Age of Terror
Age of Terror
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.
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.
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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.
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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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.
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.
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you roll doubles on these attack rolls, you do not get any
more stunt points.
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
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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
spellbloom.
6 Change the requirement for summon beast to be Nature Magic (Journeyman)
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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.
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
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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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.
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.
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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.
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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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.
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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.
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.
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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.
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,
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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.
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
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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.
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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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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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.
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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.
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
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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.
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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.
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.
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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.
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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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.
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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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.
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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
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NEW FOCUSES
AGE OF TERROR introduces the following new focuses:
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ARCANE MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Arcane) focus.
DARK MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Dark) focus.
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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.
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ELEMENTAL MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Elemental)
focus.
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:
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HEX MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Hex) focus.
Your hexes and curses are more potent than for other
mages.
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HOLY MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Holy) focus.
NATURE MAGIC
CLASSES: Mage
REQUIREMENT: You must have the Magic (Nature) focus.
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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.
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.
ARCANE DILETTANTE
CLASSES: Mage
REQUIREMENT: You must have Magic 4 or higher and the
Cunning (Arcane Lore) focus.
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BATTLE CRIES
CLASSES: Warrior
REQUIREMENT: You must have Communication 2 or
higher.
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SHADOW DISCIPLINES
CLASSES: Rogue or Warrior
REQUIREMENT: You must have Dexterity 2 or higher
Magic 2 or higher.
SPECIALIZATIONS
AGE OF TERROR doesn’t introduce any new specializations, but the
existing specializations from the DRAGON AGE roleplaying game are
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ASSASSIN: The assassin specialization is a good fit for either Sisters of the
Sightless Eye or Viz-Jaq’taar Mage Slayers.
BLOOD MAGE: Priests of Rathma could easily study the secrets of blood
magic, but other sorcerous traditions would likely view it as forbidden
lore.
FORCE MAGE: Any mage with access to the arcane school of magic is a
good match for the force mage specialization.
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AGE OF TERROR
SHADOW: Viz-Jaq’taar Mage Slayers and Demon Hunters are both good
matches for the shadow specialization.
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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.
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
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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
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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)
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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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.
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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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.
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.
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.
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.
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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).
Deadly: A deadly weapon reduces the costs of the Mighty Blow and
Lethal Blow stunts by 1 SP.
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Eel, of the: An armor or shield of the eel grants its wearer a +2 bonus on
all Constitution (Swimming) tests.
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.
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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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.
Mana, of: An armor or shield of mana gives its wearer +2 Mana points
per level.
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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.
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.
Pure: A pure weapon grants a +1 bonus on attack rolls and deals +1d6
penetrating damage against undead.
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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.
Serpent’s: A serpent’s weapon gives the wielder +1 Mana point per level.
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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.
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.
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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artifacts that should only be used sparingly, but others are common items
that could show up in any campaign.
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.
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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
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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ATTACKS
WEAPON ATTACK ROLL DAMAGE
LONG SWORD +7 2D6+5
POWERS
FAVORED STUNTS: Dark Radiance, Defensive
Stance (1 SP), and Mighty Blow
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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MANA: 45
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.
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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.
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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
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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
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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
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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
FALLEN SHAMAN
DEMON MAGE
ABILITIES (FOCUSES)
2 COMMUNICATION (DECEPTION)
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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
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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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
GOLEM
[TODO]
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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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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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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
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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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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.
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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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.
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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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.
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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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
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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
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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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TWO-HANDED +7 3D6+5
SWORD
POWERS
FAVORED STUNTS: Knock Prone and Mighty
Blow
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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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
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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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
SKELETAL WARRIOR
UNDEAD
ABILITIES (FOCUSES)
-3 COMMUNICATION
1 CONSTITUTION (STAMINA)
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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
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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.
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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
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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
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
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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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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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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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MANA: 20
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.
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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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)
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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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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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.
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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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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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.
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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.
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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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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 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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[TODO]
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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