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Pathfinder Adventure Path #108: Hell Comes to Westcrown (Hell's Vengeance 6 of 6) (PFRPG)

***½( ) (based on 4 ratings)
Pathfinder Adventure Path #108: Hell Comes to Westcrown (Hell's Vengeance 6 of 6) (PFRPG)
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Raising Hell!

Cheliax's largest city, Westcrown, has fallen to the Glorious Reclamation, and the evil adventurers are sent to reclaim the metropolis in the name of House Thrune. Armed with the legendary weapon they created from a gold dragon's head, the nefarious characters confront the Glorious Reclamation's forces and break its siege of a nearby Hellknight citadel. Once the army is defeated, the villains enter Westcrown, where they must undermine the chivalrous knights' rule of the city. Finally, they face the founder and Lord Marshal of the Glorious Reclamation to end the rebellion and restore the Thrice-Damned House of Thrune's rule over the empire of Cheliax.

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

  • "Hell Comes to Westcrown," a Pathfinder adventure for 15th-level characters, by Ron Lundeen.
  • A look at how the city of Westcrown operates under the rule of the Glorious Reclamation, by Ron Lundeen.
  • Advice and suggestions on how to expand your campaign beyond the Adventure Path's conclusion, by Ron Lundeen.
  • An infernal confrontation and the waking of a powerful ancient weapon in the Pathfinder's Journal, by Josh Vogt.
  • A collection of formidable monsters, by Jason Keeley and Ron Lundeen.

ISBN-13: 978-1-60125-851-9

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

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Product Reviews (4)

Average product rating:

***½( ) (based on 4 ratings)

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Assault on Brienne's castle! And celestials killed!

*****

I just finished reading this volume and found it to be very nice, possibly the best of the saga (maybe a close second after volume4).

The mass murdering at the begining of the book is simply glorious (pun intended) and the Korradath is a very funny and live dungeon, if a little too small ( i especially apreciated the fluidity of the encounters, well connected to previous player actions and Chorus).
The missions in the middle are also well varied and interesting. Including other elements of the campaign, such as the inferno gate is a marvelous idea as well. My favourite point of the adventure must be the final lines on the Big Bad Good Lady description..and the alternate ways of..dealing with her..reminded me a lot of the first Mass Effect game.

Continuing the campaing is also a very interesting article, especially for the high level stat block presented...very looking forward to any player foolish enough to face that. Also, what to do with a good artifact was a very nice read.

I loved the bestiary, filled with high level celestials, it felt very consistent with the needs of a high level evil campaign.

All in all i am very satisfied with this volume, the art, tough being somewhere a bit too dark (but that gives out a lot of atmosphere) looks very good, except for a certain high level cleric, way too plain for being such a high level cleric. If i must find a ngative element i must say that i'm quite surprised by the numbers of high level paladins present in the Glorious Reclamation army. Tough i understand that lower level enemies would have counted for nothing.


Average end to an average adventure path

***( )( )

Previous 2 reviews have said it all so I'll just add still not a fan of the evil Iconics taking up page space and cover.


Still better than Inferno Gate

***( )( )

At this point, I'm figuring it went something like this:
"Hey man, I noticed in the warehouse we have like ten boxes of paladins, and they're still unloading more, what's up?"
"Dude, it's going to be radical. I ordered up like 500 identical paladins for the big battle at the end of Wrath of the Righteous! You can't have an epic battle without hundreds of identical paladins, pretty sure gygax said that."
"We cancelled that battle bro! Oh man, we're so fired when the Golem finds out!"
"What? No dude, hold on, I have an idea. We pitch an evil adventure path! Every encounter in the last two books can just be a s&@$ load of paladins, problem solved!"
"Man, I don't know about you, but I don't know how to write an evil adventure path!"
"I got that covered too! We just make the party a bunch of government agents for the legitimate authority! They won't actually do much evil s%@~ at all, but they can still be hellknights or whatever."

So you set off the artifact bomb you spent a whole book building, only to find it's two or three delayed blast fireballs with a ridiculous summoning caveat that the game encourages you to let the party play as some ridiculous undead, which sort of defeats the purpose of role-playing? The head of an adult gold dragon, blood of a bunch of peasants, the desecration of a holy spring, and the destruction of an ancient monastery of evil for roughly as much power as the level 14 sorcerer's 6th level spell slots. Once the tiny warhead has been dropped, you sneak into the city, conduct some more silly rituals while fighting a whole bunch of paladins. Your old friends from Castle Dinyar are back: An endless fountain of paladins, minibosses that can be summoned by the final boss, and making knowledge checks to identify which devil is best at standing on a bridge. Okay, that last one is new, but it's absurd enough to fit it with the Scourge of the Godclaw, or even The Inferno Gate. You identify some other devils to delegate to, because there are no Chelaxian troops or Hellknights anywhere on the planet. Then you fight the biggest paladin of them all(or make a reasonable diplomacy check), and you're done!

This book answers one of the great mysteries of the adventure path. We finally discover why Iomedae left Heart's Edge behind when she ascended: It wasn't very good. This is a good book for mediocre artifacts. The quest to corrupt it is pretty extraordinary, if you choose to follow it, in that it's way harder than just leaving it with the court of Zon-Kuthon to torture evil s!$+ for a thousand years.

All of this is not to say this book is without redeeming value. There's a sequence I haven't mentioned with some awesome, thematic monsters in a sensical sequence, and the Solar form of the Angel Knight is going in my folder for all eternity as a 'Melee Solar.' The combat maps are pretty great, all the non-paladin fights are solid, and most of the art is awesome. While I would rather have had more evil s+#* to do, perhaps actually invading heaven with an Archon who was uncomfortable with the unlawful actions of the Glorious Reclamation and their indifference to the pain caused by their actions, perhaps destroying a major good city as vengeance for them taking Westcrown, the book works, and is far better than The Inferno Gate.


Mediocre finale of a disappointing AP!

***( )( )

GOOD: Battle maps, stat blocks, Westcrown article and bestiary are solid.

BAD: Illustrations are too dark or crude, magic items/artifacts either op or just strange. The encounters are very much work for the DM, because of multiple spellcasters and/or spell-like abilities, missions feel like computergame quests. The BBE is boring and has no build-up.

UGLY: You NEED the NPC Codex to play this, as every 3rd fight has characters from it!The Iconic necromancer lvl 7 with AC 12 & 41 hp.

The "Evil AP" is a failure, mostly because of the boxed-in framework. "Way of the Wicked" shows how it's done the right way. Luckily this is the ONLY AP that failed.


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