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Pathfinder Adventure Path #106: For Queen & Empire (Hell's Vengeance 4 of 6) (PFRPG)

***** (based on 2 ratings)
Pathfinder Adventure Path #106: For Queen & Empire (Hell's Vengeance 4 of 6) (PFRPG)
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Hell is Its Own Reward!

Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the imperial court. To impress the queen and secure a royal audience, the wicked characters must scour the City of Thorns to root out and eradicate a secret organization that works to free halfling slaves. But to truly earn Queen Abrogail's trust, the adventurers must perform a sacrifice for the queen to renew House Thrune's contract with Hell, and there are many—both within the court and without—who wish to see the monarch dethroned.

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

  • "For Queen & Empire," a Pathfinder adventure for 10th-level characters, by Stephen Radney-MacFarland.
  • A gazetteer of Egorian, the City of Thorns and capital of Cheliax, by Dave Gross.
  • A look into the secretive abolitionist organization known as the Bellflower Network, by Crystal Frasier.
  • A costly sacrifice in the Pathfinder's Journal, by Josh Vogt.
  • Four exciting new monsters, by Garrett Guillotte, Steven T. Helt, Luis Loza, and Stephen Radney-MacFarland.

ISBN-13: 978-1-60125-836-6

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

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Product Reviews (2)

Average product rating:

***** (based on 2 ratings)

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The best part of the AP!

*****

GOOD:
Most illustrations, lots of sandbox roleplaying, lots of diverse fights with solid designed opponents, most of the battle-maps, magic items, NPCs, Egorian Gazetteer by Dave Ross, Bellflower article, Bestiary.

BAD:
You need the NPC Codex to run this, some very minor errors (Abrogail build with 19 points instead of 20 for example), very bland Egorian map.

UGLY: nothing.

This is where the "Evil AP" begins to function really well.
Better late than never.
A must-buy for Cheliax lovers!


Look, I'm not Dave Meltzer

*****

Okay, I absolutely savaged the previous book in the Path, so I feel like I have to write another review. A big part of the reason I was so very angry at The Inferno Gate was one of the party was excited to continue playing his new favorite class, the Vigilante, and was chapped in extremis when he found out he would have to wander around all the time in his Luchador mask. When they had gotten to the point at which the party is accosted by a tired paladin, I had ask for a redo, as the Glorious Reclamation still managed to recognize him, despite him being in his secret identity for that day, which was literally too dumb to comprehend. I improvised, and they ended up killing the group through magic and grapples, laundering their uniforms, and hiding their corpses. All of this might be unnecessary background, but I felt like preceeding the following with my last drop of anger at the previous book:
For Queen and Empire is GREAT.
The social interactions all work well, showing off different flavors of evil, and really working the selfish manipulation aspect that had been totally missing in Inferno Gate. The allies in the first half of the book are so unambiguously vile, from their willingness to believe the worst in everyone around them, to their highly evocative jargon when talking about halfling slavery, that they act as great counterpoints to the PC’s, who are probably somewhere between out and out psycho killer and religious fascists at this point in the Path. Through the course of this book, the PC’s have the listed option to A. Spread lies about people who offered to help them. B. Murder someone completely unprovoked C. Steal rightly bartered for and purchased valuables from someone who very much needs them D. Butcher a bunch of someone’s herd animals in their pen E. Participate in a massive NE party F. Betray every damn thing
All of these are exclusively for personal gain. This book fulfills every single thing I wanted at the start of the path, and haven't really found. What's more, all of the social activities of the first half pay off in a big way at then end, with three massively interesting and difficult encounters back to back. I'm not totally satisfied that they went with a similar “good character on a good aircraft” solution for one fight, but they swapped the formula by making the F-16 the real threat this time around.
I do have some complaints. Once again, paizo plugs the npc codex every third page, which remains a useless waste of dead trees and electron movement. Despite the ultra-dense social encounters, we never get to use the social combat rules presented in Ultimate Intrigue. The art is also a little bit silly, because at two points, it talks about striking features on NPCs, height and facial similarity to another character, but the art very much does not back it up. These are very much nitpicks, as this book is my current favorite in the Path, and would honestly have made a pretty excellent conclusion.


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