if it refuses, the 
  target must get a success on a Will challenge roll 
  or gain 1 Insanity.
  18
  Each time you deal damage to one or more 
  creatures, you make attack rolls and challenge 
  rolls with 1 boon for 1 round.
  19
  Each time you take damage from a creature, you 
  make attack rolls and challenge rolls with 1 boon 
  for 1 round.
  20
  You become cursed (as if by a rank 1d3 +1 spell). 
  While cursed in this way, you make Will challenge 
  rolls to resist the horrifying trait with 1 bane. 
  However, whenever you get a failure on such a 
  roll, you can choose to gain 1 Corruption to turn 
  the failure into a success.
  Hellish Relics
  Devils seed the world with unique items designed to 
  lead mortals to corruption, to awaken in them unholy 
  desires, and make them into their unwitting accomplices 
  in the spread of darkness. 
  Book of the Damned
  A great codex wrapped in strips of skin harvested from 
  stillborn babies, this tome contains horrid secrets of 
  Hell, as well as dread magical power. It has changed 
  hands many times over the centuries, and it remains 
  one of the most highly sought books by those who 
  would traﬃ  c with Hell’s denizens. No one knows who 
  penned this work, though some whisper it was written 
  by Ithritonus the Deceiver to destroy users of magic 
  who happen upon it.
  Corrupting Implement If you make the Book your 
  implement, you gain 1 Corruption. For as long as it 
  remains your implement, you have a +1 bonus to Power.
  Knowledge of the Occult When you reference the book 
  to ﬁ nd answers to questions about the occult, Hell, 
  devils, or dark magic, you make the challenge roll, if 
  required, with 1 boon.
  Dark Magic The book reveals 1d3 + 1 spells, chosen by you, 
  when you make it your implement. The spells must be of 
  a rank you can cast and must come from a dark magic 
  tradition other than Demonology. You count as having 
  learned these spells and can cast them, provided the 
  book is open and you can see it.
  
  21
  Hellfire Wand
  A tapering length of charred wood, the Hellﬁ re Wand 
  feels warm to the touch. Faint sounds of roaring ﬂ ames 
  can be heard from it. Fashioned from a tree culled from 
  the Weeping Wood, drenched in the blood of a thousand 
  innocents, and cured in the Lake of Fire, the Hellﬁ re 
  Wand oﬀ ers dreadful power to any mortal willing to 
  take it.
  Corrupting Implement If you make the Wand your 
  implement, you gain 1 Corruption. For as long as it 
  remains your implement, your attacks with Fire spells 
  deal 1d6 extra damage.
  Fire Within You can use an action to call forth the ﬂ ames 
  bound in the wand up to 1d3 times per day. You 
  replenish the uses each time you complete a rest or 
  when you kill a mortal creature with a humanoid shape 
  that has 0 Corruption. Each time you use the wand in 
  this way, choose one of the following effects:
  • A blazing missile streaks from the tip of the wand 
  toward a target creature or object you choose within 
  medium range. Make an Intellect or Will attack roll 
  against the target’s Agility. On a success, the missile 
  hits and the target takes 3d6 damage, or 5d6 damage 
  if the total of your attack roll is 20 or higher and 
  exceeds the target number by 5 or more.
  • A blast of ﬂ ame rushes out from the wand’s tip, 
  spreading through a 5-yard-long cone and dealing 3d6 
  damage to everything in the area. A creature that gets 
  a success on an Agility challenge roll takes half the 
  damage.
  • A tiny ball of ﬂ ame ﬂ ies from the wand’s tip and 
  travels to a point you choose within long range. When 
  the ball reaches that point or encounters a solid 
  creature or object before then, it explodes in a 3-yard-
  radius sphere, dealing 3d6 damage to everything in 
  the area. A creature that gets a success on an Agility 
  challenge roll takes half the damage.
  Wages of Sin At the end of any round during which you 
  used the Fire Within property, make a fate roll. On a 6, 
  for 1 round you make attack rolls made using the wand 
  with 1 boon and creatures make challenge rolls with 1 
  bane to resist attacks you make using the wand. On a 
  roll of 2–5, there is no effect. On a 1, ﬁ re explodes from 
  the wand in a radius of a number of yards equal to your 
  Corruption score, dealing damage equal to 1d6 + your 
  Corruption score to everything in the area, including you.
  Icon of the Adversary
  The Devil himself hammered out the Icon of the 
  Adversary from blood-red copper that never corrodes, 
  shaping the device into a pentagram with a chain that 
  can be worn around the neck. The relic holds malevolent 
  power that makes the bearer an agent of Hell, spreading 
  darkness wherever he or she goes.
  Corrupting Implement If you make the Icon your 
  implement, you gain 1 Corruption. For as long as it 
  remains your implement, it grants you 1 boon to attack 
  rolls made with Enchantment spells.
  Servant of Hell While wearing or carrying the Icon, you 
  can use an action to make an Intellect attack roll against 
  the Will of one target creature within short range. If the 
  target is a member of your group, you make the attack 
  roll with 1d3 boons. On a success, the target becomes 
  compelled for 1 round. The compelled target can choose 
  to remove the afﬂ iction by gaining 1 Corruption. Doing so 
  grants the target 1d3 boons to attack rolls and challenge 
  rolls until the end of the round.
  Leering Grin
  A weapon of signiﬁ cant power, this battleaxe boasts a 
  crescent-shaped blade forged to look like a monstrous 
  grin, with sharpened barbs extending out from it like 
  teeth. Dark, ominous laughter sounds from it with each 
  swing. Legend holds Abaddon the Warfather forged this 
  weapon to destroy a rival, whose name has been erased 
  from Hell’s annals. The weapon slipped from Hell and 
  has claimed countless lives in the mortal world.
  Enchanted Battleaxe When you attack with the Leering 
  Grin, you make the attack roll with 1 boon and the attack 
  deals 1d6 extra damage.
  Unholy Thirst Each time the total of the attack roll made 
  with this weapon is 20 or higher and exceeds the 
  target number by 5 or more, your attacks with it deal 
  a cumulative 1d6 extra damage. The increase lasts for 
  1 minute. When the extra damage reaches 4d6, the 
  weapon wrenches out of your hands and attacks you 
  with a +20 bonus to its attack roll. On a success, you 
  take 32 damage, and the weapon falls to the ground.
  On a failure, it falls to the ground without harming you. 
  Until you complete a rest, the Leering Grin then 
  functions as a normal battleaxe.
  Soulfire Blade
  The dread Soulﬁ re Blade has been held by some of Hell’s 
  greatest mortal champions and was ﬁ rst gifted to the 
  Witch-King himself. After his death, the weapon was 
  spirited away by his followers and became a prize fought 
  over by his self-styled heirs. The sword is said to have 
  been lost in the Desolation, sealed away in a vault under 
  Alfheim, set adrift in the endless Void, or hidden in plain 
  sight. Wherever it is found, the Soulﬁ re Blade is a bastard 
  sword of black metal—though not iron—with a pommel 
  fashioned in the shape of a skull. When drawn by a 
  mortal with 1 Corruption or more, white ﬂ ames dance 
  across its blade and mad laughter ﬁ lls the air.
  Enchanted Blade When you attack with the Soulﬁ re Blade, 
  you make the attack roll with 1 boon.
  Flames of Corruption The ﬂ ames dancing on the weapon’s 
  blade cause your attacks with it to deal extra damage 
  based on your Corruption score.
  Corruption
  Extra Damage
  1–2
  1
  3–4
  1d3
  5–6
  1d6
  7–8
  2d6
  9
  3d6
  Traitor’s Mask
  The devils fashioned this mask to work mischief in 
  the mortal world. The mask is useful for inﬁ ltration 
  and seduction, but it invariably blackens the soul of its 
  wearer. It covers the face completely and is fashioned to 
  look like a devil’s head, with red skin, black hair, and a 
  prominent nose and chin. 
  Vision of Desire You can use an action to gain 1 Corruption 
  and choose one target living creature with a humanoid 
  shape that you can see within medium range. Make a 
  Will challenge roll. On a success, magic from the mask 
  makes you appear to the target as the person he or she 
  loves most in the world. The transformation is ﬂ awless, 
  disguising your features and everything you wear and 
  carry so that they are suited to the form you adopt. As 
  well, the magic alters your voice so that it matches that 
  of the one you impersonate. You remain in this form until 
  you touch or are touched by an object made of iron, you 
  use this property again, or you become incapacitated. 
  While in this form, the target is charmed by you and you 
  make social attack rolls against the target with 1 boon.
  
  22
  22
  22
  Creatures of Hell
  From legions of those damned to suﬀ er unspeakable 
  torments, to strange monsters hatched from the 
  imaginations of Hell’s lords and ladies, to the devils 
  themselves, faeries warped by 
  hate, envy, and desire, Hell 
  has no shortage of horrors 
  with which to greet visitors.
  Other Creatures
  In addition to those 
  described here, any of the 
  following creatures from 
  Shadow of the Demon Lord are 
  suitable for adventures set in Hell or that involve 
  its denizens. Creatures from other books have 
  those sources noted parenthetically.
   
  Difﬁ culty 1: cultist, severed (Tombs), tiny 
  monster
   
  Difﬁ culty 5: asrai (Terrible), burrowing 
  centipede, gremlin, redcap, skeletal steed 
  (Tombs), small monster
   
  Difﬁ culty 10: large spider, medium monster
   
  Difﬁ culty 25: bloody bones, satyr (Terrible)
   
  Difﬁ culty 50: bean-nighe (Terrible), high 
  cultist, large monster, murk (Tombs), ooze, 
  revenant (Tombs), stranglevine
   
  Difﬁ culty 100: giant scorpion (Tombs), huge 
  monster, slime brute (DLC), wraith
   
  Difﬁ culty 250: barghest, fury, manticore
   
  Difﬁ culty 500: hag
  Angel
  There’s a devil for every moral failing. Angels prey on 
  the overly pious, people who have grown proud in their 
  certainty that their religion is the true one and in whom 
  the seeds of intolerance and judgment have taken root. 
  In extreme branches of the dominant religions, the 
  Devil’s agents have embedded a belief that angels are 
  servants, messengers, and warriors of the gods or of a 
  particular god, and that their appearance in the world 
  signals favor from on high.
   Angels reveal nothing about their infernal natures. 
  Light shines from their perfect bodies, which can take 
  on the appearance of whatever their summoner would 
  consider ideal. They exalt the mortals who called them 
  from Hell, complimenting them on their piety, devotion, 
  and constant service. These devils speak with authority 
  about whatever tenets the faith might hold to ensure 
  no doubt creeps into their victims’ minds. An angel 
  shadows the mortal who summoned it, goading that 
  person to become more zealous, proud, and fanatical, 
  in hopes of driving the summoner to violent action and 
  thus staining his or her soul.
   In their true form, angels are hideous, having pale 
  naked bodies whose skin is riddled with oozing ﬁ ssures 
  and craters. Darkness ﬁ lls their eye sockets, and streams 
  of black slime leak from their mouths. Like the forms 
  they don for mortals, they have feathered wings, but in 
  their true state the feathers are on ﬁ re.
   Angels can communicate with any creature that 
  knows at least one language. 
  
  23
  ANGEL 
  DIFFICULTY 50
  Size 1 horrifying faerie (devil)
  Perception 13 (+3); truesight
  Defense 11; Health 53
  Strength 13 (+3), Agility 11 (+1), Intellect 11 (+1), Will 13 (+3)
  Speed 10; ﬂ ier (swoop)
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense An angel takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking an angel with a spell makes the attack 
  roll with 1 bane.
  Infernal Gift An angel can bestow infernal gifts on mortals.
  Iron Vulnerability An angel is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Radiant Sword (melee) +3 with 2 boons (3d6 + 2 plus Flare 
  on attack roll 20+)
  Flare A sighted creature must get a success on an Agility 
  challenge roll or become blinded for 1 round.
  SPECIAL ATTACKS
  Two Attacks The angel uses an action to attack two 
  different targets with its radiant sword. Each attack deals 
  2d6 + 2 damage.
  Blinding Radiance While under the effects of Radiant 
  Form, the angel can use an action to release a blast of 
  light from its body. Each creature within short range of 
  the angel must get a success on a Strength challenge roll 
  with 1 bane or take 2d6 damage and become blinded for 
  1 minute. Once the angel makes this attack, it cannot do 
  so again for 1 minute.
  SPECIAL ACTIONS
  Radiant Form An angel can use an action to assume a 
  radiant form with feathery wings that appears pleasing 
  to any mortal who sees it. While in this form, the angel 
  loses the horrifying trait and casts light from its body in a 
  5-yard radius.
  Become Invisible An angel can use an action to become 
  invisible. It remains invisible until it uses an action to 
  attack or it becomes incapacitated. While invisible, 
  the angel makes no sound when it moves unless it so 
  chooses.
  MAGIC
  Power 2
  Enchantment presence (3), charm (2), mind bondage (1)
  Behemoth
  The darkness at the bottom of the Abyss is the great 
  horrifying womb of the Void from which abominations 
  are birthed. These towering monstrosities tear 
  themselves from the rock of the walls and pull 
  themselves upward with veiny tentacles, claws, or 
  sucking maws that drip from hunger. Called behemoths, 
  these titanic horrors are products of demonic inﬂ uence 
  bleeding into Hell from the Abyss. As with demons, no 
  rules govern the forms they take, and each one coughed 
  up from the depths is an oﬀ ense to even Hell, where no 
  wickedness is shunned.
   Behemoths aren’t as large a problem as one might 
  expect because they are infrequent creations and rarely 
  range more than a few miles from their unholy womb. 
  As well, the demonic power that gives them shape 
  burns out in time; when it does, they revert to the stone 
  from which they were made, falling apart and raining 
  boulders to the ground below.
  BEHEMOTH 
  DIFFICULTY 750
  Size 10 horrifying demon
  Perception 6 (–4); darksight
  Defense 8; Health 500
  Strength 20 (+10), Agility 8 (–2), Intellect 6 (–4), Will 18 
  (+8)
  Speed 8
  Immune damage from disease or poison; gaining Insanity; 
  dazed, diseased, fatigued, frightened, immobilized, 
  impaired, poisoned, slowed, stunned
  Spell Defense A behemoth takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a behemoth with a spell makes the 
  attack roll with 1 bane.
  Crushing Footfalls When a behemoth moves into a space 
  occupied by a creature on the ground, the creature must 
  get a success on an Agility challenge roll or be crushed 
  by the behemoth, taking 3d6 damage and falling prone. 
  If the creature was already prone, it takes 1d6 extra 
  damage. A creature makes this roll just once per round 
  regardless of how many times the behemoth moves 
  through its space.
  Demonic Shadows Lit areas out to 1 mile around the 
  behemoth become shadows.
  Sluggish The behemoth can take only slow turns and 
  cannot use triggered actions.
  ATTACK OPTIONS
  Natural Weapon (melee) +10 with 3 boons (6d6 + 6)
  SPECIAL ATTACKS
  Thrashing Attack The behemoth attacks four different 
  targets with its natural weapon, making each attack roll 
  with 1 bane.
  END OF THE ROUND
  Instability Roll a d6. On a 1, roll another d6 and add the 
  number to the behemoth’s Defense (maximum 25). 
  When its Defense exceeds 25, the behemoth turns into 
  a stone statue and dies. The statue then breaks apart 
  under its own weight. Any creature in the behemoth’s 
  space or within 2 yards of it must make an Agility 
  challenge roll with 2 banes. On a failure, the creature 
  takes 6d6 damage and falls prone. A creature knocked 
  prone this way cannot stand until it or another creature 
  uses an action to shift the rock by getting a success on 
  a Strength challenge roll with 3 banes. If the total of 
  the creature’s Agility challenge roll was 0 or less, the 
  creature instead takes damage equal to its Health.
  Bogie
  Near the bottom of Hell’s hierarchy stand the diminutive 
  bogies. These foul-hearted ﬁ ends possess great cunning 
  and malice toward anyone larger and stronger than 
  them, making them dangerous even to other devils. 
  Bogies do, however, have an advantage: magicians, 
  priests, and other users of magic pluck familiars from 
  their ranks. Answering the call to serve gives bogies 
  a way out—if but for a time—and, if successful, the 
  opportunity to win favor and perhaps a greater standing 
  in Hell. Thus they prove eager and dutiful servants, yet 
  always watch for opportunities to nudge their masters 
  toward darkness.
   In its natural form, a bogie stands about 1 foot tall, 
  with a spindly body clad in mottled gray skin, pinched 
  features, and large, pointed ears sweeping back along the 
  sides of its head and ending in sharp points. Sharp black 
  teeth ﬁ ll its mouth. Bogies might forgo clothing or cover 
  themselves with scraps of cloth or skin and clumps of 
  hair.
   Bogies speak Elvish.
  
  24
  24
  24
  24
  BOGIE 
  DIFFICULTY 5
  Size 1/4 frightening faerie (devil)
  Perception 12 (+2); darksight
  Defense 14; Health 5
  Strength 5 (–5), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 12
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A bogie takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking a bogie with a spell makes the attack 
  roll with 1 bane.
  Iron Vulnerability A bogie is impaired while in contact with 
  iron.
  ATTACK OPTIONS 
  Teeth (melee) +2 with 1 boon (1d6)
  SPECIAL ACTIONS 
  Animal Forms A bogie can use an action to assume the 
  form of any of the following creatures: medium animal, 
  small animal with the climber or swimmer traits, or tiny 
  animal with the ﬂ ier trait. The bogie remains in this form 
  until it uses an action to return to its normal form or to 
  use Animal Forms again.
  MAGIC
  Power 2
  Curse frighten (2)
  Illusion invisibility (1)
  Butcher
  Though all devils are experts at inﬂ icting pain, the 
  butchers of Hell are adept at taking apart their prey. The 
  heavy black lenses in a butcher’s goggles conceal dead 
  eyes, and its bloodstained leather apron protects its rail-
  thin body from bits of ﬂ ying bone. Butchers try to install 
  themselves in the households of greater devils, where 
  they can work without being disturbed. When traveling, 
  a butcher carries a sack ﬁ lled with twitching body parts.
   Butchers speak Elvish and High Archaic.
  BUTCHER 
  DIFFICULTY 25
  Size 1 horrifying faerie (devil)
  Perception 14 (+4); darksight
  Defense 15 (leather apron); Health 31
  Strength 11 (+1), Agility 13 (+3), Intellect 14 (+4), Will 10 (+0)
  Speed 12
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A butcher takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a butcher with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A butcher is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Cleaver (melee) +4 with 3 boons (2d6 plus Sever on attack 
  roll 20+)
  Sever A creature with a physical body having appendages 
  must make an Agility challenge roll. On a failure, roll a d6 
  to determine what happens:
  1. The creature takes 2d6 extra damage.
  2. The butcher severs part of the left arm, starting with 
  ﬁ ngers, hand, arm below the elbow, and ﬁ nally, the 
  arm below the shoulder.
  3. As 2, but affecting the right arm.
  4. The butcher severs part of the left leg, starting with 
  toes, foot, leg below the knee, and ﬁ nally, the leg 
  below the hip. A creature that loses a foot or more 
  falls prone and cannot stand up.
  5. As 4, but affecting the right leg.
  6. The butcher cuts off the creature’s head, which kills 
  it instantly.
  A living creature that loses more than a hand or leg 
  starts bleeding. At the end of each round, the creature 
  takes damage equal to half its healing rate. It or another 
  creature can use an action to stanch the bleeding. 
  SPECIAL ATTACKS
  Sack of Limbs The butcher uses an action to empty 
  the bloody sack it carries onto the ground. A mess of 
  severed arms, legs, hands, feet, ﬁ ngers, toes, and heads 
  becomes a swarm (as animal swarm with the horrifying 
  trait) that can act immediately.
  Quick Slash When a creature moves into the butcher’s 
  reach, it can use a triggered action to attack the 
  triggering creature.
  Cambion
  Born from illicit unions between mortals and devils, 
  cambions bear the stain of Hell on their souls and feel 
  driven to spread the cause of evil and darkness in the 
  world. Few cambions resist their natures and instead 
  indulge their impulses, feeding their desires, certain in 
  the knowledge that they will descend into Hell one day 
  and claim their place alongside their wicked kin.
   Cambions appear human, but all sport some sign 
  of their ancestry, some mark that reveals Hell’s touch 
  upon their ﬂ esh. Weird patterns of numbers, odd skin 
  colors, eyes that glow in the dark, and exaggerated facial 
  features might betray the cambion’s nature.
   All cambions speak the Common Tongue.
  
  25
  CAMBION 
  DIFFICULTY 5
  Size 1 cambion
  Perception 11 (+1); darksight
  Defense 12 (soft leather); Health 10
  Strength 10 (+0), Agility 11 (+1), Intellect 11 (+1), Will 8 (–2)
  Speed 10
  Immune damage from disease and poison; diseased, 
  poisoned
  Fire Resistance A cambion takes half damage from ﬁ re.
  Iron Vulnerability A cambion is impaired while in contact 
  with iron.
  ATTACK OPTIONS 
  Bronze Scimitar (melee) +1 (1d6 + 1)
  Bow (long) +1 (1d6 + 1)
  MAGIC 
  Power 1
  Enchantment bewitch (2), charm (1)
  Chimera
  Not all the screams sounding from below the Devil’s 
  Fork arise from the souls imprisoned there. Some belong 
  to far nastier things, monsters hatched from the dark 
  one’s imagination, kept chained in the dark until the 
  need for them arises. One such monster is the chimera. 
  Diabolus himself stitched the beast together from the 
  parts of a lion, a goat, and a serpent, binding those pieces 
  with black magic and infusing the unlikely form with 
  magical powers to sow death and destruction among its 
  foes. Thus far, the Devil has had no cause to release the 
  chimera, but one day he 
  might—and when 
  he does, the 
  world will 
  tremble.
  CHIMERA 
  DIFFICULTY 750
  Size 3 horrifying monster
  Perception 13 (+3); truesight
  Defense 19; Health special (Three Heads)
  Strength 18 (+8), Agility 12 (+2), Intellect 7 (–3), Will 12 (+2)
  Speed 8
  Immune damage from poison; charmed, compelled, dazed, 
  frightened, poisoned, slowed, stunned, surprised
  Fire Resistance A chimera takes half damage from ﬁ re.
  Three Heads Each of the chimera’s three heads takes a turn 
  to control the body they share. A head has Health 100, 
  and when one becomes incapacitated, it cannot take its 
  turn, though the other heads take their turns as normal. 
  When a creature attacks a chimera, it must choose which 
  head to target.
  The chimera takes one turn per round per head: one 
  during fast turns, one during slow turns, and the last at 
  the end of the round, during which it can use an action 
  and move up to its Speed. In addition, the chimera can 
  use one triggered action per head each round.
  END OF THE ROUND 
  Epic Recovery The chimera removes one afﬂ iction from 
  itself.
  LION HEAD
  ATTACK OPTIONS 
  Teeth (melee) +8 with 2 boons (3d6 + 10)
  SPECIAL ATTACKS 
  Fearsome Roar The lion head uses an action or a triggered 
  action on its turn to roar, ﬁ lling a 8-yard-long cone 
  originating from a point it can reach with fearsome noise. 
  Each creature in the area must get a success on a Will 
  challenge roll or become frightened for 1 minute. If the 
  creature is already frightened, it instead gains 1 Insanity. 
  Once the lion head makes this attack, it must wait 1 
  minute before it can do so again.
  GOAT HEAD
  ATTACK OPTIONS 
  Horns (melee) +8 with 2 boons (5d6 and Knock 
  Down)
  Knock Down A creature smaller than the chimera 
  must make a Strength challenge roll with 1 bane. On 
  a failure, the creature falls prone.
  SPECIAL ATTACKS 
  Spray Fire The goat head can use an action 
  to spray ﬁ re from a point it can reach into a 
  10-yard-long cone that deals 5d6 + 10 damage 
  to everything in the area. A creature can make 
  an Agility challenge roll with 1 bane, taking 
  half damage on a success. Once the goat head 
  makes this attack, it must wait 1 minute before 
  it can do so again.
  SERPENT HEAD
  ATTACK OPTIONS 
  Fangs (melee) +8 with 2 boons (3d6 plus 
  Poison)
  Poison A living creature must get a success 
  on a Strength challenge roll with 2 banes 
  or take 3d6 damage, become stunned for 
  1 round, and become poisoned for 1 minute. 
  If the target is already poisoned, it takes 
  3d6 extra damage.
  Once the lion head makes this attack, it must wait 1 
  minute before it can do so again.
  GOAT HEAD
  ATTACK OPTIONS 
   (melee) +8 with 2 boons (5d6 and Knock 
  Knock Down
  must make a Strength challenge roll with 1 bane. On 
  a failure, the creature falls prone.
  SPECIAL ATTACKS 
  Spray Fire
  to spray ﬁ re from a point it can reach into a 
  10-yard-long cone that deals 5d6 + 10 damage 
  to everything in the area. A creature can make 
  an Agility challenge roll with 1 bane, taking 
  half damage on a success. Once the goat head 
  makes this attack, it must wait 1 minute before 
  it can do so again.
  SERPENT HEAD
  ATTACK OPTIONS 
  one’s imagination, kept chained in the dark until the 
  need for them arises. One such monster is the chimera. 
  Diabolus himself stitched the beast together from the 
  parts of a lion, a goat, and a serpent, binding those pieces 
  with black magic and infusing the unlikely form with 
  magical powers to sow death and destruction among its 
  foes. Thus far, the Devil has had no cause to release the 
  chimera, but one day he 
  Teeth (melee) +8 with 2 boons (3d6 + 10)
  SPECIAL ATTACKS 
  Fearsome Roar
  action on its turn to roar, ﬁ lling a 8-yard-long cone 
  originating from a point it can reach with fearsome noise. 
  Each creature in the area must get a success on a Will 
  challenge roll or become frightened for 1 minute. If the 
  creature is already frightened, it instead gains 1 Insanity. 
  Once the lion head makes this attack, it must wait 1 
  chimera, but one day he 
  might—and when 
  he does, the 
  world will 
  tremble.
  Once the lion head makes this attack, it must wait 1 
  minute before it can do so again.
  GOAT HEAD
  ATTACK OPTIONS 
  Horns (melee) +8 with 2 boons (5d6 and Knock 
  Down)
  Knock Down
  must make a Strength challenge roll with 1 bane. On 
  a failure, the creature falls prone.
  SPECIAL ATTACKS 
  Spray Fire
  to spray ﬁ re from a point it can reach into a 
  10-yard-long cone that deals 5d6 + 10 damage 
  to everything in the area. A creature can make 
  an Agility challenge roll with 1 bane, taking 
  half damage on a success. Once the goat head 
  makes this attack, it must wait 1 minute before 
  it can do so again.
  
  26
  26
  26
  26
  Devilkin
  The fat-bellied and cherubic devilkin gather in ﬂ ocks, 
  gaining strength in numbers. They savor the suﬀ ering all 
  around them, breaking into malicious giggles whenever 
  a lemure starts shrieking. Once beautiful, childlike 
  faeries, they have been transformed by Hell’s dark power 
  into scarlet-skinned, winged ﬁ ends that thrive on making 
  mischief for the damned. They have coal-black eyes and 
  matching hair, with long, barbed tails extending out 
  from their base of their spines. Fast-beating wings keep 
  them airborne all the time.
   Devilkin pledge service to more powerful devils. These 
  patrons protect the devilkin against rivals and other 
  threats. In this capacity, they work as spies, thieves, and, 
  rarely, assassins. Devilkin do not escape Hell often, and 
  then only when called by a mortal caster.
   Devilkin speak Elvish.
  DEVILKIN 
  DIFFICULTY 5
  Size 1/2 frightening faerie (devil)
  Perception 13 (+3); darksight
  Defense 15; Health 6
  Strength 6 (–4), Agility 15 (+5), Intellect 11 (+1), Will 12 (+2)
  Speed 12; ﬂ ier (swoop)
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A devilkin takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a devilkin with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A devilkin is impaired while in contact 
  with iron.
  Slowed on Land A devilkin is slowed when not ﬂ ying.
  ATTACK OPTIONS
  Sting (melee) +5 with 1 boon (1d3 plus Poison)
  Poison A living creature must get a success on a Strength 
  challenge roll or take 2d6 extra damage and become 
  poisoned for 1 minute. While poisoned in this way, the 
  creature is slowed and grants creatures attacking it 
  1 boon on their attack rolls. If the creature is already 
  poisoned, it takes 2d6 extra damage.
  Familiar
  Dabblers in the occult sometimes call upon and bind 
  familiars to serve them as helpers. This summoning 
  snatches a bogie from Hell and traps it in the form of 
  a bird, cat, rat, toad, or some other small creature. The 
  magic holding it in this form also protects the familiar 
  from danger. Though thoroughly wicked, familiars are 
  quite happy to escape Hell and prove loyal companions 
  and dutiful servants. Still, they are devils at heart, so 
  they’re not above preying on their masters’ vanity, greed, 
  and ambition to lead the mortals to their dooms.
    A familiar can speak, read, and write any of the 
  languages its master knows.
  FAMILIAR 
  DIFFICULTY 5
  Size 1/4 faerie (devil)
  Perception 14 (+4); darksight
  Defense 18; Health equal to its master’s healing rate
  Strength 5 (–5), Agility 12 (+2), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A familiar takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a familiar with a spell makes the 
  attack roll with 1 bane.
  Animal Traits A familiar might have the climber, ﬂ ier, or 
  swimmer traits, depending on the form it takes. If the 
  familiar has the ﬂ ier trait, its Defense is reduced to 16.
  Iron Vulnerability A familiar is impaired while in contact 
  with iron.
  ATTACK OPTIONS 
  Natural Weapon (melee) +2 (1d3)
  SPECIAL ACTIONS
  Bestow Casting The familiar can use an action to touch 
  its master and grant 1 casting of a spell of rank 2 or 
  lower that its master has learned. The master can accept 
  or refuse. If the master accepts, he or she must get a 
  success on a Will challenge roll or gain 1 Corruption.
  Wicked Temptation The familiar can use an action to 
  tempt one creature within its reach that can hear and 
  understand what the familiar says. The target can accept 
  or refuse. If the target accepts, the familiar grants it 
  1 boon on all attack rolls and challenge rolls for 1 round. 
  When the effect ends, roll a d6. On a 6, the target gains 
  1 Corruption.
  END OF THE ROUND
  Regeneration If not incapacitated, the familiar heals 
  1 damage.
  Gargoyle
  The most numerous of the devils in Hell, gargoyles 
  torment the damned. What beauty they might once 
  have had has long since rotted away, leaving their forms 
  wretched and warped, hideous from the corruption they 
  consume. Gargoyles vary in appearance; curling horns, 
  overlarge teeth, bulging eyes, cloven hooves, and more 
  are possible, though they all have small wings and an 
  arsenal of natural weapons.
   Gargoyles speak the Common Tongue, Elvish, and 
  High Archaic.
  GARGOYLE 
  DIFFICULTY 50
  Size 1 frightening faerie (devil)
  Perception 11 (+1); darksight
  Defense 16; Health 40
  Strength 14 (+4), Agility 11 (+1), Intellect 8 (–2), Will 11 (+1)
  Speed 8
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Fire Resistance A gargoyle takes half damage from ﬁ re.
  Hunger for Corruption A gargoyle makes attack rolls with 
  1 boon against creatures with 1 Corruption or more.
  Spell Defense A gargoyle takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a gargoyle with a spell makes the 
  attack roll with 1 bane.
  Iron Vulnerability A gargoyle is impaired while in contact 
  with iron.
  ATTACK OPTIONS 
  Trident (melee) +4 with 1 boon (3d6 + 1)
  Natural Weapons (melee) +4 with 1 boon (2d6)
  
  27
  Gaunts
  Not all souls escape Hell. Some become anchored 
  there, having accumulated so much wickedness that no 
  amount of torment will ever purify them. In time, they 
  become monstrous, hateful things. Gaunts are thin, 
  faceless humanoids with rubbery black skin made slick 
  by the black, milk-like substance dribbling from their 
  pores. Two horns curl out from the sides of a gaunt’s 
  head to wrap around its face until the points nearly 
  touch. Membranous wings spread from its back, and a 
  long tail, looking much like an umbilical cord capped 
  with a bone barb, extends from the base of its spine.
   Gaunts do not speak, but they understand some 
  Elvish.
  GAUNT 
  DIFFICULTY 10
  Size 1 horrifying spirit
  Perception 8 (–2); darksight
  Defense 11; Health 17
  Strength 12 (+2), Agility 10 (+0), Intellect 8 (–2), Will 9 (–1)
  Speed 8; ﬂ ier
  Immune damage from cold, disease, ﬁ re, and poison; 
  gaining Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, slowed
  Eternal When a gaunt becomes incapacitated, it explodes, 
  throwing gobbets of black milk 1d6 yards in all 
  directions.  Each creature in the area must get a success 
  on an Agility challenge roll or be affected by Black Milk 
  of Hell. The gaunt re-forms in Hell 24 hours later with 
  no damage.
  ATTACK OPTIONS
  Claws (melee) +2 with 1 boon (1d6)
  Sting (melee; reach + 2) +2 with 1 boon (1 plus Black Milk 
  of Hell)
  Black Milk of Hell A creature must get a success on 
  a Strength challenge roll or take 1d6 damage, gain 
  1 Corruption, and make attack rolls and challenge 
  rolls with 1 boon for 1 minute.
  SPECIAL ATTACKS
  Claws and Sting The gaunt makes one attack with its claws 
  and one attack with its sting.
  Hogman
  In accordance with the bargain struck between the 
  old gods and the Devil, the faeries give a tithe of souls 
  to Hell. Once delivered to the eager devils, they are 
  divided into two groups. The corrupted, if still alive, are 
  auctioned oﬀ  in the soul markets to the greater devils, 
  while the pure are led oﬀ  to be dunked in great vats ﬁ lled 
  with boiling bile and then pulled free as hogmen.
   Although the tithed souls of the pure escape torment 
  at the devils’ hands, they must still stare down the 
  endless parade of horror that is life in Hell. Worse, the 
  devils who claim them use hogmen as slaves, working 
  them nearly to death at menial or even demeaning tasks. 
  When war erupts between two or more greater devils, 
  it falls to the hogmen to ﬁ ght—and ﬁ ght they do, since 
  death means escape.
   Hogmen have humanoid forms, but their heads are 
  those of wild boars, pigs, and warthogs. They go about 
  without shoes or clothing, and their bodies display fresh 
  scars from the pricks of tridents and lashes of whips.
   Although wretched, hogmen dimly remember their 
  former lives and can communicate in a pidgin form of 
  the Common Tongue.
  HOGMAN 
  DIFFICULTY 1
  Size 1/2 or 1 monster
  Perception 8 (–2)
  Defense 10; Health 11
  Strength 11 (+1), Agility 10 (+0), Intellect 8 (–2), Will 9 (–1)
  Speed 8
  Death Wish Hogmen grant creatures attacking them 
  1 boon to their attack rolls, and they make challenge 
  rolls to resist attacks with 1 bane.
  ATTACK OPTIONS
  Spear (melee) +1 (1d6)
  Ifrit
  Cunning, wicked, and hopelessly addicted to power, 
  the ifrit have long positioned themselves enemies 
  of all mortals. Before their fall to Hell, they counted 
  themselves among the chief members of Diabolus’s 
  court, being faeries of great wit and beauty, and aided 
  their master in his meddling with mortal belief. For their 
  part in the subversion of the great fey’s plans, the ifrit 
  were the ﬁ rst to be cast down into Hell. They landed in 
  the Lake of Fire, where they were scourged by the ﬂ ames 
  and transformed into hulking terrors. Their torment did 
  nothing to dampen their hate, and they court mortals to 
  lead them to destruction.
   
  
  28
  In their normal forms, ifrit look like huge, ﬁ ery, red-
  and-black-skinned humanoids. Horns emerge from the 
  sides of their heads, and thick black hair spills down 
  their backs. Flames swirl around their bodies, scorching 
  everything around them.
   Ifrit speak all languages and can communicate with 
  any creature that knows at least one.
  IFRIT 
  DIFFICULTY 500
  Size 3 frightening faerie (devil)
  Perception 18 (+8); truesight
  Defense 18; Health 90
  Strength 17 (+7), Agility 16 (+6), Intellect 16 (+6), Will 16 (+6)
  Speed 18; ﬂ ier
  Immune damage from disease, ﬁ re, and poison; gaining 
  Insanity; asleep, charmed, diseased, frightened, poisoned
  Spell Defense An ifrit takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking an ifrit with a spell makes the 
  attack roll with 1 bane.
  Grant Wishes An ifrit can grant up to 3 wishes to a mortal 
  (see page 19). Once it grants the ﬁ nal wish, it loses this 
  trait for 13 years and cannot leave Hell during that time.
  Fiery Mantle An ifrit blazes brightly, shedding light out to 
  10 yards around it.
  Iron Vulnerability An ifrit is impaired while in contact 
  with iron.
  ATTACK OPTIONS 
  Blazing Sword (melee) +7 with 1 boon (3d6 + 1 plus 2d6 
  from ﬁ re)
  SPECIAL ATTACKS
  Double Attack The ifrit makes two attacks.
  Fires of Hell The ifrit hurls a ball of roiling black ﬂ ame 
  toward a point within medium range. When the ball 
  reaches that point or encounters a solid creature or 
  object before then, it explodes in a 5-yard radius, 
  dealing 4d6 damage to everything in the area. 
  A creature takes half the damage with a 
  success on an Agility challenge roll with 
  1 bane. Once the ifrit uses this action, it 
  cannot do so again for 1 round.
  SPECIAL ACTIONS
  Child Form The ifrit can use an action, or a 
  triggered action on its turn, to assume 
  a form of a human child. It remains 
  in that form until it uses a triggered 
  action on its turn to resume its normal 
  form or when it takes damage. While 
  in its child form, the ifrit loses its 
  frightening, Fiery Mantle, and Infernal 
  Heat traits. The child form always 
  exhibits some physical characteristic 
  that betrays the ifrit’s devilish 
  nature, such as black, pointed 
  teeth, glowing eyes, or long nails.
  MAGIC
  Power 4
  Fire ﬂ ame missile (5), 
  hellﬁ re bolt* (2), ﬁ reball (1), 
  wall of ﬂ ames (1)
  Illusion clamor (5), thimblerig (2), 
  invisibility (2), phantasm (1)
  *New spell described in this book
  END OF THE ROUND
  Infernal Heat Each creature that 
  is not a devil and is within short 
  range must get a success on a 
  Strength challenge roll or take 
  2d6 damage.
  Incubus/Succubus
  Incubi and succubi watch the mortal world by peering 
  into still pools of spent seed mingled with the sweat 
  from illicit sexual encounters. In the surfaces of these 
  murky mirrors, they search for mortals who might be 
  susceptible to their temptations, such as the grieving, the 
  lonely, and those with strange or even deviant desires. 
  Using the magic of Hell, the devils whisper the mortals’ 
  names into the pools, the sounds of which crawl up 
  from the depths and swirl around their chosen victims, 
  awakening desire in their loins and setting minds aﬁ re 
  with lust. When mortals give in to these passions, the 
  devils slip free from Hell and pay them a visit when they 
  can be alone with their prey.
   These ﬁ ends ﬁ ll their mortal victims with painful 
  desires that cannot be relieved without the aid of the 
  incubus or succubus who seduced them, but their 
  visitations become less and less frequent. Mad with 
  lust, their victims seek release in other, darker ways, 
  resorting to violence if needed. All of this stains their 
  souls, which, when properly sullied, the devils return to 
  harvest, strangling the tormented lovers in one ﬁ nal act 
  of passion.
   Incubi and succubi are diﬀ erent sides of the same 
  coin. The name refers to the 
  gender they assume when 
  interacting with prey. In 
  their natural forms, they 
  appear as hermaphroditic 
  humanoids, leathery 
  wings spreading from 
  their backs and long, 
  prehensile tails ending in 
  a fork. Some have chalk-
  white skin, while others are 
  obsidian black, though 
  all are as menacing as 
  they are enchanting. 
  These devils can sire 
  children on mortals 
  or bear children 
  from these couplings. 
  Their oﬀ spring are 
  always cambions.
   
  Learned in all 
  tongues, incubi 
  and succubi can 
  communicate with 
  any creature that 
  knows at least one 
  language.
  gender they assume when 
  interacting with prey. In 
  their natural forms, they 
  appear as hermaphroditic 
  humanoids, leathery 
  wings spreading from 
  their backs and long, 
  prehensile tails ending in 
  a fork. Some have chalk-
  white skin, while others are 
  obsidian black, though 
  all are as menacing as 
  they are enchanting. 
  These devils can sire 
  children on mortals 
  or bear children 
  from these couplings. 
  Their oﬀ spring are 
  always 
   
  Learned in all 
  tongues, incubi 
  and succubi can 
  communicate with 
  any creature that 
  knows at least one 
  language.
   (melee) +7 with 1 boon (3d6 + 1 plus 2d6 
   The ifrit makes two attacks.
   The ifrit hurls a ball of roiling black ﬂ ame 
  toward a point within medium range. When the ball 
  reaches that point or encounters a solid creature or 
  object before then, it explodes in a 5-yard radius, 
  dealing 4d6 damage to everything in the area. 
  A creature takes half the damage with a 
  success on an Agility challenge roll with 
  1 bane. Once the ifrit uses this action, it 
   The ifrit can use an action, or a 
  triggered action on its turn, to assume 
  a form of a human child. It remains 
  in that form until it uses a triggered 
  action on its turn to resume its normal 
  form or when it takes damage. While 
  in its child form, the ifrit loses its 
  frightening, Fiery Mantle, and Infernal 
  Heat traits. The child form always 
  exhibits some physical characteristic 
  teeth, glowing eyes, or long nails.
  (2), 
  is not a devil and is within short 
  coin. The name refers to the 
  gender they assume when 
   (melee) +7 with 1 boon (3d6 + 1 plus 2d6 
   The ifrit makes two attacks.
   The ifrit hurls a ball of roiling black ﬂ ame 
  toward a point within medium range. When the ball 
  reaches that point or encounters a solid creature or 
  object before then, it explodes in a 5-yard radius, 
  dealing 4d6 damage to everything in the area. 
  A creature takes half the damage with a 
  success on an Agility challenge roll with 
  1 bane. Once the ifrit uses this action, it 
   The ifrit can use an action, or a 
  triggered action on its turn, to assume 
  a form of a human child. It remains 
  in that form until it uses a triggered 
  action on its turn to resume its normal 
  form or when it takes damage. While 
  frightening, Fiery Mantle, and Infernal 
  exhibits some physical characteristic 
  gender they assume when 
  interacting with prey. In 
  their natural forms, they 
  appear as hermaphroditic 
  humanoids, leathery 
  wings spreading from 
  their backs and long, 
  prehensile tails ending in 
  a fork. Some have chalk-
  white skin, while others are 
  obsidian black, though 
  all are as menacing as 
  they are enchanting. 
  These devils can sire 
  children on mortals 
  or bear children 
  from these couplings. 
  Their oﬀ spring are 
  communicate with 
  any creature that 
  knows at least one 
  language.
  
  29
  INCUBUS/SUCCUBUS 
  DIFFICULTY 750
  Size 1 faerie (devil)
  Perception 20 (+10); truesight
  Defense 20; Health 75
  Strength 11 (+1), Agility 18 (+8), Intellect 15 (+5), Will 20 (+10)
  Speed 12; ﬂ ier
  Immune damage from disease and poison; gaining 
  Insanity; charmed, dazed, diseased, fatigued, frightened, 
  immobilized, poisoned, slowed, stunned
  Spell Defense An incubus/succubus takes half damage 
  from spells and makes any challenge roll to resist a spell 
  with 1 boon. A creature attacking an incubus/succubus 
  with a spell makes the attack roll with 1 bane.
  Passion’s Pain A creature that has sexual intercourse with 
  an incubus/succubus gains 1d3 Insanity and 1 Corruption 
  and becomes diseased. Each time the creature 
  completes a rest, it must make a Strength challenge 
  roll with 1d3 banes. On a failure, the creature gains 
  1 Corruption and takes a cumulative –1d6 penalty to 
  Health. After the third success, the creature removes the 
  diseased afﬂ iction and any penalties it gained to Health 
  from the afﬂ iction.
  Slave to Lust A creature that goes mad from gaining 
  Insanity caused by an incubus/succubus becomes 
  permanently charmed by it.
  Infernal Gift An incubus/succubus can bestow infernal 
  gifts.
  Iron Vulnerability An incubus/succubus is impaired while 
  in contact with iron.
  ATTACK OPTIONS 
  Claw (melee) +8 with 1 boon (4d6)
  SPECIAL ATTACKS 
  Awaken Desire The incubus/succubus can use an action, or 
  a triggered action on its turn, to make a Will attack roll 
  against one target living creature within medium range 
  that can see it. On a success, the target is moved up to 
  its Speed toward the incubus/succubus and becomes 
  dazed for 1 round. On a failure, the target becomes 
  immune to this incubus/succubus’s Awaken Desire 
  attack until it completes a rest.
  Corrupting Kiss The incubus/succubus can use an action, 
  or a triggered action on its turn, to make a Will attack 
  roll against the Agility of one target creature within 
  reach. On a success, the incubus/succubus kisses the 
  target, which causes the target to gain 1d6 Insanity and 
  1 Corruption, and to become stunned for 1 round. When 
  the target removes the stunned afﬂ iction, it must get a 
  success on a Will challenge roll with a number of banes 
  equal to its Corruption score or become charmed until 
  the incubus/succubus dies.
  SPECIAL ACTIONS 
  Alluring Form The incubus/succubus can use an action, 
  or a triggered action on its turn, to assume the form of 
  any attractive humanoid-shaped creature of its Size. It 
  remains in this form until it uses Alluring Form again, 
  uses a triggered action at any time to return to its 
  normal form, it touches or is touched by an object made 
  from iron, or it becomes incapacitated. While in this 
  form, creatures that can see it make their attack rolls 
  against it with 1 bane.
  MAGIC 
  Power 5
  Divination clairvoyance (1)
  Enchantment tempt* (6), compel (2), mind bondage (2)
  Illusion invisibility (2)
  Telepathy** share thoughts (6), read minds (2), mind blast (1)
  Transformation mist form (2)
  *New spell in this book. 
  **Described in Demon Lord’s Companion.
  END OF THE ROUND 
  Maddening Desire Each living creature within short 
  range that can see the incubus/succubus and is not 
  a devil becomes impaired for 1 round. A creature 
  impaired in this way can use an action to make a Will 
  challenge roll. On a success, the creature becomes 
  immune to the Maddening Desire of all incubi/succubi 
  until it completes rest.
  Lemure
  When the souls of the damned reach Hell, they 
  transform into shades known as lemures. In this form, 
  they must suﬀ er all the excruciating torments Hell oﬀ ers, 
  being torn apart, burned, dismembered, and worse. 
  Should this mistreatment destroy them, they return the 
  next day to begin the process anew. Lemures retain all 
  the nasty qualities that won them their places in Hell in 
  the ﬁ rst place, and many never repent for what they did. 
  Indeed, a few commit even worse deeds in Hell, taking 
  their horriﬁ c fate as license to do what they like.
   Lemures appear just as they did in life, though always 
  pale with bruises under their eyes. Over time, Hell takes 
  a toll on their bodies and minds. Their ﬂ esh  displays 
  the torments they have endured, and most gibber and 
  whine, cringing from anyone they deem threatening. You 
  can get a general sense of a given lemure’s appearance 
  by rolling a d20 and ﬁ nding the result on the Lemure 
  Appearance table.
   Most lemures know the Common Tongue, and older 
  ones might recall High Archaic.
  LEMURE 
  DIFFICULTY 25
  Size 1/2 or 1 horrifying spirit
  Perception 6 (–4); darksight
  Defense 13; Health 30
  Strength 12 (+2), Agility 9 (–1), Intellect 6 (–4), Will 9 (–1)
  Speed 4
  Immune damage from cold, disease, ﬁ re, and poison; 
  gaining Insanity; asleep, diseased, fatigued, immobilized, 
  poisoned, slowed
  Eternal When a lemure becomes incapacitated, it collapses 
  into a slick of stinking slime. It re-forms in Hell 24 hours 
  later with no damage.
  ATTACK OPTIONS 
  Claws and Teeth (melee) +2 with 1 boon (1d6 + 1)
  END OF THE ROUND 
  Regeneration If not incapacitated, the lemure heals 
  1d6 + 2 damage.
  Lemure Appearance
  d20
  Appearance
  d20
  Appearance
  1
  Torn
  11
  Dismembered
  2
  Flayed
  12
  Stretched
  3
  Pierced
  13
  Twisted
  4
  Divided
  14
  Nailed
  5
  Burned
  15
  Violated
  6
  Maimed
  16
  Beheaded
  7
  Disemboweled
  17
  Chewed
  8
  Crushed
  18
  Infested
  9
  Dissolved
  19
  Bloated
  10
  Decayed
  20
  Fused
  
  30
  30
  30
  30
  Malebranche
  Before following Diabolus into Hell, the malebranche 
  were wondrous, beautiful elves, full of life, joy, and 
  laughter. Yet they heard truth in Diabolus’s words and 
  decided that mortals posed a grave threat to their way of 
  living. So when the great fey descended, they followed.
   Hell has not been kind to the malebranche . It 
  stripped away their beauty: their joy became hatred, 
  their laughter mockery, and they eventually transformed 
  into the hideous creatures they are now. They take 
  their name, which means “evil claws,” for the foot-long, 
  twisted talons that extend from the tips of their ﬁ ngers. 
  They have gnarled bodies covered in scales, with horns 
  curling up from their brows and exaggerated facial 
  features—overlarge eyes, noses, mouths, chins, and ears.
   Malebranche speak the Common Tongue, Elvish, and 
  High Archaic.
  MALEBRANCHE 
  DIFFICULTY 100
  Size 1 horrifying faerie (devil)
  Perception 14 (+2); darksight
  Defense 15; Health 66
  Strength 13 (+3), Agility 12 (+2), Intellect 12 (+2), Will 13 (+3)
  Speed 12; ﬂ ier
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A malebranche takes half damage from 
  spells and makes any challenge roll to resist a spell with 
  1 boon. A creature attacking a malebranche with a spell 
  makes the attack roll with 1 bane.
  Infernal Gift A malebranche can bestow infernal gifts.
  Iron Vulnerability A malebranche is impaired while in 
  contact with iron.
  ATTACK OPTIONS
  Claws (melee) +3 with 2 boons (3d6)
  SPECIAL ATTACKS
  Two Attacks The malebranche uses an action to attack two 
  different targets with its claws. Each attack deals 2d6 
  damage.
  Corrupt The malebranche uses an action, or a triggered 
  action on its turn, to make an Intellect attack roll against 
  the Will of one target creature it can see within short 
  range. On a success, the target gains 1 Corruption and 
  becomes compelled for 1 round. On a failure, the target 
  becomes immune to this malebranche’s Corrupt attack 
  until it completes a rest.
  Seraphim
  Curling and writhing in the roiling ﬂ ames of the Unsun, 
  the seraphim appear as whip-like tendrils of ﬁ re with 
  white burning eyes. Hatred burns hot in their hearts and 
  rages in ﬂ ames around them as they ﬂ y. When seraphim 
  escape the inferno that birthed them, they ripple 
  through the air, driven by some unholy impulse to burn 
  everything to ash.
  SERAPHIM 
  DIFFICULTY 50
  Size 2 frightening faerie (devil)
  Perception 12 (+2); shadowsight
  Defense 16; Health 34
  Strength 14 (+4), Agility 14 (+4), Intellect 8 (–2), Will 13 (+3)
  Speed 14; ﬂ ier
  Immune damage from disease, ﬁ re, poison; gaining 
  Insanity; charmed, diseased, poisoned
  Spell Defense A seraphim takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a seraphim with a spell makes the 
  attack roll with 1 bane.
  Fiery Mantle A seraphim blazes brightly, shedding light out 
  to 10 yards around it.
  Trailing Flame When a seraphim moves, it ﬁ lls each 2-yard 
  space it leaves with ﬁ re that lasts until the end of the 
  round. The ﬂ ames heavily obscure their space. Any 
  creature in that space or that enters it takes 2d6 damage 
  from the ﬂ ames.
  Iron Vulnerability A seraphim is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Fangs (melee) +4 with 2 boons (2d6 plus 1d6 from ﬁ re plus 
  Flare on attack roll 20+)
  Flare A sighted creature must get a success on an Agility 
  challenge roll or become blinded for 1 round.
  END OF THE ROUND
  Punishing Heat Waves of heat roll off the seraphim’s body. 
  Each creature within short range of it must get a success 
  on a Strength challenge roll or take 1d6 damage. If the 
  total of the roll is 0 or less, the creature also becomes 
  fatigued for 1 minute.
  Shedim
  The shedim follow the lemures in Hell, shadowing their 
  movements and dragging oﬀ  stragglers to brutalize 
  without interference. The few who manage to escape 
  into the mortal world are drawn to cemeteries, where 
  they prey on the grieving and bereft, luring them into the 
  gloomy places with piteous sobbing.
   Shedim have humanoid shapes and coarse, pebbly, 
  gray skin. Wide, idiotic grins split their ugly faces, and 
  they love to touch and paw at their victims before pulling 
  them apart with the rooster claws they have in place of 
  feet.
  SHEDIM 
  DIFFICULTY 25
  Size 1 horrifying faerie (devil)
  Perception 12 (+2); darksight
  Defense 13; Health 21
  Strength 11 (+1), Agility 11 (+1), Intellect 8 (–2), Will 11 (+1)
  Speed 8
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A shedim takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a shedim with a spell makes the 
  attack roll with 1 bane.
  Sneaky A shedim attempting to hide or move silently 
  makes the Agility challenge roll with 1 boon.
  Iron Vulnerability A shedim is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Claws (melee) +1 with 1 boon (1d6 + 2)
  SPECIAL ATTACKS
  Maddening Sobs A shedim uses an action, or a triggered 
  action on its turn, to make a Will attack roll against the 
  Intellect of one target creature within medium range that 
  can hear it. On a success, the target gains 1 Insanity and 
  is moved up to its Speed toward the shedim. On a failure, 
  the creature is immune to the Maddening Sobs of all 
  shedim until it completes a rest.
  
  31
  Termagant
  When the hunger for vengeance becomes too great to 
  endure, mortals, with the right spells, can call forth a 
  termagant to settle accounts. Once loosed into the world, 
  termagants let nothing stop them in pursuit of the prey 
  they were summoned to kill. They carve a bloody path 
  through any obstacle, leaving trails of the dead behind 
  them. The more mayhem they create the better, for the 
  mounting deaths stoke the ﬂ ames of hate and demands 
  for further revenge.
   Termagants appear somewhat human, though their 
  arms end in long blades made from bone, and spurs 
  break their skin, on which they hang the blackened 
  trophies snipped from their victims’ bodies. The 
  devils’ mouths always hang open as if screaming, and 
  squirming maggots gorge themselves on their eyes.
  TERMAGANT 
  DIFFICULTY 250
  Size 1 horrifying faerie (devil)
  Perception 18 (+8); truesight
  Defense 16; Health 66
  Strength 16 (+6), Agility 16 (+6), Intellect 16 (+6), Will 16 (+6)
  Speed 12
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A termagant takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a termagant with a spell makes the 
  attack roll with 1 bane.
  Infernal Surge When the termagant takes a turn during a 
  round, it always does so before any other creatures have 
  a chance to act.
  Iron Vulnerability A termagant is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Sword Arm (melee) +6 with 3 boons (5d6 + 2)
  SPECIAL ATTACKS
  Two Attacks The termagant uses an action to 
  attack two different targets with its sword arms. 
  Each attack deals 3d6 + 2 damage.
  SPECIAL ACTIONS
  Prey The termagant can use an action, or a 
  triggered action on its turn, to choose one target 
  creature it can see and designate that creature 
  as its prey. The target remains the termagant’s 
  prey until the termagant uses this action 
  again, the target becomes incapacitated, or 
  the termagant becomes incapacitated. The 
  designated prey cannot become hidden 
  from the termagant, and the termagant 
  always knows where it can ﬁ nd its prey. 
  Finally, the termagant makes attack 
  rolls against its prey with 1 boon, and 
  its attacks deal 1d6 extra damage to 
  its prey.
  END OF THE ROUND
  Regeneration If not 
  incapacitated, the 
  termagant heals 
  1d6 + 1 damage.
  
  32
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  32
  Tormentor
  Tormentors scourge mortal souls condemned to spend 
  their afterlife in Hell. Great hulking things, tormentors 
  stand 9 feet tall and look like morbidly obese humans of 
  indeterminate gender. Their greasy lips pucker around 
  metal plugs ﬁ tted into their mouths, and rows of crooked 
  stitches keep their eyes closed. Slime, blood, and feces 
  blot their soft, moist hides, and parasites slither through 
  the ﬁ lth, feasting on the material. Tormentors do not 
  speak, but they understand Elvish and High Archaic.
  TORMENTOR 
  DIFFICULTY 100
  Size 2 horrifying faerie (devil)
  Perception 11 (+1); truesight
  Defense 9; Health 80
  Strength 17 (+7), Agility 9 (–1), Intellect 7 (–3), 
  Will 16 (+6)
  Speed 8
  Immune damage from disease and poison; gaining 
  Insanity; charmed, dazed, diseased, fatigued, frightened, 
  immobilized, poisoned, slowed, stunned
  Fire Resistance A tormentor takes half damage from ﬁ re.
  Spell Defense A tormentor takes half damage from spells 
  and makes any challenge roll to resist a spell with 1 boon. 
  A creature attacking a tormentor with a spell makes the 
  attack roll with 1 bane.
  Emit Pain Whenever a creature within short range that is 
  not a devil takes damage, it must get a success on a Will 
  challenge roll with 1 bane or take 1d6 extra damage. If 
  the total of the creature’s roll is 0 or less, it also becomes 
  dazed for 1 round.
  Iron Vulnerability A tormentor is impaired while in contact 
  with iron.
  ATTACK OPTIONS 
  Greataxe (melee) +7 with 1 boon (4d6)
  Zeboul
  Zebouls prefer to live near pools of boiling excrement, 
  where they trade lies with one another while laughing 
  at mortal despair. They spread a diﬀ erent kind of ﬁ lth, 
  whispering lies and accusations to anyone who will 
  listen for the sole purpose of destroying lives.
   Although they are 18 feet tall, zebouls slouch, bent 
  almost in half, so they can mutter in mortals’ ears. 
  They have smooth, round heads perched on long, veiny 
  necks, bulging eyes, and wide, sensuous lips from which 
  one can just catch the faintest whiﬀ  of shit. From pear-
  shaped bodies extend long, spindly arms and legs, each 
  ending in hands with six long, delicate ﬁ ngers capped by 
  thin needles.
   Zebouls speak the Common Tongue, Elvish, and High 
  Archaic.
  ZEBOUL 
  DIFFICULTY 100
  Size 3 horrifying faerie (devil)
  Perception 18 (+8); truesight
  Defense 13; Health 100
  Strength 10 (+0), Agility 13 (+3), Intellect 16 (+6), Will 18 (+8)
  Speed 8
  Immune damage from disease or poison; gaining Insanity; 
  charmed, diseased, poisoned
  Spell Defense A zeboul takes half damage from spells and 
  makes any challenge roll to resist a spell with 1 boon. A 
  creature attacking a zeboul with a spell makes the attack 
  roll with 1 bane.
  Infernal Gift A zeboul can bestow infernal gifts.
  Iron Vulnerability A zeboul is impaired while in contact 
  with iron.
  ATTACK OPTIONS
  Claws (melee) +3 with 3 boons (3d6 + 3 plus Corrupting 
  Inﬂ uence)
  Corrupting Inﬂ uence A creature must get a success on 
  a Will challenge roll with 1 bane or gain 1 Corruption 
  and become compelled until the zeboul becomes 
  incapacitated. At the end of each round, a creature 
  compelled by the zeboul can make a Will challenge roll 
  with 1 bane. It gains 1 Insanity on a failure, or removes the 
  compelled afﬂ iction on a success.
  SPECIAL ATTACKS
  Flood of Excrement A zeboul uses an action to blast runny 
  excrement from its mouth into an 8-yard-long cone. 
  Each creature in the area must make an Agility challenge 
  roll with 1 bane and a Strength challenge roll with 1 bane. 
  A creature that gets a failure on the Agility roll becomes 
  blinded for 1 round, while a creature that gets a failure 
  on the Strength roll becomes impaired for 1 minute. 
  Once the zeboul makes this attack, it must wait at least 1 
  minute before it can make it again.
  END OF THE ROUND
  Cloud of Flies A swarm of ﬂ ies spills from the zeboul’s 
  nether regions to ﬁ ll the air within 2 yards of it and 
  remains in place for 1 round before dissipating. The ﬂ ies 
  partially obscure their area.
  
  33
  The capacity for evil lurks in everyone. The 
  accumulation of oﬀ enses, the little resentments, 
  the minor frustrations build until they cannot be 
  tolerated any more. Rage compels action, usually with 
  unfortunate events. Sometimes these errors can be 
  repaired. Sometimes they can’t.
   In this adventure, the characters join a pilgrimage 
  making its way through and around the heart of the 
  Northern Reach. As they travel, they have a chance 
  to witness ﬁ rsthand how devils sink their claws into 
  mortals and prey on the negative emotions in their 
  hearts, goading them to evil ends. The group completes 
  the adventure when they uncover the devil behind the 
  horrible events and send it back to Hell, or when it 
  claims its chosen prey.
  Getting Started
  This adventure centers on a group of people going 
  on a pilgrimage, so you need to come up with a 
  reason for the player characters to join them. As 
  with any adventure, you should tailor the reason 
  to what has happened in the campaign so far, but 
  if you need a nudge, consider any of the following 
  options:
  • The characters join the pilgrimage for religious 
  reasons.
  • The Cathedral of Saint Micah hired the characters 
  to serve as guards since the countryside has 
  become somewhat dangerous of late. The job 
  pays 1 gc per character in the group, with one 
  quarter up front and the rest on returning to 
  Sixton.
  • The group happens upon the pilgrims during 
  their travels and saves them from bandits. Father 
  Vernus asks them to come along for protection, 
  promising a reward of 1 gc per character when 
  they return to Sixton.
  The Path of the 
  Third Prophet
  Every seven years, on the anniversary of Saint Micah’s 
  departure from the mortal world, a pilgrimage sets out 
  from the doors of Saint Micah’s Cathedral in Sixton 
  and follows in the footsteps of one of the most famous 
  disciples of wise Astrid, who founded the cult of the New 
  God centuries ago. All pilgrims must pay a small fee—a 
  tithe, really; the pilgrimage is important to the cathedral, 
  and the funds help defray the costs of maintaining 
  such an exquisite building. Lately, though, interest in 
  this particular journey has died oﬀ  due to reports of 
  increased banditry and strange, creeping things harrying 
  caravans. Thus, the group setting out from Sixton is 
  quite small, almost too small for the journey to be worth 
  it at all.
  The Pilgrims
  The pilgrims are an unusual mix of people. The 
  characters described here are essential to the story, 
  but you can add as many more as you are comfortable 
  managing.
  Father Vernus
  Five times has Father Vernus walked the Path of the 
  Third Prophet, and he intends to make this time his last. 
  Vernus left his youth behind a long time ago, and he 
  hobbles about with the aid of a gnarled wooden cane. 
  He wears the traditional vestments of his faith—robes 
  in black and white, with a bronze symbol of the New 
  God hanging from a chain around his neck. His unruly 
  white hair sticks out in all directions. Aside from guiding 
  the pilgrims, he’s training the acolyte Anselm to take 
  his place.
  FATHER VERNUS 
  DIFFICULTY 1
  Size 1 human
  Perception 12 (+2)
  Defense 9; Health 12
  Strength 8 (–2), Agility 9 (–1), Intellect 12 (+2), Will 13 (+3)
  Speed 8
  ATTACK OPTIONS 
  Cane (melee) –1 (1d6)
  MAGIC 
  Power 1
  Life minor healing (2)
  Theurgy denounce (2), hallowed ground (1)
  Anselm the Acolyte
  Anselm turned twenty just two days before setting out 
  from Sixton, and he’s thrilled to escape the scriptorium 
  where he spent the last few years. He doesn’t care for 
  Father Vernus very much and can be impatient with him 
  sometimes, but he always apologizes after his temper 
  gets away from him. Like Vernus, Anselm wears the 
  vestments of his faith. He has pale skin, bright blue eyes, 
  and receding brown hair, and the tips of his ﬁ ngers are 
  stained black.
  ANSELM THE ACOLYTE 
  DIFFICULTY 1
  Size 1 human
  Perception 11 (+1)
  Defense 10; Health 9
  Strength 9 (–1), Agility 10 (+0), Intellect 11 (+1), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Staff (melee) +0 (1d6 + 1)
  An Adventure for Novice Characters
  
  34
  
  35
  Saul
  A failed merchant, failed poet, and failed husband, 
  Saul convinced his wife, Margaret, to join him on this 
  grand adventure in the hopes of receiving a thunderbolt 
  from the god about how to ﬁ x his fortunes. He wears 
  his hopelessness on his sleeve, looking sad and beaten, 
  though he oﬀ ers a feeble smile whenever anyone 
  talks to him. Saul stands 6 feet tall, if he’d bother to 
  straighten up, but the weight of his failures sits on his 
  slumped shoulders. He has a long face, watery eyes, and 
  a drooping mouth. He wears threadbare clothing in last 
  year’s fashion.
  SAUL 
  DIFFICULTY 1
  Size 1 human
  Perception 10 (+0)
  Defense 9; Health 11
  Strength 11 (+1), Agility 9 (–1), Intellect 10 (+0), Will 10 (+0)
  Speed 10
  ATTACK OPTIONS 
  Staff (melee) +1 (1d6 + 1)
  Dagger (melee or short) +1 (1d3)
  Margaret
  Margaret married Saul for his money ﬁ ve years ago. 
  Since then, she’s watched him lose it all after he tied 
  up his fortunes in a cargo of halﬂ ing foot ointment 
  that never materialized in the port of Lij where it was 
  expected. She might have forgiven him if he hadn’t 
  immediately afterward squandered their remaining 
  money pursuing poetry—and bad poetry at that.
   Margaret has had enough. She’s young with long 
  brown hair framing her pretty face. Her ﬁ ne clothing is 
  now a bit worn, but it still shows oﬀ  her terriﬁ c ﬁ gure. 
  She agreed to accompany Saul on this foolishness in the 
  hopes that she would ﬁ nd a real man to spirit her away. 
  Now, not long after setting out, she believes she’s found 
  her rescuer in young Paeter. He’s rich, handsome, and 
  doesn’t have a bit of sense between his ears.
  MARGARET 
  DIFFICULTY 1
  Size 1 human
  Perception 10 (+0)
  Defense 11; Health 11
  Strength 11 (+1), Agility 11 (+1), Intellect 10 (+0), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Dagger (melee or short) +1 (1d3)
  Paeter
  A ﬁ t young man with a mop of curly blond hair on his 
  head and few wits under it, Paeter was sent away on this 
  pilgrimage so that his father, a rich aristocrat in Sixton, 
  would have time to clean up the mess the young man 
  made by putting a baby inside a milkmaid. Paeter pined 
  for the girl at the start of the journey, but he forgot her 
  name after a few days and then forgot her altogether 
  after a few more. He’s obviously wealthy, wearing ﬁ ne 
  clothes, a new sword on his hip, with a good chin and 
  white teeth.
  PAETER 
  DIFFICULTY 10
  Size 1 human
  Perception 8 (–2)
  Defense 12 (soft leather); Health 17
  Strength 12 (+2), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 10
  ATTACK OPTIONS 
  Sword (melee) +2 with 1 boon (1d6 + 2)
  Bow (long) +1 with 1 boon (1d6 + 1)
  Edward
  The man named Edward has no business being on the 
  pilgrimage. He doesn’t believe in the gods at all and 
  thinks the whole thing foolish. However, trouble with 
  the law in Sixton necessitated a quick and subtle escape, 
  so he took up with the group to escape the city. Edwards 
  tends to laugh at the more incredible  parts of Saint 
  Micah’s accomplishments, sometimes even scoﬃ  ng 
  aloud, which earns him glares from the three sisters. 
  Edward is a well-built, nondescript man in his early 
  thirties. Unlike the others in the group, he’s prepared for 
  a ﬁ ght.
  EDWARD 
  DIFFICULTY 10
  Size 1 human
  Perception 12 (+2)
  Defense 14 (hard leather); Health 17
  Strength 11 (+1), Agility 12 (+2), Intellect 12 (+2), Will 9 (–1)
  Speed 10
  Trickery Once per round, Edward can make an attack roll 
  or a challenge roll with 1 boon. If he makes an attack roll 
  with this boon, the attack deals 1d6 extra damage.
  ATTACK OPTIONS 
  Rapier (melee) +2 (1d6 + 1)
  Long Knife (melee) +2 (1d6)
  Bow (long) +2 (1d6 + 1)
  SPECIAL ATTACKS 
  Subterfuge Edward uses an action to make an Intellect 
  attack roll against the Intellect of one target creature 
  within short range that can understand what he says. On 
  a success, the target becomes charmed for 1 round or 
  until Edward attacks it. On a failure, it becomes immune 
  to Edward’s Subterfuge until the target completes a rest.
  The Three Sisters
  The last members of the pilgrimage all belong to a 
  female-only sect of the New God’s Cult called the 
  Handmaidens of the Prophet. They have joined the 
  company in good faith, hoping to restore their spirits 
  and learn from Saint Micah’s trials. In fact, they made 
  the journey to Sixton all the way from Tear and are 
  somewhat nervous about being on the frontier.
   The three women stick together; the eldest, Ruella, 
  usually speaks for them. Ruella talks only about the New 
  God, Astrid, and the life lessons one should learn from 
  
  36
  visiting the holy sites. She’s a stickler for cleanliness and 
  points out when anyone doesn’t meet her high sanitary 
  standards. She’s insuﬀ erable.
   The other two sisters, Matilda and Francesca, resent 
  the elder. The characters might see them roll their 
  eyes when Ruella pontiﬁ cates. They don’t talk in her 
  presence, though they might open up if caught alone.
  RUELLA, MATILDA, FRANCESCA DIFFICULTY 1
  Size 1 human
  Perception 10 (+0)
  Defense 10; Health 10
  Strength 10 (+0), Agility 10 (+0), Intellect 10 (+0), Will 11 (+1)
  Speed 10
  ATTACK OPTIONS 
  Staff (melee) +0 (1d6 + 1)
  Dagger (melee or short) +0 (1d3)
  In the Footsteps of a Saint
  The journey follows the path taken by Micah, a semi-
  legendary disciple of Astrid who, according to cult 
  legend, brought her teachings to the Northern Reach 
  several hundred years ago. There’s no doubt that he 
  lived, but the stories about him are almost certainly 
  embellished with each telling.
   The group sets out early one morning from Sixton 
  and embarks on a journey that takes a few weeks to 
  complete. Father Vernus leads the company up the 
  Emperor’s Road north toward Crossings, through the 
  Barrows to Cold Lake, then south to follow the Soldier 
  Forest until the pilgrims come to Still Waters, the lake 
  just east of Passage. From there, the group heads east, 
  making the ﬁ nal stop along the lakeshore and ﬁ nally 
  following it back to Sixton. There are six noteworthy 
  sites on this journey, and Vernus stops at each for a day 
  or two so everyone can soak in their holiness.
  The Pilgrimage
  For the most part, the trip is fairly uneventful and 
  boring. Not much happens between stops, unless you 
  choose otherwise. You can describe the trip in broad 
  strokes, mentioning the passage of time as “a few 
  days” or “about a week,” noting the highlights of the 
  expedition. You should be more precise about time at 
  stops and provide at least one roleplaying opportunity 
  or dangerous encounter between each. Allow the 
  characters time to heal all damage and regain expended 
  castings between dangerous encounters—you’ll note 
  that the opposition in such events is tougher than is 
  normally suggested for novice characters. Finally, you 
  should set up several places where you can develop the 
  adventure further, perhaps to tie in story details related 
  to the characters’ backgrounds or to incorporate other 
  short adventures.
  Random Events
  Lawlessness makes travel between communities 
  somewhat dangerous. Once between each holy site, roll 
  a d6. On an odd number, something happens. Some 
  recommended events follow: choose one or a roll a d20 
  to determine it randomly.
  Random Events
  d20
  Peril
  20
  The group spots a herd of wild cattle a few miles 
  in the distance.
  18–19
  It rains or snows, depending on the time of year, 
  for a few hours.
  14–17
  Nothing happens.
  8–13
  A group of 1d6 + 2 bandits and 1 bandit with the 
  leader role spring an ambush.
  4–7
  A gang of 1d3 + 2 zombies feeding on a dead cow 
  rise up to attack the pilgrims.
  2–3
  A group of 1d3 +2 wargs scour the countryside for 
  slaves.
  1
  A curious catoblepas escaped the Desolation and 
  ventures south, delighted by the fresh fodder.
  Dealing with Developments
  Under each holy site, you’ll ﬁ nd a “Developments” 
  section. These describe recommended events that 
  occur as the story unfolds. Although these events 
  are likely, they don’t take into account the player 
  characters’ actions, relationships forged with the 
  pilgrims, or outcomes of dangerous encounters, 
  so you should modify them as needed to move 
  the story forward.
   
  It’s vital to the adventure that Saul stay alive 
  long enough to make the bargain with the devil at 
  Cold Waters. If Paeter dies before Margaret has a 
  chance to bed him, she might turn her attentions 
  to one of the player characters or Edward, if he 
  sticks around. Failing that, Anselm might be a 
  good choice too. Even if Saul never catches his 
  wife with another man, her harangues could be 
  sufﬁ cient to drive him out into the night where he 
  ﬁ nds the statuette and makes the bargain. Once 
  this happens, no one has “script immunity,” and 
  anyone can die as you choose.
  Holy Sites 
  The pilgrims stop at the following sites in order. If the 
  player characters did not join them at the start of the 
  journey, decide at what point they do, using any of the 
  following sites as good opportunities for a meeting.
  The Miracle of Stones
  An old stone bridge spans a wide river ﬂ owing east 
  to where it rushes over the edge of the Fall, marking 
  the ﬁ rst stop on the journey. A small wooden shrine 
  stands oﬀ  to the side of the path. It’s little bigger than 
  an outhouse, with the symbol of the New God painted 
  on the door. Inside is a small altar with an icon of Saint 
  Micah hanging on a nail. An ancient man named Fineas 
  attends the shrine and is friendly toward the pilgrims, 
  especially the three sisters.
  
  37
   The shrine’s custodian appears old enough to have 
  shaken Micah’s hand. He’s a mess of wrinkles huddled 
  around bones as if trying to stay warm. He’s completely 
  deaf, with a battered hearing horn that helps not at all. 
  When he sees the gathered pilgrims, he shuﬄ  es out 
  from the shrine, gestures to the bridge, and drones on 
  and on in a thin quavering voice. He tells how when 
  Micah entered the lands of the Northern Reach, he 
  came to this very river and found it swollen with recent 
  rains. With no bridge spanning it and no ford for 
  crossing, he fell to his knees and prayed. Miraculously, 
  a line of stones thrust up from the churning waters to 
  give him a way across, and Micah skipped from one 
  to the next until he reached the other side. The thick 
  supports of the bridge are believed to be the very stones 
  the New God raised to speed Micah on his way.
   Father Vernus tells the pilgrims that they will stay the 
  night here and resume their journey at dawn. There are 
  no accommodations, so the travelers will have to put up 
  tents or sleep under the stars.
   Developments: The group can interact with the other 
  pilgrims as they choose. A couple of important things 
  should happen, however.
   Margaret, appalled at their sleeping arrangements, 
  screams at Saul for not bringing a tent. This goes on 
  for a few minutes until Paeter oﬀ ers his tent to her, 
  claiming he ﬁ nds the night air bracing. Margaret accepts 
  and vanishes inside. Saul goes oﬀ  and sits in the dark 
  by himself.
   Edward approaches one of the characters. He conﬁ des 
  that he doesn’t buy the old man’s story and suggests he 
  thinks it nonsense.
  The Miracle of the Bear
  The next stop on the pilgrimage happens just inside 
  the southeastern edge of the Barrows, where the group 
  comes upon a crooked stone statue depicting a fallen 
  man protected by a large angry bear. Everything is 
  spotted with bird droppings and lichen. A bronze 
  placard has been aﬃ  xed to the base with screws. It likely 
  once said what this is all about, but exposure has made 
  it nearly illegible—it says something about a bear sent 
  by the New God to protect Saint Micah. No one tends 
  this site, so it falls to the priest to share the boring story 
  about how Micah become lost and stumbled into the 
  hills where he was waylaid by brigands. As they beat and 
  abused him, the priest prayed and a bear came out of 
  nowhere, mauled many, and drove oﬀ  the rest.
   The travelers stop here and are forced to spend the 
  night outdoors again as there are no accommodations.
   Developments: Margaret, who is likely sleeping in 
  Paeter’s tent again, should be noticed watching her 
  benefactor with interest. When she and Paeter spend 
  time together, she becomes a bit ﬂ irty. Saul doesn’t seem 
  to care. At some point in the evening, Margaret gets a bit 
  drunk and decides to recite a few lines from 
   The shrine’s custodian appears old enough to have 
   Edward approaches one of the characters. He conﬁ des 
  
  38
  her husband’s poem. It’s terrible and not worth quoting 
  here. The three sisters applaud politely, but Edward and 
  Anselm laugh, at least until the old priest gives them a 
  silencing look.
   Later that night, Matilda, the youngest of the three 
  sisters, approaches one of the player characters in 
  the group, preferably female. If there are no female 
  characters, she approaches the least menacing of the 
  group. She asks about the character’s background and 
  adventures. If indulged, Matilda warms to the character.
   Finally, one of the characters should see Francesca 
  scowl at Ruella from the shadows after the eldest sister 
  preaches about the virtues of cleanliness.
   Describe any other events and exchanges you feel 
  are appropriate.
   The Dead Walk: Late that night, a barrow wight and 
  5 animated corpses descend on the pilgrims’ camp. The 
  undead attack the player characters, though they might 
  harm or kill the other pilgrims as you see ﬁ t. On the 
  barrow wight’s body, the characters ﬁ nd one enchanted 
  object and 21 cp.
  The First Temple
  After about a week or so of traveling, the pilgrims ﬁ nally 
  reach Crossings. Following the Emperor’s Road takes 
  them through the city walls, where the old priest leads 
  the pilgrims onto a side street to the east. Tucked into 
  a small alley a few paces down, the group ﬁ nds a crude 
  little stone shrine with a steep roof, its shingles green 
  from moss. Inside is a bored young woman named Erine 
  who has been tasked with maintaining the place. She’s 
  a true believer but has little to do, so when the pilgrims 
  arrive, she stumbles all over her words with excitement.
   Listeners can piece together that Micah chose this 
  very spot to found his temple, building it with stone 
  recovered from nearby ruined buildings. From there, 
  he ministered to the unsavory types who once lived in 
  Crossings, showing them the way to light and salvation. 
  He stayed here for just a couple of years before he fell 
  ill—stricken by some plague sent to test him (in truth, 
  it was the clap gained from a veteran prostitute). He 
  wandered oﬀ  to the west to ﬁ nd a cure.
   The pilgrims stay in Crossings for a full week and can 
  see its sights, sample its unique cuisine, breathe in its 
  nasty air, and perhaps, pursue other adventures while 
  here. For details on Crossings, check out Tales of the 
  Demon Lord. If you don’t have that supplement, move the 
  story along after letting the characters replenish their 
  supplies (at list price).
   Developments: It’s assumed the pilgrims go about 
  their business. Edward chooses this time to slip away 
  and disappear unless he befriended one of the members 
  of the group. Any characters visiting the Temple of 
  the Gilded Purse (Tales, page 6) spot Anselm being 
  entertained.
  The Cure in the Lake
  A wretched little town overlooks the pristine waters of 
  Cold Lake. An old, weather-beaten temple of the New 
  God holds pride of place in the town’s center, its white 
  paint peeling to show gray wood underneath. The 
  resident vicar, Urian, is a fussy old man with dark skin, 
  head bald, and thick muttonchops covering his cheeks. 
  He greets Vernus and then leads the pilgrims to the edge 
  of Cold Lake.
   There he explains that Micah came here because in 
  a vision Astrid told him its cleansing waters would end 
  his suﬀ ering. He is said to have bathed in the waters and 
  been instantly cured. The priest, who doesn’t believe any 
  of this, claims there’s a ruined city at the bottom of the 
  lake and that faerie magic was probably responsible for 
  Micah’s good fortune. He warns the pilgrims to not go 
  for a swim. Strange things are sometimes seen drifting in 
  the depths—ghostly faces, bizarre lights, and worse.
   The vicar provides the pilgrims with accommodations 
  in the cells under the temple. Alternatively, the travelers 
  can ﬁ nd private rooms in the nearby inn.
   Developments: The night the pilgrims arrive, the 
  situation escalates.
   Matilda goes to any character she befriended and 
  conﬁ des that she doesn’t want to be a sister any more. 
  She asks advice on how she should break her change of 
  heart to her companions.
   If anyone has befriended Francesca, she reveals that 
  she has come to hate Ruella and that she’s angry at 
  herself for harboring these feelings, since they are at 
  odds with her faith.
   During the whole trip to Cold Water, Margaret has 
  been making eyes at Paeter, and the dim young man 
  ﬁ nally notices. The characters ought to notice the two 
  ﬁ nding excuses to touch each other. Saul is not stupid. 
  He sees, too, but chooses to ignore it.
   In town, Paeter decides to rent a private room at the 
  inn. After the other pilgrims retire, Margaret sneaks oﬀ  
  to visit him. Saul notices her rise from her bed and leave, 
  so he decides to follow her. He sees her go inside Paeter’s 
  room, frets a bit, and then follows. He opens the door to 
  ﬁ nd his wife astride Paeter. She turns at the noise and 
  laughs when she sees his expression. Saul runs oﬀ  into 
  the night.
   Bargains in the Dark: Fleeing his wife’s mocking 
  laughter, Saul runs oﬀ  to Cold Lake’s shores, where he 
  sobs uncontrollably. When he ﬁ nally calms himself, he 
  discovers a curious object in the waters. Retrieving it, 
  he sees it’s a statuette of a winged woman of exceptional 
  beauty. He takes this as a sign and prays for guidance, 
  holding the object tight. The statuette answers and an 
  angel appears in the air before him. It heard the prayers 
  and slipped out of Hell, seeing an opportunity to destroy 
  not only Saul but everyone in his party. The angel oﬀ ers 
  to help Saul provided he pledges his soul to it. He agrees 
  and the angel disappears. Henceforth, it moves among 
  the pilgrims, causing trouble as described in the Evil 
  Afoot sidebar on the next page.
  
  39
  Evil Afoot
  Once Saul makes the bargain, the angel becomes 
  invisible and begins destroying the pilgrims, one 
  by one. The following events can occur whenever 
  and in any order you choose.
  • Dead Paeter: Someone ﬁ nds Paeter’s corpse. 
  His genitals have been cut from his body and 
  stuffed in his mouth. He bled to death.
  • Disease: Margaret contracts a hideous 
  disease, likely from Paeter. (If you have Fever 
  Dreams, use the rules for Lover’s Lament. If 
  not, treat her as having a lethal disease that is 
  transmitted via intercourse.) She might spread 
  the sickness to another character she seduces.
  • Hunger: The angel whispers to Ruella, urging 
  her to eat more and more. Each night, she 
  steals a bit of food from the pilgrims’ supplies 
  until they completely run out.
  • Tempers Flare: Francesca, at the angel’s 
  goading, murders Ruella after one speech 
  too many about the virtue of cleanliness. She 
  instantly regrets what she has done.
  • Priest on Priest: Vernus ﬁ nally grows tired of 
  Anselm’s disrespect and assaults him. Anselm 
  hurts Vernus in self-defense. If the two are 
  separated, Vernus returns to his normal self, 
  with no idea what came over him.
  • Whispers in the Dark: The angel urges a 
  character with at least 1 Corruption to do 
  something really bad, as appropriate to the 
  character.
  After two of these events have occurred, but 
  before the pilgrims reach the Convent of the 
  Ascension, one player character should spot the 
  angel speaking with Saul a ways off from camp at 
  night. If the character approaches, the angel turns 
  invisible and ﬂ ies away. It does not return until the 
  surviving pilgrims reach the convent.
   
  Confronting Saul makes him to reveal 
  everything: ﬁ nding the statuette, bargaining with 
  the beautiful one, and keeping silent as it went 
  about its business. He never wanted anyone to 
  get hurt. He just wanted his life back.
  The Accord Stones
  Following the edge of the Soldier Wood takes the 
  pilgrims to a ring of standing stones. There’s nothing 
  here to indicate the place is important to the New God, 
  but Vernus goes on about how Micah, after being cured, 
  traveled south to carry word of the New God to the 
  heathen followers of the Old Faith. According to legend, 
  he encountered several druids here and engaged them 
  in a theological discussion. The druids could mount 
  no argument that Micah could not answer. They were 
  impressed by his wisdom and raised the stones in the 
  circle to commemorate their conversion to the New God. 
  None of this true, but the real story of how the stones 
  were erected has been lost to the ages.
   The surviving pilgrims make camp inside the circle.
   Developments: If the angel has not been discovered 
  yet, it carries out one of the dark deeds described under 
  Evil Afoot in the sidebar above.
  The Convent of the Ascension
  Between the two towns built on the shores of Still 
  Waters stands a convent, which is home to twenty-two 
  women of varying ages, all dressed in the black-and-
  gold habits of their faith. This is the ﬁ nal stop for the 
  pilgrims before they return to Sixton. These sisters 
  inform the pilgrims that here Micah was spirited oﬀ  
  to Paradise by angels. His followers built the convent 
  so the sisters could wait for his return, which they all 
  believe is imminent.
  Built from stone, the convent is a square, plain 
  structure with two stories. The main ﬂ oor consists 
  of a chapel, kitchen, storeroom, washing room, and 
  common area in which visitors can sleep. A staircase 
  leads up to the sisters’ private cells. Each contains a 
  small cot, a table, and a circular window that aﬀ ords 
  a good view of the sky—so they can see Micah return, 
  of course.
  Developments: Assuming it was not slain when 
  discovered, the angel winged oﬀ  to ﬁ nd help in 
  ﬁ nishing oﬀ  the pilgrims. It discovered a band of 
  renegade orcs who arrived from the south after 
  shedding their chains. The orcs hate the cult of the 
  New God and needed little convincing to attack the 
  convent, though the promises of soft women, food, 
  and plunder didn’t hurt. Sometime during the night 
  while the characters are staying at the convent, a band 
  of 5 orcs show up, chop down the front doors, and go 
  on a killing spree inside. If Saul’s still alive, the angel 
  slips in behind the orcs to track him down, kill him, 
  and ferry his soul to Hell.
  Aftermath
  The adventure likely ends with the survivors returning 
  to Sixton. If the characters managed to save most of 
  the pilgrims, they gain the favor of the cathedral and 
  receive free healing, treatment for diseases, and one 
  raising of the dead. If any characters bonded with 
  Edward, they might run into him again in a future 
  adventure, getting the chance to save his life or having 
  him save theirs, especially if the group gets tangled up 
  with criminals.
  with criminals.
  
  40
  40
  40
  40
  There are plenty of ways for player characters to weave 
  Hell into their backgrounds and identities.
  Diabolical Backgrounds
  If you create a character with an ancestry that is not 
  a faerie or a devil, you can roll on the following table 
  for your character’s background in place of the table 
  included in the ancestry description.
  Diabolical Background
  d6
  Background
  1
  Corrupted Relative. A relative dealt with devils, 
  gaining much for a time before losing everything. 
  Your family has borne the shame, and you might 
  seek to purge the darkness or embrace it.
  2
  Seduced by an Incubus or Succubus. A devil 
  used to visit you, seducing you with promises of 
  intense sexual pleasure. This lasted until a priest 
  drove off the ﬁ end. Start with 1 Corruption.
  3
  Hunted by the Inquisition. A member of the 
  Inquisition believes you consort with dark forces. 
  You have been on the run for many months, either 
  to further your diabolical efforts or to clear your 
  name.
  4
  Sworn to the Devil. You are a devoted servant of 
  the Devil. Start with 1d3 Corruption.
  5
  Memories of Hell. Your soul spent time in Hell 
  for dark acts you performed in another life. You 
  clearly recall some of the experiences and start 
  with 1d6 Insanity.
  6
  Brush with Darkness. A devil tried to tempt you 
  once, but you had the will and courage to refuse 
  the offer and keep your soul pure.
  New Story Complications
  As introduced in the Demon Lord’s Companion, you can 
  add a story complication to your ancestry to add detail 
  and color to your character, usually resulting from a 
  signiﬁ cant event in his or her past. 
  Damned
  You’ve done terrible things, and the blood on your 
  hands will never wash away. You sense you’ve crossed 
  a line and that death holds fresh terrors for you. That’s 
  a long way oﬀ , though (you hope), and since you’re 
  damned, you might as well make the most of the time 
  you have left.
  Damned Traits
  Corrupted You start with 1d3 Corruption and one mark 
  of darkness.
  Dead Inside You are immune to the frightening trait, and 
  you make challenge rolls to resist the effects of the 
  horrifying trait with 1 boon. Finally, you make attack rolls 
  in social situations with 1 boon to intimidate or threaten 
  other creatures.
  Haunted by Hell
  You have vivid memories of spending time in Hell. 
  Perhaps your soul was there before this life and you’re 
  remembering its torments. The experiences haunt you 
  and erode your conﬁ dence.
  Haunted by Hell Traits
  Frayed Ends of Sanity You make Will challenge rolls with 
  1 bane to resist gaining Insanity.
  Never Go Back When you make a fate roll, you can roll 
  twice and use either result.
  New Marks of Darkness
  You can use this table or the one in Shadow of the 
  Demon Lord whenever a character would gain a mark 
  of darkness.
  Diabolical Marks of Darkness
  d20
  Mark of Darkness
  1
  You lose the nails on your hands and feet, 
  leaving raw and bloody ﬂ esh behind.
  2
  You can no longer see faces.
  3
  Your sexual organs are always engorged and 
  painful.
  4
  You lose the sense of smell, taste, or touch.
  5
  You have constant noisy, smelly ﬂ atulence.
  6
  Open sores appear all over your body and 
  weep runny discharge.
  7
  Your eyes slide together to form a single 
  bulging orb.
  8
  Void larvae nest in your guts and sometimes peek 
  out. You die when you become incapacitated, 
  releasing 1d6 void larvae that attack immediately.
  9
  You sweat profusely, causing you to reek.
  10
  You blood is replaced with living maggots. 
  When you are cut, they spill from the wound.
  11
  Your teeth lengthen and twist in your mouth.
  12
  Thick fur grows from the palms of your hands.
  13
  Your tongue lengthens until it can no longer ﬁ t 
  in your mouth. A hard nail forms on the end.
  14
  Your skin has the consistency of fried bacon.
  15
  Whenever you take damage from ﬁ re, you 
  catch ﬁ re.
  16
  Flowers within short range wither and die.
  17
  Your facial features slough off, leaving smooth 
  pink skin behind. You can still see and hear, but 
  no longer need to eat or drink.
  18
  All the fat in your body rushes out from your 
  oriﬁ ces, leaving you a living skeleton draped 
  in loose skin. Reduce your Health by 2d6.
  19
  You enjoy pain. When you take 5 or more 
  damage, you make attack rolls and challenge 
  rolls with 1 boon for 1 round.
  20
  Your teeth transform into tiny centipedes that 
  chew your food for you. At night, they whisper 
  terrible things.
  
  41
  Worshiping the Devil
  Some mortals, seduced by the darkness, pledge their 
  souls to the Devil. Such individuals might have been 
  indoctrinated at a young age, been introduced to the 
  dark one by a relative or friend, or sought out the Devil 
  after persecution or some personal disaster. Priests 
  of the Devil treat Enchantment, Fire, and Shadow as 
  their associated traditions.
  Cambion
  Devils use any trick they can to tempt mortals and 
  lure them to their doom. Some oﬀ er wealth, others 
  power, and still others carnal pleasures. In this last 
  case, such revelations rarely result in issue, but when 
  they do—and only with humans—the oﬀ spring is 
  always a cambion, a dark creation of Hell loosed into 
  the mortal world to spread darkness wherever it goes.
   Infernal Heritage: Most cambions look human, 
  almost identical to their mortal parent, but all bear 
  some sign that sets them apart from others. This 
  mark reveals that their souls belong to Hell. The sign 
  manifests at diﬀ erent times, with some cambions 
  carrying it from birth and others discovering it 
  in adulthood. It can be subtle, such as a string of 
  numbers on the scalp, or obvious, such as horns 
  breaking from the brow. Cambions have the same 
  range of height and weight that humans do.
   Slave to Darkness: All cambions feel the stirrings 
  of evil in their hearts, impulses to commit vile acts for 
  no reason. Many ﬁ nd the urges too strong to refuse 
  and eventually become heartless monsters, reveling 
  in the horror they create. A few, however, hold their 
  impulses at bay and might channel the darkness to 
  ﬁ ght against Hell and its interests.
   Telltale Signs: A devil who births a cambion might 
  leave the child for human parents to raise and better 
  prepare them for the work ahead. It is obvious to 
  anyone tending to such a child that something is 
  wrong. The baby might not breathe when it sleeps, 
  weigh three or four times what it should, or cause 
  unusual phenomena, such as the manifestation of 
  cold spots, noisome odors, and weird knocking noises 
  in the walls. Few foster parents have the courage to 
  help the darkling child; many give them up, cast them 
  out, or worse.
   Hellbound: The darkness into which all cambions 
  are born damns them to Hell, since methods of 
  cleansing souls outside of the infernal realm are 
  dangerous and unreliable. Cambions soon realize 
  that no matter what they do in the mortal world, 
  they will one day face the horrors of the afterlife, 
  so many give up any pretense of trying to do good 
  and instead embrace their evil natures in the hopes of 
  earning a place among the greater devils. Even though 
  they eventually realize what lies in store for them, a few 
  cambions also understand they might shorten their time 
  in Hell and perhaps one day ﬁ nd a better life.
   Common Names: Cambions use human names.
  
  42
  Creating a Cambion
  Attribute Scores Strength 10, Agility 10, Intellect 11, Will 9
  Perception equals your Intellect score
  Defense equals your Agility score
  Health equals your Strength score
  Healing Rate equals one-quarter your Health
  Size 1/2 or 1, Speed 10, Power 0
  0 Damage, 0 Insanity, 2 Corruption
  Languages and Professions You speak the Common 
  Tongue.
  Immune damage from disease and poison; diseased, 
  poisoned
  Darksight You can see in areas obscured by shadows and 
  darkness within medium range as if those areas were lit. 
  Beyond this distance, you treat darkness as shadows and 
  shadows as lit.
  Child of Hell You gain Fire Resistance.
  Mark of Darkness You start with one mark of darkness.
  Revel in Darkness For 1 minute after you gain Corruption, 
  you make attack rolls and challenge rolls with 1 boon.
  Iron Vulnerability You are impaired while in contact 
  with iron.
  Level 4 Expert Cambion
  Characteristics Health +5
  You learn one spell or gain Bestow Corruption.
  Bestow Corruption When a target creature other than you 
  that you can see within short range would make an attack 
  roll or challenge roll, you can use a triggered action to 
  grant that target 1d3 boons on the triggering roll. If the 
  target accepts, it gains 1 Corruption.
  Cambion Age
  3d6
  Age
  3
  You are a child, no more than 11 years old.
  4–6
  You are an adolescent, 12 to 17 years old.
  7–12
  You’re an adult, 18 to 35 years old.
  13–15
  You’re a middle-aged adult, 36 to 55 years old. 
  Gain 1 Corruption.
  16–17
  You’re an older adult, 56 to 75 years old. Gain 
  2 Corruption.
  18
  You’re pretty old, aged 76 or older. Gain 
  3 Corruption.
  Cambion Build
  3d6
  Build
  3
  You are short and skinny.
  4–5
  You are shorter than average.
  6–8
  You are slender, skinny, or wiry.
  9–12
  Your height and weight fall in the middle of 
  the expected range for cambions.
  13–15
  Slabs of muscle or fat cover your body.
  16–17
  You stand a head taller than other cambions.
  18
  You are a hulking monster, thickly built and 
  incredibly tall.
  Cambion Appearance
  3d6
  Appearance
  3
  You have coarse skin, large horns, fangs, and a 
  long tail emerging from the base of your spine.
  4–5
  You have bright, shining eyes and a mouth ﬁ lled 
  with dagger-like teeth. Your skin tone is unusual.
  6–8
  An exaggerated facial or body feature makes 
  you ugly.
  9–12
  You appear human, though you have slightly 
  pointed ears.
  13–15
  You appear fully human, with striking features 
  and a dangerous air, but the shadow you cast 
  always appears monstrous.
  16–17
  You look like an attractive human.
  18
  You turn heads wherever you go, such is 
  your beauty.
  Cambion Uprbringing
  3d6
  Sire
  3
  You were raised in Hell, brought up among the 
  devils, until you slipped free to make your way 
  in the world.
  4–5
  You were abandoned as a child and raised in a 
  temple or an orphanage. The experience was 
  likely scarring.
  6–8
  Your parents sensed or saw the evil in you and 
  tried to kill you. You survived and they didn’t.
  9–12
  You were raised by a human family. They 
  suspected something strange about you but 
  raised you, despite their reservations.
  13–15
  Your mother was seduced by a devil, and you are 
  the product of that union. She was driven from 
  your community and raised you in the wilderness.
  16–17
  Your father was seduced by a devil, who returned 
  you to him to raise as he saw ﬁ t.
  18
  You were raised in secret, hidden in a secret 
  room, lest the truth of your nature be revealed.
  Cambion Personality
  3d6
  Personality
  3
  You are cold and dispassionate when dealing 
  with other people. Lacking empathy, you think 
  nothing of causing pain and misery.
  4–5
  You strive to live up to your infernal heritage, 
  working hard to lead others to corruption and 
  eventual destruction. No act goes too far for 
  you, and no evil is too great.
  6–8
  You look after yourself ﬁ rst. You rarely act 
  unless it beneﬁ ts you.
  9–12
  You have a malicious streak and take pleasure 
  when others around you suffer.
  13–15
  You are guarded around others, reluctant to 
  form relationships.
  16–17
  You hate your nature and ﬁ ght against your dark 
  impulses. You’re not sure if you will ever be free 
  from your heritage, but you aim to do so.
  18
  You despise devils and, possibly, faeries. 
  You swore to ﬁ ght them and use their gifts 
  against them.
  
  43
  Cambion Background
  d20
  Background
  1
  You joined the cult of the New God, hoping to 
  purge your corruption or to destroy the cult 
  from within.
  2
  You discovered a foul incantation that required 
  a human sacriﬁ ce. You performed it. Start with 
  1 Corruption.
  3
  You murdered someone in cold blood. You 
  ﬂ ed the scene, and ever since, you’ve been 
  looking over your shoulder for the retribution 
  you’re sure will come.
  4
  Bad things happen when you stay in one place 
  too long. You have trouble settling down.
  5
  You grew up in comfort and wealth, passing 
  your days in idle pursuits.
  6
  A witch hunter once captured you and tried 
  to burn you at the stake. You survived the 
  conﬂ agration.
  7
  You spent years in a cell, living off the rats that 
  nibbled at your ﬁ ngers and toes. You escaped 
  when someone left the door open.
  8
  Your infatuation with a mortal turned to hatred 
  after he or she spurned your advances.
  9
  You lived in a remote frontier community for 
  several years, keeping your nature a secret 
  from the locals.
  10
  You grew up believing yourself to be human 
  and only recently learned the truth.
  11
  During your travels, you befriended a hag and 
  helped her for a time.
  12
  For a few months, you enjoyed the company 
  of several cultists who believed you would 
  show them the way to salvation.
  13
  A perverse wizard stole you and kept you as 
  a prize.
  14
  A foolish child summoned you with an incantation. 
  The summoning ended poorly for the child.
  15
  You received a formal education. You can read 
  and write one language you know how to speak.
  16
  A lie you once told wound up getting someone 
  close to you killed.
  17
  You lost a few years to the bottle or a drug, 
  having only recently returned to sobriety.
  18
  You believe the Devil came to you in a dream, 
  and you have pledged your life to serving him.
  19
  You seduced a young elf and had a torrid 
  relationship that eventually ended when you 
  or your partner grew bored.
  20
  You stole a bag of coins. Start with an extra 
  2d6 cp.
  Apostate
  Expert Path
  The uncomfortable truth few mortals dare face is that 
  the gods play no part in existence. If they are real at all, 
  they are distant ﬁ gures, unmoved by the suﬀ ering in 
  the world or the pleas of their faithful. People from all 
  walks and backgrounds have set aside faith, striving to 
  understand the world in which they live and their place 
  in it. Lack of belief does not make one bad or any more 
  susceptible to corruption than the faithful. But just as 
  followers of the New God or the Old Faith can twist their
  beliefs toward evil ends, so too can unbelievers become 
  lost in the darkness staining their souls.
   Apostates not only reject the gods—they actively 
  work against them. They prey on the devout, burning 
  their temples and shattering their idols. They are 
  forces of entropy, agents of destruction, reveling in 
  the lives they break and the devotion they dismantle. 
  They can be fallen priests or godless warriors, seekers 
  of horrible truths, or callous opportunists who 
  exploit the faith of others.
  Apostate Story Development
  d6
  Story Development
  1
  You were a priest or studied to become one, but a 
  crisis of faith steered you from the righteous path 
  to forge a new and darker one. You abandoned 
  your beliefs to ﬁ nd succor in the here and now.
  2
  You believe the gods are nothing more than 
  manifestations of mortal belief on magic, and 
  you have come to resent their power.
  3
  You hold beliefs that other members of your 
  religion deem heretical. Although your enemies 
  hound you, certainty drives you on, and you 
  spread the uncomfortable message to all who 
  will listen.
  4
  You burgled the ofﬁ ces of a high priest and 
  discovered something among the valuables you 
  stole that shook your beliefs to their foundations.
  5
  You reject the gods and name yourself their 
  enemy. Your blade craves believer’s blood, 
  and nothing will stop you from wetting it.
  6
  You pledged your soul to the lord of Hell long 
  ago and use the power your master grants to 
  dismantle the religions of lesser gods.
  of horrible truths, or callous opportunists who 
  exploit the faith of others.
  
  44
  Level 3 Apostate
  Attributes Increase two by 1
  Characteristics Health +4, Power +1, +1 Corruption
  Languages and Professions You can speak another 
  language or add a profession.
  Magic You discover one tradition or learn one spell.
  Enemy of God You make attack rolls with 1 boon against 
  creatures displaying religious symbols on their persons. 
  As well, you make challenge rolls to resist Theurgy spells 
  with 1 boon and creatures attacking you with Theurgy 
  spells make their attack rolls with 1 bane.
  Level 6 Apostate
  Characteristics Health +4, +1 Corruption
  Magic You learn one spell.
  Destroy Faith When a target creature within short range 
  that can see and hear you makes an attack roll or a 
  challenge roll, you can use a triggered action to impose 
  1 bane on the triggering roll. If the target gets a success 
  on the roll, it becomes immune to your use of this talent 
  until it completes a rest.
  Level 9 Master Apostate
  Characteristics Health +4, Power +1, +1 Corruption
  Magic You learn one spell.
  Blasphemy You can use an action to expend the casting of 
  one spell you have learned and speak against the gods. 
  Thunder booms, and you and each creature within short 
  range must get a success on a Will challenge roll or 
  become dazed for 1 round and take 1d6 damage per rank 
  of the spell you expended (minimum 0 damage).
  Desecrate You can use an action to cause one target 
  nonmagical object of religious signiﬁ cance you can see 
  within short range to take damage equal to its Health.
  Diabolist  
  Master Path
  Devils freely oﬀ er magic, knowledge, and power to 
  mortals willing to sully their souls by dealing with 
  dark forces. Diabolists exploit the devils’ willingness 
  to bargain and forge pacts with them to work as their 
  agents in the world, corrupting and staining mortal 
  souls, and delivering them to Hell. Those who fail to 
  make good on their promise are snatched from the 
  mortal world and dragged screaming to perdition.
   Serving devils in this way is an act of great evil for 
  which there can be no redemption, only damnation. 
  For this reason, only the most ambitious and wicked 
  seek out pacts with devils and use the power oﬀ ered to 
  become paragons of evil in the world until Hell comes to 
  claim them.
  Level 7 Diabolist
  Attributes Increase three by 1
  Characteristics Health +3, Power +1, +1 Corruption
  Magic You discover the Enchantment, Fire, or Illusion 
  tradition or learn one spell from those traditions.
  Corrupted Spell When you cast a spell that deals damage, 
  you can choose to corrupt the spell if your Corruption is 
  2 or higher. One target creature damaged by the spell 
  must make a Will challenge roll. On a success, you gain 
  1 Corruption. On a failure, you reduce your Corruption 
  by 1 (to minimum 1), and the target’s Corruption 
  increases by 1.
  You can use this talent a number of times equal to 
  your Power. You replenish your uses when you complete 
  a rest.
  The Devil’s Due If your Corruption score is 9 or higher 
  when you become incapacitated, you die instantly, and 
  the devils spirit your soul to Hell.
  Level 10 Diabolist
  Characteristics Health +3, +1 Corruption
  Magic You learn the brimstone step spell, which follows.
  Power of Hell When you cast a spell that deals damage, 
  you may invoke the power of Hell. The spell deals 1d6 
  extra damage per point of Corruption you have. After 
  you cast the spell, you gain 1 Corruption and become 
  stunned until the end of the next round.
  BRIMSTONE STEP 
  DIABOLIST UTILITY 1
  Requirements You must have 1 or more Corruption.
  You dissolve into a cloud of black smoke and then move a 
  number of yards equal to twice your Speed. While you are 
  a cloud, you are immune to damage from all sources, your 
  movement does not trigger free attacks, and you can move 
  through spaces occupied by other creatures and through 
  openings large enough to permit the passage of air. When 
  you stop moving, you return to your normal form and the 
  space you occupy, and open spaces within 1 yard of you, 
  become partially obscured for 1 round or until dispersed 
  by wind.
   
  Triggered You can use a triggered action on your turn 
  to cast this spell. If you do so, you instead move to an 
  open space you can see within a number of yards equal 
  to your Speed.
  Witch Hunter
  Master Path
  Those who study dark magic, who bargain with devils, 
  or who gather in profane cults to hasten the apocalypse 
  promised by the Demon Lord’s shadow must do their 
  dark deeds in secret lest their activities draw the 
  attention of witch hunters. These individuals, commonly 
  associated with the New God’s cult, search the Empire’s 
  lands for the corrupt. When they ﬁ nd the guilty, witch 
  hunters drag them out from the shadows to face the 
  justice their villainy earned them, which most often 
  involves being tied to a stake and burned alive.
   A great many witch hunters choose this path to do 
  good in the world. They safeguard innocents from the 
  depredations of bad people. A few, however, have other, 
  darker reasons. They might be little better than bounty 
  hunters, putting their talents to use tracking down and 
  capturing notorious magic-users who have crossed the 
  inﬂ uential and powerful. Others have become so twisted 
  by their faith that they see anyone who subscribes to a 
  diﬀ erent religious belief as their enemy and round up 
  initiates of the Old Faith, witches, and magicians along 
  with the cultists and devil-sworn, making no distinction 
  between them.
   Most witch hunters work with or for inquisitors, 
  acting with the full authority of the temple. Others are 
  freelancers who drift from place to place, listening for 
  rumors and watching for the telltale signs of corruption 
  in the body and the mind.
  
  45
  Level 7 Witch Hunter
  Attributes Increase three by 1
  Characteristics Health +4
  Languages and Professions You can speak another 
  language or gain a profession.
  Interrupt Casting When a creature within your reach 
  would cast a spell, you can use a triggered action to 
  attack the triggering creature with a weapon. On a 
  success, the creature must get a success on a Will 
  challenge roll or the spell fails and the casting is wasted.
  Menacing You make attack rolls with 1 boon when you 
  attempt to intimidate a creature in a social setting.
  Resist Dark Magic Creatures attacking you with a spell 
  from a dark magic tradition make the attack roll with 
  1 bane, and you make challenge rolls to resist spells 
  from dark magic traditions with 1 boon.
  Level 10 Witch Hunter
  Characteristics Health +4
  Bane of Magic Your weapon attacks against creatures 
  with Power scores of 1 or higher deal 1d6 extra damage. 
  Against creatures with Power scores of 3 or higher, 
  increase the extra damage by 1d6.
  Sense Corruption You can use an action to choose one 
  target creature you can see within short range. Make 
  an Intellect attack roll against the target’s Will. On a 
  success, you learn the target’s Corruption score.
  Diabolical Spells
  No tradition belongs to Hell. The potential to do 
  great harm to the soul resides in any magic, so the 
  spells described here add to existing 
  traditions. Some describe magical 
  eﬀ ects originating from Hell or 
  represent certain forms of magic 
  that mortals might gain from 
  bargaining with devils or from 
  studying blasphemous tomes.
  Curse Spells
  GEAS 
  CURSE ATTACK 3
  Target One creature within 
  short range that can 
  see you, hear you, and 
  understand what you say, 
  and is not already cursed
  Make an Intellect attack roll 
  against the target’s Will. If the 
  target’s Health is 30 or less, 
  you make the roll with 1 boon. 
  On a success, you lay one of 
  the following curses on the 
  target. The curse lasts for 
  1 month, 1 week, 1 day, 1 hour, 
  and 1 minute.
   
  Love You awaken feelings 
  of love and desire in the target, 
  feelings it cannot control or 
  deny. A target cursed in this 
  way is charmed and regards 
  you as its one true love. If 
  you attack the target, its love 
  becomes hatred. While subject 
  to hatred, the target makes 
  attack rolls against you with 
  1 boon and makes challenge rolls 
  to resist your attacks with 1 boon.
   
  Taboo Name one behavior or activity the target can give 
  up without harming itself, its property, or its loved ones. 
  Examples include drinking spirits, wielding a weapon, or 
  moving into a particular area. A target cursed in this way 
  takes 3d6 damage and becomes stunned for 1d6 minutes 
  whenever it breaks the taboo. A target cannot take this 
  damage or become stunned from this effect more than 
  once per hour.
   
  Quest Describe a task to the target, such as recovering 
  the fabled Sword of Undoing or journeying to the shrine at 
  the top of Mount Fear. The task must not be something that 
  would be deemed suicidal. A target cursed in this way must 
  undertake a quest to complete the task. If the target behaves 
  in a manner that does not bring it closer to the quest’s 
  completion, the curse imposes 1 bane on its attack rolls and 
  challenge rolls until it resumes activity that furthers its efforts 
  to complete its quest. If the target does something that 
  would make completing the quest more difﬁ cult, it takes 4d6 
  damage and becomes dazed for 1d6 minutes. A target cannot 
  take this damage or become dazed from this spell more than 
  one time each hour. Completing the quest removes the curse.
   
  Scry Threads of magical power forge a connection 
  between you and the target. While the target is cursed 
  in this way, you can use an action to cause its likeness to 
  appear on one reﬂ ective surface you can see, along with its 
  immediate surroundings. The image remains for as long as 
  you concentrate.
   
  Sacriﬁ ce You can expend a casting of this spell to cast 
  one rank 2 or lower Curse spell you have learned.
   
  Attack Roll 20+ The target also becomes stunned for 
  1 round.
  Enchantment Spells
  TEMPT 
  ENCHANTMENT UTILITY 0
  Target One living creature within short range that can 
  hear you
  You whisper to the target and make an Intellect attack roll 
  against its Will. On a success, you make attack rolls against 
  the target’s Intellect, Will, and Perception with 1 boon for 
  1 minute.
  Triggered On your turn, you can cast this 
  spell using a triggered action, but the effect of a 
  success lasts 1 round.
  Attack Roll 20+ The number of boons 
  from a success increases to 2.
  ECSTASY 
  ENCHANTMENT ATTACK 1
  Target One living creature with 
  functional sexual organs within 
  short range
  Feelings of intense physical pleasure 
  wash over the target. Make an Intellect 
  attack roll against the target’s Will. 
  On a success, the target becomes 
  dazed for 1 round and slowed for 1 
  round after.
   
  Attack Roll 20+ The target also 
  falls prone.
  Fire Spells
  HELLFIRE BOLT 
  FIRE ATTACK 1
  Requirements You must have at 
  least 1 Corruption
  Target One creature within long 
  range
  You hurl a bolt of black ﬂ ames 
  at the target. Make a Will attack 
  roll against the target’s Agility. 
  On a success, the target takes 
  damage equal to 2d6 + your 
  Corruption score.
   Attack Roll 20+ The target takes 
  1d6 extra damage and must get a 
  success on a Will challenge roll or 
  gain 1 Corruption.
  spells described here add to existing 
  traditions. Some describe magical 
  eﬀ ects originating from Hell or 
  represent certain forms of magic 
  that mortals might gain from 
  bargaining with devils or from 
  studying blasphemous tomes.
  CURSE ATTACK 3
  One creature within 
  understand what you say, 
  and is not already cursed
  Make an Intellect attack roll 
  against the target’s Will. If the 
  target’s Health is 30 or less, 
  you make the roll with 1 boon. 
  On a success, you lay one of 
  1 month, 1 week, 1 day, 1 hour, 
  You awaken feelings 
  of love and desire in the target, 
  feelings it cannot control or 
  deny. A target cursed in this 
  way is charmed and regards 
  you attack the target, its love 
  becomes hatred. While subject 
  attack rolls against you with 
  1 boon and makes challenge rolls 
  to resist your attacks with 1 boon.
  against its Will. On a success, you make attack rolls against 
  the target’s Intellect, Will, and Perception with 1 boon for 
  1 minute.
  Triggered On your turn, you can cast this 
  spell using a triggered action, but the effect of a 
  success lasts 1 round.
  Attack Roll 20+
  from a success increases to 2.
  ECSTASY 
  Target One living creature with 
  functional sexual organs within 
  short range
  Feelings of intense physical pleasure 
  wash over the target. Make an Intellect 
  attack roll against the target’s Will. 
  On a success, the target becomes 
  dazed for 1 round and slowed for 1 
  round after.
   
  Attack Roll 20+
  falls prone.
  Fire Spells
  HELLFIRE BOLT
  Requirements
  least 1 Corruption
  Target
  range
  You hurl a bolt of black ﬂ ames 
  at the target. Make a Will attack 
  roll against the target’s Agility. 
  On a success, the target takes 
  damage equal to 2d6 + your 
  Corruption score.
   Attack Roll 20+
  1d6 extra damage and must get a 
  success on a Will challenge roll or 
  gain 1 Corruption.
  
  46
  HELLFIRE BLAST 
  FIRE ATTACK 3
  Requirements You must have at least 3 Corruption
  Area A cone, 5 yards long, originating from a point you 
  can reach
  Black ﬂ ames race out from your hand to spread through 
  the area. Each creature in the area must make an Agility 
  challenge roll, with 1 bane per point of Corruption you have. 
  A creature takes 4d6 damage and gains 1 Corruption on a 
  failure, or half this damage on a success.
  Forbidden Spells
  FAMILIAR 
  FORBIDDEN UTILITY 1
  Each time you cast this spell, choose one of the following 
  effects.
   
  Summon Familiar Choose a 1-yard cube of space resting 
  on a solid surface you can see within short range and 
  concentrate for 1 hour. At the end of that time, a wisp of 
  smoke appears in the center of the area and solidiﬁ es to take 
  the form of a tiny animal you choose—a cat, rat, snake, toad, 
  or the like. This familiar serves you until you die, it dies, or 
  you cast familiar again to summon a new familiar. The 
  familiar is under the GM’s control, but it usually obeys your 
  spoken commands.
   
  Heal Familiar If your familiar is within short range, it heals 
  damage equal to your healing rate.
   
  Recall Familiar If your familiar is within extreme range, it 
  teleports to the palm of your hand. If you do not have a hand 
  free, the familiar instead appears somewhere on your body or 
  at your feet.
  HORRID HUNGER 
  FORBIDDEN ATTACK 1
  Target One living creature with a physical body within 
  medium range
  Hunger pangs assail the target. Make an Intellect attack roll 
  against the target’s Will. On a success, the target becomes 
  impaired for 1 hour. While impaired in this way, the target 
  is also slowed. A target can remove the impaired afﬂ iction 
  by spending 1 minute gorging itself; the food cannot belong 
  to the target. At the end of this time, the target must get a 
  success on a Will challenge roll or gain 1 Corruption.
   
  Attack Roll 20+ The target also takes a –5 penalty to 
  Health until it is no longer impaired.
  UNCONTROLLED RAGE 
  FORBIDDEN ATTACK 1
  Target One living creature within short range that can see 
  you and hear you
  Hatred consumes the target. Make an Intellect attack roll 
  against the target’s Will. On a success, the target becomes 
  impaired for 1 minute. The target can remove the afﬂ iction 
  until the end of the round by using an action to make an 
  attack with a weapon against the creature nearest to it. 
  If it attacks a member of its own group, the creature makes 
  the attack roll with 3 boons, and the attack deals 1d6 extra 
  damage.
  AVARICE 
  FORBIDDEN ATTACK 2
  Target One living creature you can see within short range
  Duration 1 minute
  Greedy impulses scream inside the target’s mind. Until the 
  effect ends, whenever one of the target’s allies within short 
  range of it would make an attack roll or challenge roll with 1 
  boon or more, the target can choose to steal the boons from 
  the roll. The target has 1 round to use boons stolen in this way 
  or they are lost. When the effect ends, the target must make 
  a Will challenge roll if it stole any boons. On a failure, the 
  target gains 1 Corruption.
  UNBRIDLED LUST 
  FORBIDDEN ATTACK 3
  Target Two living creatures within medium range
  Make an Intellect attack roll against the Will of one target, 
  which becomes the ﬁ rst target. On a success, it desires the 
  second target for 1 minute. Until this effect ends, the ﬁ rst 
  target is charmed by the second. If the ﬁ rst target moves 
  more than a short distance from the second, it becomes 
  dazed until it is within a short distance once more. The ﬁ rst 
  target can use a triggered action on its turn to remove the 
  charmed afﬂ iction, but it must use an action each round to 
  attack the other target until the effect ends. A target that 
  removes the afﬂ iction in this way gains 1 Corruption.
   
  Attack Roll 20+ The target also becomes impaired until 
  the effect ends.
  SUMMON GARGOYLE 
  FORBIDDEN UTILITY 4
  Area A 1-yard cube of space resting on a solid surface 
  within short range
  Duration 1 hour
  You must concentrate for 1 minute. At the end of this time, 
  a gargoyle appears in the target area and remains for the 
  duration. When it appears, make an Intellect attack roll with 
  1 bane against the gargoyle’s Will. On a success, the gargoyle 
  is compelled until you die, it dies, or the spell ends. On a 
  failure, the gargoyle acts in a manner appropriate to 
  its nature.
  INFERNAL AUDIENCE 
  FORBIDDEN UTILITY 5
  Requirements Only mortals with souls can cast this spell. 
  You must use a writing kit to draw a diagram on a ﬂ at 
  surface you can reach, the drawing of which takes 1 
  minute. The diagram must be large enough to hold a 
  creature of your Size. At anytime thereafter, you can 
  move into the circle and kill a living creature of Size 1/2 
  or larger using a sacriﬁ cial knife made from bone. You 
  then paint your face with the creature’s blood as you 
  cast the spell.
  Duration 1 hour
  You gain 1 Corruption as your soul slips from your body and 
  descends to Hell to stand before a greater devil. The awful 
  majesty of the being forces you to make a Will challenge roll. 
  On a failure, you gain 1d6 Insanity and become impaired for 
  1d6 days. If you would go mad, the devil claims your soul, 
  leaving your body in a permanent catatonic state from which 
  it never emerges.
   
  If you get a success or didn’t go mad, you may ask up to 
  three questions. The devil answers with one truth, one lie, 
  and one either a truth or a lie. The GM decides which way the 
  devil answers the questions. Once the devil answers the ﬁ nal 
  question, your soul returns to your body and the effect ends.
  SUMMON TORMENTOR 
  FORBIDDEN UTILITY 6
  Area A 3-yard cube of space resting on a solid surface 
  within short range
  Duration 1 hour
  You must kill a living creature with 0 Corruption and then 
  concentrate for 1 minute. At the end of this time, a tormentor 
  appears in the target space and remains for the duration. 
  When the tormentor appears, make an Intellect attack roll 
  with 1 bane against its Will. On a success, the tormentor is 
  compelled until you die, it dies, or the spell ends. On a failure, 
  the tormentor acts in a manner appropriate to its nature.
  
  47
  Illusion Spells
  HEART’S DESIRE 
  ILLUSION UTILITY 2
  Target One living creature within short range that can 
  see you
  Duration 1 hour
  You adopt an illusory disguise that makes you appear as the 
  person the target desires most. The illusion is not powerful 
  enough to change your Size or mask unusual methods of 
  movement, and such incongruities might prompt the target 
  to attempt to discern the illusion (Shadow, page 132).
   
  Until the effect ends, you make attack rolls with 2 boons 
  to socially inﬂ uence the target.
  OUBLIETTE 
  ILLUSION ATTACK 4
  Target One creature within medium range
  The target experiences a dimming of light and deadening 
  of noise. Make an Intellect attack roll against the target’s 
  Perception. A target with Health 50 or more imposes 1 bane 
  on your roll. On a success, the target becomes blinded, 
  deafened, and immobilized for 1 minute.
   
  Attack Roll 20+ The afﬂ ictions instead last for 1 hour.
  Protection Spells
  DIAGRAM 
  PROTECTION UTILITY 1
  Requirement You must spend 1 minute using a writing kit 
  to draw a diagram on a ﬂ at surface you can reach that 
  covers a circular area with a radius of up to 2 yards.
  Target An intact circle drawn to meet the spell’s 
  requirement within short range
  Duration 4 hours; see the effect
  You infuse the target circle with magical power that lasts for 
  the duration or until sometime breaks the circle by smudging 
  it, laying something over it, or erasing part of it.
   
  The diagram prevents any creature on it from moving 
  outside the area it covers, attacking creatures outside the 
  area, or affecting anything beyond the area with magic.
   
  Sacriﬁ ce You can expend a casting of this spell to extend 
  the duration of a previously cast diagram spell by 4 hours.
  Using the Diagram Spell
  The diagram spell is useful for anyone who 
  summons unwilling creatures to do their bidding. 
  Causing creatures to appear on the diagram 
  traps them there until they can be convinced to 
  lend aid, answer questions, or act in a manner 
  according to the caster’s desires. Although such 
  creatures cannot affect targets or areas beyond 
  the diagram’s area with magic, they can still talk 
  and could convince the caster or others nearby 
  to release them.
  Song Spells
  NOTES OF THE BLACK HYMN 
  SONG ATTACK 5
  Requirements You must have at least 1 Corruption
  Target Each creature within short range that can hear you
  A droning noise ﬁ lls the air, forcing each target creature to 
  make a Will challenge roll. A target with Health 10 or less 
  gets an automatic failure. A target makes the roll with 1 boon 
  for every 10 points by which its Health exceeds 20. On a 
  failure, the target transforms into a monster of its Size, driven 
  to kill by your dark magic, for as long as you concentrate, up 
  to 1 minute.
  Spiritualism Spells
  HOLE TO THE UNDERWORLD 
  SPIRITUALISM UTILITY 2
  Area The area inside a 1-yard-radius circle on the ground 
  centered on a point within short range
  The area ﬁ lls with darkness and then clears to reveal a 
  seemingly bottomless hole that randomly connects to the 
  Underworld, Hell, or the Void. Objects resting on the surface 
  in the area fall into the hole and disappear. Each creature on 
  the surface in the area must make an Agility challenge roll. It 
  moves up to 2 yards to the open space nearest to the area on 
  a success, or falls into the hole and disappears on a failure. A 
  creature that disappears into the hole reappears in the area 
  at the end of the round, prone and with 1d6 Insanity. Objects 
  that vanished into the hole might be recoverable by traveling 
  to the place to which it connects.
   
  Once the hole appears, roll a d6 and add your Corruption 
  score to the number rolled to see what comes out. The 
  creature appears in the nearest open space to the area.
  Roll
  Result
  13+
  1 huge demon
  12
  1 large demon
  10–11
  1 wraith
  8–9
  1d3 lemures (see page 29)
  6–7
  1 lemure 
  1–5
  1 manes 
   
  When the creature appears, make a Will attack roll against 
  its Will. You make the roll with 1 bane if the creature is a 
  wraith or 3 banes if the creature is a demon. The creature 
  becomes compelled for 1 hour on a success, or hostile to 
  you on a failure. After 1 hour, a lemure returns to Hell, and 
  a manes returns to the Underworld. Demons and wraiths 
  remain until destroyed.
   
  Sacriﬁ ce You can expend a casting of this spell to cast one 
  rank 1 or lower Spiritualism spell you have learned.
  Theurgy Spells
  CASTIGATE 
  THEURGY ATTACK 2
  Target One creature within medium range that can 
  hear you
  Your voice booms as you speak imprecations against the 
  target. Make a Will attack roll against the target’s Will. A 
  demon, devil, faerie, or undead grants 1 boon on the roll. 
  On a success, you impose 1 bane on the target’s attack rolls 
  and challenge rolls for as long as you concentrate, up to 
  1 minute. Each time you use an action to concentrate on 
  this spell, you increase the number of banes by 1. The spell 
  immediately ends if the target cannot hear you speak or you 
  are prevented from speaking.
   
  Attack Roll 20+ The target takes 2d6 extra damage from 
  the thunderous noise of your curses.
  DAMNATION 
  THEURGY ATTACK 6
  Target One creature you can see on a solid surface within 
  medium range
  The ground under the target splits open, releasing ﬂ ames 
  and noxious gases, and then snaps shut. The target creature 
  and everything within 1 yard of it take 2d6 damage from the 
  ﬂ ames. The target must also make an Agility challenge roll, 
  with a number of banes equal to its Corruption score. On a 
  failure, the target disappears into the hole, falling into Hell, 
  where it remains until rescued or until it escapes.
   
  If the target got a failure on its challenge roll and had 
  0 Corruption, you gain 1d3 Corruption and become stunned 
  for 1 round.
  
  48
  A
  Abaddon, Warfather ................................................................... 15
  Abyss ............................................................................................... 13
  Acheron .......................................................................................... 13
  Adventure ......................................................................................33
  Ancestries  ...................................................................................... 6
  Apostate .................................................................................................. 43
  Cambion ..................................................................................................41
  Diabolist .................................................................................................44
  Witch Hunter .......................................................................................44
  Angel ...............................................................................................22
  Apostate (ancestry) ......................................................................43
  Avarice (spell) .............................................................................. 46
  B
  Backgrounds, Diabolical ..........................................................40
  Bargains, Infernal ........................................................................ 17
  Behemoth ......................................................................................23
  Blood Sea ........................................................................................11
  Bogie ................................................................................................23
  Book of the Damned (relic) ......................................................20
  Bound for Hell ..............................................................................19
  Brimstone Step (spell) ...............................................................44
  Butcher .......................................................................................... 24
  C
  Cambion (ancestry) .....................................................................41
  Cambion (creature) .................................................................... 24
  Castigate (spell) ............................................................................47
  Chimera ..........................................................................................25
  Cinder Fields ..................................................................................7
  City of the Damned ..................................................................... 13
  Clotted Clouds..............................................................................10
  Corrupted Objects ....................................................................... 17
  Corruption ..................................................................................... 17
  Creatures of Hell ..........................................................................22
  D
  Damned, The ................................................................................16
  Damnation (spell) ........................................................................37
  Devil’s Fork .....................................................................................11
  Devilkin ......................................................................................... 26
  Devils ..............................................................................................16
  Diabolical Object Properties ...................................................20
  Diabolical Objects .......................................................................19
  Diabolist (ancestry) ....................................................................44
  Diabolus ....................................................................................14, 15
  Diagram (spell) .............................................................................47
  E
  Ecstasy (spell)................................................................................45
  Enchanted Object Properties ...................................................19
  Entrances to Hell ...........................................................................5
  Escaping Hell ................................................................................ 13
  F
  Familiar (creature) ...................................................................... 26
  Familiar (spell) ............................................................................. 46
  Fuming Trench .............................................................................. 6
  Furnaces .........................................................................................10
  G
  Gaethira ............................................................................................5
  Gargoyle ........................................................................................ 26
  Gaunts .............................................................................................27
  Geas (spell) ....................................................................................45
  Gifts, Infernal ................................................................................18
  Glistening Pools .............................................................................7
  Gotherah, Sower of Dissent ...................................................... 15
  Greater Devils ...............................................................................14
  H
  Halls of the Lost ........................................................................... 13
  Hanging Forest ............................................................................. 13
  Happenings, Hellish ...................................................................10
  Haunted by Hell ..........................................................................40
  Heart’s Desire (spell) ...................................................................47
  Heaving Gourmands ................................................................... 8
  Heaving Hills ................................................................................10
  Hellﬁ re Blast (spell) .................................................................... 46
  Hellﬁ re Bolt (spell) ......................................................................45
  Hellﬁ re Wand (relic) ...................................................................21
  Hellish Attention .........................................................................19
  Hogman ..........................................................................................27
  Hole to the Underworld (spell) ............................................... 47
  Horrid Hunger (spell) ................................................................ 46
  I
  Icon of the Adversary (relic) .....................................................21
  Ifrit ...................................................................................................27
  Incubus ...........................................................................................28
  Infernal Audience (spell) .......................................................... 46
  Inhabitants ....................................................................................14
  Iron Fields ...................................................................................... 13
  Ithritonus the Deceiver ..............................................................16
  
  49
  K
  Knotted Briar ................................................................................10
  L
  Leering Grin (relic) ......................................................................21
  Lake of Fire ..................................................................................... 9
  Locations ..........................................................................................7
  Lemure ........................................................................................... 29
  M
  Malebranche ................................................................................ 30
  Map of Hell ....................................................................................12
  Marks of Darkness .....................................................................40
  Monsters.........................................................................................16
  Mucous Bog ...................................................................................10
  N
  No Hope ..........................................................................................11
  Notes of the Black Hymn (spell) ..............................................47
  O
  Olal, Desire in Flesh ................................................................... 15
  Osseous Spire .................................................................................7
  Oubliette (spell)............................................................................47
  Outsiders ........................................................................................16
  P
  Pact Beneﬁ ts ..................................................................................19
  Pacts, Infernal ...............................................................................19
  Penalty for Seeing Hell ............................................................... 6
  Plain of Burdens ........................................................................... 13
  Prickly Dunes .................................................................................7
  Penalty for Seeing Hell ............................................................... 6
  R
  Relics, Hellish ..............................................................................20
  Book of the Damned ...........................................................................20
  Hellﬁ re Wand ........................................................................................21
  Icon of the Adversary ..........................................................................21
  Leering Grin...........................................................................................21
  Soulﬁ re Blade .........................................................................................21
  Traitor’s Mask .......................................................................................21
  Rewards ..........................................................................................16
  Rewards, Fleeting ........................................................................19
  S
  Scabby Blight .................................................................................11
  Seraphim ....................................................................................... 30
  Service, Infernal ...........................................................................18
  Shadow Market ............................................................................. 9
  Shard Forests ..................................................................................7
  Shedim .......................................................................................... 30
  Sights, Hellish ................................................................................ 9
  Silent City ....................................................................................... 8
  Sorrowful Gardens ....................................................................... 9
  Soulﬁ re Blade (relic) ...................................................................21
  Spells ...............................................................................................45
  Stinking Bogs ..................................................................................7
  Story Complications ..................................................................40
  Succubus ........................................................................................28
  Summon Gargoyle (spell) ......................................................... 46
  Summon Tormentor (spell) ..................................................... 46
  Summoning ................................................................................... 17
  T
  Taelahar, Mother of Filth ..........................................................16
  Tempt (spell) .................................................................................45
  Temptation .................................................................................... 17
  Termagant ...................................................................................... 31
  Terrain ............................................................................................. 6
  Thirst Water ....................................................................................7
  Tormentor ......................................................................................32
  Traitor’s Mask (relic) ...................................................................21
  U
  Unbridled Lust (spell) ............................................................... 46
  Uncontrolled Rage (spell)......................................................... 46
  Unsun................................................................................................7
  W
  Weeping Wood .............................................................................. 8
  Wish ................................................................................................19
  Witch Hunter (ancestry) ...........................................................44
  Worshiping the Devil .................................................................41
  X
  Xutab the Obscene ......................................................................16
  z
  Zeboul .............................................................................................32
  
  www.schwalbentertainment.com
  
  Exquisite Agony is ©2016 Schwalb Entertainment, LLC. All rights reserved.
  Shadow of the Demon Lord, Exquisite Agony, 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
  What Wonders 
  You Will See!
  SKU: SDL1015e 
  MSRP $19.99
  Somewhere far below Urth’s surface lies a place of shadow and ﬁ re, a realm of exquisite 
  agonies and terrible delights. Hell awaits all who bear corruption’s stain on their souls, 
  for it is a boundless repository for the damned, a place where every wickedness, every 
  deviance, every sin is on full display along with the consequences for those actions. The 
  devils, Hell’s denizens, proﬁ t from mortal misdeeds and go to incredible lengths to lead 
  mortals astray. While they readily destroy lives and laugh with glee at the rivers of tears 
  and blood they create, they need the world as much as mortals do—for without it they too 
  would be doomed. A shadow has fallen on Urth, a grim darkness cast by the Voice in the 
  Void, and the devils wring their hands with worry. Some, perhaps, might set aside their 
  appetites for evil to join forces and take a stand against the impossible foe.
   Exquisite Agony oﬀ ers a bevy of tools for players and Game Masters to bring Hell into 
  their campaigns. Inside you’ll ﬁ nd:
  • An overview of Hell, including important locations and the movers 
  and shakers that rule this place
  • Rules for making deals with devils and the rewards for serving them
  • Guidelines for summoning devils from Hell to gain their favors
  • An assortment of horrid creatures, such as the malebranche, the butcher, 
  and the disgusting zeboul
  • New background details, marks of darkness, and the cambion ancestry for players
  • New paths such as the apostate and witch hunter
  • An assortment of new spells to expand the core traditions
  • A complete adventure for novice characters
  Exquisite Agony gives you everything you need to drench your campaigns 
  in the horror only devils can create. With the 
  options in this book, your campaign will to 
  descend to new depths of darkness and despair. 
   To use this product, you’ll need Shadow of the 
  Demon Lord and the Demon Lord’s Companion, both 
  available at schwalbentertainment.com.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Supplements/SotDL - Exquisite Agony.pdf