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Hell's Vengeance #4

Pathfinder Adventure Path #106: For Queen & Empire

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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.

Cover art by Wayne Reynolds

92 pages, Paperback

First published May 25, 2016

22 people want to read

About the author

Stephen Radney-MacFarland

156 books26 followers

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1 review
June 6, 2025
So, I am running this book for my players and my personal opinion on this one is mixed. On one hand I do enjoy the variety of NPCs the players can encounter throughout the book. Many of them have a lot of different aspects that make them interesting, with bits of trivia the players might never learn depending on who they side with and against.

On the other hand, some areas are missing information that is almost required to know now that players are getting up in levels and can take advantage of more powerful spells and flexible abilities. For example one area with a cavern system that includes multiple levels, climb DCs, and enemies with reach does not include the height of the ceiling, which was the first question the party asked since the cleric memorized Air Walk, Communal that day.

It wouldn't normally be that big of a deal, but a lot of encounter areas in earlier books include that information, so it is unfortunate things like that are missed in a number of the encounters in this one.

That said, I do appreciate the overall flexibility of the adventure, especially with it being written for evil characters. It has multiple major branches depending on choices the party makes, and does try to account for many of them. For example, an initial encounter early on that shouldn't end in combat still has the consequences if the party decides to go that route and how they can proceed without the adventure completely derailing.

I am going with 4 stars, though I had originally chosen 3, because in the end, the interesting bits outweigh the flaws, and the flaws can be overcome by the GM. I had to set up a note to just remember to ask myself "does this encounter have a built in response for flight, invisibility, instant movement or divination, and if not, do I have all the info needed to address the results of it being used" and that helped a lot.
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