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The Black King lay dead, slain at the hand of his own

priests and knights. The young prince Albrecht was


still missing, and the proud defenders of Khanduras
were no more. The people of Tristram looked about
their lifeless town and were greatly dismayed.
Awash in feelings of both relief and remorse, they
soon realized that their troubles had merely begun.

AGE OF TERROR is a hack for the DRAGON AGE roleplaying game


intended to support games set in the world of Sanctuary, the setting used
by the DIABLO computer games. It assumes that you have played the
DRAGON AGE roleplaying game and have access to at least the first boxed
set. It also assumes that you have at least some knowledge of the
storylines of the DIABLO computer games.
CONTENTS
Rules Changes ............................ 1 Zann Esu Sorceress ............. 27
Boss Monsters ........................ 1 Focuses and Talents ................ 29
Creature Classifications ......... 1 New Focuses ........................ 29
Damage Types ....................... 2 Spell School Talents ............ 30
Evil’s Influence ...................... 2 Other Talents....................... 35
Power of Faith ....................... 4 Specializations ..................... 37
Rogue Archers ....................... 5 Grimoire .................................. 40
Schools of Magic.................... 6 Dangers of Sorcery .............. 40
Character Backgrounds............10 Spells .................................... 41
Askari Warrior......................10 Magical Items ...................... 44
Barbarian of the North ......... 11 Bestiary ................................... 56
Demon Hunter ..................... 12 Accursed .............................. 56
Kingsport Scoundrel ............ 13 Burning Dead ...................... 58
Knight of Westmarch ........... 14 Dark Cult ............................. 60
Monk of Ivgorod ................... 15 Fallen One ........................... 62
Priest of Rathma................... 16 Gargoyle .............................. 64
Rogue Wizard ....................... 17 Golem .................................. 65
Scosglen Druid ..................... 19 Grotesque ............................ 66
Sister of the Sightless Eye ... 20 Hidden................................. 67
Soldier of Khanduras............ 21 Horned Demon.................... 68
Umbaru Witch Doctor ......... 22 Khazra (Goatman) ............... 69
Viz-Jaq’taar Mage Slayer..... 23 Magma Demon .................... 73
Vizjerei Sorcerer .................. 24 Overlord ...............................75
Zakarum Crusader .............. 26 Pit Lord................................ 76
Scavenger ............................. 77
Skeleton ............................... 78
Spitting Terror......................81
Succubus ............................. 82
Winged Fiend ...................... 83
Zombie................................. 85
Into the Cathedral ................... 87
Tristram............................... 87
The Cathedral ...................... 93
The Butcher ......................... 94
The Poisoned Well............... 96
The Curse of King Leoric ..... 97
Interlude ............................ 100
Descent into Hell ................ 101
The Archbishop .................. 101
The Lord of Terror............. 102
Aftermath .......................... 102
AGE OF TERROR

RULES CHANGES
In order to accommodate some of the lore of DIABLO, the following
changes are recommended to the rules of the DRAGON AGE roleplaying
game.

BOSS MONSTERS
As with many computer games, DIABLO has a tradition of fights against
boss monsters. In order to bring the feel of these boss fights to a tabletop
roleplaying game, AGE OF TERROR includes some creatures designed to
fill the role of boss monsters. These adversaries are given the boss
creature subtype. While the subtype doesn’t have any inherent mechanics,
those creatures will generally be more powerful than other adversaries.
Many bosses have a Boss Monster power that grants them an additional
major action that they can use out of normal initiative order. In addition,
these creatures also tend to have powers that make it easier for them to
engage several heroes at once.

In order to make boss fights even more memorable, a GM should work to


create an interesting environment for the fight. Consider adding terrain
that offers special stunts or hazards. For example, the Butcher’s chamber
could feature meat hooks hanging from the ceiling and a floor slick with
blood. The meat hooks could offer a stunt that deals 1d6 damage and
temporarily pins a target. The slippery floor could offer a choice to
characters of either moving at half their normal speed or needing a
Dexterity (Acrobatics) test to avoid falling prone.

CREATURE CLASSIFICATIONS
Because some effects trigger for certain types of creatures, Age of Terror
introduces a basic system for classifying creatures. These classifications
don’t have any inherent rules, but they can be referred to by spells,
talents, and other mechanics.

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The following base creature types are used in AGE OF TERROR: angel,
animal, demon, human, and undead. In addition, the following modifiers
are sometimes used in addition to the base types: boss, corrupted, and
mage. Game masters should use their best judgment to assign creature
types to existing adversaries from the DRAGON AGE roleplaying game.

DAMAGE TYPES
In order to support the vulnerabilities of certain types of monsters, Age of
Terror includes the concept of damage types. By default, a damage type
has no mechanical effect, but it may trigger other effects. For example, a
magma demon’s vulnerability to cold means that any attack or spell
dealing cold damage to it deals 1d6 extra damage.

The following damage types are used in AGE OF TERROR: arcane, cold,
fire, holy, lightning, poison, psychic, unholy, and weapon. Game masters
should use their best judgment to assign damage types to existing spells
from the DRAGON AGE roleplaying game.

EVIL’S INFLUENCE
While the powerful demons of the Burning Hells are powerful combatants
that can easily defeat most mortals, the greatest threat that they pose is
that of corruption. The presence of a Greater Evil in Sanctuary corrupts
men, beasts, and nature over a wide area, and even without their physical
presence they can influence areas where cults worship them or artifacts
tied to them are present.

At a Game Master’s discretion, demons and undead may not be affected


by some of the penalties caused by evil’s influence.

THE PRIME EVILS


The three Prime Evils are the most powerful demons of the Burning Hells.
They ruled over all other demons until the Lesser Evils rose up in
rebellion and exiled them to Sanctuary.

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DESTRUCTION
Baal’s influence fills mortals with urgings to destroy. In an area under the
influence of Destruction, the costs of the Mighty Blow and Lethal Blow
stunts are reduced by 1 SP (to a minimum of 1 SP) and characters cannot
make a choice to pull a killing blow unless they succeed on a TN 16
Willpower (Self-Discipline) test.

HATRED
Mephisto plants the seeds of hatred and suspicion in the minds of
mortals. In an area under the influence of Hatred, all Communication
(Bargaining), Communication (Etiquette), Communication (Persuasion),
Communication (Seduction), and Perception (Empathy) tests are made at
a -2 penalty. These areas also often see the dead rise from their graves
driven by an intense hatred for the living.

TERROR
Diablo’s presence fills the minds of men with images of what they most
fear. In an area under the influence of Terror, all Willpower (Courage)
and Willpower (Morale) tests are made at a -2 penalty, and the Taunt and
Threaten stunts are reduced in cost to 1 SP. In addition, whenever a
mortal sleeps within the area, he or she suffers horrible nightmares and
must succeed on a TN 11 Willpower (Courage) test or suffer a -1 penalty
on all tests, including attack rolls and casting rolls, during the following
day. These nightmares sometimes are powerful enough to bring demons
into the world.

THE LESSER EVILS


While the four Lesser Evils are not as powerful as the three brothers, they
are still more than a match for all but the mightiest heroes.

ANGUISH
When a region is under the influence of Andariel, mortals are overcome
with feelings of hopelessness. Characters in a region influenced by
Andariel take a -2 penalty on all Willpower (Courage), Willpower (Faith),

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and Willpower (Morale) tests. In addition, when a character is faced with


the death of an ally or a reminder of a lost friend, he or she must succeed
on a TN 11 Willpower (Faith) test or be overcome with grief for 1d6 hours.
While overcome with grief, a character takes a -2 penalty on all tests.

LIES
Belial’s effect on the world is subtle. Characters in a region influenced by
him gain a +2 bonus on all Communication (Deception) and
Communication (Disguise) tests. In addition, when a character is faced
with a situation where telling the truth is important, he or she must
succeed on a TN 11 Willpower (Self-Discipline) test or be forced by Belial’s
influence to tell a mistruth instead.

PAIN
When Duriel is able to influence the world, he spreads physical pain.
Whenever a character in an area affected by Duriel takes damage, increase
that damage by 2. In addition, whenever a character begins a turn with
less than half of his or her Health remaining, he or she must make a TN 11
Constitution (Stamina) test or suffer 1d6 penetrating damage.

SIN
Azmodan’s presence weakens the resolve of good men and women and
drives them to give in to their base desires. Characters in a region
influenced by the Lord of Sin take a -2 penalty on all Communication
(Etiquette), Communication (Gambling), Constitution (Drinking), and
Willpower (Self-Discipline) tests. In addition, characters gain a +2 bonus
on all Communication (Seduction) tests.

POWER OF FAITH
The setting of the DIABLO games features faith as a major component.
Paladins and priests join the angels of the High Heavens in an eternal war
against the forces of the Burning Hells. The Divine Gift talent from AGE
EXPLORATIONS: GIFTS OF THE GODS is a great way to represent the
power of faith in an AGE OF TERROR game. The Healing, Law, Protection,

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and War dominions are great options for paladins, priests, and mages
aligned with the High Heavens or the Zakarum faith. Priests of Rathma
should consider the death dominion. The nature dominion is a great
match for a Scosglen Druid.

ROGUE ARCHERS
In the DIABLO games, rogue characters often focus on ranged weapons
rather than being backstabbers. Unfortunately, the DRAGON AGE
roleplaying game doesn’t do a great job accommodating that character
concept with many of the Rogue class abilities focused on melee attacks
and the Warrior class not accommodating other aspects of the archetype.
In order to allow for rogue archers, players are allowed to choose to play
an alternate version of the Rogue class that provides a different set of
class abilities. This is an all-or-nothing choice rather than allowing a
character to mix-and-match standard and alternate abilities.

DEADLY SHOT (REPLACES BACKSTAB): You can inflict extra damage


with a ranged attack if you take your time and strike an opponent from an
unexpected direction. You must use an aim action and win an opposed
test of your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you
win the test, you can use your major action this round to make a deadly
shot. This is a ranged attack that inflicts +1d6 extra damage. You cannot
use deadly shot against an enemy that you are adjacent to.

STUNT BONUS (REPLACES BLUFF): You are able to quickly fire your
weapon. When using a missile weapon, you can perform the Lightning
Attack stunt for 2 SP rather than the usual 3 SP. If you also have the
Archery Style (Master) talent and are using a bow or crossbow, you can
perform a special Triple Shot stunt for 5 SP.

TRIPLE SHOT: You make two additional attacks against


the same enemy or a different one within range and sight.
You must have a loaded weapon to make a ranged attack. If

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you roll doubles on these attack rolls, you do not get any
more stunt points.

PIN IN PLACE (REPLACES DIRTY FIGHTING): You can use a missile


weapon to momentarily pin an opponent in place. To use pin in place, you
must first hit with a ranged attack. If successful, you inflict no damage,
but your target is pinned in place and unable to move until it uses an
activate action to free itself. While pinned in place, all ranged attacks
against the target from rogue characters are considered deadly shots.
Stunts are possible on your initial attack roll, so you could pin your
opponent and then use a lightning attack for an immediate deadly shot,
for example.

DEADLY SALVO (REPLACES PERFORATE): You can use the Deadly Salvo
stunt for 2 SP when you hit a target with a deadly shot. This stunt allows
you to make a second deadly shot attack against the target. The second
attack does not generate stunt points.

SCHOOLS OF MAGIC
The way that magic works in the world of Sanctuary has changed between
the various DIABLO games. In the original game, characters of any class
could learn and cast the same spells. In DIABLO II and DIABLO III, that
system is replaced by giving each class a progression of skills that are
unique to the class. Because the computer games have freely altered the
spellcasting system, there really isn’t a canonical spellcasting mechanic
for the setting.

For AGE OF TERROR, the spellcasting system from the DRAGON AGE
roleplaying game is left largely intact in order to minimize the amount of
work needed for the conversion. The one major change is a reworking of
the schools of magic. Rather than the standard schools, AGE OF TERROR
instead uses the following schools of magic: arcane, death, elemental, hex,
holy, and nature. A given mage will only have access to spells from a

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subset of the schools based on their background. Spells from schools not
permitted by a mage’s background cannot be learned or cast by that mage.

Each of these new spell schools has a new focus and talent, and the
focuses and talents for the standard DRAGON AGE spell schools are not
available when playing in an AGE OF TERROR game.

ARCANE
Spells from the arcane school deal with the basic essence of magic. The
sorcerer clans are the most common practitioners of arcane magic in the
world of Sanctuary. The following spells from the DRAGON AGE
roleplaying game belong to the arcane school: anti-magic burst, anti-
magic ward, arcane bolt, arcane shield, crushing prison, dispel magic,
dowse, fade shield, fist of the maker, force field, glyph of sealing,
invigorate, levitate, mana clash, mana cleanse, mana drain, mind blast,
pull of the abyss, repulsion field, spell might, spell shield, spellbloom1,
telekinetic burst, and telekinetic weapons.

DARK
Dark magic draws directly on the power of the Burning Hells. Only the
allies of the Burning Hells are willing to study this school of magic. None
of the spells from the DRAGON AGE roleplaying game belong to the dark
school.

DEATH
Death magic deals with poison, blood, and the undead. It is used by both
dark cultists and the priests of Rathma, who are commonly referred to as
necromancers. The following spells from the DRAGON AGE roleplaying
game belong to the death school: animate dead, curse of mortality, death

1 Change the requirement for spellbloom to be mana cleanse rather than grease.

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cloud, death magic, death syphon, decompose1, drain life, virulent walking
bomb, and walking bomb.

ELEMENTAL
Spells from the elemental school of magic harness the primal elements of
the world: fire, ice, lightning, air, and earth. They are used both by the
sorcerer clans and the druids of Scosglen, though the two traditions often
focus on different elements. The following spells from the DRAGON AGE
roleplaying game belong to the elemental school: blizzard, chain
lightning, cone of cold, earthquake, elemental mastery2, fireball, flame
burst, flaming weapons, frost weapons, inferno, lightning, petrify, pit3,
rock armor, shape earth, shock, stone’s embrace, stonefist, tempest and
winter’s grasp.

HEX
Hexes, sometimes referred to as curses, are spells that hinder their targets
by clouding their minds or weakening their bodies. The following spells
from the Dragon Age roleplaying game belong to the hex school: affliction
hex, daze, death hex, entropic cloud4, glyph of paralysis, hallucination5,
horror, mass paralysis, miasma, misdirection hex, paralyze, sleep,
vulnerability hex, waking nightmare, and weakness.

HOLY
Holy magic seeks to harness the positive energy of life and the power of
the High Heavens. It is used by the paladins and priests of Zakarum as

1 Change the requirement for decompose to be Death Magic (Journeyman) rather


than Entropy Magic (Journeyman).
2 Change the requirement for elemental mastery to be Elemental Magic (Master)

rather than Primal Magic (Master).


3 Change the requirement for pit to be Elemental Magic (Journeyman) rather

than Primal Magic (Journeyman).


4 Change the requirement for entropic cloud to be Hex Magic (Master) rather

than Entropy Magic (Master).


5 Change the requirement for hallucination to be Hex Magic (Journeyman) rather

than Entropy Magic (Journeyman).

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well as some sorcerers, such as the ancient Horadrim. The following spells
from the DRAGON AGE roleplaying game belong to the holy school: glyph
of neutralization, glyph of repulsion, glyph of warding1, haste, heal, heroic
aura, heroic defense, heroic offense, mass rejuvenation, regeneration2,
and rejuvenate.

NATURE
Spells from the nature school allow a spellcaster to confer with animals,
plants, and spirits of nature. The druids are the undisputed masers of this
spell school. The following spells from the Dragon Age roleplaying game
belong to the nature school: ensnare, shelter3, large animal form, small
animal form, spell wisp, spring4, stinging swarm5, stone’s throw, summon
beast6, vicious beast form, weather weaving7, wind weaving8, and wrath of
the elvhen.

1 Change the requirement for glyph of warding to be Holy Magic (Novice) rather
than glyph of paralysis.
2 Change the requirement for regeneration to be Holy Magic (Master) rather than

Creation Magic (Master)


3 Change the requirement for shelter to be Nature Magic (Novice) rather than

Primal Magic (Novice)


4 Change the requirement for spring to be Nature Magic (Journeyman) rather

than Creation Magic (Journeyman)


5 Change the requirement for stinging swarm to be summon beast rather than

spellbloom.
6 Change the requirement for summon beast to be Nature Magic (Journeyman)

rather than Creation Magic (journeyman).


7 Change the requirement for weather weaving to be Nature Magic (Master)

rather than Primal Magic (Master)


8 Change the requirement for wind weaving to be Nature Magic (Novice) rather

than Primal Magic (Novice)

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CHARACTER BACKGROUNDS
The following character backgrounds can be used in an AGE OF TERROR
game. They are generally based on the character classes available to
players in the DIABLO computer games, but some are based on other
characters present in the games.

ASKARI WARRIOR
The Askari society of the Skovos Isles is known for its caste of female
warriors who are sometimes referred to as Amazons. The warrior caste is
focused on martial prowess and serves as the guardians of the Askari
civilization. They are trained to fight primarily with bows and spears, and
they also are masters of skirmishing in their native jungles. Many warriors
also offer themselves as mercenaries throughout the world of Sanctuary,
so Amazon warriors are often the face of the Askari to outsiders.

PLAYING AN ASKARI WARRIOR


If you choose to play as an Askari Warrior, modify your character as
follows:

 Add 1 to your Dexterity ability. Askari warriors are trained to value


speed and skill over brute strength.
 Pick one of the following ability focuses: Perception (Tracking) or
Dexterity (Stealth).
 You can speak and read the Western Tongue and Askari.
 You are most likely female. Askari society does not generally allow
men to train as warriors.
 Choose a class. You can play either a warrior or a rogue.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

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ASKARI WARRIOR
2D6 BENEFIT
ROLL
2 +1 PERCEPTION
3-4 FOCUS: STRENGTH (SPEARS)
5 FOCUS: CUNNING (NATURAL
LORE)
6 FOCUS: WILLPOWER (COURAGE)
7-8 +1 CONSTITUTION
9 FOCUS: DEXTERITY (BOWS)
10-11 FOCUS: CONSTITUTION (STAMINA)
12 +1 STRENGTH

BARBARIAN OF THE NORTH


Long ago, the barbarians of northern Sanctuary were tasked with the
defense of Mount Arreat. The barbarians, who refer to themselves as
Children of Bul-Kathos, have largely remained isolated in the Northern
Steppes since being tasked with the protection of the holy mountain.
Because of their isolation and disdain for sorcery, the barbarians have a
reputation as crude savages, but in truth they have a deep sense of duty
and honor.

PLAYING A BARBARIAN OF THE NORTH


If you choose to play as a barbarian, modify your character as follows:

 Add 1 to your Strength ability. The barbarians are known for their
might throughout all of Sanctuary.
 Pick one of the following ability focuses: Constitution (Stamina) or
Strength (Might).
 You can speak the Barbarian Tongue.
 Take the warrior class.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

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BARBARIAN OF THE NORTH


2D6 BENEFIT
ROLL
2 +1 DEXTERITY
3-4 FOCUS: STRENGTH
(INTIMIDATION)
5 FOCUS: STRENGTH (JUMPING)
6 FOCUS: PERCEPTION (TRACKING)
7-8 +1 CONSTITUTION
9 FOCUS: DEXTERITY (BRAWLING)
10-11 FOCUS: WILLPOWER (COURAGE)
12 +1 STRENGTH

DEMON HUNTER
When the minions of the Burning Hells enter your world, there are only
two choice: give up or fight back. Demon hunters are those brave mortals
who have chosen to devote their lives to fighting against the creatures of
the Burning Hells that have been summoned into the world of Sanctuary.

PLAYING A DEMON HUNTER


If you choose to play as a demon hunter, modify your character as follows:

 Add 1 to your Willpower ability. You have faced the terrors of the
Burning Hells and rather than cowering in fear you rose to face the
challenge.
 Pick one of the following ability focuses: Constitution (Stamina) or
Willpower (Courage).
 You can speak and read the Western Tongue.
 Choose a class. You can play either a warrior or a rogue.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

DEMON HUNTER
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2D6 BENEFIT
ROLL
2 +1 CONSTITUTION
3-4 FOCUS: DEXTERITY (BOWS)
5 FOCUS: CUNNING (RELIGIOUS
LORE)
6 FOCUS: PERCEPTION (TRACKING)
7-8 +1 DEXTERITY
9 FOCUS: STRENGTH
(INTIMIDATION)
10-11 FOCUS: WILLPOWER (SELF-
DISCIPLINE)
12 +1 PERCEPTION

KINGSPORT SCOUNDREL
The city of Kingsport is a trade hub for the kingdom of Westmarch, but it
is also home to countless criminals. While many of these scoundrels are
content to stay within the shadows of the city living off of the rich
merchants and downtrodden residents, others leave the city to escape
justice, flee the enforcers of the thieves’ guild, or just seek new
adventures.

PLAYING A KINGSPORT SCOUNDREL


If you choose to play as a thief from Kingsport, modify your character as
follows:

 Add 1 to your Communication ability. In Kingsport, scoundrels


must learn to talk and bribe their way out of dangerous situations
and navigate the dangerous politics of the thieves’ guild.
 Pick one of the following ability focuses: Communication
(Persuasion), Dexterity (Lock Picking), or Dexterity (Stealth).
 You can speak and read the Western Tongue.
 Take the rogue class.

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Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

KINGSPORT SCOUNDREL
2D6 BENEFIT
ROLL
2 +1 STRENGTH
3-4 FOCUS: COMMUNICATION
(SEDUCTION)
5 FOCUS: DEXTERITY (ACROBATICS)
6 FOCUS: COMMUNICATION
(DECEPTION)
7-8 +1 DEXTERITY
9 FOCUS: CUNNING (POISON LORE)
10-11 FOCUS: DEXTERITY (TRAPS)
12 +1 CUNNING

KNIGHT OF WESTMARCH
The Knights of Westmarch are paladins devoted to the defense of the
kingdom of Westmarch and the defeat of the three Prime Evils. When
King Leoric sent the soldiers of Khanduras against Westmarch, it was the
Knights of Westmarch who stood against their former allies to defend the
kingdom. With the army of Khanduras defeated, several of the paladins
traveled south into Khanduras to investigate the darkness falling over the
land.

PLAYING A KNIGHT OF WESTMARCH


If you choose to play as a knight of Westmarch, modify your character as
follows:

 Add 1 to your Willpower ability. Paladins are known for their faith,
discipline, and self-control.
 Pick one of the following ability focuses: Cunning (Religious Lore)
or Willpower (Faith).

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 You can speak and read the Western Tongue.


 Take the warrior class.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

KNIGHT OF WESTMARCH
2D6 BENEFIT
ROLL
2 +1 CONSTITUTION
3-4 FOCUS: STRENGTH (BLUDGEONS)
5 FOCUS: CUNNING (MILITARY
LORE)
6 FOCUS: COMMUNICATION
(LEADERSHIP)
7-8 +1 STRENGTH
9 FOCUS: CUNNING (HEALING)
10-11 FOCUS: WILLPOWER (COURAGE)
12 +1 MAGIC

MONK OF IVGOROD
In the isolated land of Ivgorod, cloistered monks of the Sahptev faith hone
their bodies and minds to become powerful warriors. These monks stand
ready to defend their land, and all of Sanctuary if needed, against the
Burning Hells. The Sahptev monks are masters of a fighting style that
values punches, kicks, and rapid movement over bulky armor or
traditional arms.

PLAYING A MONK OF IVGOROD


If you choose to play as a warrior monk of the Sahptev faith, modify your
character as follows:

 Add 1 to your Dexterity ability. The monks training focuses on


speed and flexibility.

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 Pick one of the following ability focuses: Dexterity (Brawling) or


Willpower (Self-Discipline).
 You can speak and read the Western Tongue.
 Choose a class. You can play either a warrior or a rogue.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

MONK OF IVGOROD
2D6 BENEFIT
ROLL
2 +1 STRENGTH
3-4 FOCUS: CONSTITUTION (STAMINA)
5 FOCUS: PERCEPTION (EMPATHY)
6 FOCUS: WILLPOWER (FAITH)
7-8 +1 WILLPOWER
9 FOCUS: DEXTERITY (INITIATIVE)
10-11 FOCUS: CUNNING (RELIGIOUS
LORE)
12 +1 CONSTITUTION

PRIEST OF RATHMA
The cult of Rathma is a group of sorcerers devoted to maintaining the
balance between the Burning Hells and the High Heavens. While they
originate in Kehjistan, they are not a recognized mage-clan. Instead they
are derided as necromancers because they have mastered sorceries that
allow them to reanimate the dead. While priests of Rathma have
historically remained isolated, they are quick to act against any attempt by
either angels or demons to influence the world of Sanctuary.

PLAYING A PRIEST OF RATHMA


If you choose to play as a priest of Rathma, modify your character as
follows:

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 Add 1 to your Willpower ability. Priests of Rathma harden their


minds to enable themselves to walk the line between life and
death.
 Pick one of the following ability focuses: Cunning (Arcane Lore) or
Cunning (Religious Lore).
 You can speak and read Kehjistani as well as one of the following
languages: Umbaru, Western Tongue, or Xiansaian.
 Take the mage class. You may learn and cast spells from the death
and hex schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

PRIEST OF RATHMA
2D6 BENEFIT
ROLL
2 +1 MAGIC
3-4 FOCUS: CUNNING (NATURAL
LORE)
5 FOCUS: STRENGTH
(INTIMIDATION)
6 FOCUS: WILLPOWER (FAITH)
7-8 +1 CUNNING
9 FOCUS: WILLPOWER (SELF-
DISCIPLINE)
10-11 FOCUS: DEXTERITY (LIGHT
BLADES)
12 +1 CONSTITUTION

ROGUE WIZARD
Not all who learn the secrets of sorcery are members of the mage-clans or
other sorcerous traditions. Some are simply born to other cultures while
others were once members of a tradition but were cast out due to
recklessness or other missteps. These mages, often referred to as wizards,

17
AGE OF TERROR

are left without the support of fellow mages and must learn to fend for
themselves in a world where mages are at risk of demonic corruption and
at best looked upon suspiciously by others.

PLAYING A ROGUE WIZARD


If you choose to play as a rogue wizard, modify your character as follows:

 Add 1 to your Magic ability. Rogue wizards often have an abundant


amount of sorcerous potential.
 Pick one of the following ability focuses: Communication
(Deception) or Willpower (Self-Discipline).
 You can speak and read two of the following languages: Barbarian
Tongue, Druidic, Kehjistani, Umbaru, Western Tongue, or
Xiansaian.
 Take the mage class. You may learn and cast spells from two
schools of your choice.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

ROGUE WIZARD
2D6 BENEFIT
ROLL
2 +1 CUNNING
3-4 FOCUS: MAGIC (ARCANE LANCE)
5 FOCUS: COMMUNICATION
(DISGUISE)
6 FOCUS: STRENGTH
(INTIMIDATION)
7-8 +1 WILLPOWER
9 FOCUS: DEXTERITY (STEALTH)
10-11 FOCUS: CUNNING (ARCANE LORE)
12 +1 COMMUNICATION

18
AGE OF TERROR

SCOSGLEN DRUID
The druids of Scosglen were once part of the same tribes as the barbarians
of the Northern Steppes, but chose a different path than the followers of
Bul-Kathos. Rather than focus on physical might, the druidic people
pursued a spiritual connection to nature and developed a form of magic
unlike anything else in the world. Like the barbarians, the druids believe
that they are a last line of defense against the powers of the Burning Hells.

PLAYING A SCOSGLEN DRUID


If you choose to play as a druid from Scosglen, modify your character as
follows:

 Add 1 to your Constitution ability. The people of Scosglen are


hardy folk well suited to the northern forests.
 Pick one of the following ability focuses: Communication (Animal
Handling) or Cunning (Natural Lore).
 You can speak and read Druidic as well as either the Barbarian
Tongue or the Western Tongue.
 Take the mage class. You may learn and cast spells from the
elemental and nature schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

SCOSGLEN DRUID
2D6 BENEFIT
ROLL
2 +1 DEXTERITY
3-4 FOCUS: MAGIC (NATURE)
5 FOCUS: CUNNING (HEALING)
6 FOCUS: PERCEPTION (TRACKING)
7-8 +1 CUNNING
9 FOCUS: COMMUNICATION
(PERFORMANCE)

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AGE OF TERROR

10-11 FOCUS: CONSTITUTION (STAMINA)


12 +1 STRENGTH

SISTER OF THE SIGHTLESS EYE


The Sisters of the Sightless Eye are members of a loosely organized guild
of mysterious archers that guard the borderlands between Khanduras and
the East. They study ancient Eastern philosophies in order to develop an
inner-sight that they use both in combat and to better perceive their
surroundings. The growing darkness throughout the West has drawn the
attention of many of the sisters who seek to test their skills against the
dark evils emerging from beneath Tristram.

PLAYING A SISTER OF THE SIGHTLESS EYE


If you choose to play as a Sister of the Sightless Eye, modify your
character as follows:

 Add 1 to your Perception ability. The inner-sight developed by the


sisterhood makes them especially aware of their surroundings.
 Pick one of the following ability focuses: Dexterity (Bows) or
Dexterity (Initiative).
 You can speak and read the Western Tongue and Kehjistani.
 You are most likely female. The sisterhood does not normally
admit men.
 Take the rogue class, preferably using the archer replacement
abilities.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

SISTER OF THE SIGHTLESS EYE


2D6 BENEFIT
ROLL
2 +1 CUNNING

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AGE OF TERROR

3-4 FOCUS: COMMUNICATION


(DISGUISE)
5 FOCUS: CUNNING
(CRYPTOGRAPHY)
6 FOCUS: PERCEPTION
(SEARCHING)
7-8 +1 DEXTERITY
9 FOCUS: DEXTERITY (STEALTH)
10-11 FOCUS: DEXTERITY (TRAPS)
12 +1 WILLPOWER

SOLDIER OF KHANDURAS
As madness consumed King Leoric, he sent the armies of Khanduras to
war against the neighboring kingdom of Westmarch. Outnumbered and
lacking the full support of Khanduras, many of the soldiers sent to the war
were lost in bloody battles. Those who survived were left to fend for
themselves on the long journey home. Upon their return, they found
Khanduras in shattered disarray with King Leoric dead and your Prince
Albrecht missing.

PLAYING A SOLDIER OF KHANDURAS


If you choose to play as a soldier of Khanduras, modify your character as
follows:

 Add 1 to your Constitution ability. The disastrous war against


Westmarch and long journey home after being abandoned by King
Leoric has given the surviving soldiers of Khanduras extraordinary
resilience.
 Pick one of the following ability focuses: Constitution (Stamina) or
Willpower (Courage).
 You can speak and read the Western Tongue.
 Choose a class. You can play either a warrior or a rogue.

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AGE OF TERROR

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

SOLDIER OF KHANDURAS
2D6 BENEFIT
ROLL
2 +1 DEXTERITY
3-4 FOCUS: COMMUNICATION
(LEADERSHIP)
5 FOCUS: CUNNING (MILITARY
LORE)
6 FOCUS: STRENGTH (HEAVY
BLADES)
7-8 +1 STRENGTH
9 FOCUS: STRENGTH (SMITHING)
10-11 FOCUS: WILLPOWER (FAITH)
12 +1 WILLPOWER

UMBARU WITCH DOCTOR


The Umbaru tribes live deep within the Torajan Jungles to the south of
Kehjistan. Umbaru with sorcerous potential are trained as witch doctors
who serve their tribes as spiritual advisors and conduits with the spirit
world, which they refer to as the Unformed Land. The Umbaru have a
deep-seated mistrust of the mage-clans, but the few outsiders they
encounter are most likely to be Kehjustani travelers. Recently a schism
has occurred amongst the witch doctors, and several have been exiled
from their jungle homes.

PLAYING AN UMBARU WITCH DOCTOR


If you choose to play as a witch doctor, modify your character as follows:

 Add 1 to your Communication ability. The witch doctors serve as


spiritual leaders for the Umbaru tribes and must learn to settle
disputes between men and commune with spirits.

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AGE OF TERROR

 Pick one of the following ability focuses: Communication


(Persuasion) or Cunning (Religious Lore).
 You can speak and read Kehjistani and Umbaru.
 Take the mage class. You may learn and cast spells from the death,
hex, and nature schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

UMBARU WITCH DOCTOR


2D6 BENEFIT
ROLL
2 +1 MAGIC
3-4 FOCUS: CUNNING (NATURAL
LORE)
5 FOCUS: COMMUNICATION
(LEADERSHIP)
6 FOCUS: WILLPOWER (FAITH)
7-8 +1 CUNNING
9 FOCUS: CUNNING (POISON LORE)
10-11 FOCUS: CUNNING (HEALING)
12 +1 WILLPOWER

VIZ-JAQ’TAAR MAGE SLAYER


Following the devastation of the Mage Clan Wars, the Vizjerei mage-clan
saw a need to prevent further demonic corruption amongst the mage-
clans. Towards that end, a secret order of mage slayers known as the Viz-
Jaq’taar was founded. The members of this order were tasked with
hunting down and killing any sorcerers who succumbed to demonic
influences.

PLAYING A VIZ-JAQ’TAAR MAGE SLAYER


If you choose to play as a member of the Viz-Jaq’taar, modify your
character as follows:

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AGE OF TERROR

 Add 1 to your Willpower ability. The Viz-Jaq’taar allow only those


with the strongest will into their order because they know the
mage slayers must face fear and temptation without giving in.
 Pick one of the following ability focuses: Dexterity (Stealth) or
Perception (Seeing).
 You can speak and read Kehjistani.
 Choose a class. You can play either a warrior or a rogue.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

VIZ-JAQ’TAAR MAGE SLAYER


2D6 BENEFIT
ROLL
2 +1 STRENGTH
3-4 FOCUS: DEXTERITY (BRAWLING)
5 FOCUS: DEXTERITY (TRAPS)
6 FOCUS: WILLPOWER (SELF-
DISCIPLINE)
7-8 +1 DEXTERITY
9 FOCUS: DEXTERITY (LOCK
PICKING)
10-11 FOCUS: COMMUNICATION
(DISGUISE)
12 +1 PERCEPTION

VIZJEREI SORCERER
The Vizjerei are one of the oldest and most powerful mage-clans of the
East. The clan’s elders have sensed a dark evil growing in the West and
have sent many of the clan’s acolytes to observe the dark events and fight
against the demons and undead roaming the land.

24
AGE OF TERROR

PLAYING A VIZJEREI SORCERER


If you choose to play as a sorcerer from the Vizjerei mage-clan, modify
your character as follows:

 Add 1 to your Willpower ability. The Vizjerei mage-clan ensures its


acolytes can resist the dark influences of the Burning Hells.
 Pick one of the following ability focuses: Cunning (Arcane Lore) or
Cunning (Religious Lore).
 You can speak and read Kehjistani as well as two of the following
languages: Barbarian Tongue, Druidic, Umbaru, Western Tongue,
or Xiansaian.
 Take the mage class. You may learn and cast spells from the
arcane, elemental, and holy schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

VIZJEREI SORCERER
2D6 BENEFIT
ROLL
2 +1 CUNNING
3-4 FOCUS: CUNNING (HISTORICAL
LORE)
5 FOCUS: DEXTERITY (STAVES)
6 FOCUS: WILLPOWER (SELF-
DISCIPLINE)
7-8 +1 MAGIC
9 FOCUS: CUNNING (CULTURAL
LORE)
10-11 FOCUS: WILLPOWER (FAITH)
12 +1 CONSTITUTION

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AGE OF TERROR

ZAKARUM CRUSADER
Long ago, the Zakarum faith began to fall to corruption. Despaired by the
darkness consuming their faith, some Zakarum abandoned their peers
and began a crusade in search of a way to cleanse the faith of the influence
of Mephisto. Centuries later, the descendants of those Zakarum crusaders
continue to search the world for a way to break the influence of the
Burning Hells and restore the Zakarum faith to its full glory.

PLAYING A ZAKARUM CRUSADER


If you choose to play as a crusader, modify your character as follows:

 Add 1 to your Constitution ability. The dangerous journeys of a


crusader demand endurance.
 Pick one of the following ability focuses: Cunning (Religious Lore)
or Willpower (Faith).
 You can speak and read Kehjistani and one of the following
languages: Barbarian Tongue, Druidic, Umbaru, Western Tongue,
or Xiansaian.
 Take the warrior class.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

ZAKARUM CRUSADER
2D6 BENEFIT
ROLL
2 +1 PERCEPTION
3-4 FOCUS: CUNNING (HISTORICAL
LORE)
5 FOCUS: STRENGTH
(INTIMIDATION)
6 FOCUS: WILLPOWER (COURAGE)
7-8 +1 STRENGTH
9 FOCUS: STRENGTH (BLUDGEONS)

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AGE OF TERROR

10-11 FOCUS: PERCEPTION


(SEARCHING)
12 +1 WILLPOWER

ZANN ESU SORCERESS


The reclusive Zann Esu mage-clan of Kehjistan is devoted to the study of
elemental magic. The sorceresses believe that elemental energy is the
purest form of magic and that by focusing solely on it they will be able to
become the most powerful of the mage-clans. The Zann Esu are also
notable for restricting membership to only women.

PLAYING A ZANN ESU SORCERESS


If you choose to play as a sorceress from the Zann Esu mage-clan, modify
your character as follows:

 Add 1 to your Magic ability. The Zann Esu mage-clan only accepts
apprentices with the most potential for magical power.
 Pick one of the following ability focuses: Cunning (Arcane Lore) or
Willpower (Self-Discipline).
 You can speak and read Kehjistani as well as one of the following
languages: Barbarian Tongue, Druidic, Umbaru, Western Tongue,
or Xiansaian.
 You are most likely female. The Zann Esu refuse to train males
except under the most unusual of circumstances.
 Take the mage class. You may learn and cast spells from the
arcane and elemental schools.

Roll twice on the accompanying table for additional benefits. Roll 2d6 and
add the results together. If you get the same result twice, reroll until you
get something different.

ZANN ESU SORCERESS


2D6 BENEFIT
ROLL

27
AGE OF TERROR

2 +1 DEXTERITY
3-4 FOCUS: CUNNING (HISTORICAL
LORE)
5 FOCUS: DEXTERITY (STAVES)
6 FOCUS: MAGIC (ELEMENTAL)
7-8 +1 CUNNING
9 FOCUS: CUNNING (CULTURAL
LORE)
10-11 FOCUS: COMMUNICATION
(ETIQUETTE)
12 +1 COMMUNICATION

28
AGE OF TERROR

FOCUSES AND TALENTS


While the DRAGON AGE roleplaying game offers a wide selection of
focuses and talents for characters, AGE OF TERROR includes several new
options. Because the schools of magic are different for an AGE OF
TERROR game, the school focuses and talents from the DRAGON AGE
roleplaying game are removed and replaced with new focuses and talents
that are aligned with the new schools of magic. In addition, there are
other new talents and focuses available to characters that are intended to
help allow characters to emulate the abilities of characters in the DIABLO
computer games.

NEW FOCUSES
AGE OF TERROR introduces the following new focuses:

ARCANE (MAGIC): Understanding the secrets of the Arcane school of


magic.

DARK (MAGIC): Understanding the secrets of the Dark school of magic.

DEATH (MAGIC): Understanding the secrets of the Death school of


magic.

ELEMENTAL (MAGIC): Understanding the secrets of the Elemental


school of magic.

HEX (MAGIC): Understanding the secrets of the Hex school of magic.

HOLY (MAGIC): Understanding the secrets of the Holy school of magic.

NATURE (MAGIC): Understanding the secrets of the Nature school of


magic.

SHADOW DISCIPLINES (MAGIC): Using the secret techniques known as


shadow disciplines.

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AGE OF TERROR

SPELL SCHOOL TALENTS


The following six talents replace the existing spell school talents in the
DRAGON AGE roleplaying game. Each corresponds to one of the schools
of magic used in AGE OF TERROR.

ARCANE MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Arcane) focus.

You have mastered the manipulation of raw arcane energy.

NOVICE: You can sense the presence of magic, such as


lingering enchantments and magical items, within 4 yards
of you as a minor action. This sense generally does not
allow you to know the effects of the magical aura.

JOURNEYMAN: When you cast an arcane spell, its cost in


mana points is reduced by 1, to a minimum of 1. You also
gain one new arcane spell.

MASTER: Your mastery of raw arcane energy allows you to


regenerate mana much faster than other mages. When you
roll to regain mana points, you can choose to reroll the dice
but must keep the results of the second roll. You also gain
one new arcane spell.

DARK MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Dark) focus.

You can draw upon the magical power of the Burning


Hells.

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AGE OF TERROR

NOVICE: Your arcane lance is infused with dark power.


When making an arcane lance attack, you deal unholy
damage and may use the mighty blow stunt for 1 SP rather
than the usual 2 SP cost.

JOURNEYMAN: When you cast a dark spell, its cost in


mana points is reduced by 1, to a minimum of 1. You also
gain one new dark spell.

MASTER: You can infuse any spell you cast with the power
of the Burning Hells. When casting a spell, you may pay
1d6 Health in order to increase your spellpower by 2. You
also gain one new dark spell.

DEATH MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Death) focus.

You have learned to harness the power of death, decay, and


poison.

NOVICE: You may channel latent necromantic energy into


an armor of phantasmal bone without spending mana
points. This requires a minor action and gives you an
armor rating of 2 until the beginning of your next turn.

JOURNEYMAN: When you cast a death spell, its cost in


mana points is reduced by 1, to a minimum of 1. You also
gain one new death spell.

MASTER: The miasma of death and decay surrounding you


weakens those who would attack you. Opponents making a
melee attack against you suffer a -1 penalty on their attack
rolls and damage rolls. You also gain one new death spell.

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AGE OF TERROR

ELEMENTAL MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Elemental)
focus.

You have studied the manipulation of the raw elemental


forces of fire, cold, and lightning.

NOVICE: You may channel elemental energy into your


arcane lance without spending mana points. You may have
arcane lance deal cold, fire, or lightning damage. This does
not increase the damage dealt, but may provide a benefit
against targets vulnerable to a particular type of elemental
energy.

JOURNEYMAN: When you cast an elemental spell, its cost


in mana points is reduced by 1, to a minimum of 1. You also
gain one new elemental spell.

MASTER: You gain one new elemental spell and also gain
access to three special spell stunts that may be used when
casting elemental spells or using arcane lance:

FREEZING SPELL (2 SP): Your spell freezes one of


its targets in place. The target must spend a minor
action to break the ice away before it is able to
move again. While frozen, the target takes a -2
penalty to Defense. You may only use this stunt
when casting a spell that deals cold damage or
using arcane lance to deal cold damage.

IMMOLATING SPELL (4 SP): One target is lit on


fire by the flames of your spell. The target takes 1d6
fire damage at the beginning of its turn until it

32
AGE OF TERROR

spends a major action to put out the flames (or


otherwise extinguishes them). You may only use
this stunt when casting a spell that deals fire
damage or using arcane lance to deal fire damage.

SHOCKING SPELL (3 SP): The lightning


summoned by your spell stuns one of its targets.
The target is only able to use a single minor action
on its next turn. You may only use this stunt when
casting a spell that deals lightning damage or using
arcane lance to deal lightning damage.

HEX MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Hex) focus.

Your hexes and curses are more potent than for other
mages.

NOVICE: If you possess a token taken from another being,


such as a piece of hair or drop of blood, you can sense the
general direction and distance to them if they are within 1
mile of your location and not magically warded.

JOURNEYMAN: When you cast a hex spell, its cost in mana


points is reduced by 1, to a minimum of 1. You also gain
one new hex spell.

MASTER: You are able to increase the power of your spells


by using a token. If you possess a token taken from the
target, increase the spellpower of your hex spells against
the target by 2. You also gain one new hex spell.

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AGE OF TERROR

HOLY MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Holy) focus.

Your faith and magical skill have allowed you to master


holy magic.

NOVICE: You can sense the presence of demons and


undead within 10 yards of you as a minor action. This
sense is able to penetrate all bust the most powerful
magical disguises.

JOURNEYMAN: When you cast a holy spell, its cost in


mana points is reduced by 1, to a minimum of 1. You also
gain one new holy spell.

MASTER: You are protected by a nimbus of holy magic that


grants you a +1 bonus to Defense. You also gain one new
holy spell.

NATURE MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Nature) focus.

You have become more attuned with the spirits of nature


through long hours of study.

NOVICE: You are able to magically commune with animals.


You may use Magic (Nature) for any Communication
(Animal Handling) ability test.

JOURNEYMAN: When you cast a nature spell, its cost in


mana points is reduced by 1, to a minimum of 1. You also
gain one new nature spell.

34
AGE OF TERROR

MASTER: Your bond with nature allows your body to heal


more quickly than normal. When you take a breather, you
regain extra health equal to your Magic ability. You also
gain one new nature spell.

OTHER TALENTS
The following new talents are available in addition to the new spell school
talents.

APPRENTICE MAGE
CLASSES: Rogue or Warrior
REQUIREMENT: You must have Magic 2 or higher.

You have learned the basics of spellcasting.

NOVICE: You can cast spells like a Mage, but have access
only to a single school of magic. You gain Mana points
equal to 5 + 1d6 + Magic, and learn a single spell.

JOURNEYMAN: You gain 1d6 + Magic additional Mana


points and learn a second spell.

MASTER: You gain 1d6 + Magic additional Mana points


and learn a third spell. In addition, you count as a Mage for
the purposes of meeting the requirements for talents.

ARCANE DILETTANTE
CLASSES: Mage
REQUIREMENT: You must have Magic 4 or higher and the
Cunning (Arcane Lore) focus.

You have begun to master schools of magic beyond those


known by your mentors.

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AGE OF TERROR

NOVICE: You gain access to spells from an additional


school of magic and learn one spell from that school.

JOURNEYMAN: You gain access to spells from a second


new school of magic and learn one spell from that school.
Your breadth of arcane knowledge gives you a +1 bonus on
all Cunning (Arcane Lore) tests.

MASTER: You can learn spells from all schools of magic.


You learn one new spell of your choice.

BATTLE CRIES
CLASSES: Warrior
REQUIREMENT: You must have Communication 2 or
higher.

Your bellowing voice can influence the tide of battle.

NOVICE: When you use either the Taunt or Threaten


stunts, you may choose to affect all enemies within 10
yards rather than a single opponent.

JOURNEYMAN: When you use the Taunt stunt against a


single opponent, the penalty is increased to -2. When you
use the Threaten stunt against a single opponent, the target
must use a minor action to move away from you if possible
on its next turn. That movement can be done either before
or after the forced attack.

MASTER: If you use either the Taunt or Threaten stunt on


an attack that reduces your target to 0 Health, then you
automatically win the opposed test for the stunt.

36
AGE OF TERROR

SHADOW DISCIPLINES
CLASSES: Rogue or Warrior
REQUIREMENT: You must have Dexterity 2 or higher
Magic 2 or higher.

You have learned shadow disciplines that allow you to


create magical effects without the risk of corruption that
burdens spellcasters.

NOVICE: You are able to move faster than those


uninitiated in the shadow disciplines. You add Magic to
your speed in addition to Dexterity when you are either
unarmored or wearing leather armor. If you have the
Magic (Shadow Disciplines) focus, you can add an
additional 2 yards to your speed.

JOURNEYMAN: You can create a powerful blast of mental


energy that can be directed at nearby opponents as an
attack. This mind blast is resolved like a normal ranged
attack, but the attack roll is a Magic (Shadow Disciplines)
test. A mind blast has a range of 16 yards and inflicts 1d6 +
Magic psychic damage. The knock prone stunt costs only 1
SP when making a mind blast attack.

MASTER: You can cloak yourselves in shadows in order to


hide from sight. You may use a minor action to fade into
the shadows which lasts a number of rounds equal to your
Magic. While cloaked in shadows, your Defense increases
by +2 and you may use Magic (Shadow Disciplines) with a
+2 bonus in place of Dexterity (Stealth) on tests.

SPECIALIZATIONS
AGE OF TERROR doesn’t introduce any new specializations, but the
existing specializations from the DRAGON AGE roleplaying game are

37
AGE OF TERROR

available to characters. The following suggestions are available to help the


specializations fit into the world of Sanctuary, but a Game Master should
feel free to adapt them to the needs of their own campaign.

ARCANE WARRIOR: Sorcerers and other spellcasters in the DIABLO


games frequently wear armor and wield a range of weapons, so this
specialization could work with any mage.

ASSASSIN: The assassin specialization is a good fit for either Sisters of the
Sightless Eye or Viz-Jaq’taar Mage Slayers.

BARD: For AGE OF TERROR games, the bard specialization is also


available to mages and is a great match for Scosglen Druids who are noted
as poet-warriors.

BERSERKER: The berserker specialization is a perfect choice for


Barbarians of the North, but it could also be used for other warriors who
have been driven towards rage by their encounters with the powers of the
Burning Hells.

BLOOD MAGE: Priests of Rathma could easily study the secrets of blood
magic, but other sorcerous traditions would likely view it as forbidden
lore.

CHEVALIER: The chevalier specialization is a good match for the Knight


of Westmarch, Soldier of Khanduras, and Zakarum Crusader
backgrounds.

DUELIST: The duelist specialization is a good match for any rogue


character.

FORCE MAGE: Any mage with access to the arcane school of magic is a
good match for the force mage specialization.

GUARDIAN: The guardian specialization is a good match for any warrior


character.

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AGE OF TERROR

KEEPER: While the background lore of the keeper specialization doesn’t


apply in AGE OF TERROR campaigns, the specialization talent is a good
match for a Scosglen Druid. Ignore the requirement of being a Dalish elf.

MARKSMAN: The marksman specialization is a great match for any


character who has chosen the rogue archer class.

RANGER: For AGE OF TERROR games, the ranger specialization is


available to all character classes. Barbarians of the North and Scosglen
Druids are both good matcher for the specialization.

SHADOW: Viz-Jaq’taar Mage Slayers and Demon Hunters are both good
matches for the shadow specialization.

SHAPESHIFTER: Scosglen Druids are the only practitioners of


shapeshifting in the world of Sanctuary.

SPIRIT HEALER: Any mage interested in healing could use this


specialization. For a mage-clan sorcerer, the summoned spirits could be
angels while a druid or witch doctor might instead summon nature spirits.

SPIRIT WARRIOR: The spirit warrior specialization is a good match for


holy warriors such as Knights of Westmarch or Zakarum Crusaders.

TEMPLAR: For AGE OR TERROR games, the templar specialization is also


available to rogues and is a great match for Viz-Jaq’taar Mage Slayers
whether they choose the path of a warrior or a rogue. Warriors with this
specialization could also be found amongst the ranks of Knights of
Westmarch or Zakarum Crusaders.

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AGE OF TERROR

GRIMOIRE
Owing to my lack of tolerance for those who would
use magic towards their own nefarious ends, many
have assumed that I am averse to the practice of the
magical arts on a philosophical level. Nothing could
be farther from the truth. My quarrel is with those
sorcerers who dismiss the ancient traditions and
teachings – teachings that have been honed over
millennia in order to preserve respect for authority
and the rule of law. – Abd al-Hazir

Magic is a powerful force in the world of Sanctuary, and is one of the few
ways that mortals can effectively fight against the terrors of the Burning
Hells. Magic is not without its dangers though. Only the strong-willed can
master it and it offers many dangerous temptations to those who delve
into its secrets.

Most mages in Sanctuary belong to sorcerous traditions such as the mage-


clans of the East or the druids of Scosglen. These organizations do their
best to train members to resist the temptation that comes with wielding
magic and work quickly to eliminate members who dabble in the dark
arts. For example, the mage-clans have gone as far as establishing the Viz-
Jaq’taar assassins who are tasked with hunting down any member who
succumbs to demonic corruption.

DANGERS OF SORCERY
Using magic in the world of Sanctuary is viewed with suspicion by many
non-spellcasters and tends to attract attention from both the Burning
Hells and the High Heavens. The rules for magical mishaps from
DRAGON AGE SET 2 should be used as normal. In addition to those
mishaps, a GM should consider having demons attempt to corrupt mages

40
AGE OF TERROR

with offers of greater power. If a mage abuses his or her powers, then
angelic forces, mage slayers, or members of the local sorcerous tradition
might mark them as a danger and seek to either imprison or kill them.

SPELLS
The following spells are available to mages in an AGE OF TERROR game.
They are generally based on spells and skills available to characters and
monsters in the computer games.

BAAL’S BLESSING
MAGIC SCHOOL: SPELL TYPE: MANA COST:
DARK UTILITY 4 MP
CASTING TIME: MAJOR ACTION TARGET NUMBER: 10
TEST: NONE REQUIREMENT: DARK MAGIC
(NOVICE)

You call upon the Lord of Destruction to send a corrupt spirit from hell
to inhabit the body of a recently slain Fallen. If the demon was killed
within the last 5 minutes, it returns to life as a fallen minion with its
Health fully restored.

CONJURE DEMON
MAGIC SCHOOL: SPELL TYPE: MANA COST:
DARK UTILITY 8 MP
CASTING TIME: 1 MINUTE TARGET NUMBER: 14
TEST: NONE

You open a short-lived connection to the Burning Hells that allows a


demon to enter the world of Sanctuary. Upon the spell’s completion, a
demon such as a Fallen Minion, Spitting Terror, or Winged Fiend
appears within 6 yards of you. Once the demon is summoned, you must
make an opposed Magic (Dark) test against the demon’s Willpower

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AGE OF TERROR

(Self-Discipline). If you succeed, then the demon will follow your


instructions. If you fail, then the demon either ignores or acts against
your commands. The demon remains in Sanctuary for a number of
hours equal to your Magic and then it is pulled back into the Burning
Hells.

DARK POSSESSION
MAGIC SCHOOL: SPELL TYPE: MANA COST:
DARK ENHANCEMENT 6 MP
CASTING TIME: 1 MINUTE TARGET NUMBER: 12
TEST: NONE REQUIREMENT: DARK MAGIC
(NOVICE)

You conjure a demon that possesses your body. Make a TN 19


Willpower (Self-Discipline) test. If you succeed, you are able to
maintain control, but if you fail then the demon gains control. While
possessed, you gain the following:
 +2 bonus to Constitution, Dexterity, and Strength
 -3 penalties to Communication and Cunning
 Strengthened fists that deal 1d6 damage
 Thickened skin granting an armor rating of 3

If you retained control, then you can end the spell’s effects with a major
action. If you lose control, then the possession is permanent.

FLASH
MAGIC SCHOOL: SPELL TYPE: MANA COST:
HOLY ATTACK 4 MP
CASTING TIME: MAJOR ACTION TARGET NUMBER: 13
TEST: DEXTERITY (ACROBATICS) REQUIREMENT: HOLY BOLT
VS. SPELLPOWER

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Holy light bursts out from you in all directions to a range of 6 yards.
Anyone in this area takes 2d6 + Magic holy damage. Any undead in the
area are also pushed 4 yards away from you. Targets that make a
successful Constitution (Stamina) test vs. your spellpower take only 1d6
holy damage and are not pushed away.

HOLY BOLT
MAGIC SCHOOL: SPELL TYPE: MANA COST:
HOLY ATTACK 3 MP
CASTING TIME: MAJOR ACTION TARGET NUMBER: 12
TEST: DEXTERITY (ACROBATICS) VS. SPELLPOWER

You unleash a bolt of holy flame towards a target within 30 yards. The
holy bolt inflicts 3d6 holy damage, but it can only harm undead. If the
target makes a successful Dexterity (Acrobatics) test vs. your
Spellpower, the spell only inflicts 1d6 damage.

PHASE
MAGIC SCHOOL: SPELL TYPE: MANA COST:
ARCANE UTILITY 5 MP
CASTING TIME: MINOR ACTION TARGET NUMBER: 14
TEST: NONE REQUIREMENT: ARCANE MAGIC
(NOVICE)

You teleport to a location that you can see within a number of yards
equal to 2 × Magic.

TELEPORT
MAGIC SCHOOL: SPELL TYPE: MANA COST:
ARCANE UTILITY 10 MP

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AGE OF TERROR

CASTING TIME: MINOR ACTION TARGET NUMBER: 16


TEST: NONE REQUIREMENT: PHASE

You teleport to a location that you can see within a number of yards
equal to 10 × Magic.

MAGICAL ITEMS
Magical treasure is an important part of the DIABLO computer games, so
it should likely play a larger role in AGE OF TERROR campaigns than in
standard DRAGON AGE games. In order to capture the feeling of the
computer games, Game Masters should be willing to give out magical
treasure even at low levels as the player characters explore ancient
Horadric ruins, lost burial chambers, and other dungeons that are
scattered throughout the world Sanctuary.

MAGIC ITEM GENERATOR


Random magical items are a staple of the DIABLO computer games. The
following set of tables can be used to generate random magical items for
use in a game of AGE OF TERROR.

A character is restricted to benefiting from only one magical ring per hand
and one magical amulet. In addition, any duplicate item powers do not
stack. For example, a character wearing two greedy rings would only have
a +2 bonus to Communication (Gambling) tests.

ITEM CATEGORY
1D6 ROLL CATEGORY
1-2 WEAPON
3 ARMOR
4 SHIELD
5 AMULET
6 RING

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ITEM PROPERTIES
1D6 ROLL PROPERTIES
1-2 PREFIX
3-4 SUFFIX
5-6 BOTH PREFIX AND SUFFIX

WEAPON PREFIX
1D6, 1D6 PREFIX
ROLL
1-3, 1 ASTRAL
1-3, 2 BRUTAL
1-3, 3 DEADLY
1-3, 4 FLAMING
1-3, 5 FOUL
1-3, 6 GLOWING
4-6, 1 LUCKY
4-6, 2 METEORIC
4-6, 3 PURE
4-6, 4 SERPENT’S
4-6, 5 SHIVERING
4-6, 6 SHOCKING

WEAPON SUFFIX
1D6, 1D6 SUFFIX
ROLL
1-3, 1 OF ACCURACY
1-3, 2 OF THE BEAR
1-3, 3 OF BLIGHT
1-3, 4 OF BLOCKING
1-3, 5 OF BURNING
1-3, 6 OF THE LEECH
4-6, 1 OF THE MAGUS
4-6, 2 OF THE MASTER
4-6, 3 OF PIERCING
4-6, 4 OF QUICKNESS
4-6, 5 OF STORMS
4-6, 6 OF WINTER

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ARMOR/SHIELD PREFIX
1D6, 1D6 PREFIX
ROLL
1-3, 1 AGILE
1-3, 2 AMBER
1-3, 3 AZURE
1-3, 4 BLESSED
1-3, 5 CRIMSON
1-3, 6 FORTIFIED
4-6, 1 HELLFORGED
4-6, 2 JADE
4-6, 3 MAGE’S
4-6, 4 REPTILIAN
4-6, 5 STALWART
4-6, 6 VULPINE

ARMOR/SHIELD SUFFIX
1D6, 1D6 PREFIX
ROLL
1-3, 1 OF BALANCE
1-3, 2 OF THE DEMON
1-3, 3 OF THE EEL
1-3, 4 OF HEALTH
1-3, 5 OF THE KNIGHT
1-3, 6 OF MANA
4-6, 1 OF MIGHT
4-6, 2 OF NEGATION
4-6, 3 OF THE SERAPH
4-6, 4 OF SPEED
4-6, 5 OF STAMINA
4-6, 6 OF THORNS

AMULET/RING PREFIX
1D6, 1D6 PREFIX
ROLL
1-3, 1 CHAMPION’S

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1-3, 2 DIAMOND
1-3, 3 EAGLE’S
1-3, 4 EMERALD
1-3, 5 GREEDY
1-3, 6 OBSIDIAN
4-6, 1 PEARL
4-6, 2 QUARTZ
4-6, 3 RUBY
4-6, 4 SAGE’S
4-6, 5 SAPPHIRE
4-6, 6 TOPAZ

AMULET/RING SUFFIX
1D6, 1D6 PREFIX
ROLL
1-3, 1 OF COMMUNICATION
1-3, 2 OF CONSTITUTION
1-3, 3 OF CUNNING
1-3, 4 OF DEXTERITY
1-3, 5 OF MAGIC
1-3, 6 OF PERCEPTION
4-6, 1 OF POWER
4-6, 2 OF PROTECTION
4-6, 3 OF STEALTH
4-6, 4 OF STRENGTH
4-6, 5 OF WILLPOWER
4-6, 6 OF WRATH

EXAMPLE
Emily wants to generate a random magical treasure when her players
open a long-sealed Horadric tomb. First, she rolls to determine the item
category and gets a 2 which means the item is a weapon. Next, she rolls to
determine how many enchantments are applied to the item. She rolls a 5
which means that the item will have both a prefix and a suffix for 2
different magical powers. For the prefix, she rolls a 2 and a 1 which means
that the weapon’s prefix is “astral.” Next she rolls a 5 and a 5 which means

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AGE OF TERROR

that the suffix is “of storms.” Finally, she chooses a type of weapon that
makes sense for the characters used by her players and ends up rewarding
them with an astral spear of storms.

PREFIX AND SUFFIX POWERS


Accuracy, of: A weapon of accuracy grants a +2 bonus on attack rolls.

Agile: An agile armor has an armor penalty 2 better than normal. An


agile shield provides an additional +1 bonus to Defense.

Amber: An amber armor or shield reduces any lightning damage taken


by its wearer by 5. This benefit applies to both normal and penetrating
damage.

Astral: An astral weapon grants a +1 bonus on attack rolls and deals


+1d6 penetrating damage against demons.

Azure: An azure armor or shield reduces any cold damage taken by its
wearer by 5. This benefit applies to both normal and penetrating damage.

Balance, of: An armor or shield of balance prevents its wearer from


being knocked prone by an attack or spell.

Bear, of the: When you attack a target with a weapon of the bear, you
can perform a special knockback stunt for 3 SP. This stunt causes the
target to be moved 6 yards away from you and knocked prone.

Blessed: A blessed armor or shield reduces any unholy damage taken by


its wearer by 5. This benefit applies to both normal and penetrating
damage.

Blight, of: When you attack with a weapon of the blight, you can perform
a special contagion stunt for 5 SP. This stunt causes the target to take 2d6
penetrating poison damage.

Blocking, of: A weapon of blocking increases its user’s Defense by 2.

Brutal: A brutal weapon deals +1d6 damage.

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Burning, of: When you attack with a weapon of burning, you can
perform a special immolate stunt for 4 SP. This stunt causes the target to
be lit on fire. The target takes 1d6 fire damage at the beginning of its turn
until it spends a major action to put out the flames (or otherwise
extinguishes them).

Champion’s: A champion’s ring or amulet gives its wearer a +2 bonus to


Communication (Leadership) and Willpower (Courage) tests.

Communication, of: An amulet or ring of communication increases its


wearer’s Communication by 1.

Constitution, of: An amulet or ring of constitution increases its


wearer’s Constitution by 1.

Crimson: A crimson armor or shield reduces any fire damage taken by


its wearer by 5. This benefit applies to both normal and penetrating
damage.

Cunning, of: An amulet or ring of cunning increases its wearer’s


Cunning by 1.

Deadly: A deadly weapon reduces the costs of the Mighty Blow and
Lethal Blow stunts by 1 SP.

Demon, of the: An armor of shield of the demon grants its wearer a +2


bonus on Strength (Intimidation) tests and a +1 bonus on all damage
rolls.

Dexterity, of: An amulet or ring of dexterity increases its wearer’s


Dexterity by 1.

Diamond: A diamond amulet or ring reduces any arcane damage taken


by its wearer by 3. This benefit applies to both normal and penetrating
damage. In addition, it gives its wearer a +2 bonus to Magic (Arcane
Lance) tests.

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Eagle’s: An eagle’s amulet or ring gives its wearer a +2 bonus to


Perception (Searching) and Perception (Seeing) tests.

Eel, of the: An armor or shield of the eel grants its wearer a +2 bonus on
all Constitution (Swimming) tests.

Emerald: An emerald amulet or ring reduces any poison damage taken


by its wearer by 3. This benefit applies to both normal and penetrating
damage. In addition, it gives its wearer a +2 bonus to Constitution
(Stamina) tests.

Flaming: A flaming weapon deals +1d6 fire damage.

Fortified: A fortified armor reduces penetrating damage taken by its


wearer by a third of its armor rating (round down). A fortified shield
provides an additional +1 bonus to defense.

Foul: When you attack with a foul weapon, you can perform a special
poison target stunt for 2 SP. A poisoned victim must make a TN 14
Constitution (Stamina) test at the beginning of its next turn or suffer 1d6
penetrating poison damage.

Glowing: A glowing weapon casts light as bright as a torch when drawn.

Greedy: A greedy ring or amulet gives its wearer a +2 bonus to


Communication (Gambling) and Cunning (Evaluation) tests.

Health, of: An armor or shield of health gives its wearer +2 Health


points per level.

Hellforged: A hellforged armor or shield reduces any holy damage taken


by its wearer by 5. This benefit applies to both normal and penetrating
damage.

Jade: A jade armor or shield reduces any poison damage taken by its
wearer by 5. This benefit applies to both normal and penetrating damage.

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Knight, of the: An armor or shield of the knight grants its wearer a +2


bonus on all Dexterity (Riding) tests.

Leech, of the: When you attack with a weapon of the leech, you can
perform a special leech stunt for 1 SP. This stunt heals you 1d6 Health.
The amount you are healed cannot exceed the amount of damage taken by
the attack’s target.

Lucky: When attacking with a lucky weapon, you may reroll a missed
attack once per encounter.

Mage’s: A mage’s armor has a strain 2 points lower than normal. A


mage’s shield reduces any arcane damage taken by its wearer by 5. The
shield’s benefit applies to both normal and penetrating damage.

Magic, of: An amulet or ring of magic increases its wearer’s Magic by 1.

Magus, of the: When holding a weapon of the magus, a character can


use the Fast Casting stunt for 1 SP less than normal.

Mana, of: An armor or shield of mana gives its wearer +2 Mana points
per level.

Master, of the: When you generate stunt points on an attack with a


weapon of the master, you get 1 additional stunt point to spend on stunts.

Meteoric: A meteoric weapon grants a +1 bonus on both attack rolls and


damage.

Might, of: An armor or shield of might grants its wearer a +2 bonus on


all Strength (Might) tests.

Negation, of: An armor or shield of mana gives its wearer a +2 bonus on


any test to avoid or reduce the impact of a spell targeting him or her.

Obsidian: An obsidian amulet or ring reduces any holy damage taken by


its wearer by 3. This benefit applies to both normal and penetrating

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AGE OF TERROR

damage. In addition, it gives its wearer a +2 bonus to Strength


(Intimidation) tests.

Pearl: A pearl amulet or ring reduces any unholy damage taken by its
wearer by 3. This benefit applies to both normal and penetrating damage.
In addition, it gives its wearer a +2 bonus to Perception (Empathy) tests.

Perception, of: An amulet or ring of perception increases its wearer’s


Perception by 1.

Piercing, of: When you attack with a weapon of piercing, you can
perform a special negate armor stunt for 5 SP. This stunt allows you to
ignore the target’s armor rating for this attack.

Power, of: An amulet or ring of power increases its wearer’s Spellpower


by 2.

Protection, of: An amulet or ring of protection gives its wearer a +2


bonus to Defense and an Armor Rating of 5. This Armor Rating does not
stack with any other armor worn by the character.

Pure: A pure weapon grants a +1 bonus on attack rolls and deals +1d6
penetrating damage against undead.

Quartz: A quartz amulet or ring reduces any lightning damage taken by


its wearer by 3. This benefit applies to both normal and penetrating
damage. In addition, it gives its wearer a +2 bonus to Constitution
(Running) tests.

Quickness, of: A weapon of quickness reduces the cost of the Lightning


Attack stunt by 1 SP.

Reptilian: Whenever the user of a reptilian armor or shield regains


Health, he or she regains an additional 1d6 Health.

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Ruby: A ruby amulet or ring reduces any fire damage taken by its wearer
by 3. This benefit applies to both normal and penetrating damage. In
addition, it gives its wearer a +2 bonus to Willpower (Courage) tests.

Sage’s: A sage’s ring or amulet gives its wearer a +2 bonus to all Cunning
(Arcane Lore), Cunning (Cultural Lore), Cunning (Historical Lore),
Cunning (Military Lore), Cunning (Musical Lore), Cunning (Natural
Lore), and Cunning (Religious Lore) tests.

Sapphire: A sapphire amulet or ring reduces any cold damage taken by


its wearer by 3. This benefit applies to both normal and penetrating
damage. In addition, it gives its wearer a +2 bonus to Constitution
(Swimming) tests.

Seraph, of the: An armor or shield of the seraph grants its wearer a +2


bonus to Willpower (Self-Discipline) tests and reduces all damage they
take by 2 whether or not that damage is penetrating.

Serpent’s: A serpent’s weapon gives the wielder +1 Mana point per level.

Shivering: A shivering weapon deals +1d6 cold damage.

Shocking: A shocking weapon deals +1d6 lightning damage.

Speed, of: An armor or shield of speed increases its wearer’s speed by 4


yards.

Stalwart: A stalwart armor provides an armor rating 2 better than


normal. A stalwart shield provides a defense bonus 1 better than normal.

Stamina, of: An armor or shield of stamina gives its wearer a +2 bonus


on all Constitution (Stamina) tests.

Stealth, of: An amulet or ring of stealth gives its wearer a +3 bonus on


all Dexterity (Stealth) tests.

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Storms, of: When you attack with a weapon of storms, you can perform
a special shocking burst stunt for 5 SP. This stunt causes the target and all
other enemies within 6 yards of it to take 1d6 lightning damage.

Strength, of: An amulet or ring of strength increases its wearer’s


Strength by 1.

Thorns, of: An armor or shield of thorns deals 1d3 penetrating magic


damage to anyone who damages its wearer with an attack or offensive
spell.

Topaz: A topaz amulet or ring reduces any psychic damage taken by its
wearer by 3. This benefit applies to both normal and penetrating damage.
In addition, it gives its wearer a +2 bonus to Willpower (Self-Discipline)
tests.

Vulpine: A vulpine armor or shield allows its wearer to use Mana to


absorb damage. For each point of damage that a character wants to
prevent, he or she must spend 2 Mana points.

Willpower, of: An amulet or ring of willpower increases its wearer’s


Willpower by 1.

Winter, of: When you attack with a weapon of winter, you can perform a
special winter blast stunt for 5 SP. This stunt causes the attack to deal
+1d6 cold damage and freezes the target in place. The target must spend a
minor action to break the ice away before it is able to move again. While
frozen, the target takes a -2 penalty to Defense.

Wrath, of: An amulet or ring of wrath increases any damage dealt by its
wearer by 2.

OTHER ITEMS
In addition to randomly generated items, there are several other notable
magic items in the world of Sanctuary. Some of these items are unique

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AGE OF TERROR

artifacts that should only be used sparingly, but others are common items
that could show up in any campaign.

BUTCHER’S CLEAVER [UNIQUE]


This oversized cleaver is the Butcher’s weapon of choice. It is treated as a
battle axe that deals +1d6 damage and reduces the costs of the Mighty
Blow and Lethal Blow stunts by 1 SP. In addition, it grants its wielder a +2
bonus on all Strength (Intimidation) tests.

HORADRIC WAYPOINT
These large paving stones are scattered throughout regions where the
Horadrim once lived. When the magical runes on a stone are activated,
they are able to open a short-lived portal to another Horadric waypoint.
Activating a waypoint requires knowledge of the runes for the target
waypoint, 5 minutes, and a successful TN 14 Cunning (Arcane Lore) test.
If the test is not successful, then the waypoint cannot be activated again
for an hour. Moving or shattering a waypoint stone breaks its
enchantment.

LEORIC’S CROWN [UNIQUE]


This golden circlet has a large ruby set in the front and four curved spikes
that are spaced around it. The crown gives the wearer a +1 bonus to
Defense and allows him or her to perform a special Drain Life stunt for 1
SP when making an attack. This stunt heals the wearer for up to 1d6
Health, but the amount healed cannot exceed the amount of damage dealt
by the attack.

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AGE OF TERROR

BESTIARY
Accurate reports on the nature of the horrors that lie
below the church come to light more rarely than
survivors. I have attempted to provide a base
knowledge of what awaits you by searching through
our vast libraries for historical and scientific tomes
recounting the Horadrim’s epic war against the
Three. – Vischar Orous

As the influence of evil spreads throughout Sanctuary, the world becomes


increasingly dangerous. The following collection of demons, undead, and
corrupted mortals can be used as adversaries for an AGE OF TERROR
game.

ACCURSED
When Leoric descended into madness, the priests and knights closest to
him were also corrupted by Diablo’s influence. These accursed humans
now serve the Lord of Terror.

BLACK KNIGHT
CORRUPTED HUMAN
ABILITIES (FOCUSES)
2 COMMUNICATION (LEADERSHIP)
3 CONSTITUTION (STAMINA)
1 CUNNING
1 DEXTERITY (INITIATIVE)
2 MAGIC
3 PERCEPTION
5 STRENGTH (HEAVY BLADES)
3 WILLPOWER (COURAGE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
6 50 13 10

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AGE OF TERROR

ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG SWORD +7 2D6+5
POWERS
FAVORED STUNTS: Dark Radiance, Defensive
Stance (1 SP), and Mighty Blow

DARK RADIANCE: A black knight can release a


blast of dark energy as a special stunt for 2 SP.
Any opponents within 6 yards take a -1 penalty
to Defense and a -2 penalty to Speed until the
end of the black knight’s next turn.

TALENTS: Armor Training (Journeyman),


Weapon and Shield Style (Journeyman)

WEAPON GROUPS: Axes, Bludgeons, Heavy


Blades, and Light Blades.
EQUIPMENT
LONG SWORD, MEDIUM SHIELD, HEAVY PLATE
ARMOR

DARK COUNSELOR
CORRUPTED HUMAN
ABILITIES (FOCUSES)
2 COMMUNICATION
2 CONSTITUTION
3 CUNNING
2 DEXTERITY
5 MAGIC (ARCANE LANCE, DARK,
ELEMENTAL)
2 PERCEPTION
1 STRENGTH
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 40 12 0
ATTACKS

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WEAPON ATTACK ROLL DAMAGE


ARCANE LANCE +7 1D6+5
QUATERSTAFF +2 1D6+2
POWERS
SPELL POWER: 15 (17)

MANA: 45

FAVORED STUNTS: Mana Shield and Taunt

SPELLS: Cone of Cold, Conjure Demon, Fireball,


Flame Burst, Inferno, Lightning, Tempest

DARK RADIANCE: A black knight can release a


blast of dark energy as a special stunt for 2 SP.
Any opponents within 6 yards take a -1 penalty
to Defense and a -2 penalty to Speed until the
end of the black knight’s next turn.

TALENTS: Dark Magic (Novice), Elemental


Magic (Journeyman)

WEAPON GROUPS: Brawling, Staves.


EQUIPMENT
QUARTERSTAFF

BURNING DEAD
The burning dead are a legion of skeletal warriors that were created to
serve the powers of the Burning Hells. The bones of these undead
warriors are enhanced by demonic sorceries and shrouded in ever-
burning flames.

BURNING DEAD LEGIONNAIRE


UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
2 CONSTITUTION (STAMINA)
0 CUNNING

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AGE OF TERROR

2 DEXTERITY
0 MAGIC
1 PERCEPTION
4 STRENGTH (HEAVY BLADES)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 22 14 4
ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG SWORD +6 2D6+4
POWERS
BURNING BONES: The magical flames that
emanate from a burning dead cause anyone
making a melee attack against it to take 1d6 fire
damage. An attacker may perform a special
Avoid Flames stunt for 2 SP in order to not take
this damage.

FAVORED STUNTS: Lightning Attack and


Skirmish

FLAMING WEAPONS: When a burning dead


performs the Mighty Blow or Lethal Blow stunts,
it may choose to have the extra damage be fire
damage rather than weapon damage.

MEPHISTO’S HATRED: As undead creatures


empowered by demonic hatred, skeletal
warriors have no fear. A skeletal warrior
automatically succeeds on any Willpower
(Morale) or Willpower (Courage) test it is
required to take.

SKELETAL FORM: A burning dead’s enchanted


bones provide it with an armor rating of 4 and
make it immune to fire damage.

TALENTS: Weapon and Shield Style


(Journeyman)

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AGE OF TERROR

WEAPON GROUPS: Axes, Bludgeons, Heavy


Blades, and Light Blades.
EQUIPMENT
LONG SWORD, MEDIUM SHIELD

DARK CULT
In hopes of gaining power over the world of Sanctuary, the powers of the
Burning Hells often promise power to mortals in exchange for their
service. These foolish and desperate cultists are a persistent threat to
civilization and the allies of the High Heavens.

DARK CULTIST
HUMAN
ABILITIES (FOCUSES)
1 COMMUNICATION (DECEPTION)
0 CONSTITUTION
0 CUNNING (RELIGIOUS LORE)
2 DEXTERITY (LIGHT BLADES)
1 MAGIC
1 PERCEPTION
2 STRENGTH
1 WILLPOWER (FAITH)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 10 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
DAGGER +4 1D6+1
POWERS
FAVORED STUNTS: Disarm and Skirmish

WEAPON GROUPS: Brawling, Light Blades, and


Staves.
EQUIPMENT
DAGGER

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AGE OF TERROR

DARK CONJURER
HUMAN MAGE
ABILITIES (FOCUSES)
2 COMMUNICATION (DECEPTION,
LEADERSHIP)
0 CONSTITUTION
1 CUNNING (RELIGIOUS LORE)
2 DEXTERITY (STAVES)
3 MAGIC (DARK, ENTROPY)
1 PERCEPTION
2 STRENGTH
2 WILLPOWER (FAITH)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 26 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
ARCANE LANCE +3 1D6+3
QUARTERSTAFF +4 1D6+2
POWERS
SPELLPOWER: 13

MANA: 30

FAVORED STUNTS: Mighty Spell and Skirmish

SPELLS: Conjure Demon, Dark Possession,


Drain Life, Flame Blast, Weakness

TALENTS: Command (Novice), Dark Magic


(Novice)

WEAPON GROUPS: Brawling and Staves.


EQUIPMENT
QUARTERSTAFF

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AGE OF TERROR

FALLEN ONE
The fallen are small, impish demons that were created by Baal. They are
often encountered in large packs that roam the countryside seeking to
ransack and murder. These packs are often led by champions and
shamans who are able to hold sway over their cowardly followers and
channel them towards destructive ends.

FALLEN MINION
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION (DECEPTION)
1 CONSTITUTION
0 CUNNING
3 DEXTERITY (LIGHT BLADES, STEALTH)
1 MAGIC
2 PERCEPTION
1 STRENGTH (CLIMBING)
-1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
13 6 13 3
ATTACKS
WEAPON ATTACK ROLL DAMAGE
SHORT SWORD +5 1D6+1
POWERS
FAVORED STUNTS: Disarm and Skirmish

COWARDLY: An opponent attacking a minion or


one of its allies can perform a special Scare Off
stunt for 4 SP. This stunt causes any fallen
minions within 10 yards of the attacker to make
a TN 7 Willpower (Courage) test. If a fallen
minion fails, it must spend at least 1 minor
action on its next turn to flee from the attacker.

TALENTS: Scouting (Novice)

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AGE OF TERROR

WEAPON GROUPS: Brawling, Light Blades, and


Staves.
EQUIPMENT
SHORT SWORD, LIGHT LEATHER ARMOR

FALLEN CHAMPION
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION (DECEPTION)
2 CONSTITUTION
1 CUNNING
4 DEXTERITY (LIGHT BLADES, STEALTH)
1 MAGIC
2 PERCEPTION
2 STRENGTH (CLIMBING)
1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 30 14 5
ATTACKS
WEAPON ATTACK ROLL DAMAGE
SHORT SWORD +6 1D6+2
POWERS
FAVORED STUNTS: Disarm and Skirmish

TALENTS: Armor Training (Novice), Scouting


(Novice), Single Weapon Style (Novice)

WEAPON GROUPS: Brawling, Light Blades, and


Staves.
EQUIPMENT
SHORT SWORD, LIGHT MAIL ARMOR

FALLEN SHAMAN
DEMON MAGE
ABILITIES (FOCUSES)
2 COMMUNICATION (DECEPTION)

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AGE OF TERROR

1 CONSTITUTION
2 CUNNING
2 DEXTERITY (STAVES, STEALTH)
3 MAGIC (DARK, ELEMENTAL)
3 PERCEPTION
0 STRENGTH (CLIMBING)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 25 12 3
ATTACKS
WEAPON ATTACK ROLL DAMAGE
ARCANE LANCE +3 1D6+3
QUARTERSTAFF +4 1D6
POWERS
SPELLPOWER: 13

MANA: 30

FAVORED STUNTS: Mighty Spell and Skirmish

SPELLS: Baal’s Blessing, Flame Blast

TALENTS: Command (Novice), Dark Magic


(Novice), Elemental Magic (Novice)

WEAPON GROUPS: Brawling and Staves.


EQUIPMENT
QUARTERSTAFF, LIGHT LEATHER ARMOR

GARGOYLE
The people of Sanctuary once protected their buildings with stone statues
that were enchanted with wards against the powers of the Burning Hells.
Diablo, the Lord of Terror, worked to unravel those enchantments and
then gave the statues demonic life so that they would turn against those
who had built them.

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AGE OF TERROR

GARGOYLE
DEMON
ABILITIES (FOCUSES)
-1 COMMUNICATION
3 CONSTITUTION (STAMINA)
0 CUNNING
3 DEXTERITY (CLAWS)
2 MAGIC
1 PERCEPTION
4 STRENGTH (INTIMIDATE)
2 WILLPOWER (SELF-DISCIPLINE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
9, fly 18 34 13 6
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +5 1D6+7
POWERS
FAVORED STUNTS: Skirmish and Threaten

STONE FORM: A gargoyle can use a major


action to turn itself to stone. While in this form, a
gargoyle cannot take any actions other than a
minor action to return to its normal form. A
stone gargoyle’s defense is reduced to 7 but its
armor rating is increased to 16 and it can apply
half of its armor rating against penetrating
damage. At the start of its turn, a gargoyle in its
stone form recovers 1d6+2 Health.

STONY SKIN: A gargoyle’s stony skin gives it an


armor rating of 6.

GOLEM
[TODO]

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AGE OF TERROR

GROTESQUE
Grotesques are undead constructs created from several corpses that are
stitched together and animated. While their bloated bodies should slow
them, grotesques are actually quicker than the zombies they resemble. In
addition, the artificial forms of grotesques contain hidden spikes that
protrude through their own dead flesh to impale victims. When a
grotesque’s animated body is finally destroyed, the abomination explodes
in a blast of necromantic energy releasing the corpse worms that fill its
bloated form.

GROTESQUE
UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
4 CONSTITUTION (STAMINA)
-2 CUNNING
0 DEXTERITY (BRAWLING)
1 MAGIC
0 PERCEPTION
5 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
6 38 10 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
SPIKED ARMS +5 2D6+5
POWERS
DEATH BURST: When a grotesque is reduced to
0 health, its body ruptures unleashing a blast of
dark energy and freeing the corpse worms
dwelling within. The burst deals 2d6+1 unholy
damage to everyone within 4 yards. A successful
TN 11 Dexterterity (Acrobatics) test will reduce
the damage to 1d6+1. Following the burst, 1d6
corpse worms emerge from the remains of the
grotesque.

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AGE OF TERROR

FAVORED STUNTS: Knock Prone and Mighty


Blow

MEPHISTO’S HATRED: As undead creatures


empowered by demonic hatred, grotesques have
no fear. A grotesque automatically succeeds on
any Willpower (Morale) or Willpower
(Courage) test it is required to take.

WEAPON GROUPS: Brawling

CORPSE WORM
CORRUPTED ANIMAL
ABILITIES (FOCUSES)
-3 COMMUNICATION
1 CONSTITUTION (STAMINA)
-3 CUNNING
2 DEXTERITY (BRAWLING)
0 MAGIC
0 PERCEPTION
1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
8 7 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +2 1D6+1
POWERS
FAVORED STUNTS: Knock Prone and Pierce
Armor

HIDDEN
[TODO]

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AGE OF TERROR

HORNED DEMON
Horned demons are living siege engines used by the lords of the Burning
Hells. These massive demons are capable of devastating charges that can
break the ranks of even the most hardened angelic warriors.

HORNED DEMON
DEMON
ABILITIES (FOCUSES)
-2 COMMUNICATION
7 CONSTITUTION
-2 CUNNING
-1 DEXTERITY
0 MAGIC
0 PERCEPTION
9 STRENGTH (CLAWS, HORN, MIGHT)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
13 60 9 7
ATTACKS
WEAPON ATTACK ROLL DAMAGE
HORN +11 4D6+9
CLAWS +11 2D6+9
POWERS
FAVORED STUNTS: Mighty Blow and Taunt

BONY PLATES: The plates of bony armor


covering a horned demon’s body give it an
armor rating of 7.

DEVASTATING CHARGE: When a horned demon


uses the charge action, it can move through
other characters between it and its target. These
characters must succeed on a TN 15 Dexterity
(Acrobatics) test or take 2d6+9 damage.

HORN: A horned demon can only use its horn


attack when using a charge action.

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FEARLESS: Horned demons are too stupid to


fear for their own safety. They get a +4 bonus on
any Willpower (Courage) or Willpower
(Morale) tests.

SIEGE ENGINE: When attacking a structure,


horned demons deal 1d6 extra damage. In
addition, they get a +2 bonus on any Stength
(Might) test to break an object.

KHAZRA (GOATMAN)
The Khazra are a warlike race that resemble a hybrid of man and goat.
Their ancestors were once human, but they were corrupted with demonic
energy by sorcerers during the Mage Clan Wars and left with twisted
forms. Now they wander the world of Sanctuary in clans and revel in
destruction. Many powerful demons enjoy recruiting the Khazra into their
armies because they make cunning and disciplined soldiers.

The various Khazra clans each have magical abilities that were imbued in
their bloodlines when they were created by the mage clans.

BLOOD CLAN: Khazra from the Blood Clan are driven by an intense blood
lust. When making an attack, they can use a special Blood Rage stunt for 4
SP. This stunt allows them to deal 1d6 additional damage and recover 1d6
Health.

DEATH CLAN: The black-furred Khazra of the Death Clan are able to
drain the souls from their enemies. When making an attack, they can use
a special Death’s Pull stunt for 4 SP. This stunt deals 2 penetrating unholy
damage to each of their opponents within 4 yards and restores an amount
of the goatman’s Health equal to the sum of the damage dealt.

FIRE CLAN: The Khazra of the Fire Clan are magically imbued with
elemental fire. They reduce any fire damage dealt to them by 5 points and
can use a special Flaming Wrath combat stunt for 4 SP. This stunt causes

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AGE OF TERROR

their bodies to radiate intense heat and deal 1d6 fire damage to everyone
within 2 yards.

FLESH CLAN: The members of the Flesh Clan are unusually tough.
Increase their Constitution by 2 and give them 5 additional points of
Health.

HELL CLAN: The Khazra of the Hell Clan are former members of the Fire
Clan who were conscripted to serve the powers of the Burning Hells. In
addition to the normal Fire Clan abilities, their demonic patrons have
given them more terrifying forms that allow them to use the Taunt and
Threaten stunts for only 1 SP each.

MOON CLAN: The goatmen of the Moon Clan were given resistance to
cold in order to better serve their masters in the frozen lands of the North.
They reduce any cold damage dealt to them by 5 points.

NIGHT CLAN: The members of the Night Clan are known for their ability
to fade into the shadows. They gain a +4 bonus to Dexterity (Stealth) and
a +2 bonus to Defense in the dark.

STONE CLAN: The Khazra of the Stone Clan can temporarily harden their
flesh to protect themselves from harm. When they use the Defensive
Stance stunt, they increase their Armor Rating by 2 in addition to the
normal Defense bonus.

KHAZRA ARCHER
CORRUPTED HUMAN
ABILITIES (FOCUSES)
-1 COMMUNICATION
2 CONSTITUTION (STAMINA)
0 CUNNING
3 DEXTERITY (BOWS)
0 MAGIC
2 PERCEPTION
3 STRENGTH
1 WILLPOWER

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COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 20 13 4
ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG BOW +5 1D6+5
BATTLE AXE +3 2D6+3
POWERS
CLAN BLOODLINE: Khazra gain an additional
power based on their clan bloodline.

FAVORED STUNTS: Pierce Armor and Skirmish

TALENTS: Armor Training (Novice), Archery


Style (Novice)

WEAPON GROUPS: Axes, Bows, Bludgeons, and


Spears.
EQUIPMENT
LONG BOW, BATTLE AXE, HEAVY LEATHER ARMOR

KHAZRA CAPTAIN
CORRUPTED HUMAN
ABILITIES (FOCUSES)
1 COMMUNICATION (LEADERSHIP)
3 CONSTITUTION (STAMINA)
1 CUNNING
2 DEXTERITY
0 MAGIC
1 PERCEPTION
4 STRENGTH (AXES)
1 WILLPOWER (MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
9 36 12 7
ATTACKS
WEAPON ATTACK ROLL DAMAGE

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AGE OF TERROR

TWO-HANDED +6 3D6+4
AXE
THROWING +4 1D6+7
SPEAR
POWERS
BATTLE LEADER: A Khazra captain can
perform a special Lead the Attack stunt for 3 SP
when making an attack. This stunt allows
another Khazra within 10 yards to immediately
either charge the target or if it is already
adjacent make a melee attack against it. That
bonus attack cannot generate stunt points.

CLAN BLOODLINE: Khazra gain an additional


power based on their clan bloodline.

FAVORED STUNTS: Knock Prone and Mighty


Blow

TALENTS: Armor Training (Novice), Two-


Hander Style (Journeyman)

WEAPON GROUPS: Axes, Bludgeons, Heavy


Blades, and Spears.
EQUIPMENT
TWO-HANDED AXE, 3 THROWING SPEARS, HEAVY
MAIL ARMOR

KHAZRA WARRIOR
CORRUPTED HUMAN
ABILITIES (FOCUSES)
-1 COMMUNICATION
3 CONSTITUTION (STAMINA)
0 CUNNING
2 DEXTERITY
0 MAGIC
1 PERCEPTION
4 STRENGTH (AXES)
1 WILLPOWER

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AGE OF TERROR

COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
11 24 12 4
ATTACKS
WEAPON ATTACK ROLL DAMAGE
TWO-HANDED +6 3D6+4
AXE
POWERS
CLAN BLOODLINE: Khazra gain an additional
power based on their clan bloodline.

FAVORED STUNTS: Knock Prone and Mighty


Blow

TALENTS: Armor Training (Novice), Two-


Hander Style (Novice)

WEAPON GROUPS: Axes, Bludgeons, Heavy


Blades, and Spears.
EQUIPMENT
TWO-HANDED AXE, HEAVY LEATHER ARMOR

MAGMA DEMON
Magma demons were born during a great battle between the High
Heavens and the Burning Hells when drops of Mephisto’s blood fell upon
the burning ground of Hell. A magma demon quickly arose from each
drop of blood and turned the tide against the angelic warriors. Magma
demons are composed entirely of molten rock infused with the demonic
essence of the Lord of Hatred. They can tear globs of magma from their
own bodies to hurl at enemies.

MAGMA DEMON
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION
3 CONSTITUTION (STAMINA)

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AGE OF TERROR

1 CUNNING
2 DEXTERITY (BRAWLING, MAGMA GLOB)
2 MAGIC
1 PERCEPTION
5 STRENGTH (INTIMIDATE)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
10 38 12 8
ATTACKS
WEAPON ATTACK ROLL DAMAGE
FIST +4 1D6+5, +1D6
FIRE
MAGMA GLOB +4 2D6+5 FIRE
POWERS
FAVORED STUNTS: Knock Prone,
Lava Burst, and Mighty Blow

MAGMA FORM: A magma demon’s flesh is


composed of burning hot magma infused with
demonic power. It provides an armor rating of 8
and causes anyone making a melee attack
against the demon to suffer 1d6+2 fire damage.
Magma demons are immune to fire damage, but
increase any cold damage they take by +1d6.

LAVA BURST: When making a magma glob


attack, a magma demon can use a special lava
burst stunt for 3 SP. This stunt deals 2d6 fire
damage to everyone within 2 yards of the
attack’s target unless they succeed on a TN 13
Dexterity (Acrobatics) test.

MAGMA GLOB: A magma demon can create and


throw globs of magma with a short range of 10
yards and a long range of 20 yards. For each
glob that a magma demon throws, it must pay
1d6 Health.

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AGE OF TERROR

RECONSTITUTE: A magma demon can recover


from wounds by absorbing more earth and
stone into its body. It may use a minor action to
recover 1d6 Health.

WEAPON GROUPS: Brawling

OVERLORD
Overlords were once angels, but they were captured by the powers of the
Burning Hells and turned into bloated and disfigured demons. Now these
demons are tasked with leading the armies of the Burning Hells against
their former peers.

OVERLORD
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION (LEADERSHIP)
4 CONSTITUTION
1 CUNNING
1 DEXTERITY
1 MAGIC
2 PERCEPTION
5 STRENGTH (BLUDGEONS, CLAWS,
INTIMIDATION)
2 WILLPOWER (MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
11 40 11 5
ATTACKS
WEAPON ATTACK ROLL DAMAGE
TWO-HANDED +7 2D6+8
MAUL
CLAWS +7 1D6+7
POWERS
DRIVE THE WEAK: Overlords are harsh
taskmasters and lesser demons gain a +2 bonus

75
AGE OF TERROR

to Willpower (Morale) tests when within 20


yards of an Overlord.

FAVORED STUNTS: Mighty Blow and Taunt

TALENTS: Two Hander Style (Journeyman)

THICK FLESH: The thick, oily flesh of overlords


give them an armor rating of 5.

WEAPON GROUPS: Axes, Bludgeons, and Heavy


Blades.
EQUIPMENT
TWO-HANDED MAUL

PIT LORD
The large, red pit lords are amongst the mightiest demons serving the
rulers of the Burning Hells.

PIT LORD
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION (LEADERSHIP)
4 CONSTITUTION
1 CUNNING
1 DEXTERITY
1 MAGIC
2 PERCEPTION
5 STRENGTH (HEAVY BLADES, INTIMIDATION)
2 WILLPOWER (MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
11, 13 60 11 6
flying
ATTACKS
WEAPON ATTACK ROLL DAMAGE

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AGE OF TERROR

TWO-HANDED +7 3D6+5
SWORD
POWERS
FAVORED STUNTS: Knock Prone and Mighty
Blow

IMMUNITIES: Pit lords are immune to fire and


poison damage.

INFERNO: Pit lords can breathe a cone of fire as


a major action. The flames fill an area 6 yards
by 6 yards and deal 2D6+1 fire damage to
everything in the area. A character who
succeeds on a TN 15 Dexterity (Acrobatics) test
instead takes only 1d6+1 fire damage.

SCALED HIDE: The thick scales of pit lords give


them an armor rating of 6.

TALENTS: Two Hander Style (Journeyman)

WEAPON GROUPS: Axes, Bludgeons, and Heavy


Blades.
EQUIPMENT
TWO-HANDED SWORD

SCAVENGER
Scavengers are carrion-eating animals native to the wilderness of
Khanduras. They are known for their willingness to eat anything and
decaying corpses can attract large groups of scavengers from miles
around. While scavengers are often content to feed on carrion, they can be
vicious if startled, cornered, or starving.

SCAVENGER
ANIMAL
ABILITIES (FOCUSES)
-2 COMMUNICATION

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AGE OF TERROR

2 CONSTITUTION (STAMINA)
-3 CUNNING
2 DEXTERITY (BITE)
1 MAGIC
2 PERCEPTION (SMELLING, TRACKING)
2 STRENGTH (JUMPING)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
14 10 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +4 1D6+2
POWERS
FAVORED STUNTS: Knock Prone and Skirmish

FEEDING FRENZY: If an unconscious or dead


creature is within 10 yards, a scavenger must
succeed on a TN 11 Willpower (Self-Discipline)
test or move towards that creature to feed.
Scavengers will break away from a meal only if
attacked while feeding.

LEAPING ATTACK: When making a charge


attack, a scavenger gets a +2 bonus to damage.

SKELETON
Animated by unnatural forces, these skeletal remains of warriors and
soldiers now serve the powers of the Burning Hells. Skeletons tend to be
fragile, but they retain many of the martial skills they had in life and are
driven by an intense hatred for the living.

SKELETAL ARCHER
UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
1 CONSTITUTION (STAMINA)

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AGE OF TERROR

0 CUNNING
3 DEXTERITY (BOWS)
0 MAGIC
1 PERCEPTION
2 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
13 11 13 2
ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG BOW +5 1D6+4
DAGGER +3 1D6+2
POWERS
FAVORED STUNTS: Lightning Attack and
Skirmish

MEPHISTO’S HATRED: As undead creatures


empowered by demonic hatred, skeletal archers
have no fear. A skeletal archer automatically
succeeds on any Willpower (Morale) or
Willpower (Courage) test it is required to take.

SKELETAL FORM: A skeletal archer’s enchanted


bones provide it with an armor rating of 2.

TALENTS: Archery Style (Journeyman)

WEAPON GROUPS: Bludgeons, Bows, and Light


Blades.
EQUIPMENT
LONG BOW, DAGGER, 20 ARROWS

SKELETAL WARRIOR
UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
1 CONSTITUTION (STAMINA)

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AGE OF TERROR

0 CUNNING
2 DEXTERITY
0 MAGIC
1 PERCEPTION
3 STRENGTH (HEAVY BLADES)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
12 11 14 2
ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG SWORD +5 2D6+3
POWERS
FAVORED STUNTS: Lightning Attack and
Skirmish

MEPHISTO’S HATRED: As undead creatures


empowered by demonic hatred, skeletal
warriors have no fear. A skeletal warrior
automatically succeeds on any Willpower
(Morale) or Willpower (Courage) test it is
required to take.

SKELETAL FORM: A skeletal warrior’s


enchanted bones provide it with an armor
rating of 2.

TALENTS: Weapon and Shield Style


(Journeyman)

WEAPON GROUPS: Axes, Bludgeons, Heavy


Blades, and Light Blades.
EQUIPMENT
LONG SWORD, MEDIUM SHIELD

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AGE OF TERROR

SPITTING TERROR
The dog-like demons known as spitting terrors were twisted by
consuming the nightmarish remains of demonic feasts. Their stomachs
are filled with poisonous bile that they can spit to great distances.

SPITTING TERROR
DEMON
ABILITIES (FOCUSES)
-2 COMMUNICATION
2 CONSTITUTION (STAMINA)
-2 CUNNING
3 DEXTERITY (CLAWS, BILE)
2 MAGIC
2 PERCEPTION (SMELLING, TRACKING)
3 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
13 14 13 3
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +5 1D6+3
BILE +5 2D6+2 POISON
POWERS
CAUSTIC BILE: When making a bile attack, a
spitting terror can use the pierce armor stunt for
1 SP rather than the usual 2 SP cost.

FAVORED STUNTS: Pierce Armor and Skirmish

POISONOUS BILE: A spitting terror’s bile has a


short range of 6 yards and a long range of 12
yards.

QUICK SPIT: When making a claws attack, a


spitting terror can use a special quick spit stunt
for 3 SP that allows it to make an immediate bile
attack against the same target with a +2 bonus

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AGE OF TERROR

on the attack roll that ignores half of the target’s


armor rating. The bile attack cannot generate
additional stunt points.

SUCCUBUS
Succubi are demons who use the desires of humanity to bring ruin. They
appear as attractive women with large bat-like wings. While they are
capable combatants, succubi prefer to use their talents of seduction and
disguise and will often flee from combat.

SUCCUBUS
DEMON
ABILITIES (FOCUSES)
5 COMMUNICATION (DECEPTION, DISGUISE,
PERFORMANCE, SEDUCTION)
1 CONSTITUTION
3 CUNNING
4 DEXTERITY (ACROBATICS)
2 MAGIC (DARK BOLT)
2 PERCEPTION (EMPATHY)
1 STRENGTH
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
14, 18 45 14 0
flying
ATTACKS
WEAPON ATTACK ROLL DAMAGE
FISTS +4 1D6-1
DARK BOLT +4 1D6+2
PENETRATING
UNHOLY
POWERS
FAVORED STUNTS: Pierce Armor and Skirmish

MAGICAL DISGUISE: A succubus can suppress


her demonic appearance to pass as a normal

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AGE OF TERROR

human woman. A character attempting to see


through a succubus’s disguise must succeed on
an opposed Perception (Empathy) test against
the succubus’s Communication (Disguise).

UNHOLY CHARM: A succubus can use her


unholy charm against a target within 10 yards
as a major action. The succubus makes an
opposed Communication (Seduction) test
against the target’s Willpower (Self-Discipline).
If the succubus succeeds, then the target is
charmed by the succubus and does as the demon
wishes. A charmed target can force another test
to attempt to break free every hour or if the
succubus orders it to either harm itself or a close
friend.

WINGED FIEND
Winged fiends are small, flying demons that are most dangerous when
swarming their victims. Some winged fiends are imbued with sorcerous
energies that give them unusual abilities.

WINGED FIEND
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION
-1 CONSTITUTION
0 CUNNING
4 DEXTERITY (ACROBATICS)
2 MAGIC
2 PERCEPTION
-1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
6, 16 5 14 0
flying

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ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +4 1D6-1
POWERS
FAVORED STUNTS: Pierce Armor and Skirmish

SWARM OF CLAWS: Winged fiends are most


dangerous when fighting as a swarm. They get a
+1 bonus to damage with their claws for each
other winged fiend adjacent to their target, up to
a maximum of a +4 bonus.

FAMILIAR
DEMON
ABILITIES (FOCUSES)
0 COMMUNICATION
-1 CONSTITUTION
0 CUNNING
4 DEXTERITY (ACROBATICS)
2 MAGIC
2 PERCEPTION
-1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
6, 16 8 14 0
flying
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +4 1D6-1
POWERS
FAVORED STUNTS: Pierce Armor and Skirmish

SWARM OF CLAWS: Familiars are most


dangerous when fighting as a swarm. They get a
+1 bonus to damage with their claws for each
other winged fiend adjacent to their target, up to
a maximum of a +4 bonus.

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SHOCKING BURST: A familiar may perform a


shocking burst stunt for 3 SP when making an
attack. This stunt creates a burst of electricity
that either affects everything within 2 yards of
the familiar or one target within 6 yards of it.
Either way, the shock deals 1d6 penetrating
damage.

ZOMBIE
Like skeletons, zombies are corpses of the dead that have been
reanimated by dark power. They are consumed with a hatred for the living
and an insatiable hunger for flesh. Luckily the worm-ridden corpses of
zombies cause them to move at a slow, shuffling pace.

ZOMBIE
UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
3 CONSTITUTION (STAMINA)
-3 CUNNING
-2 DEXTERITY (BRAWLING)
0 MAGIC
0 PERCEPTION
4 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
6 24 8 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
FISTS +0 1D6+4
POWERS
FAVORED STUNTS: Knock Prone and Mighty
Blow

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AGE OF TERROR

MEPHISTO’S HATRED: As undead creatures


empowered by demonic hatred, zombies have no
fear. A zombie automatically succeeds on any
Willpower (Morale) or Willpower (Courage) test
it is required to take.

WEAPON GROUPS: Brawling

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AGE OF TERROR

INTO THE CATHEDRAL


It seems that the Archbishop Lazarus goaded many
of the townsmen into venturing into the Labyrinth to
find the King’s missing son. He played upon their
fears and whipped them into a frenzied mob. None of
them were prepared for what lay beneath the Cold
Earth… Lazarus abandoned them down there – left
in the clutches of unspeakable horrors – to die. –
Deckard Cain

Upon arriving in the town of Tristram, the heroes find that all but the
most stalwart townsfolk have either fled the horrors emerging from the
depths below the cathedral or died at their hands. Most recently, a group
of townsfolk were led into the cathedral by the Archbishop Lazarus and
then abandoned to die. Only a few of the men and women who followed
the Archbishop returned to the surface and most of those have since died
of their wounds or been driven to madness. To make matters worse, the
water in the town’s well has been corrupted by the hellspawn below, so
the few remaining townsfolk are in desperate need for aid.

While the aftermath of the mob’s expedition into the dungeons and the
poisoned well are the most urgent issues facing Tristram, the cathedral’s
vast sublevels are home to countless threats.

TRISTRAM
When King Leoric chose to establish his court in the abandoned cathedral,
Tristram became the center of the new kingdom of Khanduras. During the
early years of his reign, the town prospered, but as the king succumbed to
madness, a darkness came over the town. After the king’s death and the
emergence of demon and undead, the town was largely abandoned. Now,
only a small handful of brave townsfolk remain.

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All of Tristram and the surrounding area is under the influence of Diablo
(see p. 3). Those who live in or near Tristram have been plagued by dark
nightmares for months, and generally are taking a -1 penalty to all tests as
a result of the lingering fear and exhaustion from restless nights.

ADRIA
The witch Adria arrived in Tristram shortly after King Leoric’s death.
Many of the townsfolk are wary of her, but she has begun to prove herself
to them by using her magic to help protect the town from the dark horrors
beneath the cathedral. In truth, Adria was once a member of a dark cult,
but she has forsaken that coven and for now is doing her best to aid the
people of Tristram.

ADRIA
HUMAN MAGE
ABILITIES (FOCUSES)
3 COMMUNICATION (BARGAINING,
DECEPTION)
0 CONSTITUTION
3 CUNNING (ARCANE LORE, RELIGIOUS LORE)
2 DEXTERITY
4 MAGIC (ARCANE, HEX)
2 PERCEPTION
0 STRENGTH
3 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
10 38 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
ARCANE LANCE +4 1D6+4
QUARTERSTAFF +2 1D6+1
POWERS
SPELLPOWER: 14

MANA: 26

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FAVORED STUNTS: Puissant Casting and


Imposing Spell

SPELLS: Arcane Bolt, Daze, Mana Drain, Mind


Blast, Vulnerability Hex

TALENTS: Arcane Magic (Journeyman), Lore


(Journeyman)

WEAPON GROUPS: Brawling, Staves


EQUIPMENT
QUARTERSTAFF

DECKARD CAIN
Deckard Cain is a scholar who has served the residents of Tristram as a
storyteller and a teacher. He is a descendant of Jared Cain, a member of
the Horadrim, and has studied much of the Horadric lore that hasn’t been
lost to time. He recognizes the true nature of the darkness that has
befallen Tristram and will gladly work with anyone fighting against the
demons and undead.

DECKARD CAIN
HUMAN MAGE
ABILITIES (FOCUSES)
2 COMMUNICATION
1 CONSTITUTION
4 CUNNING (ARCANE LORE, HISTORICAL
LORE, RELIGIOUS LORE)
0 DEXTERITY
3 MAGIC
2 PERCEPTION (SEARCHING)
0 STRENGTH
3 WILLPOWER (COURAGE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
10 48 10 0
ATTACKS

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WEAPON ATTACK ROLL DAMAGE


ARCANE LANCE +3 1D6+3
QUARTERSTAFF +0 1D6+1
POWERS
SPELLPOWER: 13

MANA: 20

FAVORED STUNTS: Mana Shield and Skillful


Casting

SPELLS: Arcane Bolt, Heroic Offense, Mind


Blast, Spell Shield

TALENTS: Arcane Magic (Novice), Lore


(Master)

WEAPON GROUPS: Brawling, Staves


EQUIPMENT
QUARTERSTAFF

GRISWOLD
Griswold is a towering blacksmith who has stayed in Tristram despite the
darkness afflicting the town. When hellish terrors rose from beneath the
cathedral, he proved himself to be a capable warrior, but an injury to his
leg has crippled him. His smithy is well stocked with arms and armor and
he is more than willing to give steep discounts to anyone fighting on
behalf of the townsfolk. He is also willing to craft masterwork equipment
with enough time or superior equipment if the right materials can be
found.

GRISWOLD
HUMAN
ABILITIES (FOCUSES)
1 COMMUNICATION (BARGAINING)
3 CONSTITUTION (DRINKING)
1 CUNNING (EVALUATION)

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1 DEXTERITY (CRAFTING)
0 MAGIC
0 PERCEPTION
4 STRENGTH (BLUDGEONS, SMITHING)
2 WILLPOWER (COURAGE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
7 44 11 3
ATTACKS
WEAPON ATTACK ROLL DAMAGE
MAUL +6 1D6+7
POWERS
CRIPPLED: Griswold’s wounded leg gives him a
-4 penalty to speed and a -2 penalty on Dexterity
(Acrobatics) and Strength (Jumping) tests.

WEAPON GROUPS: Bludgeons, Brawling, Light


Blades, Staves
EQUIPMENT
MAUL, SMITH’S APRON (LIGHT LEATHER ARMOR)

OGDEN
Ogden owns and operates the only still-operating tavern in Tristram. With
the troubles in town, he isn’t charging refugees or potential heroes for
rooms. He still charges for food and drink, but has been willing to let the
ale and wine flow a little more freely in an attempt to keep spirits up.

OGDEN
HUMAN
ABILITIES (FOCUSES)
2 COMMUNICATION (BARGAINING,
ETIQUETTE)
1 CONSTITUTION (DRINKING)
1 CUNNING
0 DEXTERITY
0 MAGIC
1 PERCEPTION (EMPATHY)

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AGE OF TERROR

1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
10 23 10 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLUB +0 1D6+1
POWERS
TALENTS: Contacts (Novice)

WEAPON GROUPS: Brawling, Light Blades,


Staves
EQUIPMENT
CLUB

PEPIN
Pepin is an herbalist and healer who has stayed in Tristram out of a
feeling of duty to his fellow townsfolk. He is capable of brewing lesser
healing and mana potions which he is willing to sell for 10 sp, but he only
keeps a small number in stock at a time. He will also use the heal action
on any wounded person who stops by his shop. He doesn’t charge for
healing, but does appreciate donations to help him keep his supplies
stocked.

PEPIN
HUMAN
ABILITIES (FOCUSES)
1 COMMUNICATION
1 CONSTITUTION
3 CUNNING (HEALING, NATURAL LORE)
1 DEXTERITY
0 MAGIC
1 PERCEPTION (EMPATHY)
1 STRENGTH
2 WILLPOWER (MORALE)
COMBAT RATINGS

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AGE OF TERROR

SPEED HEALTH DEFENSE ARMOR


RATING
11 32 11 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
DAGGER +1 1D6+2
POWERS
TALENTS: Chirurgy (Master), Lore (Novice)

WEAPON GROUPS: Brawling, Light Blades


EQUIPMENT
DAGGER, 2 LESSER HEALING POTIONS, 1 MANA
POTION

THE CATHEDRAL
The cathedral in Tristram has a long history. It was built by members of
the Horadrim who had journeyed west to finally defeat and capture
Diablo in a soulstone. That soulstone was sealed deep beneath the
cathedral. As the Horadrim slowly faded away, the cathedral was left
empty until Leoric established it as the capital of his kingdom at the
behest of Archbishop Lazarus.

When the Archbishop shattered the soulstone and released Diablo into
the world, the depths below the cathedral were filled with horrors
summoned from the Burning Hells. While many of the more powerful
demons remained near their master in the depths, weaker demons such as
fallen and winged fiends have ventured upwards in search of mortals to
prey upon.

In addition to the demons, the curse of the Black King has reanimated
both the corpses of the recently slain knights and priests of Khanduras
and the long dead Horadrim entombed in the catacombs. These undead
now wander the abandoned halls of the cathedral and seek to prey upon
the remaining villagers.

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AGE OF TERROR

THE BUTCHER
Please, listen to me. The Archbishop Lazarus, he led
us down here to find the lost prince. The bastard led
us into a trap! Now everyone is dead… Killed by a
Demon he called the Butcher. Avenge us! Find this
Butcher and slay him, so that our souls may finally
rest… – Kael Rills

Just a day before the heroes arrived in Tristram, the Archbishop Lazarus
encouraged many of the remaining townsfolk to follow him into the
depths of the cathedral in search of the missing Prince Albrecht. While
Deckard Cain and a few others advised against venturing into the depths,
the Archbishop used his oratory talents to whip the townsfolk into an
angry mob.

Armed with what weapons and armor they could find, the mob descended
into the cathedral’s depths. Lazarus led them deeper, but then as they
encountered several demons, the Archbishop abandoned them and
disappeared into the darkness. His last words to the mob warned them
that they would soon meet the Butcher.

Moments after their leader vanished, an oversized, red demon wielding a


hellish cleaver and wearing a blood-soaked apron attacked the mob. The
townsfolk, already near panic at their abandonment scattered into the
darkness. The Butcher quickly cut through those few who tried to stand
their ground and then the demon and his minions set to work on hunting
down those who had fled.

One of the few members of the mob who returned to the surface was Kael
Rills who lays dying of his wounds in Pepin’s shop.

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AGE OF TERROR

THE BUTCHER’S LAIR


The Butcher has taken up residence in the second level of the cathedral.
Trails of blood from dragged corpses lead from throughout the area to the
door of his chamber. Inside, the floor is slick with blood and several
human corpses hang from the ceiling on meat hooks.

The blood-soaked floor is slick and means that anyone moving within the
butcher’s chamber must choose to either move safely at half speed or
move normally but need to succeed at a TN 11 Dexterity (Acrobatics) test
or fall prone.

The meat hooks hanging from the ceiling can be used with a special
combat stunt for 3 SP. This stunt deals 1d6 damage to the target and
causes them to get stuck on one of the hanging hooks. A stuck character
takes 1d6 damage if it moves unless it spends a minor action to safely
remove itself from the meat hook.

THE BUTCHER
DEMON BOSS
ABILITIES (FOCUSES)
0 COMMUNICATION
6 CONSTITUTION
2 CUNNING
1 DEXTERITY (INITIATIVE)
2 MAGIC
2 PERCEPTION
7 STRENGTH (AXES, HEAVY BLADES,
INTIMIDATION)
3 WILLPOWER (COURAGE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
11 100 11 6
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLEAVER +9 3D6+7
HOOK +7 1D6+9
POWERS

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AGE OF TERROR

BOSS MONSTER: Once per round, the Butcher


may interrupt the normal initiative order to take
an extra major action to make an attack with
either his cleaver or meat hook.

FAVORED STUNTS: Lethal Blow (4 SP), Mighty


Blow (1 SP), and Pull

MEAT HOOK: One of the Butcher’s weapons is


an oversized meat hook affixed to a chain. He
throws this weapon at his prey and then quickly
pulls them towards him with a jerk of the chain.
The hook uses the weapon profile of a throwing
axe.

PULL: When making an attack with the meat


hook, the Butcher may perform a special Pull
stunt for 2 SP. This stunt pulls the target so that
it is left adjacent to the Butcher and knocks the
target prone.

TALENTS: Dual Weapon Style (Journeyman)

WEAPON GROUPS: Axes, Bludgeons, and Heavy


Blades.
EQUIPMENT
CLEAVER, MEAT HOOK, LEATHER APRON

THE POISONED WELL


I’m glad I caught up to you in time! Our wells have
become brackish and stagnant and some of the
townspeople have become ill from drinking them.
Our reserves of fresh water are quickly running dry.
I believe that there is a passage that leads to the
springs that serve our town. Please find what has

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AGE OF TERROR

caused this calamity, or we all will surely perish. –


Pepin the Healer

The water in Tristram’s central well has been growing increasingly


unhealthy over the past several weeks. While all of the townsfolk are
concerned and several have fallen ill, Pepin is especially concerned about
maintaining supplies of fresh water.

Any character drinking the poisoned water must succeed on a TN 11


Constitution (Stamina) test or become ill. The illness lasts 1d6 hours and
gives the character a -1 penalty on all Constitution, Strength, and
Dexterity based tests during that time.

Pepin knows that the spring feeding the reservoir is in a natural cavern
beneath the town. An ancient passage connects the cathedral’s second
level to the cavern, but Pepin doesn’t know where the passage’s entrance
is located in the cathedral.

The well has been poisoned by a group of fallen that have taken up
residence in the cavern. The clan of demons consists of a fallen shaman, 2
fallen champions, and 12 fallen minions. If they can be expelled, then the
spring will naturally become clear within about a week.

THE CURSE OF KING LEORIC


The village needs your help, Good Master! Some
months ago King Leoric’s son, Prince Albrecht, was
kidnapped. The King went into a rage and scoured
the village for his missing child. With each passing
day, Leoric seemed to slip deeper into madness. He
sought to blame innocent townsfolk for the boy’s
disappearance and had them brutally executed. Less
than half of us survived his insanity… The King’s
knights and priests tried to placate him, but he

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AGE OF TERROR

turned against them and sadly, they were forced to


kill him. With his dying breath the King called down
a terrible curse upon his former followers. He vowed
that they would serve him in darkness forever… This
is where things take an even darker twist than I
thought possible! Our former King has risen from his
eternal sleep and now commands a legion of Undead
Minions within the labyrinth. His body was buried in
a tomb three levels beneath the Cathedral. Please,
good Master, put his soul at ease by destroying his
now cursed form… – Ogden

Most of the townsfolk in Tristram blame King Leoric for the darkness that
has descended on Khanduras. His growing madness, especially after
Albrecht’s kidnapping, made him into a tyrant during his last days of life.
He sent the knights and soldiers of Khanduras to die in an ill-advised war
against Westmarch, tortured townsfolk he suspected of plotting against
him, and withdrew deeper into the cathedral. His madness led his own
trusted bodyguard to strike him down, but his dying breath was a horrible
curse on them.

With the dead now rising through Tristram, the townsfolk believe that
Leoric has risen from the dead and is leading the hellish forces that have
been emerging from the cathedral. They hope that if he can be destroyed,
the curse that has befallen the town will be lifted.

LEORIC’S TOMB
King Leoric was buried in a tomb in the third level of the cathedral. The
chamber was once the resting place of a high-ranking member of the
Horadrim, but it had been looted by a grave robber years before Leoric
made the cathedral his holding. The chamber is now filled with skeletal
warriors that Leoric has called to serve him. The king’s mad soul is filled

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with hatred for the people of Khanduras and he is biding his time until his
undead army will be large enough to conquer his former kingdom.

THE SKELETON KING


UNDEAD BOSS
ABILITIES (FOCUSES)
2 COMMUNICATION (LEADERSHIP)
4 CONSTITUTION
3 CUNNING (HERALDRY, HISTORICAL LORE)
3 DEXTERITY (INITIATIVE, LIGHT BLADES)
2 MAGIC
2 PERCEPTION
5 STRENGTH (HEAVY BLADES, INTIMIDATION)
3 WILLPOWER (COURAGE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOR
RATING
13 80 13 8
ATTACKS
WEAPON ATTACK ROLL DAMAGE
TWO-HANDED +7 3D6+5
SWORD
POWERS
BOSS MONSTER: Once per round, the Skeleton
King may interrupt the normal initiative order
to either take an extra major action or allow an
undead ally to take an extra major action.

CALL FORTH MINIONS: As a major action, the


Skeleton King can create either a skeletal
warrior or a skeletal archer from a corpse
within 10 yards.

DRAIN LIFE: When making a melee attack, the


Skeleton King may perform a special Drain Life
stunt for 1 SP. This stunt allows the Skeleton
King regains 1d6 Health. The amount of Health
gained cannot exceed the amount of damage
dealt to the attack’s target.

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AGE OF TERROR

FAVORED STUNTS: Drain Life, Mighty Blow,


and Taunt

MEPHISTO’S HATRED: As an undead creature


empowered by demonic hatred, the Skeleton
King has no fear. He automatically succeeds on
any Willpower (Morale) or Willpower
(Courage) test he is required to take.

TALENTS: Armor Training (Journeyman),


Command (Journeyman), Two-Hander Style
(Journeyman)

WEAPON GROUPS: Axes, Bludgeons, and Heavy


Blades.
EQUIPMENT
TWO-HANDED SWORD, LIGHT PLATE ARMOR,
LEORIC’S CROWN

INTERLUDE
When the heroes return to Tristram and let the townsfolk know that
Leoric has once again been put to rest, they believe that their troubles are
finally over. While there isn’t much festivity, many of the remaining
townsfolk gather in Ogden’s tavern for drinks.

For a few days, it seems as if the townsfolk’s hopes might be true. Demons
and undead stop emerging from the cathedral, and everyone in Tristram
regains a bit of hope. The most worrying sign that the darkness has not
lifted is that everyone’s nightmares continue.

After a few nights of relative peace, horrors once again emerge from the
cathedral. No longer able to blame Leoric for their troubles, the townsfolk
begin to fear that a greater evil is at work.

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AGE OF TERROR

DESCENT INTO HELL


Despite the defeat of the cursed Skeleton King, the shadow over Tristram
has not dissipated. New and more dangerous demons continue to emerge
from beneath the cathedral and the heroes are called on to delve deeper
and put an end to whatever evil remains in the depths.

THE CATACOMBS
Directly beneath the fourth level of the cathedral there are several floors
of catacombs that house the remains of several generations of Horadrim.
These layers are made up of tight, twisting passageways with numerous
burial chambers and tombs. Many of the corpses have already risen as
undead soldiers drawn to the Skeleton King’s service, but more remain
and continue to rise from their resting places.

THE CAVES
As the heroes continue to descend, they reach a system of seemingly
natural caves. These caverns are a mix of twisting passages and large
chambers, but the dark influence of Diablo can be felt throughout them.
Streams and pools of magma crisscross the cave system blocking passages
and providing an advantage to ranged attackers and flying creatures.

THE DOMAIN OF TERROR


The deepest levels beneath the cathedral have been fully warped by the
Lord of Terror into a nightmare realm. The walls appear to be crafted of
flesh and bone and seep blood if damaged. The dark power of Diablo
affects the mind of even the bravest mortals, and a character must make a
TN 15 Willpower (Courage) test every hour or suffer a -2 penalty on all
tests for the next hour as visions of horror claw at their mind.

THE ARCHBISHOP
The Archbishop Lazarus has taken up residence within the Domain of
Terror where he is served by several succubi and dark counselors. His

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AGE OF TERROR

chambers contain a sacrificial altar where he completes dark rites with


prisoners who are dragged down from the surface.

[TODO]

THE LORD OF TERROR


Beneath the chambers used by Archbishop Lazarus, the Lord of Terror
waits in the shadows and feeds upon the fear that is saturating all of
Khanduras. Diablo’s spirit has fully possessed the body of the young
prince and twisted his body into a demonic form. He grows more powerful
each night, but is still not ready to emerge from the depths and claim
dominion over all of Sanctuary.

Several black knights and dark counselors help to guard Diablo’s chamber
as he gathers power.

[TODO]

AFTERMATH
With Diablo’s mortal host destroyed, he is greatly weakened but the
fragment of the soulstone is not powerful enough to fully contain the Lord
of Terror. While imprisoned within the stone, Diablo can telepathically
speak to anyone within about a hundred feet and will try to tempt those
with weak wills to free him from his prison. A character can attempt to
contain Diablo by implanting the soulstone fragment into his or her body,
but that exposes the character to Diablo’s constant influence. A character
with the soulstone implanted can prevent Diablo from contacting anyone
else, but must succeed on a TN 15 Willpower (Self-Discipline) test each
day or permanently lose a point of Willpower. When a character reaches -
2 Willpower, Diablo is able to fully seize control.

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