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Pathfinder Adventure Path #105: The Inferno Gate (Hell's Vengeance 3 of 6) (PFRPG)

*½( )( )( ) (based on 3 ratings)
Pathfinder Adventure Path #105: The Inferno Gate (Hell's Vengeance 3 of 6) (PFRPG)
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Highway to Hell

The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their options—is closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hell—or might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?

This volume of Pathfinder Adventure Path continues the Hell's Vengeance Adventure Path and includes:

  • "The Inferno Gate," a Pathfinder adventure for 7th-level characters, by Patrick Renie.
  • A foray into the faith of the archdevil Moloch, by F. Wesley Schneider.
  • Details on various types of magical portals, by F. Wesley Schneider.
  • A last-second rescue reveals an unexpected ally in the Pathfinder's Journal, by Josh Vogt.
  • Five dangerous new monsters, by Benjamin Bruck, Jason Keeley, Jeffrey Swank, and Mike Welham.

ISBN-13: 978-1-60125-827-4

Note: This product is part of the Pathfinder Adventure Path Subscription.

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Product Reviews (3)

Average product rating:

*½( )( )( ) (based on 3 ratings)

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Really bad

*( )( )( )( )

This is a review for GMs. Spoilers ahead.

For the life of me, I don't know how this one got published. It has the most nonsensical plot I've ever read in all my 30 years of gaming. After the PCs disrupt attempts to conquer Kentaria in Part 2 of the AP and cause anarchy in the streets, they're summoned by Archbaron Fex. There, they learn that while they were stopping the Glorious Reclamation at Kentaria, the town of Senara has fallen. But rather than aid any efforts to help retake Senara, Fex first has you swear loyalty to House Thrune, and then...ride off on a ridiculous fetch quest to gain the components needed to close a gate to Hell.

No, seriously. I have no idea why anyone thought this would make sense. In a nation full of devil-binders - where the state-sanctioned religion is the worship of Asmodeus - why would anyone loyal to the ruling house want to SHUT DOWN a gate to Hell in the middle of an insurrection? Wouldn't it make more sense to gain control of said gate so it could pour devils onto the ranks of the holy knights threatening to overthrow Cheliax? The logic breaks down even more when the PCs meet some Hellknights of the Order of the Pike in a place called Citadel Ordeial. These guys are monster hunters and are at least dimly aware that an open gate to Hell causes random devils/monsters to romp about in the woods around the Citadel. Uh, okay monster hunters, when did you plan to get on that?

Sadcasual did a great job explaining how stupid the encounter with the "tired paladin" is. I can't imagine any party of evil-aligned characters would allow that guy to live. That's forgetting that the whole thing makes zero sense in the first place.

I think the author tried to salvage things in the end by opening the possibility that the PCs would find a way to take control of the Inferno Gate themselves. I think that's highly, highly unlikely. The encounter with Fex at the Gate is sure to spark a slog of combat that will only end with both the heresy devil and the wizard dead.

All in all, a very disappointing part of an AP that has a very weak start to begin with.


Worst AP book ever!

*( )( )( )( )

I wrote an in-depth review but the forum ate it.

GOOD: Nothing but a few illustrations and Seytiels father.

BAD: Everything else: maps, weak enemies, articles, bestiary.

UGLY: Patrick Renie clearly has not enough knowledge of the Pathfinder rules and the editors didn't catch the plenty mistakes he made.

This AP part is unplayable as it is.
Sadly the whole AP is.


Fails to live up to the premise of the Path

**( )( )( )

After two solid books, the third breaks down into a slog through a videogamey map, with the players having to wander at random at times to fill the fetch quest. Literally, the whole book is a fetch quest, and an extremely convenient one at that. I hate missions that describe themselves as sandboxes, especially when the book reminds the GM to throw the accuser devil at the party every time they do the reasonable thing and try to figure out where the hell you are going to find an azata in the middle of the LAWFUL good enemy forces, only to find there is just one hanging out, awkwardly making smalltalk with some archon.

Furthermore, there is wierd railroading at times. More than once, the book says "the [enemy] recognizes you as an agent of thrune immediately," despite the fact that the previous book heavily encouraged subterfuge, and, at least for my party, we're casting undetectable alignment like it was going out of style. Any betrayal feats you might have invested in, any Bluff or stealth skills, all gone in the face of the Glorious Reclamation's magical ultrasight. Another strange moment occurs deeper in the path, when the party is given a powerful option, but are told that they are just not smart enough to pull it off.

Finally, there is one moment that I reread twice to believe. A random encounter has the party run into one of said Glorious Reclamation intelligence agents whose detect evil and keen wit cuts through Bluff checks, disguise, polymorph, and undetectable alignment like a hot knife through butter. He is a Paladin of Iomedae, and is accompanied by a group of s%#+ty fighters, made s~+%tier by the fact that all of them are Fatigued. This Paladin of Iomedae hails you(!), acknowledges you as agents of thrune(!!!), and offers surrender, because his troops are so tired. In exchange for leading them back to the path, he promises the contents of a chest his idiot buddies are carrying ten feet behind him, as well as his solemn vow that he will go back and tell the other Glorious Dudes to back off, Thrune has this whole Gate situation handled. What casts this into the realm of complete and total insanity is that he is LYING. In this course of this adventure path, you will be lied to by a paladin of iomedae, with the game noting that he will seek atonement later. They do not say this causes him to fall.
Okay, what. First, the whole premise is bent from the very beginning, since the book assumes that the Lawful Evil, Bad guy, Puppy Punter, Back Stabbing maniacs in the party will EVER accept surrender. If the situation was reversed, and you were a posse of paladins who ran into an Antipaladin who had run out of underlings to cannibalize, you would be expected to murder him! What's more, paladins of Iomedae have specific tenets in Inner Sea Gods, two of which are "I will suffer death before dishonor," and "I will not be taken prisoner by my free will. I will not surrender those under my command." According to paizo, this particular example should have fallen THREE TIMES, once for lying, once for surrendering, and once for surrendering for his troops! Really, this path assumes the players are more LN than LE, and presents bonus exp for letting most of your potential victims live. Other than the most basic pathfinder evil act of all(killing a good creature/outsider), there isn't much wiggle room to work in anything else.

The book reclaims one star for having good production values, and solid work in the bonus section. I hope to God the next part significantly more evil, (Oh God, it's called For Queen and Country) or this path might be remembered as the one where you had to collect 4 boar asses to progress to an actual enemy.


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