TEXT: PLAYER’S GUIDE
  PLAYER’S GUIDE
  
  2
  PLAYER’S GUIDE
  ADVENTURE PATH
  Reference
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Animal Archive 
  AA
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Bestiary 4 
  B4
  Inner Sea Magic 
  ISM
  The Inner Sea World Guide 
  ISWG
  Monster Codex 
  MC
  Pathfinder Adventure Path #97 
  AP97
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
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  Coming TogeTher 
  3
  CharaCTer Tips 
  4
  Campaign TraiTs 
  11
  Cheliax aT a glanCe 
  14
  The ThriCe-DamneD house of Thrune 
  15
  hell’s VengeanCe pregeneraTeD CharaCTers 
  16
  Authors • Adam Daigle and Rob McCreary
  Development Lead • Rob McCreary
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  J Spearing
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  Wayne Reynolds, and Bryan Sola.
  Cartographer • Robert Lazzaretti
  Design Elements • Eva Widermann
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  and Linda Zayas-Palmer
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  Hell’s Vengeance Player’s Guide
  T
  he Hell’s Vengeance Adventure Path begins 
  when the Hellknight Order of the Godclaw 
  reveals that its members have found Heart’s 
  Edge, the legendary sword once wielded by the goddess 
  Iomedae. A group of Iomedaean knights calling 
  themselves the Glorious Reclamation, upset that a 
  Hellknight order held an important relic of their 
  faith, raided the Hellknights’ fortress, Citadel Dinyar, 
  and reclaimed the divine weapon. And rather than 
  stopping there, they set their sights on overthrowing 
  the diabolical Thrice-Damned House of Thrune! It is 
  your job to stop them. 
  This Adventure Path is specifically designed for 
  evil player characters, and works best with characters 
  eager, or at least willing, to work for House Thrune 
  and the lawful government of Cheliax, as well as to face 
  off against the might of the Iomedaean knights of the 
  Glorious Reclamation.
  But though Hell’s Vengeance gives you the chance 
  to play the villain, that doesn’t mean you can act like a 
  complete jerk. You’re still playing a roleplaying game 
  where you are a cooperative player in a campaign with 
  a defined goal. You need to come to the table with a 
  character that fits with the themes of the campaign and 
  can work with the other players in the game. It may turn 
  out that you and another player at the table have different 
  goals for the endgame, but as starting characters you 
  must to work together.
  COMING TOGETHER
  The Hell’s Vengeance Adventure Path begins in the town 
  of Longacre, a place where old Chelish army veterans 
  have settled and where other folk go to slip away from 
  the public eye. Many of the town’s veterans are outspoken 
  in their criticism of House Thrune and Cheliax’s military 
  policies, and have been mistreated, shunned, and driven 
  3
  
  4
  to Longacre in poverty and effective 
  exile—some have even had their 
  names struck from Cheliax’s military 
  rolls. Their presence makes Longacre a 
  powder keg just waiting for a 
  spark.
  As a reaction to the 
  recent insurgency of the 
  Glorious Reclamation, Her 
  Infernal 
  Majestrix, 
  Queen 
  Abrogail II, has declared 
  martial 
  law 
  in 
  Cheliax’s 
  largest cities 
  and urged all 
  loyal 
  citizens 
  to stand up and do 
  their part to keep the 
  empire 
  strong. 
  She 
  has sent a commandment to 
  loyal subjects in every village, 
  town, and city across the nation: 
  reaffirm your loyalty to Thrune and Cheliax 
  and prove your devotion by swearing the 
  Hellfire Compact.
  You are among those loyal subjects, and now is the 
  time to put down these reckless insurgents.
  The PCs begin the campaign right in the middle of 
  the action. Before beginning the campaign, talk with the 
  other players in the group and decide how you all happen 
  to be in Longacre and how you know the shady character 
  Cimri Staelish, who appears early in the first adventure.
  It’s helpful to create a character that is motivated to 
  work for House Thrune. This could be a greedy desire 
  to be part of the ruling aristocracy (or at least be able to 
  reap some of the rewards of being associated with the 
  ones in charge of a huge empire). Your motivation could 
  also stem from patriotism and extreme loyalty to your 
  nation (feel free to play up the ugly sides of nationalism 
  in this case). Another incentive to work for Thrune in 
  stopping the Glorious Reclamation could be simple 
  greed or obtaining permission to do what you want and 
  indulge in evil acts without any societal repercussions.
  CHARACTER TIPS
  You’re starting the Hell’s Vengeance Adventure Path, 
  but what kind of character should you play? What is 
  the best way to make a character that will fit into the 
  campaign and excel at the encounters to come? The 
  following hints, suggestions, and character options are 
  designed to help you create a character perfectly suited 
  to fighting against the Glorious Reclamation and the 
  forces of good and overcoming the challenges the Hell’s 
  Vengeance Adventure Path has in store for you and 
  your party. These suggestions are not exhaustive—
  thousands of viable character concepts can shine in 
  this campaign. For more discussion of characters 
  in the Hell’s Vengeance Adventure Path, visit the 
  messageboards at paizo.com and share your 
  experiences with others who are playing 
  through this campaign.
  alignmenT
  The Hell’s Vengeance Adventure 
  Path gives you the chance to play 
  an evil character. Just like in 
  adventures where you play 
  heroes working together 
  for the greater good, 
  in 
  Hell’s 
  Vengeance 
  you 
  play 
  villains 
  working 
  together 
  for 
  something 
  larger 
  than 
  the 
  individuals in the 
  group—you’re 
  fighting to save 
  your nation.
  Keep in 
  mind while 
  What Hell’s Vengeance Is Not
  Hell’s Vengeance is about working with House Thrune to 
  stop an uprising that is gathering strength throughout 
  the nation of Cheliax. The country is in turmoil and even 
  minor events could spark greater rebellion—possibly 
  even toppling the rightful government of Cheliax.
  The Adventure Path just before this one, Hell’s Rebels, 
  concerns an unrelated rebellion that explodes in the city of 
  Kintargo, giving the characters in that campaign a chance 
  to run Thrune out of their city. This Adventure Path, Hell’s 
  Vengeance, takes place concurrently with the events of 
  Hell’s Rebels, but it is not intended to undo the events 
  from Hell’s Rebels. Indeed, what happens in Kintargo has 
  little impact on the wider hostilities in Cheliax. The two 
  Adventure Paths are not meant to cancel each other out, 
  but instead show two sides of a similar conflict.
  In addition, Hell’s Vengeance assumes that the events 
  of the Council of Thieves Adventure Path have already 
  occurred. This has little effect on the Adventure Path 
  as a whole until the final adventure, but if you or your 
  GM are planning to play or run Council of Thieves in the 
  future, you should be aware that there will likely 
  be some inconsistencies between the two 
  campaigns if they are run outside of the 
  assumed order.
  
  playing in this campaign that being evil doesn’t mean 
  you are impulsive or reckless. Evil characters have the 
  same sense of self-preservation that heroes do. Also, evil 
  characters don’t have to be evil all the time. They often 
  choose the best times to be bad. Some evil characters 
  might not even think that they’re evil.
  Treat your characters like the villains that we’ve 
  presented as the bad guys in our previous Adventure 
  Paths. Each of them has a backstory and motivations that 
  involve more than just wanton destruction, murderous 
  rage, or continuous backstabbing (admittedly, some of 
  them are that, but they aren’t the ones with the grand 
  plans). Just as they don’t go around betraying or attacking 
  their allies, you should likewise try to avoid conflicts with 
  other players’ characters—everyone is here to have fun, 
  after all.
  While this Adventure Path assumes that the characters 
  are evil, it makes no assumptions about the particular 
  flavor of evil. Although the themes of Cheliax, Hell, 
  and Hellknights make lawful evil a natural fit for Hell’s 
  Vengeance, you can enjoy this campaign playing a 
  character of any evil alignment. Even though Cheliax 
  is a lawful evil empire, the government still has chaotic 
  evil and neutral evil people working for the strength 
  of the nation. Ideally, this campaign should be able to 
  accommodate a chaotic evil demon worshiper, a neutral 
  evil nihilist, and a lawful evil devotee to Asmodeus in the 
  same group.
  You could possibly begin the campaign playing a 
  neutral or lawful neutral character, but due to the foes 
  you encounter and the acts you commit throughout 
  the campaign, your character will almost certainly slip 
  into evil before long. This might be a fun way to play a 
  character who slowly descends into evil, but you should 
  talk over this concept with your GM first.
  Classes
  While many of the same options that make great 
  characters in any Adventure Path are good choices for 
  this campaign, a few class options are especially suited 
  for an evil campaign. The first such class that stands 
  out is the antipaladin. There hasn’t truly been a place 
  to play an antipaladin in our previous Adventure Paths 
  (with the possible exception of Skull & Shackles), and 
  Hell’s Vengeance can help you scratch that itch. 
  There’s even a tyrant antipaladin archetype in 
  Pathfinder RPG Ultimate Intrigue, if you want to flavor 
  your antipaladin with a lawful evil alignment.
  This could also be a great chance for you to play 
  a necromancer. While many in Cheliax, especially 
  among high society and rural peasants, find undead 
  to be abhorrent, necromancy isn’t illegal in Cheliax, 
  and as long as you can control your minions and stay 
  within the boundaries of the law you should be fine in 
  this campaign.
  As the church of Asmodeus is the state religion, a 
  divine spellcaster would fit a number of the themes and 
  intrigues in this campaign. Cleric is always a good choice 
  for this, but warpriests or inquisitors can also be found 
  in Thrune’s employ.
  If your group uses the unchained summoner from 
  Pathfinder RPG Pathfinder Unchained, this might be fun 
  way to play with your own pet fiend as well.
  arCheTypes anD presTige Classes
  A number of archetypes and prestige classes are unsuitable 
  for a band of heroes fighting the good fight. Thankfully, 
  you don’t have to worry about being a righteous hero this 
  time around—now you get to be a villain! Here’s your 
  chance to dig into some of the Pathfinder RPG’s more 
  vile and sinister character options.
  The following archetypes from various Pathfinder 
  products fit the themes of the Hell’s Vengeance Adventure 
  Path or any other evil campaign.
  Pathfinder Campaign Setting: Inner Sea Combat: 
  Hamatulatsu master (monk).
  Pathfinder Campaign Setting: Inner Sea Magic: 
  Chelish diva (bard). 
  Pathfinder 
  Campaign 
  Setting: Inner Sea Primer: 
  Egorian Academy infernal 
  binder (wizard).
  5
  PLAYER’S GUIDE
  
  6
  Pathfinder Player Companion: Agents of Evil: 
  Appeaser (cleric), devil impostor (unchained summoner), 
  insinuator (antipaladin)
  Pathfinder Player Companion: Champions of 
  Corruption: Blood summoner (summoner), dread 
  vanguard (antipaladin), raging cannibal (barbarian).
  Pathfinder Player Companion: Dirty Tactics Toolbox: 
  Asmodean advocate (cleric).
  Pathfinder RPG Advanced Class Guide: Champion of 
  the faith (warpriest), divine tracker (slayer).
  Pathfinder RPG Advanced Player’s Guide: Poisoner 
  (rogue).
  Pathfinder 
  RPG 
  Monster 
  Codex: 
  Fearmonger 
  (antipaladin). While this archetype was included as part 
  of the Bugbear section, there’s nothing keeping a non-
  bugbear character from taking this archetype.
  Pathfinder RPG Ultimate Intrigue: Tyrant (antipaladin).
  Pathfinder RPG Ultimate Magic: Dirge bard (bard), 
  gravewalker (witch), vivisectionist (alchemist).
  Gaining levels in a prestige class takes a little planning 
  and sometimes making certain connections or going 
  through certain events, but it can be rewarding in the 
  right campaign. The prestige classes most suitable for 
  this campaign require an evil alignment or joining an 
  organization such as the Hellknights. Here are a few of 
  the most suitable prestige classes for the Hell’s Vengeance 
  Adventure Path.
  Agent of the Grave (Pathfinder Adventure Path #45: 
  Broken Moon): Even though the Whispering Way has 
  nothing to do with this campaign, this prestige class 
  provides some strong options for a character who wants 
  to go the route of a necromancer.
  Assassin (Pathfinder RPG Core Rulebook): This 
  classic prestige class requires that you kill someone 
  for no other reason than to become an assassin. While 
  doing so wouldn’t fly at many tables expecting heroic 
  fantasy, this campaign is a good opportunity to be a 
  deadly killer.
  Blackfire Adept (Pathfinder Campaign Setting: Paths 
  of Prestige): Even though the Blackfire Adepts are not 
  directly associated with Cheliax, this prestige class gives 
  a player a chance to play an evil spellcaster focused on 
  an alternate approach to conjuration. Perhaps you’ve 
  come to Cheliax in order to insinuate yourself into 
  one of its magic academies into order to perfect your 
  conjuration techniques?
  Demoniac (Pathfinder Campaign Setting: Lords of 
  Chaos, Book of the Damned, Vol. 2): Chaotic evil demon 
  worshipers in this campaign might enjoy corrupting 
  themselves with demonkind with this prestige class. 
  You can’t let the devil worshipers have all the fun.
  Diabolist (Pathfinder Campaign Setting: Princes of 
  Darkness, Book of the Damned, Vol.1): This prestige 
  class is perfect for a character that wants to control 
  devils. The theme of this prestige class fits perfectly 
  with the spellcasting traditions of Cheliax.
  Evangelist, Exalted, Sentinel (Pathfinder Campaign 
  Setting: Inner Sea Gods): Any character who is religious 
  (worshiping one of the evil deities in particular—see 
  Religion on page 8) can become a strong servant of 
  that foul god by taking the Deific Obedience feat and 
  then progressing into one of the three prestige classes 
  detailed in that god’s entry.
  Hellknight (Pathfinder Campaign Setting: The Inner 
  Sea World Guide): Known throughout Cheliax and 
  beyond, the highly lawful and intimidating Hellknight 
  is an ironclad symbol of order. Even though you’ll be 
  fighting paladins and celestials, don’t worry about 
  getting the chance to slay a devil with Hit Dice greater 
  than your own in order to qualify for this prestige 
  class—the Adventure Path provides just the opportunity 
  you’ll need. For more information on Hellknights, look 
  for the upcoming book Pathfinder Campaign Setting: Path 
  of the Hellknight.
  
  Hellknight Signifer (Pathfinder Campaign Setting: 
  Paths of Prestige): As with the Hellknight above, you 
  should have no problem qualifying for this thematic 
  prestige class during the course of the campaign.
  Pain Taster (Pathfinder Campaign Setting: Occult 
  Mysteries): This prestige class is perfect for a masochistic 
  devotee to Zon-Kuthon. 
  Red Mantis Assassin (Pathfinder Campaign Setting: 
  The Inner Sea World Guide): For an assassin character 
  more closely tied to Golarion, consider the Red Mantis 
  assassin. This type of character would be perfect if you 
  want to vanquish opponents using precise strikes and 
  stealthy moves.
  Shadow Dancer (Pathfinder RPG Core Rulebook): It 
  wasn’t too long ago that Westcrown itself had a certain 
  shadow problem, and there are plenty of spellcasters in 
  Cheliax with an interest in shadow magic.
  Umbral Court Agent (Pathfinder Campaign Setting: 
  Paths of Prestige): Cheliax and Nidal have had a long 
  and complex relationship with one another, and it isn’t 
  uncommon to find Nidalese, especially those interested 
  in their own nation’s politics, within Cheliax. 
  BlooDlines, mysTeries, anD paTrons
  While all bloodlines are good choices, sorcerers and 
  bloodragers who wish to mesh closely with the themes 
  of the Hell’s Vengeance Adventure Path should consider 
  the following bloodlines: abyssal, destined, draconic, 
  imperiousARG, infernal, shadowAPG, and undead. If you 
  use wildblooded bloodlines in your games, the pit-
  touchedUM bloodline would be exceptionally thematic in 
  this campaign.
  The oracle mysteries that fit best with the themes 
  of this Adventure Path are the apocalypseMC, battleAPG, 
  bonesAPG, flameAPG, and outer riftsISM mysteries.
  If you are creating a witch character for this Adventure 
  Path, the following witch patrons complement the themes 
  of this campaign: deathUM, deceptionAPG, enchantmentUM, 
  insanityUM, occultUM, plagueAPG, shadowAPG, trickeryAPG, 
  and, of course, vengeanceUM.
  familiars anD animal Companions
  As a sizable nation with a favorable temperate climate, 
  Cheliax hosts a great variety of animals. A great number 
  of these can serve as familiars and animal companions. 
  Common familiars include the following: bat, cat, house 
  centipede, foxUM, goatUM, hawk, lizard, owl, raccoonAA, rat, 
  raven, scarlet spiderUM, thrushUM, and viper. For improved 
  familiars, augur kytonsB3, cacodaemonsB2, imps, mephits, 
  and quasits make good choices.
  The following animal companions can be found in 
  forests and plains throughout Cheliax: aurochs, axe 
  beakB3, badger, bear, bird (eagle, hawk, owl), boar, dire 
  bat, dire rat, dog, horse, ram, giant ravenAP97, viper, giant 
  weaselB4, and wolf.
  faVoreD enemies anD faVoreD Terrains
  Nearly all of the action in this campaign takes place 
  within Cheliax’s borders. Most of the Adventure Path’s 
  encounters occur in towns or cities and various forests 
  within Cheliax, so forest and urban would be smart 
  choices as favored terrain types. Underground is a solid 
  secondary choice.
  Strong favored enemy choices include humanoid 
  (human), humanoid (halfling), and outsider (lawful or 
  good), but other types of creatures will be encountered 
  throughout the campaign.
  languages
  Common is the most prevalent tongue spoken 
  by enemies and allies in this campaign. However, 
  characters might benefit from learning other languages 
  for the campaign. Many who aspire to greatness within 
  Cheliax and among the ranks of House Thrune or the 
  church of Asmodeus make it a point to learn Infernal. 
  Knowing Celestial can be important when it comes 
  to interrogating enemy outsiders or reading holy 
  texts or intercepted missives from the enemy. Other 
  languages spoken in Cheliax include Elven, Halfling, 
  and Shadowtongue.
  origins
  The Hell’s Vengeance Adventure Path takes place in 
  Cheliax and assumes that a majority of the PCs have 
  a strong connection to their beloved empire. The 
  campaign begins in the town of Longacre, a small town 
  filled with grizzled veterans, which might make for a 
  good place for one of the PCs to have grown up. If you 
  want your character to be from elsewhere, work with 
  your GM and the other players to create a compelling 
  backstory for why you are now in Cheliax and willing 
  to work with House Thrune. Thankfully, Cheliax is a 
  major nation in the Inner Sea region and people from 
  throughout Avistan and Garund pass through its ports 
  and across its borders daily.
  raCes
  Cheliax is many things to many people, but it’s not 
  exactly racially diverse. The majority of the empire’s 
  population is human, though there are also a few 
  marginalized populations of tieflings, halflings, and 
  gnomes. In the south, Garundi Chelaxians from Khari 
  are not uncommon, but for the most part the dominant 
  human ethnicity is represented by Chelaxians, with 
  Taldans and Varisians the next more common after that. 
  That said, Cheliax is a large and powerful nation and 
  all of the races in the Core Rulebook can be encountered 
  within the empire. For players who choose to play a 
  tiefling character, check out Pathfinder Player Companion: 
  Blood of Fiends for more tips on creating a great tiefling 
  character for this campaign.
  7
  PLAYER’S GUIDE
  
  8
  religion
  The easiest way for a religious character to 
  make the most of the Hell’s Vengeance 
  Adventure Path is to be a worshiper of 
  Asmodeus, but it is by no means required. 
  However, religion is less restricted in 
  Cheliax than one might think (see the 
  On Religion sidebar above). As long as 
  you follow the rule of law in the empire, 
  you are free to worship whatever 
  gods you wish. Aside from worshiping 
  Asmodeus, many Chelish people also 
  venerate the various archdevils and 
  whore queens of Hell, or follow the 
  philosophy of diabolism. 
  Among other popular deities in 
  Cheliax, Abadar is revered in the nation’s 
  cities, Erastil in the rural areas, and Zon-
  Kuthon in some places. Realistically, 
  you can probably worship a neutral 
  deity without too many problems 
  in this campaign, but the worship 
  of good deities is not suitable 
  for this Adventure Path. Likewise, 
  excessively chaotic religions are 
  not typically welcome in Cheliax, as 
  they have a tendency to disregard the 
  importance of law and thwart proper 
  societal norms. If you’re really eager 
  to worship a good or heroic deity, 
  you should set aside that character 
  concept for now and use it for Hell’s 
  Rebels or another Adventure Path 
  focusing on heroic characters.
  skills anD feaTs
  Decisions about feats and skills for this Adventure Path 
  should be considered as carefully as you would for a more 
  typical good-aligned campaign. Skills like Bluff, Disguise, 
  and Intimidate are as important in this Adventure 
  Path as they are in ones designed for good or neutral 
  player characters. The Hell’s Vengeance Adventure Path 
  features the same selection of social encounters, combat, 
  exploration, and dungeon crawls that you’d expect in any 
  Pathfinder Adventure Path. 
  While it’s not suggested that you work against your 
  companions in Hell’s Vengeance, the betrayal feats in 
  Pathfinder Player Companion: Champions of Corruption 
  provide a fun way to mess with your friends and 
  minions to gain exceptional results. This 
  pairs exceptionally well with cohorts or 
  On Religion
  The veneration of deities other than Asmodeus and 
  subservient 
  entities 
  (archdevils, 
  infernal 
  dukes, 
  malebranche, et al.) is permitted by the grace of Her 
  Infernal Majestrix, Queen Abrogail II of the Thrice-
  Damned House of Thrune, and may be revoked at any 
  time at her sole discretion. Those practicing these faiths 
  in opposition to the Church of Asmodeus may be declared 
  heretics and tried for their crimes, the penalty being 
  execution or, in the case of clerics of the Dark Prince’s 
  enemies, damnation to Hell. Asmodeus is generous, and 
  those who serve him will be rewarded, even with the 
  ability to follow other gods, as long as none supplant 
  the Archfiend in the hearts of his eternal servants—the 
  people Cheliax.
  —Edict 4671.315A.2v5 §15j (Revision 6)
  
  simply sympathetic villains. Just as a wizard hero should 
  ask a heroic rogue if it’s okay for her to rely on evasion 
  to avoid the wizard’s spell effects, you should consider 
  the same tactics when asking your companions to 
  be damaged in order to trigger your feat. These feats 
  provide a way for characters to simulate selfish and 
  heinous tactics, but they should in no way disrupt play 
  among friends.
  If you’re playing a dhampir and looking to engage 
  in the predations of your vampiric half, you can take 
  the Blood Drinker feat in Pathfinder RPG Advanced Race 
  Guide to help with the healing options of an evil party—
  and get to indulge in some sadism and your parent’s 
  undead urges.
  The Damned story feat from Pathfinder Player 
  Companion: Quests and Campaigns might be fun for some 
  characters, and the specific story requirement would 
  certainly have a chance to play out during the course of 
  the campaign.
  As you’ll be fighting a good number of humans 
  during the course of the campaign, the Kinslayer feat 
  in Pathfinder Campaign Setting: Inner Sea Races might be 
  a good choice for human characters (and to a lesser 
  extent, tieflings).
  While it might be a risk when it comes to death and 
  being resurrected, the damnation feats in Pathfinder 
  Player Companion: Champions of Corruption can be very 
  enticing to evil characters. Multiple damnation feats can 
  increase the power of these feats, depending on how far 
  you are willing to descend into damnation.
  For a spellcaster who wants to summon more than 
  fiendish animals and a small selection of devils or 
  demons, Summon Evil Monster from Pathfinder Player 
  Companion: Champions of Corruption is a good feat to have 
  for versatility and playing to theme. This is especially 
  strong when paired with other feats that boost your 
  summoning power like Augment Summoning, or 
  archetypes that augment summoning like the herald 
  caller cleric archetype from Pathfinder Player Companion: 
  Monster Summoner’s Handbook.
  Being allied with House Thrune qualifies an 
  evil character of 7th level or higher to take the Vile 
  Leadership feat, which is found in Pathfinder Player 
  Companion: Champions of Corruption. The following 
  tribute gives further details on the requirements to 
  maintain this feat.
  Tribute: At least once per week, an agent of House 
  Thrune must further the goals of the Chelish 
  government, preferably by striking down someone 
  in opposition to the government or rooting out a 
  subversive element. For those who don’t actively search 
  out dissidents, it is expected that you pay a tax of 500 
  gp per week to further the goals of House Thrune. The 
  events in the Hell’s Vengeance Adventure Path should 
  easily satisfy these requirements.
  Things To ConsiDer
  In addition to the previous advice regarding creating 
  your character, here are a few more things to consider 
  when you’re playing through the Hell’s Vengeance 
  Adventure Path.
  Be Smart: As mentioned earlier in the alignment 
  section of this Player’s Guide, being evil doesn’t mean 
  that you’re foolish, self-destructive, unintelligent, 
  or unlikeable. Plenty of evil characters have grand 
  motivations, networks of friends, and interests that 
  don’t always include murder, subjugation, abuse of 
  power, or perversion. Make sure that the character you 
  bring to the table is a compelling villain rather than just 
  a caricature. Just like good people, evil characters don’t 
  want to expose themselves to undue distress, so don’t 
  play your character as if she were reckless or stupid. 
  Want to Read More?
  A number of other books can help spice up your Hell’s 
  Vengeance Adventure Path experience. Listed below 
  are other resources that, while not necessary, can 
  greatly enhance the experience of playing through this 
  campaign.
  	 For	Game	masters
  To learn about Cheliax, its important people and 
  places, and dangers found within the nation, check 
  out Pathfinder Campaign Setting: Cheliax, The Infernal 
  Empire or its predecessor, Pathfinder Player Companion: 
  Cheliax, Empire of Devils. In addition, the Council of 
  Thieves Adventure Path, which takes place in the city of 
  Westcrown, contains an abundance of information about 
  Cheliax, the Hellknights, and additional monsters you can 
  use in this campaign. If you want information on Hell, 
  its hierarchy, and the devils that populate the plane, 
  grab a copy of Pathfinder Campaign Setting: Princes of 
  Darkness, Book of the Damned, Vol. 1. 
   For	Players
  For information on playing a character from Cheliax, 
  check out Pathfinder Player Companion: Cheliax, Empire 
  of Devils. For character options directed at evil characters, 
  look at Pathfinder Player Companion: Agents of Evil, 
  Pathfinder Player Companion: Champions of Corruption, 
  and Pathfinder Player Companion: Faiths of Corruption.
  	 For	all
  For more information about the Chelaxian people, look to 
  Pathfinder Campaign Setting: Inner Sea Races, and if you 
  want to know more about Asmodeus and his faith, check 
  out Pathfinder Campaign Setting: Inner Sea Gods.
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  PLAYER’S GUIDE
  
  10
  Doing so will result only in annoyed friends and a 
  campaign cut too short.
  Sensitive Material: When you’re beginning the Hell’s 
  Vengeance Adventure Path, talk with your group and lay 
  down some ground rules. Bring up any concerns about 
  your comfort level with the group early on. Stress that 
  going over the line or instigating intra-party conflicts 
  can ruin real-world friendships (or at least make things 
  uncomfortable). This kind of thing is more likely to occur 
  in an evil campaign than in a heroic campaign, which is 
  why many people are wary of running evil campaigns.
  Consider adjusting the details of encounters to 
  accommodate others’ comfort levels. If someone in 
  the group is a passionate animal lover, tone down 
  any relevant encounters. Likewise, if someone in the 
  group is disturbed by excessive gore, avoid graphically 
  describing swords swinging into helpless peasants, and 
  sidestep graphic depictions in favor of “fade to black” 
  moments throughout the campaign to help others at the 
  table be more at ease.
  Also, keep in mind that there are different styles 
  of evil. If a dark and gritty realistic portrayal of evil 
  might be too much for you and your group, consider 
  lightening things up by portraying a moustache-
  twirling caricature of evil instead. Remember, the main 
  point of Pathfinder is to have fun as a group. 
  If you are concerned with certain aspects of this 
  campaign but are still eager to play in it, you might want 
  to talk to your group about arranging for some type of 
  sign that the players (and the GM) can present that lets 
  the rest of the table know that person is close to the 
  edge of his or her comfort zone with a particular scene 
  or situation in the game without having to stop playing 
  or risking making others at the table upset. Using a 
  sign like this could signal the GM (or a fellow player) to 
  tone things down or simply move on to the next thing 
  instead of dwelling on something that’s too much for 
  you or another player.
  Pathfinder is a cooperative game, and it plays best 
  when there is no antagonism between the players (and 
  the GM). Even though this is an evil campaign, you 
  still need to come to the table with a character that 
  can get along with the other party members. If you are 
  concerned that you and your fellow players might be 
  tempted to betray or backstab each other, suggest that 
  everyone make characters that have a strong connection. 
  For example, they could have grown up together, have 
  fought in a war alongside one another, or be family. Even 
  serial killers and other abhorrent criminals have friends 
  and families. Presenting the group with these kinds of 
  bonds can circumvent some of the troubles people have 
  with evil groups.
  Fighting Celestials: During the course of the Hell’s 
  Vengeance Adventure Path, your character will come up 
  against a number of foes not normally encountered in 
  non-evil campaigns: outsiders from Heaven, Nirvana, 
  and Elysium are in league with the Glorious Reclamation 
  and seek to put a stop to your villainy. 
  When fighting good outsiders, it’s important to know 
  a few things. All four of the good races of celestials 
  (agathions, angels, archons, and azatas) have different 
  protections. An evil-aligned weapon can get through 
  many celestials’ damage reduction, but some require 
  silver as well. All celestials except for azatas have a racial 
  bonus against poison, so if you’re playing a character 
  who uses poison, consider saving it for azatas. Agathions 
  are immune to electricity and petrification, and have 
  resistance to cold and sonic. Angels are immune to acid, 
  cold, and petrification, and have resistance to electricity 
  and fire. In addition, they have a protective aura that helps 
  protect them from attacks from evil creatures. Archons 
  are immune to electricity and petrification, and have 
  an aura that imposes penalties on nearby evil creatures. 
  Azatas are immune to electricity and petrification, and 
  have resistances to cold and fire.
  Healing: Since evil clerics channel negative energy 
  and can’t spontaneously cast cure spells, you have to 
  plan ahead for healing in an evil campaign. Picking up a 
  wand and plenty of potions is always a good thing to do, 
  but evil spellcasters have an additional bandage in their 
  kit—the infernal healing spell. This spell (and its greater 
  version) originally appeared in Pathfinder Campaign 
  Setting: The Inner Sea World Guide.
  Five Things About  
  the Glorious Reclamation
  The Glorious Reclamation has only recently appeared 
  on the scene, and as a result, information on the 
  organization is not widespread. Here are five things your 
  character might know about this Iomedaean order at the 
  onset of this Adventure Path.
  • The Glorious Reclamation is an order of Iomedaean 
  knights dedicated to reclaiming the nation of Cheliax 
  from the Thrice-Damned House of Thrune and restoring 
  the worship of Iomedae to the Chelish people.
  • The Glorious Reclamation was formed to retrieve 
  Heart’s Edge, a sword once wielded by Iomedae 
  herself, from the Hellknight Order of the Godclaw.
  • The zealous paladin Alexeara Cansellarion launched 
  this crusade and currently serves as the Glorious 
  Reclamation’s leader.
  • The Glorious Reclamation is structured in a military 
  fashion, and all of Iomedae’s faithful are invited to 
  join its ranks.
  • The Glorious Reclamation’s first major victory was 
  seizing the Hellknight fortress Citadel Dinyar.
  
  INFERNAL HEALING
  School conjuration (healing) [evil]; Level arcanist 1, bloodrager 
  1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, 
  summoner (unchained) 1, warpriest 1, witch 1
  Casting Time 1 round
  Components V, S, M (1 drop of devil blood or 1 dose of 
  unholy water)
  Range touch
  Target creature touched
  Duration 1 minute
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  You anoint a wounded creature with devil’s blood or unholy 
  water, giving it fast healing 1. This ability cannot repair 
  damage caused by silver weapons, good-aligned weapons, 
  or spells or effects with the good descriptor. The target 
  detects as evil for the duration of the spell and can sense 
  the evil of the magic, though this has no long-term effect on 
  the target’s alignment.
  INFERNAL HEALING, GREATER
  School conjuration (healing) [evil]; Level arcanist 4, cleric 4, 
  magus 4, sorcerer/wizard 4, summoner 4, summoner 
  (unchained) 4, warpriest 4, witch 4
  Casting Time 1 round
  Components V, S, M (1 drop of devil blood or 1 dose of 
  unholy water)
  Range touch
  Target creature touched
  Duration 1 minute
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  As per infernal healing, except the target gains fast healing 4 
  and the target detects as an evil cleric.
  CAMPAIGN TRAITS
  These campaign traits tie characters to the Hell’s 
  Vengeance Adventure Path, which begins in the town 
  of Longacre in the nation of Cheliax. Though player 
  characters created for this campaign are not officially 
  working for House Thrune when they start play, that 
  opportunity arises early in the Adventure Path, and they 
  should all be eager (or at the very least, willing) to serve 
  and ally themselves with House Thrune and the Thrune-
  dominated government of Cheliax. These traits provide 
  a reason for characters to support House Thrune, and 
  are designed to help players create characters perfectly 
  suited to adventuring through this campaign.
  Amoral Mercenary: You have always looked after 
  yourself first, and done whatever you need to do to 
  survive. You’ve killed before, and you’ll kill again, but you 
  don’t lose sleep over it. If it’s you or them, you invariably 
  choose yourself. You follow no code, unless it’s doing 
  whatever brings you to the top. Of course, sometimes 
  you have to work with others, and that’s fine too, as long 
  as the pay is right—whatever it takes to get the job done. 
  With the current unrest in Cheliax, it’s starting to look 
  like a good deal to work with House Thrune. You know 
  Thrune rewards those who serve it well, and there’s no 
  one else in Cheliax who can offer the power, prestige, and 
  money that Thrune can.
  You’ve got a keen eye for what makes a good 
  arrangement and when to walk away from a bad deal. 
  You gain a +1 trait bonus on Sense Motive checks, and 
  Sense Motive is a class skill for you. In addition, as 
  an immediate action once per day, you can shift your 
  effective alignment so that you are considered neutral 
  instead of evil for the purpose of good effects that target 
  evil creatures (such as holy smite or a paladin’s smite evil 
  ability). Your alignment does not actually change when 
  you use this ability. You must be neutral evil to take 
  this trait.
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  PLAYER’S GUIDE
  
  12
  Apprentice Devilbinder: It’s no secret that conjuring 
  and binding devils is a popular pursuit in Cheliax, and 
  you have served as an apprentice to a diabolist since a 
  young age. Eventually, however, you decided you wanted 
  more for yourself than a life of study and service, and 
  when you felt you had learned all that you were likely 
  to from your master, you struck out on your own. You 
  know you can achieve the loftiest heights of power with 
  the support of Hell behind you, just as you are aware 
  you can fall to the lowest depths if you’re incautious 
  and lose that support. You are determined to use your 
  skills and abilities to bind Hell and its minions to your 
  will, and to make a name for yourself as one of Cheliax’s 
  premier devilbinders.
  When you cast a summon monster spell to summon 
  a devil or fiendish creature, the duration of that spell 
  increases by 1 round. In addition, you gain a +1 trait 
  bonus on opposed Charisma checks against devils 
  conjured with planar binding spells, and payments to 
  devils you conjure with planar ally spells are reduced 
  by 10%.
  Asmodean Acolyte: You grew up in the church of 
  Asmodeus, and have served as a faithful follower your 
  entire life. You’ve studied the unholy texts, committed 
  the rigid hierarchies of Hell to memory, and striven 
  to eliminate emotion and mercy from your mind in 
  emulation of the Prince of Darkness. You may have 
  continued your career in the church, officially joining 
  the priesthood and aspiring to advance to positions of 
  higher authority and greater power, or you may have 
  left the church, deciding the life of a priest was not for 
  you. In either case, the education you received in the 
  church has remained with you. You gain a +1 trait bonus 
  on Diplomacy, Knowledge (planes), and Knowledge 
  (religion) checks, and one of these skills (your choice) is 
  a class skill for you. You also know the Infernal tongue 
  (this does not count toward your number of languages).
  Chelish Noble: You had the fortune to be born into one 
  of Cheliax’s noble families, and even more importantly, 
  your family is one of those loyal to House Thrune. 
  Perhaps your family has been allied with Thrune since 
  the Chelish Civil War, or maybe Thrune granted your 
  family its title in exchange for its support during 
  that conflict. In any case, your experience growing up 
  among the nation’s well-to-do has given you an upper 
  hand when it comes to knowledge of high society, and 
  you start the game with a modest inheritance. With 
  the nascent uprising of the Glorious Reclamation in 
  Cheliax, there is much concern among the aristocracy, 
  and House Thrune needs the support of loyal nobles 
  now more then ever.
  This trait assumes you belong to a minor noble human 
  family with a small manor or estate in some backwater of 
  the empire. If you’re not human, either you were adopted 
  into a noble human family, or your family was recently 
  granted a nonhereditary noble title (see the Chelish 
  Nobility sidebar on page 15). 
  You gain a +1 trait bonus on Knowledge (nobility) 
  checks, and Knowledge (nobility) is a class skill for you. 
  In addition, you gain a +1 trait bonus on Charisma-
  based checks against other members of the Chelish 
  aristocracy. The Noble Scion feat (Pathfinder Campaign 
  Setting: The Inner Sea World Guide 288) does not have a 
  Charisma prerequisite for you. Lastly, you start play with 
  a noble’s outfit, a signet ring, and a single additional 
  nonmagical item worth no more than 200 gp.
  Erratic Malefactor: Some people follow codes and 
  traditions; others look out for only themselves. You don’t 
  care—you do what you want, when you want, sometimes 
  for a good reason, and sometimes for no reason at all. 
  You revel in your status as an outlier, and take pride in 
  the fact that you follow no one else’s orders—at least 
  most of the time. In a lawful land like Cheliax, one 
  has to be more careful and at least pay lip service to 
  the rules and restrictions of society. As a result, you try 
  to manage the chaos that rages within your soul, but 
  you’re always on the lookout for the opportunity to truly 
  unleash destruction. These days, there’s plenty of work 
  for someone who will do what needs to be done, no 
  questions asked, and the rewards from House Thrune 
  for those who work with it are a strong incentive as 
  well. If working with others gives you the freedom to 
  carry out some of your darkest instincts without fear of 
  repercussion, then why not—at least for now. You can 
  worry about the future when it comes.
  Your unpredictability and volatile temperament gives 
  you an advantage over your foes. You gain a +2 trait 
  bonus on initiative checks. In addition, you are willing 
  to work with others, and have learned to use your allies’ 
  strengths to reinforce your own skills and abilities. 
  Once per day, as long as an ally is within 10 feet of you, 
  you can reroll a single attack roll or skill check before 
  success or failure is known. You must take the results of 
  the second roll, even if it is worse. You must be chaotic 
  evil to take this trait.
  Ex-Iomedaean: You, or perhaps your family, were once 
  worshipers of Iomedae, but something happened that 
  made you lose your faith. Perhaps your family was accused 
  of being dishonorable or cowardly, or maybe one of your 
  family members was the victim of church “justice.” Or 
  perhaps you simply met someone who opened your eyes 
  and showed you the truth—that the Inheritor’s so-called 
  honor, valor, and justice are just tin plating on a strict 
  dogma that seeks to control people by restricting their 
  free will. In any event, you left the church, and as a result, 
  your family was subjected to scorn and holier-than-thou 
  disapproval. Ever since, you’ve vowed to some day get 
  revenge against the church of Iomedae—and with the 
  current situation brewing in Cheliax, you might finally 
  have the opportunity.
  
  Choose one: against followers of Iomedae, including 
  many (but not all) archons and angels, you gain a +1 trait 
  bonus on attack rolls and weapon damage rolls, or you 
  gain a +1 trait bonus on the save DCs of your spells.
  Good Slip: Halflings are a common sight in Cheliax 
  and make up the majority of that nation’s slave 
  population. Known derisively as “slips,” halflings are 
  almost universally treated with scorn and contempt, 
  while paradoxically valued as the most precious slaves. 
  You are a Chelish halfling, but unlike most of your race, 
  you have embraced your role in Chelish society, and used 
  it to your own advantage. People constantly overlook 
  you or discount you as an inconsequential slip, but you 
  know the truth—halflings are just as vital to the empire’s 
  health as its nobles, priests, and warriors. You may have 
  been born a free halfling who has never known the chains 
  of slavery, or a slave who was later freed after a period 
  of loyal servitude. Or perhaps you are still a slave, happy 
  (or at least content) in your enslavement, and hoping for 
  some eventual recognition of your contribution, however 
  small, to Cheliax’s great and orderly society.
  You are skilled at prevaricating and dissembling, 
  both to deflect blame away from yourself and to mislead 
  others as to your true abilities and role. You gain a +1 
  trait bonus on Bluff checks, and Bluff is a class skill for 
  you. In addition, your tacit support of Cheliax’s social 
  structure, and the clear knowledge of your own place 
  in society, strengthens your resolve. Once per day, when 
  you are adjacent to a human ally of Chelish descent, you 
  can reroll a Will saving throw before success or failure is 
  known. You must take the results of the second roll, even 
  if it is worse. You must be a halfling to take this trait.
  Hellknight Aspirant: You have always admired the 
  authority, discipline, and righteousness of the ebon-
  armored Hellknights. Whether it’s their unwavering self-
  control, uncompromising dedication to law and order, 
  relentless pursuit of justice, or merciless administration 
  of punishment, you have tried to model your own actions 
  on the Hellknight philosophy called the Measure and the 
  Chain. Your most fervent wish is to eventually join one 
  of the Hellknight orders and take your place among the 
  grim ranks dedicated to upholding and enforcing the 
  laws of Hell and of Cheliax.
  You gain a +1 trait bonus on Knowledge (planes) 
  checks, and Knowledge (planes) is a class skill for you. In 
  addition, choose one of the following Hellknight orders. 
  You have trained yourself in the use of that order’s 
  favored weapon (if more than one weapon is listed, pick 
  one), and gain a +1 trait bonus to your Combat Maneuver 
  Defense whenever an opponent tries to sunder or disarm 
  you of that weapon.
  Order of the Chain: Flail.
  Order of the Gate: Dagger.
  Order of the Godclaw: Morningstar.
  Order of the Nail: Lance or halberd.
  Order of the Pike: Longspear.
  Order of the Pyre: Glaive.
  Order of the Rack: Longsword or whip.
  Order of the Scourge: Heavy mace or whip.
  Local Tough: You were born and raised in the 
  town of Longacre on the southwestern fringes of the 
  Whisperwood, or at least have lived there long enough 
  that you’re considered a native. You’ve never been one 
  for the quiet life, and have been considered a miscreant 
  and reprobate since you were a child. As an adult, you’ve 
  made something of a name for yourself as a thug, 
  enforcer, and petty thief in town, hiring yourself out to 
  anybody who needs muscle in exchange for a few coins. 
  In the course of such employment, you’ve worked with 
  another local troublemaker named Cimri Staelish and 
  have become friends. Cimri has recently gotten involved 
  with some shadowy, though powerful, characters, and as 
  Hell’s Vengeance begins, you and a group of other ne’er-
  do-wells have agreed to help Cimri burgle a tannery just 
  outside town. With luck, this could be the start of bigger 
  and better things than just working as hired muscle. 
  You gain a +1 trait bonus on Intimidate checks, and 
  Intimidate is a class skill for you. In addition, you gain 
  a +1 trait bonus on weapon damage rolls when you are 
  flanking a foe with an ally.
  Scion of the Nine Circles: While the worship of 
  Asmodeus is widespread throughout Cheliax, you follow 
  a different path: that of the philosophy of diabolism. 
  Asmodeus and the other archdevils are worthy of respect 
  and emulation, certainly, but rather than worship 
  one Lord of Hell above all others, your faith is instead 
  based on the veneration of the order and laws of Hell 
  itself as a model for a perfect society. Free will must be 
  suppressed to prevent rebellion, slavery is required to 
  keep the unworthy in their place, and evil and cruelty are 
  necessary for good and kindness to exist. 
  You gain a +1 trait bonus on Knowledge (planes) 
  checks, and Knowledge (planes) is a class skill for you. 
  You also know the Infernal tongue (this does not count 
  toward your number of languages). In addition, your 
  studies of Hell’s underlying structure give strength to 
  your determination. You gain a +2 trait bonus on Will 
  saves against the mind-affecting effects of outsiders with 
  the good subtype.
  Thrune Informant: The Thrice-Damned House of 
  Thrune rules Cheliax with autocratic power, and its 
  representatives can be found throughout the empire, 
  drawn from all walks of life. Most of these agents do 
  not work directly as government employees, but they 
  still serve House Thrune in whatever ways they can. You 
  are a true patriot of Cheliax, and have long worked for 
  House Thrune as a paid informant. You report what you 
  see to the authorities, and occasionally carry out specific 
  tasks suited to your skill set and abilities when asked. 
  People like you help prevent potential traitors and other 
  13
  PLAYER’S GUIDE
  
  14
  “undesirables” from undermining Thrune’s authority 
  and keep Chelish society running smoothly. You hope 
  that with continued faithful service, you 
  will eventually be rewarded with greater 
  authority and autonomy as a sworn agent 
  of House Thrune. You gain a +1 trait bonus 
  on Diplomacy checks to gather information, 
  Disguise checks, and Knowledge (local) 
  checks, and one of these skills (your choice) is 
  a class skill for you.
  CHELIAX AT A GLANCE
  Aroden’s death just over a century ago changed 
  the empire of Cheliax forever, as vassal states 
  quickly rebelled and Cheliax itself fell into a 
  bloody 30-year civil war that was quelled only by the 
  kingdom’s current diabolical aristocracy—the Thrice-
  Damned House of Thrune. Today, Cheliax is a nation 
  without hope—a decadent empire weakened by losses in 
  glory and colonial wealth but deluded with pretensions 
  of greatness spurred on by the infernal court and its 
  fell adherents. It is a stain on the face of Golarion and 
  a mockery of what was once the greatest kingdom of 
  mankind. Yet the common folk of Cheliax are grateful 
  for the salvation the House of Thrune engineered for 
  the dying nation, and if an oppressive government and 
  diabolical church are the price of civilization and 
  the prevention of an even greater civil war, 
  most of the nation’s citizens are only 
  too glad to pay and serve.
  a Brief hisTory
  Imperial Cheliax dominated Avistan 
  for more than 600 years after the 
  Chelish king Aspex the Even-
  Tongued broke from Taldor, 
  diplomatically absorbed Andoran, 
  and conquered both Isger and Galt. These events 
  launched a centuries-long tradition of expansion 
  and glory, propelling Cheliax to the height of human 
  civilization. The nation soon dominated and subsumed 
  many native peoples and cultures, so that many regions 
  had a ruling elite or caste of Chelish origin, or with 
  strong Chelish heritages and blood ties running back to 
  
  the empire. The empire continued to expand, and with 
  the expected return of Aroden, patron god of Cheliax, 
  none of the Chelish people had any doubt it would 
  eventually attain the power (and riches) of ancient Azlant.
  Then the inexplicable occurred. Instead of returning, 
  Aroden died, and a part of Cheliax died with him. With 
  the emperor stripped of his divine mandate, certain 
  powerful noble houses rose up, plunging the imperial 
  heartland into civil war. Anarchy and war plagued 
  Cheliax for more than 30 years, until House Thrune and 
  its allies took and held the throne. Queen Abrogail I, 
  Infernal Majestrix of Cheliax, placed among her armies 
  bound devils from the depths of Hell. She quelled 
  dissent in the empire’s heartland and in so doing gained 
  her new regime a measure of respect and legitimacy. Few 
  among the gods-fearing citizens of Cheliax approved 
  of the diabolists’ fearsome methods, but wherever they 
  installed themselves, the opportunistic savagery of the 
  last generation soon ceased, and a dark peace embraced 
  the kingdom.
  Shortly after taking control of the nation, the new 
  government moved its administrative center to the 
  inland port city of Egorian and wasted little time in 
  demanding subservience from Imperial Cheliax’s many 
  holdings. For several months, the new regime not only 
  maintained the borders of Imperial Cheliax but also stood 
  poised to expand beyond them. Unfortunately for the 
  Egorian government, though, the infernal blasphemies 
  of House Thrune turned public opinion against Cheliax. 
  The people of Galt and Andoran rose up and threw off 
  Cheliax’s imperial shackles. Reluctantly, House Thrune 
  allowed these vassals to secede, focusing its attentions on 
  the lucrative colonies of Sargava in Garund and Anchor’s 
  End in distant Arcadia.
  Despite losing almost half its holdings, Cheliax 
  remains one of the largest nations on Golarion. The 
  far-reaching influence of Cheliax stretches north to 
  the Lands of the Linnorm Kings, south to the nation 
  of Sargava in Garund, and east into Taldor and Qadira. 
  Elements of Chelish culture appear in all those places 
  and more, mostly in the ports and trading cities of dozens 
  of nations—indeed, art, theater, and music (particularly 
  the opera) have seen a striking explosion in popularity in 
  modern Cheliax, if only because the nation’s beleaguered 
  citizens increasingly need an escape from reality.
  THE THRICE-DAMNED HOUSE 
  OF THRUNE
  The current sinister reputation of the nation of Cheliax 
  is due entirely to the actions of House Thrune. After 
  Aroden’s death, the Chelish noble house of Thrune 
  struck pacts with devils in order to triumph over their 
  rivals in the ensuing chaos. Under their leadership, the 
  worship of Asmodeus and the practice of binding devils 
  spread throughout the nation. Monasteries and schools 
  devoted to the philosophies of Hell have flourished, 
  as have the disciplined orders of Hellknights. Some 
  of Cheliax’s vassals and provinces, such as Isger and 
  Korvosa, welcomed the changing ideals. Others, such as 
  Andoran and Galt, rejected House Thrune’s teachings so 
  thoroughly that their governments embraced freedom 
  from monarchy as a central ideal.
  No aspect of Chelish history has received more 
  thorough revision under the rule of the Thrice-Damned 
  House of Thrune than the history of House Thrune itself. 
  Every few months, a new version of the official history of 
  Cheliax is printed, inevitably inflating the glory of House 
  Thrune even more than its predecessors. Hellknights of 
  the Order of the Rack tirelessly gather and burn all but 
  the most recent copies, making uncovering the truth a 
  daunting proposition. These histories claim that House 
  Thrune was responsible for nearly every economic, 
  military, and cultural victory that Cheliax has attained 
  in the past 6 centuries, and that Cheliax’s failures are 
  the result of those in power ignoring House Thrune’s 
  prescient advice. Both are held up as examples of why 
  Thrune should be granted ever-greater control of every 
  aspect of Chelish life, for the good of aristocrats and 
  commoners alike.
  As civil war broke out in Cheliax following Aroden’s 
  unexpected death in 4606 ar, House Thrune prided 
  itself on being a bastion of order and efficiency, 
  Chelish Nobility
  The following titles make up Cheliax’s complex hierarchy 
  of nobility, in order from highest to lowest rank.
  Majestor/Majestrix: The ruler of Cheliax; the prefix 
  “infernal” often comes before this title. This rank exists 
  outside the standard noble hierarchy.
  Prince/Princess: A member of the royal family (a 
  direct descendant of the majestor or majestrix); the prefix 
  “infernal” sometimes comes before this title. This rank 
  exists outside the standard noble hierarchy.
  Archduke/Archduchess: A hereditary ruler of one of 
  Cheliax’s six archduchies.
  Duke/Duchess: A hereditary ruler of a duchy.
  Paraduke/Paraduchess: A granted (nonhereditary, 
  non-landed) title.
  Archcount/Archcountess: A hereditary ruler of a county. 
  Count/Countess: A hereditary ruler of a county. 
  Paracount/Paracountess: A granted (nonhereditary, 
  non-landed) title.
  Archbaron/Archbaroness: A hereditary ruler of a barony. 
  Baron/Baroness: A hereditary ruler of a barony. 
  Demibaron/Demibaroness: A granted (nonhereditary, 
  non-landed) title.
  15
  
  16
  and immediately set to work forging alliances and 
  establishing its place in the new order. In 4635 ar, several 
  prominent Hellknight orders cast their lot with the 
  Thrunes, and Abrogail Thrune sequestered herself for 
  months, crafting an infernal contract that she was certain 
  would pave her way to the Chelish throne.
  With the assistance of hordes of devils, Abrogail 
  quickly eliminated her rivals, culminating in the defeat of 
  Thrune’s sole remaining rival house, House Davian, at the 
  Battle of a Hundred Kings in 4639 ar. Abrogail ascended 
  the throne of Cheliax as Abrogail I, with the pit fiend 
  Gorthoklek at her side as a loyal advisor. Since that time, 
  four other Thrunes have sat upon the throne of Cheliax 
  before dying in suspicious yet largely unquestioned 
  accidents. Abrogail I’s great-granddaughter, Abrogail II, 
  seized the throne in 4709 ar, and now rules Cheliax with 
  unchecked authority.
  HELL’S VENGEANCE 
  PREGENERATED CHARACTERS
  The Hell’s Vengeance Adventure Path features six new 
  iconic evil villains who appear on the Adventure Path’s 
  covers and in art in each volume. Their full backgrounds 
  and stories can be found on the paizo.com blog and 
  in print in the individual volumes of the Adventure 
  Path, but if you want the opportunity to play one of 
  these villains as a character in Hell’s Vengeance, they 
  are presented here at 1st level for use as pregenerated 
  player characters.
  Thrune Agents
  House Thrune is more than just the ruling family of 
  Cheliax; throughout the empire and its client states, 
  the family maintains a network of informers, spies, 
  inquisitors, thugs, and even assassins. To most Chelaxians, 
  there is little to distinguish House Thrune from Cheliax’s 
  government apparatus, so all of these individuals, as 
  well as the bureaucrats and employees of the imperial 
  government, are commonly called “Thrune agents.” 
  However, there are many agents who serve House 
  Thrune directly. Known as sworn Thrune agents, these 
  dedicated servants swear their bodies, minds, and souls 
  to Queen Abrogail II herself, and work on behalf of the 
  Thrune family rather than the nation of Cheliax. In many 
  cases, House Thrune’s interests overlap with those of 
  Cheliax itself, but the family has its own schemes and 
  strategies that have nothing to do with governance, and 
  uses sworn agents loyal to the family to further those 
  plans. In this respect, House Thrune functions very much 
  like an organized crime family, with a hierarchy of agents 
  at varying levels of loyalty and authority.
  In the Hell’s Vengeance Adventure Path, your character 
  will assume the role of a Thrune agent, and as the 
  campaign progresses, you will have the opportunity to 
  become a sworn Thrune agent and start ascending through 
  the ranks of the Thrune organization, earning unique 
  boons that only be gained by binding your character to 
  the goals of House Thrune. These ranks, and the rewards 
  granted, are detailed in the adventures you will soon be 
  playing. If you want more information on this aspect of 
  the Hell’s Vengeance Adventure Path, talk to your GM 
  about how much your character might know of the Thrune 
  organization before the campaign begins. 
  
  EMIL KOVKORIN
  Male tiefling rogue 1 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft., see in darkness; 
  Perception +4
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will +0
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee punching dagger +3 (1d4+1/×3) or
  short sword +3 (1d6+1/19–20)
  Ranged dagger +3 (1d4+1/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 13, Dex 17, Con 12, Int 10, Wis 10, Cha 12
  Base Atk +0; CMB +1; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +6, Bluff +7, Climb +4, Disable Device +7, 
  Disguise +7, Knowledge (local) +4, Perception +4, 
  Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Common, Infernal
  SQ prehensile tail, trapfinding +1
  Combat Gear acid; Other Gear studded leather, dagger, 
  punching dagger, short sword, belt pouch, disguise kit, 
  thieves’ tools, 10 gp, 3 sp, 7 cp
  SPECIAL ABILITIES
  Prehensile Tail Emil has the prehensile tail alternate racial 
  trait (Pathfinder RPG Advanced Race Guide 238). He can 
  carry items with his tail, but he can’t wield weapons 
  with it. His tail also allows him to retrieve small, stowed 
  items carried on his person as a swift action.
  See in Darkness Emil has a variant tiefling ability that, like 
  a devil, allows him to see perfectly in darkness of any 
  kind, even that created by deeper darkness. This ability 
  replaces the normal tiefling spell-like ability racial trait. 
  This variant ability is found on page 17 of Pathfinder 
  Player Companion: Blood of Fiends.
  The child of former Andoren nobles, Emil was abandoned 
  when his parents fled the country, prompting the 
  young tiefling to begin serving his own kind of revenge 
  throughout the Inner Sea.
  LAZZERO DALVERA
  Male human cleric of Asmodeus 1
  LE Medium humanoid (human)
  Init +0; Senses Perception +3
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 12 (1d8+4)
  Fort +3, Ref +0, Will +4
  OFFENSE
  Speed 30 ft. (20 ft. in armor)
  Melee heavy mace +1 (1d8+1)
  Ranged light crossbow +0 (1d8/19–20)
  Special Attacks channel negative energy 5/day (DC 12, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration +3)
  5/day—copycat (1 round), touch of law
  Cleric Spells Prepared (CL 1st; concentration +3)
  1st—cause fear (DC 13), protection from chaosD, shield 
  of faith
  0 (at will)—detect magic, light, read magic
  D Domain spell; Domains Law, Trickery
  STATISTICS
  Str 12, Dex 10, Con 13, Int 10, Wis 15, Cha 14
  Base Atk +0; CMB +1; CMD 11
  Feats Selective Channeling, Toughness
  Skills Acrobatics –1, Bluff +6, Heal +6, Perception +3, Sense 
  Motive +6
  Languages Common
  Combat Gear scroll of bless, scroll of cure light wounds; 
  Other Gear studded leather, heavy mace, light crossbow, 
  backpack, bedroll, belt pouch, candles (10), flint and steel, 
  hemp rope (50 ft.), holy textUE (Asmodean Disciplines), 
  spell component pouch, torch (10), trail rations (5), 
  waterskin, wooden holy symbol of Asmodeus, 3 gp, 9 sp, 
  5 cp
  Born in Molthune, Lazzero Dalvera was expected to 
  excel in a military career, but lacked the skills for that 
  profession. Instead, he joined the church of Abadar, 
  which fit his temperament and abilities better. Bullied 
  as a child, Lazzero became a bully himself in his new 
  role, tormenting his fellows and turning them in to his 
  superiors for punishment. Lazzero made many enemies, 
  and his delight in twisting rules to benefit himself soon 
  led him away from Abadar’s faith. He headed south to 
  Cheliax and into the arms of the church of Asmodeus.
  17
  PLAYER’S GUIDE
  
  18
  LINXIA BENZEKRI
  Female human fighter 1
  LE Medium humanoid (human)
  Init –1; Senses Perception +1
  DEFENSE
  AC 14, touch 9, flat-footed 14 (+5 armor, –1 Dex)
  hp 13 (1d10+3)
  Fort +4, Ref –1, Will +1
  OFFENSE
  Speed 20 ft.
  Melee longsword +5 (1d8+3/19–20) or
  whip +4 (1d3+3 nonlethal)
  Ranged shortbow +0 (1d6/×3)
  STATISTICS
  Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12
  Base Atk +1; CMB +4; CMD 13
  Feats Exotic Weapon Proficiency (whip), Power Attack, 
  Weapon Focus (longsword)
  Skills Climb +3, Intimidate +5, Knowledge (engineering) +4
  Languages Common
  Combat Gear alchemist’s fire (2), caltrops; Other Gear scale 
  mail, dagger, longsword, shortbow with 20 arrows, whip, 
  backpack, bedroll, belt pouch, flint and steel, grappling 
  hook, manacles, silk rope (50 ft.), sunrod, torches (5), 
  waterskin, 2 gp, 7 sp, 8 cp
  Born and raised in Khari, the Chelish city at the southern 
  terminus of the Arch of Aroden, Linxia Benzekri is 
  ethnically Garundi, but has always considered herself 
  Chelaxian. As a child, she was educated in an Asmodean 
  convent where she became a model Chelish citizen, 
  believing that House Thrune unified a warring nation 
  with the blessings of Asmodeus, and convinced of the 
  necessity of strong laws based on those of Hell itself to 
  preserve an ordered society. 
  After turning in her parents for treason and 
  witnessing their public excruciations at the hands of the 
  Hellknight Order of the Rack, the young woman aspired 
  to become a Hellknight herself. Linxia devoted herself to 
  her new calling, strengthening her martial training and 
  memorizing the tenets of the Hellknights’ philosophy, 
  the Measure and the Chain. As a symbol of her dedication 
  and a permanent reminder of her goal to eventually join 
  the Order of the Rack, Linxia had the order’s symbol—a 
  spike torture wheel—tattooed on her forehead.
  NYCTESSA
  Female dhampir necromancer 1 (Pathfinder RPG Bestiary 2 89)
  NE Medium humanoid (dhampir)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +3; +2 vs. disease and mind-affecting effects
  Defensive Abilities negative energy affinity; Resist 
  undead resistance
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff –1 (1d6–1)
  Spell-Like Abilities (CL 1st; concentration +2)
  3/day—detect undead
  Arcane School Spell-Like Abilities (CL 1st; concentration +3)
  5/day—grave touch (1 round)
  Necromancer Spells Prepared (CL 1st; concentration +3)
  1st—chill touch (DC 13), mage armor, magic missile
  0 (at will)—bleed (DC 12), detect magic, touch of fatigue 
  (DC 12)
  Opposition Schools enchantment, illusion
  STATISTICS
  Str 8, Dex 14, Con 12, Int 15, Wis 13, Cha 12
  Base Atk +0; CMB –1; CMD 11
  Feats Blood DrinkerARG, Command Undead, Scribe Scroll
  Skills Bluff +3, Knowledge (arcana) +6, Knowledge 
  (nobility) +6, Knowledge (religion) +6, Perception +3, 
  Spellcraft +6; Racial Modifiers +2 Bluff, +2 Perception
  Languages Common, Necril, Osiriani
  SQ arcane bond (quarterstaff), power over undead, resist 
  level drain
  Combat Gear scrolls of repair undead (×2), alchemist’s fire, 
  candlerodsUE (5); Other Gear club, dagger, quarterstaff, 
  backpack, bedroll, belt pouch, signet ring, spellbook 
  (contains all 0-level spells, all prepared spells, plus 
  obscuring mist and repair undeadACG), spell component 
  pouch, waterproof bagUE, waterskin, wrist sheathUE, 2 gp
  A native of the Garundi nation of Geb, Nyctessa is 
  the daughter of one of the Blood Lords, the undead 
  necromancers who form the elite of that nation’s 
  aristocracy. Following in her father’s footsteps, she has 
  embarked upon her own studies of death and unlife.
  
  URGRAZ
  Male duergar antipaladin 1 (Pathfinder RPG Advanced 
  Player’s Guide 118, Pathfinder RPG Bestiary 117)
  CE Medium humanoid (dwarf)
  Init +1; Senses darkvision 120 ft.; Perception +1
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
  hp 12 (1d10+2)
  Fort +4, Ref +1, Will +3; +2 bonus vs. spells and spell-
  like abilities
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft.
  Melee warhammer +3 (1d8+2/×3)
  Ranged heavy crossbow +2 (1d10/19–20) or
  javelin +2 (1d6+2)
  Special Attacks smite good 1/day (+1 damage)
  Spell-Like Abilities (CL 1st; concentration +1)
  1/day—enlarge person (self only) (DC 11), invisibility 
  (self only)
  Antipaladin Spell-Like Abilities (CL 1st; concentration +1)
  At will—detect good
  STATISTICS
  Str 14, Dex 12, Con 15, Int 8, Wis 12, Cha 11
  Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
  Feats Power Attack
  Skills Acrobatics –5 (–9 when jumping), Bluff +7, Intimidate 
  +4, Stealth –1; Racial Modifiers +4 Stealth
  Languages Common, Dwarven, Undercommon
  SQ aura of evil
  Combat Gear alchemist’s fire, caltrops; Other Gear scale 
  mail, heavy wooden shield, heavy crossbow, javelins (3), 
  warhammer, backpack, bear trapUE, bedroll, crowbar, 
  flask, manacles, waterskin, winter blanket, wooden 
  unholy symbol of Mazmezz, 8 gp, 9 sp, 4 cp
  Urgraz was raised in a duergar clan deep beneath Avistan, 
  but he resisted the repetitious training and rule of the 
  priests of Droskar and took delight in causing anarchy, 
  confusion, and havoc. He poisoned members of his own 
  family, sold diseased slaves to spread plague, and even 
  sacrificed his closest ally to his new demonic patron, 
  Mazmezz. Eventually, Urgraz ventured to the surface to 
  wreak havoc and pain on a new population.
  ZELHARA
  Female human inquisitor of Zon-Kuthon 1 (Pathfinder RPG 
  Advanced Player’s Guide 38)
  LE Medium humanoid (human)
  Init +2; Senses Perception +6
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 10 (1d8+2)
  Fort +3, Ref +2, Will +4
  OFFENSE
  Speed 30 ft.
  Melee spiked chain +2 (2d4)
  Ranged dagger +2 (1d4/19–20)
  Special Attacks judgment 1/day
  Inquisitor Spells Known (CL 1st; concentration +3)
  1st (2/day)—cure light wounds, interrogationUM (DC 13)
  0 (at will)—bleed (DC 12), create water, detect magic, 
  guidance
  Domain Torture inquisitionUM
  STATISTICS
  Str 10, Dex 14, Con 12, Int 10, Wis 15, Cha 13
  Base Atk +0; CMB +0; CMD 13
  Feats Dodge, Weapon Finesse
  Skills Bluff +5, Diplomacy +5, Intimidate +8, Perception +6, 
  Sense Motive +7, Spellcraft +4, Stealth +5
  Languages Common
  SQ monster lore +2, stern gaze +1, torturer’s presenceUM, 
  torturer’s touchUM
  Combat Gear smelling saltsUE; Other Gear studded leather, 
  dagger, spiked chain, war razorISWG, choke pear, iron 
  unholy symbol of Zon-KuthonUE, manacles, sawUE, spell 
  component pouch, surgeon’s toolsUE, 15 gp, 7 sp, 2 cp
  Raised in the Nidalese city of Ridwan, Zelhara began 
  training as a torturer from a young age after she was 
  selected for service by agents of the Umbral Court. Severe 
  and obedient, Zelhara was perfect for the responsibility 
  of state inquisitor, a role that would enable her to share 
  the Midnight Lord’s message of pain and duty with 
  thousands of his fearful followers. Under the tutelage of 
  Zon-Kuthon’s clergy, Zelhara’s natural inclinations were 
  honed to forge her into a vicious tool of church and state, 
  earning her the pride and admiration of her family. She 
  claims that she can make anyone divulge what they know, 
  and hears the truth in their screams of agony.
  19
  PLAYER’S GUIDE
  
  20
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SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF103-108 - Hell's Vengeance/Hell's Vengeance - Player's Guide.pdf