GameMastery Module D3: The Demon Within (OGL)

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GameMastery Module D3: The Demon Within (OGL)
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A dungeon adventure for 11th-level characters.

For years, the knights of Mendev have held back the evil locked inside the Worldwound, a vast, demon-tainted landscape. Every few years, they anoint a new protector, a sacred guardian charged with pitting his will against the teeming hordes bent on devouring the very souls of the living. This year, something has gone horribly wrong, and now a bloodthirsty demonic army has overrun the ancient fortress, and threatens to pour into the surrounding countryside.

This adventure is set in Mendev, the site of the largest crusade in the Pathfinder Chronicles Campaign Setting, but it can be easily adapted for use in any setting. For more information on this enduring struggle, check out the Pathfinder Chronicles Gazetteer.

Written by Stephen S. Greer and Tim Hitchcock

ISBN-13: 978-1-60125-076-6

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

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Well-written and Action-packed

5/5

NO SPOILERS

I’ve run a lot of 3.5-era Pathfinder modules in my long-running “Roots of Golarion” campaign. Sometimes it’s a challenge to integrate them, like forcing a jigsaw puzzle piece into the wrong place with the help of some scissors and tape. The Demon Within, however, slotted perfectly thanks to a happy coincidence with one of the campaign’s PCs. We ended up having a great time, with the events in the module creating a potential retirement opportunity when the campaign is all over. Not every module will work the same for every group, but all I can say is that it worked for ours.

Some general points: the adventure is written for level 11 PCs, but it’s still pretty tough with a lot of encounters in a short space of time (depending on how the PCs proceed). The writing and detail are fantastically gruesome, which fits the circumstances of the adventure perfectly but could offend some squeamish sensibilities. In terms of art, I love the front cover (its thematically appropriate), but the interior art is mostly mediocre. Maps are very good, though very large (in terms of 5’ scale) and may be a challenge to represent on the gaming table. One of my favourite things about these early Paizo modules is the “Designer Sidebars” throughout, in which the writer discusses potential snags and provides tips for the GM to overcome them. The adventure itself takes up 26 pages, with the remaining six pages devoted to appendices that I’ll discuss in the next section because they might be a bit spoilery.

SPOILERS!:

The Demon Within is set in two locations in the city of Kenabres in Mendev, a country adjacent to the demon-infested Worldwound. Because countless teleporting demons are impossible to fight and contain through normal means, salvation for Mendev came in the form of the wardstones: a linked chain of artifacts along the border between Mendev and the Worldwound that prevents demons from teleporting across. I’m not sure whether the concept of the wardstones first appears in The Demon Within, but they certainly receive their earliest full development here. The module goes into great backstory detail about the heroic warriors of Iomedae, led by Saint Clydwell, who discovered the wardstones and how they could be linked and empowered by a powerful artifact from the Worldwound called The Demonscope. However, keeping The Demonscope (and thus wardstones) operational requires constant vigilance by a trio of the most faithful and selfless of Iomedae’s knights: the Order of Holy Sentinels. Even if a GM doesn’t run the adventure, the module is great for the amount of lore and depth it adds to Mendev and the Church of Iomedae, and could probably (I’m guessing) be fitted into a side adventure for Wrath of the Righteous.

The adventure’s premise is that a danger has arisen that no one in Mendev realises: one of the Holy Sentinels has been corrupted! Plagued by doubt and constant fears of failure, Sir Holton Albright, the newest Holy Sentinel, has been tricked by a demon into removing one of the sacred relics that keeps The Demonscope operational. And at the public ceremony where he’ll be formally consecrated to the order, all hell (or, should I say, the Abyss) breaks loose! This is where the adventure starts for the PCs, as they’re guests during the consecration ceremony when a massive glabrezu, disguised as Albright, transforms into its true form and begins wreaking havoc, while mobs of dretches appear to attack the various emissaries and guests, and a pair of vrocks crash through the temple’s stained-glass windows. It should be a scene of utter chaos (fitting for demons) as the PCs try to figure out where to go and what to do first when pulled in so many directions. In other words, an exciting start to the adventure! (Getting the PCs to the consecration ceremony could be hard part; for my group, it was a snap, as one of the PCs is an inquisitor of Iomedae.)

Following the battle, word spreads that Clydwell Keep, home of The Demonscope, has fallen! Kanebres’s official demonologist, Kutholiam Vuere, notices how (presumably) well the PCs fought and says there’s a secret tunnel from the temple into the lower levels of Clydwell Keep, and that perhaps it’s not too late. Vuere only appears in the adventure in this section to give exposition--he has a lot of it and it’s important, but the PCs may understandably feel pressure to take action instead of talking and miss much of it. In any event, I imagine Vuere could be a very useful NPC for other adventures set in Mendev.

There’s a cool scene in the escape tunnel when the PCs reach the door that leads into the keep’s mausoleum. A few paladins--wounded, fatigued, and almost overwhelmed--hold the door from the PCs’ side. Something powerful and massive must be on the other side and is slamming into the door--BOOM BOOM BOOM! The PCs have three rounds to prepare before the door crashes in and a massive balban demon appears with a swarm of dretches underfoot. The mausoleum itself is notable for three things: 1) Statues, with plaques, naming the various holy warriors interred within—PCs who pay attention will gain a vital clue for the adventure’s endgame; 2) A statue that provides unlimited magical healing to any good-aligned creature that touches it--making it a crucial place to rest and recover between forays into the keep; and 3) An invisible quasit spy named Frqazzikal who secretly follows the PCs, warning the demons in every chamber of their approach and generally harassing them at the worst possible moment. Devious!

The PCs emerge from the mausoleum into a chapel on the surface level of the keep. As an example of the grisly writing I mentioned in the opening, there’s a demon-possessed paladin to fight, and he’s nailed his own squire (who’s still alive!) to his tower shield! Jeepers. A GM who wants a fast-paced adventure with elements of horror has come to the right place with this module.

The grounds of Clydwell Keep are divided into an Upper and Lower Bailey. Here, different groups will make very different decisions. Some will take it upon themselves to clear out every single building and tower, and there are enough demons to provide a dozen or more encounters (and a ton of XP). Other groups will keep their eye on the prize (restoring The Demonscope to empower the wardstones before its too late) and bypass most of the optional encounters. My group (I think smartly) chose the second option.

To reach The Demonscope, the PCs need to breach the keep proper and descend into the dungeons beneath it. Here they have to overcome paladins turned into zombies, babaus, dretches, a demon-possessed Holy Sentinel, a new type of monster called chatterer swarms (a great and memorable monster that should be used again), a black pudding, succubi, a demon knight, a lesser nabasu, and more! Saving civilisation from demon hordes isn’t easy, but a group with a paladin, lawful good cleric, or (as in my group) an inquisitor able to make their weapons into demon-bane ones will get plenty of time in the spotlight.

The module does a really good job with Sir Holton Albright--he’s actually a sympathetic figure as he’s now filled with remorse and disgust at himself for being manipulated by the demon. Once found, he’ll help the group understand the problem with The Demonscope and how it can be fixed. This involves locating and placing sacred relics in the correct location, which is where the clues from the mausoleum come into play. Or, the PCs can try to brute force the solution, which can work, but the longer it takes them to figure it out, the more a CR15 balor demon emerges! The balor has limited powers at this point, but it still filled me with joy to have its massive arm appear and take some swipes at the PCs in a very climactic ending. Fortunately, my PCs reactivated The Demonscope and saved Mendev from becoming just another demon-infested wasteland like the Worldwound. You’re welcome!

For back matter, the module contains three appendices. The first is a few paragraphs on Kenabres, which really isn’t enough. Although the module doesn’t give the PCs a chance to spend time in the city, a GM should see if they can find more on it elsewhere in case they want to do some stuff there before or after the adventure. The second appendix contains two new monsters: the aforementioned chatterer swarms and sons of perdition; both good additions to the game. Appendix 3 contains stats for The Demonscope and some other magic items, our favourites of which were faith orbs (holy hand grenades!) and water scorpions (squirt guns with endless supply of holy water!).

I suppose if one wanted to quibble, there’s not a lot of opportunity for role-playing or skill challenges in The Demon Within and, from one point of view, it’s pretty much a hack-fest. But it’s a really good hack-fest, with a great backstory and excellent use of the setting. I’d recommend it.


FIGHT A CASTLE FULL OF DEMONS FOR $2!!!

5/5

GOOD:
Evokes an epic, cineastic fantasy feeling.

BAD:
3.5 rules need to be brought to Pathfinder.

UGLY:
Why is this not sold out already?




Excellent module, and potential campaign seed

5/5

D3 is an excellent module. From a holy ceremony gone wrong, our PCs will explore the buildings surrounding Clydwell Keep to then plunge within its depths to stop a catastrophic event of unbelievable proportions.

I particularly like the "siege" aspect of the module, in the sense that PCs are racing against time, trying to reach a location of extreme importance by fighting their way "behind enemy lines", exploring the Demon-occupied areas in the process and dealing with the aftermath of their invasion.

It's really effective when run straight out of the book, and can also act as a spark, a foundation for a mini-campaign (by adding encounter areas and other things to do while the PCs make their way to the adventure's gullet to its end point), or a huge epic (with possible long term ramifications of the module's ending).

All around, the ambiance is there, the pace is sustained, the flavor ideas are great, and it's all a springboard from which many great game sessions could come alive. Recommended product. 5 stars.




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Contributor

So... Who's got it? Anyone have anything nice or not-so nice they want to post about it here? I've already seen one thread commenting on the succubus-on-girl action depicted in one illustration. Anything else?

As half of the writing team responsible for this diabolical look at virtue and vice, the weaknesses inherent in men, and the manipulative aspect of demons preying on weak minded mortals, I have to say that this one has had me more excited about anything I've written since Tides of Dread.

The final print (and .pdf) version is AWEsome! The editing was inspired. The artwork is top notch. Tim and I wanted to write some really gritty demonic stuff for this adventure (well, maybe Tim wanted to go a bit further than Steve with it) that hasn't really been done before. Who knows? Maybe somewhere it has been, but it felt very fresh and demonically sinister to me and I can't wait to get to run it for my own players.

Dark Archive

Steve Greer wrote:

So... Who's got it? Anyone have anything nice or not-so nice they want to post about it here? I've already seen one thread commenting on the succubus-on-girl action depicted in one illustration. Anything else?

As half of the writing team responsible for this diabolical look at virtue and vice, the weaknesses inherent in men, and the manipulative aspect of demons preying on weak minded mortals, I have to say that this one has had me more excited about anything I've written since Tides of Dread.

The final print (and .pdf) version is AWEsome! The editing was inspired. The artwork is top notch. Tim and I wanted to write some really gritty demonic stuff for this adventure (well, maybe Tim wanted to go a bit further than Steve with it) that hasn't really been done before. Who knows? Maybe somewhere it has been, but it felt very fresh and demonically sinister to me and I can't wait to get to run it for my own players.

I've read the PDF, and I should have my print copy in the next couple of days. I must say I really love this adventure. The idea of an order of paladins drawing on an improsoned Balor to power an artifact that contains Demon activity is a really cool idea. I loved the art in this one too, especially the picture with the Balor towering over some PC's while gripping another fellow in a pincer.

Anyway, this is definately a one shot I want to run. Well written just as everything I have read that has your name on it has been.

Paizo Employee Director of Brand Strategy

Steve Greer wrote:
So... Who's got it? Anyone have anything nice or not-so nice they want to post about it here? I've already seen one thread commenting on the succubus-on-girl action depicted in one illustration. Anything else?

I for one love it. Incredible adventure aside, it's great to see other parts of Golarion fleshed out. I've currentlt got a party of 11th level adventurers running through Guardians of Dragonfall, and when they're done, I can totally see them taking this on. I'll just need to amp up the CR slightly. Can you give a little more background on St. Clydwell or Iomedae? As far as I know she hasn't been covered much in what's been previously released. Is Clydwell a demigod, or just a highly revered historical figure?

Contributor

Cool! Happy to hear a couple of you digging it. Yoda8myhead, St. Clydwell is a revered hero/champion only. Of Iomadae, I don't have any info for you. Tim and I were operating quite blindly in regards to religions other than that the people of Mendev were supposed to be survivors from the nation swallowed up by the Worldwound and they worshipped Aroden at the time. So any references we made to deities were usually with a bracketed [insert name of appropriate deity] after it, which the editors inserted Iomadae in. I know about as much as you do about that deity at this point.

Paizo Employee CEO

The Pathfinder Chronicles Gazetteer, which should show up in our warehouse before the end of the month, will answer all of your questions! There is a nice write-up on Mendev and the Worldwound, as well as a write-up on all of the gods.

-Lisa

Liberty's Edge Contributor

Steve Greer wrote:
Cool! Happy to hear a couple of you digging it. Yoda8myhead, St. Clydwell is a revered hero/champion only. Of Iomadae, I don't have any info for you. Tim and I were operating quite blindly in regards to religions other than that the people of Mendev were supposed to be survivors from the nation swallowed up by the Worldwound and they worshipped Aroden at the time. So any references we made to deities were usually with a bracketed [insert name of appropriate deity] after it, which the editors inserted Iomadae in. I know about as much as you do about that deity at this point.

Steve always operates blindly, I'm just glad he's not my surgeon

Contributor

Tim Hitchcock wrote:
Steve always operates blindly, I'm just glad he's not my surgeon

Speaking of surgery, I'm surprised the editors kept your babau surgeons "operating" on captured paladins in this adventure. It was a bit gruesome, even by Nic Logue standards of "gruesome".

Liberty's Edge Contributor

Steve Greer wrote:
Tim Hitchcock wrote:
Steve always operates blindly, I'm just glad he's not my surgeon
Speaking of surgery, I'm surprised the editors kept your babau surgeons "operating" on captured paladins in this adventure. It was a bit gruesome, even by Nic Logue standards of "gruesome".

I know but I like my critters to get their hands dirty. It give the PCs suomething to fight, unlike like hiding their opponents from them like you did with the vrocks. You could have settled for some dive bombing instead of having them use telekinesis to toss rocks off the Castle Bailey.

Sczarni

yoda8myhead wrote:

Can you give a little more background on St. Clydwell or Iomedae? As far as I know she hasn't been covered much in what's been previously released.

yoda8myhead, if you use the search feature for Iomedae you will get a hit to a rather lengthy message board post that the developers posted a general "pre production" description of many of the gods. as of last week it wasn't in the archive yet, dont remember what it was called though

Contributor

Tim Hitchcock wrote:
Steve Greer wrote:
Tim Hitchcock wrote:
Steve always operates blindly, I'm just glad he's not my surgeon
Speaking of surgery, I'm surprised the editors kept your babau surgeons "operating" on captured paladins in this adventure. It was a bit gruesome, even by Nic Logue standards of "gruesome".
I know but I like my critters to get their hands dirty. It give the PCs suomething to fight, unlike like hiding their opponents from them like you did with the vrocks. You could have settled for some dive bombing instead of having them use telekinesis to toss rocks off the Castle Bailey.

He he. There's an idea. ;) Hey! What a second. You trying to rat my bad guys out or something? Shhhhhhhhhhhhhhh!

Paizo Employee Director of Brand Strategy

Cpt_kirstov wrote:
yoda8myhead, if you use the search feature for Iomedae you will get a hit to a rather lengthy message board post that the developers posted a general "pre production" description of many of the gods. as of last week it wasn't in the archive yet, dont remember what it was called though

Hmm. Not finding it. Watcher made references to some info on her and Aroden back in September, but I can't find what he was referring to. It just takes me back to the homepage. Oh well. I can wait a few weeks to get my Gazetteer. I will say a prayer to Iomedae that it comes soon.

Sczarni

It was Erik - I'll repost it:
Iomedae
TITLE
Goddess of valor, rulership, justice, and honor
Alignment: LG
Domains: Glory, Good, Law, Sun, War
Favored Weapon: Longsword
Centers of Worship: Andoran, Cheliax, Crusade Land, Galt
Nationality: Chelaxian
Iomedae is a deified patron saint of Aroden and has absorbed many of his followers. The strongest of her zealots flock to Crusade Land to join the crusades against the fiends inhabiting the Demon Wastes. Her holy text is the eleven “Acts of Iomedae” (or simply, “The Acts”), miracles performed in ancient times by Iomedae throughout Avistan and Garund as demonstrations of the power of Aroden, her patron.
Number three through the Test of the Starstone. Successor to a demigoddess called Escalin, who formerly served Aroden in a similar capacity before being tortured, broken, and presumably killed by the Whispering Tyrant.
Published Sources: PFPG, Pathfinder #1 (Journal)


Well am still waiting for the pdf, as usual. Would it be possible to sign up for an "alert" for the pdfs, since I seem to end up checking back every day to find that the module is released but not the pdf.

Am not a big fan of demons in D&D, but for the sake of completeness will buy this one. Could I also ask Paizo to write a module that is not about death, destruction, murder or just downright nastiness?


Ben Parkinson wrote:
Could I also ask Paizo to write a module that is not about death, destruction, murder or just downright nastiness?

I agree. I wouldn't mind seeing an 'exploration of previously uncharted lands' styled adventure, one that any DM can insert into his world as a Jurassic Park styled romp. It'd give us an opportunity to use all those weird creatures we can never find a reason to use. ;-D

Paizo Employee Chief Technical Officer

Ben Parkinson wrote:
Well am still waiting for the pdf, as usual. Would it be possible to sign up for an "alert" for the pdfs, since I seem to end up checking back every day to find that the module is released but not the pdf.

We don't have such alerts, but the PDF should be available on Wednesday.

Contributor

Steve Greer wrote:
Tim Hitchcock wrote:
Steve always operates blindly, I'm just glad he's not my surgeon
Speaking of surgery, I'm surprised the editors kept your babau surgeons "operating" on captured paladins in this adventure. It was a bit gruesome, even by Nic Logue standards of "gruesome".

Truth be told, MOST of the reprehensible and awesomely nasty stuff in Carnival came from Tim's demented mind not mine. I love his evil brain!

Can't wait to get my copy of Demon Within!!!

RPG Superstar 2008 Top 32

I was reading the new magic items section and I couldn't stop laughing.

Nothing bad, it's just that the 'Faith Orb' is pretty clearly the Holy Hand Grenade of Antioch. (As well as being a good way to blow stuff up, even for faithless characters.) Awesome.

Contributor

Ross Byers wrote:

I was reading the new magic items section and I couldn't stop laughing.

Nothing bad, it's just that the 'Faith Orb' is pretty clearly the Holy Hand Grenade of Antioch. (As well as being a good way to blow stuff up, even for faithless characters.) Awesome.

That, Sir, is exactly what it is! I mean, what crusader type adventure would be complete without it?! Glad you noticed! :)

Contributor

Dammit! Just saw that the handsome and charming Greg Vaughan is beating Tim and I's adventure with that awesomely cool adventure of his River Into Darkness. What do we have to do to start beating him in sales again? Another pact with the devil?! I mean, I only have one soul here, people! What do you want? BLOOD?!!!!

So, a trip down a dirty river on a paddle boat... OR fighting demons to retake an overrun keep in the name of all that is good and holy? Decisions, decisions...

Frog God Games

HA! You can't stop my momentum Greercock! Now if I can only knock off that Schneider fellow I will RULE THE WORLD!


Look. If you both shut up now I'll order both of them.


I've both of these on my nightstand currently. I have to finish Edge of Anarchy first, then 7 Days to the Grave, then you guys are next.

I will weigh in with the 'winner' as soon as possible.

;)

Liberty's Edge Contributor

Greg A. Vaughan wrote:
HA! You can't stop my momentum Greercock! Now if I can only knock off that Schneider fellow I will RULE THE WORLD!

Ok.. now that just sounds filthy.


You paizo freelancers... blisters on the ass of damnation.

I love it.

Contributor

Tim Hitchcock wrote:
Greg A. Vaughan wrote:
HA! You can't stop my momentum Greercock! Now if I can only knock off that Schneider fellow I will RULE THE WORLD!

Ok.. now that just sounds filthy.

Oh, my! That's just downright indecent. Greg, stop talking about the Greercock™ on public forums!!! Have you no decency, man?!


I have them both and they are both great. I just love the visual quality coupled with the story-line quality! Please keep up the good work. Though you are a serious drain on my wallet!

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just want to know who's idea it was to have Kyra making out with a succubus while Seoni watches... freaks! :)

Frog God Games

Somebody let me know if Kruelaid has placed his order yet so I can post again. ;-)


Sorry, guys. Cool backstory stuff, but WAY too much straight fighting with demons for us (TOTALLY burned out on that theme after the last 4 or so chapters of "Savage Tide"). This one will have to bide its time for years, or until I find a particularly hack-happy group.

Paizo Employee Director of Brand Strategy

Kirth Gersen wrote:
Sorry, guys. Cool backstory stuff, but WAY too much straight fighting with demons for us (TOTALLY burned out on that theme after the last 4 or so chapters of "Savage Tide"). This one will have to bide its time for years, or until I find a particularly hack-happy group.

Well it is a D (dungeon) adventure. Those tend to always be hack n' slash. As for myself, I can't wait to run it.


Greg A. Vaughan wrote:
Somebody let me know if Kruelaid has placed his order yet so I can post again. ;-)

Yes I have. River, too. And some crap that a guy named Logue wrote.


ordered this and the gazetteer as well as 2 other modules today. Looking forward to it.

The Exchange RPG Superstar 2010 Top 16

I'm glad to see the paladin as one of the four pre-generated chaacters on the back page, but I'm surprised the cleric wasn't also recommended. It seemed like a natural adventure for religious characters to shine.

(Who decides on thich iconics to use? The authors?)

In fact, I think this would be a terrific adventure for clerics or paladins of both the Mendevian church and other good-aligned demon-fighting organizations who'd like to take over the maintenance and guardianship of the gateholds.

I respectfully disagree with Kirth. There's a lot of stuff to fight, but that all seems secondary to figuring out what's going on, fixing things, and redeeming the guardians.

Hey. By the way:

Spoiler:

In the initial scene at the ordination, would the "paladin" detect as evil?


Chris Mortika wrote:
I respectfully disagree with Kirth. There's a lot of stuff to fight, but that all seems secondary to figuring out what's going on, fixing things, and redeeming the guardians.

Well said, and I should have been more clear in my earlier post. I love the investigation/repair/redemption aspects. Also allow me to add that it's an absolute pleasure to see NPC paladins used as something other than melodrama or comic relief. But the last 4 chapters of "Savage Tide" has induced temporary demon sickness -- hear the word "demon," and get sick (much like the unfortunate dragon condition that occurred just after "Kings of the Rift," but that luckily went away very quickly). Hopefully spontaneous recovery will occur soon.

Sovereign Court

<NOTE: this might have spoilers>

Hey! I love this thing, downloaded it last night. Got some questions, hoping others or authors can help me out!

I'd like to integrate this into my campaign, would like some thoughts.

First off, the party consists of 4 15th level characters. A cleric(radiant), paladin (knight of the chalice), Cavalier, and arcane trickster. So as you can see, they're ripe for this sort of gig.

Now, they've been investigating a group of arch-villians who have been opening portals allowing more demon activity. D'oh! Guess you had a good idea there.

So I'll locate the keep somewhere nearby their home station and some good excuse for them to visit it and go from there.

I have glanced over the pdf a bit at this point and wonder if anyone has ideas for bumping it to 15th level. I'm trying to figure out if just increasing the number of enemies in each encounter and a few levels on the NPC's should be sufficient. Or should I substitute some different ones in? How many babau's make a herzou? :-)

Also, I don't own the tome of horrors books. Can someone just give a general description of what those creatures look like? The one sounds pretty large with his pounding you into the ground "feature".

Thanks!
Pete

Contributor

Chris Mortika wrote:

I'm glad to see the paladin as one of the four pre-generated chaacters on the back page, but I'm surprised the cleric wasn't also recommended. It seemed like a natural adventure for religious characters to shine.

(Who decides on which iconics to use? The authors?)

Nope. That's soley in the hands of the editors.

Chris Mortika wrote:
In fact, I think this would be a terrific adventure for clerics or paladins of both the Mendevian church and other good-aligned demon-fighting organizations who'd like to take over the maintenance and guardianship of the gateholds.

I agree with you. The cleric would have been perfect for this adventure. And, hey, she is depicted in the artwork. Tim and I fully intended for clerics and paladins to have an abyss-of-a time with this adventure. You may have noted that some of the doors are geared toward their abilities.

Spoiler:
The "how'd the demon get past any detect evil's?" question is a good one. We did consider it. We thought about tying a detect evil spell to the hallow present in the temple, but there are other so much more useful. And with paladins being able to detect evil at will, it's a no brainer to use something else. A potion of nondetection is good enough to keep the demon's aura masked long enough to strike. The glabrezu posing as Holton would also keep himself away from as much exposure as possible prior to the ceremony. Think, solitary meditation in one of the cloisters. You also may notice that in the read aloud text, Holton steps out of the shadows only when he is called up to the pulpit. So just assume he's been keeping a low profile leading up to that point.

Contributor

Pete Apple wrote:

<NOTE: this might have spoilers>

Hey! I love this thing, downloaded it last night. Got some questions, hoping others or authors can help me out!

I'd like to integrate this into my campaign, would like some thoughts.

First off, the party consists of 4 15th level characters. A cleric(radiant), paladin (knight of the chalice), Cavalier, and arcane trickster. So as you can see, they're ripe for this sort of gig.

Now, they've been investigating a group of arch-villians who have been opening portals allowing more demon activity. D'oh! Guess you had a good idea there.

So I'll locate the keep somewhere nearby their home station and some good excuse for them to visit it and go from there.

I have glanced over the pdf a bit at this point and wonder if anyone has ideas for bumping it to 15th level. I'm trying to figure out if just increasing the number of enemies in each encounter and a few levels on the NPC's should be sufficient. Or should I substitute some different ones in? How many babau's make a herzou? :-)

Also, I don't own the tome of horrors books. Can someone just give a general description of what those creatures look like? The one sounds pretty large with his pounding you into the ground "feature".

Thanks!
Pete

Happy to hear you like it!

To answer some of your questions, it shouldn't be hard to advance things up to make them a challenge for 15th level characters. Add some more of the Sons of Perdition to the adventure to give your cleric and paladin PCs some new things to do a la exorcisms instead of just one encounter with them. If you have the time to do it, add some character levels to some of the demons. Also, you should also consider tweaking the encounter at the Demonscope to make it more challenging, like removing some of the restrictions. I'd also make that room a bit bigger. It's a tad on the small side for the fight that'll be taking place there.

Increase the number of minor demons encountered by about 3-5. You may also want to look into Book of Vile Darkness for some ideas with regards to weapons, armor, and items to arm the demons with.

Oh, and to answer you're last question:

Spoiler:
From The Tome of Horrors...
Demon Knight: This creature appears as a 6-foot tall humanoid dressed in black iron half-plate armor. Its head is completely hidden beneath a helmet. A black iron longsword is slung at its hip.

Nabbassu: This creature is tall and thin with large, leathery, scaled, bat-like wings. Its skin is stretched tightly over its bones to the point that its underlying muscles can be seen clearly. Its skin is pale gray. Its hands end in long fingers tipped with razor-sharp talons. Its mouth is filled with tusk-like teeth, dominated by two overgrown tusks that jut upward from its bottom jaw. Its eyes glow with an eerie yellow light.

From The Tome of Horrors III...
Balban:This creature stands at least 12 feet tall with a squat, pot-bellied body, massive arms, and thick, rounded legs. Its head resembles that of a trunkless and tuskless elephant. Four great backward curving horns sprout from its head behind its eyes. Its skin is slate gray with darker areas on its underbelly and back.

Liberty's Edge

just picked it up at the flgs today. The art is beautiful.
I grok to the magic items and (see spoiler 1)

Spoiler:
the fallen angel type monster...rocks mightily. It's like those angels that came down and knew the daughters of men or whatever--craaaaazy! Always wanted to do something with that; kinda like the Midianites in that Clive Barker flick.

My only lament is I don't have a squad of 11th level scum to punish with this module right now. ;)

spoiler--if I'm your dungeonmaster, sod off! ;)

Spoiler:
I really want to downpower the monster in question somehow though, and sick it on some folks. Perfect subterfuge beast...

I really wanna see more about that place the module goes down in, that land....


Heathansson wrote:

My only lament is I don't have a squad of 11th level scum to punish with this module right now. ;)

spoiler--if I'm your dungeonmaster, sod off! ;)
** spoiler omitted **

I really wanna see more about that place the module goes down in, that land....

Watch yourself.

Liberty's Edge

Uh, thorry, thir....


Liked the premise, but thought the name 'Demonscope' was weak, sounded too cartoony to me. Need to ponder a cooler name when I run it.

Sovereign Court

Steve Greer wrote:


Happy to hear you like it!

To answer some of your questions, it shouldn't be hard to advance things up to make them a challenge for 15th level characters. Add some more of the Sons of Perdition to the adventure to give your cleric and paladin PCs some new things to do a la exorcisms instead of just one encounter with them. If you have the time to do it, add some character levels to some of the demons. Also, you should also consider tweaking the encounter at the Demonscope to make it more challenging, like removing some of the restrictions. I'd also make that room a bit bigger. It's a tad on the small side for the fight that'll be taking place there.

Increase the number of minor demons encountered by about 3-5. You may also...

Thanks for all the tips! It's really appreciated. We're actually planning to end this campaign and this has given me a perfect way. I plan to work it so that most of the current management of the keep ends up Demon dinner so my fellows can step in as the new Holy Sentinels. Seems perfect for their backgrounds. And I'm looking forward to dragging out the Balor figure I have, finally :-)

BTW, for anyone planning to run this I just noticed Flip-mat Cathedral is out and could work well as the initial encounter.

Contributor

Krell wrote:
Liked the premise, but thought the name 'Demonscope' was weak, sounded too cartoony to me. Need to ponder a cooler name when I run it.

Krell, when I coined the name I had been reading Brian Lumley's Necroscope series. Great books! He has a cool website HERE. Here's a bit from the Wikipedia entry I linked above.

The term "necroscope" originally (in Greek) meant someone that can "see" (scope) into the dead (necro). It was used as a formal legal and scientific term for "Coroner" up to the middle of the 20th century. After the 1950s it ceased to be used, but can still be found in early 20th century books and encyclopedias (see Helios' Encyclopedia, 1954 Athens). Necroscope, as a term for Coroner, came to be considered distateful as it was associated with the coroner's "tools" of the day, knives, saws and drills, and today is not in use (has been replased by the neutrally sounding term for the coroner, "doctor-judge" - iatrodikastis). Notably, in the series the "necroscope" communicates with the dead without any tools, or bodily mutilation, an ability normally attributed to a "necromancer" (in Greek), whereas the "necromancers" in the series use tools like those used by the real "necroscopes", the coroners.
The abilities of a necroscope are defined as a type of ESP.

Subbing in the word "Demon" for Necro makes a little more sense with that in mind since this artifact uses

Spoiler:
a imprisoned Balor to aid the Holy Sentinels in spotting nearby demons.

That's cool, though. It's just a name. Change it to whatever sounds good to you. :)


Steve,
Thanks for the insight into the background. As I wrote my first thought was Demonscope was not a high fantasy name and hence weak. With the background I can spin it as you outlined-a device that can see, and then thwart, demonic activity. In that context the name is more appropriate. I'd also say my quibble was minor, the name of an artifact, in what is a cool premise.

Otto


Regarding the Chatterdemons

Spoiler:
They seem terribly difficult to slay for CR8 monsters. I was trying to imagine how a battle against them would go and came to the conclusion that it one likely be short and one sided-especially since both times they appear there are 3 of them. It seems that the combat would go something like:
1-Chatterdemons attack by surprise (hide +29) inflicting 3d6=avg 10
2-Chatterdemons win init (+9) or affected PCs fail fort save (DC 19) and are nauseous and can take only a move action
3-Chatterdemons attack again, following PCs if needed with their 40 speed, inflicting another 3d6=10 for a total of 20. At 15 the target is infested. The infestation can only be removed by a handful of spells.

The Chatterdemons also have good hits, 66, and 10 resistance vs acid, cold and fire. Even with taking +50% from area effects for being a swarm it seems very difficult to kill them before they nest in the party, eg 11th cone of cold avg 36 less 10 for resist +50%=39 (assuming the save is failed) or 19 on a successful save.

Anyone have any insight into this possible TPK?

The Exchange

Yes, I read this last night - a mightily cool adventure. A righteous slaughterfest where the PCs don't have to worry about the ethics of the situation, and some nice (if gruesome, though in keeping with the theme) images and encounters.

EDIT: Just read Heathy's post. I'm now scared.

Contributor

Regarding the Chatterer Swarms...

Spoiler:

Krell, it has been my experience that any swarm of the appropriate encounter level for most group of adventurers usually beats the holy crap out of one or 2 unlucky ones, but gets handled before it results in PC deaths. The Chatterer Swarms are no different. I think you may be underestimating the resourcefulness and resources available to an 11th level group of characters.

However, to answer each of your concerns.
1-Their superior Hide modifier... is a moot point in the adventure since they burst out of Thunderhoof (B7) and race towards the PCs most likely giving them a round to act before the little suckers are on them. To ensure that the PCs do get a chance to act on that initial round, you can initiate the encounter up to 80 feet away from them when the burst out.
The PCs get the same forewarning in the dungeon (D3a), so again the Hide modifier shouldn't cause any advantages other than being inside a host at the start of the encounter.
2-At 11th level, it's about half and half as far as characters that can tie or beat that initiative modifier and Fort save DC. Take a look at the pregens at the back of the module. Harsk has a an equal chance of beating them on Initiative and both he and Seelah can easily whoop up on that Fort save DC. Ezren and Lem, on the other hand, will have problems, but that should be the case with most bards and wizards at this level. And keep in mind that these are not your most optimally built characters.
3-The Chatterer Swarms can be extremely tough to get out of an infested PC if your group has tackled this adventure with characters not suited for dealing with the kind of adversaries they'll be coming up against in a demon infested keep. However, assuming a semi-suited group like the pregens provided. Let's say Ezren gets off a cone of cold on these buggers before they close with the group. After resistance and the Reflex save they most likely make, he deals 14 points of damage. And then they're on poor Harsk since he was closest to them when they moved up. On the next round, while Harsk and possibly Seelah, swing at these Fine sized demons futilely (immune to weapon damage), Ezren backs off and fires off another spell. This time he casts fireball so as to hit an edge of the swarm (10 ft. space) and not his companions. He succeeds and easily beats their SR just like before and after Resistance and Reflex saves are accounted for, he deals another 14 points of damage.
All of them have taken 28 points of damage so far (assuming only average damage rolls). The next round, they've done enough chewing on Harsk to Flesh Burrow and now they're in and Harsk is going nuts.
On her turn the next round, Seelah does the only thing she can think of, she casts remove disease (which some Knowledge (the planes) checks would help out with) and deals 14 more points of damage to the Chatterer swarms infesting Harsk. By this time Harsk still has well over half his hit points.
On the next round, Seelah having seen or heard a reaction from the demons inside Harsk, uses her 2nd and last use of remove disease for the week and deals another 14 points of damage to the swarms. They've now taken 56 points of damage (on average).

As far as this group goes, they've probably done all they can assuming no other resources not included on their pregen sheets. Yeah, Harsk is probably a goner and the others have to retreat or end up the same way.

However, assuming your PCs have better resources than this group or the rolls above were better than average, the swarms are most likely dead at this point.

Here are some recommendations for ensuring your party's survival:
1-Make sure they have a spellcaster in the group that can cast, either as prepared spells or has them on scrolls, banishment, dispel chaos/evil, holy word, and remove disease. If they don't have the foresight to prepare this way, you can throw in some scrolls before they leave Kanebres as gifts from Kutholiam to aid their efforts.
2-Research. Before going to fight demons, a lot of groups will try to get info from the GM to help them. Things demons are immune to, things they are especially vulnerable to. If they ask, reward them by dropping some helpful clues so they don't waste valuable spell slots or gold purchasing equipment that won't hurt their enemies. Sonic damage usually hurts anything. Flamestrike is another good one. Stuff like that.
3-In the case of the Chatterer Swarms, if your group make up is suboptimal and a fight with these demons might go like my example above, consider lowering the swarms' hit points down to like 50-55. Given the example above, those average damage rolls would probably kill them.

Anyway, hope that helps. And remember, you can always playtest the Chatterer Swarms to see if they're too tough and what corrections need to be made. Maybe dress them up and have them behave differently for your group so they won't recognize the Chatterers the next time they see them.


K, had a chance to take a deeper look into this one today as well. Great Stuff as usual. I think in general Mendev in a sense reminds me of the Bloodstone Lands in FR (a good thing for me).

Its a bit more gritty and sinister as opposed to the usual Paladin inspired adventures. Its great to see an adventure like this not sugar coated, and we get to see the true evils that come from messing with things better left alone.

I like this one.

Contributor

I'm stoked to hear some good feedback. I'm sure Tim is, too, but he might be too busy working on some other projects to watch for posts here (loser me... I'm not at the moment). Please take a moment to give us a short review and a product rating, even if it's just to say, "This is the greatest adventure I've ever read and I plan on running it over and over and over again!" In fact, just go ahead and write that. You can just cut & paste it. ;) Seriously though, folks, those ratings help us writers keep writing. When a product is getting good reviews by a lot of people, the Paizo editors are more inclined to go back to that writer for a follow up or just something new. Just look at Revenge of the Kobold King. And soon you'll be seeing a sequel to Entombed with the Pharoahs. So, seriously, help Hitchcock and I out by taking a moment to rate it and write a few words. Thanks!

Liberty's Edge

Aubrey the Malformed wrote:

Yes, I read this last night - a mightily cool adventure. A righteous slaughterfest where the PCs don't have to worry about the ethics of the situation, and some nice (if gruesome, though in keeping with the theme) images and encounters.

EDIT: Just read Heathy's post. I'm now scared.

Mwahahahaha!

I haven't read it completely. I tend to flit from this to that, and my victims aren't 11th level yet,...;)
I really like the feel of the backstory though. I've been looking for something that would make a cleric feel like more than an overworked combat medic that shoots a crossbow at stuff here and there.
It's got that weird religion-based fantasy eerie horror vibe along the lines of The Exorcist or the Omen. Or when Dracula showed up in his striated red plate armor to find his dead wife, only to have the priest tell him, "she committed suicide...she won't go to heaven..."
I'd be interested in seeing more of that particular area of the globe get some more support.

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