TEXT: d3
  a 3.5/ogl adventure for level 11
  
  Clydwell Keep 
  Bitter  
      River 
  Keep Proper 
  B1
  B3 
  B3 
  B3 
  B3 
  B11 
  B11 
  B11 
  B6 
  0 
  160 
  feet 
  chapel 
  B8 
  B14 
  B5 
  B5 
  B2
  B11 
  B11 
  Upper Baily 
  B9 
  B10 
  B11 
  Lower Baily 
  B15 
  B7 
  B3 
  B16 
  B3 
  B13 
  B12 
  B4 
  W 
  E 
  N 
  S 
  Clydwell Keep 
  Bitter  
      River 
  Keep Proper 
  B1
  B3 
  B3 
  B3 
  B3 
  B11 
  B11 
  B11 
  B6 
  0 
  160 
  feet 
  chapel 
  B8 
  B14 
  B5 
  B5 
  B2
  B11 
  B11 
  Upper Baily 
  B9 
  B10 
  B11 
  Lower Baily 
  B15 
  B7 
  B3 
  B16 
  B3 
  B13 
  B12 
  B4 
  W 
  E 
  N 
  S 
  St. Clydwell’s Cathedral 
  One square = 5 feet 
  A 
  B 
  C 
  C 
  1 
  2 
  3 
  P1 
  P2 
  P3 
  P4 
  P5 
  P6 
  P7 
  P8 
  N 
  S 
  E 
  W 
  Cathedral 
  A  Main Entrance 
  B  Nave 
  C  Transepts 
  Presbytery
  P1  Ambulatory
  P2  Sancristy
  P3  Reliquary
  P4  Stairs to River Tunnel
   
  P5  Galley 
  P6  Chapter House 
  P7  Chancel 
  P4  Gardens and Fountain 
  Legend 
  St. Clydwell’s Cathedral 
  One square = 5 feet 
  A 
  B 
  C 
  C 
  1 
  2 
  3 
  P1 
  P2 
  P3 
  P4 
  P5 
  P6 
  P7 
  P8 
  N 
  S 
  E 
  W 
  Cathedral 
  A  Main Entrance 
  B  Nave 
  C  Transepts 
  Presbytery
  P1  Ambulatory
  P2  Sancristy
  P3  Reliquary
  P4  Stairs to River Tunnel
   
  P5  Galley 
  P6  Chapter House 
  P7  Chancel 
  P4  Gardens and Fountain 
  Legend 
  
  The Demon WiThin
  Gamemastery module d3
  dunGeon adventure
  CREDITS
  Design: Stephen S. Greer and Tim Hitchcock
  Development and Editing: Jason Bulmahn, Mike McArtor, Jeremy Walker
  Art Director: Drew Pocza
  Cover Artist: Warren Mahy
  Interior Artists: JZ Concepts, Drew Pocza, Wayne Reynolds
  Cartographer: Rob Lazzaretti
  Managing Art Director: James Davis
  Director of Operations: Jeff Alvarez
  Brand Manager: Jason Bulmahn
  Director of Sales & Marketing: Joshua J. Frost
  Sales & Marketing Assistant: Carolyn Mull
  Paizo CEO: Lisa Stevens
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Publisher: Erik Mona
  D3: The Demon Within is a GameMastery Module designed for four 11th-level characters. By the end of this module, characters 
  should reach 13th level. This module is designed for play in the Pathfinder Chroniclestm campaign setting, but can easily be 
  adapted for use with any world. This module is compliant with the Open Game License (OGL) and is suitable for use with the 
  world’s most popular fantasy roleplaying game. 
  The OGL can be found on page 31 of this product. 
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
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  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, 
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  of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  Printed in China.
  
  2
  The demon within
  m o d u l e  d 3
  of the cells, afraid of the eternal punishment 
  awaiting him for his misguided actions and 
  feeling powerless to make things right.
   
  The situation within the keep became a 
  battle of attrition. Only the fading power of 
  the control shards resonating in the Demon-
  scope keeps the remaining magical protec-
  tions intact. As the magical barrier weakens, 
  more demons slip through the holes sporadi-
  cally forming in it. When the power finally 
  fades, nothing can prevent the demons from 
  overrunning the entire keep, the nation of 
  Mendev, and beyond.
  Adventure Summary
  The PCs attend the Holy Inauguration in 
  Kenabres as guests of honor and witness a 
  demonic slaughter in what is intended to be 
  a sacred ceremony. They learn that Clydwell 
  Keep is besieged by a large force of demons 
  and are asked to aid the knights before it and 
  the Demonscope are lost to the fiends.
   
  The PCs use a secret tunnel to enter Cly-
  dwell Keep via the mausoleum beneath the 
  keep’s chapel. Once inside the mausoleum 
  PCs find subtle clues among the statuary 
  to help them restore the Demonscope shards 
  later in the adventure. Stairs lead up to the 
  chapel, but as the PCs ascend they pick up 
  an unwelcome addition to their numbers. A 
  quasit rogue begins tailing the PCs, eventu-
  ally becoming a real nuisance if not discov-
  ered. Inside the chapel, the PCs face a demon-
  possessed officer and several babaus.
   
  Once they leave the chapel, the characters 
  are free to explore the rest of the fortress, but 
  the keep is where they must to go in order to 
  restore the Demonscope and protect it from 
  the invaders.
   
  Stairs from the keep descend to the dun-
  geon, which is the current battlefield, as the 
  last vestiges of the keep’s defenders struggle to 
  keep the invaders away from the Demonscope. 
  Zombie paladins dangle from ropes along 
  the staircase, dretches and babaus torment 
  their knightly prisoners in the dungeon’s 
  cell blocks, and a group of succubi corners 
  Sir Holton Albright inside a warded chamber 
  they cannot enter. Rescuing Holton allows the 
  PCs to learn the reason behind the demonic 
  invasion and its target. Holton has the miss-
  ing shard from the Demonscope the PCs need 
  to restore in order to save the fortress.
   
  Descending to the lower dungeon level, the 
  PCs find their way to the Demonscope blocked by 
  a demon knight, a demonling nabasu, and its 
  convinced Holton that those who claimed to 
  follow the teachings of Iomedae had perverted 
  her words and Saint Clydwell had chosen 
  Holton to correct them. The crafty demon 
  convinced Holton that the Demonscope was 
  an evil tool and the root of the problem. By 
  shattering at least one of the control shards 
  upon the Anvil of Gravehearst, Holton could 
  end the long chain of misguided traditions 
  and the heart of the corruption of his order.
   
  Holton fervently embraced the demon’s 
  honeyed lies and followed its instructions. 
  Instead of presenting himself at Saint Cly-
  dwell’s Grand Temple in Kenabres on the day 
  of his inauguration, he snuck down to the 
  Demonscope chamber, snatched the control 
  shard from the aged Holy Sentinel on duty, and 
  fled through a secret passage out of the keep. 
  This was the cue the demons waited for, and 
  with it they launched their attack on the keep 
  and the grand temple. As Holton snuck across 
  the bailey, he watched in horror as demons 
  assaulted the keep, spilled over its walls, and 
  appeared in the sky overhead. It was then that 
  the false Saint Clydwell revealed its true nature 
  to Holton and laughed at his folly.
   
  Holton finally realized the betrayal. Curs-
  ing himself a fool, he raced back to the 
  Demonscope chamber to replace the shard, 
  but found the way hopelessly blocked by 
  demonic invaders. More demons hemmed 
  him in from behind. With no other choice, he 
  fled deeper into the dungeons and hid in one 
  Adventure Background
  Holton Albright is one of three knights 
  ordained to a sacred fraternity of paladins called 
  the Order of Holy Sentinels. Through sacred 
  rituals, these knights are consecrated at birth 
  to protect and maintain the magical effects 
  of a powerful artifact called the Demonscope, 
  providing the energy and guidance it needs 
  to maintain a series of magical wardstones that 
  hedges out an entire nation of demons from 
  the lands of Mendev. Members of the order are 
  raised from birth to watch over the artifact. 
   
  Holton Albright memorized the prayers, 
  incantations, rituals, and other secrets of 
  controling the Demonscope, but within his 
  heart he never felt the devotion of his peers 
  and repeatedly questioned his faith. Beneath 
  the façade of strength and character, fear and 
  weakness ruled the young paladin. The order 
  appointed him as one of the new Holy Sen-
  tinels and forced him to pit his will against a 
  demonic essence trapped within the Demon-
  scope, which he believed he could not defeat. 
  To him, failure was an absolute certainty. For 
  years, Holton lived in fear of what might hap-
  pen if his impure spirit was discovered and 
  his shortcomings publicly exposed. That fear 
  became so strong that he was willing to go to 
  almost any length to hide it.
   
  The evening prior to his appointment into 
  the order of Holy Sentinels, a demon known 
  as a son of perdition appeared to Holton 
  disguised as the angel of Saint Clydwell. It 
  A
  long the border of the Worldwound, a string of fortresses named for generals lost in 
  the crusades looks out over the twisted geography across the river. These fortresses 
  house battle-hardened warriors, who frequently switch between defending Mendev 
  from rapacious hellspawn emerging from the Worldwound and conducting suicide missions 
  into the heart of the chaos in attempts to stem it at its source.
   
  One of the Mendevians’ better-kept secrets is the power that allows them keep the demons 
  from slipping over the border between the fortresses and completely overrunning their land. 
  Each fortress along the border houses a powerful wardstone, forged in the hectic days of the 
  First Crusade. These wardstones are the keys to the survival of the crusader theocracy, and 
  thus, the keys to its downfall. The lynchpin of the wardstones’ power lies within the greatest of 
  the Mendevian fortresses: Clydwell Keep, guarded by the mysterious Order of Holy Sentinels. 
  Within this bastion of holy power lies the Demonscope, a powerful artifact responsible for 
  maintaining the strength of the wardstones and keeping the demons at bay. For this reason, 
  Clydwell Keep is the key to the defense of the entire border. As long as it stands, Mendev is safe 
  from the marauding hordes to the west. But should it ever fall, the crusader state is doomed. 
  
  3
  ghoulish minions. Within the Heart Chamber, 
  the PCs find that the terrible balor imprisoned 
  in the Demonscope has created several false 
  shards to confuse those who attempt to correct 
  the situation. As the PCs unravel the puzzle, 
  the demon within the artifact begins to break 
  free. The PCs must fend off the attacks of the 
  enraged demon and restore the shards before 
  the demon escapes and consumes the PCs, 
  along with the rest of the fortress.
  Introduction
  At the edge of the Worldwound, overlooking the 
  Bitter River, stands Clydwell Keep, a fortress of 
  light on the border of a blighted land. For more 
  than a century, holy champions from all corners 
  of the known world have taken up the crusade 
  against Abyssal monstrosities lurking within the 
  Worldwound. The blood of countless martyrs and 
  crusaders anoints the stones of this legendary 
  keep—a testimony to the sacrifices made to 
  protect Golarion from the hordes of the Abyss. 
   Standing but a few miles distant, the town 
  of Kenabres bolsters the keep’s defenders 
  by continually providing two important 
  commodities: weapons capable of slaying 
  demons and the soldiers to use them.  
   Today marks an important occasion in 
  Kenabres, for today a young man is to be 
  consecrated to the sacred Order of Holy 
  Sentinels. Dignitaries, soldiers, merchants, 
  zealots, and other invitees gather from far and 
  wide to witness the ceremony, a renewal of 
  the pledge of protection and a reminder of the 
  sacrifices of those who came before.
   
  This adventure begins when the PCs 
  attend the consecration ceremony for Holton 
  Albright, the newest Holy Sentinel. The PCs 
  could be at the ceremony for any number of 
  reasons. Three examples follow.
   
  If the PCs encountered problems with 
  demons in past adventures or need to consult 
  a specialist about demons, they might be in 
  Kenabres seeking counsel from the town’s 
  resident demonologist, Kutholiam Vuere. They 
  might also have some interest in purchasing a 
  copy of his book, Vuere’s Demonic Taxonomy.
   
  If you run a political campaign that involves 
  the PCs as representatives, emissaries, 
  or even members of ruling houses, the 
  characters might be in Kenabres to attend the 
  inauguration in a formal capacity of goodwill 
  between nations. Their involvement in aiding 
  the soldiers of Clydwell Keep might have 
  important political significance—perhaps 
  even providing military support from an 
  allied nation.
   
  If you have the luxury of preparing for this 
  adventure early in a campaign, the PCs might 
  know Holton Albright. The PCs, as friends, 
  receive invitations to witness Holton’s inau-
  guration in Kenabres.
  PArt One: InAugurAtIOn 
  DAy
  Whatever way you get the PCs to Kenabres, 
  they are present to witness the inauguration 
  of Sir Holton Albright, the Fiendslayer, a 
  holy champion of the highest caliber and 
  first heir to the Order of Holy Sentinels. As 
  emissaries, friends, or respected heroes, the 
  PCs are invited to attend the ceremony at 
  Saint Clydwell’s Grand Temple. 
   
  A great stone building marked by a narrow 
  steeple shingled with green copper stands 
  near the center of the town. Saint Clydwell 
  was a holy warrior of Iomedae who sacrificed 
  himself to seal the Abyssal hordes within an 
  earthly prison. One of Saint Clydwell’s greatest 
  acts during life was the imprisonment of a 
  powerful demon within an artifact known 
  as the Demonscope, transforming it into a 
  potent scrying device and focus for a chain 
  of magical wardstones. Only the constant 
  struggle of generations of heroes has kept the 
  demon imprisoned within the Demonscope 
  and the chain of wardstones active. Holton 
  Albright is one such sentinel.
  Inauguration (eL 13)
  A long line of gleaming, armored knights 
  trails through the cloisters and towering 
  doorways of Saint Clydwell’s Grand 
  Temple. The throng moves slowly but with 
  determined excitement. One of its own is 
  scheduled to ascend to near-sainthood, as 
  the responsibility of the Demonscope is passed 
  from one generation to the next.
   
  Inside, robed acolytes usher congregants 
  into rows of rosewood pews, the flaking 
  lacquer worn clean and rubbed smooth 
  paying tribute to the congregation’s frequent 
  attendance. As the seats fill, the crowd 
  becomes a mix of knights and priests, nobles 
  and dignitaries, all of whom seem socially 
  significant. The PCs are assigned seats near 
  the back of the grand temple. Other, more 
  important guests, religious officials, and local 
  heroes are seated closer to the front, as befit 
  their stations. 
  The grand temple is magnificent. High above, 
  vaulted ceilings form a cracked ribcage draped 
  in shadow and resonant echoes. Along the 
  perimeter rise curved timber beams thick with 
  detailed carvings, leafy furls, and symmetrical 
  clubs. Around the perimeter, marked by tiered 
  rows of amber-glowing candles, tall stained-
  glass windows set in leaden frames depict the 
  major accomplishments of Saint Clydwell’s life.  
   At the far end of the chamber, a raised 
  dais supports a long marble altar fronted by 
  a pulpit and a gold-leafed reliquary. Flanking 
  the altar stand two exquisitely carved massive 
  wooden statues of Saint Clydwell. The once-
  bright colors of the oil paints covering the 
  statues have faded and dulled with time. 
  The saint is depicted at the time of his 
  ascension, with a crown of light on his head 
  and feathered wings sprouting from his back 
  as he prepares to fly toward the heavens.  
   Moments later, a few minor priests enter 
  and make final preparations at the altar for 
  the approaching ceremony, while more robed 
  acolytes pace the outer aisles, chanting and 
  swinging censers in smoky jasmine trails.
  Designer
  Notes
  Snoozing in Church
  The service is described 
  as boring to lower the 
  players’ suspicions. Its 
  lack of detail might per-
  turb players expecting their skill checks 
  to reveal more thorough information. 
  For this reason, I deliberately left out 
  text for the speaking priest, to prevent 
  players from becoming sidetracked by 
  an accidental red herring. Instead, I 
  suggest choosing a poem in a foreign 
  language and singing/chanting it as if 
  you were a cleric performing an actual 
  service. It’s a little freaky, but effective. 
  Should players insist on interpreting the 
  service with skill checks, you can simply 
  reiterate that it’s a boring service typi-
  cal for the appointment of a new reli-
  gious officer and should be over in a few 
  hours. Your players might even decide 
  that their characters fall asleep during 
  the service (which is helpful and speeds 
  things up drastically, while allowing you 
  to establish the overall mood). 
  —Tim Hitchcock
  
  4
  The demon within
  m o d u l e  d 3
   
  The PCs may make Knowledge (nobility 
  and royalty) or Knowledge (religion) checks 
  to identify important people you wish to have 
  in attendance. 
   
  After the crowd settles, high priest Nestrin 
  Alodae enters, addresses the crowd, and 
  begins the ceremonial service. The inaugural 
  ceremony is a long, drawn-out affair. An 
  elaborate introduction filled with superfluous 
  aggrandizing of various religious and political 
  attendees drags on for almost an hour, as each 
  pledges fealties and oaths to the protection of 
  Kenabres and Clydwell Keep. Several members 
  of the audience do their best not to yawn or 
  roll their eyes as pompous statesmen step 
  forth, swearing more of the half-fulfilled 
  promises they make every year. The ceremony 
  is capped by a long chant that Nestrin intones 
  in Celestial.
   
  At the height of the ceremony, the high 
  priest calls forth the heir apparent. The 
  paladin steps from the shadows behind the 
  pulpit, his eyes deepened with sleepless rings, 
  dark smears against his sallow complexion, 
  and he appears ill and agitated. 
   
  Unbeknownst to Holton, while he is at 
  this very moment attempting to sneak out of 
  Clydwell Keep with one of the control shards, 
  a glabrezu disguised with polymorph takes the 
  place of the young paladin. A demonic strike 
  force that painstakingly slipped through holes 
  in the weakening barrier over the past few days 
  awaits the glabrezu’s signal to attack, targeting 
  the assembled guests and military leaders. The 
  loss of leadership and general confusion the 
  attack creates should slow any aid long enough 
  for the demons to completely overrun the 
  grand temple.
   
  The PCs may take part in any of the fol-
  lowing encounters once the triggering event 
  occurs. Each encounter is marked on the grand 
  temple map. After reading the read-aloud text 
  for area 1, allow the PCs to each take a standard 
  action before reading the read-aloud sections 
  for the other encounter areas. There are nearly 
  200 people in the chapel when the demons 
  attack, most of them noncombatant adepts 
  and aristocrats. There are several powerful 
  paladins, fighters, and other soldiers present, 
  but most of them are initially trapped behind 
  the masses of fleeing spectators. By the third 
  or fourth round, the area around the invading 
  demons is mostly clear, and these reinforce-
  ments move in to engage whatever demons 
  the PCs ignore. Assume that after 10 rounds, 
  if the PCs cannot finish off all the demons, the 
  other fighters present take care of them. 
   
  Note that the grand temple along with the 
  nation of Mendev and the corrupted World-
  wound are within the protective magical 
  aura created by the Demonscope. This aura 
  prevents any form of extraplanar travel or 
  summoning within a 250-mile radius. (Treat 
  this effect as a dimensional lock spell that can-
  not be dispelled.) As the power of the artifact 
  wanes, however, it becomes more unreliable. 
  Each time a creature attempts to use a spell 
  or ability that would normally be blocked by 
  dimensional lock, there is a 15% chance that 
  the ability works normally. See Appendix 3 
  for more information on the Demonscope, its 
  history, and its effects.
  1. the Demon at the Pulpit (eL 13)
  When the venerable high priest Nestrin 
  Alodae lays his aged hand on Sir Holton’s 
  shoulder and begins uttering the words of 
  consecration, the young paladin convulses 
  wildly. An inhuman groan erupts from his 
  distended mouth, transforming into a wolfish 
  howl. The old priest shrinks from the man as 
  he transforms into a towering creature with 
  a broad muscular body, four arms—two of 
  which end in huge pincers—and a wolf-like 
  head topped with long, twisted horns.
   
  Creature: The glabrezu that until this 
  moment was impersonating Holton 
  Albright reveals its true, horrid nature. Its 
  transformation signals the attack on this 
  gathering by a small demonic strike force.
  Glabrezu 
  CR 13
  hp 174; MM 43
  TacTIcS
  During Combat as it transforms into demonic 
  form, the glabrezu blasts the high priest with 
  power word stun. It takes a full round of attacks 
  on the cleric on the following round, and 
  proceeds to rip him apart. Once it kills the 
  priest, it casts confusion on the crowd, followed 
  by reverse gravity on the area immediately in 
  front of the dais (the vaulted ceiling is 50 feet 
  high), while it smashes apart the statue of 
  St. clydwell and defiles the altar. If swarmed 
  by opponents, it casts chaos hammer on its 
  assailants before continuing its attack.
  Morale The glabrezu does as much damage as 
  possible, showing no mercy and fighting to 
  the death. It is aware that it has been asked 
  to perform a suicide attack, which if executed 
  properly results in a reward when it reforms 
  on the abyss.
  2. the Dretch Mob (eL 10)
  Thick curtains to the side of the dais violently 
  part and a screaming mass of small, pot-
  bellied fiends with long drooping ears and 
  gangly arms ending in sharp claws spills into 
  the grand temple. They swarm, with gnashing 
  teeth and slashing claws, toward a group of 
  foreign dignitaries.
   
  Creatures: The dretches attack the nearest 
  mortals. The unfortunate victims are hon-
  ored guests from the neighboring kingdom 
  of Brevoy. 
  Dretch (12) 
  CR 2
  hp 13; MM 42
  TacTIcS
  During Combat The dretches attack anyone 
  they can reach. They gang-tackle single 
  opponents and savage victims with their 
  claws and teeth. They cast scare on foes 
  who deal damage to them and surround 
  themselves with stinking clouds.
  Morale The dretches fight to the death to take 
  as many mortal lives as possible before they 
  are slain.
  3. Vrocks at the Window (eL 11)
  A stained-glass window depicting Saint 
  Clydwell commanding a succubus to her knees 
  suddenly shatters as large, vulture-like demons 
  drop to the grand temple floor and snap at the 
  air with their sharp beaks.
   
  Creatures: These two vrocks hide behind the 
  angelic statuary lining the eaves of the grand 
  temple until they receive the telepathic signal 
  to attack. They flap down from concealment 
  and crash through the nearest window to join 
  the highly anticipated slaughter.
  Vrock (2) 
  CR 9
  hp 115; MM 48
  TacTIcS
  Before Combat The vrocks have cast heroism 
  before crashing through the window, 
  granting them a +2 bonus on attack rolls, 
  saving throws, and skill checks.
  During Combat The vrocks immediately use 
  their stunning screeches. They cast mirror 
  image and infect adjacent foes with spores, 
  
  5
  then bite and claw their opponents.
  Morale The vrocks fight to the death.
  Following the Battle
  Bloodstains, twitching corpses, and the remains 
  of demons lying on the smooth flagstones—
  hissing, bubbling, and convulsing—mar the 
  beauty and sanctity of Saint Clydwell’s Grand 
  Temple. A shocked silence fills the hallowed hall. 
   Running footsteps from behind the raised 
  dais precede the arrival of a bloodied soldier, 
  who stops as he enters the grand temple and 
  stares at the carnage. In a strangled voice 
  barely more than a whisper, he says, “Clydwell 
  Keep has fallen!”
   
  Following this grave pronouncement, the 
  grand temple fills with shouts, curses, and 
  the babble of suggestions, plans, and orders. 
  The characters may take part in the overall 
  discussion, but before things get too out 
  of hand, Kanebres’s official demonologist, 
  Kutholiam Vuere (CN Male human cleric 
  7/loremaster 4), a priest and sage obsessed 
  with the Worldwound, pulls the PCs aside 
  and speaks to them quietly. 
  “Judging by your quick reaction and competence 
  in the battle against the demons, you have twice 
  the courage and four times the brains of anyone 
  else in this room. These fools will stand around 
  and debate the particulars of the assault and 
  the significance of the fall of Clydwell Keep until 
  you’re all as old as me, but the truth is, we don’t 
  have the time. If there’s any chance of salvaging 
  this situation we have to act now, before the 
  Demonscope is destroyed and the rest of the 
  wardstones fail.”
   
  Kutholiam is something of a hermit, 
  a consummate sage with salt and pepper 
  hair and a neatly trimmed, iron-gray beard, 
  dressed in ceremonial attire and smelling 
  of pine needles and incense. He spends his 
  days privately dissecting and categorizing 
  Abyssal specimens recovered from demonic 
  encounters. His crowning accomplishment 
  is a text called Vuere’s Demonic Taxonomy. 
  After his brief speech to the PCs, he looks at 
  them expectantly and can answer any of the 
  following questions.
   
  How did the demons get into this holy 
  place? “The line of wardstones has weakened 
  these past few days. That’s why this ceremony 
  was being performed. Sir Holton was the 
  replacement for the Holy Sentinel that 
  recently retired.”
   
  What’s a Holy Sentinel? “The Order of Holy 
  Sentinels is a group of specially consecrated 
  knights that monitors the Demonscope. They 
  watch for demonic activity near Clydwell 
  Keep. Only the strongest souls are ordained 
  
  6
  The demon within
  m o d u l e  d 3
  to this calling, as it takes great strength of will 
  to operate the artifact and resist the essence 
  it contains.”
   
  What are the wardstones? “They are a series 
  of powerful magical relics that line the border 
  between Mendev and the Worldwound. Each 
  of the great barrier forts along the border 
  contains one. They prevent demons from 
  crossing the border. The power of the 
  wardstones comes from the Demonscope and 
  the trapped essence, but without a complete 
  triumvirate of Holy Sentinels, the wardstones 
  are weakening. Even at its strongest, there 
  are gaps in the line that weaker demons 
  can sometimes pass through because 
  they don’t radiate a very strong aura of 
  evil. However, as the wardstones weaken, 
  holes form where more powerful demons 
  can slip past.”
   
  What is the Demonscope and this 
  “essence”? “When Saint Clydwell first 
  arrived in Mendev from the south, he faced a 
  massive legion of demons who could teleport 
  into the heart of the most heavily defended 
  fortress, preventing his men from having 
  any place to recover from their wounds or 
  recuperate from the rigors of battle. It was 
  impossible to contain the demons, and he 
  knew defeat was inevitable unless he could 
  create some sort of safe zone. To deal with 
  this problem, he created a powerful artifact 
  from the essence of a captured demon. 
  Ironically, it is that evil essence that enables 
  us to use the Demonscope to detect other 
  demons and prevent them from teleporting 
  past our defenses. It has been invaluable in 
  helping us stay a step ahead of them. But the 
  strength of the artifact might be its downfall. 
  There has always been the chance that one 
  of the Holy Sentinels would not be up to the 
  challenge of confronting the demon, and 
  I suspect that is what has happened now. 
  Some weak-willed fool has allowed the beast 
  to corrupt the vessel, and now it is beginning 
  to fail.”
   
  How can the demons be stopped? “We need 
  to act quickly to strengthen the Demonscope 
  and prevent the demons from reaching it. 
  According to the soldiers, there are pockets 
  of resistance preventing the demons from 
  completely overrunning the keep, but they 
  are cut off from each other, making it difficult 
  for them to coordinate their efforts. With the 
  magical protections fading, greater numbers 
  of demons are teleporting into the keep, but 
  not so many that it’s impossible to retake 
  it—at least not yet. With the Demonscope back 
  up to strength, the demons already there will 
  be easier to deal with. The problem is that 
  those sneaky bastards tricked us by diverting 
  a large company of soldiers to the north. As 
  it turns out, it was a false alarm—one I’m 
  sure the demons engineered to keep us 
  shorthanded.”
   
  What can we do to help? “There’s a secret 
  tunnel to the keep. A small strike force like 
  yourselves could accomplish more than a 
  larger group of soldiers and probably do it a 
  lot quicker. I can take you to the entrance if 
  you’ll help.”
   
  If the PCs bring it up, a quick job of 
  equipping the party with weapons and items 
  good for fighting demons is not out of the 
  question with a successful DC 25 Diplomacy 
  check. Low-powered cold steel weapons, holy 
  water, and healing and protective potions are 
  available for the asking, but avoid letting this 
  devolve into a shopping spree. This can also 
  serve as material recompense for the PCs’ 
  efforts if they need it. Other rewards, assuming 
  the PCs succeed, might include goods and 
  services the artificers in Kenabres can craft.
  getting to the Keep
  The rest of this adventure assumes the PCs 
  enter the keep via the secret passage under the 
  chapel. Although your players might develop 
  their own strategy, it is the wisest way to enter 
  the keep. Adventurers using stealth possess 
  a number of advantages, whereas an obvious 
  strike from land or air foolishly mobilizes 
  the entire force of demons against them. 
  Using spells like invisibility to approach the 
  keep is a poor tactic, since many demons can 
  see invisible opponents and are expecting 
  this type of strategy, which Kutholium 
  readily points out. 
  PArt tWO: 
  AFterMAth
  Clydwell Keep sits atop an underground 
  tributary of the Bitter River. It flows through a 
  channel beneath Kenabres and cascades down 
  Rock Raven Cliffs to the south into smaller 
  streams that empty into Dragonfly Marsh.
   
  Clydwell Keep’s designers had the foresight 
  to include an escape route through the narrow 
  river tunnel beneath it. It was widened and 
  excavated as necessary. Kenabres grew out of 
  an armed camp of reserves a few miles from 
  the keep around a natural cave opening down 
  to the river tunnel. After Kenabres expanded 
  into a large town, the grand temple was built 
  over the tunnel entrance to hide its existence 
  from regular townsfolk.
   
  When the keep fell, a few knights managed 
  to escape into the tunnel and guard the secret 
  passage (see area R2) while a messenger 
  ran to Kenabres. The Kenabres end of the 
  tunnel terminates at a staircase up to storage 
  rooms under Saint Clydwell’s Grand Temple. 
  Kutholium leads the PCs there when they are 
  ready to go.
  r1. the tunnel
  The roughhewn, lichen- and moss-covered 
  tunnel walls average twenty feet in width. A 
  stream of fast-moving water flows along a 
  natural channel in the rock down the center of 
  the tunnel. Lanterns hanging from hooks in the 
  fifteen-foot ceiling provide ample light to see 
  by. Statues of armored warriors stand silent 
  vigil in niches in the wall, their shadowed faces 
  bearing stern and grim expressions.
   
  Assuming no special modes of travel, it 
  takes the PCs less than an hour to reach the 
  end of the tunnel.
  Kutholiam
  
  7
  r2. Demons at the Door (eL 10)
  The tunnel terminates at a wide staircase 
  carved from the stone. The stream flows into 
  a smaller tunnel blocked by an iron grate 
  that allows water through, but little else. 
   Several dead soldiers atop the landing lie in 
  pools of blood, their flesh covered in dozens of 
  wounds. Three more wounded soldiers desperately 
  brace their bodies against a heavy oaken door 
  as something batters it from the other side. 
   Inhumanly long clawed fingers emerge from 
  under the door, probing around as if searching 
  for something. One of the soldiers slams the 
  edge of his gore-spattered sword down on the 
  probing digits, slicing them off. From the other 
  side of the door comes an otherworldly screech 
  of pain like a chorus of squealing pigs. The 
  severed fingers transform into large bloated 
  maggots, writhing on the ground, which the 
  solider promptly squashes under his boot. 
   
  This door marks the tunnel side of the secret 
  passage from the mausoleum. The other side 
  is disguised as a large wood and stone symbol 
  of Iomedae in relief. The three survivors (LG 
  Male human paladin 2) of the group that made 
  it here are wounded, fatigued, and unable to 
  hold the door much longer. They offer hopeful 
  cheers when they see the PCs.
   
  Magically Treated Oak Door: Hardness 10, hp 
  90 (currently 71), break DC 43, Open Lock 40.
   
  Creatures: A few dretches spied the soldiers 
  sneaking into the chapel and chased them into 
  the mausoleum. The dretches were too late 
  to stop the paladins from escaping through 
  the secret door, and in their frustration, the 
  dretches have clawed, rammed, and gnawed 
  at it obsessively. One of them recently went 
  for help from one of the bigger demons. 
  It avoided the vicious babaus in area M5 
  and found help from a war-trained balban 
  maliciously destroying the furnishings in 
  the chapel. Spoiling for a fight, the behemoth 
  followed the lesser demons down to area M1. 
   
  When the PCs arrive, give them a moment to 
  talk to the soldiers. The arrival of the balban is 
  heralded by a tremendous heave of the door. 
   
  A balban is a squat, pot-bellied creature that 
  stands about 12 feet tall. It has massive arms, 
  thick legs, and a head like that of a trunkless, 
  tuskless elephant. Four great backward curving 
  horns sprout from behind its coal-black eyes. 
  Its skin is slate gray, with darker areas on its 
  underbelly and back. A violet tongue lolls from 
  its mouth, dribbling saliva and gastric juices.
   
  The PCs have 3 rounds to prepare for what’s 
  coming through the door. The soldiers fall 
  back to take up positions to support them.
  Elite Balban 
  CR 9
  Tome of Horrors III 39
  cE Large outsider (chaotic, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +15, 
  Spot +15
  DEFEnSE
  AC 24, touch 12, flat-footed 21
  (+3 Dex, +12 natural, –1 size)
  hp 112 (9d8+72)
  Fort +14, Ref +9, Will +9
  DR 10/good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 16
  OFFEnSE
  Spd 40 ft.
  Melee 2 slams +19 (2d6+10) and 
  bite +13 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks double damage against objects, 
  improved grab, pound (2d8+15), trample 
  (2d8+15)
  Spell-Like Abilities (cL 10th)
  at will—cause fear (Dc 11), darkness, greater 
  dispel magic, greater teleport (self plus 50 
  pounds of objects only), see invisibility
  TacTIcS
  Before Combat The balban always has see 
  invisibility active. It casts darkness to give 
  itself concealment.
  During Combat The balban tramples anyone in 
  its path as it plows through the doorway and 
  down the stairs. It then attacks the nearest 
  opponent and pounds if it establishes a 
  grapple. If the victim gets free, the balban 
  tramples again, then grabs a new victim to 
  pound.
  Morale The balban flees if reduced to less than 
  10 hp, using its cause fear ability to aid its 
  escape.
  STaTISTIcS
  Str 31, Dex 17, Con 26, Int 6, Wis 16, Cha 10
  Base Atk +9; Grp +23
  Feats awesome Blow, Improved Bull Rush, 
  Power attack, Weapon Focus (slam)
  Skills Jump +26, Knowledge (the planes) +10, 
  Listen +15, Search +10, Spot +15, Survival +15 
  (+17 on other planes or following tracks)
  Languages abyssal, telepathy 100 ft.
  SQ outsider traits
  SPEcIaL aBILITIES
  Double Damage against Objects (Ex) a balban’s 
  powerful fists are particularly effective 
  against objects. a balban that attacks an 
  object or structure deals double damage.
  Improved Grab (Ex) To use this ability, a balban 
  must hit with a slam attack. It can then 
  attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  If it wins the check, it establishes a hold and 
  can pound.
  Pound (Ex) a balban that makes a successful 
  grapple check against a foe one or more 
  sizes smaller than itself can smash 
  the opponent into the ground, walls, 
  nearby trees, or other solid objects as a 
  standard action. This deals 2d8+15 points 
  of bludgeoning damage to the victim. 
  Further, the victim must succeed on a Dc 
  24 Fortitude save or be stunned for 1 round. 
  a balban can perform this action once per 
  round as long as it maintains a grapple. The 
  save Dc is Strength-based.
  Trample (Ex) Reflex Dc 24 half. The save Dc is 
  Strength-based.
  Dretch (6) 
  CR 2
  hp 13; MM 42
  TacTIcS
  During Combat The dretches swarm through 
  the open portal behind the balban, using 
  their stinking clouds to weaken the fighting 
  abilities of their opponents. They gang up on 
  single opponents whenever possible.
  Morale The dretches fight to the death.
   
  Treasure: Each paladin is armed with a +1 
  cold steel longsword and 4 vials of holy water. 
  If the PCs need the weapons or holy water, 
  the paladins hand over the gear and wish 
  them Iomedae’s speed before heading for 
  reinforcements in Kenabres.
  the Mausoleum
  The priests of Clydwell Keep chose the 
  earth beneath their humble chapel as the 
  most logical place to honor and bury the 
  remains of their dead. Dubbed Martyr’s Rest, 
  the small mausoleum consists of a series 
  of chambers connected by labyrinthine 
  passages chiseled from the surrounding 
  bedrock. Ashes of fallen knights and priests 
  are laid to rest behind 3-foot-diameter plugs 
  of marble and weathered copper that bear 
  their names and titles. The priests burn their 
  dead to protect them from the machinations 
  of necromancers. Marble and copper 
  centerpieces mark the larger chambers, 
  each depicting one of the keep’s champions. 
  The metalwork has weathered, creating tear-
  
  8
  The demon within
  m o d u l e  d 3
  The Mausoleum 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  One square = 5 feet 
  S 
  N 
  S 
  E 
  W 
  The Mausoleum 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  One square = 5 feet 
  S 
  N 
  S 
  E 
  W 
  like streaks of bluish-green that stain the 
  surrounding stone.
  M1. Secret Keep exit
  An angelic marble statue in plate mail and 
  wielding an enormous maul stands silent vigil 
  at the center of the room. A rough-hewn tun-
  nel exits the room to the east.
   
  The secret door out to the river tunnel 
  is disguised as a wood-and-stone symbol of 
  Iomedae in relief (Search DC 30). In Celestial, 
  the statue’s plaque reads, “St. Clydwell—
  Patron of Vigilance.”
  M2. headless Saint
  The head of the marble centerpiece watching 
  over this room is dashed to rubble. Several of 
  the copper plugs in the walls have been torn 
  loose, spilling ash onto the floor. 
   
  Demonic tracks are plainly visible in 
  the ashes on the floor. A DC 12 Knowledge 
  (the planes) or a DC 20 Search check (with 
  the Track feat) identifies them as dretch 
  prints. In Celestial, the statue’s plaque reads, 
  “Guenarog—Sentinel of Valor.”
  M3. Armed Saint (eL 10)
  A marble-and-copper statue of a saint in plate 
  mail holds a longsword in his right hand. His 
  other, raised above his head palm up, holds a 
  brass orb covered in studs. 
   
  The object in the statue’s hand is a faith 
  orb (see Appendix 3). Any non-good creature 
  that removes it is subjected to a geas spell, 
  heightened to 9th level, that compels the 
  creature to report the attempted theft at the 
  keep, immediately.
  Heightened Geas Trap 
  CR 10
  Type magical; Search Dc 34; Disable Device 
  Dc 34
  EFFEcTS
  Trigger touch; Reset none
  Effect spell (heightened geas [affected creature 
  must report the attempted theft at the keep], 
  17th-level cleric, Dc 24 Will negates)
  M4. the Weathered King
  A marble statue of a man on a throne stands 
  watch over this chamber. Tear-like stains run 
  down his face from the copper crown fused to 
  his head. The passage to the south is choked 
  with rubble.
   
  In Celestial, the statue’s plaque reads, 
  “Naimar—Sentinel of Truth.”
  M5. Cavalry Shrine (eL 11)
  The western wall of this chamber lies smashed 
  to rubble, spilling into the adjacent corridor. A 
  Designer
  Notes
  Dropping the Hint
  While the names and titles 
  of the statues might seem 
  innocuous, they provide 
  perceptive players with 
  crucial clues for restoring 
  the Demonscope. The adventure can be 
  solved without the clues, but players gain 
  a real sense of reward when they feel like 
  they’ve unraveled a great mystery.
   If your players charge through (or past) 
  these rooms quickly, you might want to 
  emphasize the nameplates a little more 
  to draw their attention to them. Perhaps 
  have them glow softly as the Pcs enter 
  the chambers. Likewise, if you’re one of 
  those GMs who hates to read modules 
  before you run them, consider this a 
  heads-up that the names are important.
  —Tim Hitchcock
  
  9
  statue of a mounted knight, horse rearing and 
  lance pointed up, has been defaced with blood 
  and excrement. The body of a young soldier 
  is impaled on the lance. Another grouping of 
  statuary depicts three priests standing back-
  to-back in a circle, arms locked together. It is 
  similarly defaced and thick iron spikes have 
  been hammered into their eyes, creating a 
  spider-web pattern of cracks marring their 
  noble faces. 
   
  In Celestial, the mounted statue’s plaque 
  reads, “Arymril—Sentinel of Sacrifice.” The 
  three priests’ plaque reads, “Amrith, Kaspin, 
  and Trebin—Disciples of St. Clydwell.”
   
  Creatures: A group of 5 babaus are adding 
  to the horrific defilement. The impaled 
  soldier was caught trying to flee to area M1.
  Babau (5) 
  CR 6
  hp 66; MM 42
  TacTIcS
  Before Combat The babaus have see invisibility 
  active. Prior to closing with enemies, they 
  cast darkness.
  During Combat The babaus flank opponents 
  for sneak attacks. They use dispel magic to 
  “power down” opponents with obvious 
  magical effects on them.
  Morale The babaus flee to the chapel if more 
  than two of them are killed.
   
  Development: If speak with dead is cast on 
  the young soldier, PCs can discover his name 
  was Galdrick. The memories imprinted on 
  his remains provide details about the layout 
  of the keep and the horrible desecration of 
  the chapel above.
  M6. the healer
  This chamber is untouched by demonic hands. 
  Its centerpiece, carved from the surrounding 
  bedrock, depicts an angelic woman cradling a 
  wounded knight, wiping his face with a cloth.
   
  In Celestial, the statue’s plaque reads, “St. 
  Cayr Astil—Patron of Mercy.” A DC 20 Search 
  of the statue reveals small runes engraved into 
  it. A DC 18 Spellcraft check identifies them 
  as a permanent cure serious wounds. Any good 
  creature that touches the statue gains the 
  benefits of a maximized cure serious wounds if 
  injured (39 points, CL 15th). The statue cannot 
  be removed from the room without destroying 
  its magic. There is no limit to the amount of 
  times its magic can be used each day. The 
  statue has Hardness 8 and 540 hp.
  M7. entrance hall (eL 10)
  Suits of bronze plate mail stand silent vigil 
  to each side of this passage. Each holds an 
  antique glaive. Stairs exit the chamber through 
  the east wall, climbing upward.
   
  Both the armor and weaponry are costume 
  display pieces and would hold up pitifully in 
  real combat. 
   
  Creature: A quasit rogue named Frqazzikal 
  hides invisibly inside the helmet of the 
  northeast suit of armor. He watches the PCs, 
  and if they don’t notice him he decides to follow 
  them. Frqazzikal knows the positions of most 
  of the demons in the keep, and he flies ahead 
  of the characters as they near encounter areas 
  to alert the demons there, giving away plans, 
  identifying spellcasters and particularly tough 
  characters, and generally causing trouble.
  Frqazzikal 
  CR 10
  Male quasit rogue 8
  MM 46
  cE Tiny outsider (chaotic, evil, extraplanar)
  Init +12; Senses darkvision 60 ft.; Listen +11, 
  Spot +10
  DEFEnSE
  AC 23, touch 20, flat-footed 15
  (+8 Dex, +3 natural, +2 size)
  hp 67 (11 HD; 3d8+8d6+22); fast healing 2
  Fort +7, Ref +17, Will +5
  Defensive Abilities evasion, improved uncanny 
  dodge; DR 5/cold iron or good; Immune 
  poison; Resist fire 10
  Designer
  Notes
  A Fly in the Ointment
  Using Frqazzikal as a foil 
  can be a lot of fun for you 
  as the GM, but it might 
  not be as much fun for 
  your players. When using 
  the quasit as a spy, pay attention to how 
  your players respond to his deviousness. 
  If things start to move past the point of 
  mild annoyance and puzzled paranoia 
  to aggravation and flaring tempers, then 
  maybe it’s time to let the other shoe drop 
  by letting the quasit “slip up” and allow 
  the Pcs to notice him. Frqazzikal can 
  add an element of roleplaying to the 
  adventure if captured that can be just as 
  rewarding as using the quasit as a spy.
  —Steve Greer
  Frqazzikal
  
  10
  The demon within
  m o d u l e  d 3
  OFFEnSE
  Spd 20 ft., fly 50 ft. (perfect)
  Melee 2 claws +19 (1d3 plus poison) and 
  bite +14 (1d4)
  Ranged +1 repeating heavy crossbow +20/+15 
  (1d4+1/19–20 plus poison)
  Space 1-1/2 ft.; Reach 0 ft.
  Special Attacks sneak attack +4d6, poison (Dc 15)
  Spell-Like Abilities (cL 6th)
  at will—detect good, detect magic, invisibility 
  (self only)
  1/day—cause fear (as the spell, except its 
  area is a 30-foot-radius burst centered on 
  Frqazzikal, Dc 13)
  1/week—commune (6 questions, cL 12th)
  TacTIcS
  Before Combat Frqazzikal stays invisible at 
  all times, yet still takes care to continue 
  hiding whenever possible, using walls, 
  doors, furniture, and whatever available for 
  cover. He uses his detect magic and detect 
  good extensively to identify the strength and 
  magic type of his opponents’ gear, and to 
  identify good opponents (who are vulnerable 
  to the spell-like abilities of some of the 
  greater demons).
  During Combat If he can attack the Pcs 
  without giving himself away, he snipes at 
  them from concealment with his crossbow 
  or uses his wand of grease to coat opponents’ 
  weapons or make the ground under their 
  feet slippery.
  Morale The quasit has no interest in a straight-up 
  fight, preferring to make trouble for the Pcs. If 
  cornered, he bargains for his life.
  STaTISTIcS
  Str 10, Dex 26, Con 14, Int 10, Wis 8, Cha 14
  Base Atk +9; Grp +1
  Feats Exotic Weapon Proficiency (repeating 
  heavy crossbow), Improved Initiative, 
  Stealthy, Weapon Finesse
  Skills Bluff +13, craft (trapmaking) +5, 
  Diplomacy +9, Disable Device +15, Disguise 
  +7 (+9 when acting), Escape artist +18, Hide 
  +29, Intimidate +9, Knowledge (local) +11, 
  Listen +11, Move Silently +21, Search +11, 
  Sleight of Hand +15, Spellcraft +9, Spot 
  +10, Use Magic Device +12 (+14 when using 
  scrolls)
  Languages abyssal, common
  SQ alternate form, outsider traits, trap sense +2, 
  trapfinding
  Combat Gear wand of grease (25 charges); Other 
  Gear masterwork thieves’ tools, +1 repeating 
  heavy crossbow and 20 poisoned bolts, ring 
  of Dexterity +4 (as gloves), pouch full of 
  silver holy symbols of Iomedae looted from 
  corpses (11 total)
  SPEcIaL aBILITIES
  Alternate Form (Su) Frqazzikal can assume 
  other forms at will as a standard action. 
  This ability functions as a polymorph spell 
  cast on Frqazzikal (caster level 12th), except 
  that Frqazzikal does not regain hit points 
  for changing form and he can assume only 
  one or two forms no larger than Medium. 
  Frqazzikal can assume the form of a bat or 
  a mastiff.
  Poison (Ex) Injury Fort Dc 15; initial 1d4 Dex 
  and secondary 2d4 Dex. Frqazzikal coated all 
  of his crossbow bolts with his poison.
   
  Development: If the PCs capture or corner 
  Frqazzikal, the quasit volunteers to provide 
  useful information about the demons in the 
  keep if they let him live. He offers to use his 
  commune ability on their behalf as a last resort.
  C1. the Desecrated Chapel (eL 
  8 and 14) 
  The sliding panel opens behind a large tapestry 
  hanging in a plain wood-paneled room filled 
  with priestly robes and accoutrements. Stairs 
  climb to a door behind a dark curtain. A pool 
  of blood flows slowly from beneath a different 
  plain wooden door on the ground level.
   
  Both doors are unlocked, but the bodies 
  of several slain paladins block the one at 
  the top of the stairs. A DC 18 Strength check 
  is needed to open it without first moving 
  the bodies (which takes 1d4 minutes). Both 
  passages lead to the main chapel.
  The keep’s chapel is ripe with the stench of 
  unspeakable carnage. Human bodies stripped 
  naked, their flesh marred with dozens of 
  puncture wounds swollen into purplish oozing 
  welts, lie propped against the doors. Gore 
  spatters the floor, benches, and wall-panels 
  painted with life-size portraits of saints. At 
  various heights, dozens more corpses spiked 
  to the high rafters leak ichorous stains down 
  upon the deadpan portraits, anointing them 
  in blood. Behind the pulpit, a staircase 
  ascends in a steep curve to a choir loft. 
   
  The three naked corpses were Knights of the 
  Circle, low-level paladins under the command 
  of Sir Calain. A DC 15 Heal check identifies the 
  signs of poison in the puncture wounds.
   
  When the PCs enter the chapel, the 
  fluctuating power of the Demonscope weakens 
  for several minutes. The PCs notice a subtle 
  ripple in the air with a DC 20 Spot check. 
  The other creatures in the room immediately 
  recognize the signs of the extraplanar 
  barrier falling. For the next few minutes the 
  dimensional anchor effect blanketing the keep 
  is absent in the chapel.
   
  Creatures: A wild-eyed knight wearing 
  plate mail and bearing the crest of Saint 
  Clydwell stands at the pulpit. His flesh 
  quivers and twitches of its own accord as 
  he brandishes a heavy tower shield that a 
  young man is cruelly nailed to. This is Sir 
  Calain, a paladin corrupted by the demonic 
  influence of the son of perdition possessing 
  him. When the demons attacked the keep, Sir 
  Calain and his men were brutally beat down 
  and tortured. During a break in the torture, 
  the son of perdition appeared as an angel 
  and promised aid if the captain allowed it to 
  temporarily share his body. The knight now 
  realizes his grave error, but the demon is in 
  control. Three babau underlings lurk in the 
  shadows disguised as corpses nailed to the 
  stairwell walls.
  Babau (3) 
  CR 6
  hp 66; MM 42
  TacTIcS
  Before Combat The babaus use Disguise to 
  camouflage themselves (Dc 21 Spot) and 
  always have see invisibility active. They coated 
  their claws with large scorpion venom (DMG 
  297). Unless identified, the demons wait 
  until Sir calain topples the barricade before 
  dropping on flat-footed opponents to make 
  sneak attacks.
  During Combat The demons cast darkness for 
  its concealment benefits and flank individual 
  opponents, whittling down enemies one at 
  a time.
  Morale The babaus fight to the death.
  Sir Calain 
  CR 7
  Male human paladin 7 (possessed)
  LG medium humanoid
  Init +1; Senses Listen –3, Spot –3
  Aura good, courage (+4)
  DEFEnSE
  AC 23, touch 11, flat-footed 22
  (+8 armor, +1 Dex, +4 shield) 
  hp 64 (7d10+14)
  Fort +7, Ref +4, Will +1; divine grace 
  Immune fear, disease
  
  11
  Chapel 
  One square = 5 feet 
  choirloft 
  pulpit 
  N 
  S 
  W 
  E 
  Chapel 
  One square = 5 feet 
  choirloft 
  pulpit 
  N 
  S 
  W 
  E 
  OFFEnSE
  Spd 30 ft.
  Melee +1 cold iron longsword +12/+7 
  (1d8+4/19–20/x2)
  Space 5 ft.; Reach 5 ft.
  Special Attacks smite evil 2/day (+1 atk, +7 dmg), 
  turn undead 3/day (+2, 2d5+5, 4th)
  Spell-Like Abilities (cL 7th)
   
  at will—detect evil
  1/week—remove disease
  TacTIcS
  Before Combat as soon as he spots the 
  characters, Sir calain flees up the choir 
  loft stairs. He positions himself behind his 
  barricade and waits until the Pcs approach 
  before he kicks it down on them. Sir calain 
  carries a tower shield, upon which he nailed 
  his squire, aluxar. Squire aluxar isn’t dead 
  (although he’s close to it). Sir calain uses 
  him as a living shield.
  During Combat Sir calain does his best to hold 
  the stairwell from the choir loft, blocking as 
  much of the entrance as he can with his tower 
  shield while reminding attackers that the 
  young squire nailed to the shield is still alive. If 
  aluxar dies, calain throws the shield down the 
  steps and uses his sword two-handed. 
  Morale The son of perdition in Sir calain 
  forces him to fight to the death. If, however, 
  the demon is driven from his body, the 
  paladin falls to the floor weeping.
  STaTISTIcS
  Str 16, Dex 12, Con 14, Int 14, Wis 3 (normally 
  10), Cha 12.
  Base Atk +7; Grp +10
  Feats Blind Fight, cleave, Power attack, Tower 
  Shield Proficiency
  Skills concentration +5, Diplomacy +11, 
  Handle animal +3, Heal +3, Intimidate 
  +8, Knowledge (nobility and royalty) +5, 
  Knowledge (religion) +7, Profession (soldier) 
  +3, Ride +4, Search +3, Spellcraft +2
  Languages abyssal, celestial, common
  SQ divine grace, divine health, special mount
  Combat Gear potion of cure moderate wounds 
  (4); Other Gear +1 cold iron longsword, 
  masterwork full plate, masterwork tower 
  shield, silver holy symbol of Iomedae
  Son of Perdition 
  CR 12
  hp 126; see appendix 2
  TacTIcS
  During Combat The son of perdition uses 
  its touch of the damned to weaken a single 
  opponent it assumes has the strongest will 
  until it can make a possession attempt. It 
  speaks of vile things it plans to do to its 
  opponents as it fights.
  Morale The son of perdition withdraws from 
  combat if reduced to half its hit points. It 
  follows the Pcs, unseen, until it sees an 
  opportunity to strike again.
   
  Treasure: Much of what the dead paladins 
  wore or carried is ruined. With a DC 25 Search 
  Designer
  Notes
  Keep ‘Em Going
  a combat-heavy adven-
  ture like this one can be 
  very taxing. Providing a 
  means of never-ending 
  healing gives the charac-
  ters a chance to take on more encoun-
  ters than normal and allows you to push 
  them to retake the keep before the forces 
  of evil mobilize against them. Keep in 
  mind that many of the demons lurking 
  in clydwell Keep are moving around, 
  too. There is a chance that each time the 
  Pcs come back to area M6, the demons 
  found it and are trying to defile it. Pro-
  tecting this room is a fun way to test your 
  players’ resourcefulness.
  —Steve Greer
  
  12
  The demon within
  m o d u l e  d 3
  of the chapel, the PCs locate a suit of +1 mithral 
  full plate and a water scorpion (see Appendix 3).
  the Baileys and Keep grounds
  Clydwell Keep occupies a hill of jagged 
  stone overlooking the Bitter River, where its 
  defenders can watch the western border of 
  Mendev for demons. The grounds are made 
  up of a lower and upper bailey, the latter being 
  where the keep is located. A 30-foot-high 
  curtain wall surrounds the entire structure, 
  rising in places atop the steep cliffs along the 
  western side of the hill. Several stout towers, 
  each rising 20 feet higher than the walls, 
  appear at regular intervals. Rocky cliffs form 
  secondary lines of defense. Both the outer 
  curtain walls and the cliffs have permanent 
  grease effects in certain places that make them 
  nigh-impossible for most invaders to climb. 
  B1. Lower Bailey
  A cobbled stone ramp winds its way from a 
  recessed area in the cliffs, under a tall rampart, 
  down to a narrow bailey between the eastern 
  wall and natural cliff formations. The bailey 
  continues to the north and southwest, where 
  stone buildings nestle in the shadows of the 
  cliffs and the thirty-foot-high curtain wall 
  surrounding the keep’s eastern perimeter.
   
  The ramp connects the lower bailey to the 
  upper bailey via area B9.
  B2. upper Bailey (eL 11)
  The upper bailey is strewn with fly-covered 
  corpses lying in drying pools of blood and 
  viscera. A portion of the western wall is blasted 
  inward. Fragments of the wall are scattered 
  around the area, and some of the larger pieces 
  have done significant damage to a few of the 
  buildings. Beyond the gaping hole, a blasted, 
  twisted landscape is barely visible through the 
  haze that hangs over the river. The surrounding 
  towers look down upon the carnage with 
  darkened windows, while the keep looms quietly 
  on the other side of the cobblestone expanse.
   
  A DC 20 Search of the bodies reveals that 
  many of them died from severe blunt trauma. 
  Large bricks near their corpses are matted 
  with dried blood.
   
  Creatures: Two vrocks hide atop the 
  southwest tower. The PCs notice them 
  with DC 21 Spot checks. The vrocks took 
  10 on their Hide checks as they watched 
  for enemies. Many of the 300-pound bricks 
  near the ruined western wall are the perfect 
  weight and size for use as heavy artillery with 
  telekinesis without giving away the demons’ 
  position. The vrocks have already used them 
  to great effect, as evidenced by the bodies 
  smashed to bloody pulps.
  Vrock (2) 
  CR 9
  hp 115; MM 48
  TacTIcS
  Before Combat The vrocks cast heroism.
  During Combat The demons pick out random 
  Pcs to hurl bricks at with telekinesis. The 
  vrocks make ranged attack rolls with the 
  bricks (+15 while heroism is active) and deal 
  12d6 points of damage if they hit. If the 
  vrocks are forced into melee combat, they 
  prefer to fight in the upper bailey, where 
  they have a lot of room to move around. 
  They each cast mirror image and use their 
  stunning screech and spores, mixed with 
  their claws and bite attacks.
  Morale These vrocks are cowardly, dirty fighters. 
  If they don’t feel like they have the upper 
  hand, they flee to the keep roof and call for 
  reinforcements from their ilk at area K4.
   
  Treasure: There are seven +1 cold iron long-
  swords scattered around the bailey, mostly 
  near the corpses. With a DC 15 Spot check, 
  the PCs also notice that one of the bodies still 
  clutches a faith orb (see Appendix 3) with a stiff 
  finger resting atop the triggering stud—killed 
  before he could depress it. The rest of the 
  soldiers’ gear is ruined.
  B3. Barracks
  These buildings are identical. They serve 
  as barracks for the keep’s soldiers. Demons 
  ransacked most of them. The soldiers 
  bunking here are dead or hiding out in more 
  fortified areas. 
  B4. the gate (eL 11)
  Two colossal statues flank an impressive 
  drawbridge and portcullis. They stand nearly 
  fifty feet tall. Their heads form flat battlements 
  surrounded by crown-like crenellations, 
  providing anyone standing there a commanding 
  view of the surrounding area.
   
  Outside the eastern walls, a deep earthen 
  trench is filled with cold iron spikes. A 
  20-foot-long magically treated wood and iron 
  drawbridge is normally down, spanning the 
  gap, while an iron portcullis blocks the huge 
  eastern entrance. Since the demons overran 
  the keep, however, the drawbridge is up.
   
  A building adjacent to the wall to the side 
  of the entrance serves as the mechanism room 
  for operating the portcullis and drawbridge. 
  The machinery requires a DC 12 Strength 
  check to operate.
   
  Magically Treated Wood and Iron Draw-
  bridge: Hardness 10; hp 300, resist fire 10; 
  Break DC 50; Climb DC 20.
   
  Iron Portcullis: Hardness 10; hp 60, Break 
  DC 25.
   
  Creatures: Two very bored war-trained 
  balbans perform guard duty at the gate. They 
  keep themselves occupied with a gruesome 
  game, in which they throw a pair of human 
  corpses against the wall as hard as they can. 
  Whichever one of them gets the most bits of 
  flesh to stick to the wall wins.
  Elite Balban (2) 
  CR 9
  hp 112; see page 8
  TacTIcS
  Before Combat The balbans always have see 
  invisibility active. They cast darkness prior to a 
  fight to give themselves concealment.
  During Combat The balbans trample tightly 
  grouped opponents first. They then focus 
  Designer
  Notes
  Sons of Perdition
  In real-world religion, a 
  Son of Perdition is attrib-
  uted to an antichrist or 
  Devil’s advocate. It is 
  also used to describe rebellious angels 
  who were cast out of Heaven or men and 
  women who have experienced heavenly 
  manifestations and powerful spiritual 
  epiphanies and willfully turned away 
  from or denied them.
   Using such powerful real-world sym-
  bolism in an adventure pitting ultimate 
  evil and corruption against paragons 
  of virtue can add an easily recognized 
  demonic flavor to this adventure. This 
  helps create a desperate kind of mood, 
  in which the players have something real 
  with which to judge these villains.
  —Steve Greer
  
  13
  on the nearest opponent to slam, grab, 
  and pound. They use greater dispel magic 
  on enemies with obvious magical auras or 
  effects if they can’t reach any opponents with 
  a single move action.
  Morale The balbans retreat into one of the two 
  towers flanking the entrance if reduced 
  below 25 hit points.
   
  Treasure: The balbans are using their gut-
  splattering game to see who gets the glowing 
  +1 cold iron holy greatsword a ranking officer 
  carried. At the moment, it is propped against 
  a nearby wall. It’s a nonsensical game, since 
  the winner simply gets to shatter the blade 
  into pieces, but the demons need something 
  to entertain themselves.
  B5. the towers of Saint 
  Clydwell (eL 12 and 11)
  A smashed wooden door at the base of this 
  statue-shaped tower lies across the threshold. 
  Beyond, stairs ascend around the interior 
  walls.
   
  Each of the towers keyed to this location are 
  identical colossal effigies of Saint Clydwell. The 
  interiors contain stairs that ascend to landings 
  level with the curtain wall ramparts. More 
  stairs then ascend up to the tops of the statues’ 
  heads, where a massive supply of arrows and 
  longbows, iron kettles, braziers full of coal, 
  barrels of oil, and ballistae wait to defend the 
  keep’s entrance. The tall crenellations give the 
  statues the appearance of wearing crowns and 
  provide cover against opponents level with the 
  tower tops or lower. 
   
  Creatures: A team of eight dretches, two 
  babaus, and a lesser nabasu occupies the tower 
  battlements. Their attentions are focused 
  on Kenabres to the east, from which they 
  anticipate the arrival of reinforcements. They 
  occasionally watch the keep grounds for activity 
  from soldiers trying to escape or come to the 
  aid of their comrades. 
  Babaus (2) 
  CR 6
  hp 66 each; MM 40
  TacTIcS
  Before Combat The babaus always have see 
  invisibility active.
  During Combat They wait for opponents 
  to come to them, flanking the stairwell 
  entrance to sneak attack climbing enemies. 
  The babaus work in tandem to set up 
  flanking positions, to deal extra sneak attack 
  damage as much as possible. The babaus 
  pepper flying opponents with dispel magic 
  to put them back on the ground or use the 
  ballistae against them (DMG 100). 
  Morale If the babaus are reduced to less than 15 
  hit points, they seek a means of escape and 
  flee to the keep to report the presence of the 
  Pcs. If cornered, they fight to the death.
  Dretches (8) 
  CR 2
  hp 13 each; MM 42
  TacTIcS
  During Combat The dretches attempt to lure 
  the Pcs into the traps they prepared for 
  invaders (see below), but if that fails, and the 
  other demons force them into melee, they 
  simply mob the closest target. If any of the 
  Pcs succumb to the nabasu’s paralysis aura, 
  the dretches hurl their foes off the ramparts 
  and into the spiked moat below.
  Morale The dretches fight until killed.
  
  14
  The demon within
  m o d u l e  d 3
  Lesser Nabasu 
  CR 9
  cE Medium outsider (chaotic, evil, extraplanar)
  Tome of Horrors 83
  Init +5; Senses darkvision 60 ft.; Listen +16, 
  Spot +16
  Aura paralysis (10-ft. radius, Dc 15)
  DEFEnSE
  AC 23, touch 11, flat-footed 22
  (+1 Dex, +12 natural)
  hp 46 (7d8+14)
  Fort +7 Ref +6 Will +7
  DR 5/good Immune electricity, poison Resist 
  acid 20, cold 20, fire 20 SR 21
  OFFEnSE
  Spd 30 ft., fly 40 ft. (average)
  Melee 2 claws +11 (1d4+4) and
  bite +9 (1d6+2)
  Special Attacks ethereal jaunt, feed, summon 
  ghasts
  Spell-Like Abilities (cL 12th) 
  at will—deeper darkness
  1/day—death gaze (functions as finger of 
  death, Dc 18)
  TaTIcS
  Before Combat The nabasu hides until something 
  comes within range of its death gaze.
  During Combat The nabasu opens with its 
  death gaze ability and then moves in to 
  expose as many foes as possible to its 
  paralysis aura. It allows the dretches to 
  deal with any paralyzed opponents, and it 
  attempts to close with spellcasters, although 
  it does not allow itself to be drawn too far 
  away from the gate.
  Morale The nabasu knows the dimensional lock 
  effect around the keep is fading, so if things 
  appear to be going badly, it attempts to use its 
  ethereal jaunt ability to escape, even though it 
  knows its chances of success are poor.
  STaTISTIcS
  Str 19, Dex 13, Con 14, Int 14, Wis 14, Cha 13
  Base Atk +7; Grp +11
  Feats Improved Initiative, Multiattack, Power 
  attack
  Skills climb +11, Escape artist +9, Hide +9, 
  Intimidate +10, Jump +13, Knowledge (arcana) 
  +7, Listen +16, Move Silently +7, Spot +16
  Languages abyssal, common, Dwarven, Goblin
  SQ telepathy
  SPEcIaL aBILITIES
  Feed (Su) When a nabasu slays a humanoid 
  opponent, it can feed on the corpse, devouring 
  both flesh and life force, as a full round action. 
  For every 8 HD a nabasu consumes, it gains 
  1 HD. Feeding destroys the victim’s body and 
  prevents any form of resurrection that requires 
  part of the corpse. a wish, miracle, or true 
  resurrection spell can restore a devoured victim 
  to life, but there is a 50% chance that even 
  such powerful magic fails.
  Paralysis Aura (Su) as a free action, a nabasu 
  can create an aura of paralysis in a 10-foot 
  radius. The effect is otherwise similar to a 
  ghoul touch spell cast by a 12th-level sorcerer 
  (Dc 15). a creature that successfully saves 
  against a nabasu’s paralysis aura is immune 
  to the effect for 24 hours. Other demons are 
  not affected by the aura.
  Ethereal Jaunt (Su) Twice per day, a nabasu can 
  shift from the Material Plane to the Ethereal 
  Plane as part of any move-equivalent action 
  and shift back again as a free action. It can 
  remain on the Ethereal Plane for 1 round 
  before returning to the Material Plane. This 
  ability is otherwise identical to an ethereal 
  jaunt spell cast by a 12th-level sorcerer.
  Summon Ghasts (Sp) Once per day, a nabasu 
  can summon 1d6 ghasts.
  Telepathy (Su) a nabasu can communicate 
  with any creature within 100 feet that has 
  a language.
   
  Trap: The demons have punched makeshift 
  murder holes into the tower tops to defend 
  them against enemies climbing the interior 
  stairwells. In preference to hot oil, the babaus 
  have had the dretches drain the blood from 
  dead soldiers and heat it in the kettles. The 
  demons pour the hot blood through the 
  murder holes on enemies who attempt to 
  climb the stairs. Once they use up the blood, 
  they use oil from the barrels. There is enough 
  liquid here to fill the kettles six times.
   
  In addition, both teams of demons have 
  a single shadow urn (see Appendix) they hurl 
  down at opponents on the round after pouring 
  hot blood.
  Boiling Blood Trap 
  CR 10
  Type mechanical; Search –; Disable Device –
  EFFEcTS
  Trigger dretches emptying kettle; Reset manual
  Effect boiling blood (10d6 fire, Reflex Dc 28 
  half); multiple targets (all targets in stairwell)
   
  Treasure: One of the babaus proudly wears 
  a red-and-black checkered cloak of resistance +5 
  it looted from a dead captain. There are barrels 
  of hundreds of cold-iron-tipped arrows and 
  several masterwork bows atop each of the 
  towers. Of the 20 ballista bolts kept on each 
  tower, the northernmost tower has a single 
  ballista bolt of lightning mixed with the others. 
  It functions like a javelin of lightning.
   
  Development: If the demons on the 
  northern tower resort to using the ballista, 
  there is a 1 in 20 chance that each bolt they 
  use is the ballista bolt of lightning. The chance 
  increases by 1 with each new bolt used. The 
  cold iron spikes down in the moat are filthy 
  with years of grime, dirt, and rust. If any PCs 
  are hurled onto them, use the stats for a CR 10 
  poisoned spiked pit trap (DMG 74).
   
  If the PCs are spotted in the lower bailey, 
  the babaus fire the ballista at them. They 
  otherwise let the demons below take care of 
  the intruders.
  B6. Smithy
  This building is relatively untouched. 
  It contains a large forge and numerous 
  unfinished items. 
   
  Treasure: A suit of masterwork full plate 
  decorated with rampant griffons lies on the 
  work bench with the tools being used to 
  finish the decorative etching lying beside it. 
  A DC 25 Search check of the smithy turns up 
  a +1 holy morningstar.
  B7. Stables (eL 11)
  This long building is an obvious stable. The 
  carcasses of half-eaten horses litter the cobbled 
  stone bailey near the large open doors. The 
  sounds of panicked whickering, heavy thuds, 
  and splintering wood come from within. 
   
  The stables became a buffet line for many 
  of the demons that made it down to this area. 
  reliquary
  
  15
  Although demons have no need for sustenance, 
  they take great pleasure in slaughtering and 
  consuming these noble equines.
   
  Creatures: A heavy warhorse named 
  Thunderhoof remains in the stable, infested 
  with hundreds of vicious little demons 
  called chatterers. The chatterer swarms 
  vie for control of Thunderhoof ’s actions, 
  causing the warhorse to bite itself, buck and 
  kick, swat with its tail, snort, whicker, and 
  pummel itself against its stall. A moment 
  after the PCs arrive, Thunderhoof breaks free 
  of his stall and trots out into the bailey. A 
  chorus of tiny voices in numerous different 
  languages issues from the horse’s mouth. 
  The PCs are bound to understand one or 
  two of the languages, which exclaim, “Look! 
  New flesh!” 
   
  The diminutive demons burst from the 
  horse and race toward the PCs, leaping, 
  jumping, and crawling over one another to 
  get to them.
  Chatterer Swarms (3) 
  CR 8
  hp 66 each; see appendix 2
  TacTIcS
  During Combat The chatterer swarms attack 
  the nearest character. Once they infest a 
  host, they command him to attack nearby 
  allies, hurl away his weapons, sing, slap 
  himself in the face, eat something repulsive 
  (like horse dung), and so on.
  Morale The chatterers are voracious little 
  creatures that know no fear. They fight to 
  the death.
  B8. Well
  The well descends 30 feet to an underground 
  river. It has a permanent purify food and drink 
  effect on it (CL 15th) that ensures the water 
  drawn from it is never contaminated.
  B9. upper Bailey entrance 
  This recessed chamber carved out of the 
  cliff face below the upper bailey curtain 
  wall serves as a receiving room for supplies 
  and visitors. Normally, soldiers here screen 
  visitors before allowing them to enter the 
  upper bailey. At the moment, it is empty. Two 
  corridors branch off from the main room to 
  the north and south. Each is blocked by a 
  magically treated iron door that enters the 
  bottom of the central towers. Stairs inside 
  the towers ascend to doors out to the upper 
  bailey. They continue upward to the ramparts 
  and the tower battlements. 
   
  Magically Treated Iron Door: Hardness 20; 
  hp 120; Break DC 48; Open Lock DC 40.
  B10. ramparts (eL Variable)
  Stairs ascend the inner walls up to the 
  crenellated ramparts. The walls are 10 feet 
  wide. The crenellations provide cover against 
  creatures at the same level as the ramparts and 
  improved cover against attacks from below. 
  The towers are accessed from the ramparts 
  through magically treated wooden doors.
   
  Magically Treated Wooden Door: Hardness 
  10; hp 90; Break DC 43; Open Lock 40.
   
  Creatures: If the PCs explore the ramparts, 
  there is a 25% chance of encountering a 
  company of 1d6+1 babaus hiding in the 
  shadows of the crenellations.
  B11. Watchtowers (eL Variable)
  These towers are similar in layout to area B5, 
  although not in the likenesses of saints. 
   
  Creatures: Except for the tower occupied 
  by the vrocks (see B2), each time the PCs enter 
  one of the towers, roll d% with the following 
  results: 01–25, a group of 2d6 dretches 
  searches for hidden soldiers; 26–50, 2d6+3 
  soldiers have barricaded themselves in (LG 
  male and female human paladin 2); 51–100, 
  the tower is empty except for a few human 
  and demonic corpses. If the PCs encounter 
  soldiers, one of them has a water scorpion (see 
  Appendix 3) and can be convinced to loan it 
  to the PCs with a DC 25 Diplomacy check.
  B12. Latrines (eL 9)
  This roofless stone building is divided into 
  small waist-high stalls, each with a long, angled 
  hole that stinks of excrement.
   
  Creatures: Two gangs of dretches run 
  hooting and howling through the stalls. When 
  they spot the PCs, they attack with their claws 
  and teeth. 
  Dretches (12) 
  CR 2
  hp 13; MM 42
  TacTIcS
  During Combat On the first round, the 
  dretches lob handfuls of filth from the 
  latrine at the Pcs (ranged touch attack). This 
  filth deals no damage, but exposes the Pcs 
  to filth fever (DMG 292). The dretches cast 
  stinking cloud and close for melee. They try 
  to pin a single opponent and throw him into 
  the nearest latrine hole. 
  Morale after more than half their numbers are 
  slain, the dretches flee to the nearest allies.
  B13. Bath house 
  This squat stone building contains several 
  open baths—each with several pounds of 
  soap and a towel.
  B14. the Shadow Cloister (eL 10)
  Every so often, the door to this cloister 
  cautiously creaks open, allowing a trio of 
  bumbling dretches to sneak and slobber 
  their way cautiously out into the bailey. All 
  bear large clay urns and, staggering beneath 
  their bulk, the dretches scuttle across the 
  yard to place them near the southeast tower 
  to be hoisted up to the battlements. When 
  the dretches finish, they scurry back to the 
  cloister (there are 4 shadow urns already there 
  when the PCs arrive here).
   
  If the PCs investigate the interior of the 
  building, read or paraphrase the following.
  Darkness swims and seeps through piles of 
  smashed and splintered furniture pushed 
  to the walls, silhouetted into shadows that 
  seem to form an eerie jagged landscape by 
  the faint trickles of light that creep from 
  windows deliberately darkened with thick 
  blankets. A large rune formed from chips and 
  dust of bone covers the floor. In the center, 
  an hourglass hangs suspended on metal 
  chains over a large clay urn. Dust and ash 
  leak slowly into the urn. Behind the hourglass, 
  a large iron cauldron hangs over a bed of 
  coals that glows with a deep crimson light 
  that illuminates nothing. The black liquid in 
  the cauldron bubbles slowly, and smoke rises 
  from its surface.
   
  A pile of six small sacks rests against one 
  of the walls among the wreckage. Each sack is 
  filled with ash. They are the charred remains 
  of paladins stolen from the mausoleum. 
   
  Creatures: Four wild-eyed demons struggle 
  to seal clay urns using goat skins and hot pitch 
  under the direction of a twisted tiefling arcanist 
  named Raxius. Raxius is using an accursed 
  minor artifact known as an hourglass of shadows 
  (see Appendix 3) to create shadows from the 
  ashes of the fallen paladins that her dretch 
  henchmen brought her.
   
  Raxius is an attractive woman with long 
  brown hair tied back in an elaborate headdress 
  and flashing green eyes. She has light pink 
  skin, just slightly too red to be human, a long 
  leathery tail, and short vestigial wings that 
  sprout from her bare shoulders. Her skeleton 
  minion accompanies her at all times.
  
  16
  The demon within
  m o d u l e  d 3
  Dretches (4) 
  CR 2
  hp 13; MM 42
  TacTIcS
  During Combat The dretches immediately 
  charge intruders. The smallest one 
  brandishes a hot pitch stick like a club 
  (melee +4, pitch stick, 1d6+1 plus 1d2 fire). 
  The others reach into the nearby pitch 
  bucket and throw wads of hot pitch (ranged 
  +2, pitch wad, 1d3 fire). Their fire resistance 
  protects them from damage.
  Morale The dretches fight to the death.
  Raxius Malgorian 
  CR 9
  Female tiefling variant necromancer 8
  cE Medium outsider (native)
  Init +1; Senses Darkvision 60 ft.; Listen +2, Spot +2
  DEFEnSE
  AC 17, touch 11, flat-footed 16
  (+4 armor, +1 Dex, +2 natural)
  hp 21 (34 with false life) (8d4)
  Fort +2, Ref +3, Will +8; +2 vs. disease, paralysis, 
  poison, sleep, and stunning 
  DR 10/adamantine (stoneskin) Resist cold 5, 
  electricity 5, fire 5
  OFFEnSE
  Spd 30 ft.
  Melee +1 spear +6 (1d8+2) 
  Ranged +1 spear +6 (1d8+2) 
  Spell-Like Abilities (cL 8th)
  at will—darkness
  Spells Prepared (cL 8th, +5 melee touch, +5 
  ranged touch)
  4th—dimension door, fear (Dc 19), stoneskin*
  3rd—gaseous form, magic circle against 
  good, empowered ray of enfeeblement, 
  vampiric touch
  2nd—blindness/deafness (Dc 17), command 
  undead, false life*, ghoul touch (Dc 17)
  1st—comprehend languages, mage armor*, 
  magic missile (2), shield 
  0—arcane mark, detect magic, message, read 
  magic 
  Prohibited Schools: enchantment and illusion
  *already cast
  TacTIcS
  Before Combat Raxius cast mage armor, 
  stoneskin, and false life when she arrived at 
  the keep, shortly after the demonic invasion. 
  Her stoneskin lasts 80 minutes, so if the Pcs 
  took a long time getting here, it might have 
  worn off.
  During Combat Raxius casts shield as soon as 
  she spots the Pcs. When combat begins, 
  she casts fear and commands her skeletal 
  minion to attack whoever is left behind. She 
  targets the most heavily armored opponents 
  with an empowered ray of enfeeblement and 
  spellcasters with her remaining ranged 
  attack spells, saving touch spells for attackers 
  who get past her skeleton.
  Morale If reduced to 10 hp or less Raxius casts 
  gaseous form and flees to seek reinforcements.
  Base Statistics ac 13 without mage armor.
  STaTISTIcS
  Str 12, Dex 13, Con 10, Int 18, Wis 14, Cha 10
  Base Atk +4; Grp +5
  Feats Empower Spell, Scribe Scroll, Spell Focus 
  (necromancy)
  Skills Bluff +7, concentration +11, craft 
  (alchemy) +8, Decipher Script +6, Hide +8, 
  Knowledge (arcana) +8, Knowledge (history) 
  +6, Knowledge (nature) +6, Knowledge 
  (religion) +8, Knowledge (the planes) +8, 
  Spellcraft +15
  Languages common, Infernal 
  Combat Gear potion of acid resistance, potion 
  of lesser restoration (4), scroll of lightning 
  bolt; Other Gear +2 amulet of natural 
  armor, +1 shortspear 
  Spellbook as above plus 0—all except 
  enchantment and illusion; 1st—alarm, 
  cause fear, enlarge person, expeditious retreat, 
  feather fall, grease; 2nd—command undead, 
  glitterdust, scare; 3rd—dispel magic, stinking 
  cloud, halt undead, 4th—animate dead
  SPEcIaL aBILITIES
  Enhanced Undead (Ex) any undead Raxius 
  creates gain a +4 enhancement to Strength 
  and Dexterity and +2 hp per HD. This 
  replaces her bonus spells for being a 
  specialist necromancer.
  Skeletal Minion Instead of a familiar, Raxius is 
  served by a skeletal minion.
  Undead Apotheosis (Ex) Raxius gains a +2 on 
  saving throws against disease, paralysis, 
  poison, sleep, and stun. This replaces 
  Raxius’s bonus feat at 5th level.
  Skeletal Minion 
  CR —
  nE Medium undead
  Init +6; Senses darkvision 60 ft.; Listen +0, 
  Spot +0
  DEFEnSE
  AC 18, touch 12, flat-footed 16
  (+2 Dex, +6 natural)
  hp 52 (8d12)
  Fort +2, Ref +4, Will +8; undead traits
  Immune cold 
  DR 5/bludgeoning 
  OFFEnSE
  Spd 30 ft.
  Melee 2 claws +6 (1d4+2) 
  Space 5 ft.; Reach 5 ft.
  TacTIcS
  During Combat The skeleton minion acts as 
  commanded by its master, rushing in to 
  attack Pcs and prevent them from getting to 
  Raxius so she can continue to cast spells. 
  Morale The skeletal minion fights until destroyed.
  STaTISTIcS
  Str 15, Dex 15, Con —, Int —, Wis 10, Cha 1
  Base Atk +4; Grp +6
  Feats Improved Initiative
   
  Treasure: A silver ring of counterspells forged 
  with the holy symbol of St. Clydwell sits at 
  the bottom of one of the sacks. The hourglass 
  of shadows is also quite valuable, but it is a 
  morally questionable item to own or sell 
  for good-aligned characters. The 500-pound 
  artifact is unwieldy and difficult to move. 
  Once moved, its attunement goes off kilter, 
  requiring a successful DC 30 Spellcraft or Use 
  Magic Device check to realign. This check 
  takes 10 minutes. The hourglass does not 
  function unless properly aligned.
  B15. Infirmary (eL 11)
  This small building is crammed with dozens of 
  bloodstained cots. Shelves, workbenches, and 
  large tables around the perimeter overflow 
  with medical journals, tools, and bandages. 
  Others hold jars filled with ointments, salves, 
  poultices, and tonics. Hanging from the 
  rafters is the naked body of a human, bound 
  and masked. His gruesomely pallid flesh has 
  been bled dry by hundreds of leeches, which 
  still cling to him. 
   
  Creatures: Six babaus are torturing a 
  captured priest. They have him bound to a table 
  and are about to saw off one of his legs. As soon 
  as they detect intruders, the largest angrily jams 
  a scalpel into their prisoner, killing him and 
  signaling the others to attack. 
  Babau (6) 
  CR 6
  hp 66; MM 40
  TacTIcS
  Before Combat The babaus have see invisibility 
  active. They immediately cast darkness and 
  split apart, moving toward the perimeter of 
  the room and climbing on shelves to gain 
  bonuses for higher ground while others 
  crouch behind cots to hide.
  During Combat as soon as they can flank 
  
  17
  opponents or have effectively hidden, the 
  babaus make sneak attacks and continue to 
  flank with one another to deal sneak attack 
  damage whenever possible. 
  Morale If the babaus are reduced to 15 or fewer 
  hit points, they seek a means of escape and 
  flee to the keep to report the presence of the 
  Pcs. If cornered, they fight to the death.
  K1. the Keep (eL 9)
  This single huge open room is strewn with nearly 
  a dozen slaughtered paladins and the carcasses 
  of slain demons. The dark marble floors are slick 
  with pools of blood and viscera. Hanging from 
  the ceiling, a magnificant collection of antlers 
  with flames flickering from their tips brightly 
  illuminates the room. Several marble statues 
  are knocked over and broken. The wall tapestries 
  hang in shreds. A long winding staircase coils 
  upward along the outside walls. Beneath one 
  section of the stairs, a gigantic hole in the wall, 
  where a pair of smashed doors once hung, 
  reveals a darkened staircase leading down. 
   
  The stairs lead to area D1.
   
  Trap: The rope supporting the antler 
  chandelier is badly damaged (a DC 30 Spot 
  check recognizes this). There is a 20% chance 
  each time a PC walks under it that the rope 
  snaps. If Frqazzikal from area M8 is spying 
  on the PCs, his devious mind immediately 
  recognizes that the chandelier is perfect to drop 
  on the characters. In this case, he greases the 
  floor immediately under it, which imposes a –2 
  penalty on Reflex saves to avoid being crushed, 
  and waits for PCs to walk under it before 
  gnawing through the last strands of rope.
  Antler Chandelier 
  CR 9
  Type mechanical; Search Dc 25; Disable Device 
  Dc 28
  EFFEcTS
  Trigger location; Reset repair
  Effect antler chandelier (12d6 bludgeoning 
  and piercing, Dc 25 Reflex avoids); multiple 
  targets (all targets in 4 adjacent 5-ft. squares)
  K2. the Supper Party (eL 11)
  As the PCs approach this room they smell 
  roasting meat. With a DC 10 Listen check, 
  the characters hear the guttural whoops and 
  hacking laughter of demonic revelers. The 
  sounds and smells are clearly coming from 
  behind the closed door to this room.
   
  When the PCs investigate, read or para-
  phrase the following.
  Considering the level of devastation present in the 
  rest of the fortress, this room remains remarkably 
  intact. The tapestries hang undisturbed on walls 
  still mostly free of blood spatters and gore. The 
  furniture is intact, and nothing looks looted or 
  defiled. Apparently, the demons that invaded this 
  room had other things on their mind besides 
  destruction. Resting on the massive banquet table 
  is a nightmarish feast. Although little remains 
  of the meal, the bloody scraps of cracked and 
  mashed human bones and organs make what 
  happened here perfectly clear.
   
  Creatures: A rowdy band of cocksure 
  demons fills the keep’s lavish banquet hall, 
  drinking and gorging themselves on the keep’s 
  stores of food and wine. Having reveled their 
  way through almost the entirety of the castle’s 
  vintage wines, they punch and gouge each 
  other, laughing uproariously whenever one 
  of them vomits or spills wine. Eagerly, they 
  dip their matted claws into bowls filled with 
  an ichorous gruel, consuming it with sloppy 
  dribbles. At the end of the table sits a bloated 
  toad-faced demon wearing a crooked crown 
  and thick gaudy ropes of jeweled necklaces. As 
  raxius Malgorian
  
  18
  The demon within
  m o d u l e  d 3
  soon as they are interrupted, the big demon at 
  the end of the table retreats as he alternately 
  barks commands and takes massive swigs from 
  a wooden tankard. The remaining demons 
  rush recklessly into attack. 
  Hezrou 
  CR 11
  hp 138; MM 44
  TacTIcS
  During Combat The hezrou uses improved 
  grab to snatch any enemy approaching him, 
  biting the individual the next round. If it 
  can remain out of the fight, the hezrou uses 
  its spell-like abilities, starting with chaos 
  hammer. It follows these maneuvers with 
  blasphemy and unholy blight. after that, it 
  closes for melee.
  Morale The hezrou loves to fight, but if it 
  drops to 30 hp, it attempts to escape using 
  gaseous form.
  Dretches (6) 
  CR 2
  hp 13; MM 42
  TacTIcS
  During Combat The dretches rush the characters, 
  trying to swarm and grapple them, following 
  physical attacks with stinking cloud.
  Morale The demons fight to the death.
   
  Developments: The gaudy necklaces about 
  the big demon’s neck are worth a total of 
  8,000 gp. With a DC 20 Knowledge (nobil-
  ity and royalty) check, the PCs recognize the 
  signets and jewelry associated with one of the 
  royal families of Sarkoris, a nation wholly lost 
  to the Worldwound. 
  K3. Dead Snipers 
  This room is packed with barrels of bolts, 
  loaded crossbows, and crossbow mounts placed 
  before arrow slits in the walls and leveled at the 
  horizon. Upon the floor lie the corpses of four 
  dretches, each riddled with bolts.
   
  These stupid dretches killed each other 
  while playing with loaded weapons. 
  K4. the Lookout (eL 13)
  Once an elaborate lookout, the top floor of 
  the tower boasted windows on all four sides 
  fitted with spyglasses, all of which now lie 
  smashed along with the furniture. Amid the 
  wreckage lie several dozen oversized map 
  cases. Most are snapped in half, their contents 
  shredded, although three remain intact: a 
  map of Varisia, a map of Numeria, and a map 
  of Mendev. Each exquisitly rendered 5-foot-
  square map is worth 500 gp.
   
  A ladder in the far corner leads to a closed 
  hatch to the roof. A DC 10 Listen check reveals 
  the sounds of clawing and scraping from the 
  roof overhead.
   
  If the PCs climb the ladder and open the 
  hatch, read or paraphrase the following.
  The hatch opens to the shattered remains of 
  the iron-framed roof. Jagged shards of copper 
  shingles tear at the sky, peeled back from the 
  roof supports like blades. Strewn about the 
  broken rafters dangle dozens of eviscerated 
  corpses, cracked and broken like lost dolls, half-
  devoured and smeared with feathers and dung.
   
  Creatures: At any given time, there are 
  1d3+2 vrocks roosting here atop the roof. For-
  tunately, they don’t care to squeeze through 
  the hatch. Should a PC open it, the vrocks use 
  their telekinesis to pull the character through 
  and tear him to ribbons.
  Vrock 
  CR 9
  hp 115; MM 48
  TacTIcS
  Before Combat The vrocks cast heroism on 
  themselves.
  During Combat If enough vrocks are on the 
  roof, some of them cast mirror image and 
  start a dance of ruin, while the others 
  use telekinesis to disarm opponents, then 
  stunning screech to weaken opponents, 
  before closing for combat.
  Morale The vrocks fly to the closest tower if 
  reduced to fewer than half their hit points. If 
  close enough, they use telekinesis from long 
  range to pelt their opponents with anything 
  nearby or push them off the top of the keep.
  PArt three: 
  reDeMPtIOn
  The dungeon levels below Clydwell Keep 
  were built to hold prisoners, an arsenal of 
  demon-fighting weapons and other sup-
  plies, and to safeguard the Demonscope. The 
  passages are crudely cut directly into the 
  surrounding strata and shored with iron 
  and timber framing. Cellblocks and other 
  rooms are finished in phyllite slabs, giv-
  ing them the appearance of wrinkled silk. 
  Torch sconces jut from the walls every 20 
  feet or so. All the torches are extinguished 
  and there is no light in the passages. All the 
  doors are iron-bound hemlock and are usu-
  ally kept locked. 
   
  Iron-bound Hemlock Doors: 3 in. thick; 
  Hardness 5; hp 45; Break DC 24; Open Lock 
  DC 30.
   
  Reinforced Stone Walls: 3 feet thick; Hardness 
  8; hp 600; Break DC 50; Climb DC 22.
  D1. Stairs (eL 4)
  Suspended by the nooses around their necks, 
  six bodies hang gutted from the stairwell 
  ceiling and walls, their flesh branded with dark 
  demonic runes and their eyes plucked out.
   
  This stairwell connects the upper dungeon 
  to the ground floor of the keep (area K1).
   
  Creatures: The hanging bodies are paladin 
  zombies. They are not particularly threaten-
  ing, but they are coated with sassone leaf resi-
  due (DMG 297).
  Human Paladin Zombie (6) 
  CR 1/2
  hp 16; AC 19 (full plate); MM 266
  TacTIcS
  During Combat The zombies remain still until 
  any non-demons are at the halfway point of 
  the stairs, at which point they start punching 
  opponents and thrashing about, smearing 
  their poison-coated bodies against as many 
  targets as possible.
  Morale The zombies fight until destroyed.
  D2. the Prisoner (eL 8)
  This large room appears to be a storage area of 
  some sort. Grain, timber, and other supplies are 
  strewn everywhere. A passage exits the room to 
  the south. It appears to have been inexpertly 
  widened recently, giving it the appearance of a 
  roughhewn tunnel.
   
  Creatures: A pair of babaus is dragging 
  a badly bruised knight, manacled by her 
  bleeding ankles to a thick chain, across 
  the room. The demons cackle and spit at 
  her as she staggers along the passage floor, 
  moaning in pain and drooling blood. They 
  are taking her toward the cells to the west. As 
  soon as they detect intruders, they shriek for 
  aid, bringing any unoccupied dretches from 
  area D3 running to join battle in this room 
  in 2 rounds.
  Babau (2) 
  CR 6
  hp 66; MM 40
  
  19
  TacTIcS
  Before Combat The babaus are preoccupied 
  with tormenting their captive and relatively 
  easy to track or surprise. If not stopped, 
  they head directly to the cellblocks to add 
  their captive to the growing number of 
  imprisoned paladins.
  During Combat The babaus immediately 
  reel in their hostage and threaten her 
  life, demanding any assailants drop their 
  weapons. Those foolish enough to listen 
  to them are instructed to drop to the 
  floor and wait. The babaus then call for 
  reinforcements, who arrive from area D3 
  with chains and manacles in 2 rounds.
  Morale If the characters attack, the babaus slash 
  the prisoner, then fling her to the floor and 
  attempt to flee, seeking the babau hunting 
  party or other reinforcements.
   
  Development: The young knight, Sir Ivellyn 
  Swainhart, wears a necklace that functions as a 
  key that opens and locks most of the doors in 
  the dungeon (but not the doors in D6 or D7). 
  She was guarding the prisoners in the dungeon 
  before the attack. When the demons arrived, 
  she ran to warn the Holy Sentinels in area D9, 
  but found the door in D7 already sealed. She 
  was trapped by the advancing demons and 
  quickly captured. She doesn’t know where the 
  Holy Sentinels are, but she can give the PCs an 
  idea of the dungeon layout.
   
  A DC 10 Search reveals dozens of demon 
  tracks of various sizes crisscrossing the floor. 
  A DC 10 Listen check is enough to hear the 
  pained moaning of dozens of voices echoing 
  from the western passage.
  D3. Cellblocks (eL 11)
  Rows of small, iron-barred cells line the walls, 
  while two more rows of cells sit back-to-back 
  running down the center of the room. Many 
  of the bars splay outward, torn and twisted to 
  form larger cells. Within the cells, half-starved 
  warriors, their bodies covered with lesions, 
  pitifully scratch at the stone floor.
   
  Creatures: Guarded by three small patrols 
  of dretches, dead and dying knights fill the 
  caged pits. These foul demons march through 
  the corridors, spitting on their prisoners or 
  just poking with their claws.
  Dretch (4) 
  CR 2
  hp 13; MM 42
  TacTIcS
  Before Combat as soon as the dretches spot 
  intruders, they rake their claws across the 
  iron cell bars, resulting in a grating screech 
  that alerts the remaining patrols in the area 
  of an attack.
  During Combat The dretches gang up on the 
  nearest opponents until reinforcements 
  arrive. The secondary patrols cast stinking 
  cloud before joining the fray.
  Morale The dretches fight to the death.
   
  Development: Each cell holds 1d4 dead 
  knights and 1d4 living ones (male human warrior 
  1 or paladin 1). Of those still alive, only half are 
  conscious and all are badly wounded, exhausted 
  and unequipped. The demons dragged the 
  soldiers here after they were taken prisoner in 
  the battle for the keep. None of them have any 
  clear idea about what is going on.
  D3a. the Mad Knight (eL 11)
  Within this cell, a badly lacerated man convulses 
  and froths at the mouth. Simultaneously 
  babbling in several different voices, he tears 
  with his nails at tattoos that mark him as 
  a member of the Holy Sentinels. A second 
  occupant lies in a puddle of blood, his eyes 
  open and staring—obviously dead.
   
  Creature: This is the Holy Sentinel Sir 
  Jormal of Etyiranne (LG Male human paladin 
  11). He is currently possessed by a mob of 
  chatterers. The corpse is a paladin previously 
  slain by the demons. If released, Sir Jormal 
  attacks randomly, grasping his longsword by 
  its blade like a club and failing wildly until 
  subdued. If left in his cell, he thrashes about, 
  eventually impaling himself on one of the 
  jagged rusty bars jutting from the cell wall. As 
  soon as he dies, three chatterer swarms erupt 
  from his flesh.
  Chatterer Swarm (3) 
  CR 8
  hp 66 each; see appendix 2
  TacTIcS
  Before Combat Once Sir Jormal is dead, the 
  chatterers leave his body and seek a new 
  host. They are small enough to fit between 
  the cell bars with ease.
  During Combat The chatterer swarms attack 
  the nearest target they see. Once they infest 
  a host, they make it drop its weapons and 
  run through the cellblocks screaming to 
  alert other nearby demons.
  Morale The chatterers fight to the death.
  Sir Jormal, Holy Sentinel 
  CR 10
  Male human paladin 10
  LG Medium humanoid
  Init –1; Senses Listen +5, Spot +5
  Aura courage, good
  DEFEnSE
  AC 23, touch 9, flat-footed 23
  (+10 armor, –1 Dex, +4 shield)
  hp 70 (10d10+10)
  Fort +12, Ref +6, Will +12
  Immune disease, fear
  OFFEnSE
  Spd 20 ft.
  Melee +1 holy cold iron longsword (wielded as a 
  club) +6/+1 (1d4) or
  Melee +1 holy cold iron longsword +12/+7 
  (1d8+1/19–20 plus holy) 
  Special Attacks lay on hands 40 hp/day (5 
  remaining), smite evil 3/day (+4 attack, +10 
  damage, 1 use remaining), turn undead 7/
  day (+6, 2d6+11, 7th)
  Spell-Like Abilities
  at will—detect evil
  2/week—remove disease
  Spells Prepared (cL 5th)
  2nd—bull’s strength*, shield other
  1st—bless weapon*, protection from evil*
  *already cast
  TacTIcS
  During Combat If rescued, Sir Jormal fights to 
  the best of his ability.
  Designer
  Notes
  The Ripple Effect
  as described in area C1, 
  occasional gaps in the 
  pervasive dimensional 
  lock effect are visible as 
  ripples in the air (Spot Dc 20). as the Pcs 
  progress through the dungeon, repeat the 
  same ripple effect with greater frequency 
  to impress upon them the imminent col-
  lapse of the keep’s magical defenses if 
  they fail to restore the Demonscope. Don’t 
  be afraid to have demons suddenly pop 
  into the keep via teleportation during 
  those ripples, but keep the fights easy 
  and short so the Pcs don’t have to waste 
  valuable resources on them.
    
  —Steve Greer
  
  20
  The demon within
  m o d u l e  d 3
  Morale Sir Jormal fights to the death.
  STaTISTIcS
  Str 10, Dex 8, Con 12, Int 14, Wis 16, Cha 18
  Base Atk +10; Grp +10
  Feats alertness, Improved Initiative, Iron Will, 
  negotiator, Weapon Focus (longsword)
  Skills concentration +14, Diplomacy +23, 
  Knowledge (nobility and royalty) +15, 
  Knowledge (religion) +15, Sense Motive +18
  Languages abyssal, celestial, common
  SQ divine grace, divine health, special mount 
  (already summoned and dismissed for the day)
  Gear cloak of Charisma +2, +2 full plate, +2 heavy 
  steel shield, +1 holy cold iron longsword, periapt 
  of Wisdom +2
   
  Development: If the demons are exorcised 
  or Sir Jormal is otherwise divested of 
  the chatterers, he tells the PCs that the 
  Demonscope is weakening and will soon fail 
  if one of the three control shards, polished 
  bones of dead saints, is not replaced. When 
  he left Sir Ellord in area D10, his fellow 
  Holy Sentinel was holding his own against 
  the entity in the artifact while Sir Jormal 
  searched for the third shard that Sir Holton 
  absconded with. He had just learned from 
  one of his fellows that Sir Holton was 
  spotted near the scroll room (area D6), but 
  Sir Jormal was captured before he could get 
  there. As long as none of the PCs detect as 
  evil, the paladin reveals how to enter the 
  chamber and takes the PCs there.
  D3b. Pudding Pit (eL 7)
  The pit in this room drops ten feet before 
  disappearing into complete darkness. Horrid 
  screams of unearthly pain rise from its depths.
   
  Creature: It’s a 20-foot drop to the bot-
  tom of this hastily dug pit, although a black 
  p udding occupies the bottom 10 feet. It 
  waits at the bottom and hungrily dissolves 
  everything the demons throw down to it. 
  The dretches take great joy in dropping 
  young knights into the hole and listening 
  to their screams as the creature melts the 
  skin from their bones.
  Black Pudding (1) 
  CR 7
  hp 115; MM 201
  D4. Brute excavation (eL 6)
  Something tore savagely through this small 
  chamber, leaving a trail of wreckage that leads 
  to a gaping hole in the floor.
   
  A thick iron hatch in the floor was at 
  one time used to descend a ladder to the 
  lower dungeon and could only be opened 
  by a password. A balban that came through 
  this area tore the metal hatch off and caused 
  a huge explosion when it triggered a trap 
  intended for demons. The combination of 
  the explosion and the balban’s destructive 
  ferocity created the gaping hole and dam-
  aged the surrounding stonework. Anyone 
  looking down into the hole can see the dead 
  balban half buried under rubble and the 
  twisted iron ladder.
   
  Collapse (CR 8): The passage and floor 
  surrounding the hole collapses if more than 
  three humanoid sized creatures stand on it 
  at the same time. A round after the floor col-
  lapses the weakened floor and walls cave in 
  with a thunderous crash. Use the stats for a 
  tunnel collapse (DMG 66).
  D5. False Paladins (eL 11)
  This plain corridor ends in a large, iron-bound 
  metal door. Unlike the rest of the dungeon, this 
  corridor seems perfectly normal, without bod-
  Sir Jormal
  
  21
  ies or bloodstains. The door itself is closed and 
  unmarked, but otherwise unremarkable.
   
  Creatures: A group of succubi polymorphed 
  into men and donned the accoutrements of 
  Clydwell Keep soldiers. They cannot get past 
  the warded door to reach Holton Albright 
  who has holed up inside, but they are content 
  to lure soldiers skulking around the dungeon 
  into joining their ranks and then having their 
  way with the soldiers. Unless the PCs have 
  been too quiet for the succubi to hear them, 
  the demons feign fear at the PCs’ approach.
  Succubi (4) 
  CR 7
  hp 47; MM 47
  TacTIcS
  Before Combat When the succubi spot the Pcs, 
  the demons wave them over. The succubi 
  lie that they are trying to hole up inside 
  the room, but none of them knows the 
  password to get past the door, being low-
  ranking soldiers. With all of them working 
  together using the aid another action, it’s a 
  Dc 35 Sense Motive to reveal the deception.
  During Combat If the demons get into the 
  room, they use suggestion to convince the 
  Pcs to help them destroy its contents and 
  kill Sir Holton. If unsuccessful, they drop 
  their disguises and do it themselves. They 
  grapple anyone who tries to stop them and 
  then drain energy.
  Morale If two of the succubi are killed, their 
  sisters flee.
  D6. the Scroll room (eL 11)
  This room is hallowed and under the effects of 
  a screen that gives the illusion of a small empty 
  room full of dust if a creature is not good. Good 
  creatures see the room as it truly is:
  The iron door opens into a small room with 
  bookshelves full of scrolls and tomes, tables 
  covered with more texts, assorted potion 
  bottles with tiny tags hanging from them, 
  a wooden rack with several brass balls cov-
  ered in studs, and a pair of iron weapons that 
  resemble crossbows lacking strings sits on a 
  shelf. 
   
  The door is made of magically treated 
  1-inch-thick cold iron with a forbiddance effect 
  against chaotic and evil creatures. Only the 
  officers of the keep and the Holy Sentinels 
  know the password to bypass the forbiddance 
  and open the door. The door can also be 
  opened with a successful turn attempt against 
  5 HD. 
   
  Magically Treated Cold Iron Doors with 
  Forbiddance: Hardness 20; hp 80; Break DC 45; 
  forbiddance (touching door deals 12d6 points 
  of damage to chaotic evil creatures or 6d6 
  points of damage to chaotic or evil creatures, 
  DC 19 Will half ); password or successful turn 
  attempt against 5 HD opens.
   
  Screen: Illusion of empty room if non-good 
  (CL 17th).
   
  Creature: Sir Holton Albright is holed up 
  inside this chamber to make a stand against 
  
  22
  The demon within
  m o d u l e  d 3
  the demons. Several tried to get in, but the 
  toughness of the door combined with its 
  formidable ward deterred them all thus far.
  Sir Holton Albright 
  CR 11
  Male fallen paladin 11
  LG Medium humanoid
  Init +3; Senses Listen +1, Spot +1
  DEFEnSE
  AC 23, touch 9, flat-footed 23
  (+10 armor, –1 Dex, +4 shield)
  hp 87 (11d10+22)
  Fort +9, Ref +2, Will +4
  OFFEnSE
  Spd 20 ft.
  Melee +1 holy cold iron longsword +17/+12/+7 
  (1d8+4/19–20 plus holy) 
  TacTIcS
  Before Combat Holton drinks a potion of owl’s 
  wisdom and resist fire.
  During Combat as soon as the door opens, Sir 
  Holton hurls a faith orb through it. He then 
  fights with his +1 holy cold iron longsword.
  Morale Sir Holton stops attacking once he 
  sees it isn’t demons entering the room. If 
  attacked, he defends himself to the death.
  STaTISTIcS
  Str 18, Dex 8, Con 14, Int 10, Wis 12, Cha 16
  Base Atk +11; Grp +15
  Feats Diehard, Endurance, Improved Initiative, 
  Power attack, Weapon Focus (longsword)
  Skills concentration +16, Heal +15, Knowledge 
  (nobility and royalty) +5, Knowledge 
  (religion) +6 
  Languages common
  Combat Gear faith orb, potion of cure moderate 
  wounds (2), potion of owl’s wisdom, potion of 
  resist fire, scroll of divine favor; Other Gear 
  cloak of Charisma +2, +2 full plate, gauntlets of 
  ogre power, +2 heavy steel shield, +1 holy cold 
  iron longsword, ornate reliquary containing 
  a bone shard with the word “arymril” 
  inscribed on it in celestial.
   
  Treasure: This room is full of magic items 
  useful when fighting demons. The bookcase 
  contains the following divine spell scrolls: 
  bless (×10), bless weapon (×10), break enchantment 
  (×2), dispel chaos (×3), dispel evil (×3), divine favor 
  (×10), greater magic weapon (×5), holy sword (×3), 
  lesser restoration (×10), magic circle against evil (×5), 
  magic weapon (×5), prayer (×5), remove blindness/
  deafness (×3), remove curse (×3), remove paralysis 
  (×5), resist energy (acid ×2, cold ×2, electricity ×2, 
  fire ×2, sonic ×2), and restoration (×3). It contains 
  the following arcane scrolls: banishment (×1), 
  dimensional anchor (×5), dismissal (×2), keen edge 
  (×5), stoneskin (×2), and teleport (×2). The potions 
  on the table are all labeled in Common: 
  bull’s strength (×5), cure light wounds (×10), cure 
  moderate wounds (×8), cure serious wounds (×3), 
  fly (×2), haste (×5), heroism (×3), neutralize poison 
  (×3), owl’s wisdom (×5), protection from evil (×10), 
  and shield of faith +4 (×3). The rack holds 4 faith 
  orbs. The two crossbow-like weapons are water 
  scorpions (see Appendix 3).
   
  In addition to the magical accoutrements 
  gathered here, numerous texts cover a range of 
  demonology that, if studied for at least 1 hour, 
  provide a +2 circumstance bonus on Knowledge 
  (the planes) checks regarding demons.
   
  Development: Sir Holton is a guilt-
  ridden wreck of a man. When he realized 
  he was deceived he tried to get back to the 
  Heart Chamber (area D10), but the demons 
  swarming everywhere prevented him from 
  doing so. The group gathered at the entrance 
  to area D9 nearly captured him before he 
  escaped into this room. The arrival of 
  the PCs gives him new hope that he can 
  somehow rectify the terrible mistake he 
  made. Sir Holton, in spite of his fears and 
  self doubts, is still very much a heroic man 
  and gladly joins forces with the party to get 
  down to the Demonscope and return his shard 
  to the artifact. If the PCs treat him harshly, 
  he merely says, “I cannot fault your opinion 
  of me. I have made a horrible mistake at the 
  cost of the lives of many friends and allies 
  who were dear to me.” He then humbly asks 
  the PCs to help him make things right.
   
  If the PCs agree to help him, he knows 
  every inch and feature of Clydwell Keep and 
  how to get into the Heart Chamber.
   
  Holton carries one of the true shards to 
  the Demonscope, a length of bone with runes 
  carved in it in Celestial that read “Arymril,” 
  contained within an ornate reliquary.
   
  Note: The items in this room reflect the 
  keep defenders’ dedication to demon slaying 
  and are not truly intended as a treasure 
  haul, although the PCs are well within their 
  right to take a few things that might help 
  them. Holton does nothing to encourage or 
  dissuade the PCs from taking whatever they 
  want from this room.
  D7. the ramming Crew (eL 14)
  This room’s single most distinguishing feature is 
  a pair of massive metal doors in the southeast 
  corner, carved with the holy symbol of Iomedae. 
  The doors are closed, although the massive 
  dents, scratches, and claw marks show that they 
  might not remain so for long. The room itself 
  has partially collapsed, and rubble and other 
  refuse litter the floor. Bodies of dead soldiers 
  are here as well, although they are so badly 
  desecrated that they no longer appear human.
   
  This area is the outer sanctum for the 
  Demonscope. When it was clear that the demons 
  were winning the battle for the keep, a group 
  of knights rushed to this chamber to hold off 
  the demons. Many men and demons were slain, 
  but in the end the invaders won the day.
   
  Magically Treated Cold Iron Holy Doors: 
  Hardness 20; hp 120 (67 remaining); Break 
  DC 50; forbiddance (touching door deals 12d6 
  points of damage to chaotic evil creatures 
  or 6d6 points of damage to evil or chaotic 
  creatures, DC 19 Will half); password (known 
  only to the Holy Sentinels) or successful turn 
  attempt against 10 HD opens.
   
  Creatures: A lesser nabasu, two demonic 
  knights, and four dretches are the current 
  occupants of the chamber in the aftermath 
  of battle. The demons hammer away at the 
  doors with a battering ram, unable to breach 
  them so far.
  Demonic Knight 
  CR 10
  Revised Tome of Horrors 135
  cE Medium outsider (chaotic, evil, extraplanar)
  Init +5; Senses darkvision 60 ft.; Listen +21, 
  Spot +19
  DEFEnSE
  AC 23, touch 10, flat-footed 23
  (+7 armor, +6 natural)
  hp 85 (9d8+45)
  Fort +11, Ref +7, Will +10
  Defensive Abilities Blind-Fight; DR 10/cold iron 
  or magic; SR 19
  OFFEnSE
  Spd 20 ft. (base 30 ft.)
  Melee +1 anarchic longsword +17/+12 (1d8+7) or 
  Melee 2 slams +15 (1d6+6)
  Special Attacks breath of unlife (Dc 19), create 
  spawn, fear (Dc 18), summon demons
  Spell-Like Abilities (cL 20th) 
  at will—detect magic, see invisibility, wall of 
  ice (Dc 18) 
  2/day—dispel magic 
  1/day—fireball (Dc 17), symbol of fear (Dc 20), 
  symbol of pain (Dc 19)
  TacTIcS
  Before Combat The demonic knight has see 
  invisibility active.
  
  23
  Sir holton
  During Combat The demonic knight starts 
  with symbol of pain, followed by symbol 
  of fear. It then casts wall of ice to split the 
  party, moves up to the nearest opponents, 
  and uses its breath of unlife. It thereafter 
  uses its longsword against opponents. If 
  an enemy spellcaster proves problematic, it 
  counterspells the opponent’s spells until the 
  demonic knight’s dispel magic ability is used 
  for the day. It uses its fear ability to divide 
  its enemies or as a means of driving away 
  overpowering opponents.
  Morale The death knight uses its fear ability to 
  push away opponents if it thinks it is going 
  to be defeated, but it never retreats.
  STaTISTIcS
  Str 22, Dex 13, Con 20, Int 18, Wis 18, Cha 18
  Base Atk +9; Grp +15
  Feats Blind-Fight, cleave, Power attack, 
  Weapon Focus (longsword)
  Skills Bluff +16, climb +11, concentration +17, 
  Diplomacy +16, Hide +6, Intimidate +16, 
  Knowledge (the planes) +16, Listen +16, Move 
  Silently +6, Search +16, Spellcraft +16, Spot +16
  Languages abyssal, common, Infernal, Terran, 
  Undercommon
  SQ outsider traits
  SPEcIaL aBILITIES
  Breath of Unlife (Su) Once every 1d4 rounds, 
  a demonic knight can exhale a blast of 
  weakening energy in a 10-foot cone. 
  creatures in the area must succeed on a Dc 
  19 Reflex save or take 2d4 points of Strength 
  damage. a creature reduced to 0 Strength 
  by a demonic knight dies. The save Dc is 
  constitution-based.
  Create Spawn (Su) any humanoid slain by a 
  demonic knight’s breath of unlife becomes 
  a greater shadow (MM 221) in 2d4 rounds. 
  These greater shadows attack with 2 
  incorporeal claws (+10 attack, 1d6 damage) 
  and one incorporeal bite (+5 attack, 1d8 
  damage), and do not drain Strength or 
  create spawn. Greater shadow spawn are 
  under the command of the demonic knight 
  that created them and remain enslaved until 
  its death. They do not possess any of the 
  abilities they had in life. If you have access 
  to the Revised Tome of Horrors use shadow 
  demons instead of greater shadows.
  Fear (Su) a demonic knight generates fear with 
  but a word. Those within 30 feet who hear 
  the knight speak must succeed on a Dc 
  18 Will save or become panicked for 2d4 
  rounds. a creature that makes a successful 
  save is immune to the fear effect of that 
  demonic knight for one day. The save Dc is 
  charisma-based.
  Summon Demons (Sp) Once per day, a 
  demonic knight can attempt to summon 
  1d4 greater shadows (or shadow demons, 
  if you have access to the Revised Tome of 
  Horrors), 2 babaus, or 1 vrock or hezrou with 
  a 50% chance of success. This ability is the 
  equivalent of a 4th-level spell.
  Dretches (4) 
  CR 2
  hp 13 each; MM 42
  TacTIcS
  During Combat The dretches swarm their 
  enemies and coup de grace paralyzed 
  opponents.
  Morale The demons fight to the death.
  Lesser Nabasu 
  CR 9
  hp 46; see page 15
  TacTIcS
  During Combat The nabasu opens with its 
  death gaze attack, and then enters melee 
  with spellcasters, attempting to destroy 
  them as quickly as possible.
  Morale This nabasu fights to the death.
  D8. the great Saint
  A wide corridor fitted with smooth white 
  flagstones ends at a large chasm, from which 
  the colossal carving of a gold-flecked stone 
  warrior rises, its hips level with the corridor 
  floor. The stone guardian holds a massive iron 
  shield close to its chest, the symbol of Iomedae 
  glowing on its surface. Its right arm clutches 
  a gargantuan mace with crystals embedded 
  into its massive round head, from which 
  flames magically burn. The numerous flames 
  provide ample illumination and cause the 
  huge sapphire gems set in the stone sentinel’s 
  eye sockets to sparkle and reflect the light. 
   A flat stone ramp spans the deep chasm at 
  an angle so it ascends and stops at the huge 
  metal shield. Faint grooves in the shield outline 
  a pair of doors into the chest of the statue.
   
  This area is the outer sanctum for the 
  Demonscope. The massive statue represents 
  the first of the Order of Holy Sentinels, its 
  features neutral enough to encompass all 
  three of the founders. The Demonscope is kept 
  in the chamber within the sentinel’s hollow 
  chest cavity.
   
  The shield mounted on the statue has a 
  pair of doors built into it that only opens for 
  a Holy Sentinel or a successful turn attempt 
  against 12 HD. Otherwise, the doors must be 
  battered down. The doors are warded against 
  physical contact by certain creatures.
   
  Magically Treated Cold Iron Holy Doors: 
  Hardness 20; hp 120; Break DC 50; forbiddance 
  (touching door deals 12d6 points of dam-
  age to chaotic evil creatures or 6d6 points 
  of damage to chaotic or evil creatures, DC 19 
  Will half); successful turn attempt against 12 
  HD opens.
  
  24
  The demon within
  m o d u l e  d 3
  D9. the heart Chamber
  The shield doors swing open, revealing a small 
  dark chamber within the statue’s chest. A low-
  rimmed well sits at the center of the chamber, 
  its depths filled with dark, swirling smoke. The 
  lip of the well is carved with glowing runes 
  separated at equidistant points by three brass 
  plates, each bearing a single rune, mounted 
  above a shallow depression in which blackened 
  bone shards rest inside ornate reliquaries. To 
  either side of the chamber, towering stone tab-
  lets in heavy brass frames rest atop wide ledges, 
  their surfaces etched with beautiful, flowing 
  symbols. Curled into a ball in the far corner, a 
  disheveled figure in robes babbles softly as he 
  rocks back and forth. Every so often, he raises 
  his fingers toward the nearby tablet and traces 
  its symbols in the air.
   
  Each of the stone tablets stands 5 feet tall 
  and 3 feet wide and weighs 500 pounds. The 
  low well, the runic plates, and the bone shards 
  in the depressions (except as noted below) are 
  all part of the Demonscope. If any of the PCs 
  speak Celestial or cast comprehend languages, 
  the tablets read as follows: 
   
  First Tablet—In the name of Iomedae, we 
  surrender all that is of ourselves, all that was and 
  will be. 
   
  Second Tablet—Through our sacrifice we 
  become one. The darkness will part before us, and 
  all that is hidden shall be revealed.
   
  Stone Tablets: Hardness 16; hp 120; 500 lb.
   
  The runes covering the circumference of 
  the Demonscope are also written in Celestial. 
  The language of angels has many words for 
  courage, honor, self-sacrifice, and goodness. 
  They are all engraved around the artifact’s 
  outer rim. In addition, the single runes on 
  each of the brass plates read as follows:
   
  East—Truth (associated with Saint Niamar)
   
  Northwest—Valor (associated with Saint 
  Guenarog)
   
  Southwest—Sacrifice (associated with Saint 
  Arymril)
   
  Creatures: The babbling humanoid in the 
  corner is all that is left of Sir Mikhail Valiant, 
  a Holy Sentinel (LG Male human paladin 11). 
  Unarmored and wide-eyed, he barely notices 
  the characters as they enter, his mind rent to 
  pieces by the powerful demon trapped within 
  the Demonscope. The demon toyed with the 
  poor knight for hours, playing tricks on his 
  mind and using illusions and telekinetics to 
  scramble the order of the demon shards and 
  create illusionary versions of Holton’s shard 
  to disguise his own corrupted versions. 
  Those trying to decipher Mikhail’s pitiful 
  mumbling hear him say, “He shattered us… 
  We were supposed to be three, like the first, 
  like always… I can’t. I can’t remember the 
  order. It’s lost… the order is lost.” 
   
  In his hands, Sir Valiant clasps three more 
  reliquaries, each containing a polished bone 
  shard. He attacks anyone trying to take them 
  from him while in his present state. His 
  shards are described below.
   
  Sir Mikhail is not alone. Trapped within 
  the Demonscope is a powerful balor named 
  Goriath. The demon is desperately attempting 
  to escape the artifact and shortly succeeds if 
  the shards are not restored. 
   
  A minute after the PCs enter the chamber, 
  Goriath manages to push one clawed hand 
  and forearm up out of the writhing smoke of 
  the Demonscope, but the smoke wraps around 
  it like tendrils and with a horrible ground-
  shaking roar, the balor’s arm is pulled back 
  inside. This foreshadows Goriath’s second, 
  more successful attempt and provides the 
  PCs some time to cast preparatory spells, 
  position themselves tactically, or arrange the 
  shards correctly. Unless the shards are in 
  their proper places, 5 rounds after his arm 
  disappears Goriath heaves his entire upper 
  body up out of the smoke. In this condition, 
  his actions are limited as follows: 
  	
  •	He	cannot	move	from	the	Demonscope. 
  	
  •	He	is	denied	his	Dexterity	bonus	(AC	28).
  	
  •	 Can	 only	 take	 a	 standard	 action	 each	
  round.
  	
  •	Weaponless,	he	can	only	make	slam	attacks.
  	
  •	 The	 save	 DCs	 against	 his	 spell-like	
  abilities are decreased by 4 and he cannot 
  use blasphemy, firestorm, implosion, or greater 
  teleport.
  	
  •	He	cannot	summon	more	demons.
  Sir Mikhail
  
  25
   
  Limited the way he is, Goriath remains 
  more than an ample threat. Other than physi-
  cally battering him back into the Demonscope, 
  a successful banishment, dismissal, or dispel evil/
  chaos forces him back into the artifact for 1d4 
  hours. Restoring all three shards keeps him 
  there for good.
  Goriath the Balor 
  CR 15 
  hp 290; MM 40
  TacTIcS
  During Combat In the first round, Goriath 
  attempts to strike or grab any creatures near 
  him and uses his spell-like abilities against 
  opponents out of reach. He uses telekinesis 
  to topple the holy tablets onto anyone 
  standing under them, dealing 3d6 points of 
  crushing damage.
  Morale If reduced to half his hit points, Goriath 
  lets out a bloodcurdling scream as his half-
  materialized body swirls into a cyclone of 
  flames that are quickly sucked back into 
  the Demonscope, but until the shards are 
  restored, Goriath gains partial freedom 
  again within 1d4 hours.
  Sir Mikhail Valiant, Holy Sentinel CR 10
  hp 70; see page 20 (Sir Jormal)
  TacTIcS
  During Combat Sir Valiant has his full 
  compliment of paladin abilities, but his mind 
  is crushed. He does nothing but babble 
  unless someone tries to take his shard from 
  him, in which case he draws his +1 holy cold 
  iron longsword and attacks savagely.
  Morale Sir Valiant fights to the death.
   
  Development: Truth, valor, and sacrifice 
  were virtues the original Holy Sentinels stood 
  for. The Demonscope cannot function properly 
  until the shards are placed in the appropriate 
  order. Players who paid close attention to 
  the statues in the mausoleum can easily 
  determine which shard is associated with 
  each virtue. Otherwise, it requires a DC 25 
  Knowledge (history) check per shard to recall 
  this information (although trial and error is an 
  acceptable solution in this case as well).
   
  Each time a shard is placed in the correct 
  depression (a move action that provokes attacks 
  of opportunity), an explosion of positive energy 
  crackles through the warping air around the 
  Demonscope. If Goriath manifested physically, 
  it weakens the balor and imposes a –2 penalty 
  on his attacks, AC, and saving throws. These 
  penalties are cumulative. When the last correct 
  shard is placed, the balor is sucked back into 
  the artifact, which returns to full power.
   
  Of the two bone shards currently in the 
  Demonscope, only one is authentic. Runes on 
  the real shard are written in Celestial and 
  read “Niamar.” The runes on the fake shard 
  are in Abyssal and read “Goriath.” 
  
  26
  The demon within
  m o d u l e  d 3
   
  If the PCs fail to drive the demon back 
  into the Demonscope, Mendev and the rest of 
  the nations bordering The Worldwound face 
  major demon problems in the days to follow. 
  Perhaps the players can engineer some way to 
  hedge in the demons again, such as by traveling 
  to Iz, the very heart of the Worldwound, to seal 
  the planar breach.
   
  Whatever they decide to do, the call for 
  brave heroes to help fight demons is sure to 
  be heard far and wide throughout Golarion.
  APPenDIx 1: KenABreS 
  Mendev is a land on the brink, constantly on 
  the edge of falling to the hordes of demons 
  waiting on the other side of the Bitter River. It 
  is also sharply divided between the crusaders 
  who came from the south to fight the demons 
  and the indigenous people descended from 
  the barbarians who lived in the northland 
  before the Worldwound came. In theory, the 
  crusaders follow the greatest of their number, 
  the righteous Queen Galfrey, Sword of Iomedae, 
  a Mendev-born Chelaxian trained in the 
  Aldorian battle-arts. In practice, mercenaries 
  and professional soldiers outnumber the 
  pilgrims, and while Galfrey’s commanders 
  and armored guardians keep the populace 
  reciting the Acts of Iomedae and focused on 
  rooting out demonic influence in the native 
  underclass, brutality and lawlessness lurk just 
  below the surface.
   
  The uneasiness is worse in the border 
  town of Kenabres, where the charismatic old 
  Iomedaen legate Hulmun Shappok has led a 
  zealous pogrom against demon-worshipers 
  since the launch of the Third Crusade in 4665 
  ar. Hundreds of indigenous Mendevians and 
  pilgrims have burned at the stake since those 
  dark days, and the screaming flames echo the 
  passion of Mendev’s most fervent zealots. 
  Galfrey’s government does little to halt the 
  torture and extermination, preferring to 
  focus upon military matters in Sarkoris.
   
  Meanwhile, this large town serves as 
  a mustering ground for the knights and 
  priests dedicated to defending Clydwell 
  Keep and as a secondary defense against 
  demonic incursions should the keep ever 
  fall. It is dominated by Saint Clydwell’s Grand 
  Temple at its center and is surrounded by 
  the homes and businesses of the crusader 
  upper class. Town leaders spend most of their 
  time occupied with the business of war, and 
  Kenabres boasts some of the finest smiths 
  and alchemists in the north. The native 
  people now live on the outskirts of town and 
  in the countryside, where their houses, farms, 
  and homesteads remain vulnerable to the 
  marauding bands of demons that sometimes 
  stray over the border. Within these remote 
  communities, far from the light of holy 
  warriors, the ancient ways still run strong in 
  the native people. They have their own ways 
  of dealing with demons, which are not always 
  accepted by the southern paladins.
  Kenabres
  Size large town (conventional); AL LG
  GP Limit 3,000 gp; Assets 690,000 gp
  DEMOGRaPHIcS
  Population 4,600
  Type isolated (human 95%, halfling 3%, half-elf 
  1%, others 1%)
  aUTHORITY FIGURES
  Hulmun Shappok (LG male human paladin 
  4/aristocrat 6), Legate of Kenabraes and 
  commander of the local garrison; Nestrin 
  Alodae (LG male venerable human cleric 8), 
  high priest of the church of Iomedae and 
  order of Saint clydwell; Eterrius Sunnestier 
  (LG Male half-elf cleric 7), artificer/demon 
  slayer; Kutholiam Vuere (cn male human 
  cleric 7/ loremaster 4), official demonologist
  APPenDIx 2: neW 
  MOnSterS
  Chatterer Swarm
  A swarm of thumb-length, frog-shaped creatures 
  rushes forth, each chattering madly in a different 
  language. A mangy coat of black matted bristles 
  covers their warty flesh while their oversized, 
  bloated heads erupt into wide mouths filled with 
  jagged teeth. 
  Chatterer Swarm 
  CR 8
  cE Fine outsider (chaotic, evil)
  Init +9; Senses darkvision 60 ft. telepathy; 
  Listen +9, Spot +9
  DEFEnSE
  AC 24, touch 23, flat-footed 19
  (Dex +5, natural +1, size +8)
  hp 66 (12d8+12)
  Fort +9, Ref +13, Will +11
  Immune electricity and poison; Resist acid 10, 
  cold 10, fire 10; SR 16
  Weakness spell vulnerability
  OFFEnSE
  Spd 40 ft.
  Melee swarm 3d6 
  Space 10 ft.; Reach 0 ft.
   
  Of the shards that Saint Valiant holds, only 
  one is real. Both fake shards are carved in 
  Abyssal. One reads “Azog.” The other reads 
  “X’arg Esariot.” The real shard is written in 
  Celestial and reads “Guenarog.”
   
  If the insanity effect is removed from Sir 
  Valiant, he aids the PCs in restoring the 
  Demonscope to the best of his ability. If they 
  haven’t figured it out yet, he explains that 
  without the shard Sir Holton stole, the artifact 
  continues to weaken until it completely gives 
  out in a matter of hours.
  COnCLuDIng the 
  ADVenture
  If the PCs succeed in restoring the Demonscope, 
  they are lauded as heroes far and wide and 
  they are given honorary titles such as Demon 
  Slayers and Protectors of the Realm. Statues 
  are sculpted in their honor and proudly 
  displayed in Clydwell Keep. If any of the 
  players is thinking of retiring his character 
  after this adventure, inviting him to take up 
  the noble mantle of Holy Sentinel is a great 
  way to cap off a heroic career.
   
  If the PCs capture Holton rather than 
  ally with him, he is eventually tried, found 
  guilty, and sentenced to death for his role 
  in the betrayal and downfall of Clydwell 
  Keep and the slaughter of its defenders. He 
  resigns himself to his fate and goes to the 
  headsman’s axe with as much grace as he can 
  muster, hoping to find redemption in the 
  next life.
  Optional Climactic Ending
  Some GMs prefer dramatic cinematic 
  endings without a lot of loose strings. 
  Knowing what to do with Sir Holton after 
  the dust settles can be problematic. Do 
  you punish him? Execute him? Scold 
  him, then forgive him?
   If Holton accompanies the Pcs to the 
  Demonscope to restore it, have the balor 
  partially materialize as soon as they enter 
  instead of the way it’s currently presented. 
  Run the encounter as written thereafter, 
  but try to position Holton in a way that 
  near the climax of the battle, if the Pcs 
  succeed in placing all of the shards in 
  their correct depressions, the balor grabs 
  Sir Holton and takes the unfortunate pal-
  adin with him as he’s sucked back into 
  the artifact.
  
  27
  Special Attacks chatter, distraction, flesh burrow
  TacTIcS
  Before Combat chatterer swarms hide in the 
  shadows, waiting for prey to come to them. 
  They prefer to target clerics, as once they are 
  inside a host, it generally takes a powerful 
  cleric to remove them.
  During Combat chatterer swarms pile on a 
  single target and attempt to burrow into 
  his flesh as soon as possible in order to take 
  over the target’s mind.
  Morale Once they begin to attack, the chaotic 
  frenzy of the swarm makes the demons 
  unable to judge when to flee.
  STaTISTIcS
  Str 1, Dex 20, Con 13, Int 8, Wis 12, Cha 14
  Base Atk +12; Grp –7
  Feats ability Focus (chatter), ability Focus 
  (distraction), Improved Initiative, Iron Will, Track
  Skills concentration +11, Hide +29, Intimidate 
  +12, Knowledge (arcana) +6, Knowledge 
  (history) +6, Knowledge (religion) +6, 
  Knowledge (the planes) +6, Listen +9, Move 
  Silently +13, Spellcraft +9 (+11 deciphering 
  scrolls), Spot +9, Survival +9 (+11 on other 
  planes), Use Magic Device +12 (+14 scrolls)
  Languages abyssal, aquan, auran, celestial, 
  common, Draconic, Ignan, Infernal, Terran; 
  telepathy 100 ft. 
  SQ demon traits, swarm traits
  SPEcIaL aBILITIES
  Chatter (Su) Once a chatterer swarm burrows 
  into its host, the swarm telepathically 
  babbles insane commands in a dozen 
  different languages. Horrifically, the host 
  is compelled to bark the commands and 
  statements aloud. In addition, the host’s 
  own thoughts are similarly broadcasted. as a 
  result, the host babbles, whines, howls, and 
  speaks in a choir of oft-contradictory voices. 
  Each round, the voices compel the host to 
  perform different actions, such as stick his 
  fingers down his throat and force himself to 
  vomit, gouge his own eyes, bite his flesh, or 
  other semi-harmful and juvenile acts. The 
  host can resist performing the acts with 
  a Dc 20 Will save. a swarm that wins 
  control of the host can also attempt to use 
  the host’s charged magic items.
  Distraction (Ex) a creature that takes swarm 
  damage must make a Dc 19 Fortitude save 
  or be nauseated for 1 round. The save is 
  constitution-based.
  Flesh Burrow (Ex) a chatterer swarm that deals 
  15 or more points of damage to a single 
  target (either in one round or a series of 
  consecutive rounds) successfully gnaws 
  its way into the victim’s flesh and begins 
  wreaking damage upon his mind and body. 
  Each round the swam remains inside the 
  victim’s body, it deals 1d4 point of damage 
  and can attempt to use its chatter ability.
  Spell Vulnerability (Su) certain powerful spells 
  can remove a chatterer swarm from its 
  host, however they must first overcome the 
  demon’s spell resistance (SR 16) to have 
  any effect.
  a remove disease spell cast on the 
  host deals 4d6 points of damage to the 
  swarm but leaves the host unharmed.
  a dispel chaos or dispel evil spell cast 
  on the host forces the swarm to succeed on 
  a Will save or be immediately ejected from 
  the host’s body and appear in the nearest 
  open squares. 
  a banishment, holy word, or similar 
  spell has the normal chance to return the 
  swarm to its home plane.
  EcOLOGY
  Environment the Worldwound
  Organization solitary or swarm (5–15)
  Treasure none 
  Alignment always chaotic evil
  Advancement none
  Level Adjustment —
  These incessantly chattering tiny demons 
  swarm their target and hungrily gnaw their 
  way into the victim’s flesh. There, they invade 
  their host’s thoughts with a barrage of sug-
  gestive prattle. While not unintelligent, they 
  rarely agree with each other, and constantly 
  argue over what actions to make their host 
  perform. For this reason, they speak in differ-
  ent languages, hoping to better identify their 
  individuality within the group. 
   
  Environment: In the Abyss, chatterers are 
  almost powerless, and are pitifully collected 
  and traded as amusing pets or devoured as 
  snacks. At first opportunity, they hide in the 
  pelts, feathers, and fat rolls of more powerful 
  demons bound for the Material Plane, where 
  they quickly join into swarms and seek to 
  burrow into mortal flesh. 
   
  Typical Physical Characteristics: Chatter-
  ers are so tiny one might mistake them for 
  some strange type of vermin. They are about 
  2 inches long, and possess wide  mouths 
  filled with needle-like teeth. The creature’s 
  body is tiny, with stunted forearms and long, 
  muscular hind-legs that end in webbed claws. 
  Their torsos are oblong, slightly bloated, and 
  covered with thick, bristling spines.
  Son of Perdition
  This gaunt, hairless humanoid has gray skin and 
  the tattered wings of a raven. Instead of eyes, 
  empty pits of blackness stare from wide eye sockets. 
  Its fingertips are stained black and the air around 
  it ripples with unseen energy. 
  Son of Perdition 
  CR 13
  cE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal)
  Init +7; Senses darkvision 60 ft.; Listen +18, 
  Spot +18
  Chatterer Swarm
  
  28
  The demon within
  m o d u l e  d 3
  DEFEnSE
  AC 16, touch 16, flat-footed 13
  (+3 deflection, +3 Dex)
  hp 126 (12d8+72)
  Fort +14, Ref +11, Will +11
  DR 10/good; Immune acid, electricity, fire, 
  incorporeal; Resist cold 10
  OFFEnSE
  Spd fly 90 ft. (perfect)
  Melee incorporeal touch +15 (1d12+3 plus touch 
  of the damned)
  Space 5 ft.; Reach 5 ft.
  Special Attacks possession, spawn son of 
  perdition
  Spell-Like Abilities (cL 12th):
  at will—darkness, detect good, disguise self
  1/day—mind fog (Dc 18)
  TacTIcS
  Before Combat a son of perdition casts 
  darkness to confuse its opponents and 
  conceal the visual effects of the mind fog it 
  casts next.
  During Combat a son of perdition usually 
  targets the most charismatic or outwardly 
  religious-looking opponent for its touch 
  attack. Once it has dealt enough damage, it 
  attempts to possess the creature and force its 
  victim to perform evil, self-destructive acts.
  Morale a son of perdition usually flees from 
  combat or abandons a host if reduced to less 
  than 20 hp.
  STaTISTIcS
  Str —, Dex 17, Con 23, Int 16, Wis 16, Cha 16
  Base Atk +12; Grp —
  Feats ability Focus (possession), Improved 
  Initiative, negotiator, Persuasive, Skill Focus 
  (bluff)
  Skills Bluff +23, concentration +21, Diplomacy 
  +24, Disguise +8 (+10 acting), Gather 
  Information +18, Hide +26, Intimidate +22, 
  Knowledge (religion) +18, Listen +18, Move 
  Silently +26, Sense Motive +20, Spot +18; a 
  son of perdition has a +8 racial bonus on 
  Hide checks and Move Silently checks. 
  Languages abyssal, celestial, common; 
  telepathy 100 ft. 
  SQ armor of corruption, conceal alignment, 
  natural invisibility, outsider traits
  SPEcIaL aBILITIES
  Armor of Corruption (Ex) a son of perdition is 
  surrounded by a field of force drawn from 
  its own evil essence. This grants the son of 
  perdition a deflection bonus to armor class 
  equal to its current charisma bonus.
  Conceal Alignment (Su) a son of perdition’s evil 
  aura is undetectable by any means unless 
  the demon wishes to reveal it. Doing so is a 
  free action. It requires a standard action for 
  the son of perdition to conceal its alignment 
  again.
  Natural Invisibility (Su) a son of perdition is 
  naturally invisible but becomes visible when 
  it attacks or if it chooses to reveal itself. It 
  may resume its invisibility as a move action.
  Possession (Su) a son of perdition sinfully 
  covets the physical bodies of other 
  creatures. It may forcefully enter the 
  body of any corporeal creature when the 
  damage from the son of perdition’s touch 
  of the damned ability equals or exceeds the 
  creature’s Wisdom score, which it can sense 
  with each successful touch of the damned 
  attack. Doing so provokes an attack of 
  opportunity from the creature it is trying 
  to possess and the opponent is entitled 
  to a Dc 21 Will save to resist it. If the save 
  succeeds, the son of perdition may not 
  make another possession attempt on that 
  opponent for 24 hours. If the save fails, the 
  son of perdition enters the victim’s body 
  and can control its host in the same manner 
  as a magic jar spell, with an unlimited 
  duration and no receptacle required. Each 
  day after the first, the possessed creature 
  may attempt to regain control of its body 
  by making an opposed charisma check. If 
  successful, the victim regains control for 
  the next 24 hours, after which time another 
  opposed roll is made to determine whether 
  the son of perdition or the host asserts 
  control. The possessed creature must repeat 
  the opposed charisma check every 24 hours 
  until the son of perdition is exorcised from 
  him. a son of perdition can be exorcised 
  with a successful banishment, dismissal, 
  dispel evil, or holy word.
  Spawn Son of Perdition (Su) Each day a host 
  creature is possessed by a son of perdition 
  and loses the opposed roll for control of 
  its body, the host takes 1 point of Wisdom 
  drain. If the host creature’s Wisdom score 
  reaches 0, it dies and its soul becomes a 
  son of perdition. The creature can only be 
  returned to life by casting dispel evil on its 
  body, followed by a true resurrection.
  Touch of the Damned (Su) a son of perdition’s 
  incorporeal body is charged with pure evil. 
  When it makes a successful incorporeal 
  touch attack on a corporeal non-demon, the 
  opponent’s flesh withers where touched and 
  the son of perdition’s unholy taint corrupts 
  the flesh. Each successful hit deals 1d12+3 
  points of damage and provides the demon 
  with a sense of how vulnerable its opponent 
  is to its possession ability. This damage does 
  not heal normally, and the caster of any 
  healing spell must make a Dc 20 caster level 
  check in order to heal damage from touch of 
  the damned.
  EcOLOGY
  Environment the abyss
  Organization solitary or pair
  Treasure none 
  Alignment always chaotic evil
  Advancement —
  Level Adjustment —
  The first sons of perdition came into being 
  when a small group of angels were discovered 
  consorting with temptresses from the Abyss, 
  committing unspeakable carnal acts. Unre-
  pentant of their lasciviousness and rebellious 
  against the laws of the heavens, the angels 
  were banished to the Abyss, their corrupted 
  souls wrenched from their beautiful, perfect 
  bodies. As fallen angels, the sons of perdition 
  lost nearly all of the powers once granted in 
  the heavens. They were embraced by the raw 
  forces of corruption and evil in the Abyss, 
  however, and endowed with new powers that 
  would not only serve their covetous desire to 
  regain physical bodies, but would promote 
  the cause of evil and chaos as well.
   
  Sons of perdition are drawn to beautiful 
  physical specimens of morality and paragons 
  of virtue and righteousness—both quali-
  ties they once possessed but now covet and 
  despise at the same time. Sons of perdition 
  seek to corrupt the righteous and possess the 
  bodies of attractive mortals, but when these 
  qualities are lacking in their prey they make 
  do with what they find. 
   
  Environment: The sons of perdition gain 
  their power from the very essence of the Abyss, 
  so they are often found wallowing there in 
  their own corruption, seeking opportunities 
  to force the misery of their damnation upon 
  others. They are constantly on the lookout 
  for a means of leaving the Abyss to slake their 
  desire to possess physical bodies in the realm 
  of mortals.
   
  Typical Physical Characteristics: A son of 
  perdition looks like a sickly humanoid with 
  pallid gray skin, the black wings of a molting 
  raven, and empty black pits in place of eyes. 
  Contrary to their names, numerous “daugh-
  ters” of perdition exist as well. The average son 
  of perdition stands approximately 6 feet tall.
  
  29
  APPenDIx 3: 
  neW MAgIC 
  IteMS
  the Demonscope
  Of all the legends concern-
  ing the mysterious origin 
  of the Demonscope, perhaps 
  the account documented 
  in the Scrolls of Llayoen the 
  Blind are most accurate. Among other 
  tales, the scrolls relate the following infor-
  mation.
   
  When St. Clydwell first arrived in the ruins of 
  what had been Sarkoris, the former champion 
  of Aroden who then followed Iomedae gathered 
  with his disciples and fellow pilgrims in the 
  town of Gravehearst. Although they survived 
  the perilous journey and were at last ready to 
  confront the heart of their remorseless foe, 
  their losses were unspeakable. The lands they 
  had traveled through lay torn and festering 
  beneath tattered shreds of reality. Even as they 
  breathed, ravenous fiends greedily devoured 
  the very essence of the Material Plane. 
   
  The great shamans of Gravehearst, which 
  was already on the brink of falling to the 
  demonic hordes, salvaged what little hope they 
  had left and gathered to greet the pilgrims. For 
  months, they had toiled over a powerful scry-
  ing device with which they hoped to safeguard 
  their lands. Sculpted from a great onyx orb of 
  pure magic, the device seemed to possess an 
  unearthly sentience, but none among them 
  had the power to awaken it. 
   
  When they placed the Demonscope before 
  Clydwell, the knight somberly accepted it as 
  his duty that he should claim the artifact and 
  defend it to the death. Then, as his life passed 
  he would allow his essence to enter into the 
  Demonscope. Upon his passing, care of the 
  Demonscope would pass to his three most loyal 
  disciples: Niamar, Guenarog, and Arymril.
   
  Soon after, Gravehearst also fell to the 
  demons, and true to his word, Clydwell fought 
  to his death. Pitted against a powerful fiend, 
  the two grappled in an epic battle that cli-
  maxed with a tremendous explosion that sent 
  a ripple through reality, momentarily banish-
  ing the demons from Gravehearst. Thus the 
  salvation of Mendev was born from a union 
  between the ancient barbarian magic and the 
  power of the pilgrims’ faith. Unfortunately, the 
  triumph was short-lived, and soon the demon 
  armies returned in force and seized the shat-
  tered city.
   
  Following Clydwell’s death, his disciples 
  carried his ashes and the Demonscope to a 
  small fortification known as Corksberg Keep, 
  which they renamed in his honor. There, the 
  trio founded an order of paladins known as 
  the Holy Sentinels to help protect the Demon-
  scope. Although the original disciples have 
  long since passed on, the order maintains a 
  strong tradition of appointing new Sentinels 
  in hopes that all remains secured.
  The Demonscope (Major artifact)
  Aura strong abjuration and divination; CL 20th
  Slot none; Price –
  DEScRIPTIOn
  Rising from the floor of the heart chamber is a 
  well of arcane power. Filling the well to within a 
  couple inches of the top is an inky black liquid 
  that drinks in the light. Within this liquid, 
  shadowy landscapes rise and fall sprinkled with 
  dozens of tiny red blips. Evenly spaced around the 
  side of the well are three niches, each containing a 
  bone fragment within an ornate reliquary.
  The Demonscope serves three crucial 
  functions. First, it serves as a potent 
  scrying device focused solely on demons. It 
  automatically senses the location of any demon 
  in a 5-mile radius, bypassing any spell resistance 
  they possess. Second, it focuses divine energy to 
  power the wardstones, a series of smaller artifacts 
  that together create a physical barrier against 
  demons (see below). Finally, the Demonscope 
  creates a massive dimensional lock effect that 
  extends in a 250-mile radius around clydwell 
  Keep. although this effect does not prevent 
  demons from entering the Worldwound from 
  the abyss, it does prevent them from teleporting 
  from the Worldwound out into the surrounding 
  lands, and it prevents anyone from teleporting 
  into Mendev. The Demonscope serves a vital role 
  in containing the demons in the Worldwound, 
  and preventing them from overrunning Mendev.
  acTIVaTIOn
  To safeguard the Demonscope, its care passed 
  into the able hands of St. clywell’s three 
  most powerful disciples. along the pedestal, 
  three celestial glyphs allowed them to focus 
  their own power to control the device, each 
  Son of Perdition
  
  30
  The demon within
  m o d u l e  d 3
  representing the sentinel’s personal virtue. Only 
  when all three sentinels were present could the 
  artifact function properly. 
  When the first of the sentinels died, arcane 
  artificers took the bone from his right forearm 
  and forged it into a magical key to assure the 
  continued activation of the Demonscope. Each 
  of the Sentinels passed in turn and from their 
  forearms were carved two more shards. Shards 
  were then passed to new protectors dedicated 
  to safeguarding the people and protecting the 
  Demonscope. For years, the shards have been 
  passed down through the order, bestowed 
  upon generations of successors. Each shard 
  is a 6-inch fragment of magically petrified 
  bone, burnished black and polished to a high 
  sheen, and placed within a crystal reliquary. The 
  surface is intricately scrimshawed with sacred 
  blessings dedicated to a specific sentinel. along 
  the rim of the Demonscope pedestal are three 
  sacred glyphs set before three sockets. carved 
  in celestial, the three glyphs represent Truth, 
  Valor, and Sacrifice; one for each of the virtues 
  for which the original Holy Sentinels stood: 
  niamar for Truth, Guenarog for Valor, and 
  arymril for Sacrifice.
  DESTRUcTIOn
  The Demonscope requires constant attention 
  and maintenance in order to function. 
  Powered by a combination of intrinsic magical 
  power and the magical potency of the demon 
  that is imprisoned within it, the artifact 
  requires that a careful balance of power 
  be maintained at all times, and the demon 
  kept in check. It takes the combined efforts 
  of three strong-willed paladins to maintain 
  control over the demon. If one of them fails, 
  the demon eventually overpowers the other 
  two and begin to corrupt the artifact itself, 
  although this takes several days. The easiest 
  way to destroy the artifact, however, is to 
  remove the bone shards. Without the shards, 
  the paladins are unable to control the demon, 
  and it only takes a few hours for it to break 
  free from its prison.
  Faith Orb
  Aura moderate evocation; CL 9th
  Slot none; Price 2,250 gp
  DEScRIPTIOn
  This brass orb is a bit larger than a human fist. 
  It is covered with symbols of goodness and 
  law and thick studs. If used as an improvised 
  weapon, it deals 1d6 points of bludgeoning 
  damage and serves as a good weapon for the 
  purpose of overcoming damage reduction. 
  The faith orb is activated when a special stud 
  is depressed (usually marked by a different 
  metal). activating the orb is a standard action, 
  but the orb may be thrown as a ranged touch 
  attack (10-foot range increment) with the same 
  action that is used to activate it. at the end of 
  the action or when it hits its target (use the 
  chart on PHB 158 to see where it goes if you 
  miss), it triggers a flame strike centered on the 
  orb. creatures caught in the blast area suffer 
  9d6 damage as the spell, or half with a Dc 17 
  Reflex save. The faith orb is consumed in the 
  process.
  cOnSTRUcTIOn
  Requirements craft Wondrous Item, flame 
  strike; Cost 1,125 gp, 45 XP
  Hourglass of Shadows (minor artifact)
  Aura strong necromancy; CL 17th
  Slot none; Price –
  DEScRIPTIOn
  created by the demon-hag sorceress agnok, 
  the hourglass of shadows is a foul and cursed 
  artifact capable of grinding goodly souls 
  into malevolent and restless shadows. The 
  unwieldy device weighs as much as two men 
  and rests suspended on an iron stand fitted 
  with pivots that allow its user to rotate a 
  sand-filled central chamber of smoke-colored, 
  etched glass. The foul device transforms the 
  charred remains of mortals into shadows. To 
  operate the device, the owner must place the 
  ashes of the individual into the glass chamber 
  along with a crushed onyx worth 100 gp. after 
  the ashes have flowed through the chamber 
  three times, the contents are emptied into 
  a clay pot filled with grave dirt and brackish 
  water. after 24 hours, this clay pot becomes a 
  shadow urn. The hourglass must be carefully 
  aligned before it can be used, which requires 
  a Dc 30 Spellcraft check.
  DESTRUcTIOn
  The hourglass of shadows is particularly 
  vulnerable to spells with the light descriptor, 
  and if any such spell that is cast on it renders 
  it inoperative for one day per level of the spell. 
  casting sunburst on the hourglass at noon on a 
  sunny, cloudless day instantly and permanently 
  renders it completely nonmagical.
  Shadow Urn (minor artifact)
  Aura strong necromancy; CL 17th
  Slot none; Price —
  hourglass of Shadows
  Water Scorpion
  Faith Orb
  
  31
  DEScRIPTIOn
  a shadow urn is a simple clay pot that has been 
  imbued with ashes that have passed through 
  the hourglass of shadows. When a shadow urn 
  is broken, the greater shadow that is contained 
  within is released. This shadow is free-willed, but 
  it generally simply attacks the nearest creature, 
  seeking to sate its hunger for life energy.
  DESTRUcTIOn
  a shadow urn is consumed when it is used. Each 
  urn contains only one greater shadow. If the 
  urn is broken in an area of full natural sunlight, 
  the shadow within the urn is destroyed instead 
  of being released.
  Wardstone (minor artifact)
  Aura strong abjuration; CL 20th
  Slot none; Price –
  DEScRIPTIOn
  The wardstones were created after the 
  Demonscope was installed in Keneberas. While 
  the Demonscope is an incredibly potent artifact, 
  the crusaders soon realized that its effect 
  was too limited to provide protection for all 
  of Mendev. To help extend the reach of the 
  artifact’s power, they created the wardstones, 
  lesser artifacts that draw power from the 
  Demonscope. Together, the wardstones create 
  a magical barrier that prevents any creature 
  with the chotic or evil subtype from passing 
  between them. The wardstones protect the 
  western border of Mendev from demonic 
  invasion, but they do not extend all the way 
  around the Worldwound.
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  and Dave arneson.
  GameMastery Module D3: The Demon Within, copyright 2008, Paizo Publish-
  ing, LLc. authors: Stephen S. Greer and Tim Hitchcock.
  Tome of Horrors III copyright 2005, necromancer Games, Inc.; author Scott 
  Greene, with casey christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, 
  Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, nathan Paul, clark Peterson, 
  Greg Ragland, Robert Schwalb and Bill Webb.
  Lesser nabasu from the Tome of Horrors, copyright 2002, necromancer 
  Games, Inc.; author Scott Greene.
  Demonic Knight from the Tome of Horrors, copyright 2002, necromancer 
  Games, Inc.; author Scott Greene.
  DESTRUcTIOn
  The wardstones draw their power from the 
  Demonscope. as long as the Demonscope remains 
  intact the wardstones cannot be easily destroyed.
  Water Scorpion
  Aura faint transmutation; CL 1st
  Slot none; Price 5,360 gp
  DEScRIPTIOn
  This wood and iron weapon resembles a 
  light crossbow with a very short prod. The 
  prod itself is non-functional, but provides 
  the water scorpion with excellent balance. The 
  water scorpion functions as a +1 weapon that 
  magically produces a stream of holy water with 
  a range of 30 feet each time it is fired. The 
  stream strikes its opponent as a ranged touch 
  attack that deals 2d4+1 points of damage to 
  undead and evil outsiders. To other creatures 
  it is harmless. Only one stream might be 
  fired each round, but there are rumors of 
  water scorpions of speed created from the 
  original.
  anyone proficient with crossbows may use 
  a water scorpion without penalty.
  cOnSTRUcTIOn
  Requirements craft Magic arms and armor, 
  bless water, create water, magic weapon; Cost 
  2,680 gp, 107 XP.
  SuBSCrIBe tO 
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  32
  str
  defense
  HP 77
  AC 25
  touch 11, flat-footed 25
  Fort +12, Ref +6, Will +8
  SQ aura of courage, 
  divine health
  offense
  Melee +1 flaming longsword +16/+11/+6 
  (1d8+4/19–20 plus 1d6 fire)
  Ranged +1 composite longbow +11/+6/+1 
  (1d8+3/x3)
  Special Attacks lay on hands, smite evil 
  3/day, turn undead 6/day (+5, 2d6+11, 8th)
  Spell-like abilities (cL 4th):
  at Will—detect evil
  2/week—remove disease
  Spells Prepared (cL 2nd):
  2nd—resist enegry, shield other
  1st—bless weapon, lesser restoration
  skills
  Knowledge (religion)  
  +9
  Ride  
  +10
  Sense Motive 
  +10
  feats
  Mounted combat, Power attack, 
  Ride-By attack, Spirited charge, 
  Weapon Focus (longsword)
  Combat Gear potion of neutralize poison, wand of cure moderate wounds (50 charges); ; Other Gear cloak of Charisma +4, +1 composite longbow (+4 
  Str) with 20 arrows, +1 flaming longsword, +2 full plate, gauntlets of ogre power, +2 heavy steel shield, ring of protection +1, silver holy symbol, 43 gp
  Seelah
  FEMalE huMan Paladin 11
  align lG 
  Init +0 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  18
  10
  14
  8
  14
  16
  abilities
  str
  defense
  HP 86
  AC 20
  touch 16, flat-footed 15
  Fort +12, Ref +14, Will +5
  (+2 vs. poison, spells)
  SQ animal companion 
  (boar), wild empathy +9
  offense
  Melee +1 greataxe +14/+9/+4 (1d12+3/x3)
  Ranged +1 shock heavy crossbow 
  +15/+15/+10/+5 (1d10+1/19–20 plus 
  1d6 electricity) or
  Ranged +1 shock heavy crossbow +17/+12/+7 
  (1d10+1/19–20 plus 1d6 electricity)
  Special Attacks favored enemy +4 
  (giants), +2 (monsterous humanoid), +4 
  (outsider [evil])
  Spells Prepared (cL 5th)
  2nd —barkskin
  1st—entangle (Dc 12), resist enegry
  skills
  Heal 
  +15
  Hide 
  +19
  Listen 
  +15
  Move Silently 
  +19
  Spot 
  +15
  Survival 
  +15
  feats
  crossbow Mastery, Endurance, 
  Improved Initiative, Point Blank 
  Shot, Precise Shot, Rapid Shot, 
  Rapid Reload, Track
  Combat Gear antitoxin, potion of cure moderate wounds, potion of pass without trace (2), smokestick, tanglefoot bag; Other Gear backpack, 
  bedroll, cloak of resistance +1, +1 heavy crossbow with 30 bolts, +1 leather armor, mwk greataxe, ration (5), signal whistle, tea pot, 41 gp.
  harsk
  MalE dwarF ranGEr 11
  align ln 
  Init +9 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  14
  20
  16
  10
  12
  6
  abilities
  str
  defense
  HP 40
  AC 13
  touch 10, flat-footed 13
  Fort +6, Ref +2, Will +11
  offense
  Melee club +5 (1d6)
  Ranged light crossbow +4 (1d8/19–20)
  Spells Prepared (cL 11th, +5 ranged touch):
  6th—disintegrate (Dc 22), mislead (Dc 22)
  5th—cone of cold (Dc 21), wall of force (2)
  4th—dimension door (2), enervation (2)
  3rd—haste (2), empowered magic missle, 
  fireball (Dc 19), stinking cloud (Dc 19)
  2nd—glitterdust (Dc 18, 2), scorching ray 
  (2), web (Dc 18, 2)
  1st—alarm, magic missile (3), shield (2)
  0—daze (Dc 13), detect magic (2), light
  skills
  appraise 
  +9
  concentration 
  +15
  Knowledge (arcana) 
  +19
  Knowledge (geography) 
  +19
  Knowledge (history) 
  +19
  Knowledge (the planes) 
  +14
  Spellcraft 
  +21
  feats
  combat casting, Empower 
  Spell, Great Fortitude, Improved 
  Initiative, Iron Will, Quicken Spell, 
  Scribe Scroll, Weapon Focus (ray)
  Combat Gear potion of cure moderate wounds (2), wand of magic missile (cL 5th, 50 chrgs); Other Gear bracers of armor +3, cane, headband of intel-
  lect +4, l. crossbow with 20 bolts, metamagic rod of lesser extend, pearl of power 2nd level, ring of protection +1, spellbook, 100 gp pearls (5), 110 gp
  Ezren
  MalE huMan wizard 11
  align nG 
  Init +3 
  speed 30 ft.
  dex
  con
  int
  wis
  cha
  11
  9
  12
  22
  15
  9
  abilities
  str
  defense
  HP 63
  AC 25
  touch 16, flat-footed 22
  Fort +6, Ref +11, Will +9
  (+2 vs fear)
  offense
  Melee +2 short sword +14/+9 (1d4+1/19–20)
  Ranged +1 lt crossbow +13 (1d6/19–20)
  Special Attacks bardic music 11/day
  Spells Known (cL 11th)
  4th (2/day)—cure crit., dim. door,  br. ench.
  3rd (4/day)—blink, haste, glibness, see invis. 
  2nd (4/day)—alter self, cure mod., minor 
  image (Dc 18), mirror image
  1st (5/day)—alarm, cure lt., grease (Dc 
  16) h. laughter (Dc 16)
  0 (3/day)—d. magic, g. sound (Dc 14), light, 
  message, prestidigitation, s. instrument
  skills
  Combat Gear wand of cure moderate wounds (CL 3rd, 50 chrgs), wand of invisibility (CL 3rd, 25 charges);  Other Gear +2 buckler, cloak of 
  Charisma +4, +2 chain shirt, mwk flute, +1 lt crossbow w/20 bolts, ring of protection +2, +2 short sword, sunrods (3), 45 gp
  lem
  MalE halFlinG Bard 11
  align CG 
  Init +3 
  speed 20 ft.
  dex
  con
  int
  wis
  cha
  8
  16
  14
  12
  8
  20
  abilities
  Bardic Knowledge 
  +12
  Bluff 
  +19
  concentration 
  +15
  Diplomacy 
  +21
  Hide 
  +13
  Move Silently 
  +13
  Perform (wind instruments) +21
  Tumble 
  +17
  Use Magic Device 
  +19
  feats
  Dodge, Iron Will, Spell Focus 
  (illusion), Weapon Finesse
  
  The Keep 
  K1 
  K2 
  K3 
  K4 
  One square = 10 feet 
  N 
  S 
  W 
  E 
  The Keep 
  K1 
  K2 
  K3 
  K4 
  One square = 10 feet 
  N 
  S 
  W 
  E 
  Dungeon Level One 
  Dungeon Level Two 
  D1 
  D2 
  D3 
  D4 
  D5 
  D6 
  3a 
  3b 
  One square = 5 feet 
  D9 
  D8 
  D7 
  N 
  W 
  E 
  S 
  Down  
  to D7 
  Up  
  to D4 
  Dungeon Level One 
  Dungeon Level Two 
  D1 
  D2 
  D3 
  D4 
  Down  
  to D7 
  Up  
  to D4 
  D5 
  D6 
  3a 
  3b 
  One square = 5 feet 
  D9 
  D8 
  D7 
  N 
  W 
  E 
  S 
  
  EvEry Man Has His DEMons
  Printed in China
   PZO9511 
  US$12.99
  GameMastery Module  
  D3: The Demon Within
  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.
   The Demon Within is a dungeon-based adventure 
  for 11th-level characters compatible with the 
  world’s most popular fantasy roleplaying game. 
  This adventure includes all the information you 
  need to send your heroes into the belly of a demon-
  infested keep littered with lone survivors, desperate 
  holdouts, and fallen heroes. 
   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.
  paizo.com/gamemastery
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/GameMastery/D3 - The Demon Within.pdf