GameMastery Module D3: The Demon Within (OGL) PDF

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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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The Exchange

I agree - don't know much about the Worldwound at the moment, but it just sounds interesting. And, metagame, a great idea - you can fight demons, but you don't have to go to the Abyss to do it. I mean, how convenient is that?

Scarab Sages

In reading the module, I've run across an area which seems to be on a map but not in the module text itself:

Spoiler:
In the Lower Baily portion of the overview map, there is an area marked B16. I can't find any reference anywhere in the module text to this area. I'm assuming it got cut due to time or space.

Contributor

Coeus wrote:

In reading the module, I've run across an area which seems to be on a map but not in the module text itself:

Spoiler:
In reading the module, I've run across an area which seems to be on a map but not in the module text itself:
Spoiler:
In the Lower Baily portion of the overview map, there is an area marked B16. I can't find any reference anywhere in the module text to this area. I'm assuming it got cut due to time or space.

Good catch. There were originally a couple of extra encounters in the baily that were either redundant or just didn't really do much to further the story along. Towards the end of our work, Tim and I had a meeting in which we went through to make sure the maps matched the changes we made to the adventure. That one must have just slipped past us and the editors.

Of course, if inspired to do so, you could always add your own encounter in that spot. ;)

Liberty's Edge

I just got this. It's worth it for the appendices alone! Faith orbs? Water Scorpions? Sons of Perdition? This is my kind of material. It's also nice to see paladins being given some "professional" tools. I now have a vivid mental image of paladin of Iomedae caving in some demon's skull with a faith orb, pushing the button, chucking it at the feet of another demon and drawing his sword while the blast goes off, then charging into battle with sword in hand while the four squires behind him use water scorpions to pick off anything that gets out of sword range. Great stuff!

Contributor

To hear you describe it that way is very cool! :)

Liberty's Edge

Steve Greer wrote:
To hear you describe it that way is very cool! :)

Hey, man, I couldn't paint the picture if you hadn't given me the pigments. :)

Liberty's Edge Contributor

WOW!!!!

Thanks for all the super cool comments! I'm really glad to see how much everyone liked the adventure, I'm kinda bummed I didn't tune to this thread a little earlier, but as Steve noted I've been hard at work. Scribble, scribble, scribble.

Scarab Sages

Adventure Path Charter Subscriber

Yes..more high level adventures in the cold north, Mssrs Greer and Hitchcock..please...

Sovereign Court

Had our first session with this last night. It was great!

Spoiler:

<drone drone drone goes the sermon....>

You should have seen their faces as I whipped out the Glabrezu miniature! "Holy Crap!" Then with the Vrocks and Dretchs (and a few added extras to bump it up to 14th level) it was quite the cinematic experience!

The Knight of the Chalice rushed up to go toe-to-toe against the Glabrezu and soon found himself dancing on the ceiling. That was awesome! He took the 5d6 like a man -- and then deliberately walked out of the zone to be over the Glabrezu so he could attempt a strike from above. He scored a critical so he was able to add his momentum to the blow. (and took another 5d6 falling - "cause that's what heroes do!")

There were actual cheers at the table!

Then the Glabrezu tried that on the Cavalier. Well that would be the Cavalier with the boots of flying, thank you very much! He just rotated in mid-air and fought *upside-down*. The Cleric took a power stun word to the chest and was out of it for awhile but got in a few good licks towards the end.

The Cathedral Flip-Mat worked great for this encounter, I strongly recommend it.

Contributor

Awesome, Pete! That sounds like it was a ton of fun. Hope you post the rest of the adventure. That's the kind of feedback I really dig. Thanks!

Sovereign Court

Favorite quote of the evening by the Knight who had just been Sickened by an Unholy Blight as well as a critical hit deck card that caused Exhaustion:

"I'm Sick and Tired of these Demons!"

Lots of groans there...

Liberty's Edge

I just finished reading through my copy of this and it looks really great, like a lot of fun. My group is running through RoTRL right now, and has been having to take a lot of breaks recently, so I think I am going to toss this in on one of the weeks when everyone can't be there.

With that in mind I'm in the process of converting it over to PRPG to give the alpha rules a full test at the same time.

-Tarlane

Sovereign Court

I'm really liking this adventure... I just picked it up at my FLGS, and I'm about half-way through it. I noticed something while reading it, though.

Spoiler:
Early on, while taking the secret passage to enter the keep (I could be wrong here, I don't have the book with me right now), the text mentions rooms R1 and R2 representing the secret passage area. It seemed that they were keyed entries on a map of some sort, but I haven't been able to find it. Am I blind?

Really though, that's a tiny nitpick. What I'm really liking about this adventure is the variety of demons. It's not just a bunch of vrocks and then a glabrezu or something, there's quite a few different kinds that should keep the PCs on their toes!

Contributor

Nameless wrote:
I'm really liking this adventure... I just picked it up at my FLGS, and I'm about half-way through it. I noticed something while reading it, though.

Happy to hear that! With regards to the sections you described, we were originally going to provide a map, but omitted it for space reasons since the first one you mentioned was only in there for flavor and best left to the imagination. The second one you mention is left for you to map out based on the description of the area.

However, here are some modifications I would make to the map of...
Spoiler:
the Mausoleum: The SECRET door at area M1 shows a 5-ft wide passage leading west off the map and presumably into the River Tunnel at R2 - make that passage at least 10 feet wide and place roughhewn stairs leading down approximately 10 feet west of where the secret door is indicated. Beyond that, just draw a rough tunnel as described in area R1 and you should be good to go.

Sovereign Court

Steve Greer wrote:

Happy to hear that! With regards to the sections you described, we were originally going to provide a map, but omitted it for space reasons since the first one you mentioned was only in there for flavor and best left to the imagination. The second one you mention is left for you to map out based on the description of the area.

However, here are some modifications I would make to the map of...
** spoiler omitted **

Thanks for the help! I figured it was something along those lines, but I figured it couldn't hurt to check!

So I finished the adventure, and just wanted to say, I thought it was fantastic! One of my favourites of the GameMastery modules for sure. The new monsters were interesting, and dealt with a facet of demons that I think is lacking in the core rules. The new magic items are also cool! I plan to use water scorpions and faith orbs extensively in the future!

I would love to see a sequel to this adventure, perhaps some sort of assault into the heart of the Sarkoris/the Worldwound?

Scarab Sages

Adventure Path Charter Subscriber
Nameless wrote:


I would love to see a sequel to this adventure, perhaps some sort of assault into the heart of the Sarkoris/the Worldwound?

Yes!

15th level +

Mactaka says, "Make it so!"

Contributor

Mactaka wrote:
Nameless wrote:


I would love to see a sequel to this adventure, perhaps some sort of assault into the heart of the Sarkoris/the Worldwound?

Yes!

15th level +

Mactaka says, "Make it so!"

Now you're talkin'! :)

Liberty's Edge Contributor

Nameless wrote:


I would love to see a sequel to this adventure, perhaps some sort of assault into the heart of the Sarkoris/the Worldwound?

Oh yeah!!! I would so love to a sequel.

Into The Wound!!!!


This module has one of the best opening encounters I've ever seen. Great setpiece (although it doesn't come close to fitting on my flip-mat) and great use of monster powers to create some truely epic mayhem. Looking forward to running it tomorrow :).


Tim Hitchcock wrote:
Nameless wrote:


I would love to see a sequel to this adventure, perhaps some sort of assault into the heart of the Sarkoris/the Worldwound?

Oh yeah!!! I would so love to a sequel.

Into The Wound!!!!

'A Paladin in Hell' given a Pathfinder facelift ... I LIKE IT! That was one of the better late-2e modules by a long shot. And this module certainly provides enough dead Paladins to choose from...


Old thread, awesome product. :)

I'm currently running this module pathfinderized and the group nearing the end (ignoring anything and everything between the chapel and the dungeons in the keep).

A question arose that we couldn't find a good answer for. The module often describes demon corpses in multiple places. What happens to demons that are killed within the Demonscope's dimensional lock aura?
Do they still return to the Abyss like summoned creatures do to their native plane, or are they permanently killed? (If the latter, it's a great way to get rid of demons.)

Also, was this written with the intention that the group rests along the way? The amount of encounters suggests so, but the perceived time-limit makes me think otherwise.


Wait, has my eyesight gone or does it say that a print copy of this is now going for $3.00, and the PDF for $6.74?


Eric Hinkle wrote:
Wait, has my eyesight gone or does it say that a print copy of this is now going for $3.00, and the PDF for $6.74?

It's part of the current 10 Year Anniversary Sale. Most (if not all?) of the 3.5 modules are $3 right now, among other great deals

Liberty's Edge

Yes they are. I've had some of these over the years in print, but the opportunity of getting every one of them in print for cheap is something I jumped on immediately.

(Well, almost all. I now have a complete collection of all modules and Pathfinder Adventure Path ... except for D0 Hollow's Last Hope, the 16 page Free RPG day module for 2007. If you have that one around and would care to sell it, let me know.)

Most of these 3.5 modules are really good. Moreover, they each cover many regions in Golarion that have never been visited since (or have only been returned to only very briefly in PFS Scenarios). Either way, if you are a fan of the Golarion setting, getting these modules for $3 each is an AMAZING deal. They are brain dead easy to convert to Pathfinder RPG.

In fact, so easy, that gives me an idea...


Joseph Wilson wrote:
Eric Hinkle wrote:
Wait, has my eyesight gone or does it say that a print copy of this is now going for $3.00, and the PDF for $6.74?
It's part of the current 10 Year Anniversary Sale. Most (if not all?) of the 3.5 modules are $3 right now, among other great deals

Thank you, sir, I'll have to pick some of these up.


I am pouring over the module and looking for the main entrance to the keep proper and I can't find it. I know there is a hatch in the roof and the door on the ground floor leads to the dungeon, but where is the main entrance?


Just picked this up and am adding it to the campaign path of 3.5 modules that I am building for my players. These early 3.5 modules were gold.


Hi to all!
First of all I want to thank you the author of this fantastic module, my players are loving it.
I have some question to you all:

1. This module is for 11 characters, is it consider to let level up the characters during the run?
2. If yes, when it could be better to let them level up ( I want to use milestone) ?

Thank you

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