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If the character attempts to search for the contact during the third hour, a successful DC 20 Perception check allows the PC to notice his target a few moments before Barzillai makes his appearance and prevents the meeting with the contact from occurring immediately. Silence Undesirable Elements: With five distinct factions among the protesters, the message delivered is a jumbled mess. Characters can try to silence or outshout elements of the crowd they disagree with, but only silencing the anarchists and the Chelish loyalists has any significant effect on the rest of the campaign.
Only one group can be silenced at a time, and no more than four of the five groups can be silenced. If the PCs manage to silence either the anarchists or the Chelish loyalists, the locals have taken note; when the PCs relaunch the Silver Ravens at the start of Part 2 of this adventure, they begin with three supporters. If the PCs manage to silence both of these groups, they instead begin with six supporters. Watch the Crowd: The PCs can simply choose to watch the crowd for anything unusual. A PC who does so can attempt a Perception or Sense Motive check. With a result of at least 15, the PC notices a pickpocket—if she calls out the thief, the criminal either runs off or is arrested by the dottari, and the grateful would-be victim rewards the PC with 1d6 gp. Story Award: For each successful action taken by a PC during the protest, award the party XP, up to a maximum total of 1, XP. Any captain caught setting foot in Kintargo is to be punished by squassation. A character subjected to squassation for breaking this proclamation suffers the punishment for 1d4 hours and takes 2d6 points of nonlethal damage and 1d4 points of Dexterity damage each hour before being returned to her ship.
Each repeat offense increases the duration of the squassation by 1d4 hours. A moment later, Barzillai Thrune throws wide the windows and their curtains to address the crowd below. Thrune is an imposing man dressed in red, orange, and black clothing and an ornate breastplate, all emblazoned with the pentagram of Asmodeus and the cross of Cheliax. The PCs might hear rumors during this adventure that Nox is a half-devil. Wise PCs will spend some time and resources researching the intimidating woman. If the PCs learn what Nox is, a successful DC 15 Knowledge planes check reveals that her regeneration can be suppressed by good spells or good weapons.
mace cradled in his hands, the lord-mayor of Kintargo addresses the crowd with a condescending sneer. The gathering swiftly grows quiet as he clears his throat and gives the following short speech. I am sorry to say I have not yet adapted to your quaint, country ways, being accustomed as I am to the sophistication and learning of Egorian. Nonetheless, know I have heard your concerns, and that I appreciate your valued feedback, and I know we shall eventually find a mutual understanding in the fullness of time. That authorities not of this city have no place as its leaders? That you will not be yoked by intruders?
Your lord-mayor hears you. Give the PCs a chance to react, but regardless of their actions, someone in the crowd throws a handful of manure at Barzillai. Nox, run them off, arrest them, or kill them. Down below, Nox immediately mobilizes the dottari, who draw their weapons. Note that for the first 10 rounds of the battle, the area indicated on the map is filled with surging crowds—treat this area as difficult terrain unless the PCs take specific actions to move through the crowds with ease. Someone in the audience throws a dagger and scores a lucky hit on Nox, the knife sticking into her throat. With a snarl, she yanks out the dagger at the end of this round and the wound swiftly heals— she ducks into the opera house a moment later, only to return on round 7.
Round 7: As the riot escalates, Nox reemerges from the opera house with her pet hell hound Mephiry on a leash, along with 12 more dottari. Round 9: If the PCs are still in the immediate area, Nox directs the hell hound to attack them. Note that a hell hound is a deadly foe for 1st-level PCs—allow the characters to escape automatically if they choose to flee, since at this point Nox and the other guards have plenty of prisoners to process and actually prefer that rioters escape so as to spread fear when they tell tales of what took place in Aria Park today. Nox herself does not engage in combat at this point, but if you need her statistics, see page Escape: A PC who manages to move out of the crowd essentially, out of the area depicted by the map can take a full-round action to automatically escape the riot. Once all PCs escape, continue with A New Friend in Need on page They do not pursue rioters who flee. Morale A dottari guard fights to the death. You can allow the PCs a chance to escape on their own if you wish, in which case they should have the A New Friend in Need encounter see below soon after making it to safety.
Proceed at this point with Meeting Rexus, below. Story Award: If the PCs escape the riot without engaging in direct combat against any guards, grant them a reward of XP for escaping without incident. him healing, he drinks a potion of cure light wounds as he thanks the PCs for their aid. He invites the PCs to follow him to a safe place so they can talk and he can catch his breath; proceed with Meeting Rexus, below. Story Award: If the PCs rescue Rexus, grant them XP. Instead, he suggests the PCs follow him have them all attempt Perception to a safe place—a bookstore not far from Aria checks. If the steel clashing against steel PCs prefer to retreat somewhere else to speak alongside a cry of pain from in private, Rexus acquiesces readily enough.
Rexus Victocora following t0 the players. Truth is, our meeting remaining thugs are preparing to administer a coup de was no coincidence. I followed you from the protest earlier grace to the fallen victim. today, but in the panic that erupted I lost track of your group. If any of the PCs were looking for a contact the man You proved yourselves to be people of uncommon skill, and I with one gloved hand at the protest, allow those PCs to am a man of uncommon needs. There the PCs forget what they saw and leave now. fight with lethal force from the outset. Those who could once rally the city to a cause, such as Lord-Mayor Jilia Bainilus and my parents, are missing at best, and are more likely dead. I cannot do this on my own, but with the aid of talented citizens such as yourselves, I have hope that we can. Will you aid Kintargo? Will you save the city from the devil?
His mother, Porcia, was a high-ranking member of a secret society called the Sacred Order of Archivists, a band of Iroran scholars dedicated to the protection and restoration of history. The valuables are all Rexus has as an inheritance, and the note which he now shares with the PCs is reprinted here as Handout 1. Once the PCs have read the letter, Rexus asks them if they will help him save Kintargo. The first to admit his own shortcomings when it comes to adventure and rebellion his fragility makes him a poor choice to lead a revolution , Rexus hopes that the PCs might take on the roles that his mother called for.
Rexus reveals to the PCs that Laria spoke to his mother 7 days ago, just after Lord-Mayor Bainilus vanished. At the time, Laria had thought Porcia was overreacting, but when the Victocora estate burned down that night and Porcia went missing, Laria knew her friend had spoken the truth. She sought Rexus out and delivered the message and coffer, along with her condolences and an offer to stay at her establishment, the Long Roads Coffeehouse, as long as he needed a place to sleep. The coffer also contains a mithral key worth gp that Rexus keeps for himself, claiming it has sentimental value. In fact, this key unlocks many locks in the hideout of the Sacred Order of Archivists, and in Part 3 of this adventure, Rexus turns the key over to the PCs to aid in their exploration of that site.
Today, the abandoned rooms below the Fair Fortune are the domain and prison of the imp Blosodriette see page Trapped thanks to the theft of her contract by the Silver Ravens during the civil war, Blosodriette has spent the past 8 decades scheming various escapes only to fail My dearest son, If you are reading this, what I have feared has come to pass and I am dead. For many years, I have belonged to the Sacred Order of Archivists and have worked to free Kintargo from Chelish rule. You have likely not heard of the Silver Ravens—few have. They were heroes in their day, and I fear that Kintargo needs their kind again. Darker things are afoot, and I fear that all who work against Thrune may find themselves in danger in the days ahead. I have located one such site—the chambers below a building known today as the Fair Fortune Livery. If you are reading this, I was unable to seek further answers there myself. Gather heroes to your side, my son, and search below the livery.
There, if my research is correct, you will find something to teach you more of the Silver Ravens and their legacy. Do not let my death be in vain. Stand up for Kintargo. Bring the Silver Ravens back to life! Left with a set of pipes of the sewers, the imp has taken to ruling a tiny little empire of rats below the livery. Recently, her morose music has attracted new tenants—a tiny clan of filthy grimple gremlins. If Rexus accompanies the PCs, grant them XP if he survives the excursion. Livery Floor CR 2 This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls.
The air reeks of stale urine. Broken desks, scuffed tables, and torn chairs crowd the 13 A. A grated-off alcove along the southeast wall seems to house the only relatively intact wares. The back offices areas A1a and A1b are mostly empty of anything of note—each contains an old desk, a chair, and some empty cupboards. A successful DC 15 Perception or Survival check while searching either office reveals a set of strange little tracks that look like clawed baby footprints crisscrossing the floor, desktops, and cupboards. A successful DC 15 Knowledge nature check identifies these as grimple tracks. Creatures: A pack of feral dogs has recently taken to lurking in the livery. Foul tempered and loud, it aggressively defends its lair from any intruders.
Reaching it requires a successful DC 15 Climb check. A successful DC 15 Perception check while searching area A1b turns up a single key at the back of a drawer in the desk—this key unlocks the grate to area A2. Development: As long as the feral dog is present, the grimples that live in the rooms below stay quiet. Once the dog is gone, though, the grimples soon turn their attention back to the upper floor. They enjoy playing the role of haunts and spooks, and while remaining in hiding in the walls or up in the rafters, they use their spell-like abilities to mimic the effects of poltergeist activity. A successful DC 20 Knowledge arcana check confirms these effects are caused by those cantrips, but does not disprove the idea that these effects are caused by restless spirits.
Killing Floor The iron gate blocking the entrance to this hallway is locked hardness 10, hp 60, break DC 25, Disable Device DC 20 , but the lock can be opened with the key from area A1b. The middle of the gate has a wide opening in the bars through which a Small creature could wriggle with a DC 15 Escape Artist check. When the Fair Fortune was a slaughterhouse, a creature would be loaded into this narrow hallway and then locked in place with its head in the gate, after which a worker would deliver a deathblow to the restrained animal using a sledge. The Silver Ravens transformed the door to the workroom area A3 into a secret door—fortunately for the PCs, time has not been kind to this door, and the door now hangs partially open on decayed hinges—an obvious entrance to area A3 for anyone who even peers into area A2.
The mortar in the southeast wall has deteriorated to almost nothing, as a successful DC 15 Perception or DC 12 Knowledge engineering check reveals. It requires only a successful DC 12 Strength check to smash this wall down from the south side of the building. Workroom This old workroom houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood. The grimples used to come and go through the trap door in the floor, but stopped using the surface entrance after the arrival of the guard dogs.
Their tracks are obvious here, and they can be identified as grimple tracks with a successful DC 15 Knowledge nature check. The trap door opens into a foot-deep shaft with a ladder that leads down to area A4. Rat Kennel CR 1 The eye-watering stench of urine and feces fills this large room. Nests made of chewed crates and barrels line the walls, while rusty knives and hooks cover the tabletops. At this point, the imp does not directly interact with the PCs; she prefers to remain invisible and observe, watching as these new visitors fight the grimples, rats, and other occupants and hoping they find her contract in area A7.
Now and then, the imp plays a few measures of strange, discordant music on her pan pipes—feel free to have the PCs periodically catch a few seconds of this strange music coming from further in the complex. You can even use this music as a way to lure the PCs deeper into the chambers. Grimple Nest CR 2 Dirty salt and sawdust coat the floor of this gloomy hall. Bits of the wall masonry have been chewed or clawed away, revealing narrow, winding animal tunnels beyond. Steel rails are mounted in the ceiling, with a few lonely iron hooks dangling from them. A pile of stained pillows and motheaten blankets lies in a ten-foot-square depression in the floor to the northwest. A rusty, half-destroyed iron grating hardness 10, hp 30, break DC 20, Disable Device DC 20 blocks access to a flight of stairs leading down to the northeast. The key from area A1b can unlock this grating, but the lock is rusty—it takes 1d3 rounds to make the key work.
Over the past several weeks, though, the pack has been whittled away by the mean dogs that moved in above. If four grimples are slain, the remaining grimple attempts to flee—if it escapes, it does not return to the Fair Fortune Livery. The grimples have been using it as a bed and treasure vault. When she realized that several years of work had culminated in little more than a faint dimensional ripple that allowed a pair of lemure devils to leak through into the cistern, the frustrated and demoralized imp abandoned her futile escape attempts and settled in for the long wait for her contract to be uncovered and moved. The two lemures Blosodriette accidentally called remain here to this day, wallowing and flopping about aimlessly in the fetid water. The lemures will pursue foes north to area A7, but not up the stairs back to area A5.
LEMURES 2 A fifty-foot-diameter pool of rancid, brown slurry fills most of this circular chamber. Chunks of plaster have fallen away, leaving ragged patches behind in the walls and ceiling and mounds of rubble on the floor. What wall space remains is decorated in crude drawings and symbols of sinister form. Greasy-looking chains run between four stout pillars rising from the muck and anchor to various points on the wall. Today, what was once an open fountain is filled with tainted water that seeps slowly away into the river. The foul waters of the cistern are only 3 feet deep, but any character that enters the water must succeed at a DC 12 Fortitude save each round to avoid being nauseated for 1 round this is a poison effect. In addition, upon first being immersed in the water or drinking it but not upon subsequent such exposures , a character is exposed to a mild form of blinding sickness Fortitude DC 12 negates; blindness caused by this lesser strain lasts for only 1 day.
The rubble-strewn portions of the ground are difficult terrain. The markings on the walls are litanies and invocations to Hell scribbled in Infernal by Blosodriette as part of her attempt to transform the pool into a portal to Hell. A successful DC 15 Knowledge arcana or planes check is enough to confirm that the runes are an attempt to open a portal to Hell, and that while they actually may have once worked—if only for a few seconds—the runes no longer carry any magic in them. The Old Hideout These rooms have fallen mostly into disrepair. Chunks of plaster hang from the walls, exposing rough stonework beyond. Scattered furnishings that once outfitted bunkrooms, a kitchen, and even an armory lie scattered about in states of complete disrepair, and doors hang from hinges in the crumbling archways that lie between the chambers.
A successful DC 15 Perception check reveals a small nest in the northeast corner that seems to have been used by a small humanoid creature—perhaps another grimple gremlin—but not enough material remains in the nest to reveal more. In truth, this nest belongs to the imp Blosodriette, who remains invisible and silent for now. The imp waits for the PCs to find her contract, hoping they bring it away and thus allow her to follow along invisibly. If the PCs do manage to find the imp, Blosodriette prefers not to fight at this time but instead uses invisibility and her greater mobility to flee and hide. See her NPC entry on page 52 and her plans in Part 2 of this adventure for more details. Treasure: When the Silver Ravens abandoned this safe house nearly a decade ago, they took most of their valuables with them. However, they left behind a small cache of emergency supplies and incriminating documents that, over time, were forgotten. A PC who succeeds at a DC 10 Perception check notices three small crates in the northeast corner of the ruined chambers.
Known as much for its traditional halfling fare pouch of a dozen pearls worth gp each. as for its lovable proprietor, Laria Longroad, the bakery The second crate contains a locked, watertight iron serves a second purpose that few Kintargans suspect: coffer hardness 10, hp 15, break DC 20, Disable Device as headquarters and safe house for the local branch of DC 25 —the key is long lost. The coffer contains a small the Bellflower Network. As valuable as these scrolls are, the When the PCs arrive at Long Roads with other documents in the coffer are perhaps Rexus, Laria greets them like old friends and worth even more. These documents contain a she merely wants a private place to talk to wealth of information about the Silver the PCs and Rexus. She also wants to know decipher them.
Fortunately, what sort of troubles they had Rexus is perfectly suited at the Fair Fortune, as much as for this task see Decoding to gauge their skills as to hear a the Documents on page 26 for rousing tale of adventure. Laria is more information. endeavor to make them seem likable, friendly, and The Silver Ravens used these magical devices to trustworthy to the PCs as well! These six items represent a reveals her association with the Bellflower Network. ground, leaving her virtually blind as a fixer. Role notes on page Rexus volunteers to work on decoding the documents the PCs uncovered, but also suggests that Laria would be a valuable advisor if the PCs wish to help rebuild the Silver Ravens and save Kintargo.
The Long Roads Coffeehouse is located in Villegre, just northeast of the park. The establishment caters to an eclectic mix of customers, serving coffee and food Laria offers the PCs the bunkroom in Long Roads area B6 as a safe place to hide. She had been allowing a friend, Nan Comerivos, to smuggle a load of Varisian textiles through the tunnels adjoining her basement, and has been storing many of them until he could find a buyer. Laria hopes that Nan is fine and is simply lying low— someone has been eating the food and wine she leaves in the basement each day, after all—but by night she hears inhuman laughter echo from below.
Now the sisters are aimless. For now, as long as food continues to be left in area C1, the sisters are content to wait, but they know that eventually either the food will run out or someone will come looking for them. As their adopted dire corby Chough grows ever more violent and the sisters number fewer and fewer, desperation has finally settled in. Depending on which tactic the PCs take, they may be able to recruit the surviving sisters as their first unique team for the Silver Ravens, or they might end up with a desperate fight for the control of the Wasp Nest on their hands. Ceiling height in the Wasp Nest is 10 feet. Dry Cellar This basement contains numerous crates of cooking ingredients, sacks of coffee beans, and other supplies needed to maintain a thriving business. The secret door in the northwest wall is closed, and a successful DC 25 Perception check is required to notice it, but Laria can show the PCs where it is and how to open it.
At your discretion, Laria might accompany the PCs into the chambers beyond. Stormwater Shrine CR 2 This long, damp hallway opens to the southeast into a large reservoir of calm, dark water. A wooden pier extends twenty feet into the water, while another twenty feet out rises the top half of a statue of a beautiful elven woman. A foul smell, like that of rotting meat, comes from somewhere near the pier. Two holes have been knocked into the northwest walls to provide access to chambers beyond. Not long after the Chelish Civil War came to an end, the church of Calistria was forced to abandon its cathedral on Temple Hill after House Thrune outlawed worship of the Savored Sting. Most of the faithful fled north to seek shelter in cities such as Magnimar and Riddleport, but here and there worshipers clung to their traditions and their homes, practicing their faith in hiding. One small group chose this area as a place to hole up, and walled off a stormwater overflow pool to use as a shrine to their goddess.
Eventually, inquisitors of Asmodeus routed the cult, and today all that remains of the shrine is a statue standing in 3 feet of stagnant water. With a successful DC 10 Knowledge religion check, a PC identifies that the statue depicts Calistria, the elven goddess of revenge and lust. The small dock is a much more recent addition to the area. Public Dining: The Long Roads Coffeehouse features a large dining room for customers and bakery space behind the counters. A large portrait of Queen Abrogail II hangs above the bar—a new and legally mandated addition to the decor.
The signature drink at the Long Roads is as much about the beans and roasting as it is about the spices mixed into the brew. Laria adds generous handfuls of cardamom, nutmeg, black pepper, and thileu bark to her grounds before brewing, creating a fragrant, perky elixir. She uses the same spices in most of her pastries— both savory and sweet—giving her a legitimate excuse to regularly contact merchants sailing to and from Varisia. A trap door leads up to area B4. Pantry: Used to store commonly used ingredients. A concealed trap door Perception DC 15 to notice leads down from the pantry to a dry-goods cellar below area C1—see The Wasp Nest on page Employee Room: This comfortable common area is for employees, and is furnished with halfling-sized beds, dressers, chests, and desks.
Guest Room: This narrow bunk room accommodates the occasional human-sized visitors and guests Laria offers the room to the PCs. Creature: A rare creature lives in the waters of this shrine: an albino alligator. Run out of its previous lair by Thrune explorers who were searching the sewers for rebels, the alligator settled in here and, soon thereafter, made a meal of Nan Comerivos after the tengus dumped him into the water. The alligator swiftly attacks anyone who enters the water, but otherwise is content to lurk just below the surface of the water under the pier.
A successful DC 25 Perception check while searching the statue of Calistria uncovers a hidden panel underwater. The narrow drawer within once contained a stash of magical scrolls, but the drawer is now flooded and the scrolls have long since been ruined. Award the PCs XP for this thoughtful act. Here, escaped halfling slaves could hide in safety with a modicum of comfort before arrangements could be made to smuggle them out to a ship bound for Varisia or beyond via the sewer tunnels. After Chough murdered the wrong people in Riddleport, she and her sisters arranged to be smuggled out of town by Nan. If Chough hears the PCs battling the alligator, she watches from the shadows, delighted by the violence, but if they win, it takes her 2 rounds to register that Chough is dead.
She then flies into a rage and attacks, fighting to the death. Wasp Nest Warehouse CR 3 Stacks of unopened crates—some draped in moldering tarps—fill most of the space, creating a maze. Two tables sit in the center, scattered with playing cards and a smoking, unlit lantern. Korva Fushi 20 Converted from an old tenement basement, this warehouse contains smuggled goods, food supplies, and random odds and ends. Creatures: The Fushi sisters make their camp here, passing the time playing cards while trying to figure out how to escape the safe house. The tengus are led by the eldest, Korva, and are as a whole hungry and paranoid, convinced that bounty hunters from Riddleport or Kintargan soldiers could find them at any moment. They begin with an attitude of unfriendly when they first spot the PCs, and attack if they think they can subdue and rob the trespassers before bolting. If made friendly, the sisters agree to stay in Kintargo and work for the Silver Ravens see the appendix on page 51 for more details.
They hide in the darkness, move constantly between the stacks of crates, and lash out with sneak attacks when they see an opening or can flank an enemy. Morale Korva stops and negotiates if at least two of her sisters are killed or knocked unconscious, telling the PCs anything they want if she and her sisters can leave without harm. If Korva dies, any surviving tengus immediately surrender. Two crates of fine embroidered Varisian clothing still sit in the warehouse, worth a total of gp. Of course, they hardly have the power or infrastructure to actually do anything about it, but from this point onward, the PCs should be working to address that by rebuilding and growing their own resistance movement—the Silver Ravens. com presents all the rules you and your players will need to track the growth of the rebellion.
For now, though, the PCs should focus on gathering resources, building contacts, and recruiting support. Once the PCs take care of the situation in the Wasp Nest and report back to Laria, she thanks them for their aid and turns the Wasp Nest over to them as a starting hideout for the Silver Ravens—she has no plans to use it for the Bellflower Network while Kintargo is under martial law, after all, and hates to see a good space go to waste. If you do this, the development of the Silver Ravens as a group should not be removed from your game; it should simply fade to the background. As the adventure progresses, the PCs will have opportunities to recruit allies and unique teams to the Silver Ravens. Rebellion rules for these additional teams and allies are detailed at the end of the adventure in the appendix see page Laria has had some experience running her own illicit organization in the form of the local chapter of the Bellflower Network, and she has some brief words of advice for the PCs on how best to prepare.
The notes in italics below are meant for you, the GM, and should not be shared with the PCs. Step 1—Rally and Recruit: Before anything else, the PCs need to track down supporters and allies in Kintargo. Taking actions to help the downtrodden and to seek outspoken dissidents for support are but two possibilities. The bulk of the rest of this adventure is focused on this step. At the same time, securing the support of other factions within the city, such as the Rose of Kintargo, the Hellknight Order of the Torrent, 22 or even hidden allies among the government itself would be advisable.
Establishing a larger hideout in this adventure raises the maximum rebellion rank to They should take whatever defensive preparations they can to ensure that when the rebellion does move to take back Kintargo, Cheliax will not be able to easily interfere. Step 4—Take Back the City: Once the rebellion has grown strong enough and the PCs have amassed enough power and regional influence, the time will be right to move against Thrune. High-profile missions, be they assassinations of key government members, operations to rescue important political prisoners, or open opposition against church or state such as an attempt to retake the Kintargo Opera House from Barzillai Thrune will essentially force Thrune to deal with the rebellion, and once the Silver Ravens take this step, there is no turning back.
As a result, Laria warns the PCs to be sure of their resources and abilities before attempting to take back control of Kintargo. In truth, the traitor in the ranks is the imp Blosodriette, who was likely brought into the Wasp Nest without the PCs realizing it when her contract, hidden among the Silver Raven documents recovered from Fair Fortune, was brought to the new hideout for decoding and examination. Event 1: A Spy Among Us Concealed amid the hundreds of documents recovered from the Fair Fortune Livery is a contract binding the imp Blosodriette see page 52 to the Material Plane. Blosodriette was originally a bonded servant to House Sarini, but her master is long dead and the remaining Sarinis have no knowledge of her existence, leaving her with no real way to contact help. Her end goal is to escape the contract without being banished to Hell and without having the Sarinis regain control of her— but since only a Sarini can grant her freedom without banishing her to Hell, the imp is somewhat at a loss as to how to proceed.
For now, she spends most of her time lurking invisibly or disguised as a rat or spider, observing and watching as the PCs and their growing number of allies and minions come and go in the Wasp Nest. Her tinkering and trickery begin merely as ways to entertain herself, but rapidly progress to a point where the imp hopes to either convince the PCs to release her or to attract the attention of allies beyond the Wasp Nest to set her free. If instead the PCs hesitate but are obviously considering destroying or otherwise further investigating the mysterious document, the imp grows nervous and confronts the PCs as detailed in Event 5 below. Certain events and occurrences can cause Notoriety to increase or decrease, but one sure way to become notorious is to openly challenge the dottari.
Every dottari or militia member slain in a public place increases Notoriety by an additional 1d6 points. For greater crimes, a PC is likely sent to the Holding House for several days until the government decides what to do with the criminal—some are freed, others are sentenced to excruciations, and particularly important prisoners are moved on to Kintargo Keep. Event 2: The Collapse The first time the PCs return to the Wasp Nest after a mission, a section of wall in the storeroom area C4 collapses. The sound of the crumbling wall is automatically heard by anyone in the Wasp Nest. A member of this team was caught in the collapse and killed by the falling rubble, causing that team to become disabled. A successful DC 13 Disable Device or Knowledge engineering check reveals tool marks around the broken wall, indicating sabotage. A successful DC 15 Perception 23 check uncovers a hammer and chisel hidden nearby. The collapse was, of course, caused by Blosodriette. Story Award: If the PCs find one or both of these clues and come to the conclusion that the Wasp Nest was sabotaged, award them XP.
Left to their own devices, the guards find the concealed basement area C1 but not the secret door unless the PCs are foolish enough to leave it open. Event 4: Uncovering the Patsy Dottari Guard 24 A week after the dottari visit occurs, and every week thereafter, Blosodriette continues using Morgar Manthai to sabotage the Silver Ravens. Every week, each PC can attempt a DC 20 Sense Motive check; those who succeed notice Morgar engaged in something suspicious—writing a strange letter, perhaps, or skulking about and eavesdropping on PC conversations. If no one succeeds at the check, have another group of dottari show up repeating Event 3 above or have a mysterious accident occur another collapse like in Event 2, or perhaps a fire or a near-drowning.
If the PCs notice Morgar acting funny and confront him, the man defends his innocence at first. Blosodriette has taken steps to be subtle in her manipulations, using suggestion and whispering her commands to the man while hiding in the shadows. Hopefully, the PCs find her out before this comes to pass! Once the PCs are aware of the situation and are keeping an eye out, you can assume that the entire party is essentially taking 20 on their Perception checks as they interact with the Wasp Nest; this determines the DC that Blosodriette must meet with her daily Stealth check in order to remain hidden.
Scourge of the Godclaw Written by Larry Wilhelm Released June 29, Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are given the task of destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon that was once an ally of Iomedae herself! With the dragon defeated and the citadel secured, the vile characters must perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights. Hell Comes to Westcrown Written by Ron Lundeen Released August 4, Cheliax's largest city, Westcrown, has fallen to the Glorious Reclamation, and the evil adventurers are sent to reclaim the city in the name of Thrune.
Armed with the legendary weapon they created from a gold dragon's head, the nefarious characters confront the Glorious Reclamation's army and break their 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 must 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. Player's Guides Hell's Vengeance Player's Guide Released February 24, The Hell's Vengeance Player's Guide gives players all the spoiler-free information, inspiration, and new rules they'll need to create characters prepared for delving into the adventure and intrigue of the Hell's Vengeance Adventure Path, Paizo's first Adventure Path designed for evil player characters.
Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path's themes of quelling dissent and upholding the infernal laws of Cheliax as villainous agents of the Thrice-Damned House of Thrune, along with new campaign-specific traits to give evil adventurers the edge they'll need to take on the dangerous threats faced in the Hell's Vengeance Adventure Path. This player's guide also features a brief overview of the nation of Cheliax where the campaign takes place, various class options and advice for nefarious villains, as well as six pregenerated evil characters ready to take on a Hell's Vengeance campaign. Sourcebooks Agents of Evil Written by Thurston Hillman Released December Delve deep into discussions of what it means to undertake evil tasks, both for truly selfish characters and for those hard-eyed heroes willing to get their hands dirty in pursuit of the greater good.
Explore new character options for PCs not squeamish about what patrons, gods, or other sources of power they serve, and gear up with a smorgasbord of sinister magic items, forbidden equipment, and spells that will make paladins think twice about working with you! Cheliax, The Infernal Empire Written by Amanda Hamon Kunz, Ron Lundeen, and Mark Moreland Released December Explore the vast nation and its inhabitants, from the gnomes of Brastlewark to the xenophobic, winged strix of Devil's Perch; from the rebellious citizens of Kintargo to Thrune loyalists in the heart of Egorian. Maps Hell's Vengeance Poster Map Folio Released July Set your sights on the diabolical empire of Cheliax with the Hell's Vengeance Poster Map Folio! Plot your course to crush the opposition or locate the enemy's armies with these three massive poster maps designed for use with the Hell's Vengeance Adventure Path. These huge, lavishly illustrated poster maps display the borders in which the Hell's Vengeance Adventure Path take place.
The first reveals the nation of Cheliax, complete with its settlements and notable locations. The second map portrays the nation in a beautifully illustrated manner suitable for a museum's walls. The final map depicts the empire's capital—Egorian, City of Thorns. Whether you need an overview of the nation or a gorgeous player handout, these beautiful maps are the perfect resource for the Hell's Vengeance Adventure Path or any fantasy campaign. Miniatures Hell's Vengeance Pawn Collection Produced by Paizo Inc. Released November 16, Key monsters and NPCs from the Hell's Vengeance Adventure Path come alive on your tabletop with the Hell's Vengeance Pawn Collection , featuring more than creature pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy RPG!
Printed on sturdy cardstock, each pawn presents a beautiful full-color image of a monster or NPC from the Hell's Vengeance campaign, including angels, archons, and knights, and dozens of unique pawns. Facebook Twitter. Popular Posts. November 25, Random Posts. Copyright © Linnea Robes. addClass 'theiaStickySidebar'. Book 2: Sekamina In the second installment of the Down Through the Darklands! adventure path, our heroes must delve even deeper into the benighted world of the Darklands in order to discover the mysterious forces behind recent attacks against their trading partners in Nar-Voth. Political intrigue and deadly encounters await! Turn any stunning vista or evening a boring outdoor afternoon into a chance to experience some satisfying vidgame content. The holo-fish even vary in aesthetics depending on your location!
Compare your high scores with friends or Your hapless comrade Edron Rannick has learned he is a long lost noble scion and hereditary ruler of remote and mysterious Fort Rannick. You must help your friend oust the false claimants to his lands, purge the town under his charge of monsters and murderers, and host a treacherous convocation of I've wanted to provide any future DMs that are going to use the map with the freedom they might need. I will consider modifying it for future use and with more "eye candy", however, this might be a future project or none at all. Do let me Contains versions formatted for Letter and A4 paper, each in full color and black and white for easier printing. They provide an opportunity for research, defense, financial gain, and exploration across the world.
Find out about this new organization providing adventurers with money and excitement. Author: Curtis Baum Artist: Regan Shupe System: Pathfinder Soulcallers are martial devotees of the Lady of Graves uniquely granted the ability to harness latent energy from dormant souls in the Boneyard, using them to empower their own magical capabilities. This PDF contains six new Feats as well as a new associated Focus Spell to use for your character to undertake the Soulcaller archetype. Return to the pirate's life as the legendary Bloodlust Corsairs! Old salts tell of a crew of bold privateers whose reckless greed earned them a dire curse—the curse of lycanthropy! Weresharks prowl the Shackles, completely given over to the murder and evil in their blood. But the doomed adventurers The Worldwound devastated the barbarian nation of Sarkoris, but before that cataclysm, Sarkoris had its own heroes and its own deadly villains.
Journey back to the final days of Sarkoris, where demon cults skulked in the shadows, proud barbarians ruled their clans and cities, To those with the determination to pursue two demanding and esoteric skill-sets, weaving magic into the fine arts empowers themastery of both. Time, practise and creativity lead to the creation of powerful, unique objects that defy the limits of scholarly magic. The Wondrous Artist Archetype contains a dedication and Unlike other solar manifestations' focus on stars and damage output, this solar manifestation is all about controlling the battlefield at range, with gravity and area denial. This PDF includes rules for a new solar manifestation, new But some inventors dare to thread the dangerous line between science and arcane magic. This short supplement for Pathfinder Second Edition introduces Burgeoning Deities seeks to provide new minor divinities to incorporate into your Pathfinder 2e game, and this first installment introduces Deyirna, Friend To All!
Here is Sarenrae taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may see the Dawnflower this way. This image is 8. The ZIP file contains a PSD , All ready to be used in Roll20 or Foundry VTT Gridless Pathfinder Isometrics part 0 contains the following. A fully colored Isometric map of the Sunken Ship "Direption" from Here is Shelyn taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may have the Eternal Rose showing a more masculine side of beauty. The ZIP file contains Here is Desna taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may need the man of their dreams. The ZIP file contains a PSD , PNG , Follow the Catfolk Swashbuckler, Mourka, as he leaves his Catfolk tribe and his lifelong home in the Mwangi Expanse on the his first adventure.
After encountering some friendly travelers, Mourka crosses through the wastelands of Nex and encounters challenges along the way. This story was written for middle school aged children to enjoy the world of Golarion Delmar Freesoul, Halfling Bard Delmar was born a slave in Corentyn, where his parents taught him to be a proud worshipper of Cayden Cailean. After they were killed for their beliefs, the Bellflower network helped Delmar escape to Rahadoum. Disillusioned with religion, he embraced the Laws Filarina Gransliem, Human Cavalier Filarina believed herself to be male until she used a magical girdle to join the Gray Maidens in search of her conscripted sister. Initially refusing to reverse the girdle's effects out of dedication, Filarina eventually realized that the "cursed" girdle Variell Durnatt, Half-elf Rogue Variell spent her early adult life as part of a team of con artists and charlatans, acting as their resident "mage," despite her skill with magic being just another form of trickery.
When her Aharra, Elf Inquisitor of Ragathiel Aharra was raised by Order of the Rack hellknight parents from Westcrown, and had a brutal upbringing with constant beatings to "toughen her up". One day, she happened upon a dying priest who handed her a book and prayed she read it with his dying breath, Looking for some inspiration? Ten of a Kind - The Warrior takes a closer look at ten very different kinds of warrior type characters. The book strives to mesh in-game mechanics with character background in a way that makes the numbers come to life.
We'll set the scene with a brief story, showing the character in their natural environment, then fill this concept with the relevant Monster beschwören ist, regeltechnisch gesehen, nicht unkompliziert. Das Monster muss im Monsterhandbuch gesucht werden. Dann wird bei allen Kreaturen, die nicht von Natur aus von einer anderen Ebene kommen, eine Schablone addiert. Dazu kommt, dass herbeigezauberte Kreaturen eine Reihe Sprüche Verbündete beschwören ist, regeltechnisch gesehen, nicht unkompliziert. Die Kreatur muss im Monsterhandbuch gesucht werden. Dann müssen gegebenenfalls Sprüche und Spezialangriffe nachgeschlagen werden.
Ebenso ist er für Spielleiter, die Schwärme einsetzen wollen. Schwärme beschwören ist, regeltechnisch gesehen, einfach.
Posted by: garykraffte Beranda Pathfinder Hell's Rebels Pdf Download by Willis Mccalment - Desember 02, 0. Title Publisher Price Curse of the Crimson Throne Second Edition Conversion Guide A complete Pathfinder Second Edition conversion for the Curse of the Crimson Throne Adventure Path! What started as a basic conversion and later became a two year long passion project is now available. This conversion requires you to own a copy of the Curse of the Crimson Throne: Anniversary Edition Adventure Path. This guide is an encounter-by-encounter guide and is intended to be used as a supplement Two years in the making, this little book has been my way of taking all of the work I did as a GM on the fly, polishing it and making it into something beautiful I hope!
You will need to buy a physical or digital copy of the original adventure for Pathfinder 1st Edition, which details the story, major NPCs, maps and plot points This page document contains everything you need to implement Mythic rules in your Pathfinder 2nd Edition game. In addition, this product contains a short series of guidelines on including The end of days is nigh! Deep in the earth lies the seed of a primordial alien being, long incubated in the deepest part of the planet! The time has come for it to complete its life cycle and break free. following the trail of an ancient artifact, you must race across all of Golarion, collectng the lost lore of many cultures - and unlock the secrets that will prevent THE Can you and your party of brave adventurers race across Golarion - facing countless dangers - and unlock the secrets that will prevent THE END OF DAYS The End of Days Player's Guide contains everything you need to prepare your character for the End of Days campaign.
The guide contains information on ancestries and classes in Tsentarev plus a new Castle Backgrounds A spellcasting system where you have to create your own spells, piece by piece Want to create a burst spell that inflicts the frightened condition and deals fire damage? Pick the Burst fundamental rune, the Fire effect rune, and the Scare effect rune and burn an appropriate level spell slot. Want to make a line of cold damage that blinds people? Pick the Line fundamental rune, Options herein are themed around the magic of strength, and the stances and feats epitomize a warrior-mage who uses their magic to enhance their already formidable might Combat rules are just 2 pages 1 rules page, 1 actions page. Rather than taking separate roles and fighting over who gets to be captain and who Well met Pathfinders!
Innkeeper Terra here bringing you today's latest brew, an expansion to PF2's Stamina Feats. Let's be honest, anyone who has run the Stamina variant rule wanted more options for their players to Use martial techniques to attune to the cosmos, bringing forth incredible magical power! Balance the explosive, aggressive Photon Mode with the utility-oriented, defensive Graviton Mode! Unleash potent magical abilities in a manner entirely unique to the Solarian! This is an adaptation of Starfinder's Solarian class for Pathfinder Second Edition. As an adaptation, From the bustling planet of Verces, the brand new invention of Cryofuel is sweeping the Pact Worlds.
Initially a breakthrough in temperature control, this potent hybrid substance was soon utilised by brilliant minds who seek to plumb the depths of what magic and Currently Contains: PDF Version college-ruled, wide-ruled, color version, black and white version. docx for Word Google Docs version Word and Google Doc versions include instructions for keeping all session notes within a single document. Does not currently Contain Player's Guide Down Through the Darklands! Player's Guide The Down Through the Darklands! adventure path is a Pathfinder Infinite second edition adventure that takes the heroes from level 1 to 13, in an epic tale that starts in the vassal state of Isger and ends in the depths of the world of Golarion! This player's guide opens up options and introduces the players to the region, common backgrounds, useful class Bestiary Down Through the Darklands!
Bestiary A Pathfinder Infinite Bestiary for the Down Through the Darklands! Adventure Path. This bestiary contains over 40 pages of creatures including variant drow, deep gnome and gug for your Darklands-based campaigns! It also contains several creatures from previous editions including cytelish zombies and munavri, psychic sailors of the underground seas! Book 1: Nar-Voth Down Through the Darklands! Book 1: Nar-Voth by Tyler Zoro, Down Through the Darklands! is a Pathfinder 2e Adventure Path that takes places in the titular lands below the Inner Sea.
The adventurers begin at level 1, responding to the call of a homesteader and trader in northeastern Isger. Soon they become embroiled in a sprawling adventure that will take them to the deepest reaches of the Darklands! Book 2: Sekamina Down Through the Darklands! Book 2: Sekamina In the second installment of the Down Through the Darklands! adventure path, our heroes must delve even deeper into the benighted world of the Darklands in order to discover the mysterious forces behind recent attacks against their trading partners in Nar-Voth. Political intrigue and deadly encounters await! Turn any stunning vista or evening a boring outdoor afternoon into a chance to experience some satisfying vidgame content.
The holo-fish even vary in aesthetics depending on your location! Compare your high scores with friends or Your hapless comrade Edron Rannick has learned he is a long lost noble scion and hereditary ruler of remote and mysterious Fort Rannick. You must help your friend oust the false claimants to his lands, purge the town under his charge of monsters and murderers, and host a treacherous convocation of I've wanted to provide any future DMs that are going to use the map with the freedom they might need. I will consider modifying it for future use and with more "eye candy", however, this might be a future project or none at all. Do let me Contains versions formatted for Letter and A4 paper, each in full color and black and white for easier printing.
They provide an opportunity for research, defense, financial gain, and exploration across the world. Find out about this new organization providing adventurers with money and excitement. Author: Curtis Baum Artist: Regan Shupe System: Pathfinder Soulcallers are martial devotees of the Lady of Graves uniquely granted the ability to harness latent energy from dormant souls in the Boneyard, using them to empower their own magical capabilities. This PDF contains six new Feats as well as a new associated Focus Spell to use for your character to undertake the Soulcaller archetype. Return to the pirate's life as the legendary Bloodlust Corsairs!
Old salts tell of a crew of bold privateers whose reckless greed earned them a dire curse—the curse of lycanthropy! Weresharks prowl the Shackles, completely given over to the murder and evil in their blood. But the doomed adventurers The Worldwound devastated the barbarian nation of Sarkoris, but before that cataclysm, Sarkoris had its own heroes and its own deadly villains. Journey back to the final days of Sarkoris, where demon cults skulked in the shadows, proud barbarians ruled their clans and cities, To those with the determination to pursue two demanding and esoteric skill-sets, weaving magic into the fine arts empowers themastery of both.
Time, practise and creativity lead to the creation of powerful, unique objects that defy the limits of scholarly magic. The Wondrous Artist Archetype contains a dedication and Unlike other solar manifestations' focus on stars and damage output, this solar manifestation is all about controlling the battlefield at range, with gravity and area denial. This PDF includes rules for a new solar manifestation, new But some inventors dare to thread the dangerous line between science and arcane magic. This short supplement for Pathfinder Second Edition introduces Burgeoning Deities seeks to provide new minor divinities to incorporate into your Pathfinder 2e game, and this first installment introduces Deyirna, Friend To All! Here is Sarenrae taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may see the Dawnflower this way. This image is 8. The ZIP file contains a PSD , All ready to be used in Roll20 or Foundry VTT Gridless Pathfinder Isometrics part 0 contains the following.
A fully colored Isometric map of the Sunken Ship "Direption" from Here is Shelyn taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may have the Eternal Rose showing a more masculine side of beauty. The ZIP file contains Here is Desna taking a male-presenting appearance! Perfect for you to use in supplements about cults, cultures, or individuals that may need the man of their dreams. The ZIP file contains a PSD , PNG , Follow the Catfolk Swashbuckler, Mourka, as he leaves his Catfolk tribe and his lifelong home in the Mwangi Expanse on the his first adventure. After encountering some friendly travelers, Mourka crosses through the wastelands of Nex and encounters challenges along the way. This story was written for middle school aged children to enjoy the world of Golarion Delmar Freesoul, Halfling Bard Delmar was born a slave in Corentyn, where his parents taught him to be a proud worshipper of Cayden Cailean.
Pathfinder Hell'S Rebels Pdf Download,
10/10/ · Pathfinder RPG - Hell's Rebels AP 1: In Hell's Bright Shadow Paizo Inc. Please note that you can get the entire cost of the PDF purchased from blogger.com off this order as a guidelines, rights and download pathfinder adventure path hells rebels page Y: A executive multiplicity and apoptosis of public editors '. office Cancer Research and Treatment. Hell’s Rebels is about Kintargo, and the valiant efforts of a group of rebels to protect this city from the cruelties and injustices of House Thrune. It is not intended to be the Adventure Path DOWNLOAD PDF FILE. Recommend Papers. Pathfinder Adventure Path # Turn of the Torrent (Hell's Rebels 2 of 6) Interactive Maps. Pathfinder Adventure Path: Hell's Rebels 02/12/ · Book 1: Nar-Voth by Tyler Zoro, Down Through the Darklands! is a Pathfinder 2e Adventure Path that takes places in the titular lands below the Inner Sea. The adventurers 18/08/ · Pathfinder Hell'S Rebels Pdf Download Pathfinder Adventure Path # In Hell'S Bright Shadow (Hell'S Rebels 1 Of 6). Pages · · MB · 1, Downloads· ... read more
Of course, brute force is also an option. Characters who investigate these shelves in particular and succeed at a DC 15 Knowledge arcana check recognize that the shelves bear numerous warning sigils carved into them to warn of the presence of cursed items. Contact us at support. Should the PCs seem hesitant, Hetamon offers them 32 a reward for their aid: a pair of boots of levitation, free of charge, from his shop. Since the Night of Ashes, though, the place is crowded and talk about politics has exploded—as has the number of brawls.
Despite her rough childhood and violent adolescence, Laria remains friendly. The shrine is mostly underground, carved into an upthrust escarpment of stone that overlooks the Yolubilis. They enjoy playing the role of haunts and spooks, pathfinder hells rebels pdf download while remaining in hiding in the walls or up in the rafters, they use their spell-like abilities to mimic the effects of poltergeist activity. Creatures: The skum tribe utilizes this room as a sort of barracks now, and the first time the PCs visit, they encounter five of the aquatic monsters here. Bonustalente, die durch Merkmale erlangt werden, sind mt kompletten Text vermerkt. She resorts to her spiked gauntlet only as a last resort, preferring to keep to the air as long as possible, pathfinder hells rebels pdf download.
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