Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6) (PFRPG)

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Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6) (PFRPG)
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Hell Hath Fury

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

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

  • "Wrath of Thrune," a Pathfinder adventure for 4th-level characters, by Thurston Hillman.
  • A gazetteer of Kantaria, the first Chelish town conquered by the Glorious Reclamation and sacred site to the faith of Iomedae, by Thurston Hillman.
  • A look at the history and inner workings of Cheliax's most powerful noble family, the Thrice-Damned House of Thrune, by Linda Zayas-Palmer.
  • Devious whispers and dire threats in the Pathfinder's Journal, by Josh Vogt.
  • A bestiary of dangerous and exciting new monsters, by Thurston Hillman, Jason Keeley, and Kalervo Oikarinen.

ISBN-13: 978-1-60125-824-3

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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My Favorite Chapther of the AP

5/5

I like Hell's Vengeance, but I agree it has it's downfalls. Wrath of Thrune, however, in my opinion, is a best part of it at realising AP's promise: playing as evil character.

It's premise is relativly simple: there is a town captured by goody two-shoes's forces. Party are going in undercover. Objective is to destabilise the situation in town enough to recapture it. There is no bosses and orders, you are free to choose your aproach, as long as you're not bringing all the guards on your head.

And here the fun starts. You have this town on plate, it's leadership, it's security forces, it's citisenship. You can unravel them all in many many delicious ways ranging from coy and silly like seducing one of the city leaders romantic crush to horrifyingly brutal. And there is much consideration about nature of rebellion and civil war. Glorious Reclamation are good and you are evil, there is no mistake in that. But as our good guys confronted with reallity they bring with their uprising: necessity to fight their friends who don't agree with their ideals, necessity to do something with captured prisoners, their confidence is starting to unravel. Antagonists are not "lawful stupid", but their idealism based on genuine good intentions can bring as many suffering in the world as all evil ambitions, which is very interesting and refreshing view on such a story.

All in all, this adventure will require a lot of work from both GM and players, but it can be very satisfying.

Sorry if my review have any mistakes, as English is not my first language.


Sandbox adventure with unimaginative maps but solid enemies.

3/5

GOOD:
The NPCs and enemies are designed very good and tough.
The interior illustrations are cool.
The 3 magical items are good.

BAD:
The maps are too simple.
Kantaria is a bland settlement.
The GM has to invest much time to customize this adventure to his group.
The "Despair Meter" changes should be summarized more central but are all over the place.

UGLY:
This book makes the same mistake as the first:
The motivation for the PCs to swear loyalty is not there beyond "just do it".

Summary: While Thurston Hillman does his best (which is pretty good) to flesh out the adventure, the overall conception of the AP boxes it too much in. The Evil AP continues to be mediocre and could have been so much more, if the framework had been developed better.
Hell´s Rebels has much better designed maps and cities.


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What are some of the things you do in this volume? Anything ultra-wicked?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Axial wrote:
What are some of the things you do in this volume? Anything ultra-wicked?

Most of the things in this adventure are optional, as it is set up in sandbox style. You got through the intro, get set up in Kantaria, and then it's "which way do you wish to go"? As such, there is a list of things to do, but the PCs can do some or all of those plus whatever they may wish to try.

As for specifics (all optional):

Evil Stuff:
*Recapture freed Halfling slave siblings
*Ally with some faceless stalkers so they can continue to feed on the people of the town
*One PC might have an affair with the Lawful Good governor's love interest just to demoralize him
*Destroy the docks, the chief source of income for the town.
*and MUCH, MUCH MORE!

That first one is written so it feels ultra-wicked. I wanted to punch Thurston in the nose for that one.

Paizo Employee Contributor—Canadian Maplecakes

1 person marked this as a favorite.

Huh, Feros picked some of the more tame elements... :)


1 person marked this as a favorite.

While the first one he lists did kind of work for me

Spoiler:
flaying one of the town leaders and using her skin as a magic item
impressed me as far as wicked deeds.

You can also:

Spoiler:
*incite a riot, where you can finally kick a puppy! Granted, said puppy is a hound archon, but it still counts.
*convince a devil to go on a pyromaniacal spree about town. He also is willing to resize your chain,ail underwear
*one thing not mentioned as an option but that I thought of when reading the gazetteer, is to burn the Historicum (combination bookstore/library, run by an elderly couple) to the ground. it is mentioned to have many heretical items of interest.
Iomedae's house is another option for this.
*bring champagne to a brunch held in your honor by the town's leadership. (Come in, Oppian is clearly a teetotaler.)

I REALLY want to play this with a full party of vigilantes. By day, neutral guardsmen come to town to protect a good woman, but by night, you have what are essentially death eaters. A silent image put up over the site of a wickedness would possibly help things along, no?


1 person marked this as a favorite.

My group kicked and shot the puppy in the first encounter. Monk and spellslinger wizard.


1 person marked this as a favorite.

While overall I liked both the theme and writing for this adventure, speaking personally, I found

Spoiler:

the format of this adventure a little hard to follow. While it is a sandbox adventure, and there's no tight order the encounters have to happen in, I found the organization of random events around town, followed by random locations around town, to be slightly confusing. I understand the difference: events require certain days or triggers for them to occur, as well as a specified location, while location encounters can happen any time the party wanders over.

I personally would have appreciated a rough order for all encounters, locations and events, if for no other reason than it could have been used as a checklist reference for a GM whose party might need a little prodding. I can, and probably will, simply expand the despair meter to include that information, with page numbers and possible despair points listed, but like I said I would have appreciated something like that in the adventure itself.


AnimatedPaper wrote:

While the first one he lists did kind of work for me

** spoiler omitted ** impressed me as far as wicked deeds.

Now that's a wicked deed.

EDIT: Also, "Despair Meter"...? Oooh, you have me so intrigued. 6 days, 6 hours, 6 minutes to go...


What is Oppian's class build and CR?

And what backup does he have during his fight?

Dark Archive

Oppian:
He's an 8th Level Cleric of Iomedae, CR 7. He fights alongside a Legion Archon named Mindaliel.


So with regards to the Despair Meter... does it affect events like the RP in The Hellfire Compact? If not, what kind of effects does it have as it rises/falls?

Paizo Employee Contributor—Canadian Maplecakes

Graeme Lewis wrote:
So with regards to the Despair Meter... does it affect events like the RP in The Hellfire Compact? If not, what kind of effects does it have as it rises/falls?

Well...

Spoiler:
The despair meter is a counter of how effectively the PCs have destabilized Kantaria. As it increases, triggered events occur, as well as general effects for the town. It's in the same vein as the Terror Track from Arkham Horror, except the PCs WANT it to get higher.

It also serves as a metric for how well the PCs are progressing through the adventure. Act 3 is set to occur once the PCs have raised the despair meter up to such a level that all the Glorious Reclamation forces left in town retreat to the local church fortress of Valor's Fastness.

Liberty's Edge

Okay a couple of things that confused me on this adventure

Narikopolus Manor:
One of the main reasons in the adventure on why the PCs want to take out this location is because of the huge storage of magic items there. But where are the items? Other than Zara's gear and the Brimstone Barbazu there is a full suit of Hellknight Armor. The last two are pretty much only there to help a PC become a Hellknight. Am I missing something here?

Exemplar:
Okay seriously. I understand the Fastness is supposed to be the final location, but don't you think a CR 7 'ghost' that shows up pretty much every time the PCs rest up to assault the place again is a little too much? Yea, I like the mob but this seems like a little too much for even a lvl 6 group to have to take on every day.


Pathfinder Starfinder Society Subscriber

Has anyone figured out the actual practical effects of the Third Damnation in the House Thrune article? In character, I had a non-evil family from Cheliax decide that they needed to each dedicate themselves to a non-evil, non-chaotic deity so that it would be clear that Asmodeus has no claim on their souls. My question would be whether that is enough, or whether any sort of sworn service to the current regime in Cheliax is now literally damning.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Hmm, I've read mixed reviews of the adventure path so far .-. What is the general opinion on this part? I can't tell since it doesn't have reviews here yet

Also to above poster, wait, non-chaotic? Asmodeus is Lawful


Pathfinder Starfinder Society Subscriber

The non-evil part was to avoid being damned. If your goal is to avoid being sent to Hell or a comparably bad place, it doesn't do you much good to dedicate yourself to Zon-Kuthon or any other evil deity.

The non-chaotic part was to avoid being executed. Remember that they intended to stay in Cheliax and possibly hold positions of power -- and worship of chaotic deities has been a capital crime there for several decades.

Note that they are not willing to go so far as to renounce Cheliax and Law altogether, even though that would be a more thorough approach in terms of saving their souls.


If one really wants to clean the slate, kill off everyone (non Thrune aligned) in Longacre and Kantaria and bring in more or less loyal Thrune citizens. Or start breeding camps where the nippers are taken off to be trained like happens in Nidal.

Dark Archive

Could somebody write a review?
After the mediocre part 1 (#103) and the bad review of #105, i havn't bought mine yet (although i will by end of the month).
So far the "Evil AP" is a real letdown and my exitement for it dropped from 100 to 0, especially in regard to the next one being a Cthulhu AP.


Hope to play this AP as a player. But I am already sad: there are no chronicles for use in Pathfinder Society Organized Play for this AP! Maybe it can still be sanctioned, despite being about evil villain protagonists? Some kind of Infamy\Disrepute mechanics?

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