Content warning: demons (in various icky representations, including children), hell, torture, maiming, curses, hags, burning, and miscellaneous adult themes.
Hell prides itself on its thorough bureaucratic apparatus. The last thing a soul wants is to be condemned for sins not committed, or sins misunderstood. As such, new arrivals are fully vetted, and any hesitation fully examined, before any longterm damnation is handed out.
Unfortunately, the part dealing with all of this is currently undergoing invasive maintenance, and the apparatus—despite best efforts—may not currently function as smoothly as desired.
Thus, when the party—squires, pages, camp followers, and in one case, captive witch condemned to fiery death—finds the knights (those shiny beacons of hope in a world of uncertainty and chaos) mercilessly, and suddenly, crushed by a giant black rock from space, they are momentarily stunned. And then do what any responsible person would do in such a situation in such a world: mourn, then don the leftover arms, armor, and dresses they were carrying, and become the new, indispensable knights, with the world none the wiser.
Now, moments later, they are whisked away to hell, in a somewhat egregious, yet ultimately understandable, case of mistaken identity…
Why would heroic knights go to hell?
Why indeed. They say the road to hell is paved with good intentions. Perhaps some corners were cut, or one too many collateral damages tolerated in the name of the greater good? Perchance the knights have made honest mistaken, or were not as pure as it seemed? Or perhaps they knew they’d have to do unspeakable things for the world to live on, even if it would be without them?
Either way, the very fact that it’s not an open and shut case, that there are moments and choices hell’s apparatus would like to examine before handing out hell’s punishment, means that the actions were probably… borderline.
Yet, they’ll have to be answered for by our ersatz knights, who might have a different perspective on things.
The State of Hell

As mentioned, the part of hell this adventure concerns itself with is currently undergoing extensive, and frankly long overdue, maintenance. Despite this, the show must go on. Well, the intake of the damned must go on.
The result is that not everything functions as it should, there are cracks (in the fabric of hell), and plenty of places open up directly to the chaotic morass of unshaped possibility, of primordial plasma of untamed creation. Needless to say that touching or entering such un-space would be fatal in the most spectacular ways. For any onlookers anyway. Less so for the person being disassembled into a juice of unrealized potential.
Assume that any given place eventually opens up to this, once you get past the current points of interest. The main exception here being outside the train carriage (see below), which opens to scenes, and behind the scenes, though parts of that are also in flux.
Death in Hell
There are two kinds of death in hell. Firstly is the kind where your body gives up. It occurs much in the same way as in the real world, that is to say by stabbing, decapitation, defenestration, burning, bleeding out, blunt object trauma, exsanguination, and all the other usual suspects. In this case the damned (or pre-damned) turns into a gooey puddle, a mass of shifting organs and cells. In time—like decades—it will reconstitute itself, but likely into a demonically tainted version.
The second death is when a soul burns out, when all the suffering it can endure has been endured, and when there simply is nothing left to take, and thus nothing left to sate, or indeed power, hell. Such a damned dissolves into its constituent parts and rejoins the primordial chaos of un-space. This usually takes from a few hundred to a few thousand years.
It Begins With: The Carriage
Boxed text, like the one below, can be read or paraphrased to the players. Bolded items in that text are detailed below. Bullet points denote developments and events. For more information about game machinator characters (GMC) statblocks, see Appendix 1: GMC Statblocks.
You regain consciousness in a fairly featureless square room. Bricked, plastered walls are buttressed by wooden logs. Two opposite walls have a head-sized glass sphere set into them; one of them shines like a firelight, the other is dark. In the middle is a small stone dais, with a wooden lockbox. Chains and manacles have been loosely draped along the walls, serving aesthetics rather than function. The whole room appears to be moving and rattling.
This is a carriage that is part of a train that brings souls to hell. It has no real beginning or end, it stops at various stations for different carriages in ways that cannot be logically explained.
Bricked, plastered walls. Tough old things. Possible to break through (see Behind the Scenes in that case), but it will take toil and time. The plaster is peeling in many places.
- A thin crack runs through one wall. This crack will get bigger and wider as the characters return to the carriage after each scene, until it at last it lets them break through easily.
- The wall with the dark porthole functions as a door and can be fully opened but only from the outside.
Glass spheres. Like portholes with extra thick glass and a fishbowl effect. One illuminates the carriage with the huge bonfire that rages behind it, the other shows—in a distorted way—the station beyond, or just darkness when the carriage is traveling.
Wooden lockbox. The size of a briefcase. When closed, hell’s administration can send scrolls to it. When such a scroll appears there is a garbled “ding” sound.
- Once the characters had a chance to look around, the box dings. If opened (it’s unlocked), it reveals an imp clutching a scroll. Said imp rode along with the scroll sending for shits and giggles. It speaks only guttural abyssal but utters something easily interpreted as “mine!”.
- When finally read, the scroll says “Some of our systems are currently undergoing necessary maintenance, causing some minor delays. We apologize for the inconvenience. — Administration. PS. Please close the box’s lid.”
Imp
In the form of a barefoot, eight-year old girl with red eyes, dribbling black oil from the mouth and from blackened, claw-like hands. Her long, blonde hair, and white princess dress are equally ruined by the black ichor.
DR 12; Init 3; hp x; Hit slash, bite, or kick (1d4 hp + 1 KA dmg); Miss 1 KA dmg; Special Grows into the form of a seemingly confused, pleading, teenage damsel in distress when first attacked (pure characters must pass a Radiance test to follow through with the attack).
- Conditions: “Bleeding profusely”, “Ear bitten off”, “Slashed hamstring”.
- Loot: The scroll.
Initial Intake
After a prolonged and bumpy ride, the room/carriage comes to a halt by the first scene.
The room comes to a sudden halt. Movement can be seen through the porthole, but before any details can be made out, that whole wall flips down outwardly, forming a gentle ramp down to the room beyond.
Behind a large, mahogany desk covered in ledgers, sits a bespectacled, red skinned demon with grey hair and beard and an archaic waistcoat. Flanking him are two massive statues of leering demons with arms and manhoods perpendicularly outstretched, and dozens of smaller demons piling up behind them and clinging to them.
A hirsute, loin-clothed man of mature age hangs from the left statue, held in place by the stone manhood and dozens of hands from the smaller demons. Similar hands pull his mouth apart. A fat cable runs from the back of the statue to a chandelier above the desk, casting weak light across the room. It appears to flicker in sync with the man’s waning groans.
Behind the desk and the statues, wreathed in darkness, are black cages, stacked two, sometimes three high. Only a few of them appear empty. A tall, muscular person stands watch among them, softly clinking metal chiming setting them apart from the darkness.
The room has no walls. Reality just slowly gives away to a primordial, plasma soup.
Carriage. Characters looking back at the room they came from see that it is part of a train of similar carriages, but only theirs is fully manifesting in this reality.
Red skinned demon. Lucius is the intake comptroller of this slice of hell, and has been since time immemorial. His job is to question any irregularities in the souls sent here, to make sure they deserve to be damned and there wasn’t some kind of misunderstanding. Of course the characters are being mistaken for the knights they have replaced, and it is the actions of those knights that are being examined. Lucius has never had a case of mistaken identity before, and will not be swayed by words or magic. He explains that the train will take the characters to the scenes in question, where their motives will be tested. You wouldn't want to be damned for all eternity because of a misunderstanding, would you? Well, not truly an eternity of course, the numbers wouldn't add up, but a really long time nevertheless.
Lucius
Aged, human-like demon in a suave but ancient suit. His skin and tail are bright red, his hair and beard grey. His cloven hooves rarely seen.
DR 14; Init 2; hp 12; Hit Punctured by writing quill (1d4 hp + 1 KA dmg); Miss Demeaning tail slap (1 hp dmg); Special Teleport (1/day as reaction, at will as action); Special Mark with abyssal sigil (1d4 hp of branding pain, and all demons get +2 DR against the marked).
- Conditions: “Deep puncture”, “Red hot cheek”, “Burned by sigil”.
- Loot: Timeless suit (1 KA), unbreakable quill.
Massive statues. In hell, the suffering of the damned produces the energy to keep the whole apparatus running. The suffering takes myriad forms of course, but these statues in the likeness of Lord Pazuzu function as crude light generators. The small demon motifs magically animate and grab and hold tight any victim placed upon the statue.
Loin-clothed man. This soul is on its way out, its remaining suffering barely enough to light up the room. He was a war-mongering, tribal war-chief in his time, long forgotten. His remains will soon be subsumed by the primordial soup, as is the ultimate destiny of all the damned.
Black cages. Languishing here are a selection of damned whose concluding fate will be to be “put to Pazuzu” and light up this room with their misery. Their gaoler is Lady Kyton. Also, a possible source of replacement characters.
Tall, muscular person. Lady Kyton stands a head taller than Lucius, and is broader too.
- At some point before the war-chief expires, she will drag a fresh damned soul to the other statue, before removing the former and kicking his lifeless body into the elemental juice. Queen Vannica will be kicking and screaming, but unless the characters intervene she will be put to Pazuzu, and the room will light up much brighter.
Lady Kyton
Tall, athletic demon. What little of her scorched skin isn't covered in chains, is wrapped in black leather, including her head. Blacked bones protruding from her back hint at wings that might have once been.
DR 16; Init 3; hp 24; Hit Pierced by bladed and hooked chain and slowly reeled in (1d8 hp + 2 KA dmg); Miss Whipped by chain (1d4 hp dmg); Special Attack 2 targets at the same time; Special Fully reeled in targets (1d4 turns) are wrapped in chains and drop helplessly to the floor; Special Unhooking from piercing requires taking 1d8 hp dmg and passing a Valor test.
- Conditions: “Cut to pieces”, “Hooked and reeling”, “Helplessly chained”.
- Loot: Bladed chain that grows to any length; wraps around wearer’s forearm. Pay 1+ Purity to attack with it (Hit 1d8+Precision, Miss Precision, Purity spent * 10% chance to hook).
Whether the characters reason with Lucius, or fight him and Kyton, the only real way out of here is back in the carriage. Once all of them are in, the wall closes back up, the rattling resumes, and the train moves on to the next scene. The crack in the wall is more pronounced. A distended “ding” announces a new scroll (assuming they closed the lid), which reads “We will now proceed to the first action under examination. Please do not try to break out of this carriage. Structural damage will add to your punishments. Once you arrive, please await the arbiter’s arrival before exploring the scene, it could be dangerous. — Administration. PS. Please close the box’s lid.”
Putting the Coven to the Fire
After about an hour’s rattling, the carriage finally comes to a halt, and it opens once again. After this scene, the characters should discover a way to Behind the Scenes, either via the widening crack in the carriage, or the hole in the split oak (see below).
A modest village in a forest clearing, under a heavy, grey sky. In the distance smoke rises from the burnt down witches’ hideout deep in the woods. In the center of the village, a huge heap of wood has been piled up, and atop it three women tied to stakes are burning. Their piercing, urgent screams have at this point largely silenced the hitherto bloodthirsty crowd.
The heroic knights who have put an end to the vile sorceries exercised by the dying women, stand nearby, tending wounds from their fight, or loudly reciting prayers to their god, in the hopes of saving the witches' souls—if they repent.
A nearby oak tree is split down the middle and smoking, as if recently struck by lightning. Your case worker isn't here yet, you might have a few moments of unsupervised investigation.
Forest clearing. Only the closest edges of the forest are real. Two to three rows in, it’s primordial soup. An ethereal wood nymph hides here. Her beautiful sprite gossamer dress (KA 2) was torn on one of her frolicking runs. The knights happened to find it and used it to (ineffectually) gag one of the burning witches. Whoever returns it to her will be rewarded with a nymph makeover (KA 2).
Avangeline
Lithe and radiant, evoking sudden, natural growth wherever her feet touch. Clad in a dress of the thinnest gossamer.
DR 12; Init 2; hp 6; Hit Sudden lashing vines (1d4 hp + 1 KA dmg); Miss Admonishing face slap (1 hp dmg); Special Entangle with brambles (1 hp + 1d4 KA dmg); Special Turn into doe and dash away.
- Conditions: “Bound legs (hopping only)”, “Bound arms (no fighting)”, “Bound and immobilized in painful brambles”.
- Loot: Torn gossamer dress (1 KA, 2 if repaired).
Witches’ hideout. Deep in the forest, two witches brewed potions and consorted with devils in a hidden cottage. Ten years ago they abducted a young girl from the village and forced her into the coven. Recently the knights fought a vicious battle against them, and dragged them to the village for justice.
Three women. Morgryn Mirewife, Ysalt the Fettered, and young Rose. The latter was forcibly inducted into the coven when she was but a child, but has proven rather talented. It’s unclear where her real loyalties lie these days, and that’s the crux of the examination of this whole scene. All three wear black dresses, and they’re all securely tied to thick stakes. They will be dead from the fire and smoke long before the ropes have burned through. One of them is gagged with a piece of gossamer cloth that belongs to the wood nymph Avangeline. It does nothing. All three are burning, but not yet dead.
- Lucius appears out of thin air (or another mature, professional demon, if Lucius is indisposed, say, due to temporary death) after the characters have done some exploration. He explains the conundrum: was it righteous to also burn Rose? Had she given in inextricably to darkness? Or should she have been saved? It’s up to the characters to argue either way (on behalf of the knights who actually did this, and who they’re pretending to be).
- Before Morgryn terminally succumbs to the fire, she spouts a last curse, and if not interrupted in time, summons a plague of locust demons, who attack the villagers and the characters. Focus on a group of them attacking the characters, while the knights battle others, and the villagers run away.
- When Lucius (or his substitute) is content with the answer regarding Rose, he sends them back to the carriage, for the next “clarification”.
Locust Demon (1 per character)
A speedy, droning, buzzing thing the size of a cat, seemingly turned inside out.
DR 12; Init 1; hp 6; Hit Mandible shear (1d4 hp dmg); Miss Incessant droning (-1 to Valor until end of fight, non-cumulative); Special Disgorge clutch of demonic larvae that burrow under the skin, dealing 1 hp dmg per round until removed or killed.
- Conditions: “Open gash”, “Torn cheek (-1 KA)”, “Infested with soon to pupate locust demons”.
- Loot: The smooshed flesh of the demon is known as aloe ferox infernalis and its application heals 1d8+2 hp. One demon equals 1 dose.
Heroic knights. Phantom memories of the real knights that performed this feat. Unlike the villagers and the witches, the knights do not interact with the characters, can’t perceive them, and cannot touch them. Lucius explains this is because they’re the characters themselves! As it happens phantom memories of the real characters are also present in the scene, but performing their usual duties, and not really paying attention to the situation. Like the heroes, they also cannot interact with the characters.
Oak tree. Split down the middle, still smoking. Within the split is a hole that leads to Beyond the Scenes. A crystallized lightning bolt shard is stuck in a tree half.
Lightning Bolt Shard
Single use. Unleash with Precision on 1 target (3d8 dmg), or with Radiance on 3 targets (1d8+1 dmg each).
Behind the Scenes
The maintenance work (also, how long it had been postposed) is ultimately allowing the characters access to where they should never go: behind the scenes of the carefully laid out apparatus of hell. It’s reminiscent of offstage in worldly theater and reveals what’s going on behind closed doors: demonic understaffing, improbable jerry-rigging, and discarded—yet dangerous—set dressing.
Behind the scenes is a labyrinth of black metal walkways, ladders, chutes, ichor-dripping curtains, and barely controlled bonfires, all dangling precariously above the sea of chaos potential. Here, a multi-armed demon diva is arguing with a demon stage manager and two stage hands, there, a demon prop mistress tries to cross an unpredictable hanging bridge with her arms full of dresses from hell. In the distance, an ornate door promises egress to an important person’s domain, or, perhaps, a way out.
Metal walkways. They criss cross the area, concentrating in places where scenes are being played out or damned tortured on the other side. Generally stable and safe, except when they’re not.
Demon diva. Marililith is a six-armed polymath, highly desired for her abilities, but she feels undervalued. Just recently she tortured a group of assassins who couldn’t even last three rounds. She is venting to the stage manager, and pressuring him to get her a real challenge. She wants to produce suffering so great, it’ll light up the whole backstage for a month! The stage manager and stage hands are cowards, and will quickly run from any confrontation.
Marililith
Strong, stern, powerful looking woman with six arms, and the lower body of a snake, largely hidden underneath a sparkling taffeta and tulle gown. Her hair and makeup are so on point, they require a weapons license even in hell.
DR 16; Init 6; hp 24; Hit Cut from a concealed blade (1d4 hp + 1 KA dmg); Miss Disarm one weapon; Special Voice of Devils and Angels (pass Radiance test or -2 Radiance for 1 session); Special From Blue Steel to Magnum (1d8 hp dmg to all looking, and flung several meters back); Special: Tantrum (immediately re-roll chaos die).
- Conditions: “Profuse bleeding”, “Slashed arm (-3 Valor until healed)”, “Stunned”.
- Loot: Sparkling gown for six arms (KA 3).
Demon prop mistress. Tessiphine Threadbite, junior demon in charge of wardrobe for several scenes. Her outfits include the prickle silks, which has myriad little thorns on the inside (but KA 2), the iron petticoat (succeed at Valor to move, but KA 2 and armor 2), the gown that bites (-1 hp per hour, but KA 2), plus various leather or latex looks for the punishing demons. Without assistance there's a good chance she will drop more than just one dress into the chaos juice. She’ll get into trouble for it, but would part for one in return for help across.
Tessiphine Threadbite
Petite, coquettish, crimson skin, very long black hair in a braid, and a devil’s red skin. Several sewing tools and spools of thread hang from her black curled horns.
DR 12; Init 2; hp 6; Hit Scissor slash (1d4 hp + 1 KA dmg); Miss Needle string (1 hp dmg); Special Repair clothes or stitch two things together (like sleeves) bewilderingly fast.
- Conditions: “Bleeding”, “Slashed heel”, “Skin sewn to skin”.
- Loot: Various outfits.
Ornate door. Large enough to fit an elephant. Locked and without handles or mechanisms to open. However, an unoccupied Pazuzu statue flanks the door, and a thick cable runs from it into the wall directly next to the door. Indeed, as long as a person is suffering on the statue, a smaller, person-sized door inset into the large one opens. It immediately shuts as soon as the suffering ends. Beyond the door is a 10m long, 4m wide corridor flickering with light from the candles that line its side. A simple, black iron door is at its end, which doesn’t open unless the ornate doors (including the inset one) are closed. Beyond that door is The Final Confrontation.
The Final Confrontation
The black iron door opens onto a metal walkway that rings a large, circular pit, 5m down. Within the pit, a half-dozen demons sweat over scripts, new tortures, obscure in-jokes, and of course clever wordplay. Several damned scream in agony as they’re subjected to fresh torture devices, or tired narratives.
Some 5m above the pit, along the ceiling of this vast chamber, is a network of metal rail tracks and switches. Suspended on heavy chains from a cart that runs along these tracks is a black throne, planted on which is a massive, corpulent demon, his spindly, dangling legs eclipsed by his voluminous belly. His only clothes, a black cravat. On the arms of his throne: various levers and buttons to move his throne platform about.
Leaning forward towards you, he speaks in all tongues simultaneously: “I… am the Director… and you… should not be here.”
Demons. Writers, philosophers, and inventors. Someone has to come up with torturous storylines. They only obey the Director, and the only way out of the pit (if you can’t fly) is via the Director letting down a chain. A spiky one, inevitably. The damned being tortured here largely volunteered for the experience, in the hopes of at least temporarily escaping their regular hellish predicaments.
Miscellaneous Demon
Red skin, spiky tail, black horns and hooves.
DR 12; Init 1; hp 6; Hit Claw (1d4 hp + 1 KA dmg); Miss Insult.
Metal rail tracks. These allow the Director to move to any position above the pit or to alight at the walkway that rings it. They’re about 5m above the walkway. A whole bunch of spiked chains also aesthetically dot the ceiling.
- Unbeknownst to the Director, or anyone else, the ceiling is but one meaningful jolt away from total collapse. Like, an attack on the Director, his throne or platform, or anything of the sort. When that happens everything falls down into the pit, revealing a massive chimney of sorts above, which leads out of hell (see Out of Hell below). The collapse will hurt and stun the demons and the Director for a while, but as soon as they’ve regained their senses they’ll want to rush out of hell (and chuck the characters back down into it, assuming the latter have seized the opportunity to escape).
Corpulent demon. This is the Director, he runs this part of hell. He is annoyed at the extra chaos that the current maintenance is producing, but grudgingly accepts its necessity as several parts of hell appear to be falling apart. Never under his watch have damned escaped. Nor can he or his demons escape (unless they’re summoned by an enterprising wizard), so should any opportunity present itself, like a ceiling collapsing and revealing a secret way out, he’ll be the first to jump at the chance. Well, order some other demons to carry him, as he hasn’t used his legs in forever.
The Director
Thick, red, oily skin so dark it’s almost black. A wide porcine head flanked by large horns that nevertheless pale in comparison to his prodigious belly. A giggling imp swings in each horn. Small emaciated legs that cannot carry the body.
DR 18; Init 4; hp 48; Hit Gore (1d8+4 hp dmg); Miss Cover in oil (-1 Precision until washed off); Special Fling an imp; Special Launch spiked chain via lever in throne (1d8+2 hp + 1 KA dmg, and impaling); Special The whole ceiling, tracks, throne, and himself collapse the first time he is hit.
- Conditions: “Face ruined by imp”, “Impaled by spiked chain”, “Shattered ribs”.
- Loot: The Director’s Cravat (1 KA).
Out of Hell
Once the ceiling collapses, it reveals a wide, irregular chimney that eventually leads all the way out of hell. This is the characters’ chance to escape. However, all demons—especially the Director—will want to do the same. The walls of the chimney are made up of compressed bodies of the damned, leaving hundreds of arms to grab, claw, and punch, legs to kick, mouths to bite, and eyes to probe maniacally. Were it not for the deranged, largely mindless violence of these damned, the walls would be easy to climb.
There is no set solution for how the characters overcome this obstacle. Use the following example events, while rewarding player creativity.
- The wall hurts a character in some way.
- The Director’s throne is crashed and partially buried, but it can still shoot a spiked chain.
- A portion of the wall weeps for a character’s plight, and dozens or arms carry them farther up swiftly.
- A miscellaneous demon catches up. They just want to get past the characters.
- The Director chucks an imp at a character. He’s got good aim.
- One of the experimental torture machines from the writing pit launches itself like a rocket up the chimney, bound damned an all. Perhaps it can be clung onto, but since they chimney’s not straight up it’s going to be a bumpy ride.
- Suffering is energy in hell, but can a burst of energy be created and put to good use?
- The wall kicks someone in the nether regions.
- A tumbling character is caught by a hand from the wall, or a stray spear.
- Multiple eyes weep so intensely that part of the wall becomes slippery as hell.
Resolution. With good thinking, clever or fun ideas, the characters can climb up the chimney and escape hell by bursting out of the ground somewhere in the real world (perhaps a graveyard). In this case, let their success collapse the chimney behind them, sealing away this portal to hell for good (probably).
On the other hand, perhaps they don’t make it after all, or maybe tumble back down. In that case let them fade to black and regain consciousness in a largely featureless room, and begin the intake anew.
Appendix: GMC Statblocks
A stat-block consists of the GMC name, a description, the characteristics, conditions, and possibly loot. This game uses the term GMC, as in game master/mistress/machinator character, instead of the perhaps more familiar term NPC (non-player character), because we find it weird to define something by what it isn’t, instead of what it is. But we won’t hold it against you if you prefer NPC.
Characteristics
DR: Difficulty Rating
The number a player has to equal or exceed on a roll in order to affect the GM character.
Init: Initiative
The number of initiative tokens that this character gets to put into the bag. Usually 2 (assuming a player character party size of 3–5, subtract 1 if lower, add 1 if higher, at your discretion), but can be higher for specifically fast, powerful, or many-armed characters.
hp: Hit Points
When a GMC’s hp reach 0 or less they die or are otherwise incapacitated, as befits the player intentions or the story.
As a guideline, an average DR 12 creature has 6 hp, and double that for each 2 DR above 12. I.e. DR 12: 6 hp, DR 14: 12 hp, DR 16: 24 hp, DR 18: 48 hp. However when creating new characters, the GM is encouraged to adjust this up or down as necessary, for example, if a creature is thick skinned or heavily armored.
Hit
The effect when the GMC’s attack hits. Though technically it is the player who rolls to avoid the attack, we’re looking at a hit from the GMC’s point of view.
Miss
Usually even if a GMC’s attack misses, i.e. the player character successfully avoided it, there is a secondary, lesser effect or damage.
Special
Any number of special rules or behaviors that govern this character.
Conditions
When a player character is reduced to below 0 hit points, they must succeed at an Endurance roll or gain a condition. The statblock lists some sample conditions that a given GMC might inflict, based on the Hits and Specials, but the GM is encouraged to invent new ones as the situation demands.
For example the Locust Demon lists “Infested with soon to pupate locust demons” as one of the conditions it might inflict. However, if the demon pushed someone down a cliff, a “Broken arm and leg” condition might be more appropriate.
Some conditions might be lethal if not treated quickly, others, like "Crushed by a giant rock", might be instantly fatal. Be sure to telegraph dangers like these well in advance.
Loot
Finally, any juicy bits of treasure, or other pieces of interest are listed here. Mundane, or trivial items, or loot already mentioned elsewhere isn’t listed here. Nor is stuff that simply shouldn’t be of interest in a knightcore setting. Feel free to make anything you think the character should have up as you go along.