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Into The Ynfernael
Into The Ynfernael
Into The Ynfernael
Terrinoth Supplement
CREDITS
EXPANSION DESIGN & COVER AND INTERIOR ART
DEVELOPMENT
Fantasy Flight Games Genesys Foundry, Cover image ©
Chris Markham Dean Spencer and used with permission.
All rights reserved. Interior art by Jacob Blackmon
and used with permission. Some
Interior art is also © Dean Spencer and used with permission.
EDITING Additional art by Bruno Balixa and used with permission.
Chris Markham and Wendy Markham
PLAYTESTERS
PROOFREADING Heidi Friedemann, Wendy Markham, Fran Mason, Randall
Mason, and Daniel Nicholson
Chris Markham, Wendy Markham, Randall Mason, and
Roy Altman
ART DIRECTION
GRAPHIC DESIGN Chris Markham
Fantasy Flight Games Genesys Foundry,
and Chris Markham.
PUBLISHER
And thanks to Giri Raman “Archellus” and Roy
Altman for additional design elements Gazrok Games via Genesys Foundry
While any encounter with demons is likely to end in death for all but the most powerful heroes, any foolish enough
to engage such foul creatures in combat should know all they can learn about these vile creatures of legend. Moreover,
to actually slay the most powerful demons, it is necessary to confront them in the Ynfernael realm itself! Defeating them
while on the mortal plane in Mennara simply banishes them for a short time. Now, mere mortals can learn more about
the hellish landscape of this other realm and the lords who rule it!
This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo are
trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters
and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
www.FantasyFlightGames.com
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used
with permission under the Community Content Agreement for Genesys Foundry. All other original material in this
work is copyright 2021 by Chris Markham and published under the Community Content Agreement for Genesys Foundry.
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INTRODUCTION
This product is a supplement for the R EALMS OF TERRINOTH A NOTE ABOUT LORE
setting. Though the supplement explores the world of
Mennara, it can be converted for use in your own fantasy There are many references in this product that pull from
world. The GENESYS CORE RULEBOOK (CRB), REALMS OF lore published in other, previously released, Terrinoth-
TERRINOTH setting (RoT), and either Genesys Dice or the based products, such as RUNEBOUND and DESCENT. The
Genesys Dice App are required to use this product. setting of Terrinoth has existed for many years, and there
are numerous products published prior to the REALMS OF
THE YNFERNAEL REALM TERRINOTH sourcebook. These products contain a lot of
information for the setting, including flora, fauna,
species, and setting details. For this work, most of the
When the First conjured the three Planes of Power into information is pulled from these creatures’ appearance in
existence from the Void, the Ynfernael was created as the the RUNEBOUND (2nd Edition) game, DESCENT. and the
lowest of these planes. It is a dismal place, populated by Shield of Daqan DESCENT novel.
monstrous and demonic entities that crave torture, death,
and destruction. The plane is rife with regions dedicated to
the ills of existence: Darkness, Pain, Death, and countless CONTENTS
others.
THE YNFERNAEL………………………..………4
Travel between the planes is only through the use of
powerful magic. Often, mortal casters seek to temporarily DEMONS……………………………………..………5
bargain with demons in exchange for power (either Aruun………………….……..6
through these portals or summoning rituals). Such pacts are Babau…………………..……..6
dangerous of course, as the demons constantly seek to turn Balor…………………....……..7
the tables on such dangerous mortals. Barlgura………………..……..7
Demonic Eye…………...……..8
DEMON LORDS Dretch…………………….…..8
Glabrezu……………….….…..9
Hell Hound……………..……..9
The most powerful demonic entities rule various realms Hezrou……………...………..10
within the Ynfernael. Some of these domains are as small as Imp…………………….……..11
a large keep. Others are larger than entire worlds! In the Marilith………………..……..11
Ynfernael, these lords are even more powerful than their Nabassu…………………..…..12
manifestations in the mortal world. Many can shape the Nalfeshnee…………..………..13
very fabric of reality in their home realm. Many have been Succubus/Incubus…….……..13
worshipped (or feared) as gods throughout history. Even Vrock……………………..…..14
now, many seem to delight in corrupting those in the mortal
realm of Mennara. Some lords seek even more, such as
DEMON LORDS……………………………….…15
eventual invasion of the mortal realm!
Baelziffar……………….…….15
Baphomet……………....……..16
Beluiri………………….……..17
Dagon………………………...18
Geryon………………………..18
Juibilex………………………..19
Maphistal……………………..20
Moloch………………………..21
Prutorn………………………..22
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THE YNFERNAEL
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DEMONS
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CHAOS LORD (NEMESIS) – (page 16) Like the Skills: Athletics 2 , Brawl 3 ,
Spined Thresher, this demon is used for its brute strength. Perception 2 , Vigilance 3 , Resilience 4
It has terrible claws, tentacle tongues, and a skull-like
visage. Talents: Adversary 1 (upgrade the difficulty of combat
checks targeting this character once).
DEMON LORD (NEMESIS) – (page 17) While Abilities: Silhouette 2. Unearthly Howl (as a maneuver, the
demon lords can vary greatly, this entry gave some common Aruun can let loose an unearthly howl; all opponents
attributes of many lesser demon lords. These statistics do not hearing it must make a Hard ( ) Fear check as an out-
apply to some of the more powerful named lords in this title. of-turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
DOOMBRINGER (RIVAL) – (page 18) These only make one fear check; in addition, those failing this
burrowing, demonic insectoid demons are often used to check suffer 2 strain).
break cavalry lines. Bone Spurs (a demon who is targeted by a brawl or melee
combat check may spend or to cause the
LESSER DEMON (RIVAL) – (page 19) This general attacker to suffer 3 wounds).
entry covers the most common demons which are Ynfernael native (a demon is completely immune to
summoned by the Uthuk or unscrupulous warlocks. damage from fire, unless it also has the Holy quality or is
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
MINOR DEMON (MINION) – (page 19) This general
Terrifying (at the start of the encounter, all opponents
entry covers a host of minor demons. Some casters have
must make a Hard ( ) fear check as an out-of-turn
these as familiars, but they can also accompany other,
incidental, as per page 243 of the CRB. If there are
summoned demons.
multiple sources of fear in the encounter, the opponents
only make one fear check).
ARUUN (NEMESIS) Equipment: Massive Claws and Teeth (Brawl; Damage 9;
Critical 3; Range [Engaged]; Vicious 3, Pierce 2). Thick
Hide (+2 to soak).
BABAU (RIVAL)
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BARLGURA (RIVAL)
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Demon Summoning (a major demon can [as an action] • Bottle Imp: The Bottle Imp can go Invisible at will
suffer 3 strain and make a Hard [ ] Arcana skill check; (see the Invisibility Potion on page 102 of the
if successful, a lesser [rival] level demon appears the next REALMS OF TERRINOTH sourcebook). (Source:
round of the encounter. A demon can spend to DESCENT)
summon an additional lesser demon or spend to summon • Fetch Imp: These wingless imps are notorious
an additional major [nemesis] level demon! It can only thieves. They have the Tricksy ability of Wanderer
attempt this ability once per encounter). Gnomes from page 69 of the REALMS OF TERRINOTH
Equipment: Bite and Claws (Brawl; Damage 10; Critical 4; sourcebook). (Source: RUNEBOUND)
Range [Engaged]; Pierce 1, Vicious 1)
• Fire Imp: Appearing like a small fire, they are only
combustible when they choose to be. Fiery Aura
IMP (RIVAL) (any foe making a Brawl attack against the Fire
Imp suffers 1 wound from fire), Firebolt (Ranged;
Damage 5; Critical 3, Range [Medium], Burn 1).
Immune to Fire (the imp takes no damage from
heat or fire). (Source: DESCENT)
Equipment: Claws, Bite, or Barbed Tail (Brawl; Damage 5;
Critical 3; Range [Engaged]; Vicious 1).
MARILITH (NEMESIS)
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Skills: Arcana 3 , Athletics 4 , Brawl 3 Nabassu demons look nearly identical to gargoyles at first
, Melee (Heavy) 4 , Ranged 3 glance. These aggressive demons are also known as death
, Resilience 3 , Negotiation 3 stealers for their penchant for eating souls (mortals killed
Talents: Parry (Improved)(CRB 79), Counterattack (RoT in this way become Reanimates (see page 166 of the
90), Dual Wielder (CRB 76), Adversary 1. REALMS OF TERRINOTH sourcebook). Even other demons are
Abilities: Silhouette 2, Dark Vision often unnerved by this practice. Unlike other demons,
Ynfernael native: (a demon is completely immune to nabassu spend a good part of their long lives in the Firma
damage from fire, unless it also has the Holy quality or is Dracem (or material world of Mennara) before maturity.
Blessed by the Divine (such as the Flames of Kellos talent),
and immune to poison, and toxins).
Magic Resistance 5 (this demon can soak an extra 5 damage
from any kind of magical attack. For any skill check made
to avoid or reduce a magical effect, add to the Imp’s dice
results).
Multi-attack (the demon can make three attack actions per
round of combat; at either one foe or separate targets).
Six arms (may spend from an Initiative check to
perform a free attack action before the first round of
combat).
Demon Summoning (a major demon can [as an action]
suffer 3 strain and make a Hard [ ] Arcana skill check; Skills: Arcana 3 , Athletics 2 , Brawl 4
if successful, a lesser [rival] level demon appears the next , Melee (Heavy) 4 , Ranged 3 ,
round of the encounter. A demon can spend to Resilience 3 , Perception 2
summon an additional lesser demon or spend to summon Talents: Adversary 1.
an additional major [nemesis] level demon! It can only Abilities: Dark Vision
attempt this ability once per encounter). Ynfernael native: (a demon is completely immune to
Slither (the demon does not suffer the normal penalties for damage from fire, unless it also has the Holy quality or is
moving through difficult terrain). Blessed by the Divine (such as the Flames of Kellos talent),
Teleport (the demon can make an Average [ ] Arcana and immune to poison, and toxins).
check. If it succeeds, they instantly vanish and reappear in Darkness (as a maneuver, the demon can surround itself
any location in the world they already know about). in darkness; all within Short range add to all skill
Terrifying (at the start of the encounter, all opponents checks due to darkness).
must make a Hard ( ) fear check as an out-of-turn Demon Summoning (a lesser demon can [as an action]
incidental, as per page 243 of the CRB. If there are make a Hard [ ] Arcana skill check; if successful, a
multiple sources of fear in the encounter, the opponents minor [minion] level demon group [or Reanimates for the
only make one fear check). nabassu] appears the next round of the encounter. A lesser
Equipment: Demonic Longswords (Melee [Heavy]; Damage demon can spend to summon an additional minion
9; Critical 2; Range [Engaged]; Breach 1, Defensive 1, group or spend to summon an additional lesser [rival]
Vicious 3), Tail (Brawl; Damage 7; Critical 4; Range [Short], level demon! It can only attempt this ability once per
Knockdown). encounter).
Flyer (Can fly; see the Flying sidebar on page 100 of the
GENESYS CORE RULEBOOK).
NABASSU (RIVAL) Magic Resistance 5 (this demon can soak an extra 5
damage from any kind of magical attack. For any skill
check made to avoid or reduce a magical effect, add to
the Imp’s dice results).
Terrifying (at the start of the encounter, all opponents
must make an Average ( ) fear check as an out-of-
turn incidental, as per page 243 of the CRB. If there are
multiple sources of fear in the encounter, the opponents
only make one fear check).
Soul Stealing (any being slain by the demon cannot be
raised or resurrected and instead becomes a Reanimate
under the control of the demon).
Equipment: Bite and Claws (Brawl; Damage 6; Critical 3;
Range [Extended]; Pierce 1, Vicious 1). Though they can
also use weapons.
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SUCCUBUS/INCUBUS
(RIVAL)
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VROCK (NEMESIS)
Appearing like a humanoid vulture, these demons are
generally about 9 feet (3 meters) tall. Though selfish, they
often work well with other Vrocks.
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DEMON LORDS
There are many Demon Lords in the Ynfernael. Some DEMON PRINCES
scholars believe there may be as many as hundreds of such
creatures (though many others feel this is an exaggeration). Demon princes are powerful creatures akin to gods. For
Still, a number of different named ones have manifested in this reason, they are not statted in this title. Historically,
Mennara throughout the centuries. there is no record of them being able to manifest in the
mortal realm but do work through underlings. Most of
While a generic entry for demon lord stats was provided these princes’ concerns rarely involve the lives or realms
in the UNRELENTING UTHUK supplement, this title includes of mortals these days. These beings were often regarded as
modified stats for each, named demon lord including their gods by ancient peoples and societies and their dominion
unique abilities and powers. is broad and expansive. For example, Orcus is the demon
prince of the Undead. His realm is massive, and his
IN THE YNFERNAEL minions exist in all the Planes of Power and the material
world of Mennara. Like many princes, he has some demon
lords in his service, including one listed in this section.
When in the Ynfernal, demon lords are even more
powerful. To reflect this, increase a demon lord’s adversary
rating by 1 when facing them in the Ynfernal. In addition, WE ARE LEGION
apply the Super-Characteristics rule to the demon lord’s
attributes (from page 251 of the GENESYS CORE RULEBOOK). All named demon lords (in this section) have an optional
Finally, add 10 to the demon lord’s Strain and Wound unique ability regarding allied minion groups. These allied
Thresholds as they draw power from the plane itself. minion groups could be those who summoned the demon
Finally, it is almost unheard of for a demon lord to be alone lord or lesser and minor demons summoned by the demon
in the Ynfernael. They are constantly surrounded by other, lord itself. This ability reads as follows:
lesser demons. As anyone can see, fighting a demon lord on
its home turf is a daunting task for only the mightiest of We are legion (as an out-of-turn incidental, the demon
heroes! A named demon lord is one of the most powerful lord can shift half of any damage it suffers (after soak) to
villains a campaign is likely to have. an allied minion group or an allied rival. This agreement
is part of the pact and summoning ritual to manifest a
IN MENNARA demon lord. This ability does not function in the
Ynfernael).
Often, a demon lord’s agenda is best served possessing
others. When possessing another, the only abilities it can “BAELZIFFAR”
manifest are spell abilities. However, under the proper
circumstances (typically a ritual), it can manifest a physical
presence in Mennara. When one does, it has the stats listed
with none of the added abilities given in the above section.
“
.” –
Tatianna (renowned hero).
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In Terrinoth lore, Baelziffar is first referenced in the Shield Equipment: Huge Ynfernael Spear (Melee (Heavy);
of Daqan novel as the master of the Demon Lord Prutorn Damage 12; Critical 2; Range [Engaged]; Defensive 1,
and the nemesis of Andira Runehand. He rules a vast swathe Unwieldy 3), Claws or Bite (Brawl; Damage 7; Critical 3;
of the Ynfernael and has nearly a dozen, lesser demon lords Range [Engaged]; Vicious 2), Shield, Bulwark (Melee
as his vassals. Some scholars believe he was the primary (Light); Damage 7; Critical 5; Range [Engaged];
instigator of the War of the Shadow Tear, tricking Malcorne Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2,
the Elf into rebelling against the First Ones. While there is Knockdown, Reinforced).
little direct evidence of this, Baelziffar has a long history of
involving himself in the affairs of mortals, with the end goal
of a full demonic invasion of Mennara to expand his realm. “BAPHOMET”
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Ynfernael native: (a demon lord is completely immune to Abilities: Silhouette 3. Dark Vision
damage from fire, unless it also has the Holy quality or is Talents: Adversary 2, Parry (Improved) (CRB 79),
Blessed by the Divine (such as the Flames of Kellos talent), Counterattack (RoT 90)
and immune to poison, and toxins). Abilities: Silhouette 2, Dark Vision
Fire aura: (all opponents Engaged with the demon lord on Ynfernael native: (a demon lord is completely immune to
his turn suffer 3 Wounds from the heat and dark magic damage from fire, unless it also has the Holy quality or is
emanating from the demon). Blessed by the Divine (such as the Flames of Kellos talent),
Magic Resistance 5 (this demon can soak an extra 5 damage and immune to poison, and toxins).
from any kind of magical attack. For any skill check made Fire aura (all opponents Engaged with the demon lord on
to avoid or reduce a magical effect, add to the demon’s his turn suffer 3 Wounds from the heat and dark magic
dice results). emanating from the demon).
Multi-attack (the demon can make two attack actions per Demon Summoning (a major demon can [as an action]
round of combat; at either one foe or separate targets). suffer 3 strain and make a Hard [ ] Arcana skill
Demon Summoning (a major demon can [as an action] check; if successful, a lesser [rival] level demon appears the
suffer 3 strain and make a Hard [ ] Arcana skill check; next round of the encounter. A demon can spend to
if successful, a lesser [rival] level demon appears the next summon an additional lesser demon or spend to
round of the encounter. A demon can spend to summon an additional major [nemesis] level demon! It can
summon an additional lesser demon or spend to summon only attempt this ability once per encounter).
an additional major [nemesis] level demon! It can only Dominating Gaze (the demon can, as an action, charm a
attempt this ability once per encounter). being of any gender once per encounter. The target must
Spells: (A demon lord can choose any magic action allowed make a Daunting [ ] Discipline check; if failing the
for the Arcana skill and may select additional spell effects check, the target obeys the demons verbal or telepathic
as normal. The spells used most often involve fire. The commands for the rest of the encounter).
demon lord automatically gets to add to the results of Poison (attacks by the demon’s tentacles are poisonous).
Attack spells using fire). Seduction (the demon can, as an action, kiss a willing or
Flyer: (can Fly, see page 100 of the CRB) charmed target. A kissed character must make a Daunting
Terrifying (at the start of the encounter, all opponents [ ] Resilience check or suffer 4 wounds).
must make a Daunting ( ) fear check as an out-of- Shapeshifter (once per round as an incidental, the demon
turn incidental, as per page 243 of the CRB. If there are may increase or decrease its silhouette by 1 and change its
multiple sources of fear in the encounter, the opponents appearance to that of any character or creature of its
only make one fear check). current silhouette).
Uncanny Direction Sense (the demon automatically Equipment: Claws (Brawl; Damage 7; Critical 3; Range
succeeds any check to determine his location and [Engaged]; Pierce 1; Vicious 1), Tentacles (Brawl; Damage
direction). 6; Critical 4; [Short]; Entangle 3).
Heartcleaver (this magical great glaive has the following
profile: Melee [Heavy]; Damage 12; Critical 2; Breach 1,
Defensive 1).
Equipment: Horns (Brawl; Damage 8; Critical 4; Range
[Engaged]; Knockdown), Bite (Brawl; 8; Critical 3; Range
[Engaged]; Pierce 1, Vicious 1). Though he considers using
these beneath him.
“BELUIRI”
Beluiri is also known as the Temptress or the Queen of the
Succubi. Unlike other demon lords, her true form is the size
of most humanoids. Like her lesser demons, she often
appears in a shapeshifted form. Also like the Succubi, she
enjoys making deals with mortals for their souls.
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“GERYON”
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Geryon is the demon Lord of Forbidden Knowledge. The Equipment: Claws and Tusks (Brawl; Damage 9; Critical 3;
three-headed, four-armed demon lord stands nearly 10 feet Range [Engaged]; Pierce 1, Vicious 1), see above for
(3 meters) tall. An oddity among the demon lords, Geryon magical weapons.
often prefers to kill his prey with his bare claws, even
though he has weapons (which he’ll use only if
outnumbered or facing a powerful foe). “JUIBILEX”
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“PRUTORN”
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Ynfernael native: (a demon lord is completely immune to Talents: Adversary 2. Dark Insight.
damage from fire, unless it also has the Holy quality or is Abilities: Silhouette 2. Dark Vision
Blessed by the Divine (such as the Flames of Kellos talent), turn incidental, as per page 243 of the CRB. If there are
and immune to poison, and toxins). multiple sources of fear in the encounter, the opponents
Fire aura: (all opponents Engaged with the demon lord on only make one fear check).
his turn suffer 3 Wounds from the heat and dark magic Teleport (the demon can make an Average [ ] Arcana
emanating from the demon). check. If it succeeds, they instantly vanish and reappear in
Terrifying (at the start of the encounter, all opponents any location in the world they already know about)
must make a Daunting ( ) fear check as an out-of- Equipment: Bite and Claws (), Fiery Whip (Melee [Heavy];
Damage 6; Critical 4; Range [Short]; Ensnare 3, Burn 2)
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TABLE 1: MAGIC SKILLS AND ACTIONS The portal stays open for one round, plus one round
ARCANA DIVINE PRIMAL RUNES VERSE
per on the results. The caster can spend to either
keep the portal open until the end of the encounter or
EXTRAPLANAR spend to keep it open until the end of the scene. It is
TRAVEL
Yes Yes Yes Yes Yes important to note portals always work both ways.
EXTRAPLANAR
EXTRAPLANAR
Yes Yes Yes No Yes
SUMMONING
SUMMONING
EXTRAPLANAR TRAVEL Any attempt to summon a creature native to one of the
Planes of Power requires ritual magic. Many GMs may
Extraplanar Travel is simply travel between the different feel it sufficient to simply narrate ritual summoning
planes of existence. Arcana casters can travel to any of the magic (done by NPCs), as it isn’t something most PCs
various planes. While all casters can travel to the Aenlong, would participate in. However, for those looking for an
Divine casters can only then go on to either the Empyrean or “Optional” method, the following is presented. It is also
Ynfernal plane, depending on where their deity resides (and important to note that although the Divine skill does not
if their deity resides in the Aenlong, they are restricted to it). include the Conjuring spell option, these summonings
Primal casters are restricted solely to the Aenlong. Beyond it, can be done by clergy using ritual magic. Of course, the
they lose contact with the source of their power. Runes clergy can only summon beings from their deity’s home
casters are restricted to whichever plane a given rune is Plane of Power.
attuned to. Like Arcana casters, Verse casters can travel to
any of the various planes (such rituals being a chorus of “
casters opening such a portal).
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All the factors added together must equal or exceed the on a successful roll may be used by the GM to make a
Wound value of the creature before it manifests. It is entirely progressively less powerful creature appear than
possible a weaker entity appears earlier in the ritual intended. A on the check (even a successful one)
(depending on the die rolls). means the demon indeed appears, but the ritual was not
strong enough to restrain it, so it attacks the
For example: A Spined Thresher has a Wound score of 25. A summoner(s). An unsuccessful check means the
single caster (5), could sacrifice 8 beings (16), and spend 4 summoning simply failed.
rounds doing the ritual (4) to bring the demon into existence
(5+16+4 = 25). For every 2 factors above the number The creature(s) last for the Encounter (or until slain).
needed, add to the Knowledge (Forbidden) check done for If a caster is interrupted during the ritual, the whole
the summoning (up to ). ritual must be started over again. For this reason, this rite
is typically performed in a location where the casters feel
A successful Hard ( ) skill check using the safe and where they will not be disturbed.
appropriate magical skill is required for the summoning
(and restraining) a lesser demon (rival). If there are multiple
casters, this check is made by the most experienced caster. DEMONIC DEALS
Any casters involved must expend 4 strain to attempt the
summoning. In the UNRELENTING UTHUK supplement, the reason for the
Uthuk summoning demons was obvious; using them on
the battlefield. However, other casters may summon a
demon in order to strike a deal. Such deals often require
the GM working closely with a PC caster, but more often,
an NPC is summoning a demon to increase his or her
wealth, power, or to destroy an enemy.
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NOTE: Unlike previous bestiaries, this title does not include adversary cards. The reason for this is these powerful beings’
abilities are simply too numerous to fit on any standard card. I may add some abbreviated form of these later for this title.
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Thank you for purchasing this product, and I sincerely hope it adds to your Terrinoth experience!
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