New Adversaries- Thrune's Claw: Spoilers


Hell's Rebels


So I decided I wanted to add some more recurring bad guys to spread through the first few modules, and I hit upon the idea of having Thrune send for a team of "Troubleshooters" to help solidify his control of the city. My idea was to have them be the ones immediately responsible for the Night of Ashes.

I also introduced them by showing one of them chastising Nox as she demurely accepts the criticism, this being after they witnessed Nox practically bisecting someone. They're suitably concerned. My idea is to add them into various Thrune operations (The Doghousing at the start of Book 2, intercepting them on a ship on route to Vyre, stuff like that) as single operatives, then have them launch the assault on the Lucky Bones in Book 4 (my players already went out of their way to wipe out and discredit the Chelish Citizens Group) as a group.

Since I have a party, I figured the easiest way to counter them would be evil opposites.

I'm also gonna be posting my stats (at various levels) for these guys if anyone wants some additional NPC's as I stat them up.

One of them is an Eldritch Archer statted as close as I can make it to Hanzo from Overwatch. That's gonna be fun.


I suppose that, for sake of background, they are Thrune agents à la Hell's Vengeance?

Keep in mind that in PF, villains don't tend to last more then one encounter with the heroes. So if you have a long-term, fleshed-out, characterized group of rivals...you might want to have them bound by some contract that allows them to be resurrected a few times.


I've had similar thoughts. Thrune has a bunch of high level advisors who don't really crop up until the end, and I'm never a fan of having villains who only appear just to get killed.

So I've scripted up a bunch of non-combat encounters and rumours with Zella Zidlii, Grivenner, Kyrre Ekodyre, Trex, Izoni and Regegious to try and get them into the frame earlier in the campaign.

I may even sacrifice one or two of them as we go along if it feels right, rather than just have them all appear in a big lump in Song of Silver.


Axial, I've not read Hell's Vengeance, is that a thing in it?

But yeah, the idea was of them being essentially Thrune-Bound and essentially on loan to Barzillai as a sort of payment from Abrogail (who's just happy someone, ANYONE, was willing to look after Kintargo)

I was also thinking of leveling them as they appear, so while the first one might appear at level 6, for the final brawl he'll be like, level 12. I was thinking of giving them each some form of quick getaway, for when they need to bug out, ala Nox's Dimension Door.

Also: Force Hook Charge is a wonderful spell and my players are gonna have fun catching the sniper zipping between buildings. Especially if a bunch of Dottari are mixing it up there.


I would love to see the stats Elegos. I was thinking to use four of the evil iconics for just this purpose, but might switch a couple out!


Here's the first, at his debut level of 6th.
Uril Droknan
6th Level Human Barbarian

Str 20/24 Dex 10 Con 14 Int 12 Wis 10 Cha 8
HP 61/73 raging
AC 20
+1 Flaming Greatsword
+1 Breastplate
+2 Belt of Giant Strength

Fort 7 (9) Ref 2 will 2 (4)
Bab 6/1
Melee: +13/+6 2d6+12+1d6 fire
Raging Melee: +15/+8 2d6+15+1d6 fire

Feats Weapon Focus Greatsword, Furious Focus, Power Attack, Intimidating Prowess
Rage Powers: Guarded Stance, Beast Totem, Boasting Taunt
Skills: Intimidate +13 (15)
Climb +14 (16)
Acrobatics +9
Perception +8
Swim +11 (16)
Survival +6
Craft: Grafitti Art +5

Uril was raised by members of the Asmodean faith after his original family were caught in the crossfire between loyalist troops and Milani cultists in a raid gone wrong 20 years ago. He is convinced that the only true path to stability and peace is through the ruthless oppression of those who would rise up otherwise. Despite his own experiences, Uril sees nothing wrong with exploting the ties of families, and originally came to the Chelish Government's attention as a debt collector with a penchant for convincing parents, siblings, spouses etc that he could deliver such torments upon their loved ones that "Queen Abrogail herself will go see the opera based upon their screams"

Uril is introduced overseeing the prisoners being Doghoused at the start of Book 2, and is present for approximately 8 hours per day during the proceedings, between 8am and 4pm. He focuses on mages and lightly armoured targets, unless provoked or insulted, at which point he initiates rage and focuses on the insulting party member to the exclusion of all else.

Uril flees if reduced to less then 20hp, using any remaining underlings as cannon fodder to cover his retreat. Feel free to have him kidnap or murder a family member of the party. He might be inclined to leave a message for the PC's in blood.
Next up: Danson Hewer, Elven Eldritch Archer Magus 8

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