GameMastery Module D3: The Demon Within (OGL)

5.00/5 (based on 6 ratings)
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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Archives of Nethys

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Not your average dungeon-based adventure...

5/5

Even though this is listed as a D-class adventure, it feels like so much more. Starting with a holy ceremony gone awry, the adventure starts off with a burst of excitement and doesn't drop it until the end. Racing against time, the PCs have to fight off a horde of demons before it's too late, a classic adventure style, but it is executed so well here.

As mentioned above, this is no simple dungeon-crawl, the PCs must assault a defended keep, and deal with all the tactical considerations that entails. Add to this a good variety of enemies and a good mix of hack-and-slash encounters with some good roleplaying opportunities, and you have a good mix for any player.

Steve Greer and Tim Hitchcock have outdone themselves with this adventure. What else can I say? Get it now!


The Real Keep on the Borderlands

5/5

I cannot wait to spring this adventure on my players. I love that the ramifications of failure are world-changing in scope, a change of pace from your run-of-the-mill adventure even at 11th level. The encounters are well-written emphasizing the gruesome and fiendish nature of the adversaries, and evoking an appropriate mood that couples with the sheer heroic-ness of the task. The new monsters and magic items are well done. Highly Recommended.


Evil

5/5


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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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