TEXT: Hell Comes 
  to 
  Westcrown
  by Ron Lundeen
  
  C
  H
  E
  LI
  A
  X
  KINTARGO
  KANTARIA
  WESTCROWN
  CORENTYN
  WHISPERWOOD
  REMESIANA
  LAEKASTEL
  OSTENSO
  CITADEL DINYAR
  HINJI
  EGORIAN
  LONGACRE
  SENARA
  
  ON THE COVER
  HELL’S VENGEANCE        Hell Comes to Westcrown
  ous adventurers 
  uarters in the 
  e they face a 
   onslaught of 
   vile characters 
   to craft a 
   of valorous 
  geance Adventure 
  ters, by Larry 
  ising, 
  lord of Stygia—
  aris Crenshaw, 
  Part 6 of 6
  Hell Comes 
  to 
  Westcrown
  by Ron Lundeen
  Printed in China. PZO90108
  108
  PATHFINDER
  HELL COMES  
  TO WESTCROWN
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  For the final chapter of the Hell’s Vengeance 
  Adventure Path, Wayne Reynolds offers up one 
  last heartless villain—the iconic necromancer and 
  ruthless dhampir Nyctessa!
  ADVENTURE PATH 6 OF 6
  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
  The Inner Sea World Guide 
  ISWG
  Monster Codex 
  MC
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the 
  world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Pathfinder Adventure Path #108: Hell Comes to Westcrown © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, 
  Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Council of Thieves, Curse of the Crimson Throne, 
  Hell’s Rebels, Hell’s Vengeance, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder 
  Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, 
  Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc.
  Printed in China. I was walking among the fires of Hell, delighted with the enjoyments of Genius, which to Angels look like torment and insanity.
  Development Leads • Adam Daigle and Rob McCreary
  Authors • Jason Keeley, Ron Lundeen, Rob McCreary, 
  and Josh Vogt 
  Cover Artist • Wayne Reynolds
  Interior Artists • Alexandur Alexandrov, David Alvarez, 
  Ekaterina Burmak, Alexander Deruchenko, Ayran Oberto, 
  Sara Otterstätter, Maichol Quinto, and Lydia Schuchmann
  Cartographer • Robert Lazzaretti 
  Design Elements • Eva Widermann
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, 
  Amanda Hamon Kunz, Mark Moreland, 
  Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer 
  Senior Editor • Christopher Carey
  Editors • Jason Keeley and Josh Vogt
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Lissa Guillet, Don Hayes, Julie Iaccarino, and Erik Keith
  Foreword 
  2
  by Rob McCreary
  Hell Comes to Westcrown 
  4
  by Ron Lundeen
  NPC Gallery 
  58
  by Ron Lundeen
  Meet the Villain: Nyctessa 
  62
  by Rob McCreary
  Westcrown Under the Glorious Reclamation 
  64
  by Ron Lundeen
  Continuing the Campaign 
  70
  by Ron Lundeen
  Pathfinder's Journal: Cowards and Crows 6 of 6 
  76
  by Josh Vogt 
  Bestiary 
  82
  by Jason Keeley and Ron Lundeen
  
  COUNCIL OF VILLAINS
  W
  e’ve been pretty clear that the Hell’s 
  Vengeance and Hell’s Rebels Adventure 
  Paths take place at the same time—both to 
  provide people with the option to play either a heroic, 
  good campaign or a villainous, evil campaign in Cheliax, 
  and more importantly, so that the events of one of these 
  Adventure Paths do not undo the achievements of the 
  player characters in the other AP (if you decide to play 
  through both). 
  However, the same does not hold true for every other 
  Adventure Path we’ve published. This month’s adventure, 
  “Hell Comes to Westcrown,” takes place primarily in that 
  titular city, which was also the setting for the entire Council 
  of Thieves Adventure Path. So what does that mean for 
  GMs and players of Hell’s Vengeance? Well, it depends.
  Hell’s Vengeance assumes that the events of Council of 
  Thieves have already occurred. This means that shadow 
  creatures no longer roam the streets of Westcrown; Lord-
  Mayor Aberian Arvanxi is long gone; the campaign’s 
  villains, Chammady and Ecarrdian Drovenge, are 
  likely dead; and the Council of Thieves itself has been 
  disbanded. Westcrown also changed in other ways for 
  each group that played through the Adventure Path, 
  based on the actions and final Fame Score of the player 
  characters in that campaign.
  If you or your players never played through Council of 
  Thieves, then little, if any, of this should impact your Hell’s 
  Vengeance campaign. A few elements in “Hell Comes 
  to Westcrown” harken back to the events of Council of 
  Thieves (such as the Hellknight paralictor Gonville 
  Chard and the last surviving scion of House Drovenge, 
  Riffindi), but these are little more than “easter eggs” for 
  anyone familiar with Council of Thieves. Even without 
  that context, these details still serve this adventure’s plot, 
  2
  
  and players with no knowledge of Council of Thieves 
  aren’t missing out on anything essential.
  If you did play through Council of Thieves, things 
  might get tricky, particularly if events transpired in your 
  campaign differently from what is assumed in Hell’s 
  Vengeance. Most of these issues can be easily resolved 
  with simple modifications, such as replacing a named 
  NPC with a new one in a similar role. A larger problem 
  is if the Council of Thieves PCs ended up ruling an 
  independent Westcrown at the conclusion of that 
  Adventure Path. In that case, you’ll need to explain what 
  happened to these characters. Did they step aside for 
  the Glorious Reclamation when they arrived? Did they 
  resist? Did they join them? Will the villainous PCs of 
  Hell’s Vengeance need to confront these earlier Council 
  of Thieves heroes, and will this result in Westcrown 
  falling once more under the control of House Thrune 
  (effectively erasing the hard-won victory of the Council 
  of Thieves characters)? These are decisions you should 
  carefully consider before they come up in play.
  Likewise, if you haven’t played through Council of 
  Thieves yet, but plan to in the future, you’ll probably 
  need to make some adjustments to that Adventure Path. 
  In most cases, you should be able to manage this with a 
  few cosmetic changes, renaming characters, or adjusting 
  the timeline of events so that some background plot 
  points take place after the events of Hell’s Vengeance 
  rather than much earlier. In short, be aware that there 
  may be some inconsistencies if you run both the Hell’s 
  Vengeance and Council of Thieves Adventure Paths, and 
  you’ll have to manage and adjust the adventures to meet 
  the needs of your players and your campaigns.
  THE GLORIOUS 
  RECLAMATION’S PROGRESS
  Throughout the Hell’s Vengeance Adventure Path, the 
  Glorious Reclamation enjoys a variety of victories in its 
  war against Cheliax and House Thrune, but if the PCs are 
  successful in their endeavors during the campaign, the 
  knights should also suffer some devastating defeats. The 
  inside front cover of each volume of the Adventure Path 
  displays a map of Cheliax with symbols of both House 
  Thrune and the Glorious Reclamation that tracks both 
  sides’ progress in the wider conflict.
  Following the events of “Scourge of the Godclaw,” the 
  PCs have struck a decisive blow against the Glorious 
  Reclamation by retaking the former Hellknight fortress 
  Citadel Dinyar, thus depriving the crusaders of their 
  headquarters and base of operations. Nevertheless, the 
  city of Westcrown remains in the Glorious Reclamation’s 
  hands, and as long as the Iomedaeans maintain control of 
  the former capital—still Cheliax’s largest city—Thrune 
  cannot put a final end to this uprising.
  As 
  “Hell 
  Comes 
  to 
  Westcrown” 
  begins, 
  the 
  Glorious Reclamation’s leader, Lord Marshal Alexeara 
  Cansellarion, has proclaimed Westcrown the restored 
  capital of a new Cheliax, and rechristened it the “City of 
  Glory’s Return.” To root out the rebels from Westcrown 
  and strike a deathblow against the Glorious Reclamation, 
  Queen Abrogail has a plan involving some of House 
  Thrune’s most valuable and trusted agents. But to give 
  these agents the time and secrecy they need to carry out 
  their assigned task, she orders a diversionary offensive 
  to draw the Glorious Reclamation’s attention away from 
  Westcrown and the secret plan to retake it.
  Up to this time, the queen has been willing to leave 
  the city of Senara under the Glorious Reclamation’s 
  control. Now, though, Cheliax’s armies have withdrawn 
  from the battlefields of the Sirmium Plains, marching 
  through the eaves of the Whisperwood to attack Senara 
  in force. At the same time, riverboats carrying Chelish 
  marines have launched from Remesiana and Misarias 
  to secure the lucrative trade routes of the River Iseld 
  and cut off the Iomedaean garrison in Senara from 
  waterborne reinforcements. As intended, many of the 
  Glorious Reclamation’s forces in the Sirmium Plains 
  have maneuvered to respond to this assault; while the 
  crusaders have not left Westcrown undefended, the hope 
  is that the battle for Senara takes just enough of their 
  attention for House Thrune’s agents to slip into the 
  city undetected, undermine the Glorious Reclamation’s 
  capital from within, and assassinate its leader, Lord 
  Marshal Alexeara Cansellarion. With one decisive blow, 
  Queen Abrogail aims to end the threat of the Glorious 
  Reclamation once and for all.
  WEIRD TIMES AHEAD
  This adventure marks the end of the Hell’s Vengeance 
  Adventure Path. We hope you’ve enjoyed the chance to 
  play as evil villains in Golarion, but the time has come 
  for the Pathfinder Adventure Path to return to its roots 
  and present heroic adventures once more. Next month, 
  developer Adam Daigle takes the helm of the Strange 
  Aeons Adventure Path, bringing you “In Search of Sanity,” 
  the first volume of an all-new campaign. If you like 
  Lovecraftian horror, blasphemous tomes of eldritch lore, 
  exciting escapades in the Dreamlands, and the chance 
  to explore distant corners of Golarion that have never 
  been seen before, then the Strange Aeons Adventure Path 
  should be right up your dark, spooky, noisome alley. Just 
  remember to keep a tight grip on your sanity!
  Rob McCreary
  Senior Developer
  rob.mccreary@paizo.com
  3
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
   15
  16
  17
  PART 1: SIEGE OF CITADEL RIVAD  
  5
  The villainous player characters must use the evil magic weapon they created in “Scourge 
  of the Godclaw” to break the siege of Citadel Rivad, the Hellknight stronghold outside 
  Westcrown, and destroy the Glorious Reclamation’s army.
  PART 3: THE RECONQUEST BEGINS 
  25
  To weaken the Glorious Reclamation’s hold on Westcrown, the villains need to eliminate 
  several key leaders of the Iomedaean order and, using summoned devils, undertake several 
  missions to subvert support for the crusaders.
  PART 2: THE PENTAGRAM RITUAL 
  12
  The villains must perform sacrifices at five key locations in and around Westcrown to 
  rededicate the city to Asmodeus and refocus the Inferno Gate, allowing them to summon 
  devils to assist them in reconquering Westcrown.
  The PCs begin this adventure 
  at 15th level.
  The PCs should be 16th level 
  by the time they complete the 
  Pentagram Ritual in Part 2.
  The PCs should reach 17th 
  level before confronting Lord 
  Marshal Cansellarion in the 
  Korradath at the end of Part 4.
  The PCs should be 17th level by the 
  end of the adventure.
  “Hell Comes to Westcrown” is designed 
  for four characters and uses the 
  medium XP track.
  ADVANCEMENT TRACK
  HELL COMES  
  TO WESTCROWN
  PART 4: ASSAULT ON THE KORRADATH 
  43
  The villains must infiltrate Westcrown’s royal castle, now the headquarters of the Glorious 
  Reclamation, to confront and defeat Lord Marshal Alexeara Cansellarion, the founder and 
  leader of the Iomedaean order.
  
  5
  Thrune, all while preparing to strike at the Heartlands 
  and possibly the capital city of Egorian itself. These goals 
  are even more important now that Thrune agents have 
  managed to retake the Glorious Reclamation’s original 
  headquarters, Citadel Dinyar in Isger, for House Thrune. 
  The closest threat to the Glorious Reclamation’s hold 
  on Westcrown is Citadel Rivad, the headquarters of the 
  Hellknight Order of the Rack, located west of the city. 
  Most of the citadel’s Hellknights had been dispatched 
  to Kintargo and elsewhere in Cheliax to disrupt the 
  twin uprisings of the Silver Ravens and the Glorious 
  Reclamation, but the few defenders left within the keep 
  have thus far resisted the Iomedaeans’ efforts to oust 
  them from their citadel. Before they can fully secure 
  Westcrown, the Glorious Reclamation must remove 
  the threat of the Hellknights on their flank. Therefore, 
  Cansellarion has tasked one of her foremost generals, 
  Knight Commander Endranni Malesk, to besiege Citadel 
  Rivad with the bulk of the Glorious Reclamation’s army.
  Because this besieging army can be quickly recalled 
  back to Westcrown if the city is attacked, Lord Marshal 
  Cansellarion can force House Thrune into a costly 
  military campaign to reclaim the city. Queen Abrogail II 
  is certain of House Thrune’s eventual victory, but knows 
  that a lengthy war would tie up her forces, potentially 
  allowing the Glorious Reclamation to spread its dissent 
  elsewhere. The queen has therefore devised an alternative 
  plan, relying upon her most prominent Bound Agents: 
  the PCs. Where an army might be repelled, a small 
  but powerful strike force can cripple the Glorious 
  Reclamation’s leadership and prepare Westcrown for 
  the Chelish military to sweep in, mop up the last of the 
  uprising’s demoralized forces, and reestablish House 
  Thrune’s control over not just Westcrown, but all of 
  Cheliax once more.
  PART 1: SIEGE OF CITADEL RIVAD
  The adventure begins with the player characters in 
  possession of the newly created tathlum, the potent 
  weapon of mass destruction crafted from the severed 
  head of the gold dragon Parnoneryx (see page 6 for the 
  completed tathlum’s statistics). This adventure assumes 
  that the PCs returned to Egorian at the end of the 
  previous volume, “Scourge of the Godclaw,” to complete 
  the tathlum ritual. Although time is short, you should give 
  the PCs enough time to recover from their most recent 
  endeavors before they embark on their final mission for 
  Queen Abrogail and House Thrune.
  Once the PCs are ready, Abrogail summons them 
  to the Imperial Palace, where she outlines her plans 
  for using the tathlum and annihilating the Glorious 
  Reclamation once and for all. The PCs have already 
  destroyed the Iomedaeans’ base of operations at Citadel 
  Dinyar and slain one of their most powerful allies, the 
  gold dragon Parnoneryx; now the time has come to 
  ADVENTURE BACKGROUND
  The Iomedaean crusade of the Glorious Reclamation has 
  swept across Cheliax, and though the Chelish imperial 
  army has mostly confined the knights’ gains to the 
  eastern reaches of the empire, the uprising remains 
  a threat to the stability of the empire and the rule of 
  House Thrune. Nevertheless, the Glorious Reclamation 
  has been unable to fully capitalize on its gains, and 
  Thrune-mandated martial law still holds sway in most of 
  Cheliax’s major cities. 
  Rather than risk stalemate on the Sirmium Plains 
  and the possibility of eventual defeat there, the leader 
  of the Glorious Reclamation, Lord Marshal Alexeara 
  Cansellarion, embarked upon a bold plan. She ordered 
  the withdrawal of many of her knights from the front 
  and redeployed them to the southern coast. Avoiding 
  the Thrune-held ports of Ostenso and Laekastel, the 
  Iomedaeans flocked to the small towns and fishing 
  villages under the Glorious Reclamation’s control, and 
  boarded a ragtag flotilla of working vessels, sailing 
  westward across the Inner Sea in secrecy.
  In a surprise seaborne invasion, the Glorious 
  Reclamation flotilla overwhelmed the Chelish naval 
  pickets in Gemcrown Bay and debarked its troops on 
  the doorstep of the former imperial capital, Westcrown. 
  Close to the Chelish heartlands but long marginalized 
  by 
  House 
  Thrune, 
  Westcrown 
  was 
  surprisingly 
  underdefended, and Lord Marshal Cansellarion and her 
  knights took the City of Twilight with astonishing speed. 
  Cansellarion proclaimed the city the new capital of her 
  crusade, and the banners of the Glorious Reclamation 
  and Iomedae now fly above Westcrown’s walls.
  But though the knights of the Glorious Reclamation 
  are powerful and well intentioned, they are ill prepared 
  to rule a city steeped in decades of political intrigue 
  and organized crime. While some of the city’s residents 
  have welcomed the Iomedaeans with open arms, the 
  majority of the inhabitants (called Wiscrani) are uneasy 
  with their new leaders. They have traded rule by absentee 
  diabolists for a government of zealous revolutionaries, 
  and they aren’t certain they’re better off. Lord Marshal 
  Cansellarion has made sweeping changes in Westcrown’s 
  leadership and law enforcement, installing a loyal mayor 
  by fiat, restructuring the city guard (the dottari) under 
  knights of the Inheritor, and imprisoning nobles and 
  officials loyal to the Thrune regime. The crusaders have 
  also mandated “instructive judgment” for the city’s 
  nobility, a series of probing questions under the watchful 
  gaze of paladins and inquisitors of Iomedae to identify 
  the wicked and redistribute their fortunes to relatives 
  willing to support the Iomedaean crusade.
  With the Glorious Reclamation firmly occupying 
  Westcrown, Lord Marshal Cansellarion now looks to 
  eliminate nearby threats and fortify her new base of 
  operations for the inevitable retaliation from House 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  6
  reclaim Westcrown from that upstart rabble-rouser 
  Alexeara Cansellarion and her so-called crusade.
  Queen Abrogail outlines three major tasks that the 
  PCs must complete to prepare Westcrown for a final 
  attack by the Chelish military that will shatter the power 
  of the Glorious Reclamation’s rebellion forever.
  First, the PCs must break the siege of Citadel Rivad, 
  home of the Hellknight Order of the Rack, using the 
  tathlum to obliterate the Glorious Reclamation army 
  encircling the citadel so it cannot reinforce Westcrown. 
  With the bulk of this besieging force destroyed, the 
  PCs should then turn their attention to defeating any of 
  the army’s powerful leaders who survived, most notably 
  Knight Commander Endranni Malesk.
  Second, the PCs should infiltrate Westcrown and 
  perform a ritual at five specific sites to rededicate the city 
  to Asmodeus and allow them to summon devils to hold 
  key strategic locations against the forces of the Glorious 
  Reclamation.
  Third, 
  the 
  PCs 
  must 
  eliminate 
  the 
  Glorious 
  Reclamation’s remaining leaders in Westcrown. They 
  should start with Cansellarion’s most powerful allies in the 
  city: the planetar Aveshiel and Cheliax’s high priestess of 
  Iomedae, Second Sword Knight Bellinia Dorjana. Queen 
  Abrogail also tasks the PCs with capturing Vors Kyniar, a 
  paladin of Iomedae who serves as Taldor’s ambassador to 
  Cheliax. The queen wants the ambassador captured alive 
  and brought to Egorian, where she plans to deal with him 
  personally. The PCs will certainly discover other methods 
  to sow dissent within the city and to bolster support for 
  House Thrune during this time as well, and they should 
  make use of the devils summoned in the earlier ritual to 
  cement their successes in these operations.
  When the PCs feel they have sufficiently weakened the 
  revolutionaries’ support and reaffirmed House Thrune’s 
  own allies, thus priming the city for reconquest, they can 
  confront the founder of the Glorious Reclamation and 
  its leader, Lord Marshal Alexeara Cansellarion. Once she 
  is slain, the Glorious Reclamation will be leaderless and 
  demoralized, and the regular Chelish military forces can 
  move in, bring Westcrown under their control, and deal 
  the rebellion its deathblow.
  Queen Abrogail gives the PCs more detailed 
  written orders (these instructions are presented at the 
  beginning of each part of the adventure), as well as 
  a map of Westcrown marking the five locations of the 
  pentagram ritual (see page 15). She urges them to leave 
  as soon as possible; each passing day allows the Glorious 
  Reclamation to solidify its hold on Westcrown. While 
  the PCs can certainly travel overland from Egorian to 
  Westcrown, they run the risk of encountering Glorious 
  Reclamation patrols around the city, so Queen Abrogail 
  recommends they teleport directly to the vicinity of 
  Citadel Rivad (area A) and offers to cast greater teleport 
  herself if the PCs don’t have that capability. 
  The TaThlum
  Ancient Kellid tribes would coat the severed head of 
  an enemy with lime and leave it to dry into a hard ball, 
  creating a grisly weapon called a tathlum that would be 
  hurled in battle against the deceased’s friends and family. 
  This legendary weapon can also be a potent magical 
  artifact, and the tathlum crafted from the head of the 
  gold dragon Parnoneryx is designed to wreak untold 
  destruction on followers of Iomedae—specifically, the 
  Glorious Reclamation.
  TATHLUM
  MAJOR
  ARTIFACT
  SLOT none
  CL 20th
  WEIGHT 220 lbs.
  AURA strong evocation and necromancy
  This horned and frilled dragon’s head is coated with a thick 
  layer of white lime. When dropped from a height of at least 
  150 feet, the tathlum detonates in an explosion of greasy 
  darkness, dealing 20d6 points of damage to all creatures 
  within a 150-foot-radius spread from its point of impact (Will 
  DC 25 half). Good or lawful living creatures with 9 Hit Dice or 
  fewer within this area must also succeed at a DC 25 Fortitude 
  save or die. This area is immediately affected by unhallow with 
  darkness as an associated spell effect. In addition, concussive 
  force blasts outward from the darkness, dealing 10d6 points of 
  damage to all creatures within the area between 150 feet and 
  300 feet from the impact point (Will DC 21 half). The tathlum 
  is consumed in the explosion.
  If at least 200 Hit Dice worth of creatures are killed by the 
  tathlum’s detonation, the explosion spontaneously creates 
  1d6 nightwalkers (Pathfinder RPG Bestiary 2 201) within 150 
  feet of the point of impact. On particularly dense battlefields, 
  the detonation instead creates 1d6 warsworns (Pathfinder 
  RPG Bestiary 4 272). These undead creatures are free-willed 
  and not under the control of the tathlum’s wielder. 
  If the tathlum is dropped from a height of less than 150 
  feet, it deals 3d6 points of damage to a single creature as 
  a falling object (Pathfinder RPG Core Rulebook 443), plus an 
  additional 2d6 points of damage if the target is good or lawful. 
  The tathlum takes no damage and is not destroyed if dropped 
  from a height of less than 150 feet.
  DESTRUCTION
  If dropped from a height of 150 feet or more, the tathlum 
  detonates and is permanently destroyed.
  
  7
  A. CITADEL RIVAD ENVIRONS
  The formidable walled fortress of Citadel Rivad (area 
  A1) stands among the stone spires and rock formations 
  of the Turanian Hills, 40 miles west of Westcrown. The 
  Glorious Reclamation’s besieging army is encamped on 
  the eastern side of the citadel (area A2), at the end of the 
  Rack Road (area A3), which connects the fortress to the 
  city. Use the map on page 9 for area A.
  When the PCs first arrive in the area, there have 
  been several days of steady drizzle, encouraging the 
  Glorious Reclamation army to keep under shelter and 
  providing the PCs with some cover for reconnaissance 
  and planning. Key locations surrounding the citadel are 
  described below, followed by details on using the tathlum 
  against the Glorious Reclamation army.
  A1. CitAdel RivAd
  Home to the Hellknight Order of the Rack, the walls and 
  towers of Citadel Rivad are constructed of imposing black 
  and gray granite and built into the face of a towering rock 
  spire called the Scepter. The spire is sheer to the west and 
  north; entrance to the fortress is via the Rack Road (area 
  A3), which climbs up a series of wide switchback ramps 
  beneath the citadel’s looming towers from the southeast. 
  The interior of Citadel Rivad is not detailed here, as 
  the PCs have no reason to enter the fortress itself—their 
  mission is to break the Glorious Reclamation’s siege, 
  not conquer the castle. If the PCs work out some way to 
  communicate with the Hellknights inside, they learn that 
  fewer than 100 Hellknights, armigers, and slaves remain to 
  hold the citadel, under Lictor Darcyne Wrens (LE female 
  human sorcerer 10/HellknightISWG 1), who recently took over 
  leadership of the order when its former lictor, Richemar 
  Alamansor, stepped down after many years. The situation 
  within the fortress is grim: the defenders are nearly out of 
  ammunition for their missile weapons and defensive siege 
  engines, and have only 1 week of food left. Lictor Wrens can 
  provide little aid to PCs who contact her, except to make 
  suggestions about the placement of the tathlum among the 
  enemy camps (see Deploying the Tathlum on page 11).
  A2. GloRious ReClAmAtion CAmps
  The army of the Glorious Reclamation is camped on the 
  plain east of Citadel Rivad. It consists of thousands of 
  soldiers, dozens of siege engines, and enough supplies 
  for a protracted siege. Although prepared for war, the 
  army is willing to wait out the defenders of Citadel Rivad 
  for many more days.
  The army is divided into five camps, each serving a 
  slightly different function, which the PCs can identify with 
  successful DC 15 Perception or Profession (soldier) checks. 
  A direct assault against any of the camps is unwise, as each 
  camp contains thousands of soldiers and dozens of high-
  level knights and officers. If necessary, you can use the 
  statistics for Glorious Reclamation chaplains and knights 
  inheritor in area A3 to represent small group of soldiers 
  the PCs might encounter (such as the sentries guarding 
  a camp’s perimeter), or troop statistics of the appropriate 
  type for the camp (see page 12) for larger groups.
  Camp A2a: Thousands of Glorious Reclamation 
  sergeants, trained and equipped to fight on foot, are 
  quartered in this camp. A disciplined group, these 
  soldiers wait in their tents for orders to storm the citadel.
  Camp A2b: Although each camp contains some siege 
  engines, the army’s best siege weapons and greatest 
  number of siege engineers are concentrated in this camp.
  GLORIOUS TABARD
  Many of the Glorious Reclamation’s knights wear magical 
  tabards embroidered with the symbol of the order to 
  protect them from the forces of evil. High-ranking Glorious 
  Reclamation knights and officers, many of them divine 
  spellcasters, wear more powerful versions of the tabard.
  GLORIOUS TABARD 
  PRICE
  varies
  Lesser
  400 GP
  Greater
  3,250 GP
  SLOT body
  CL 3rd
  WEIGHT 2 lbs.
  AURA faint abjuration
  This sleeveless white tabard, worn over armor or other 
  clothing, prominently bears the symbol of the Glorious 
  Reclamation and can be used as a divine focus by members 
  of the Glorious Reclamation who are followers of Iomedae. 
  Once per day, the wearer of a lesser glorious tabard can 
  activate the tabard to gain a +2 sacred bonus to her AC and 
  on saving throws for 10 minutes. Both bonuses apply only 
  against attacks made or effects created by outsiders with 
  the evil subtype or creatures with an evil aura.
  A greater glorious tabard bears the symbol of the 
  Glorious Reclamation in gold. It has all the powers of a 
  lesser glorious tabard but can be used twice per day. In 
  addition, whenever a greater glorious tabard is activated, 
  all longswords within 20 feet shed light as per a torch 
  and ignore the DR of evil creatures (except DR/epic) for 
  3 rounds. When a greater glorious tabard is used as a 
  divine focus to cast a spell, the wearer does not need any 
  material components that cost more than 5 gp.
  A glorious tabard functions only for wearers who are 
  both members of the Glorious Reclamation and followers 
  of Iomedae.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser
  200 GP
  Greater
  1,625 GP
  Craft Wondrous Item, veil of heavenARG, weapons against 
  evil (Pathfinder Campaign Setting: Inner Sea Gods 245, 
  greater glorious tabard only), creator must be member 
  of Glorious Reclamation and follower of Iomedae
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  8
  Camp A2c: More sergeants inhabit this camp, but 
  many of them are zealous volunteers with more courage 
  than training. Despite orders to stay encamped, restless 
  soldiers pace this camp, eager for battle. 
  Camp A2d: Most of the army’s chaplains and clerics 
  are coordinated from this camp, which serves as the 
  siege’s field hospital.
  Camp A2e: Highly trained troops equipped to fight 
  devils are held in reserve in this camp, which also 
  contains much of the army’s supplies.
  A3. RACk RoAd (CR 14)
  The Rack Road, which connects Citadel Rivad to 
  Westcrown, sees many travelers, with convoys of supplies 
  and additional siege equipment shipped to the camps 
  from Westcrown day and night. The PCs can ambush one 
  of these convoys to obtain disguises or information. 
  Creatures: A squadron of eight knights inheritor, led 
  by two Glorious Reclamation chaplains, guards each 
  supply convoy on its journey from Westcrown to Citadel 
  Rivad. The knights attack anyone attempting to interfere 
  with their convoy and fight to the death.
  GLORIOUS RECLAMATION CHAPLAINS (2) 
  CR 9
  XP 6,400 each
  Human warpriest of Iomedae (champion of the faith) 10 
  (Pathfinder RPG Advanced Class Guide 60, 128)
  LG Medium humanoid (human)
  Init –1; Senses Perception +2
  DEFENSE
  AC 23, touch 11, flat-footed 23 (+11 armor, –1 Dex, 
  +1 natural, +2 shield)
  hp 88 each (10d8+40)
  Fort +11, Ref +6, Will +11
  Defensive Abilities sacred armor (+2, 10 minutes/day)
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +12/+7 (1d10+6/17–20)
  Ranged mwk composite longbow +7/+2 (1d8+3/×3)
  Special Attacks blessings 8/day (good: battle companion, 
  holy strike; war: battle lust, war mind), fervor 7/day 
  (3d6), sacred weapon (good), smite evil 2/day (+3 attack 
  and AC, +10 damage)
  Warpriest Spells Prepared (CL 10th; concentration +12)
  4th—divine power
  3rd—invisibility purge, prayer, searing light
  2nd—bear’s endurance, lesser restoration, resist energy, 
  shield of fortificationACG, spear of purityUM (DC 14)
  1st—bless, command (DC 13), divine favor, protection 
  from evil, remove fear, shield of faith
  0 (at will)—detect magic, guidance, light, stabilize, virtue
  TACTICS
  Before Combat At the first hint of trouble, a Glorious 
  Reclamation chaplain casts bear’s endurance and uses 
  her sacred armor ability to give her full plate a +2 
  enhancement bonus.
  During Combat A chaplain casts divine power on the first 
  round of combat, then closes with the most dangerous 
  foe and smites using Power Attack.
  Morale Dedicated to the cause of the Glorious Reclamation, 
  a chaplain fights to the death.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 12, Wis 14, Cha 16
  Base Atk +7; CMB +10; CMD 19
  Feats Divine ProtectionACG, Improved Critical (longsword), 
  Lightning Reflexes, Lunge, Power Attack, Quicken 
  BlessingACG (holy strike), Toughness, Weapon Focus 
  (longsword), Weapon Specialization (longsword)
  Skills Diplomacy +14, Heal +10, Intimidate +12, Knowledge 
  (religion) +12, Sense Motive +12, Spellcraft +10
  Languages Celestial, Common
  SQ detect alignment
  GLORIOUS RECLAMATION 
  CHAPLAIN
  
  9
  Combat Gear potion of protection from arrows, holy water (2), 
  thunderstones (2); Other Gear mwk full plate, +1 light 
  steel shield, +1 longsword, mwk composite longbow (+3 
  Str) with 20 arrows, amulet of natural armor +1, cloak of 
  resistance +2, lesser glorious tabard (see the sidebar on 
  page 7), spell component pouch, 110 gp
  KNIGHTS INHERITOR (8) 
  CR 7
  XP 3,200 each
  Knight (Pathfinder RPG GameMastery Guide 289)
  hp 61 each
  A4. VAlignus (CR 15)
  Known as Valignus, “Burning Dell,” this hollow has long 
  served the Order of the Rack as a site for public executions 
  and monthly book-burnings. The sides of the rocky vale 
  have been trampled by years of Hellknight boots into a 
  natural amphitheater and are devoid of plant life. At the 
  bottom of the dell, several massive charred stumps mark 
  the locations of the Hellknights’ “clarity pyres.”
  Haunt: Familiar with Valignus’s history, an Iomedaean 
  loremaster named Varkus Korgarder came here shortly 
  after the Glorious Reclamation began their siege. Varkus 
  attempted a ritual to destroy the stumps and draw forth 
  the knowledge lost to the pyres into the blessed book he 
  carried, but the long years of desecration and executions 
  had infused the dell with supernatural energy. The 
  loremaster’s incomplete ritual only strengthened this 
  force, which manifested as a haunt that struck Varkus 
  insensible. Varkus’s assistants rescued the gibbering 
  loremaster, but the haunt persists here. Anyone 
  investigating the charred stumps triggers the haunt, 
  which purges knowledge from the minds of intruders as 
  fire does from an incinerated book. The soldiers of the 
  Glorious Reclamation now avoid Valignus entirely. As a 
  result, the dell makes a good staging area for the PCs if 
  they can overcome the haunt.
  PYRE OF LEARNING HAUNT 
  CR 15
  XP 51,200
  CE persistent haunt (75-ft.-square area at eastern end of 
  area A4)
  Caster Level 15th
  Notice Perception DC 28 (to smell burning books)
  hp 67; Trigger proximity; Reset 1 hour
  Effect When this haunt is triggered, each creature in the 
  area feels a burning inside its skull, consuming its 
  intellect. During the surprise round, the haunt targets 
  all creatures the area with feeblemind (Will DC 23 
  negates). In subsequent rounds, each creature in the 
  haunt’s area takes 6d6 points of fire damage (Will DC 21 
  half); creatures in the area with an Intelligence score of 
  3 or lower automatically fail saving throws against this 
  fire damage.
  Destruction Removing Varkus’s blessed book (see Treasure 
  below) from the dell destroys the haunt.
  Treasure: A successful DC 25 Perception check is 
  required to notice the Varkus Korgarder’s blessed book 
  lying in the mud among the charred stumps. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  A2a
  A2b
  A2C
  A1
  A2e
  A2d
  A5
  A4
  TO WESTCROWN
  A3
  A. CITADEL RIVAD ENVIRONS
  1 SQUARE = 50 FEET
  
  10
  A5. CommAnd post (CR 16)
  A grand pavilion stands atop a squat hill east of Citadel 
  Rivad, enjoying a commanding view of the fortress 
  and the army besieging it. This the command post and 
  personal quarters of Endranni Malesk, the aasimar knight 
  commander of the Glorious Reclamation’s army at Citadel 
  Rivad. Several large pennants fly from the top of the tent, 
  including an immense banner displaying a sunburst and 
  three swords. The PCs can identify this banner as the 
  personal standard of Knight Commander Malesk with a 
  successful DC 20 Knowledge (nobility) check. 
  At some point, the PCs must eliminate Malesk and 
  his retinue. The timing of this attack is up to the PCs. 
  If the PCs wait to confront Malesk until after they have 
  detonated the tathlum, the knight commander and his 
  retinue prepare themselves as indicated and rush from 
  the pavilion. The sight of the devastation overwhelms 
  them, however, and Malesk and his retinue are sickened 
  for 1 minute after the detonation. 
  Creatures: Knight Commander Endranni Malesk is a 
  sharp-featured aasimar with a stern gaze and long dark 
  hair worn in a braid. His pale skin appears to be sculpted 
  from marble, and the sounds of a heavenly chorus echo 
  in the air around him. Malesk’s retinue consists of his 
  celestial advisor, an advanced shield archon named 
  Othiel (who is feeling out of his depth advising on the 
  offensive side of a siege); Durgan Gultark, a paladin of 
  Torag who is lending his expertise to the siege; and two 
  Glorious Reclamation chaplain adjutants.
  ENDRANNI MALESK 
  CR 14
  XP 38,400
  Male aasimar bard 4/cavalier (standard bearer) 2/battle 
  herald 9 (Pathfinder RPG Bestiary 7; Pathfinder RPG 
  Advanced Player’s Guide 32, 260; Pathfinder RPG 
  Ultimate Combat 39)
  LG Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 25, touch 14, flat-footed 25 (+9 armor, +5 deflection, 
  –1 Dex, +2 natural)
  hp 117 (15 HD; 4d8+11d10+34)
  Fort +14, Ref +12, Will +14; +4 vs. bardic performance, 
  language-dependent, and sonic
  Resist acid 5, cold 5, electricity 5
  OFFENSE
  Speed 30 ft.
  Melee +2 glaive +22/+17/+12 (1d10+6/×3) or
  mwk longsword +20/+15/+10 (1d8+3/19–20)
  Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks banner +4/+3, bardic performance 15 
  rounds/day (countersong, distraction, fascinate [DC 17], 
  inspire competence +2, inspire courage +1), challenge 
  1/day (+2 damage, +1 to saves while threatening), 
  demanding challenge, tactician 3/day (move action, 
  Coordinated Defense or Swap Places, 8 rounds)
  Aasimar Spell-Like Abilities (CL 15th; 
  concentration +20)
  1/day—daylight
  Bard Spells Known (CL 4th; concentration +9)
  2nd (2/day)—allegroUM, mirror image
  1st (5/day)—cure light wounds, grease (DC 16), horn of 
  pursuitUM, moment of greatnessUC
  0 (at will)—dancing lights, detect magic, flare (DC 15), 
  message, prestidigitation, read magic
  TACTICS
  Before Combat Knight Commander Malesk casts mirror 
  image and drinks a potion of shield of faith before combat. 
  ENDRANNI MALESK
  
  11
  In addition, he receives the benefits of shield other from 
  Othiel. The benefits of Malesk’s lord’s banner of victory 
  (attached to his glaive) are included in his statistics, but 
  they also apply to any allies within sight of the banner.
  During Combat Malesk bolsters his allies with inspiring 
  commands or bardic performance and his tactician ability, 
  fighting at reach with his glaive from the second rank.
  Morale Malesk fights to the death to uphold the code of the 
  Glorious Reclamation.
  STATISTICS
  Str 16, Dex 8, Con 12, Int 14, Wis 12, Cha 21
  Base Atk +14; CMB +19; CMD 31
  Feats Cleave, Combat Casting, Combat Expertise, 
  Coordinated DefenseAPG, Improved Initiative, Lightning 
  Reflexes, Power Attack, Swap PlacesAPG, Toughness, 
  Weapon Focus (glaive)
  Skills Bluff +17 (+19 vs. creatures with whom he shares 
  a language), Diplomacy +25, Heal +14, Intimidate +20 
  (+22 vs. creatures with whom he shares a language), 
  Knowledge (engineering) +22, Knowledge (nobility) +19, 
  Knowledge (religion) +19, Perception +18, Perform 
  (oratory) +25, Profession (soldier) +16, Sense Motive +25
  Languages Celestial, Common, Draconic, Elven
  SQ bardic knowledge +2, calling 4/day (+5), easy march 
  (3 hours), improved leadership +3, inspiring command 
  25 rounds/day (swift action, +3; inspire courage +3, 
  inspire greatness [2 creatures], inspire hardiness, inspire 
  last stand, keep your heads, shake it off, sound the 
  charge [+15 ft.], stand firm), order of the star, persistent 
  commands (5 rounds), versatile performance (oratory), 
  voice of authority
  Combat Gear potions of shield of faith +5 (2); Other 
  Gear +3 mithral breastplate, +2 glaive, mwk composite 
  longbow (+3 Str) with 20 arrows, mwk longsword, amulet 
  of natural armor +2, belt of giant strength +2, cloak of 
  resistance +2, greater glorious tabard (see the sidebar on 
  page 7), headband of alluring charisma +2, lord’s banner 
  of victoryUE
  DURGAN GULTARK 
  CR 11
  XP 12,800
  Forge rider (Pathfinder RPG NPC Codex 119)
  hp 142
  GLORIOUS RECLAMATION CHAPLAINS (2) 
  CR 9
  XP 6,400 each
  hp 88 each (see page 8)
  OTHIEL 
  CR 11
  XP 12,800
  Advanced shield archon (Pathfinder RPG Bestiary 2 292, 31)
  hp 130
  TACTICS
  Before Combat Othiel casts shield other on Knight 
  Commander Malesk before they enter battle.
  Development: If the PCs attack the command post 
  before deploying the tathlum and the assault is evident 
  from the army camps (area A2), soldiers rush to aid 
  Knight Commander Malesk. Two Glorious Reclamation 
  sergeant troops (see page 90) arrive 1d6+4 rounds after 
  noticing that the command post is under attack.
  deployinG the tAthlum (CR vARies)
  The detonation of the tathlum and the destruction of the 
  Glorious Reclamation’s army should be more cinematic 
  in nature and less of a straightforward combat encounter. 
  The tathlum’s statistics are presented on page 6, but the 
  PCs don’t roll damage for the tathlum against individual 
  creatures; rather, the weapon automatically destroys large 
  portions of the army, leaving behind 0nly a few survivors. 
  In addition, the PCs themselves don’t engage in direct 
  combat with the forces of the Glorious Reclamation; 
  instead, they take on the roles of the nightwalkers and 
  warsworns created by the tathlum’s detonation to engage 
  the survivors of the attack.
  The PCs can deploy the tathlum whenever they wish, 
  but they must determine how and where to do so. They 
  should be aware of the tathlum’s powers and limitations—
  specifically, that it must be dropped from a height of at 
  least 150 feet to detonate. There are several methods the 
  PCs can use to get the tathlum to the appropriate height; 
  flying is the most obvious, but spells like reverse gravity or 
  telekinesis can be used as well (though keep in mind that 
  the tathlum weighs 220 pounds).
  The best location to detonate the tathlum is among 
  the Glorious Reclamation’s camps (area A2). The tathlum 
  obliterates any camp (and kills the vast majority of 
  its inhabitants) within 150 feet of its impact point and 
  severely weakens any camp from 150 feet to 300 feet 
  away. As a result, the tathlum has the greatest effect if it 
  is detonated between any three camps, but reaching such 
  a location likely requires disguise, stealth, or surprise. 
  Deploying it at the edge of the army is easier, but doing 
  so destroys only one or two camps. 
  As long as the tathlum obliterates at least one camp, 
  the explosion spawns a number of nightwalkers and 
  warsworns equal to the number of PCs. Each monster 
  appears at a random spot within 150 feet of the tathlum’s 
  point of impact. These creatures immediately attack any 
  surviving Glorious Reclamation soldiers (see Creatures 
  below), but they have no allegiance to the PCs or to each 
  other. Allow each player to choose either a nightwalker 
  or a warsworn to control for the duration of the fight 
  with the surviving soldiers. After this combat, any 
  surviving nightwalkers or warsworns wander away, no 
  longer under the control of any players. 
  NIGHTWALKERS (UP TO 6) 
  CR 16
  XP —
  hp 241 each (Pathfinder RPG Bestiary 2 201)
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  12
  WARSWORNS (UP TO 6) 
  CR 16
  XP —
  hp 207 each (Pathfinder RPG Bestiary 4 272)
  Creatures: Detonating the tathlum likely destroys 
  much of the army surrounding Citadel Rivad, but some 
  soldiers do survive and quickly consolidate into troops to 
  fight off the undead creatures—controlled by the PCs—
  on the battlefield. The exact nature of these survivors 
  depends on where the PCs deployed the tathlum. Any 
  camp within 150 feet of the tathlum’s point of impact is 
  utterly obliterated, and provides no troops to the final 
  combat. Any other camp, whether weakened by the 
  tathlum’s secondary blast or unaffected by the explosion, 
  contributes the following troops to the battle.
  Camps A2a and A2c: The survivors of these two camps 
  form sergeant troops (one troop per camp).
  SERGEANT TROOPS (1 OR 2) 
  CR 14
  XP 38,400 each
  hp 210 each (see page 90)
  Camp A2b: This camp’s survivors combine to form a 
  siege engineer troop.
  SIEGE ENGINEER TROOP 
  CR 14
  XP 38,400
  hp 210 (see page 91)
  Camp A2d: The surviving chaplains in this camp form 
  a field hospital troop.
  FIELD HOSPITAL TROOP 
  CR 14
  XP 38,400
  hp 210 (see page 90)
  Camp A2e: The well-supplied soldiers in this camp 
  form a devilslayer troop from their surviving members. 
  DEVILSLAYER TROOP 
  CR 14
  XP 38,400
  hp 210 (see page 90)
  Development: If the PCs have not yet defeated 
  the inhabitants of the command post (area A5) 
  before deploying the tathlum, they encounter Knight 
  Commander Malesk and his retinue at this point, when 
  they emerge to survey the devastation.
  Story Award: Award the PCs 51,200 XP for each 
  Glorious Reclamation camp obliterated by the tathlum 
  (to a maximum of three). In addition, the PCs should 
  earn normal experience for each Glorious Reclamation 
  troop defeated by the player-controlled nightwalkers and 
  warsworns in the subsequent combat. 
  PART 2: THE PENTAGRAM RITUAL
  Once the PCs have defeated the Glorious Reclamation 
  army around Citadel Rivad, they can address their 
  second mission: performing ritual sacrifices at five 
  specific sites in and around Westcrown. Queen Abrogail 
  has given the PCs a map with the five locations clearly 
  marked (see the inset map on page 15): Founder’s Peak 
  (area B), the eastern shore of the Southrun (area C), the 
  condottari marina (area D), the Adeletti (area E), and the 
  Qatada Nessudidia (area F). At each indicated location, 
  the PCs must sacrifice a native Wiscrani (resident 
  of Westcrown) in a short 5-minute ritual requiring 
  only a sharp blade and a successful DC 10 Knowledge 
  (religion) check. At the conclusion of each successful 
  ritual, hellfire utterly consumes the victim’s remains, 
  so the PCs immediately know whether the ritual has 
  succeeded or failed (a failed sacrifice can simply be 
  retried with another Wiscrani and another Knowledge 
  [religion] check). Finding sacrificial victims should 
  be straightforward for high-level PCs—any resident 
  of Westcrown will do, from the lowliest beggar to a 
  high-placed noble—but patrols of the city guard can 
  interrupt careless or blatant kidnapping attempts (see 
  Dottari Patrol on page 13). 
  The bloody rituals have sacred significance. Despite 
  decades of rule by Thrune diabolists, Westcrown has 
  long been associated with the worship of Aroden. Each 
  of the five ritual sites is connected with one of the quasi-
  mythical founders of Aroden’s faith in Westcrown, but 
  they also define the five points of an inverted pentagram, 
  the unholy symbol of Asmodeus. Successfully completing 
  the ritual in all five locations effectively rededicates the 
  city to Asmodeus. Queen Abrogail does not disclose this 
  underlying significance—as it is technically superfluous 
  to the PCs’ mission—but a successful DC 25 Knowledge 
  (history or religion) check reveals her profane purpose. 
  Even more importantly, the completed ritual will 
  focus the power of the Inferno Gate on Westcrown 
  itself, allowing the PCs to summon legions of devils to 
  ALTERNATIVE AFTERMATHS
  If you don’t want to play out the aftermath of the 
  tathlum’s detonation, or if your players are not interested 
  in temporarily controlling powerful undead abominations, 
  you have two options. First, you can quickly narrate the 
  destruction of the army’s remnants by the nightwalkers 
  and warsworns and move on to the next part of the 
  adventure. Alternatively, if your players are prepared 
  and eager to do some fighting with their own PCs, you 
  can simply decide that no nightwalkers or warsworns 
  arise following the explosion. In this case, the PCs must 
  personally fight the surviving Glorious Reclamation 
  troops to ensure the army’s complete destruction.
  
  13
  command and help overthrow the Glorious Reclamation. 
  The PCs can then use these devils to capitalize on their 
  successes in the various missions they’ll undertake in 
  Part 3.
  The PCs can complete the five location rituals in 
  any order, with one exception: the ritual at the Qatada 
  Nessudidia (area F) must be performed last. Note that the 
  PCs might choose to engage in some other missions in 
  Westcrown (see Part 3) between the ritual sacrifices. Feel 
  free to shift between the following encounters and the 
  missions in Part 3 to give the PCs control over the pacing 
  of their actions.
  DOTTARI PATROL (CR 15)
  Squads of Westcrown’s city guards, the dottari, patrol 
  the gates, streets, and canals of Westcrown. The Glorious 
  Reclamation works hard to keep crime in the city under 
  control, and has formed several elite squads of dottari 
  led by Glorious Reclamation knights. The PCs are likely 
  to encounter a dottari patrol if they openly enter the city 
  (such as through one of its gates) or botch a kidnapping 
  attempt for a ritual sacrifice, or at any other time that 
  you see fit.
  Creatures: Each dottari patrol consists of six elite 
  dottari constables led by an earnest Glorious Reclamation 
  knight banneret who serves as the squad’s lieutenant. 
  Dottari patrols initially treat powerful-looking travelers 
  such as the PCs with caution and ask probing questions 
  about their business in the city. Once the PCs become 
  known as a force of evil in Westcrown, the dottari patrols 
  attack on sight.
  ELITE DOTTARI (6) 
  CR 9
  XP 6,400 each
  Human cavalier (constable) 10 (Pathfinder RPG Advanced 
  Player’s Guide 32, Pathfinder Player Companion: Heroes 
  of the Streets 17)
  LN Medium humanoid (human)
  Init +1; Senses Perception +21
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, 
  +1 natural)
  hp 99 each (10d10+40)
  Fort +10, Ref +7, Will +6
  Defensive Abilities resolute 3
  OFFENSE
  Speed 20 ft.
  Melee +1 halberd +16/+11 (1d10+7/×3) or
  mwk longsword +15/+10 (1d8+4/19–20) or
  sap +14/+9 (1d6+4 nonlethal)
  Ranged mwk light crossbow +12 (1d8/19–20)
  Special Attacks challenge 4/day (+10 damage, +3 on 
  attacks if foe attacks another), greater tactician 3/day 
  (swift action, Coordinated Maneuvers or Lookout, 8 
  rounds), squad commander, stem the tide
  TACTICS
  During Combat The dottari work together to take 
  advantage of teamwork feats like Coordinated 
  Maneuvers and Lookout. They challenge individual foes, 
  using their halberds to trip opponents, and then strike 
  with Power Attack.
  Morale The dottari are not members of the Glorious 
  Reclamation and do not fight to the death. They flee from 
  combat if reduced to fewer than 30 hit points, or if half of 
  their number are slain or incapacitated.
  STATISTICS
  Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 10
  Base Atk +10; CMB +14 (+16 disarm, +16 grapple, +16 trip); 
  CMD 25
  Feats Alertness, Combat Reflexes, Coordinated 
  ManeuversAPG, Dazzling Display, Improved Unarmed 
  StrikeB, Lightning Reflexes, LookoutAPG, Power Attack, 
  Stand StillB, Toughness, Weapon Focus (halberd)
  Skills Diplomacy +10, Heal +6 (+11 when used on 
  someone else), Intimidate +10, Knowledge (local) +10, 
  Perception +21, Sense Motive +14
  Languages Common
  SQ apprehend, badge (+3/+2), order of the shield, 
  quick interrogator
  Combat Gear potions of cure moderate wounds (2), 
  tanglefoot bags (2); Other Gear +2 banded mail, 
  +1 halberd, mwk light crossbow with 10 bolts, mwk 
  longsword, sap, amulet of natural armor +1, cloak of 
  resistance +1, quick runner’s shirtUE, everburning torch, 
  manacles, signal whistle, 62 gp
  SPECIAL ABILITIES
  Apprehend (Ex) An elite dottari gains Improved Unarmed 
  Strike as a bonus feat and can attempt a grapple combat 
  maneuver check in place of the attack at the end of a 
  charge. An elite dottari receives a +2 bonus on Perception 
  checks and combat maneuver checks to disarm, grapple, 
  or trip opponents. An elite dottari doesn’t treat crowds as 
  difficult terrain. 
  Badge (Ex) An elite dottari’s badge is a powerful symbol 
  of rules and authority. As long as he wears his badge, 
  allies within 30 feet who can see him gain a +3 morale 
  bonus on saving throws against charm, compulsion, and 
  fear effects and a +2 morale bonus on attack rolls against 
  targets the elite dottari has challenged.
  Quick Interrogator (Ex) An elite dottari can attempt 
  a Diplomacy check to gather information in 1d6 × 5 
  minutes and attempt a Diplomacy or Intimidate check to 
  change someone’s attitude in 5 rounds. 
  Squad Commander (Ex) An elite dottari can spend 1 
  minute laying out a plan to activate the tactician ability 
  without having it count against his number of uses per 
  day. The ability must be triggered within 1 hour of the 
  plan being made, and the benefits last for 10 minutes. An 
  elite dottari can have only one plan at a time, and if he 
  makes a new plan, any old plan is lost.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  14
  KNIGHT BANNERET 
  CR 11
  XP 12,800
  Human paladin (holy guide) of Iomedae 12 (Pathfinder RPG 
  Advanced Class Guide 107)
  LG Medium humanoid (human)
  Init +1 (+3 in urban); Senses Perception +8 (+10 in urban)
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, 
  +4 shield)
  hp 130 (12d10+60)
  Fort +14, Ref +10, Will +11
  Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +2 flaming holy longsword +20/+15/+10 (1d8+7/17–20 
  plus 1d6 fire plus 2d6 vs. evil)
  Ranged mwk composite longbow +14/+9/+4 (1d8+5/×3)
  Special Attacks channel positive energy 4/day (DC 18, 
  6d6), smite evil 4/day (+2 attack and AC, +12 damage)
  Paladin Spell-Like Abilities (CL 12th; concentration +14)
  At will—detect evil
  Paladin Spells Prepared (CL 9th; concentration +11)
  3rd—archon’s auraUM (DC 15)
  2nd—bull’s strength, resist energy, zone of truth (DC 14)
  1st—bless weapon, challenge evilAPG (DC 13), 
  lesser restoration
  TACTICS
  Before Combat A knight banneret casts archon’s aura and 
  bull’s strength, and drinks a potion of cat’s grace. She 
  also uses divine bond to add the flaming and holy special 
  abilities to her longsword. 
  During Combat A knight banneret activates her greater 
  glorious tabard on the first round of combat. The knight 
  focuses her attacks on evil foes, using smite evil and 
  Power Attack when possible. If the situation warrants it, 
  she expends uses of smite evil to grant her allies the use 
  of her aura of justice or Shake It Off feat.
  Morale A knight banneret fights to the death.
  STATISTICS
  Str 20, Dex 12, Con 16, Int 12, Wis 10, Cha 15
  Base Atk +12; CMB +17; CMD 28
  Feats Blind-Fight, Critical Focus, Improved Critical 
  (longsword), Lightning Reflexes, Power Attack, Shake It 
  OffUC, Toughness, Weapon Focus (longsword)
  Skills Diplomacy +13, Intimidate +10, Knowledge 
  (nobility) +8, Knowledge (religion) +8, Perception +8 
  (+10 in urban), Ride +6, Sense Motive +11
  Languages Celestial, Common
  SQ divine bond (weapon +3, 2/day), favored terrain 
  (urban +2), lay on hands 8/day (6d6), mercies (staggered, 
  stunned), teamwork feat (9 rounds)
  Combat Gear potions of cat’s grace (2), holy water, 
  tanglefoot bag, thunderstone; Other Gear +1 full plate, 
  +2 heavy steel shield, +2 longsword, mwk composite 
  longbow (+5 Str) with 20 arrows, cloak of resistance +1, 
  greater glorious tabard (see the sidebar on page 7), 
  signal whistle, 8 gp
  Development: Should any of the PCs be captured by 
  the dottari, they are taken to the Ducotrion (see area J) 
  and locked in the jail there (area J4).
  B. FOUNDER’S PEAK (CR 15)
  The ritual sacrifice at the pentagram’s southeastern 
  point must be performed at Founder’s Peak, the highest 
  point on the east bank of the Southrun. Founder’s Peak 
  is named after Founder Adel, the patron of woodcraft 
  and shipwrights. According to legend, Founder Adel first 
  caught sight of the bay where Westcrown would be built 
  from the peak, and he cut branches from the trees on the 
  hill to make a raft to sail across the Southrun. 
  Olive orchards and farms cover the rolling hills 
  overlooking the river’s east bank. The land around 
  Founder’s Peak belongs to the Arthrugge family, 
  generations of druids who have maintained a careful 
  political neutrality while growing wealthy from their 
  crops. The Arthrugges distrust the Glorious Reclamation 
  and foresee trouble in the city’s immediate future, so 
  they have shuttered their vira (estate) and embarked on 
  an extended trip to visit relatives in Isger. Only a nearby 
  caretaker’s lodge shows any signs of habitation.
  Creatures: Four custodians (N human commoner 1/
  expert 1; use the stat block for farmer on page 309 of the 
  Pathfinder RPG GameMastery Guide if necessary) inhabit 
  the caretaker’s lodge. All four are native Wiscrani and 
  have served the Arthrugges for most of their lives, and 
  would make fine victims for the PCs’ sacrifice. The 
  custodians maintain the estate’s olive groves but do 
  not willingly fight trespassers; they leave the defense 
  of Arthrugge lands to a ram-like plant creature called a 
  barometz. The barometz does not harm the caretakers 
  (who lovingly call the creature Nettles) but attacks all 
  other intruders, fighting to the death.
  NETTLES 
  CR 15
  XP 51,200
  Barometz (Pathfinder RPG Bestiary 4 16)
  hp 253
  Story Award: For successfully completing this part of 
  the five-part pentagram ritual, award the PCs 9,600 XP.
  C. SOUTHRUN EDDY (CR 16)
  The ritual sacrifice that creates the northeastern point of 
  the pentagram must be performed along the Southrun’s 
  eastern shore, next to a deep eddy in the river’s current. 
  This location is tied to Founder Palmor, the spirit of 
  rivers and renewal and patron of fisherfolk. The river 
  is particularly deep here, naturally forming a large 
  
  15
  whirlpool, but generations of effluent and refuse from 
  the city have now clogged the eddy. About once a year, 
  civic-minded Wiscrani organize crews to row over and 
  clean out the filth collecting here in honor of Founder 
  Palmor’s aspect of renewal, but the last few cleanup crews 
  disappeared, devoured by the demons now inhabiting 
  the eddy (see Creatures below). Interest in this civic 
  improvement has since waned.
  A steep cliff forms the eastern bank of the Southrun 
  here. Rolling hills and farmlands stretch along the bluff 90 
  feet above the river. A narrow, rugged path cut into the cliff 
  leads from the top down to a small, rocky beach studded 
  with jagged stones and encrusted with garbage. The beach 
  is considered difficult terrain, and the nauseating stink 
  of the sewage swirling in the eddy requires any creatures 
  on the bank to succeed at a DC 15 Fortitude save or be 
  sickened for 10 minutes (this is a poison effect).
  Creatures: The filthy water in the eddy is home to four 
  omox demons, survivors of a summoning gone awry 
  many years ago. The demons fled the devil-controlled 
  city to this sump, where they frolic in the effluent and 
  feast upon anglers, garbage-pickers, and river birds that 
  stray too close to their playground. The swaggering 
  omoxes rise from the sewage to attack any creatures on 
  the beach, attempting to smother intruders or drown 
  them in the eddy. 
  OMOX DEMONS (4) 
  CR 12
  XP 19,200 each
  hp 162 each (Pathfinder RPG Bestiary 2 79)
  Treasure: A PC who succeeds at a DC 25 Perception 
  finds a tattered monk’s robe floating in the water amid the 
  swirling refuse.
  Story Award: For successfully completing this part of 
  the five-part pentagram ritual, award the PCs 9,600 XP.
  D. CONDOTTARI MARINA (CR 15)
  The ritual sacrifice for the northwestern point of the 
  pentagram must be performed at the northernmost 
  condottari marina in the Westchannel. On this small 
  rocky island, Founder Dotara (the spirit of guardians 
  and patron of dottari) established the structure of 
  Westcrown’s dottari, including the semi-independent 
  divisions of condottari (“canal wardens”) and regidottari 
  (“palace wardens”); the rundottari (“ruin wardens”) were 
  a later creation. The island has been built up with stone 
  and wood over the intervening centuries to serve as 
  the primary staging point for the city’s condottari, who 
  patrol Westcrown’s canals and rivers. 
  Large forces of guards rarely occupy the marina; 
  instead, the condottari use the small island to transfer 
  from one barge to another and to repair damaged 
  watercraft. Four adels (the small, personal barges 
  commonly used in Westcrown) and a large sail barge are 
  currently moored at the marina, but only one adel is in 
  seaworthy condition.
  Creatures: Six shipwrights (N human expert 4; use the 
  stat block for journeyman carpenter on page 261 of the 
  Pathfinder RPG NPC Codex if necessary) normally staff the 
  marina, but they hide at the first sign of trouble. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  E2
  E3
  E1
  B
  F
  D
  C
  E
  1 SQUARE = 10 FEET
  D. CONDOTTARI MARINA
  C. SOUTHRUN EDDY
  B. FOUNDER’S PEAK
  E. ADELETTI
  
  16
  In addition, a condottari major named Conna Tuscaya 
  is currently at the marina interviewing three bounty 
  hunters for a special assignment against an elusive crew 
  of smugglers. Conna is a wiry halfling with a mop of wavy 
  black hair. She is a native Wiscrani from a locally famous 
  family of free halfling dottari, but she left Westcrown 
  for Alkenstar in her youth when the city’s corruption 
  wore her sense of justice too thin. Now returned to 
  serve the Glorious Reclamation, Conna investigates 
  any disturbance at the marina and attempts to arrest 
  intruders, resorting to violence if necessary. 
  The three bounty hunters, eager to impress their 
  prospective employer, fight enthusiastically in melee, 
  calling attention to each successful strike they make. 
  Although initially filled with bravado, a bounty hunter 
  flees into the water if reduced to fewer than 30 hit points.
  BOUNTY HUNTERS (3) 
  CR 11
  XP 12,800 each
  hp 94 each (Pathfinder RPG NPC Codex 135)
  CONNA TUSCAYA 
  CR 11
  XP 12,800
  Female halfling gunslinger 12 (Pathfinder RPG Ultimate 
  Combat 9)
  LN Small humanoid (halfling)
  Init +7; Senses Perception +18
  DEFENSE
  AC 26, touch 19, flat-footed 18 
  (+6 armor, +5 Dex, +3 dodge, 
  +1 shield, +1 size)
  hp 94 (12d10+24)
  Fort +12, Ref +16, Will +10; 
  +2 vs. fear
  Defensive Abilities nimble +3
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword 
  +13/+8/+3 (1d6–1/19–20)
  Ranged +1 thundering 
  pepperbox 
  +20/+15/+10 
  (1d6+6/19–
  20/×4) or
  mwk buckler gun 
  +19/+14/+9 
  (1d4+5/×4)
  Special Attacks deeds 
  (bleeding wound [5 bleed], 
  dead shot, deadeye, expert loading, 
  gunslinger initiative, gunslinger’s dodge, 
  lightning reload, pistol-whip, quick clear, 
  startling shot, targeting, utility shot), 
  grit (3), gun training +5 (pepperbox, 
  buckler gun)
  TACTICS
  During Combat Conna spreads shots from her pepperbox 
  among as many opponents as possible, dealing bleed 
  damage with her bleeding wound deed. She uses her 
  buckler gun or longsword as backup weapons only if her 
  pepperbox misfires.
  Morale If Conna is reduced to 30 hit points or fewer, she 
  flees long enough to drink her potions (and reload her 
  gun if necessary), before returning to attack her enemies 
  from another direction.
  STATISTICS
  Str 8, Dex 20, Con 12, Int 13, Wis 16, Cha 10
  Base Atk +12; CMB +10; CMD 28
  Feats Deadly Aim, GunsmithingUC, Improved Critical 
  (pepperbox), Point-Blank Shot, Precise Shot, Quick Draw, 
  Rapid Reload, Rapid Shot, Signature DeedUC (bleeding 
  wound), Weapon Focus (pepperbox)
  Skills Acrobatics +22 (+18 when jumping), Climb +1, Craft 
  (alchemy) +10, Diplomacy +6, Intimidate +13, Knowledge 
  (local) +14, Perception +18, Swim +8
  Languages Common, Dwarven, Halfling
  SQ gunsmith
  Combat Gear potions of cure serious wounds (2), alchemical 
  paper cartridgesUE (60); Other Gear +2 mithral chain 
  shirt, +1 thundering pepperboxUE, mwk buckler gunUE, 
  mwk longsword, belt of incredible dexterity +2, cloak of 
  resistance +2, endless bandolierUE, everburning torch, 25 gp
  AquAtiC RevenGe (CR 16)
  A few minutes after the PCs’ assault on the marina, likely 
  as they are completing their sacrifice, they are attacked.
  Creatures: The marinas of the Westchannel are 
  under the protection of a cetaceal agathion called 
  CONNA TUSCAYA
  
  17
  Elissi Whitewater and her companion Thessene, a triton 
  oracle. As Elissi and Thessene arrive off the island’s 
  eastern shore, they target opponents at range from the 
  water, since their mobility on land is extremely limited, 
  but if necessary, they can use Thessene’s potions of fly 
  and air breathing spells to move about more freely out 
  of the water.
  ELISSI WHITEWATER 
  CR 15
  XP 51,200
  Female cetaceal (Pathfinder RPG Bestiary 2 17)
  hp 212
  TACTICS
  During Combat Elissi summons an elder water elemental 
  on the first round of combat, then uses spells such as 
  cone of cold, hold monster, and lightning bolt to attack 
  foes on land. She fights with her shortspear and tail slap 
  if anyone gets close enough, however, and if surrounded 
  (and if Thessene is not in the area of effect), Elissi uses her 
  shockwave ability to take out as many enemies as possible.
  Morale Elissi fights to the death.
  THESSENE 
  CR 13
  XP 25,600
  Male triton oracle 12 (Pathfinder RPG Bestiary 2 270, 
  Pathfinder RPG Advanced Player’s Guide 42)
  NG Medium outsider (native, water)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +18
  DEFENSE
  AC 32, touch 17, flat-footed 29 (+8 armor, +4 deflection, 
  +3 Dex, +4 natural, +3 shield)
  hp 157 (15 HD; 12d8+3d10+87)
  Fort +11, Ref +8, Will +13
  OFFENSE
  Speed 5 ft., swim 40 ft.
  Melee mwk frost trident +14/+9/+4 (1d8+1 plus 1d6 cold)
  Ranged +3 frost holy underwater heavy crossbow +19 
  (1d10+3/17–20 plus 1d6 cold plus 2d6 vs. evil)
  Triton Spell-Like Abilities (CL 7th; concentration +11)
  1/day—summon nature’s ally II (Small water elemental 
  or 1d3 dolphins only)
  Oracle Spells Known (CL 12th; concentration +16)
  6th (3/day)—cold ice strikeUM (DC 20), mass cure 
  moderate wounds, fluid formAPG
  5th (5/day)—greater forbid actionUM (DC 19), geyserAPG 
  (DC 19), holy iceUM, mass cure light wounds
  4th (7/day)—control water, cure critical wounds, greater 
  magic weapon, holy smite (DC 18), wall of ice (DC 18)
  3rd (7/day)—air breathingMC, blindness/deafness (DC 17), 
  cure serious wounds, dispel magic, protection from 
  energy, water breathing
  2nd (7/day)—bear’s endurance, cure moderate wounds, 
  hold person (DC 16), silence (DC 16), slipstreamAPG 
  (DC 16), spear of purityUM (DC 16), spiritual weapon
  1st (7/day)—bless, cure light wounds, detect evil, divine 
  favor, obscuring mist, shield of faith, touch of the 
  seaAPG (DC 15)
  0 (at will)—create water, detect magic, detect poison, 
  guidance, light, read magic, resistance, stabilize, virtue
  Mystery waves
  TACTICS
  Before Combat Thessene has already activated his ice 
  armor revelation for the day. In addition, he casts greater 
  magic weapon on his crossbow and bear’s endurance 
  and shield of faith on himself before combat.
  During Combat When he is within 20 feet of Elissi, 
  Thessene gains a +4 resistance bonus on saving throws 
  against attacks made or created by evil creatures from 
  the cetaceal’s protective aura. Thessene casts divine 
  favor on the first round of combat, then attacks with 
  spells or his crossbow (using Deadly Aim), casting cold ice 
  strike as a swift action every round to take advantage of 
  his freezing spells revelation. Against evil foes, Thessene 
  uses his punitive transformation revelation to turn his 
  foes into fish, especially if they are on land.
  Morale Thessene fights valiantly to the death.
  STATISTICS
  Str 12, Dex 16, Con 18, Int 11, Wis 15, Cha 18
  Base Atk +12; CMB +13; CMD 30
  Feats Deadly Aim, Extra RevelationAPG, Improved Critical 
  (heavy crossbow), Improved Initiative, Point-Blank Shot, 
  Rapid Reload, Toughness, Weapon Focus (heavy crossbow)
  Skills Acrobatics +15, Diplomacy +15, Knowledge 
  (nature) +6, Knowledge (planes) +6, Knowledge 
  (religion) +6, Perception +18, Sense Motive +15, 
  Spellcraft +10, Stealth +10, Survival +10, Swim +13
  Languages Aquan, Celestial, Common, Infernal; tongues 
  (understand only)
  SQ oracle’s curse (tongues), revelations (blizzard 1/day 
  [4 rounds, 12d4 cold damage, Reflex DC 20 half], freezing 
  spells, ice armor, punitive transformation 4/day [DC 20, 
  12 rounds], wintry touch 7/day [1d6+6 cold damage])
  Combat Gear potions of fly (2); Other Gear +2 buckler, 
  +1 holy underwater heavy crossbowUE with 20 crossbow 
  bolts, mwk trident, headband of alluring charisma +2, 
  spell component pouch
  Story Award: For successfully completing this part of 
  the five-part pentagram ritual, award the PCs 9,600 XP.
  E. ADELETTI
  The ritual sacrifice at the pentagram’s southwestern 
  point must be performed at a large building in Rego 
  Scripa known as the Adeletti, a former warehouse now 
  used as a guildhall for local adeliers (pilots of the small 
  barges called adels) and ferrymen, who congregate here 
  to eat meals, make minor repairs to their barges, and 
  swap tales. The site honors Founder Crucisal, the spirit 
  of water travel and patron of adeliers.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  18
  The Adeletti is near Taranik House, the former 
  headquarters of the Order of the Rack in Westcrown. The 
  Glorious Reclamation attacked Taranik House days ago 
  and captured several Order of the Rack Hellknights, but 
  the ranking Hellknight in the city, Paralictor Gonville 
  Chard, managed to escape using secret sewer tunnels 
  beneath Taranik House. Chard emerged only recently to 
  find himself in a city overrun by the enemy. Chard had 
  originally planned to escape the city and report to his 
  superiors in Citadel Rivad, but the crusaders’ siege of the 
  Hellknight fortress forced him to improvise. With Taranik 
  House overrun, Chard seized control of the neighboring 
  Adeletti and took the adeliers inside hostage. The Glorious 
  Reclamation has sent a squad of dottari to deal with 
  the hostage situation, effectively trapping Chard inside. 
  Now the Hellknight and the dottari find themselves in 
  a standoff. The PCs intrude on this tense situation when 
  they arrive at the Adeletti to perform their ritual sacrifice.
  Use the map on page 15 for this location.
  e1. Adeletti plAzA (CR 15)
  A wide, cobbled plaza stands between an imposing, black-
  spired building to the east and a large waterfront warehouse 
  to the west. The warehouse hangs over the water to the 
  southwest, supported by thick pilings.
  The plaza between the Adeletti and the now-
  abandoned Taranik House is mostly deserted, as 
  the dottari have cordoned off the area for safety. The 
  Adeletti has three entrances: the main entrance facing 
  the plaza, a smaller side entrance to the north, and a 
  barge dock under the overhang to the southwest that is 
  not accessible by land.
  Creatures: Six elite dottari and one knight banneret 
  lieutenant have taken up positions in the plaza, as they 
  are unwilling to risk the lives of the hostages inside the 
  Adeletti by storming the building. Two of the dottari are 
  posted near the side entrance to the north; two more 
  stand to the southwest to keep an eye on the barge dock. 
  The remaining pair of dottari and the knight banneret 
  watch the main entrance from the plaza. The dottari 
  initially try to convince anyone approaching to leave 
  the area for their own safety, but they attack anyone 
  attempting to enter the building.
  ELITE DOTTARI (6) 
  CR 9
  XP 6,400 each
  hp 99 each (see page 13)
  KNIGHT BANNERET 
  CR 11
  XP 12,800
  hp 130 (see page 14)
  e2. Adeletti Common Room (CR 15)
  The interior of the Adeletti is a single cavernous 
  room approximately 50 feet square and 
  20 feet high. The interior is decorated 
  with a few round tables and amateurish 
  murals of adeliers at work, in a half-hearted 
  attempt to disguise the building’s origin as a 
  mundane warehouse.
  Creatures: When he emerged from the sewers, 
  Paralictor Chard activated Taranik House’s secret 
  defense—a pair of iron golems sculpted to look like the 
  Order of the Rack’s distinctive black Hellknight plate 
  armor. Following Chard’s orders, these golems now guard 
  the Adeletti and attack anyone entering the building. 
  Any Hellknight can also issue orders to the golems (this 
  requires a standard action and speaking the command 
  in a firm voice). The PCs are unlikely to know this, but 
  any character who succeeds at a DC 20 Knowledge (local) 
  check recalls that Hellknights occasionally commission 
  golems designed to obey commands given by any 
  Hellknight (a member of the Order of the Rack gains a 
  +4 circumstance bonus on this check). The golems are 
  bound to the area around Taranik House; they can’t 
  move more than 100 yards from the Taranik 
  House, even if commanded by a 
  Hellknight to do so. The 
  golems fight until they 
  are destroyed.
  THESSENE
  
  19
  IRON GOLEMS (2) 
  CR 13
  XP 25,600 each
  hp 129 each (Pathfinder RPG Bestiary 162)
  e3. BARGe doCk
  Adeliers can sail right up to the Adeletti by 
  piloting their barges between the pilings 
  that support the building over the water 
  and mooring their boats at the dock 
  beneath. Although there is room for 
  four barges at the dock, only three 
  adels are presently berthed here. 
  When Chard first started taking 
  hostages, one of the adeliers slipped 
  away to hole the boats, preventing 
  Chard from using them to escape.
  Creatures: 
  Paralictor 
  Gonville 
  Chard (LE male human ranger 7/
  HellknightISWG 2) is currently holding six adeliers hostage 
  in this area (N human expert 2; use the stat block for old 
  sailor on page 260 of the NPC Codex if necessary). Five 
  of the adeliers are tied up while the sixth is laboring to 
  repair one of the scuttled adels under Chard’s watchful 
  eye. Chard is worried that the Glorious Reclamation might 
  storm the Adeletti at any moment, and is ready to start 
  killing hostages as soon the dottari engage the golems in 
  the common room (area E2). 
  When the PCs first arrive, Chard initially assumes 
  they are representatives of the Glorious Reclamation and 
  prepares to fight for his life, but if the PCs make clear 
  their opposition to the Iomedaeans or their status as 
  Thrune agents, or better yet, if the PCs include one or 
  more Hellknights, Chard asks for their help in getting 
  out of the city. He has no interest in the PCs’ mission or 
  in helping retake the city; his loyalty is to the Order of the 
  Rack, not to House Thrune. He can be used to point the 
  PCs toward some of the missions in Part 3, though. The 
  paralictor has no idea of recent events (such as the PCs 
  breaking the siege of Citadel Rivad), and would be happy 
  to join his compatriots there if given the chance. Chard 
  takes whatever options the PCs present, as he knows his 
  own solution—rowing away in a sinking, hastily repaired 
  adel—has only a slim chance of success.
  Story Award: If the PCs help Chard escape Westcrown 
  and get to Citadel Rivad, award them 4,800 XP. For 
  successfully completing this part of the five-part 
  pentagram ritual, award the PCs 9,600 XP.
  F. QATADA NESSUDIDIA
  The fifth and final ritual sacrifice, forming the 
  pentagram’s southern point, must be performed at the 
  imposing cathedral of Asmodeus in Rego Sacero, the 
  Qatada Nessudidia—specifically, atop the altar beneath 
  the enormous red crystal skylight in the temple’s roof. 
  Founder Vadrus, the spirit of crystals and patron of artisans, 
  is believed to have originally crafted the skylight, 
  but the carefully cut crystal was not specifically 
  fashioned for the cathedral; it was taken from 
  a crumbling vaneo in Parego Regicona, which 
  had plundered it from yet another building.
  The Glorious Reclamation took control of 
  the Qatada Nessudidia soon after conquering 
  the city, repurposing the 
  temple into a garrison and 
  jail for key prisoners, under 
  the command of a brijidine 
  azata named Maraya. Unless 
  the PCs were exceptionally 
  stealthy in carrying out their 
  earlier sacrifices, Maraya 
  has become aware of the 
  villains’ 
  actions 
  and 
  has deduced both their 
  purpose and the location of their final sacrifice. She has 
  brought her concerns to Lord Marshal Cansellarion and 
  her advisors, but the Glorious Reclamation’s leadership is 
  not convinced, and is unwilling to commit extra resources 
  to the temple based on the brijidine’s hunch. Nevertheless, 
  Maraya has done what she can to shore up the Qatada 
  Nessudidia’s defenses and has posted guards throughout 
  the cathedral in preparation for the PCs’ arrival.
  The map for the Qatada Nessudidia is on page 21. 
  The exterior is constructed of dark stone. The cathedral 
  has four floors. The ground floor and top floor are 25 
  feet high, while other levels are 15 feet high. Most walls 
  feature narrow windows filled with thick stained glass in 
  abstract designs.
  F1. inFeRnAl sAnCtum (CR 14)
  Light pours into this large, star-shaped chamber through 
  stained-glass windows set between stone pilasters. A circular 
  dais of dark, red-stained stone rises fifteen feet above the 
  floor in the center of the space. Small steps wind around the 
  platform, and a gleaming statue of an angelic warrior woman 
  stands incongruously atop it. A dark shaft pierces the ceiling 
  above the dais. On the chamber’s periphery, broken pews, 
  statuary, and other furniture cram four arms of the room.
  This chamber was the center of public Asmodean 
  worship services in Westcrown. Five transepts, organized 
  around a central nave, form the pentagram shape of 
  the sanctum. Six large doors in the southern transept 
  serve as the cathedral’s main entrance. The shaft above 
  the central dais used to channel crimson light from 
  the skylight at the top of the building down into the 
  sanctum, but the Iomedaeans have sealed the shaft with 
  a wall of stone (see area F8).
  Two doors in the east and west transepts lead to the 
  cathedral’s vestries (areas F2a and F2b). The northeast and 
  GONVILLE CHARD
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  20
  northwest transepts contain secret doors that provide 
  access to a hidden sacristy (area F3); a successful DC 30 
  Perception check is required to locate either secret door.
  The Glorious Reclamation now uses this chamber for 
  martial practice and training, and has replaced the altar 
  of Asmodeus that once stood on the central dais with a 
  statue of Saint Lymirin, an angelic servitor of Iomedae. 
  In addition, the Iomedaeans have cast hallow on the site 
  (with aid as an associated effect, applied to all worshipers 
  of Iomedae) and regularly cast consecrate on the dais to 
  sever the cathedral’s connection to Asmodeus (all of 
  these effects are CL 17th).
  Creatures: Six Knight Inheritor guards are stationed 
  in this room as a first defense. Although intruders are 
  likely to find all six of the guards posted here, the PCs 
  might enter the Qatada Nessudidia from another point 
  (such as via the balcony at area F6). If these guards detect 
  trouble in another area of the building, they send 1d3 
  of their number to investigate, leaving no fewer than 
  three guards stationed here. Due to the hallow effect, the 
  guards here enjoy the protection of that spell’s magic circle 
  against evil, as well as the benefits of aid (these benefits are 
  included in the stat block below).
  KNIGHT INHERITOR GUARDS (6) 
  CR 9
  XP 6,400 each
  Pious guard (Pathfinder RPG NPC Codex 117)
  AC 23, touch 11, flat-footed 23
  hp 98 each
  Fort +13, Ref +6, Will +11; +1 vs. fear
  Melee +1 ranseur +18/+13 (2d4+8/×3) or
  mwk longsword +17/+12 (1d8+7/19–20)
  Development: In order to successfully complete the 
  pentagram ritual, the PCs must perform their sacrifice 
  on the Qatada Nessudidia’s altar of Asmodeus, in the 
  crimson glow of the cathedral’s skylight. To do so, the 
  PCs must first replace the altar atop the dais, reconsecrate 
  the infernal sanctum to Asmodeus, and destroy the wall 
  of stone blocking the skylight. 
  The Iomedaeans discarded the temple’s bloodstained, 
  black iron altar among the broken furniture in the 
  eastern transept; it can be found with a successful DC 15 
  Perception check. Replacing it as simple as removing the 
  statue of Saint Lymirin (it can be pushed off the dais with 
  little effort, and shatters into multiple fragments when it 
  hits the floor) and putting the altar in its place, though 
  the PCs will have to figure out how to get the 750-pound 
  altar to the top of the 15-foot-high dais.
  Once the altar is back in its rightful spot, the PCs 
  must cast desecrate and unhallow on the altar to remove 
  the Iomedaeans’ spell effects and rededicate the infernal 
  sanctum to Asmodeus. If the PCs do not have access to 
  those spells, they will need to find someone who does, 
  such as the cathedral’s high priest, Jarvaxus Garestic, who 
  is currently imprisoned in area F8. Material components 
  for these spells can be found in area F3.
  Destroying the wall of stone blocking the skylight shaft 
  should be relatively easy; see area F8 for details. Once it 
  is removed, the crimson light from the skylight can shine 
  down upon the altar once again.
  Once all of these conditions have been met, the PCs can 
  perform their sacrifice and complete the pentagram ritual. 
  See Concluding the Ritual on page 24 for more details. 
  F2. vestRy
  Once used as vestries by the Asmodean clergy, these two 
  antechambers are now barracks for the guards posted to 
  the cathedral. In the western room (area F2a), a staircase 
  leads up to a landing on the second floor (area F4).
  F3. sACRisty
  Undiscovered by the Iomedaeans, or perhaps merely 
  ignored, this hidden room provided privacy for 
  Asmodean priests preparing to lead services. Among 
  the comfortable chairs, reading tables, and washbasins 
  are several impeccably organized items: ceremonial 
  vestments, censers, sacrificial knives, chains, and an 
  abbreviated copy of the Prince of Darkness’s holy text, 
  the Asmodean Monograph.
  Treasure: Among the ceremonial items in the sacristy 
  are two silver unholy symbols of Asmodeus, six vials of 
  unholy water, 30 pounds of powdered silver, and herbs, 
  oils, and incense worth a total of 1,000 gp (material 
  components for reconsecrating the altar in area F1, if 
  necessary). The remainder of the ritualistic items here 
  are finely made and worth a total of 450 gp. In addition, a 
  small secret compartment in the southwestern wall can 
  be discovered with a successful DC 40 Perception check. 
  This secret compartment contains 10 pentacle tokens (see 
  the sidebar on page 22).
  F4. seCond-FlooR lAndinG (CR 15)
  This landing provides access to the various rooms on 
  the Qatada Nessudidia’s second floor. One flight of stairs 
  descends to area F2a, while a second flight climbs up to 
  the cathedral’s library on the third floor (area F7).
  Creature: A swarm of tiny celestial creatures called 
  a mote archon swarm guards the landing, particularly 
  against any intruders who might try to enter the cathedral 
  via the balcony at area F6. The swarm would like nothing 
  more than to head to Citadel Rivad to help aid those 
  wounded by the tathlum’s detonation, but its devotion to 
  Maraya keeps it here for now. The swarm attacks any evil 
  creatures that enter this area, whether from the balcony 
  or the stairs from the first floor.
  MOTE ARCHON SWARM 
  CR 15
  XP 51,200
  hp 189 (see page 88)
  
  21
  F5. Lecture HaLL (cr 11 or 14)
  A lectern stands at the front of this room with rows of chairs 
  facing it. Although the walls are whitewashed, lurid reds, 
  deep blacks, and occasional leering, diabolic faces are faintly 
  visible beneath the white paint.
  Priests of Asmodeus gave lectures on contracts, 
  diabolism, and law in these three lecture halls. The 
  whitewashed walls are the Glorious Reclamation’s 
  attempt to cover up some of the rooms’ diabolic decor, 
  but the Iomedaeans have yet to decide on a purpose for 
  these chambers.
  Creatures: Maraya has placed two guards in each of 
  these rooms and informed them of her suspicions, so 
  they are ready to react as soon as the cathedral comes 
  under attack. Four knight inheritor guards are posted 
  in areas F5a and F5c, two per room, while two Glorious 
  Reclamation chaplains occupy area F5b. As soon as any 
  of the guards engage intruders, the others emerge from 
  their rooms to join the battle. 
  GLORIOUS RECLAMATION CHAPLAINS (2) 
  CR 9
  XP 6,400 each
  hp 88 each (see page 8)
  KNIGHT INHERITOR GUARDS (4) 
  CR 9
  XP 6,400 each
  Pious guard (Pathfinder RPG NPC Codex 117)
  hp 84 each
  F6. rear BaLcony
  This small balcony overlooks a large, empty piazza. A 
  balustrade carved with a hellscape surrounds the balcony.
  Clerics of Asmodeus harangued crowds in the piazza 
  below from this balcony, 30 feet above the ground. The 
  door is locked (hardness 5, hp 20, break DC 23, Disable 
  Device DC 30), but enterprising PCs might use this 
  balcony as an alternate entry into the Qatada Nessudidia.
  F7. LiBrary (cr 15)
  A large, curved table occupies the center of this library. 
  Nine wide bookcases line the walls, each with a burlap sack 
  covering something on its top. Four doors exit the chamber to 
  the north and double doors stand in the east and west walls.
  The Qatada Nessudidia’s third floor contains the 
  cathedral’s library. The four doors to the north lead to 
  small study rooms. Three of the study rooms are empty 
  except for a desk and a padded chair; their doors are 
  open. The door to the westernmost study room (area 
  F7a) is closed and locked (hardness 5, hp 20, break DC 18, 
  Disable Device DC 25). Both sets of double doors open 
  onto wide staircases, but the eastern doors are barred on 
  the library side. The western staircase descends to area 
  F4, while the eastern stairs lead to the cathedral’s top 
  floor (area F8). The words “Knowledge Begets Power” are 
  carved in gothic script above both sets of doors.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  F3
  S
  S
  F2a
  F2b
  F1
  F7a
  F7
  F8
  F5a
  F5b
  F5c
  F4
  F6
  F. QATADA NESSUDIDIA
  1 SQUARE = 10 FEET
  FIRST FLOOR
  SECOND FLOOR
  THIRD FLOOR
  FOURTH FLOOR
  
  22
  The nine ornate mahogany bookcases each bear the 
  carved bust of an archdevil, now ignominiously covered 
  with burlap. Most of the bookcases are crammed with 
  books, categorized loosely in connection with the 
  archdevil bust above the bookcase (for example, military 
  histories under Moloch, civics texts under Dispater, and 
  so forth). The bookcase with Asmodeus’s bust holds only 
  a few innocuous law dictionaries, but is otherwise empty.
  When the Glorious Reclamation occupied the Qatada 
  Nessudidia, the knights were stunned by the variety 
  of books in the cathedral’s library, but they also found 
  several books too diabolical for comfort, including 
  a comprehensive annotated edition of the Asmodean 
  Monograph spanning several dozen volumes. The 
  brijidine Maraya favored burning the heretical tomes, 
  but the Iomedaeans balked at any sort of destruction of 
  knowledge, so they locked the troublesome books in the 
  western study room as a compromise. 
  Creatures: Two Third Sword Knights of Iomedae, 
  members of Second Sword Knight Bellinia Dorjana’s 
  circle, dutifully guard the approach to the prison on 
  the level above. These priests are not members of the 
  Glorious Reclamation; they serve the Church of Iomedae, 
  but they are here following Bellinia Dorjana’s orders. 
  They respond with grim violence toward intruders.
  THIRD SWORD KNIGHTS (2) 
  CR 13
  XP 25,600 each
  Human cleric of Iomedae 14
  LG Medium humanoid (human)
  Init +0; Senses Perception +5
  DEFENSE
  AC 29, touch 10, flat-footed 29 (+12 armor, +2 natural, 
  +5 shield)
  hp 147 each (14d8+81)
  Fort +14, Ref +6, Will +17; +4 morale vs. poison and fear
  OFFENSE
  Speed 20 ft.
  Melee +2 longsword +16/+11 (1d8+4/19–20)
  Ranged mwk light crossbow +12 (1d8/19–20)
  Special Attacks channel positive energy 4/day (DC 18, 
  7d6), holy lance (7 rounds, 2/day), weapon master (14 
  rounds/day)
  Domain Spell-Like Abilities (CL 14th; concentration +19)
  8/day—battle rage (+7), touch of good (+7)
  Cleric Spells Prepared (CL 14th; concentration +19)
  7th—destruction (DC 22), holy word (DC 22), power 
  word blindD
  6th—blade barrierD (DC 21), heal, heroes’ feast, summon 
  monster VI
  5th—breath of life (DC 20), dispel evil, flame strikeD 
  (DC 20), righteous might, true seeing
  4th—blessing of fervorAPG (DC 19), death ward, divine 
  power, freedom of movement, holy smiteD (DC 19), 
  spiritual allyAPG
  3rd—dispel magic, magic circle against evilD, magic 
  vestment (2), prayer, remove curse
  2nd—hold person (2, DC 17), sound burst (DC 17), spear of 
  purityUM (DC 17), spiritual weaponD, surmount afflictionUM
  1st—bless, command (DC 16), divine favor, forbid 
  actionUM (DC 16), magic weaponD, remove fear, shield 
  of faith
  0 (at will)—create water, light, mending, stabilize
  D domain spell; Domains Good, War
  TACTICS
  Before Combat A Third Sword Knight casts heroes’ feast 
  and magic vestment on her armor and shield every day.
  During Combat A Third Sword Knight casts summon 
  monster VI to conjure 1d4+1 hound archons on the 
  first round of combat, then casts spells such as blade 
  PENTACLE TOKEN
  Diabolists and summoners use pentacle tokens to 
  immediately call allied devils to their side while 
  bolstering the fiends’ defenses.
  PENTACLE TOKEN
  PRICE
  6,000 GP
  SLOT none
  CL 13th
  WEIGHT 1/2 lb.
  AURA strong conjuration
  Roughly the size of a saucer, this thin ceramic disc is 
  painted red and marked with an inverted pentagram, the 
  unholy symbol of Asmodeus. A pentacle token must first 
  be attuned to a devil by touching the token to a devil as a 
  standard action. A single pentacle token can be attuned 
  to one devil of CR 9 or higher, or up to five devils of CR 
  8 or lower. An individual devil can be attuned to only 
  one pentacle token at a time. Attuning a pentacle token 
  to additional devils beyond these limits replaces earlier 
  attunements, starting with the earliest attunement.
  An attuned pentacle token can be broken as a 
  standard action, immediately alerting all devils attuned 
  to that token of the owner’s location and the distance and 
  direction to it. If the devil has the greater teleport spell-
  like ability, it can use that ability as an immediate action 
  to transport itself to a square adjacent to the broken 
  pentacle token. Teleporting to the token’s location in 
  this way increases the devil’s damage reduction by 5 (for 
  example, from DR 10/good to DR 15/good) for 1 hour 
  (if the devil does not already have damage reduction, 
  it gains DR 5/good for 1 hour). The creature breaking a 
  pentacle token has no control over or command of any 
  devils attuned to that token. Once a pentacle token is 
  broken, it loses its magic and cannot be used again.
  CONSTRUCTION REQUIREMENTS
  COST 3,750 GP
  Craft Wondrous Item, refuge, creator must be a cleric of 
  Asmodeus
  
  23
  barrier, destruction, flame strike, holy word, and power 
  word blind. 
  Morale If reduced to fewer than 30 hit points, a Third Sword 
  Knight attempts to flee and warn her superiors.
  STATISTICS
  Str 14, Dex 10, Con 16, Int 8, Wis 20, Cha 13
  Base Atk +10; CMB +13; CMD 22
  Feats Alignment Channel (evil), Combat Casting, Heavy 
  Armor Proficiency, Power Attack, Selective Channeling, 
  Spell Penetration, Toughness, Weapon Focus (longsword)
  Skills Diplomacy +12, Heal +10, Knowledge (religion) +10, 
  Sense Motive +12, Spellcraft +8
  Languages Common
  Combat Gear bead of force, scroll of air walk, holy water (2); 
  Other Gear mwk full plate, mwk heavy steel shield, +2 
  longsword, mwk light crossbow with 10 bolts, amulet of 
  natural armor +2, belt of mighty constitution +2, cloak of 
  resistance +2, headband of inspired wisdom +2, platinum 
  holy symbol of Iomedae (worth 500 gp), spell component 
  pouch, 74 gp
  Treasure: The locked western study room (area F7a) 
  contains the library’s multi-volume edition of the 
  Asmodean Monograph, removed from the bookcase with 
  the Asmodeus bust in the library outside. The collection 
  is exceedingly rare, but also cumbersome—the 81 books 
  weigh 10 pounds each. A successful DC 20 Appraise or 
  Knowledge (religion) check reveals that the complete 
  collection is worth 12,000 gp. In addition, the room 
  holds the gear of High Priest Jarvaxus Garestic, who is 
  imprisoned in area F8 (see Garestic’s stat block on page 
  60 for a list of his equipment).
  F8. pRison (CR 17)
  This splendid chamber features bright stained-glass windows, 
  thick red carpet, and elaborate chandeliers hanging from the 
  high ceiling. To the south, a massive red crystalline skylight 
  in the ceiling bathes the entire chamber in ruby light. A round 
  shaft, ringed with an iron balustrade, opens in the floor 
  beneath the skylight, though a circular plug of stone seals 
  the shaft only a few feet from the top. Despite the room’s 
  opulence, it contains only six simple, iron-framed beds.
  Secure and remote, this opulent ballroom, where 
  Asmodean priests once hosted guests at diabolic balls, 
  now serves as a prison for the Glorious Reclamation’s 
  enemies. The skylight here bathes the room in red light; 
  the light used to shine down into the infernal sanctum 
  below (area F1), but clerics of Iomedae sealed the shaft 
  connecting the two rooms with a 3-inch-thick horizontal 
  wall of stone (hardness 8, hp 45, break DC 26).
  Creatures: The brijidine azata Maraya waits here for 
  what she believes will be an all-out assault on the Qatada 
  Nessudidia. Maraya is keyed to one of the charms on 
  Alexeara Cansellarion’s bracelet of friends (see page 54). 
  The azata is guarding her most important prisoner: 
  Westcrown’s high priest of Asmodeus, Jarvaxus Garestic. 
  Garestic is an aging, overweight half-elf, with fashionably 
  short hair and a clean-shaven face, though it has been a 
  few days since he has enjoyed a bath or a change of clothes. 
  The priest has been stripped of his gear (especially his 
  unholy symbol and spell component pouch), and he is 
  manacled to one of the beds, where he is undergoing 
  “instructive judgment” at the hands of the brijidine. 
  Maraya is expecting an attack, and responds to the 
  presence of intruders with violence. The brijidine can 
  be reasoned with, but she does not drop her guard to 
  parley. Her most important charges are keeping her 
  prisoner alive and captive and preventing the PCs from 
  carrying out their ritual at the cathedral, and she fights 
  to the death to achieve both. For his part, Garestic praises 
  the PCs as Hell-sent liberators and offers to aid them 
  in the name of Asmodeus and House Thrune, though 
  he can’t assist much during a fight in his current state. 
  High Priest Jarvaxus Garestic is fully detailed in the NPC 
  Gallery on page 60.
  MARAYA 
  CR 17
  XP 102,400
  Brijidine azata (Pathfinder RPG Bestiary 2 37)
  hp 256 
  JARVAXUS GARESTIC 
  CR 12
  XP 19,200
  hp 101 (see page 60)
  Development: If the PCs do not kill Maraya, the 
  brijidine remains keyed to Alexeara Cansellarion’s 
  bracelet of friends, and can be summoned to aid the Lord 
  Marshal as needed (see page 54 for details).
  If the PCs free Garestic from his manacles (hardness 
  10, hp 10, break DC 26, Disable Device DC 30), the priest 
  offers to assist them in any way he can, especially if they 
  inform him as to the ritual they are trying to complete. 
  His gear is being held in area F7a. High Priest Garestic is 
  eager to aid the PCs and can be of use in four key ways.
  Defending the Cathedral: Once the PCs have eliminated 
  all of the Glorious Reclamation’s defenders in the Qatada 
  Nessudidia, Garestic can guard the cathedral from 
  further Glorious Reclamation incursions. He uses his 
  spells and domain abilities (particularly master’s illusion, 
  false vision, and screen) to keep the Glorious Reclamation 
  in the dark about what is transpiring here, and gathers 
  any remaining priests of Asmodeus from across the 
  city to defend the temple along with the devils brought 
  through the Inferno Gate (see Concluding the Ritual on 
  page 24) if the Iomedaeans penetrate his ruses. Garestic’s 
  efforts allow the PCs to use the Qatada Nessudidia as a 
  safe house during their time in Westcrown if they wish. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  24
  any additional details the PCs might need to complete 
  Queen Abrogail’s assignments.
  Providing Personal Support: Lastly, Garestic can provide 
  the PCs with spellcasting services (including those needed 
  to reconsecrate the altar in area F1), and even agrees to 
  loan them any of his personal gear they might find useful. 
  The high priest enjoys a wide network of clandestine 
  connections throughout the city and can also help the PCs 
  buy and sell equipment or magic items—even evil items—
  without arousing the Glorious Reclamation’s suspicions.
  Story Award: For rescuing High Priest Garestic and 
  accepting his aid, award the PCs 19,200 XP.
  ConCluding The RiTual
  Once the PCs have performed the fifth and final sacrifice 
  on the altar of Asmodeus in the infernal sanctum, in the 
  ruby glow of the cathedral’s skylight, the full pentagram 
  ritual is finally complete. As hellfire consumes the remains 
  of the final sacrifice, a blazing pentagram of hellfire briefly 
  appears in the skies above Westcrown, connecting the five 
  sacrifice locations and permanently rededicating the city 
  to Asmodeus rather than Aroden. At the same time, the 
  ritual creates a link between the Qatada Nessudidia and 
  the Inferno Gate in the Whisperwood, refocusing the 
  hellish portal into the cathedral. A fiery doorway to Hell, 
  crackling with arcs of black lightning, opens with a roar 
  above the altar in the infernal sanctum (area F1).
  The Inferno Gate does not actually move to Westcrown; 
  the physical portal itself remains in the Whisperwood. 
  As a result, the portal’s gate cannot be used for planar 
  travel (and cannot be entered from this location), but any 
  creature called through the gate appears here instead. 
  Once connected to the Qatada Nessudidia, the Inferno 
  Gate allows one devil to cross through from Hell to 
  the Material Plane every hour. This is a conjuration 
  (calling) effect. Without any oversight, a random type of 
  devil appears through the portal every hour (roll on the 
  Inferno Gate Devils table on page 25). If a character 
  succeeds at a DC 25 Use Magic Device check, 
  or studies the Inferno Gate for at least 
  an hour and succeeds at a DC 20 
  Knowledge 
  (planes) 
  check, 
  the 
  character can select the type of 
  devil that comes through the gate. 
  The Inferno Gate can produce no 
  more than one barbed devil, one 
  contract devil, one heresy devil, 
  and four erinyes in a single 24-hour period, whether 
  randomly determined or specifically selected (once this 
  limit is reached, any remaining devils coming through 
  the portal in the same 24-hour period are imps, bearded 
  devils, or warmonger devils). 
  Within a few days, the PCs should have a small army 
  of devils at their command, and the villains can use the 
  pentacle tokens found in area F3 to send these devils to the 
  Managing the Inferno Gate: Garestic can also help the 
  PCs make best use of the devils summoned through the 
  Inferno Gate (see Concluding the Ritual below). He offers 
  to remain near the portal and call forth whichever devils 
  the PCs recommend (note that he automatically succeeds 
  at the necessary Knowledge [planes] checks). Garestic 
  observes that while the PCs are much more powerful than 
  any of the summoned fiends, they might use the devils 
  to expand on their own victories throughout the city (see 
  Part 3), and he can provide a helpful, if pedantic, overview 
  of the capacities of different types of devils, as well as how 
  best to use them. If the PCs have not already found them, 
  Garestic retrieves the pentacle tokens from area F3 and gives 
  them to the PCs, explaining their use.
  Recommending 
  Missions: 
  Garestic 
  has 
  valuable 
  intelligence about the city of Westcrown and the 
  Glorious Reclamation’s operations in the city, and 
  can suggest specific ways the PCs can eliminate key 
  Iomedaeans and bolster support for House Thrune. 
  In short, the high priest can point the PCs toward 
  several additional missions in Part 3, as well as fill in 
  MARAYA
  
  25
  places where they are most needed (see Part 3 for more 
  details). The devils are not magically compelled to assist 
  the PCs in any way, but they defer to the PCs as powerful 
  agents of House Thrune and are happy to undermine the 
  Glorious Reclamation’s rule of the city as the PCs direct. 
  For more details on the Inferno Gate, see Pathfinder 
  Adventure Path #105: The Inferno Gate. The adventure 
  assumes that the PCs handed over control of the Inferno 
  Gate to Queen Abrogail in Pathfinder Adventure Path #106: 
  For Queen & Empire. If the PCs closed the gate, then the 
  queen has reopened the portal and assumed control of 
  it. If the PCs retained control of the gate for themselves, 
  little changes, as their command of both the Inferno Gate 
  and the pentagram ritual still allows them to summon 
  devils into Westcrown.
  Story Award: For successfully completing the entire 
  pentagram ritual, award the PCs 12,800 XP.
  INFERNO GATE DEVILS
  d% 
  Devil  
  CR 
  Source
  1–20 
  1d4 imps 
  2 each 
  Bestiary 78
  21–40 
  1 bearded devil 
  5 
  Bestiary 73
  41–60 
  1 warmonger devil 
  7 
  Bestiary 5 81
  61–80 
  1 erinyes 
  8 
  Bestiary 75
  81–85 
  1 contract devil 
  10 
  Bestiary 3 76
  86–95 
  1 barbed devil 
  11 
  Bestiary 72
  96–100 
  1 heresy devil 
  12 
  Bestiary 5 80
  PART 3: THE RECONQUEST BEGINS
  At some point, the PCs should address Queen Abrogail’s 
  third assignment: eliminating key allies of the Glorious 
  Reclamation and bolstering support for House Thrune 
  in the city. It’s unlikely that the PCs know that Lord 
  Marshal Alexeara Cansellarion has a bracelet of friends 
  that enables her to summon several powerful NPCs to 
  her side, but the value of eliminating her key supporters 
  should still be obvious—in particular, the PCs should 
  target the planetar Aveshiel (see Mission 1), Second 
  Sword Knight Bellinia Dorjana (see Mission 2), and 
  Taldan ambassador Vors Kyniar (see Mission 3). Several 
  other possible missions are detailed in this section as 
  well. You can use NPC allies to steer the PCs toward 
  these encounters, or the PCs can attempt skill checks to 
  identify these missions themselves; each mission details 
  the source (or sources) that can point the PCs in the 
  right direction. 
  The PCs can accomplish these missions whenever they 
  want and in whatever order they wish, even interspersing 
  them among the pentagram ritual encounters in Part 
  2, but they should do so before moving directly against 
  Lord Marshal Cansellarion in the Korradath, or such an 
  assault is likely to end in failure. How many missions the 
  PCs undertake is up to them, but they should be at or 
  near 17th level before entering the Korradath in Part 4.
  Lastly, the PCs can call devils brought through the 
  Inferno Gate using the pentacle tokens found in the 
  Qatada Nessudidia (see page 22). Although these devils 
  are unlikely to provide much direct assistance (as they 
  are significantly less powerful than the PCs), the PCs 
  can use them as tools to strengthen their successes by 
  guarding locations, monitoring captives, or spreading 
  misinformation. It’s up to the PCs what types of devils 
  they summon and how they use them, but selecting the 
  most appropriate devil for a given situation can reduce 
  the number of defenders in the Korradath in Part 4. The 
  development section of each mission details the specific 
  types of devil best suited to expand on the PCs’ successes 
  and the later consequences of these augmented successes.
  Choosing a less apt devil for a specific task provides 
  no benefits; such a devil still carries out the PCs’ orders 
  (often grudgingly), but is less effective as a result. Just as a 
  screwdriver is unsuited for hammering in a nail, so is an 
  imp the wrong tool for guarding a bridge. The PCs might 
  also come up with their own ideas for how to use these 
  devils; you should adjudicate the effectiveness of their 
  ideas yourself, giving them the best possible chances of 
  success based on the devils’ abilities and the PCs’ stated 
  actions and goals. 
  MISSION 1: THE PLANETAR (CR 16)
  The Glorious Reclamation’s strongest celestial supporter 
  is a planetar named Aveshiel, who is also keyed to one of 
  the charms on Alexeara Cansellarion’s bracelet of friends 
  (see page 54). Queen Abrogail is insistent that the PCs not 
  merely murder Aveshiel—they must defeat the planetar 
  publicly to demonstrate Hell’s dominion over even the 
  greatest of angels. 
  Creature: With Westcrown mostly secure, Aveshiel 
  has set aside their role as conquering general to travel 
  the streets of the city. Aveshiel works to eliminate 
  disinformation, provide support and healing to 
  beleaguered citizens, and generally serve as a positive 
  face for the Glorious Reclamation in Westcrown. It’s 
  not hard to track down Aveshiel, but ambushing the 
  planetar is difficult due to their true seeing ability and 
  high Perception skill. 
  If the PCs succeed at a DC 20 Knowledge (local) 
  check or Diplomacy check to gather information, they 
  can identify two helpful pieces of information. First, 
  Aveshiel’s normal route through the city has a blind spot 
  where the angel passes a warehouse bordering a public 
  square at the base of Aroden’s Rise in Rego Sacero; the 
  PCs could remain out of sight there until they attack. 
  Second, Aveshiel eagerly rushes toward citizens in need, 
  so setting a house on fire or leaving wounded citizens in 
  the streets is likely to draw the angel’s attention. So long 
  as the PCs employ this information intelligently, they 
  can attack the angel with surprise. Use the map on page 
  28 for this encounter.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  26
  Alternatively, the PCs can simply challenge Aveshiel 
  anywhere on the streets of the city. However, if the 
  villainous characters give the angel any advance warning 
  of an attack, Aveshiel prepares by casting righteous might, 
  death ward, and summon monster IV (to summon a hound 
  archon or 1d3 lantern archons), in that order. 
  AVESHIEL 
  CR 16
  XP 76,800
  Planetar (Pathfinder RPG Bestiary 11)
  hp 229
  Development: Once the PCs defeat Aveshiel, they can 
  use a pentacle token to summon devils to further publicize 
  the angel’s downfall. With a successful DC 20 Knowledge 
  (planes) check, the PCs can identify imps as the best 
  devils to subtly spread the news of Aveshiel’s destruction 
  and undo the angel’s mission of comfort and hope (note 
  that imps cannot teleport, however, and must therefore 
  fly to the PCs’ location from the Qatada Nessudidia if 
  the PCs use a pentacle token attuned to imps). If the PCs 
  use imps for this task before leaving the site of Aveshiel’s 
  death, then an astral deva named Estiel attempts to fill 
  in for the planetar. Estiel does not have any real success, 
  but the astral deva is no longer present in the Korradath 
  (see area N11).
  If the PCs do not slay Aveshiel, the planetar remains 
  keyed to Alexeara Cansellarion’s bracelet of friends, and can 
  be summoned to aid the Lord Marshal as needed (see 
  page 54 for details).
  MISSION 2: BELLINIA SILVEREYE
  The highest-ranking cleric of Iomedae in Cheliax is 
  Second Sword Knight Bellinia Dorjana. Bellinia was born 
  with a magic silvery orb inscribed with Iomedae’s holy 
  symbol in place of her right eye, and is known as Bellinia 
  Silvereye because of it. Queen Abrogail calls for the PCs to 
  assassinate the cleric and destroy her legendary silver eye. 
  G. DORJANALA
  Bellinia “Silvereye” Dorjana currently lives in the 
  Dorjanala, a grand palace in Rego Corna built 3 centuries 
  ago for her ancestor, the pious Queen Dorjana. The palace 
  was once a secondary residence of the Chelish royal 
  family, but the Church of Iomedae now maintains it as a 
  holy site to Aroden and Iomedae. The Dorjanala is a three-
  story building made of stone and reinforced glass. Strong 
  wooden doors are used throughout, but only the front 
  door is normally kept locked (hardness 5, hp 20, break DC 
  25, Disable Device DC 30). Large windows in each room 
  provide substantial light during the day, while plentiful 
  lanterns illuminate the manor at night. Bellinia uses only 
  
  27
  the ground floor of the palace; the rooms on the upper 
  floors are tidy but obviously uninhabited. 
  Use the map on page 28 for this location.
  G1. GRAnd hAll
  The entrance hall is enormous and airy, extending across all 
  three stories of the palace’s interior. A wide marble staircase 
  at the north end of the hall climbs to the upper level. Two 
  wooden doors stand in the west wall, and double glass doors 
  lead out of the room to the east.
  This hall is typically unoccupied. Several tables and 
  chairs are neatly stored beneath the staircase leading to 
  the upper floors, as this striking hall doubles as a dining 
  room on the rare occasions when Bellinia Silvereye hosts 
  dinner functions.
  Development: If the PCs make any significant noise 
  here, the Third Sword Knights in area G3 investigate.
  G2. kitChen
  This large kitchen has well-scrubbed surfaces and gleaming 
  utensils hanging on the wall. A large, covered wicker basket 
  sits on one counter.
  Although this kitchen could accommodate a meal for 
  dozens, it sees little use. The residents of the Dorjanala 
  usually conjure their own food, so the adjacent larder 
  is nearly empty. The wicker basket contains 10 live (but 
  sleepy) arctic rabbits. Bellinia purchased the rabbits as a 
  delicacy for her adlet guests in area G4.
  Treasure: A block of incense of mediation lies forgotten 
  on a shelf in the larder.
  G3. seRvAnt quARteRs (CR 15)
  Domestic servants once inhabited these rooms in order 
  to be close to the kitchen and stairs. 
  Creatures: Four pious members of Bellinia’s circle 
  humbly took these quarters as their own, insisting that 
  the more opulent guest rooms should be reserved for 
  visitors. At any time, two Third Sword Knights of Iomedae, 
  an Andoren man named Brenwyr and a Wiscrani man 
  named Brudecchio, are studying or praying in one of 
  these rooms. Brenwyr and Brudecchio investigate any 
  disturbances in area G1. They might also be found in 
  the kitchen (area G2), visiting with the adlets in area G4, 
  or even exploring some of the unused rooms upstairs. 
  The other two clerics who inhabit these quarters can be 
  found in area G5.
  BRENWYR AND BRUDECCHIO (2) 
  CR 13
  XP 25,600 each
  Third Sword Knight (see page 22)
  hp 147 each 
  G4. Guest suite (CR 15)
  Five opulent guest suites line a long hallway here, but 
  only one of them is currently occupied. 
  Creatures: Four celestial adlets named Elpta, Hetla, 
  Raflet, and Tosk—crusaders recently arrived from 
  Elysium—inhabit the suite, reviewing maps of Cheliax 
  that clearly mark the gains of the Glorious Reclamation. 
  The four actually know very little about the current 
  political situation, but they look forward to receiving 
  more information from their friend Bellinia Silvereye.
  The adlets do not expect an attack and initially assume 
  that the PCs are simply ill-mannered guests. Unless the 
  PCs are plainly diabolic in appearance, the adlets attempt 
  to discuss strategy with them. If the proud warriors 
  suspect they are being tricked or lied to, they attack.
  ELPTA, HETLA, RAFLET, AND TOSK (4) 
  CR 11
  XP 12,800 each
  CG celestial adlet (Pathfinder RPG Bestiary 3 290, 9)
  hp 127 each
  G5. exeRCise Room (CR 16)
  This large room was once a music salon. To keep her 
  martial abilities honed, Bellinia Silvereye converted the 
  salon into a training room, and with the exception of an 
  aged harpsichord against the west wall, the instruments 
  here have been moved into storage. The elegant tiled 
  floor is covered with soft pads, training dummies stand 
  throughout the room, and the walls are decorated with 
  aphorisms from the Acts of Iomedae about remaining 
  vigilant and ready to combat the wicked. 
  Creatures: Two Third Sword Knights and a ghaele 
  azata are engaged in a good-natured combat in this 
  room. The trio had met to discuss social programs in the 
  city, but the conversation quickly became an argument 
  about the merits of freedom as opposed to justice. The 
  azata, a firebrand named Ghatenta, argued for freedom 
  as the highest good. One of the Sword Knights, a stodgy 
  Chelaxian named Karinel, vehemently disagreed, and 
  the younger cleric, an inquisitive young Isgeri woman 
  named Apolliana, argued against both sides. Ghatenta 
  suggested the group settle their differences in combat; 
  the exasperated Karinel and the eager Apolliana agreed. 
  None of the combatants intend serious harm to the 
  others, and they quickly put aside their differences if the 
  PCs appear to be a threat, fighting to the death.
  APOLLIANA AND KARINEL (2) 
  CR 13
  XP 25,600 each
  Third Sword Knight (see page 22)
  hp 147 each
  TACTICS
  Before Combat In addition to the spells all Third Sword 
  Knights cast daily, Apolliana and Karinel have cast 
  freedom of movement on themselves.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  28
  G2
  G3
  G3 G3
  G3
  G3
  G3
  G1
  G5
  G4
  I2
  H1
  H6
  H5
  H4
  H3
  H2
  J1
  J2
  J2
  J2
  J2
  J2
  J2
  J2
  J2
  J4
  J7
  K4
  K1
  K1
  K2
  K2
  K3
  J8
  J5
  J5
  J6
  J5
  J3
  J5
  J5
  J9
  I3
  I4
  I1
  G6
  MISSION 1: THE PLANETAR
  G. DORJANALA
  H. TRIVARDUM
  I. PRISON BARGE
  J. DUCOTRION
  K. OBRIGAN GATE
  L. BLADEWING BRIDGE
  1 SQUARE = 10 FEET
  F
  C
  F
  C
  
  29
  GHATENTA 
  CR 13
  XP 25,600
  Female ghaele azata (Pathfinder RPG Bestiary 25)
  hp 136
  TACTICS
  Before Combat Ghatenta has erected a globe of 
  invulnerability around herself.
  G6. ConseRvAtoRy (CR 16)
  Glass walls divided into gothic windows by metal frames 
  surround this high-ceilinged conservatory. The walls curve 
  towards each other at the top, three stories high, creating 
  a long metal seam that runs across the center. While the 
  windows on the south wall are whole, several on the north 
  and east walls are badly cracked, and some are missing 
  entirely. The south wall provides a panoramic view of the 
  massive statue of Aroden that stands above the city. 
  On the floor of the conservatory, white-painted footpaths 
  wind around clusters of trees and bushes. Thousands of holy 
  symbols, each bearing a longsword in a sunburst, hang like 
  sacred fruit from the greenery. A plain marble altar with a 
  glowing sword driven point-first into its top stands in front 
  of the eastern wall. Two rows of white pews face the altar.
  This conservatory was constructed as a personal 
  shrine to Aroden for Queen Dorjana in 4436 ar, its 
  unique glass walls providing an unobstructed view of the 
  Arodennama, the giant statue of Aroden in Rego Sacero. 
  Many of the glass walls cracked when Aroden died and 
  the shrine has been in disrepair for decades, despite local 
  Iomedaeans’ attempts to reclaim it. Only recently has the 
  shrine been rededicated to the worship of the Inheritor. 
  The altar and pews are the first elements of Bellinia 
  Silvereye’s efforts to remodel this impressive chamber 
  into a cathedral to Iomedae. The glowing sword in the 
  altar is a part of the altar itself and cannot be removed. 
  The ceiling is 40 feet high at its apex.
  Creature: Second Sword Knight Bellinia Dorjana, 
  aka. Bellinia Silvereye, is here, repairing windows on 
  the north side of the conservatory with mending and 
  make whole spells; proud of her connection to Queen 
  Dorjana, she is dedicated to restoring the building. The 
  Second Sword Knight is the high priestess of Iomedae 
  in Cheliax, and while the church may not have yet put 
  its official support behind the Glorious Reclamation, 
  Bellinia certainly has, and she is keyed to one of the 
  charms on Alexeara Cansellarion’s bracelet of friends (see 
  page 54). 
   Bellinia is a stout, pale woman with a mane of curly 
  blonde hair, a small nose, and a silver orb inscribed with 
  Iomedae’s holy symbol in her right eye socket. Like most 
  Iomedaeans in Westcrown, she regularly wears her armor, 
  even when engaged in as mundane a task as window 
  repair, and has her sword at her side. Focused  on her 
  work, Bellinia takes a –10 penalty on Perception checks 
  to notice stealthy intruders in conservatory, but once she 
  does, she imperiously insists upon their departure.
  BELLINIA “SILVEREYE” DORJANA 
  CR 16
  XP 76,800
  Female human cleric of Iomedae 17
  LG Medium humanoid (human)
  Init +3; Senses see in darkness, see invisibility; Perception +7
  Aura heroism (30 ft., 17 rounds)
  DEFENSE
  AC 29, touch 9, flat-footed 29 (+12 armor, –1 Dex, +2 natural, 
  +6 shield)
  hp 165 (17d8+85)
  Fort +16, Ref +7, Will +20
  Defensive Abilities all-around vision; Immune blindness
  OFFENSE
  Speed 20 ft.
  Melee +4 mithral longsword +20/+15/+10 (1d8+7/19–20)
  Special Attacks channel positive energy 7/day (DC 22, 
  9d6), weapon master (17 rounds/day)
  Domain Spell-Like Abilities (CL 17th; concentration +24)
  10/day—touch of glory (+17)
  Cleric Spells Prepared (CL 17th; concentration +24)
  9th—overwhelming presenceUM (DC 26), power word killD
  8th—quickened divine power, holy auraD, stormboltsAPG 
  (DC 25)
  7th—destruction (DC 24), greater restoration, holy 
  swordD, holy word (DC 24), repulsion (DC 24)
  6th—banishment (DC 23), greater dispel magic, greater 
  heroismD, heal, quickened hold person (DC 19), 
  quickened silence (DC 19)
  5th—cleanseAPG, commune, dispel evil, flame strike 
  (DC 22), greater commandD (DC 22), wall of stone
  4th—air walk, death ward, freedom of movement, greater 
  magic weapon, holy smiteD (DC 21), neutralize poison
  3rd—blindness/deafness (DC 20), create food and water, 
  magic vestmentD (2), protection from energy, remove 
  curse, remove disease
  2nd—bless weaponD, make whole (2), remove 
  paralysis, sound burst (DC 19), spear of purityUM 
  (DC 19), spiritual weapon
  1st—bless, bless water (DC 18), divine favor, obscuring 
  mist, remove fear, sanctuary (DC 18), shield of faithD
  0 (at will)—detect magic, guidance, mending, stabilize
  D domain spell; Domains Glory (Heroism subdomainAPG), 
  War (Tactics subdomainAPG)
  TACTICS
  Before Combat Bellinia casts greater magic weapon on her 
  longsword and magic vestment on her armor and shield 
  every day.
  During Combat Bellinia casts holy aura and quickened 
  divine power on the first round of combat. On 
  subsequent rounds, she activates her aura of heroism 
  and attempts to efficiently overcome opponents one at 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  30
  a time with destruction, holy word, and power word kill, 
  supplemented with additional quickened spells. 
  Morale As the Dorjanala is her ancestral home and the 
  center of her faith in Westcrown, Bellinia refuses to flee 
  or submit to evil foes. She thus fights to the death.
  STATISTICS
  Str 16, Dex 8, Con 16, Int 10, Wis 24, Cha 14
  Base Atk +12; CMB +15; CMD 29
  Feats Combat Casting, Defensive Combat Training, Extra 
  Channel, Heavy Armor Proficiency, Improved Initiative, 
  Quick ChannelUM Quicken Spell, Selective Channeling, 
  Toughness, Weapon Focus (longsword)
  Skills Diplomacy +16, Knowledge (history) +10, Knowledge 
  (religion) +20, Linguistics +4, Sense Motive +18, 
  Spellcraft +10
  Languages Celestial, Common
  SQ seize the initiative, silver eye
  Combat Gear holy water (4); Other Gear mwk half-plate, 
  mwk heavy steel shield, +1 mithral longsword, amulet 
  of natural armor +2, belt of physical might +2 (Str, Con), 
  cloak of resistance +3, headband of inspired wisdom +6, 
  spell component pouch, diamond dust (worth 5,000 
  gp), incense (worth 500 gp), platinum holy symbol of 
  Iomedae (worth 500 gp), reliquary (worth 500 gp), silver 
  hound archon statuettes (2; worth 100 gp each), 10 gp
  SPECIAL ABILITIES
  Silver Eye (Su) Bellinia’s blessed silver eye gives her all-
  around vision, see in darkness, constant see invisibility, 
  and immunity to blindness. The eye is a blessing from 
  Iomedae herself, not a magic item, and if Bellinia dies or 
  the eye is removed from her body, the eye immediately 
  vanishes in a flash of silver light.
  Development: If the PCs do not kill Bellinia Silvereye, 
  she remains keyed to Alexeara Cansellarion’s bracelet of 
  friends, and can be summoned to aid the Lord Marshal as 
  needed (see page 54 for details).
  After the PCs have defeated Bellinia Silvereye, they 
  can use a pentacle token to summon devils to capitalize 
  on their achievement. As the most powerful cleric in 
  Westcrown, Bellinia enjoyed great influence in both the 
  city and among the ranks of the Glorious Reclamation. 
  With a successful DC 20 Knowledge (planes) check, 
  the PCs can identify heresy devils as the best choice to 
  poison Westcrown’s church of Iomedae from within. If 
  the PCs set a heresy devil to this task before leaving the 
  Dorjanala, its efforts in undermining the church mean 
  that the two Third Sword Knights in area N9 of the 
  Korradath are n0 longer there (see area N9). 
  If the PCs specifically seek the aid of the heresy devil 
  Visperthul (see Pathfinder Adventure Path #105: The Inferno 
  Gate), they can enjoy even greater success: in addition 
  to removing the Third Sword Knights from area N9, 
  Chaplain-Major Gardel Vargrinnar no longer accompanies 
  Lord Marshal Alexeara Cansellarion in area N23.
  MISSION 3: THE TALDAN AMBASSADOR
  Vors Kyniar of Oppara is Taldor’s ambassador 
  to Cheliax. A paladin of Iomedae and no 
  supporter of House Thrune, Ambassador 
  Kyniar 
  maintains 
  his 
  residence 
  in 
  Westcrown rather than in Egorian, and 
  since the Glorious Reclamation’s occupation 
  of Westcrown, he has become his nation’s 
  de facto ambassador to the Iomedaean order. 
  Queen Abrogail is no longer willing to tolerate 
  the 
  ambassador’s 
  diplomatic 
  “eccentricities” 
  and wants him brought to Egorian as soon as 
  possible, in chains if need be. At the same time, 
  Kyniar’s capture would deal a blow to the Glorious 
  Reclamation’s legitimacy and morale. 
  H. TRIVARDUM
  Ambassador Kyniar lives in a penthouse on the top floor 
  of the Trivardum, an elegant market and office building 
  BELLINIA “SILVEREYE” DORJANA
  
  31
   
  in Rego Laina. The large, slate-shingled building stands 
  more than 30 feet high, and its wide balconies and 
  elaborate stonework give it a stately grandeur surpassing 
  that of the noble estates surrounding it.
  Although he has many friends and family throughout 
  Westcrown, the ambassador lives alone. The rooms of 
  Kyniar’s penthouse are briefly described below. Use the 
  map on page 28 for this location.
  H1. Outer Doors: The strong wooden doors to the 
  ambassador’s penthouse are locked (hardness 5, hp 20, 
  break DC 25, Disable Device DC 30). 
  H2. Parlor: This location is further detailed below.
  H3. Dining Room: Ambassador Kyniar hosts dinner 
  parties in this finely appointed dining room, which 
  contains a polished oval table and plenty of chairs.
  H4. Dressing Room: The wardrobes and chests in this 
  relatively small room contain Ambassador Kyniar’s many 
  outfits and ensembles (see Treasure in area H2).
  H5. Bathroom: This chamber holds a toilet, a 
  washbasin, and a mirror.
  H6. Bedroom: A large, comfortable bed takes up much 
  of the space in this room, along with a desk covered with 
  mundane diplomatic correspondence.
  h2. pARloR (CR 15)
  Ambassador Kyniar’s spacious parlor is tastefully 
  decorated with plush carpets, comfortable chairs, a 
  bookshelf stocked with popular Chelish and Taldan 
  works, and beautiful statuary. A wide bay window to 
  the south provides a commanding view of the southern 
  skyline of Parego Regicona and Westcrown Island. 
  Creatures: Ambassador Vors Kyniar (LG male human 
  paladin of Iomedae 12) is currently relaxing in this room 
  when the PCs arrive. He imperiously demands that any 
  intruders leave immediately, loudly proclaiming his 
  diplomatic immunity.
  Unfortunately for the ambassador (and the PCs), 
  however, Kyniar has old enemies who have chosen 
  this time of upheaval in Cheliax to strike against him. 
  Years ago, the paladin defeated a band of murderous fey 
  preying on druids in the Verduran Forest, but the fey 
  had powerful allies who are finally seeking revenge by 
  dispatching a fiendish ankou to assassinate Kyniar. Only 
  1d4 rounds after the PCs enter, the ankou teleports into 
  the room. When the creature realizes that the ambassador 
  is not alone, it activates its shadow doubles ability and 
  targets Kyniar with a ray of exhaustion, rendering the 
  paladin unable to effectively counterattack. The ankou 
  then turns its attention to the PCs, attempting to deal 
  with them first before assassinating Kyniar. The ankou 
  casts greater teleport and flees if reduced to 30 hit points 
  or fewer. If necessary, you can use the statistics for a saint 
  on page 269 of the GameMastery Guide for Ambassador 
  Kyniar, but he puts up little resistance to either the 
  ankou or the PCs.
  FIENDISH ANKOU 
  CR 15
  XP 51,200
  hp 133 (Pathfinder RPG Bestiary 4 288, 10)
  Treasure: Among the wardrobes and chests in the 
  dressing room (area H4) are a ring of mind shielding and 
  fine clothing and jewelry worth a total of 1,400 gp.
  Development: After rescuing Kyniar from the ankou 
  and capturing the ambassador, the PCs must still get him 
  to Egorian. With a successful DC 20 Knowledge (planes) 
  check, the PCs can identify barbed devils as cruel captors 
  experienced at transporting prisoners. If the PCs use a 
  pentacle token to summon a barbed devil to escort Kyniar 
  to Egorian before they leave the Trivardum, the Glorious 
  Reclamation sends mercenary fiendslayers after the 
  ambassador to rescue him, reducing the number of 
  mercenaries in the Korradath by three (see area N11).
  MISSION 4: NOBLE PRISONERS
  Several Wiscrani nobles opposed to the Glorious 
  Reclamation are currently imprisoned on a barge at 
  the Imperial Marina in Rego Sacero. The prisoners 
  have been on the barge for more than a week without 
  any attempt at escape or rescue, so the Glorious 
  Reclamation’s security is likely to be lax. Any ally 
  connected to the nobles of Westcrown, such as High 
  Priest Jarvaxus Garestic (see area F8), Eigolo Rustachas 
  (see area J4) or the aristocrats in Mission 8 can propose 
  this mission to the PCs. Alternately, PCs who succeed at 
  a DC 25 Knowledge (local or nobility) check are aware of 
  the captive nobles.
  Although all of the imprisoned nobles are enemies of 
  the Glorious Reclamation, not all are necessarily loyal 
  to House Thrune. Any ally who suggests this mission to 
  the PCs also recommends that rather than releasing all 
  the prisoners, the PCs should release only the Thrune 
  loyalists and keep the rest conveniently imprisoned until 
  it can be determined whether they can be of any use.
  However, a spectral creature called a dybbuk now 
  inhabits the barge. The undead terror, known as 
  Whisperhaunt, has found the imprisoned captives (and 
  guards) a banquet of suffering and hopelessness to play 
  with as it pleases. To free the loyalist prisoners, the PCs 
  must deal with Whisperhaunt.
  I. PRISON BARGE
  Read or paraphrase the following when the PCs enter the 
  marina or approach the barge.
  The Glorious Reclamation’s prison barge is anchored two 
  hundred feet offshore of the docks of the Imperial Marina. 
  Floating buoys bob in the water nearby, warning river traffic 
  away from the barge. The barge’s flat deck is empty except 
  for a few scattered crates, and lanterns hang from the eaves 
  of a wheelhouse at the stern.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  32
  Use the map on page 28 for this location. PCs openly 
  approaching the barge are likely to be spotted by the 
  dominated guards in area I2.
  i1. deCk
  The scattered crates on deck contain only 
  preserved foodstuffs. Six hatches lead to the 
  prison hold below (area I4), but they 
  have been sealed shut (hardness 5, 
  hp 30, break DC 35) to prevent the 
  prisoners from escaping. 
  i2. Wheelhouse (CR 14)
  This 
  large 
  wheelhouse 
  has a commanding view 
  of the barge’s deck. A 
  cabin within serves as a 
  bunkroom for the barge’s 
  guards. Two doors exit to the 
  deck outside, and a set of stairs leads belowdecks to the 
  guardroom in the stern (area I3). 
  Creatures: Three turnkeys occupy the wheelhouse. 
  They are normally responsible for guarding and feeding 
  the captives in the hold, but all three have fallen victim 
  to the dybbuk that is terrorizing the prisoners (see area 
  I4) and are under the control of Whisperhaunt’s dominate 
  monster ability. Whisperhaunt has commanded the 
  turnkeys to continue carrying out their normal duties, 
  both to avoid discovery by the guards’ superiors, and to 
  keep the dybbuk’s playthings—the prisoners—alive for 
  as long as possible. The turnkeys rush to repel intruders 
  on the barge, but any PC who succeeds at a DC 15 Sense 
  Motive check can discern that the guards are under some 
  sort of enchantment.
  DOMINATED TURNKEYS (3) 
  CR 11
  XP 12,800 each
  LN captain (Pathfinder RPG GameMastery Guide 295)
  hp 89 each
  Development: If captured or interrogated and freed 
  from the dybbuk’s domination, the turnkeys can reveal 
  that some ghostly creature has invaded the barge, 
  “feeding” upon the captives in the prison hold. The 
  turnkeys also have keys to area I4, and know the password 
  to bypass the trumpet blast trap in area I3.
  i3. GuARdRoom (CR 15)
  This small room contains a few barrels marked “water,” 
  a crate, and a locked iron door (hardness 10, hp 60, break 
  DC 28, Disable Device DC 30) that provides access to the 
  barge’s prison hold (area I4). The turnkeys in area I2 have 
  keys to the door.
  Trap: A magical trap explodes with a blaring trumpet 
  and a blast of holy energy when the door is opened 
  unless the appropriate password (“Glorious Inheritor”) 
  is spoken. 
  TRUMPET BLAST TRAP 
  CR 15
  XP 51,200
  Type magic; Perception DC 32; Disable 
  Device DC 32
  EFFECTS
  Trigger touch; Reset none; Bypass 
  password
  Effect spell effects (maximized holy 
  smite, 40 or 60 points of damage 
  plus blind for 1 round, Will DC 
  20 partial; and maximized shout, 
  30 points of sonic damage plus 
  deafened for 12 rounds, Fortitude 
  DC 20 partial); multiple targets (all 
  targets in 20-ft.-radius burst)
  Treasure: Six sets of mithral manacles (Pathfinder RPG 
  Ultimate Equipment 68) are stored in the crate here.
  i4. pRison hold (CR 16)
  Several bulkheads split this long, dim hold, forming small 
  cubbies or cells along the sides of the barge.
  Creatures: Nearly two dozen ragged prisoners huddle 
  in the cells, numb with unrelenting terror, moaning 
  miserably or staring vacantly into space. Their fright 
  stems from the torments of the dybbuk Whisperhaunt, 
  who has stalked Westcrown and its environs for years. 
  Whisperhaunt discovered the barge a week ago and grew 
  enamored with the captive “audience” it found there. 
  After dominating the barge’s guards, Whisperhaunt 
  began sowing fear among the prisoners, using telekinesis 
  and possessing objects to terrorize them, before 
  moving on to torturing them, draining their intellects 
  with feeblemind, possessing them with its malevolence 
  ability, and forcing them (via dominate person) to perform 
  despicable acts on each other. There are a total of 23 
  prisoners here. If necessary, you can use the stat blocks 
  for a princess or heir apparent on pages 250–251 of the 
  NPC Codex for any of the prisoners here, but none of 
  them have any gear beyond tattered and filthy noble’s 
  outfits and possibly signet rings.
  When the PCs arrive, Whisperhaunt is possessing 
  a wealthy widow named Natya Vestetin. In this guise, 
  the dybbuk greets the PCs and studies them with 
  detect thoughts, hoping to add them to its collection of 
  “living toys.” Whisperhaunt tries to dominate strong-
  looking warrior types as soon as possible, then takes out 
  spellcasters with feeblemind before turning its attention 
  to other targets. If Natya is wounded, Whisperhaunt 
  immediately leaves her body and attempts to possess a 
  VORS KYNIAR
  
  33
  new host from among the PCs. If reduced to fewer 
  than 100 hit points, Whisperhaunt flees the 
  barge, though the dybbuk may return to seek 
  revenge on the PCs at a later time.
  WHISPERHAUNT 
  CR 16
  XP 76,800
  Advanced dybbuk (Pathfinder RPG Bestiary 3 
  290, 108)
  hp 243 
  Development: Once the PCs have 
  defeated Whisperhaunt, 
  they 
  must 
  determine which of the prisoners are 
  actually loyal to House Thrune and 
  which are simply self-serving (and 
  should therefore remain imprisoned). 
  Unfortunately, 12 of the 23 prisoners are 
  suffering from feeblemind, so none of these prisoners can 
  effectively respond to questioning until their faculties 
  are restored. In addition, all of the prisoners, whether 
  restored or unaffected, declare lifelong devotion to 
  House Thrune and Cheliax to endear themselves to 
  their liberators. As a result, the PCs must succeed at a 
  DC 20 Sense Motive check or use mind-probing magic 
  (such as detect thoughts, discern lies, or zone of truth) to 
  determine whether a prisoner’s professed loyalty is 
  genuine. Only nine of the 23 prisoners here (four of 
  whom are affected by feeblemind) are loyalists who would 
  genuinely rally their supporters for Thrune’s reconquest 
  of Westcrown; the 14 remaining prisoners are merely 
  opportunistic sycophants. Escorting the loyal prisoners 
  to somewhere safe (such as the Qatada Nessudidia) 
  assures their continued loyalty and support for House 
  Thrune. If the PCs release any feebleminded prisoners, 
  their vacant idiocy makes them easy marks for back-alley 
  criminals, and few, if any, survive for long on the streets 
  of Westcrown. 
  The PCs can use a pentacle token to summon devils 
  to guard any prisoners they leave on the barge. With a 
  successful DC 20 Knowledge (planes) check, the PCs 
  can identify barbed devils as the best jailers. If the PCs 
  call upon a barbed devil to guard the prisoners before 
  they leave the barge, a group of sentries is sent from the 
  Korradath to regain control of the prison barge, reducing 
  the number of sentry patrols in the fortress by one (see 
  Korradath sentries on page 50).
  MISSION 5: ELIMINATING THE DUXOTAR
  Skinless Sark (see area K4) or an ally connected to the 
  nobles of Westcrown, such as High Priest Jarvaxus 
  Garestic (see area F8), loyalist nobles rescued from the 
  prison barge (see area I4), or the aristocrats in Mission 8 
  can recommend freeing Eigolo Rustachas from dottari 
  custody (see area J4). Alternatively, after a few run-ins 
  with the dottari, or with a successful DC 25 
  Knowledge (local) check, the PCs might 
  conclude on their own that they should 
  eliminate Westcrown’s duxotar.
  The Glorious Reclamation has appointed 
  a new duxotar, or commander, of the 
  Westcrown city guard. Assassinating the 
  duxotar, a half-elven summoner named 
  Ariende Jharnavar, is sure to throw the 
  dottari throughout the city into 
  disarray, creating chaos on the 
  streets that House Thrune 
  can use to its advantage.
  J. DUCOTRION
  Duxotar 
  Jharnavar 
  can 
  nearly always be found 
  in the Ducotrion, a low, 
  sprawling stone building that serves as the headquarters 
  of the city’s dottari, centrally located in Rego Pena. Two 
  full dottari patrols are normally stationed inside. The 
  ceilings inside the Ducotrion are 15 feet high. Unless 
  otherwise indicated, the doors are strong wood doors and 
  are unlocked (hardness 5, hp 20, break DC 25 if locked). 
  Although lanterns are hung throughout all interior 
  rooms, they are no longer necessary, as several helpful 
  lantern archons cast continual flame in every room a few 
  weeks ago. The hallways are lit by overhead skylights.
  The staffing and interior layout of the Ducotrion is 
  no secret, as many Wiscrani have daily dealings with the 
  dottari. A successful DC 20 Diplomacy check to gather 
  information or Knowledge (local) check reveals that the 
  dottari patrols stationed in the building are quick to 
  respond to disturbances in the sector. The PCs can stage 
  a crime, riot, or similar disturbance anywhere within 
  Rego Pena (or use Skinless Sark to do so; see area K4) 
  to draw one or both patrols from the building, leaving 
  the duxotar and his eidolon alone. If the incident seems 
  likely to cause only minor property damage or endanger 
  fewer than a dozen people, only one patrol (from area 
  J7) responds; otherwise, both patrols (from areas J3 and 
  J7) respond. Once they leave the building, the patrols 
  investigate the disturbance and question witnesses for 
  an hour before returning to the Ducotrion. 
  Use the map on page 28 for this location.
  J1. ReCeption (CR 1/2)
  The main public entrance of the Ducotrion contains a 
  single large desk and a wide board containing notices 
  and sketches of Westcrown’s most wanted criminals (if 
  the PCs have made overt strikes against the Glorious 
  Reclamation or their allies in the city, their sketches and 
  known capabilities are presented on this board). 
  Creature: A single harried aasimar functionary named 
  Abras Malesk greets visitors and answers questions and 
  NATYA VESTETIN
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  34
  complaints from behind the desk here. A disappointing 
  nephew of Knight Commander Endranni Malesk (see 
  area A5), Abras has proved both unfit for military service 
  with the Glorious Reclamation and unwilling to commit 
  to joining the church of Iomedae, preferring Sarenrae’s 
  faith instead. Knight Commander Malesk asked his 
  friend Jharnavar to find a place for the feckless youth, 
  and this is the best the duxotar could do. Abras abhors 
  violence, preferring to hide from aggressive intruders; 
  failing that, he begs for his life.
  ABRAS MALESK 
  CR 1/2
  XP 200
  Male aasimar cleric of Sarenrae 1 (Pathfinder RPG Bestiary 7)
  hp 11 
  Gear keys to areas J2 and J6
  J2. oFFiCes
  High-ranking dottari maintain offices in the Ducotrion 
  as well as in their sector watch stations. The four 
  southern offices are assigned to Westcrown’s four 
  durotasi (captains), each responsible for one of the city’s 
  four paregos, or great regions. The eight dottari majors 
  of Parego Spera share the four northern offices. 
  These offices are all locked (Disable Device DC 30), 
  but Abras Malesk in area J1 has keys. All of the rooms 
  are currently unoccupied, as the officers are busy 
  establishing the Glorious Reclamation’s new order in the 
  city. Each of these offices holds extensive files, but none 
  of them are immediately relevant to the PCs’ mission.
  J3. BRieFinG Room (CR 15)
  Rows of benches face has a podium at the eastern end of this 
  wide, low room. A huge map of Westcrown covers the wall 
  behind the podium, with the city’s regos marked in different 
  colors and pins with flags scattered across the map.
  This briefing room is heavily used and often occupied, 
  regardless of the time of day. The pins note locations of 
  significant criminal activity in the city. Although Rego 
  Cader is the most dangerous area of the city, there are few 
  pins in that ruined, northern sector, reflecting the fact 
  that the dottari rarely police that neighborhood. Unless 
  the PCs have taken pains to keep their activities secret, any 
  areas where they have been active (such as the locations 
  of their sacrifices for the pentagram ritual, or the sites of 
  attacks on high-ranking Glorious Reclamation allies) are 
  marked with pins bearing large black flags.
  Creatures: Although Duxotar Jharnavar and his 
  durotasi sometimes meet here with their subordinates 
  to direct citywide law enforcement efforts, dottari 
  lieutenants more often use this room to brief their 
  squads before or after daily patrols. A knight banneret 
  lieutenant and five elite dottari constables are currently 
  present here, and they quickly respond to any danger 
  within the Ducotrion (the patrol’s sixth dottari is 
  currently guarding the prisoner in area J4). If the PCs 
  arranged for a substantial disturbance elsewhere in Rego 
  Pena that draws out both dottari patrols, then this room 
  is unoccupied.
  ELITE DOTTARI (5) 
  CR 9
  XP 6,400 each
  hp 99 each (see page 13)
  KNIGHT BANNERET 
  CR 11
  XP 12,800
  hp 130 (see page 14)
  Story Award: If the PCs manage to lure this patrol 
  out of the Ducotrion and thus avoid battle with them, 
  award the PCs 44,800 XP, as though they had defeated the 
  dottari patrol in combat. 
  J4. JAil (CR 9)
  The dottari house dangerous criminals who are awaiting 
  trial or execution in this cellblock (petty criminals and 
  drunks are incarcerated in local watch stations instead). 
  As the Glorious Reclamation has been swift in dispensing 
  justice to wrongdoers, all but one of these cells is empty. 
  The iron cell doors are locked (hardness 10, hp 60, break 
  DC 28, Disable Device DC 35), but the keys are in the desk 
  in the southwest corner of the room.
  Creatures: A single elite dottari constable, a member 
  of the patrol in area J3, sits at the desk, guarding the jail. 
  He does not leave the room even if hears the sounds of 
  combat outside, but he engages any intruders entering 
  the cellblock.
  Only one prisoner currently languishes here: 
  Eigolo Rustachas, a dark-haired and dark-eyed young 
  noble with an open smile and a sharp wit. Although 
  House Rustachas is filled with Thrune loyalists, the 
  family evaded the Glorious Reclamation’s “instructive 
  judgment” by laying the blame for their disreputable 
  activities squarely at the feet of their eldest son, Eigolo, 
  who they believed had escaped Westcrown before the 
  Iomedaeans’ occupation. However, Eigolo hadn’t left the 
  city after all. In fact, he was engaged in a lengthy “safari” 
  of sorts, hunting indigent tieflings in Rego Cader with 
  a few friends, and so was arrested by the dottari when 
  he returned home. Jharnavar hoped to convince Eigolo 
  to inform on the other members of his family, but the 
  duxotar has been foiled by Eigolo’s surprisingly intense 
  familial loyalty. 
  If Eigolo becomes aware that the Ducotrion is under 
  attack (such as by the sounds of combat, or by seeing the 
  PCs in the cellblock where they obviously don’t belong), 
  he calls for help. Eigolo is genuinely grateful if he is 
  freed. Despite being imprisoned, the charismatic young 
  
  35
  noble has learned much about the current political 
  situation in Westcrown, and can recommend a few other 
  actions to gain aristocratic support, such as by freeing 
  the imprisoned nobles on the prison barge (see 
  Mission 4) or courting other loyal noble families 
  (see Mission 8). In fact, Eigolo offers to put in a 
  good word for the PCs with House Salisfer, the 
  more powerful family to which House Rustachas 
  is beholden (see Mission 8 for details). 
  EIGOLO RUSTACHAS  
  CR 2
  XP 600
  LE noble scion (Pathfinder RPG 
  GameMastery Guide 288)
  hp 20
  Gear none
  ELITE DOTTARI 
  CR 9
  XP 6,400
  hp 99 (see page 13)
  Development: If any PCs are captured by the dottari 
  anywhere in Westcrown, they are incarcerated here for 
  a few days, giving them an opportunity to escape before 
  the Glorious Reclamation tries and likely executes them. 
  Captured PCs are manacled and all their gear is stored in 
  area J6. In this case, an attentive Glorious Reclamation 
  knight banneret (see page 14) guards the jail instead of 
  an elite dottari.
  J5. inteRvieW Rooms
  Each of these stark interrogation rooms contains only a 
  table, two chairs, and a ring in the back wall to which 
  manacles can be attached. Since the doors bolt closed 
  from the outside (Disable Device DC 30 to open from the 
  inside), these rooms can also serve as makeshift cells.
  J6. evidenCe stoRAGe
  The door to this evidence locker and general storage 
  room is kept locked (Disable Device DC 30), but Abras 
  Malesk (area J1), the knight banneret lieutenants (areas 
  J3 and J7), and Duxotar Jharnavar (area J9) all have keys. 
  Critical or valuable pieces of evidence are usually turned 
  over to the city’s magistrate, so the items here are poor-
  quality weapons used in minor crimes or stolen goods of 
  negligible value. 
  Treasure: Amid the mostly worthless weapons and 
  baubles in this room, a single masterwork dagger and 
  a satchel with 18 doses of the drug scour (GameMastery 
  Guide 237) can also be found here.
  J7. tRAininG Room (CR 15)
  This large training room smells of sweat, canvas, and freshly 
  cut wood. Several new weapon racks line the southern wall 
  of this room, and canvas pads cover the floors. A set of double 
  doors leads out to the west, while a single swinging 
  door leads into a smaller room to the east.
  Creatures: A dottari patrol is currently 
  training in this room, their lieutenant 
  drilling 
  them 
  in 
  unarmed 
  combat 
  techniques. As a result, if these dottari are 
  surprised, their melee weapons are in the 
  rack at the south end of the room. They are 
  quick to respond to unauthorized intruders 
  in the Ducotrion or the city outside, after 
  first retrieving their weapons. If 
  the PCs arranged for any kind of 
  disturbance elsewhere in Rego 
  Pena to draw out a dottari 
  patrol, then this room is 
  unoccupied, as the dottari 
  have left to investigate.
  ELITE DOTTARI (6) 
  CR 9
  XP 6,400 each
  hp 99 each (see page 13)
  KNIGHT BANNERET 
  CR 11
  XP 12,800
  hp 130 (see page 14)
  Story Award: If the patrol has left the Ducotrion to 
  investigate a PC-instigated disturbance, award the PCs 
  51,200 XP, as if they had defeated the dottari in combat. 
  J8. loCkeR Room
  This cramped room contains two rows of lockers used for 
  guards’ personal effects when on patrol. The lockers are 
  for general use and are not assigned to specific dottari.
  Treasure: A bottle of elven absinthe (GameMastery 
  Guide 237) is wrapped up in a tunic stuffed at the bottom 
  of one of the lockers, and can be discovered with a 
  successful DC 20 Perception check.
  J9. duxotAR’s oFFiCe (CR 16)
  This large office contains several desks covered with scattered 
  papers and shelves overflowing with files. The amount of 
  bureaucratic work represented by the sea of paperwork is 
  staggering. Perched around the room are several fist-sized 
  glass bull statuettes.
  The duxotar’s office is the largest in the Ducotrion. 
  Just outside is a desk for the duxotar’s personal assistant, 
  currently unoccupied. Duxotar Jharnavar takes his role 
  as commander of the dottari very seriously and has been 
  personally reviewing all of the organization’s records. 
  Before Jharnavar, the position of duxotar was filled by 
  EIGOLO RUSTACHAS
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  36
  a succession of short-term stand-ins who themselves 
  followed a feckless drunkard appointed because of family 
  connections. As a result, there has not been a serious, 
  effective duxotar in this office for decades. Although 
  Jharnavar has uncovered and eliminated a substantial 
  amount of corruption within the dottari, he has only 
  begun the immense task. Nearly all of the papers here are 
  files regarding current or former members of the dottari.
  Jharnavar’s desk contains detailed evaluations of the 
  four durotasi (the captains of each parego) who report to 
  Jharnavar directly, as well as several other high-ranking 
  dottari officers. These evaluations indicate which officers 
  are loyal to the Glorious Reclamation and which seem 
  inappropriately supportive of the former regime of 
  House Thrune. Jharnavar’s notes indicate that these 
  officers are not exactly traitors, but he is keeping a close 
  eye on them nonetheless. 
  Creatures: 
  Duxotar 
  Ariende 
  Jharnavar 
  is 
  a 
  devastatingly handsome half-elven man with an open, 
  cheerful countenance and an athletic build. Although 
  renowned as a champion of justice and a devout follower 
  of Iomedae, Jharnavar’s prestigious posting is due more 
  to his silver tongue than any actual investigative skill. 
  He is always accompanied by his eidolon, an imposing 
  armor-clad angel named Righteousness who wields a 
  bastard sword in each hand. Both of them are ready for 
  trouble in the event they are urgently needed on official 
  business, and are therefore well prepared to confront 
  intruders in the Ducotrion.
  ARIENDE JHARNAVAR 
  CR 16
  XP 76,800
  Male half-elf unchained summoner 17 (Pathfinder RPG 
  Pathfinder Unchained 25)
  LG Medium humanoid (elf, human)
  Init +3; Senses low-light vision, true seeing; Perception +8
  DEFENSE
  AC 31, touch 11, flat-footed 31 (+7 armor, +2 deflection, 
  –1 Dex, +9 natural, +4 shield)
  hp 148 (17d8+68)
  Fort +13, Ref +10, Will +17; +2 vs. enchantments
  Defensive Abilities greater shield ally; DR 10/adamantine 
  (150 points); Immune sleep
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +1 longsword +13/+8/+3 (1d8+1/19–20)
  Ranged +1 heavy crossbow +12 (1d10+1/19–20)
  Special Attacks maker’s call 3/day, merge form (17 rounds/
  day), transposition
  Summoner Spell-Like Abilities (CL 17th; concentration +24)
  10/day—summon monster IX
  Summoner Spells Known (CL 17th; concentration +24)
  6th (3/day)—acid fog, greater heroism, true seeing
  5th (5/day)—baleful polymorph (DC 22), greater rejuvenate 
  eidolonAPG, hold monster (DC 22), hungry pitAPG (DC 23)
  4th (5/day)—dimension door, locate creature, obsidian 
  flowUC (DC 21), stoneskin, wall of ice (DC 21)
  3rd (7/day)—communal resist energyUC, control 
  summoned creatureUM (DC 20), dispel magic, fly, haste, 
  restore eidolonUM
  2nd (7/day)—barkskin, blur, bull’s strength, detect 
  thoughts (DC 19), glitterdust (DC 20), warding weaponUC
  1st (7/day)—alarm, grease, life conduitUC, mage armor, 
  mount, unfetterAPG
  0 (at will)—daze (DC 17), detect magic, light, message, 
  open/close (DC 17), read magic
  TACTICS
  Before Combat Jharnavar casts mage armor on his eidolon 
  Righteousness every day. If he suspects combat is 
  imminent (such as if he hears the sounds of combat 
  elsewhere in the Ducotrion), Jharnavar casts barkskin, fly, 
  stoneskin, and true seeing on himself.
  During Combat Jharnavar stays behind Righteousness but 
  remains within the eidolon’s reach to grant Righteousness 
  the benefits of his greater shield ally ability. Jharnavar 
  casts greater heroism and haste at the beginning of 
  combat, then supports his eidolon with spells like baleful 
  polymorph, hold monster, and hungry pit. He uses Quicken 
  Spell to swiftly cast tactically useful spells (such as blur, 
  glitterdust, and warding weapon, as well as bull’s strength 
  cast on Righteousness). If Righteousness is slain, Jharnavar 
  casts summon monster IX to summon an astral deva or 
  trumpet archon to replace the eidolon.
  Morale If Jharnavar is badly wounded, he uses his merge 
  forms ability. As the highest representative of the law in 
  Westcrown, Duxotar Jharnavar does not flee or surrender 
  to criminals, assassins, or agents of Thrune.
  STATISTICS
  Str 10, Dex 8, Con 14, Int 14, Wis 12, Cha 24
  Base Atk +12; CMB +12; CMD 23
  Feats Augment Summoning, Combat Casting, Eschew 
  Materials, Improved Initiative, Martial Weapon Proficiency 
  (longsword), Quicken Spell, Resilient EidolonUM, Skill 
  Focus (Diplomacy), Spell Focus (conjuration), Toughness
  Skills Diplomacy +25, Fly +18, Intimidate +15, Knowledge 
  (arcana) +10, Knowledge (history) +10, Knowledge 
  (local) +10, Knowledge (nobility) +10, Knowledge 
  (planes) +10, Perception +8, Spellcraft +15
  Languages Celestial, Common, Elven, Infernal
  SQ aspect (improved natural armor [2]), bond senses (17 
  rounds/day), eidolon (angel named Righteousness), elf 
  blood, life bond, life link
  Combat Gear potions of cure serious wounds (3); Other 
  Gear +3 mithral chain shirt, +3 mithral buckler, +1 heavy 
  crossbow with 20 bolts, +1 longsword, cloak of resistance 
  +2, duxotar’s signet (see the sidebar on page 38), hand 
  of the mage, headband of alluring charisma +4, life link 
  badgeUE, silver holy symbol of Iomedae, diamond dust 
  (worth 500 gp), eye ointment (worth 500 gp), keys to all 
  locks in the Ducotrion (area J)
  
  37
  RIGHTEOUSNESS 
  CR —
  Angel eidolon (Pathfinder RPG Pathfinder Unchained 30)
  LG Large outsider (extraplanar)
  Init +4; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +16
  DEFENSE
  AC 35, touch 13, flat-footed 31 (+4 armor, +4 Dex, +18 natural, 
  –1 size)
  hp 123 (13d10+52)
  Fort +11, Ref +8, Will +8 (+4 vs. enchantment); +4 vs. poison
  Defensive Abilities improved evasion; DR 5/evil; Immune 
  acid, cold, petrification; Resist electricity 10, fire 10; SR 28
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee +3 bastard sword +21/+16/+11 (2d8+12/17–20), 
  +3 bastard sword +21 (2d8+7/17–20) or
  slam +21 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  TACTICS
  Before Combat Righteousness applies oil of greater magic 
  weapon to its bastard swords, and the eidolon’s stat block 
  includes the effects of Jharnavar’s mage armor spell.
  During Combat Righteousness defends Jharnavar and 
  attacks enemies, using its reach to attempt to keep foes 
  at bay. Against opponents that are not wearing heavy 
  armor, Righteousness uses Power Attack.
  Morale Righteousness fights to the death, trusting that 
  Jharnavar will restore it at a later time. 
  STATISTICS
  Str 28, Dex 18, Con 16, Int 7, Wis 10, Cha 11
  Base Atk +13; CMB +23; CMD 37
  Feats Combat Reflexes, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Power 
  Attack, Toughness, Two-Weapon Fighting, Weapon Focus 
  (bastard sword)
  Skills Fly +11, Intimidate +16, Knowledge (local) +8, 
  Perception +16, Sense Motive +16
  Languages Celestial, Common, Elven, Infernal; truespeech
  SQ devotion, evolutions (blindsense, flight, immunity 
  [acid, cold], Large, limbs [arms], limbs [legs], slam, spell 
  resistance), link, share spells
  Combat Gear oil of greater magic weapon +3 (2; CL 12th); 
  Other Gear mwk bastard swords (2)
  Treasure: Most of the bull statuettes scattered about 
  the room are mere trinkets, but one of them functions as 
  a figurine of wondrous power (marble elephant). When used, 
  the figurine has the appearance of a large glass bull but 
  uses the normal statistics of an elephant.
  Development: With Duxotar Jharnavar’s death, 
  Westcrown’s dottari are thrown into disarray and 
  scramble to retain control. As a result, the PCs have no 
  further unanticipated encounters with dottari patrols 
  in the city, though dottari stationed at specific locations 
  (such as the rundottari in area K) remain at their posts.
  The PCs can use a pentacle token to summon devils to 
  capitalize upon the information concerning the loyalty of 
  the dottari officers. With a successful DC 20 Knowledge 
  (planes) check, the PCs can identify two types of devils 
  that will serve them well in this task: erinyes are the 
  best hunters and executioners, and are therefore most 
  appropriate to eliminate the dottari majors loyal to the 
  Glorious Reclamation; imps are cunning tempters, and 
  therefore the best devils to further erode the conviction 
  of those dottari officers whose loyalty to the Iomedaeans 
  is already weak. If the PCs summon either type of devil 
  (or both) and set them to their tasks before leaving the 
  Ducotrion, the number of sentry patrols within the 
  Korradath is reduced by one to account for the increased 
  instability in the city (see Korradath sentries on page 50).
  MISSION 6: OPENING THE OBRIGAN GATE
  The monsters and marauders that inhabit Rego Cader, 
  the ruined northern sector of Westcrown, are kept at 
  bay by high walls and a well-guarded gatehouse called 
  the Obrigan Gate. If the rundottari (“ruin wardens”) 
  who guard the Obrigan Gate are defeated and the gates 
  opened or destroyed, the Glorious Reclamation will have 
  its hands full chasing monsters and bandits throughout 
  the rest of the city. The PCs might also be interested in 
  securing the alliance of some of the groups that inhabit 
  the ruins beyond the gate.
  High Priest Jarvaxus Garestic (see area F8), Paralictor 
  Gonville Chard (see area E3), or another allied NPC can 
  suggest this mission. Alternately, a PC who succeeds at 
  a DC 25 Knowledge (engineering or local) check realizes 
  the importance of the gate for maintaining order in that 
  region of the city.
  K. OBRIGAN GATE (CR 17)
  Built into the 30-foot-high wall separating Rego Crua 
  from Rego Cader, the Obrigan Gate is an imposing barrier 
  three stories high. Two sets of forged iron double doors, 
  25 feet tall, stand on both ends of the gatehouse (hardness 
  10, hp 120, break DC 30). Between these gates hang two 
  iron portcullises (hardness 10, hp 60, lift DC 25). Two tall, 
  narrow guard towers flank the gate on either side. 
  The doors and portcullises are rarely opened, and 
  the denizens of Rego Cader have learned to keep out 
  of bowshot of the rundottari in the guard towers. As a 
  result, a posting at the Obrigan Gate is considered both 
  dull and trivial. Nevertheless, the Glorious Reclamation 
  deems the gate an important symbol of its stewardship 
  of Westcrown, so the rundottari are vigilant despite the 
  lack of action. 
  The various areas of the Obrigan Gate are briefly 
  described below. Use the map on page 28 for this location.
  K1. Lower Guard Tower: The two guard towers on 
  either side of the gatehouse contain armories and 
  bunkrooms for the two squads of rundottari posted at 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  38
  the gate. Tightly curving spiral stairs lead to the towers’ 
  upper levels. The only entrances to the guard towers are 
  through locked and reinforced strong wooden doors 
  (hardness 5, hp 20, break DC 25, Disable Device DC 30) 
  on the southern side of the gate, on the Rego Crua side.
  K2. Upper Guard Tower: The second floor of each 
  tower holds the mechanisms for opening the gate’s heavy 
  iron doors and portcullises, as well as numerous arrow 
  slits overlooking Rego Cader and the space between the 
  doors. Iron ladders lead up to trap doors in the ceiling, 
  providing access to the gatehouse roof. The door and 
  portcullis mechanisms are old yet functional. These 
  mechanisms can be sabotaged, wedging the doors open 
  and locking the portcullises in the raised position, 
  with a successful DC 30 Disable Device or Knowledge 
  (engineering) check. Alternatively, brute force, or spells 
  such as rusting grasp or transmute metal to wood, can also 
  be used to cripple or destroy the gates. 
  K3. Roof: A crenellated catwalk with a simple wooden 
  roof connects the top of the two guard towers, providing 
  views of both the dense slums of Rego Crua and the 
  ramshackle ruins of Rego Cader.
  Creatures: Two full squads of rundottari—12 elite 
  dottari constables and two knight banneret lieutenants—
  are stationed at the Obrigan Gate at all times, one squad 
  in each guard tower. PCs openly approaching the gates 
  are challenged by four elite dottari on the roof. These 
  rundottari alert the others in the guard towers if the PCs 
  do not quickly depart. The PCs can most easily approach 
  the gates with stealth or with a clever ruse (for example, 
  by posing as dottari or nobles to get through the gates). If 
  the PCs refuse to leave or are discovered, one squad of six 
  dottari and their lieutenant attack from the roof while the 
  remaining guards attack from the guard tower arrow slits.
  ELITE DOTTARI (12) 
  CR 9
  XP 6,400 each
  hp 99 each (see page 13)
  KNIGHTS BANNERET (2) 
  CR 11
  XP 12,800 each
  hp 130 each (see page 14)
  Development: Once the PCs have secured 
  the Obrigan Gate, they can use a pentacle token to 
  summon devils to keep the gates open. With a successful 
  DC 20 Knowledge (planes) check, the PCs can identify 
  bearded devils as elite soldiers, and therefore the best 
  devils to hold the gates. If the PCs call upon bearded 
  devils for this task before they leave the Obrigan Gate, 
  sentries from the Korradath are sent to retake the gate, 
  reducing the number of sentry patrols within the fortress 
  by one (see Korradath sentries on page 50). 
  k4. the GAunt Glutton (CR 17)
  This ramshackle, abandoned tavern lies just beyond the 
  Obrigan Gate in Rego Cader. The peaked buildings and 
  high wall separating this sector from Rego Crua cloak 
  the area in shadow for most hours of the day, giving the 
  undead gang inhabiting the tavern (see Creatures below) 
  a sizable hunting ground free from direct sunlight. 
  Creatures: A gang of four vampires and their ecorche 
  leader have recently taken up residence inside the Gaunt 
  Glutton to prey upon the occasional traveler entering 
  Rego Cader. Once aspiring actresses, the vampires 
  were created a few years ago by the disgraced actor (and 
  later vampire) Thesing Umbero Ulvauno (see Pathfinder 
  Adventure Path #26: The Sixfold Trial and Pathfinder 
  Adventure Path #30: The Twice-Damned Prince). Thesing 
  met his end during an ill-fated play for revenge, but his 
  vampire spawn remained in Rego Cader, where they fell 
  under the influence of an ecorche named Skinless Sark, 
  a bullying brute who enjoys wearing the skins of victims 
  drained dry by his vampire gang. Sark is currently 
  wearing the skin of a plump, pale rundottari named 
  Vandeot Harby, as well as Harby’s blood-soaked uniform.
  Skinless Sark and his vampires keep a close eye on 
  the streets of Rego Cader around the Obrigan Gate. If 
  the PCs trespass upon their turf (in other words, if they 
  set foot in Rego Cader), the vampires emerge from the 
  inn to attack. Sark does not initially engage the PCs, 
  DUXOTAR’S SIGNET
  The duxotar of Westcrown’s dottari wears this heavy 
  signet ring as a badge of office.
  DUXOTAR’S SIGNET
  PRICE
  14,500 GP
  SLOT ring
  CL 6th
  WEIGHT —
  AURA moderate abjuration and illusion
  This ornate ring of protection +2 is 
  emblazoned with the winged Eye of 
  Aroden in ruby and jet. The wearer of 
  a duxotar’s signet projects an air of 
  commanding authority that affects 
  large groups; the wearer does not treat 
  crowds as difficult terrain and gains a 
  +5 competence bonus on Diplomacy or 
  Intimidate checks to direct or influence 
  crowds (Pathfinder RPG Core Rulebook 436–
  437). The wearer can also cast magic mouth at will, but 
  the message trigger must be “upon seeing a creature 
  wearing the Eye of Aroden” (which triggers the magic 
  mouth for any dottari in uniform). 
  CONSTRUCTION REQUIREMENTS
  COST 7,750 GP
  Forge Ring, eagle’s splendor, magic mouth, shield of faith
  
  39
  instead observing the battle from the shadows of the 
  ruined tavern’s doorway. If the PCs defeat at least two of 
  the vampires, Sark calls off the remaining vampires and 
  offers a truce (see Development below).
  If the PCs refuse to talk or reject Sark’s offer, he tears off 
  his stolen skin, subjecting them to his frightful presence 
  with a –5 penalty on their saves, and wades into combat, 
  calling to any surviving members of his gang to join him. 
  He flees into the ruins of Rego Cader if he’s reduced below 
  50 hit points and his vampires have all been slain.
  SKINLESS SARK 
  CR 16
  XP 76,800
  Male ecorche (Pathfinder RPG Bestiary 3 109)
  hp 209 
  VAMPIRES (4) 
  CR 9
  XP 6,400 each
  hp 102 each (Pathfinder RPG Bestiary 270)
  Development: If the PCs parley with Skinless Sark, the 
  ecorche is more than willing to negotiate. He presumes 
  that the PCs are not on good terms with the rundottari 
  and sees an opportunity to improve his lot. Sark and 
  his vampires effectively have free reign in the mostly 
  abandoned ruins of Rego Cader, but they would prefer 
  the better hunting in the more-inhabited Rego Crua. 
  Unfortunately, the Obrigan Gate and the rundottari 
  pose a considerable barrier. Sark is happy to leave the 
  PCs unmolested if they agree to allow his gang free 
  passage back and forth through the Obrigan Gate. Sark 
  is also willing to lend his prodigious strength to the PCs’ 
  attempts to sabotage the gates. In addition, he can also 
  suggest a way to cripple the dottari throughout the city: by 
  eliminating their commander, Duxotar Ariende Jharnavar 
  (see Mission 5). Sark even offers to engineer a distraction 
  that will cause both dottari squads in the Ducotrion to 
  leave (see area J for details), but only after sundown.
  Story Award: If the PCs negotiate with Skinless Sark, 
  award them 76,800 XP, as if they had defeated him in 
  combat, in addition to the XP gained from any vampires 
  they defeated.
  MISSION 7: SECURING A BRIDGEHEAD
  The Bladewing Bridge connects Rego Scripa to the 
  coastal communities west of the city. Defenders at this 
  bridge can easily protect Westcrown against a massed 
  attack from the west, but if the PCs eliminate the 
  Glorious Reclamation forces guarding the bridge, the 
  Chelish army can enter the city more readily.
  High Priest Jarvaxus Garestic (see area F8), Paralictor 
  Gonville Chard (see area E3), or another allied NPC can 
  suggest this mission. Alternately, a PC who succeeds 
  at a DC 25 Knowledge (engineering or local) check 
  understands the strategic potential of the bridge.
  l. BlAdeWinG BRidGe (CR 16)
  Read or paraphrase the following when the PCs arrive at 
  the Bladewing Bridge.
  This stone bridge is thirty feet wide and over a hundred feet 
  long. Along the edges of the bridge stand stalls with colorful 
  awnings, each vying to attract the eye of visitors entering the 
  city. Stylized pegasi are carved into the old stone of the bridge; 
  their wings seem formed of swords rather than feathers. Two 
  rearing pegasus statues stand at the bridge’s midpoint. Thirty 
  feet below the bridge lay the dark, still waters of a wide 
  canal. A stone staircase connects the southeastern corner of 
  the bridge to the canal’s eastern bank.
  Named for the designs on its carvings and statuary, the 
  Bladewing Bridge is the westernmost of the two Pegasus 
  Bridges that span the Canaroden, Westcrown’s longest 
  and deepest canal, which separates Rego Crua from Rego 
  Scripa. Eager vendors occupy the bridge’s market stalls 
  from dawn until just after dusk. Traders at the west end 
  of the bridge target visitors to Westcrown, selling items 
  such as simple maps of the city or providing directions 
  to lodgings or markets for a small fee. Merchants at the 
  east end focus on people leaving the city, hawking rations, 
  wilderness gear, and other items for overland travel. 
  Use the map on page 28 for this location.
  Creatures: Several guards keep a careful eye on 
  anyone crossing the bridge or navigating the canal 
  beneath it. Six dottari stand near the western end of the 
  bridge, questioning newcomers as to their business. In 
  addition, two sky wardens—elite Glorious Reclamation 
  knights mounted on half-celestial flame drakes—perch 
  atop the pegasus statues in the middle of the bridge, 
  regularly scanning traffic on the bridge and canal below 
  with detect evil. The knights order any evil creatures they 
  detect (or who are otherwise making trouble) to leave the 
  city immediately. Acting in Westcrown’s defense, these 
  guards are quick to react with violence if disobeyed. As 
  battle is joined, one sky warden swoops over the dottari 
  and uses her aura of justice to grant the dottari and her 
  mount her smite evil ability.
  DOTTARI (6) 
  CR 7
  XP 3,200 each
  LN sellsword (Pathfinder RPG GameMastery Guide 283)
  hp 80 each
  SKY WARDENS (2) 
  CR 10
  XP 9,600 each
  Human paladin of Iomedae 11
  LG Medium humanoid (human)
  Init +1; Senses Perception +5
  Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
  DEFENSE
  AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield)
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  40
  hp 120 each (11d10+55)
  Fort +13, Ref +7, Will +10
  Immune charm, disease, fear
  OFFENSE
  Speed 20 ft.
  Melee +1 flaming holy lance +18/+13/+8 (1d8+8/×3 plus 
  1d6 fire plus 2d6 vs. evil) or
  mwk scimitar +17/+12/+7 (1d6+5/18–20)
  Ranged +1 composite shortbow +13/+8/+3 (1d6+6/×3)
  Special Attacks channel positive energy 4/day (DC 18, 6d6), 
  smite evil 4/day (+3 attack and AC, +11 damage)
  Paladin Spell-Like Abilities (CL 11th; concentration +14)
  At will—detect evil
  Paladin Spells Prepared (CL 8th; concentration +11)
  3rd—litany of sightUC, prayer
  2nd—bull’s strength, saddle surgeAPG
  1st—bless weapon, divine favor, hero’s defianceAPG
  TACTICS
  Before Combat A sky warden adds the flaming and holy 
  special abilities to her lance with her divine bond ability 
  and casts bull’s strength on herself. 
  During Combat A sky warden activates her greater glorious 
  tabard on the first round of combat, then casts saddle 
  surge. Sky wardens make long, sweeping charges from 
  opposite sides of the battlefield with Power Attack, Ride-
  By Attack, and smite evil, using any rounds between 
  attacks to heal themselves or their mounts.
  Morale This devoted guardian fights to the death.
  STATISTICS
  Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 16
  Base Atk +11; CMB +16; CMD 27
  Feats Mounted Archery, Mounted Combat, Power Attack, 
  Ride-By Attack, Spirited Charge, Toughness, Weapon 
  Focus (lance)
  Skills Handle Animal +10, Perception +5, Ride +9 (+11 to 
  stay in the saddle), Sense Motive +5
  Languages Common
  SQ divine bond (weapon +3, 2/day), lay on hands 8/day 
  (5d6), mercies (dazed, fatigued, poisoned)
  Gear +1 full plate, +1 heavy steel shield, +1 composite 
  shortbow (+5 Str) with 20 arrows, +1 lance, mwk scimitar, 
  belt of mighty constitution +2, greater glorious tabard 
  (see the sidebar on page 7)
  HEAVENLY DRAKES (2) 
  CR 12
  XP 19,200 each
  Unique advanced half-celestial flame drake (Pathfinder RPG 
  Bestiary 294, 169; Pathfinder RPG Bestiary 2 106)
  LG Large outsider (dragon, fire, native)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  DEFENSE
  AC 28, touch 13, flat-footed 24 (+4 armor, +4 Dex, +11 
  natural, –1 size)
  hp 161 each (10d12+70)
  Fort +14 (+4 vs. poison), Ref +12, Will +11
  DR 5/magic; Immune disease, fire, paralysis, 
  sleep; Resist acid 10, cold 10, electricity 10; SR 23
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee +1 bite +20 (3d6+11 plus 1d6 fire), +1 tail 
  slap +15 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fireball breath (180 ft., 
  20-ft.-radius spread, 5d6 fire damage, 
  Reflex DC 22 for half, usable every 
  1d6 rounds), smite evil 1/day (+3 
  attack and AC, +10 damage)
  Spell-Like Abilities (CL 10th; 
  concentration +13)
  3/day—protection from evil
  1/day—aid, bless, cure serious 
  wounds, detect evil, dispel evil (DC 
  18), holy smite (DC 17), neutralize poison, 
  remove disease
  SKY WARDEN
  
  41
  TACTICS
  During Combat Against evil foes, a heavenly drake casts 
  dispel evil on the first round of combat, then fights as its 
  rider directs, using its fireball breath and spells such as 
  holy smite while minimizing damage to bystanders.
  Morale A heavenly flame drake retreats only if directed 
  by its rider or if its rider falls in battle and the drake is 
  reduced to 30 hit points or fewer.
  STATISTICS
  Str 30, Dex 21, Con 24, Int 15, Wis 18, Cha 16
  Base Atk +10; CMB +21; CMD 36
  Feats Flyby Attack, Improved Natural Attack (bite), Light 
  Armor Proficiency, Power Attack, Wingover
  Skills Diplomacy +16, Fly +19, Intimidate +16, Knowledge 
  (planes) +15, Perception +17, Sense Motive +17, 
  Stealth +13, Survival +17
  Languages Celestial, Common, Draconic
  SQ speed surge
  Gear mwk chain shirt, amulet of mighty fists +1, exotic 
  military saddle
  Development: The PCs can use a pentacle token to 
  summon devils to secure the bridge once they have 
  defeated the guards here. With a successful DC 20 
  Knowledge (planes) check, the PCs can identify either 
  bearded devils or warmonger devils as the best diabolic 
  soldiers to hold the bridge against reinforcements. If 
  the PCs summon either type of devil (or both) before 
  leaving the Bladewing Bridge, two sky wardens and their 
  heavenly drakes are dispatched from the Korradath to 
  attempt to retake the bridge (see area N24).
  MISSION 8: LOYALIST SUPPORT
  An ally connected to the Wiscrani aristocracy, such 
  as High Priest Jarvaxus Garestic (see area F8), Eigolo 
  Rustachas (see area J4), or loyalist nobles rescued from 
  the prison barge (see area I4), can suggest courting 
  the aid of the city’s noble families still loyal to House 
  Thrune. Alternately, a successful DC 25 Knowledge (local 
  or nobility) check might lead the PCs to independently 
  seek support from Westcrown’s noble families.
  Despite the newfound authority of the Glorious 
  Reclamation, Westcrown’s aristocracy still controls a 
  staggering amount of wealth and power in the city 
  and can likely provide surreptitious support to House 
  Thrune and strengthen Thrune’s networks of spies and 
  insurgents. Wiscrani nobles are skilled political survivors, 
  however, and none of them will overtly endorse House 
  Thrune’s return while the Glorious Reclamation remains 
  in power. To gain the backing of Westcrown’s nobles, the 
  PCs must clandestinely meet with the leaders of the city’s 
  aristocratic houses, determine the appropriate leverage, 
  and negotiate successfully for the families to use their 
  personnel and resources to prepare Westcrown for 
  House Thrune’s return.
  Some of Westcrown’s most important noble families, 
  such as House Tilernos, are unshakable allies of the 
  Glorious Reclamation. Other families, such as House 
  Drovenge and House Oberigo, no longer have enough 
  influence to be of any use to the PCs. Of the remaining 
  major houses, three would likely make good candidates 
  for confidential discussions: House Dioso, House 
  Grulios, and House Salisfer. Whichever allied NPC 
  points the PCs toward this mission can also tell them 
  the above information, or the PCs can figure out the best 
  families to work with on their own with a successful DC 
  20 Knowledge (nobility) check.
  As these influential families won’t speak with open 
  enemies of the Glorious Reclamation publicly, the 
  PCs must either work through intermediaries to set 
  up a meeting with the head of each house (requiring a 
  successful DC 30 Diplomacy or Knowledge [nobility] 
  check) or rely upon an influential allied NPC such as 
  High Priest Garestic (see area F8) or Eigolo Rustachas 
  (see area J4) to set up a meeting on their behalf. 
  Once a meeting has been arranged, the head of each 
  family agrees to receive the PCs in his or her estate or 
  manor in Rego Laina. Each aristocrat has some retainers 
  present at the meeting and makes other preparations as 
  described below, but these are social interactions rather 
  than combat encounters. If any of the proceedings devolve 
  into open hostilities, the PCs have very likely failed to 
  get that family’s support. Negotiating with a noble house 
  requires the PCs to attempt specific skill checks during 
  each meeting, followed by a final Bluff, Diplomacy, or 
  Intimidate check to obtain the family’s full support. The 
  DCs of these checks are detailed below. All of these nobles 
  are both busy and paranoid, and they are unwilling to 
  meet with the PCs more than once. As a result, the PCs 
  have only one chance to gain the support of each family, 
  and cannot retry any failed skill checks later.
  Development: 
  After 
  successfully 
  treating 
  with 
  Westcrown’s nobles, the PCs can summon devils with 
  their pentacle tokens to guarantee the families’ support. 
  With a successful DC 20 Knowledge (planes) check, 
  the PCs can identify contract devils as the best suited 
  to formalize the arrangements the PCs have made. If 
  the PCs use a contract devil to document the support 
  they obtain, the nobles become a bit more paranoid, 
  and hire mercenary fiendslayers to protect them. Each 
  family confronted with a contract devil hires one of 
  the mercenaries from area N11, who are therefore not 
  present in the Korradath.
  house dioso
  The Dioso family occupies Vaneo Dioso, the largest 
  and most elegant manor house on the island of Triam, 
  financed by generations of control of Westcrown’s 
  organized crime. Sour-faced, sharp-eyed Scategi Dioso 
  (NE old female human aristocrat 7) has been matriarch 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  42
  of House Dioso for many years. Despite her lifelong 
  criminal connections, the haughty noblewoman 
  skillfully navigated her family through both 
  the downfall of the Council of Thieves and 
  the inquests of the Glorious Reclamation 
  (aided in no small part by her ring of 
  mind shielding, warded by a permanent 
  magic aura spell to appear nonmagical). 
  Six contract killers (NPC Codex 150) and 
  a guildmaster (NPC Codex 152) accompany 
  Scategi, attempting to look nonchalant.
  A successful DC 25 Knowledge (local) 
  check, DC 30 Knowledge (nobility) 
  check, or DC 35 Diplomacy check 
  to gather information reveals the 
  fairly open secret that House 
  Dioso was one of the key 
  families behind Westcrown’s 
  legendary thieves’ guild, the 
  Council of Thieves. A few years ago, the 
  Council was exposed and its leaders slain, leaving the 
  organization a mere shadow of its former power and 
  influence (see the Council of Thieves Adventure Path for 
  more information). If the PCs exceed any of these skill 
  check results by 5 or more, they also unearth rumors 
  that Scategi has been surreptitiously pulling together 
  a network of former operatives in an attempt to seize 
  control of the Council of Thieves’ remnants herself 
  and expand its operations once more. The arrival of the 
  Glorious Reclamation has delayed Scategi’s plans, as 
  many of her operatives have been jailed or executed. 
  If the PCs mention Scategi’s criminal aspirations, she 
  openly voices her wish for the return of absentee rule 
  by an ambivalent House Thrune. A PC who succeeds at 
  a DC 30 Sense Motive check believes that Scategi could 
  be convinced to support any government that would not 
  hinder her schemes to rebuild the Council of Thieves.
  Gaining House Dioso’s support requires the PCs to 
  promise that the Council of Thieves will be permitted 
  to flourish in Westcrown after House Thrune reasserts 
  control. If the PCs intend to genuinely work for this, a 
  successful DC 30 Diplomacy check convinces Scategi of 
  their honest intentions; if not, a successful DC 35 Bluff 
  check is required to mollify the shrewd aristocrat. An 
  Intimidate check does not earn Scategi’s support, as she 
  is utterly convinced that her many connections make her 
  immune to the PCs’ threats.
  Story Award: Award the PCs 76,800 XP for obtaining 
  House Dioso’s support.
  house GRulios
  House Grulios is a sprawling clan with numerous 
  branches of the family spread throughout Westcrown. 
  The patriarch of the family, Asad Grulios (CG male 
  human aristocrat 5/wizard 5) is a harried, balding man. 
  He manages his family’s banking interests from the 
  family estate, Vira Grulios, whose red-topped towers 
  are a striking sight on the skyline of western 
  Triam island. Asad casts nondetection on 
  himself before meeting with the PCs and 
  has an arcane pretender (NPC Codex 89), 
  a dilettante (NPC Codex 151), and four CG 
  scheming fencers (NPC Codex 86) nearby. 
  A successful DC 30 Knowledge (nobility) 
  check, DC 30 Sense Motive check, or DC 
  35 Diplomacy check to gather information 
  reveals that House Grulios keeps very 
  few slaves for a family of its size. If 
  the PCs exceed any of these skill 
  check results by 5 or more, they 
  also recall rumors that a few of 
  Asad’s 
  children 
  surreptitiously 
  support the Bellflower Network, 
  the underground organization 
  dedicated to freeing halfling slaves. In 
  fact, many scions of House Grulios are outspoken 
  abolitionists. Although Asad is not personally opposed 
  to slavery, he knows that much of his family would 
  resent the return of slavery to Westcrown. 
  If the PCs remark on House Grulios’s lack of slaves, 
  Asad asserts that he has many descendants to keep out 
  of trouble, which he does so by assigning them jobs in 
  the family’s businesses and properties, thus considerably 
  reducing his house’s dependence upon slaves. However, 
  a PC who succeeds at a DC 25 Sense Motive check realizes 
  that this explanation, though credible, is not the whole 
  truth, and that Asad Grulios does not want slavery 
  restored in Westcrown.
  Securing House Grulios’s support requires either a 
  successful DC 25 Intimidate check to threaten exposing 
  Asad’s family as seditionists and traitors to Thrune or a 
  successful DC 35 Bluff check to assure Asad that slavery 
  will be curtailed in Westcrown under Thrune’s restored 
  rule (the PCs have no way of knowing, but should 
  suspect that emancipation is not on Queen Abrogail’s 
  agenda, making this a rather far-fetched lie). A successful 
  Diplomacy check does not earn Asad’s support; he 
  responds to eloquent diplomatic overtures with eager 
  assent regardless of his true feelings.
  Story Award: Award the PCs 76,800 XP for obtaining 
  House Grulios’s support.
  house sAlisFeR
  House Salisfer is a relatively small aristocratic family 
  that has maintained its prominent position and 
  significant wealth due to its studied neutrality (some 
  would say cynical opportunism) in political affairs 
  and its large contingent of skilled contract lawyers 
  and information brokers. The family’s fortified Rego 
  Laina estate, Vira Salisfer, is the center of upper-class 
  SCATEGI DIOSO
  
  43
  society on the island of Islatra. Ursion Salisfer (LE male 
  human aristocrat 5/bard 3), a melodramatic patrician 
  with a dazzling smile, serves as the family’s head and is 
  nearly obsessive about putting his house’s many trade 
  contracts into writing. House Salisfer has weathered the 
  arrival of the Glorious Reclamation better than many 
  other noble families, which Ursion credits to his keen 
  diplomatic skills. Ursion is attended by a courtesan 
  (NPC Codex 35), a spellsword (NPC Codex 39), and no 
  fewer than four cutthroat lawyers (NPC Codex 264), who 
  document any agreement he makes with the PCs.
  If the PCs freed Eigolo Rustachas from the Ducotrion 
  (see area J4), the young noble can secure a meeting with 
  Ursion Salisfer without the PCs needing to attempt 
  a check. In addition, Eigolo’s endorsement provides 
  the PCs with a +2 bonus on skill checks to earn House 
  Salisfer’s support.
  A successful DC 25 Perform (any) check, DC 30 
  Knowledge (nobility) check, or DC 35 Diplomacy check 
  to gather information reveals that House Salisfer is an 
  avid supporter of the arts in Westcrown. In fact, as a 
  youth, Ursion left his family for an ill-fated turn as an 
  actor in Egorian, only to return to Westcrown when 
  his star failed to rise and his funds ran out. If the PCs 
  exceed any of these skill check results by 5 or more, 
  they are also aware that Ursion is personally a fan of 
  the Theater Mortrescci, more commonly (and vulgarly) 
  known as the “murderplay,” the mix of bloodsport 
  and dramatic play that was making a comeback in the 
  Wiscrani arts scene before the Glorious Reclamation 
  arrived. The Iomedaeans put a stop to all such repulsive 
  “entertainments” in the city, an act that Ursion believes 
  has turned Westcrown into a cultural backwater. 
  If the PCs bring up the Wiscrani cultural scene, Ursion 
  bemoans its current state and opines that the Glorious 
  Reclamation is quashing a centuries-long legacy of arts 
  and theater in the city. A PC who succeeds at a DC 25 
  Sense Motive check can intuit that Ursion is likely to 
  support House Thrune if Westcrown sees a return of its 
  vibrant theater scene.
  Winning Ursion’s and House Salisfer’s support 
  requires the PCs to convince Ursion that House Thrune 
  will restore Chelish culture to Westcrown by succeeding 
  at a DC 25 Diplomacy check; assurances that murderplays 
  specifically will return provides a +2 bonus on this 
  check. Alternatively, with a successful DC 30 Intimidate 
  check, the PCs can threaten to further restrict the arts 
  in Westcrown if House Salisfer doesn’t comply; this 
  frightens the one-time actor into pledging his support. 
  Ursion has been around thespians long enough to spot 
  a lie; this, combined with his insistence on putting the 
  PCs’ agreement with him in writing, means that a Bluff 
  check cannot be used to gain his support.
  Story Award: Award the PCs 76,800 XP for obtaining 
  House Salisfer’s support.
  PART 4: ASSAULT ON THE 
  KORRADATH
  Once the PCs feel they have sufficiently weakened the 
  Glorious Reclamation’s hold on Westcrown and primed 
  the city for reconquest, they can move on to their final 
  mission: defeating the Glorious Reclamation’s founder 
  and leader, Lord Marshal Alexeara Cansellarion, who 
  has taken refuge in the Korradath, the pre-Thrune royal 
  castle that is now the seat of the Iomedaean crusade. If 
  you think the PCs are not yet prepared to face the lord 
  marshal, you can use allied NPCs such as High Priest 
  Jarvaxus Garestic to encourage them to complete other 
  missions in the city from Part 3 first.
  When the PCs are ready to continue, High Priest 
  Garestic eagerly presents them with a piece of secret lore he 
  has just obtained. The Korradath is a fortified stronghold, 
  well defended by the Glorious Reclamation’s knights and 
  allies, but rumor holds that vaults beneath the fortress 
  allow surreptitious access directly into the Korradath’s 
  heart. These dungeons have been sealed for a century 
  or more, however, and knowledge of their entrances has 
  been long forgotten or concealed. Fortunately, secrets are 
  a popular currency in Hell, and Garestic has successfully 
  negotiated with many of the Pit’s rumormongers for this 
  lost knowledge. According to Garestic, a hidden entrance 
  to the Korradath’s vaults lies beneath Vaneo Drovenge, the 
  manor of the shamed and nearly extinct Drovenge family 
  in Rego Corna. Garestic encourages the PCs to find this 
  secret entrance, clandestinely enter the Korradath through 
  the dungeons, and assault the Glorious Reclamation’s 
  leadership from within.
  Garestic notes that House Drovenge fell on hard times 
  several years ago after a failed coup in the city, and most of 
  the family was slain (see the Council of Thieves Adventure 
  Path for more information). The family’s manor house 
  is now is now in the hands of a single surviving relation 
  named Bestana Drovenge. If the PCs can befriend or 
  eliminate this reclusive scion, Vaneo Drovenge would 
  likely make a safe haven for them to rest and recuperate if 
  they need to temporarily retreat from the Korradath.
  Vaneo dRoVenge
  When the PCs arrive at the Drovenge manor in Rego 
  Corna, read or paraphrase the following. 
  This once-grand three-story manor is adorned with green 
  marble and black slate shingles. Weeds grow through cracks 
  in the stone courtyard, and the windows are coated with 
  grime. Graffiti scrawled across the wide entry gate reads, 
  “Traitors to the Council, Traitors to Westcrown.” 
  The physical locks on the manor’s solid wooden front 
  door and two servant entrances are all broken, but each 
  door is secured with an arcane lock (CL 13th) placed by 
  Riffindi Drovenge, the manor’s current occupant (see 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  44
  search of treasure that he is convinced his family must 
  have concealed. Eventually, he discovered the secret door 
  in the west wall, but he was surprised by the mithral 
  golem in area N2 and fled back here. Riffindi now sulks in 
  the basement, plotting how best to overcome the golem 
  and recover what he believes are his family’s fortunes in 
  the chambers beyond. 
  Riffindi attempts to kill any intruders in Vaneo 
  Drovenge to keep his presence in Westcrown secret, 
  but the PCs might attempt to bargain with paranoid, 
  undead wizard for safe passage through the manor. 
  Regardless of what methods of negotiations the PCs 
  use, Riffindi demands no less than 25,000 gp for this 
  privilege. If the PCs balk at this payment, he decides 
  that disintegrating a recalcitrant PC might make the 
  others more compliant. 
  RIFFINDI DROVENGE 
  CR 14
  XP 38,400
  Male worm that walks (Pathfinder RPG Bestiary 2 286)
  hp 113
  Development: Although now an undead abomination, 
  Riffindi remains a Drovenge, the last scion of that once-
  powerful family and the unknowing beneficiary of a 
  diabolic pact: when the last member of House Drovenge 
  is slain, a horned devil is bound to enact revenge upon 
  those who have finally extinguished the Drovenge 
  line. Riffindi’s destruction triggers this pact, causing a 
  cornugon named Catharaxion to immediately appear in 
  a puff of brimstone and attack the PCs.
  CATHARAXION 
  CR 16
  XP 76,800
  Horned devil (Pathfinder RPG Bestiary 76)
  hp 217
  N. THE KORRADATH
  The Korradath was the seat of power of Imperial Cheliax 
  for centuries. A formidable fortress with four high towers 
  overlooking the city, the Korradath was designed as 
  much to host state functions as for defense. Built during 
  Westcrown’s early days, the Korradath is smaller than 
  some of the manors later constructed on Westcrown 
  Island, but the castle dwarves nearby buildings in both 
  height and significance. Although the Korradath fell 
  into decline when House Thrune relocated Cheliax’s 
  capitol to Egorian, the Glorious Reclamation has begun 
  restoring the citadel to its former grandeur.
  In addition, several subterranean levels exist beneath 
  the Korradath, many of which were used by the Church 
  of Aroden (though only one is accessible now). Over a 
  century ago, the clergy of Aroden foresaw unrest in the 
  future, but the prophecies were frustratingly vague. As 
  a precaution, the priests elected to seal the Korradath’s 
  area M). The manor’s entry hall contains the remains 
  of a Chelish woman who has been dead for weeks; the 
  corpse is badly rotted and home to several bloated black 
  worms. A PC who succeeds at a DC 25 Knowledge (local 
  or nobility) check can identify the body as that of Bestana 
  Drovenge, the last member of the once-influential 
  Drovenge family remaining in Westcrown. A result of 40 
  or higher on this check allows the PC to also recall one 
  other surviving Drovenge scion: a man named Riffindi 
  who left Westcrown 2 decades ago. 
  The PCs are free to examine the rest of the manor, but 
  it appears deserted. It has been unoccupied for many 
  days and stripped of anything valuable. A flight of stairs 
  leads from the kitchen down to the basement (area M).
  M. MANOR BASEMENT (CR 17)
  Worn stone stairs descend into a deep basement. Crates and 
  barrels have been piled untidily in opposite corners of the 
  room. Flagstones have been pried from the floor, revealing 
  uneven patches of damp, black earth.
  The crates and barrels contain only a few mundane 
  household goods; anything more valuable has already 
  been ransacked by looters. A secret door in the western 
  wall of the basement opens onto a long tunnel that leads 
  to area N1 in the vaults beneath the Korradath. The PCs 
  can find this door with a successful DC 25 Perception 
  check; as the PCs are aware of the existence of the secret 
  door, they gain a +4 bonus on checks to find it.
  Use the map on page 46 for this area.
  Creature: The basement of Vaneo Drovenge still 
  contains a single occupant. Riffindi Drovenge, who fled 
  his domineering family in his youth to study wizardry in 
  Ustalav, received a letter from his distant cousin Bestana 
  many months ago, in which she informed him that they 
  were last two survivors of House Drovenge, following the 
  family’s failed coup against the city’s shadowy Council 
  of Thieves. Desperately short of funds to continue his 
  esoteric studies, Riffindi planned to return to Westcrown 
  and steal any remaining heirlooms or valuables from his 
  cousin, but he was set upon by bandits only 2 days east of 
  the city. The brigands murdered Riffindi and dumped his 
  corpse in a worm-filled ditch, but the desperate wizard’s 
  soul proved too strong to pass on, and he returned to life 
  as a worm that walks. Entering Westcrown in disguise, 
  Riffindi was disappointed to find that enterprising 
  looters had already plundered Vaneo Drovenge and 
  Bestana now lived in the family home like a squatter, 
  hiding from burglars and dottari alike. Riffindi killed 
  his cousin without a second thought, abruptly cutting off 
  her horrified screams, and began searching the house for 
  valuables the looters might have missed.
  Riffindi has focused his efforts in the manor’s 
  basement, pulling up loose or irregular flagstones in 
  
  45
  underground libraries and vaults and set traps and 
  guardians, including an ageless naga servitor of Aroden 
  named Chorus-of-Guises, within the vaults until they 
  could be reopened again. Since that time, knowledge 
  of these hidden levels has become little more than 
  half-remembered rumors in the outside world, but the 
  Korradath’s vaults are far from uninhabited or inactive.
  A month ago, a powerful but disease-ridden dragon—a 
  taniniver named Rotbreath—pushed up from the 
  Darklands, first into Westcrown’s sewers and then into 
  the Korradath’s vaults. Following prophetic whispers in 
  his blighted mind, Rotbreath believes that the libraries 
  of Aroden hold clues to cure his affliction. Accompanied 
  by a cluster of diseased ropers, the taniniver managed 
  to drive Chorus-of-Guises into the southwestern vaults. 
  Though the two groups still occasionally skirmish, 
  Rotbreath is willing to leave the many-headed naga 
  alone for the time being, as he and his ropers occupy the 
  libraries wherein Rotbreath seeks a way to cure (or failing 
  that, to abate) his disease.
  The upper levels of the Korradath are well defended 
  against external assault. To guard against diabolic 
  assassins or other extraplanar attacks, the Glorious 
  Reclamation has warded the fortress with multiple 
  forbiddance spells (CL 17th) to block extradimensional 
  travel into or within the Korradath. These forbiddance 
  effects cover the entire castle; only the tower rooftops 
  (areas N24 and N25) and a small portion of Alexeara 
  Cansellarion’s war room (area N23) are excluded, allowing 
  creatures with planar travel abilities to use them in 
  those areas. The vaults beneath the Korradath (areas N1–
  N5) are also excluded from the forbiddance effects. The 
  forbiddance spells also damage any creature not of lawful 
  good alignment that enter the stronghold; those allies of 
  Glorious Reclamation with different alignments have all 
  been given passwords to avoid these effects.
  Several Glorious Reclamation troops (see page 90) 
  patrol the grounds around the Korradath, able to 
  retreat behind newly constructed embankments for 
  cover if necessary. In addition, angels, drake-riding sky 
  wardens, and a magical siege engine guard the castle’s 
  four towers (see areas N24 and N25) and keep a sharp 
  lookout for intruders or attackers, but as long as the PCs 
  use their secret ingress through Vaneo Drovenge and the 
  Korradath Vaults, they should not need to contend with 
  these external defenses.
  KoRRadaTh VaulTs FeaTuRes
  The vaults beneath the Korradath are carved from the 
  bedrock of Westcrown Island and infused with magic 
  to repel water, so the subterranean chambers remain 
  dry despite being lower than the river. The vaults are 
  cavernous; each is 25 feet high with arched ceilings. The 
  doors connecting the chambers are heavy stone (hardness 
  8, hp 60), but they pivot open easily and are neither locked 
  nor trapped, except where indicated below. Empty wall 
  sconces in each room blaze with continual flame for 24 
  hours when touched, but since all of the vaults’ current 
  inhabitants can see in the dark, none of the sconces are 
  illuminated when the PCs arrive. 
  n1. skiRmish GAlleRy (CR 17)
  The passage from area M winds for several hundred feet 
  before ending at the back of another secret door. 
  This wide gallery is lined with elaborate columns supporting 
  an arched ceiling adorned with carvings of lidless, winged 
  eyes. Alcoves to the north and west contain stone double 
  doors, each also carved with a winged eye. A fallen 
  stalagmite lies incongruously on the floor in the center of 
  the room.
  This room has become a buffer zone in the ongoing 
  skirmish between the vault’s defenders to the west 
  and the intruders to the north. The stalagmite in the 
  center of this room is actually a dead roper, and can be 
  identified as such with a successful DC 22 Knowledge 
  (dungeoneering) check.
  In addition to the two obvious double doors, secret 
  passages exit the room to the east (to area M) and the 
  southwest (to area N3). Each secret passage requires a 
  successful DC 30 Perception check to locate from within 
  the gallery, but is obvious from inside the passage. 
  Trap: When any creature other than Chorus-of-Guises 
  (see area N3) touches either of the stone double doors 
  exiting the room, the eye carvings in the ceiling fill the 
  chamber with a storm of lightning bolts. As both the 
  mithral golem in area N2 and the ropers in area N4 are 
  immune to electricity, the trap does not deter either side 
  in their ongoing skirmish. 
  LIGHTNING BOLT GALLERY TRAP 
  CR 17
  XP 102,400
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger touch (alarm); Duration 1d6 rounds; Reset 1 hour
  Effect spell effect (heightened lightning bolt, 8d6 electricity 
  damage, Reflex DC 16 half); multiple targets (all 
  creatures in area N1)
  Development: Triggering the trap also alerts the 
  mithral golem in area N2, who moves to investigate in 1d6 
  rounds, attacking any intruders it discovers in this room.
  n2. stAtuARy ChAmBeR (CR 16)
  A well with a thin crust of scum stands in the center of this 
  round room. Silvery metal statues stand in semicircular 
  alcoves around the walls. Stone double doors exit the 
  chamber to the east and west.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  46
  N4
  N1
  N2
  N11
  N10
  N12
  N7
  N7
  N8
  N13
  N24
  N24
  N24
  N21
  N20
  N20
  N22
  N19
  N7
  N7
  N18
  N23
  N17
  N7
  N25
  N14
  N16
  N15
  N7
  N7
  N7
  N6
  N7
  N9
  N5
  N3
  N. THE KORRADATH
  1 SQUARE = 10 FEET
  KORRADATH VAULTS
  GROUND FLOOR
  SECOND FLOOR
  ROOF
  THIRD FLOOR
  F
  F
  F
  F
  S
  S
  S
  M
  TO VANEO  
  DROVENGE
  S
  S
  
  47
  Twelve alcoves and statues line the walls of this room; 
  11 of them are normal statues, but one is a defender of the 
  vaults (see Creature below). Each statue depicts a human 
  carrying tools indicating a profession: artist, beggar, 
  artisan, farmer, fisherman, hunter, merchant, scholar, 
  shepherd, soldier, tailor, and thief. A PC who succeeds 
  at a DC 20 Knowledge (religion) check can identify these 
  depictions as the 12 guises that Aroden adopted when 
  walked the world. 
  The water in the well is not unsafe to drink, but it 
  smells and tastes vaguely of sewage.
  Creature: The soldier statue is actually a mithral golem 
  forged to resemble a human soldier; a successful DC 25 
  Perception check is required to identify it as anything 
  other than a statue before it activates. The golem 
  animates to attack any intruders who do not immediately 
  step to the well and wave a holy symbol of Aroden over 
  its waters. The golem pursues intruders into area N1 and 
  beyond, but not into area N3.
  MITHRAL GOLEM 
  CR 16
  XP 76,800
  hp 172 (Pathfinder RPG Bestiary 2 139)
  Treasure: The 11 statues in this room are made of 
  mithral-plated iron. Each statue is worth 1,500 gp, but 
  weighs 3,000 pounds. Two of the tools held by the statues 
  are magic items that can be easily removed: the beggar’s 
  upraised bowl is a cauldron of plenty (Ultimate Equipment 
  287) and the tailor holds aloft a giant needle that is 
  actually a javelin of lightning.
  n3. ReCeption Room (CR 17)
  Bright mosaics on the walls of this long hall depict a variety of 
  human greeting customs, such as humans clasping hands or 
  arms, hugging, or bowing to each other. Several small metal 
  tables have been pushed together in the northwest corner. 
  Double doors lead to the east, and a rounded wall scored 
  with rows of descending lines fills the northeast corner. Next 
  to the rounded wall is a panel with a winged eye.
  When these chambers were occupied by clerics of 
  Aroden, this entry room was used to welcome visitors or 
  host debates. The collection of metal tables in the corner 
  now serves as a rudimentary altar to Aroden. 
  The rounded wall in the northeast corner is actually 
  part of a secret staircase that connects the vaults beneath 
  the Korradath to the castle’s aboveground levels. The 
  winged eye on the panel next to the wall is a button that 
  opens the staircase, but it must be pressed simultaneously 
  with the button on an identical panel in area N5. In 
  addition, both buttons must be pressed by creatures with 
  the human subtype (or by Chorus-of-Guises); otherwise, 
  nothing happens. However, a successful DC 25 Use Magic 
  Device check allows a nonhuman creature to emulate a 
  human and open the staircase. Once both panels are 
  activated, the curved walls in this room and area N5 twist 
  downward like a great stone augur, revealing the spiral 
  staircase that climbs up to area N6 in the Korradath 
  above (and incidentally, connecting the two rooms 
  together as well). Activating both panels again reseals 
  the staircase. The stairs once connected to deeper vaults 
  beneath the Korradath as well, but these remain sealed 
  until the priests of Aroden return. Chorus-of-Guises (see 
  Creature below) knows how to activate the staircase, but 
  does not willingly do so, as the naga is bound to guard 
  only these vaults, not the aboveground castle. 
  Creature: The vaults’ primary defender is a divine 
  guardian royal naga called Chorus-of-Guises, who has 
  patrolled the chambers beneath the Korradath for years, 
  killing or ejecting the occasional intruder and happily 
  perusing the works archived in the library to the northeast 
  (area N4). The naga was born with 12 heads, each with the 
  face of one of Aroden’s 12 fabled guises, and soon came 
  to realize that this “deformity” was actually a symbol of 
  the god’s favor. Chorus-of-Guises faithfully served the 
  church of Aroden for centuries, usually as a guardian 
  or diplomat (using its change shape ability so as to not 
  startle others with its unusual appearance), and when 
  the Church of Aroden decided to seal the Korradath’s 
  vaults, the naga volunteered to be the chambers’ eternal 
  guardian. In reward for this selfless offering, Aroden 
  granted Chorus-of-Guises immortality, so long as it 
  doesn’t leave the vaults.
  Sealed in the vaults for over a century, Chorus-of-
  Guises is unaware of Aroden’s death, yet the demise 
  of its deity has had an effect on the divine guardian. A 
  slow, creeping madness has begun overtaking the naga, 
  and six of its 12 heads are now insane. These six heads 
  now constantly shriek and babble incoherently, and 
  Chorus-of-Guises has no control over them (and only 
  gets six bite attacks as a result). The naga suspects this 
  madness is the product of old age, but hopes that it can 
  be reversed when the priests of Aroden return to unseal 
  the vaults.
  Chorus-of-Guises has a thick snake’s body of regal 
  gold banded with black. Its neck branches into 12 human 
  heads, each with a cobra’s hood, although each face varies 
  in its apparent gender and age. When Chorus-of-Guises 
  speaks, its six sane heads talk in unison in a booming 
  voice. The naga still takes pride in guarding the vaults, 
  and its inability to eject Rotbreath and the ropers from 
  these chambers rankles it. Naturally sociable, Chorus-
  of-Guises prefers conversation over combat, but the 
  presence of intruders in the vaults makes the naga edgy 
  and prone to lash out. If the PCs are diplomatic, Chorus-
  of-Guises is happy to impart its history and the nature 
  of the vaults, but it attacks any hostile intruders or those 
  who refuse to leave when the conversation is over.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  48
  CHORUS-OF-GUISES 
  CR 17
  XP 102,400
  Unique divine guardian royal naga (Pathfinder RPG 
  Bestiary 4 60, Pathfinder RPG Bestiary 3 198)
  LN Huge aberration (lawful, shapechanger)
  Init +12; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +42
  DEFENSE
  AC 31, touch 12, flat-footed 27 (+4 armor, +4 Dex, 
  +15 natural, –2 size)
  hp 267 (22d8+132); fast healing 5
  Fort +15, Ref +13, Will +21
  Defensive Abilities ability healing; Immune disease, 
  mind-affecting effects, poison
  OFFENSE
  Speed 80 ft.
  Melee 6 bites +21 (2d6+6/19–20 plus bleed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bleed (1d6), dual gaze (DC 27), rend (3 bites, 
  2d6+9)
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—see invisibility
  At will—dimension door (within sacred site only)
  3/day—alarm, knock
  1/day—antipathy (DC 24), arcane lock, augury, 
  banishment (DC 22), clairaudience/clairvoyance, 
  commune, dismissal (DC 21), forbiddance, guards and 
  wards, hold portal, repulsion (DC 23), screen
  Sorcerer Spells Known (CL 9th; concentration +15)
  4th (5/day)—confusion (DC 20), phantasmal killer (DC 20)
  3rd (7/day)—dispel magic, lightning bolt (DC 19), slow 
  (DC 19)
  2nd (8/day)—blindness/deafness (DC 18), invisibility, 
  mirror image, scorching ray
  1st (8/day)—charm person (DC 17), mage armor, magic 
  missile, ray of enfeeblement (DC 17), shield
  0 (at will)—detect magic, flare (DC 16), mage hand, 
  message, open/close, prestidigitation, ray of frost, 
  read magic
  TACTICS
  Before Combat Chorus-of-Guises casts mage armor every 
  day. If it hears the sounds of combat nearby (such as 
  with the mithral golem in area N2), the naga casts mirror 
  image and shield as well (not reflected in its stat block).
  During Combat Chorus-of-Guises prefers to confound 
  and disorient foes with the spells blindness/deafness, 
  confusion, and slow, but if these are not sufficient to drive 
  foes away, it attacks with bites and damaging spells.
  Morale Chorus-of-Guises views its guardianship of the 
  vaults as a divine mandate, and fights to the death to 
  defend these chambers.
  STATISTICS
  Str 23, Dex 18, Con 22, Int 18, Wis 26, Cha 23
  Base Atk +16; CMB +24; CMD 38 (can’t be tripped)
  Feats Alertness, Blind-fight, Combat Casting, Combat 
  Reflexes, Eschew MaterialsB, Great Fortitude, Improved 
  Critical (bite), Improved Initiative, Lightning Reflexes, 
  Power Attack, Stand Still, Weapon Focus (bite)
  Skills Acrobatics +29 (+53 to jump), Bluff +28, Diplomacy +28, 
  Knowledge (arcana) +18, Knowledge (history) +14, 
  Knowledge (nobility) +14, Knowledge (religion) +14, 
  Perception +42, Sense Motive +39, Stealth +21
  Languages Azlanti, Celestial, Common, Draconic, Infernal
  SQ blessed life, change shape (12 specific humanoids; alter 
  self), divine swiftness, sacred site (areas N1–N5)
  n4. liBRARy oF humAnity (CR 17)
  Several hundred cubbyholes filled with scrolls and tomes line 
  the walls of this tall room, and numerous torn pages litter 
  the floor. A wide balcony with a thick wrought iron railing 
  adorned with winged eye symbols overlooks the room from 
  above. Stone double doors lead south and west out of the 
  room, and a large, jagged hole, vaguely redolent of sewage, 
  pierces the eastern wall.
  This library contains the century-old collected lore 
  of the Church of Aroden in Westcrown. The books and 
  scrolls here cover an extensive array of topics, including 
  almanacs, fiction, and history, all written from a human 
  perspective. The priests of Aroden did not expect to leave 
  the vaults for long, so the library’s contents are starting 
  to deteriorate. Most of the cubbies have been ransacked 
  by the taniniver Rotbreath, who has taken all the works 
  involving disease or medicine into area N5. 
  The balcony rings the room at a height of 15 feet, above 
  the two doorways and the hole in the eastern wall. Two 
  iron ladders once allowed access to this balcony, but the 
  naga Chorus-of-Guises (see area N3) didn’t need them 
  and so stacked them neatly in the northwest corner of the 
  balcony. The balcony’s railing is sturdy and provides cover 
  to creatures on the balcony against attacks from below. 
  The hole in the eastern wall leads to Westcrown’s 
  extensive sewer system, and even a cursory glance shows 
  that the hole was made when something tunneled into 
  the room from outside. In fact, Rotbreath created the 
  hole when he broke into the vaults, but he trapped the 
  tunnel behind him (see Trap below).
  Creatures: Rotbreath’s four surviving roper minions 
  stand guard on the balconies, one on each side of the 
  room. The ropers have spent so much time around 
  Rotbreath that each has contracted bubonic plague. 
  The plague affects ropers very differently than it does 
  other creatures, however, as ropers have no lymphatic 
  system. The plague creates small crumbling lumps in 
  a roper’s hide, but the lumps do not harm the roper, 
  instead instilling an effervescent euphoria that can be 
  distracting. An infected roper must succeed at a DC 20 
  Fortitude save at the start of its turn or it is staggered 
  for 1 round. In addition, the small lumps covering 
  
  49
  The malodorous fungus is a byproduct of Rotbreath’s 
  continual occupation, but is harmless unless ingested. 
  The rounded wall is a sealed secret staircase leading 
  up into the Korradath. The winged eye panel next to it is 
  identical to the one in area N3; see the description in that 
  room for details on opening the staircase.
  Creature: The taniniver Rotbreath dwells in this room, 
  his white tail curled around his diseased body as he 
  reviews the materials regarding curing diseases from the 
  library next door. The degenerate dragon is becoming 
  increasingly frustrated, as he has found nothing 
  applicable to his persistent infection and is beginning 
  to realize that his invasion of these vaults was a waste 
  of time. If Rotbreath becomes aware of intruders nearby, 
  he casts a symbol of pain on the floor just inside the 
  door to this room, attuning it to himself so he remains 
  unaffected. The taniniver lashes out at intruders in a 
  frustrated rage, but attempts to flee through the hole in 
  area N4 if reduced to fewer than 70 hit points. 
  ROTBREATH 
  CR 18
  XP 153,600
  Male taniniver (Pathfinder RPG Bestiary 4 258)
  hp 270
  the ropers burst when struck, spreading the disease. 
  Any creature that successfully hits one of these ropers 
  with a non-reach melee weapon or natural attack must 
  succeed at a DC 17 Fortitude save or contract bubonic 
  plague. Rotbreath knows that his roper minions find 
  the effects of the plague enjoyable, so he regularly re-
  infects them in exchange for their loyalty.
  The ropers have a healthy fear of the mithral golem 
  in area N2, but they attack any creatures entering the 
  library in order to keep Rotbreath and his studies in 
  area N5 undisturbed.
  ADVANCED ROPERS (4) 
  CR 13
  XP 25,600 each
  hp 186 each (Pathfinder RPG Bestiary 294, 237)
  Trap: To discourage anyone from following his path 
  and interrupting his research, Rotbreath placed a symbol 
  of pain (CL 20th) just inside the hole in the eastern wall.
  SYMBOL OF PAIN 
  CR —
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger spell; Reset none
  Effect spell effect (symbol of pain, Fortitude DC 20 
  negates); multiple targets (all targets within 60 feet)
  Treasure: Most of the thousands of books and scrolls 
  in this room are copies of popular works and therefore 
  not particularly valuable. However, a trio of rare folios 
  containing detailed images of Arodenite rites for birth, 
  marriage, and death would fetch a total of 4,000 gp to 
  a collector or historian. A successful DC 20 Appraise 
  or Knowledge (history) check is required to identify 
  these works as the most valuable of the lot. 
  n5. sCRiptoRium (CR 18)
  Splotches of fungus spatter the floor, walls, and 
  ceiling of this room, carrying an eye-watering odor 
  of rot. Several large metal desks have been hurled 
  into an untidy heap in front of a curved section of 
  the wall to the southwest. Near the curved wall is 
  a panel displaying a winged eye. 
  Priests of Aroden used this chamber 
  as 
  a 
  scriptorium, 
  and 
  a 
  subtle 
  enchantment in the room 
  allows creatures here to 
  read written material 
  twice 
  as 
  fast 
  as 
  normal and grants 
  them a +5 bonus on 
  Linguistics checks to 
  understand written works. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  CHORUS-OF-GUISES
  
  50
  KoRRadaTh FeaTuRes
  The Korradath’s aboveground levels are constructed from 
  blocks of polished white granite. Inside the castle, the 
  ceilings are 15 feet high. The doors within the Korradath 
  are 10 feet tall and made of magically strengthened 
  wood. They can be bolted from inside any room in the 
  fortress (hardness 10, hp 40, break DC 30, Disable Device 
  DC 35), but the Glorious Reclamation does not expect 
  an attack from within their headquarters and therefore 
  all doors are unlocked unless otherwise indicated. The 
  Korradath has few windows, but numerous arrow slits in 
  the exterior walls on the second and third floors of the 
  stronghold provide some outside illumination, and each 
  room and hall is brightly lit with continual flame spells. 
  Ornate fixtures of gold and brass adorn nearly every 
  chamber in the castle.
  Although the Korradath is large and empty rooms 
  and halls separate many of its inhabitants, these forces 
  do leave their listed positions to investigate nearby 
  disturbances. Many of these denizens come and go as 
  they see fit; in other words, the absence of individual 
  guards or residents isn’t too unusual, so victims of the 
  PCs’ attacks might not be immediately noticed even if the 
  PCs retreat to heal, rest, or reequip themselves between 
  forays into the fortress.
  koRRAdAth sentRies (CR 15)
  Glorious Reclamation sentries methodically patrol the 
  halls and guard towers of the Korradath, moving from 
  floor to floor and tower to tower in a circuit that takes 
  about an hour. In general, there is a 25% chance of the 
  PCs encountering one of these patrols whenever they 
  approach one of the guard towers (area N7), but these 
  guards can be encountered anywhere within the fortress. 
  As these sentries are the most mobile forces inside the 
  Korradath and the quickest to investigate disturbances, 
  you can use a patrol as reinforcements for fights 
  elsewhere in the stronghold.
  Creatures: Each group of sentries consists of four 
  knight inheritor guards and a leonal agathion, upon 
  whose keen senses the paladins rely. There are currently 
  a total of four groups of sentries in the Korradath; once 
  the PCs have dispatched all four, there are no more sentry 
  patrols. However, if the PCs retreat from the Korradath for 
  more than a few hours, defeated and reassigned sentries 
  are replaced from forces drawn from elsewhere in the city.
  ADVANCED LEONAL 
  CR 13
  XP 25,600
  hp 175 (Pathfinder RPG Bestiary 2 292, 20)
  KNIGHT INHERITOR GUARDS (4) 
  CR 9
  XP 6,400 each
  Pious guard (Pathfinder RPG NPC Codex 117)
  hp 84 each
  Development: If the PCs used the most effective devils 
  to capitalize on their successes in Missions 4, 5, and 6, a 
  number of these sentries have been reassigned to deal 
  with these threats. Each successful use of a suitable devil 
  reduces the number of sentry groups present in the 
  Korradath by one (if the PCs used the most appropriate 
  devil in all three of those missions, then only one group 
  of sentries remains in the fortress).
  n6. entRAnCe hAll
  The polished white granite of this grand entrance hall is bathed 
  in torchlight. A curved staircase with gold and brass railings 
  rises three stories through the open center of the room, pausing 
  at landings on the upper floors. Murals on the walls depict 
  significant moments in the history of Imperial Cheliax. Large 
  double doors stand in the southwest wall, opposite a smaller set 
  of double doors in the north wall. A single door leads northeast, 
  and arched doorways exit the hall to the east and west.
  The murals in this entrance hall are elaborate 
  and colorful, designed to impress visitors with the 
  importance of the depicted events. One of the murals 
  is unfinished—it portrays Lord Marshal Cansellarion 
  standing in front of the Korradath, giving a speech 
  to the people of Westcrown following the Glorious 
  Reclamation’s occupation of the city. Several brushes and 
  pots of paint sit on the floor beneath the mural. A PC 
  who succeeds at a DC 15 Perception check notices that 
  this unfinished mural is painted atop an older mural 
  depicting the city in mourning after the death of Aroden.
  The Korradath’s exterior doors to the south are made 
  of solid marble reinforced with iron and magically 
  locked by the Glorious Reclamation. The double doors 
  open easily at a touch for creatures of good alignment, 
  but other creatures find the doors shut tight and nearly 
  impossible to breach (hardness 20, hp 200, break DC 40).
  The floor at the bottom of the grand staircase contains 
  a secret trap door. If the PCs activated the secret staircase 
  in the Korradath’s vaults (see area N3 for details), then a 
  set of tight spiral stairs leads down from the trap door 
  to areas N3 and N5. Otherwise, the trap door is almost 
  indistinguishable from the marble floor of the rest of the 
  room (Perception DC 40 to detect it), and can be opened 
  only from below. 
  n7. GuARd toWeR
  These towers guard three of the Korradath’s corners. 
  Each tower has three levels, connected by narrow spiral 
  staircases. On the third floor, the stairs ascend to trap 
  doors that provide access to the tower rooftops, but these 
  hatches are currently sealed shut (see area N24 for details). 
  The guardrooms on the first, second, and third levels each 
  contain a bench, a small table, and a weapons rack holding 
  1d4–1 masterwork longswords and 1d6 vials of holy water.
  
  51
  Development: Korradath sentries (see page 50) regularly 
  patrol these towers. When the PCs approach one of these 
  rooms, there is a 25% chance that a group of sentries is 
  present (until all four groups have been defeated).
  n8. ARmoRy
  Rack upon rack of weapons fill this large tower room, and 
  suits of plate armor stand at attention around the perimeter. 
  A burning brazier stands nearby. Open doorways exit the 
  chamber to the north and west. A tight spiral staircase in the 
  northeast corner leads upward.
  This chamber is the Korradath’s primary armory. The 
  staircase leads up to area N13.
  Treasure: The armory contains eight suits of 
  masterwork full plate armor, 30 masterwork longswords, 
  10 masterwork ranseurs, 18 heavy crossbows, and 150 
  crossbow bolts. A small box atop the westernmost rack 
  contains 10 doses of cold iron weapon blanch and 10 
  doses of silver weapon blanch (Ultimate Equipment 105). 
  Four waterskins hanging from the southernmost rack 
  each hold a single elixir of vision.
  n9. GRAnd ReCeption Room (CR 17)
  State visitors are officially received in this two-story-high 
  room replete with gold sconces and murals of Chelish 
  history. A dais with a rarely used throne stands against 
  the western wall. Double doors exit to the south and 
  northeast. A balcony overlooks the room to the east, 15 
  feet above the floor. Doors stand at either end of the 
  balcony, connecting to the second floor hallways.
  Creatures: 
  Four 
  Glorious 
  Reclamation 
  knights 
  banneret lounge in this room along with two Third 
  Sword Knights of Iomedae, relaxing from their duties 
  elsewhere in Westcrown. The knights are expressing 
  their dissatisfaction with the Lord Marshal’s hands-
  off policy regarding Rego Cader and discussing the 
  possibility their own “Redemption Crusade” into the 
  ruined northern sector to root out bandits and monsters. 
  The knights demand surrender from intruders and 
  attack those who do not immediately comply.
  KNIGHTS BANNERET (4) 
  CR 11
  XP 12,800 each
  hp 130 each (see page 14)
  THIRD SWORD KNIGHTS (2) 
  CR 13
  XP 25,600 each
  hp 147 each (see page 22)
  Development: If the PCs used a heresy devil in Mission 
  2 to subvert the church of Iomedae, the two Third Sword 
  Knights are no longer present, leaving just the knights 
  banneret in this room.
  n10. kitChen
  This centrally located kitchen has been haphazardly 
  updated over several centuries, and the result is cluttered 
  and cramped. Cups, pans, plates, pots, serving dishes, 
  utensils, and various foodstuffs overflow the cupboards, 
  racks, and tables meant to contain them. An immense, 
  ancient hearth occupies the south wall while two smaller 
  ovens stand to the east. Two doors to the west lead to a pair 
  of cramped butler’s pantries. Double doors to the north 
  open into the banquet hall (area N11), and a door on the 
  southern wall leads into the entrance hall (area N6) behind 
  the grand staircase. A small corridor extends north from 
  the kitchen, ending in a single door that servants use to 
  unobtrusively deliver food to the banquet hall.
  n11. BAnquet hAll (CR 18)
  An enormous circular table surrounded by chairs fills this 
  expansive chamber. Gold sconces line the walls, and an 
  intricate map of Westcrown is painted on the domed ceiling. 
  The Glorious Reclamation’s forces use this large 
  dining hall only rarely, but it is clean and tidy. A PC who 
  succeeds at a DC 20 Knowledge (history) or Knowledge 
  (local) check realizes that the map of Westcrown on 
  the ceiling depicts the city as it was 2 centuries ago. A 
  successful DC 30 Perception check reveals that the map 
  has been modified several times, though not recently.
  Creatures: An astral deva named Estiel and six half-
  elven mercenaries, well trained in fighting evil outsiders, 
  sit at the north end of the table discussing the terms of 
  the mercenaries’ service to the Glorious Reclamation. 
  Although the discussion is heated—Estiel does not 
  understand why the mercenaries insist on a large 
  payment to join the cause of righteousness—they put 
  their differences aside in order to repel intruders.
  ESTIEL 
  CR 14
  XP 38,400
  Astral deva (Pathfinder RPG Bestiary 10)
  hp 172 
  MERCENARIES (6) 
  CR 12
  XP 19,200 each
  NG fiendslayer (Pathfinder RPG NPC Codex 136)
  hp 125 each
  Development: If the PCs used imps to spread the news 
  of the planetar Aveshiel’s death in Mission 1, then Estiel 
  has assumed Aveshiel’s mission of peace and is not present 
  here. In this case, the mercenaries are here alone, growing 
  weary of awaiting an audience and spoiling for a fight. 
  If the PCs used a barbed devil to escort Vors Kyniar to 
  Egorian in Mission 3, three of the mercenaries have been 
  sent to rescue him and are not present here.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  52
  If the PCs used a contract devil to seal their deals with 
  Westcrown’s nobles in Mission 8, each family whose 
  support the PCs obtained hires one of the mercenaries. 
  If the PCs used the most suitable devils in all three 
  missions, then this room is empty.
  n12. sAlly GAte
  This tiny room provides a second, easily defensible exit 
  from the Korradath. The floor and ceiling are engraved 
  with the Eye of Aroden. The sally gate’s thick iron doors 
  are both locked (hardness 10, hp 60, break DC 28, Disable 
  Device DC 40). This room once contained a trap that 
  would disintegrate intruders, but it was disabled years 
  ago and the Glorious Reclamation has not yet gotten 
  around to repairing it.
  n13. spARRinG ChAmBeR (CR 17)
  Bare save for a gold sconce on each wall, the walls and floor 
  of this large room are scorched in several places. Doorways 
  open to halls in the north and east, and a tight spiral staircase 
  fills the northeast corner. The heady scent of burning incense 
  fills the air.
  This tower guardroom has been repurposed as a 
  sparring chamber, but given that its current occupants 
  throw off flames with their dancing, whirling, fighting 
  style, they have moved all of the furniture and training 
  equipment into the antechamber outside (area N15) to 
  prevent a serious fire. The stairs lead down to area N8 
  and up to area N17. 
  Creatures: Three peris named Beyatan, Daneya, and 
  Elikka have recently added their might to the Glorious 
  Reclamation. In preparation for the many battles to 
  come, the three flame-winged celestials are currently 
  sparring tirelessly in this room. The peris are focused 
  on their fight and take a –4 penalty on Perception 
  checks to notice intruders. If they become aware of 
  invaders, however, they put their well-honed fighting 
  skills to use.
  BEYATAN, DANEYA, AND ELIKKA (3) 
  CR 14
  XP 38,400 each
  Peri (Pathfinder RPG Bestiary 3 218)
  hp 180 each
  n14. oFFiCeRs’ quARteRs
  Five small rooms line the western side of this hallway. 
  Each contains two cots and two trunks, along with clothing 
  and other personal effects. These quarters are shared by 
  the knights banneret stationed in the Korradath, but 
  many of them prefer to stave off exhaustion with lesser 
  restoration spells rather than take the time to get a full 
  night’s sleep in these rooms. As a result, these chambers 
  are normally unoccupied.
  n15. AnteChAmBeR
  This balcony overlooks the grand staircase in the 
  Korradath’s entrance hall (area N6), but the space is 
  jumbled with canvas pads, training dummies, and heavily 
  used sparring gear from area N13.
  n16. BAllRoom
  Dozens of sleeping pallets with small bundles of personal 
  effects at the foot of each cover the floor of this grand 
  ballroom. Two sets of double doors flank an ornate, gold-
  leafed fireplace on the south wall. Smaller doors exit the 
  chamber to the east and west on the far side of the room.
  The Glorious Reclamation hosts few social events 
  requiring this second-floor ballroom, so it has been 
  repurposed a barracks for the Korradath’s sentries. 
  Development: If the PCs have not yet encountered 
  all the groups of sentries patrolling the fortress (see 
  Korradath Sentries on page 50), there is a 25% chance that 
  one group of sentries is resting here when the PCs enter.
  n17. ConFeRenCe Room (CR 17)
  A long, paper-strewn table occupies the center of this large 
  tower room, surrounded by a motley collection of chairs 
  and stools. A spiral staircase stands in the northeast corner, 
  ending at a trap door in the ceiling.
  This chamber long served as a barracks for the 
  Korradath’s guards, but the Glorious Reclamation now 
  uses it as an ancillary conference and planning room. 
  The stairs lead down to area N13 and up through the trap 
  door to the roof of Crowbane Tower (area N25).
  Creatures: A powerful astral deva paladin named 
  Sagrael currently occupies this chamber, instructing two 
  awestruck Glorious Reclamation chaplains in military 
  tactics and strategy. The angel is a staunch opponent of 
  evil and is lending their extensive military expertise to 
  the Glorious Reclamation. If Sagrael becomes aware of 
  evil creatures in the area, the outsider encourages the 
  chaplains to flee to safety and wades into battle with 
  their warhammer. The chaplains are unwilling to display 
  cowardice in the face of a celestial dignitary, so they 
  foolhardily follow the angel into combat.
  GLORIOUS RECLAMATION CHAPLAINS (2) 
  CR 9
  XP 6,400 each
  hp 88 each (see page 8)
  SAGRAEL 
  CR 17
  XP 102,400
  Paladin astral deva (Pathfinder RPG Monster Codex 248, 
  Pathfinder RPG Bestiary 10)
  hp 172
  
  53
  n18. uppeR hAll (CR 17)
  Dozens of battered Iomedaean holy symbols and torn, charred, 
  and bloodstained tabards are nailed to the north wall of this 
  hall. A small plaque accompanies each ruined relic.
  Each of the items nailed to the wall memorializes a 
  member of the Glorious Reclamation slain in battle. 
  This hall honors their memory and provides the living 
  crusaders with vivid reminders of the cost of their fight. 
  The accompany plaques list the names of the fallen, 
  where they were killed, and the circumstances of their 
  deaths. If the PCs examine the plaques, they discover 
  several memorials whose places and circumstances 
  match the their movements—in fact, many of the dead 
  honored here fell at the PCs’ hands.
  Creature: A ninkonda angel named Bagutu is 
  reviewing the memorials here. The armored celestial 
  is examining the plaques for clues about foes of the 
  Glorious Reclamation, considering whether such wicked 
  killers deserve an opportunity for redemption. The angel 
  is quick to confront intruders.
  BAGUTU 
  CR 17
  XP 102,400
  Ninkonda angel (see page 86)
  hp 270
  n19. deFensive CoRRidoR
  This hall runs along the north side of the Korradath’s 
  third floor. Its numerous arrow slits are normally used 
  for defense, but Chaplain-Major Gardel Vargrinnar (see 
  area N23) likes to dispatch his lantern archon messengers 
  from here. If the PCs have not already encountered 
  Vargrinnar, there is a 25% chance that they find him in 
  this area.
  n20. Guest Room
  These two guest rooms feature lush carpets, stately 
  curtained beds, finely carved armoires, dressing tables, 
  and chairs. Both of these rooms are currently unoccupied.
  n21. ChAplAin-mAJoR’s quARteRs
  An ornate fireplace in the north wall complements the 
  curtained bed and fine accoutrements of this bedroom. A 
  large chest stands next to the fireplace. 
  Alexeara Cansellarion has assigned the finest guest 
  room in the Korradath to her esteemed friend and ally, 
  Chaplain-Major Gardel Vargrinnar (see area N23). Even a 
  cursory search is sufficient to identify the clothing and 
  personal effects in the room as belonging to a dwarf.
  Treasure: The large chest contains a suit of gleaming 
  +3 full plate. Vargrinnar wore the armor for months 
  without any problem until he was almost slain in battle 
  by a barrage of Chelish arrows. When he recovered from 
  his wounds, Vargrinnar discovered that the armor was 
  actually cursed armor of arrow attraction. He managed to 
  break the curse and has placed the armor in the chest for 
  safekeeping, but he’s not yet sure what to do with it.
  n22. loRd mARshAl’s quARteRs
  The curved northern wall of this opulent bedroom features a 
  landscape mural of Gemcrown Bay. A curtained bed, armoire, 
  desk, and chair complete the room’s furnishings, along with 
  a dressing table draped with white and gold cloth, which has 
  been converted into an altar to Iomedae.
  This room has long served as the quarters for the 
  Korradath’s appointed castellan, and when the Glorious 
  Reclamation occupied the fortress, Lord Marshal 
  Alexeara Cansellarion claimed these quarters as her 
  own. In truth, however, she spends far more time in the 
  war room next door (area N23), managing the order and 
  leading their crusade, and catches short naps whenever 
  and wherever she can.
  A secret door in the western wall of the room allows 
  Alexeara to come and go from area N23 directly; it can 
  be discovered with a successful DC 30 Perception check.
  Treasure: A thick book embellished with Iomedae’s 
  holy symbol on the cover sits on the desk. This is 
  Alexeara’s personal copy of The Acts of Iomedae, the holy 
  text of the Iomedaean faith that recounts the 11 heroic 
  deeds performed by Iomedae before her ascension to 
  divinity and provides wide-ranging advice on living a 
  moral life based on these acts. The book is obviously well 
  used, with dog-eared pages and extensive handwritten 
  notes in the margins, but it is also beautifully illuminated 
  with rare inks, and is worth 5,000 gp.
  n23. WAR Room (CR 19)
  Charts and lists cover the walls of this chamber, hanging 
  above several chairs and tables pushed up against the walls. 
  An image of the city of Westcrown, its buildings, canals, and 
  even trees exactly reproduced in miniature, hovers a foot 
  above the floor in the center of the room.
  Lord 
  Marshal 
  Alexeara 
  Cansellarion 
  and 
  her 
  commanders orchestrate the strategies of the Glorious 
  Reclamation from this war room. The map of Westcrown 
  is a variant permanent image that can be modified and 
  sculpted by intelligent creatures touching it. Troop 
  movements 
  are 
  noted 
  with 
  sword-and-sunburst 
  emblems for Glorious Reclamation forces, the locations 
  of suspected enemies and Chelish forces are marked 
  with targets, and other areas of concern are denoted with 
  images of gauntlets. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  54
  A 10-foot-by-40-foot section of the room along the 
  eastern wall is excluded from the forbiddance spells 
  warding the Korradath (see page 45); this allows Lord 
  Marshal Cansellarion and her allies to use planar travel 
  and teleportation magic without having to leave the 
  confines of the castle. Although this area technically 
  creates a weakness in the Korradath’s defenses, the risk 
  of enemies exploiting it is small, as they would have to 
  know this area exists as well as its exact location between 
  neighboring forbiddance effects to use it.
  A secret door in the eastern wall leads to the lord 
  marshal’s quarters (area N22); a successful DC 30 
  Perception check is required to find it.
  Creatures: Lord Marshal Alexeara Cansellarion is 
  here with her inner circle: a trumpet archon called 
  Hadriel, a dwarf oracle named Gardel Vargrinnar, and 
  three knight banneret adjutants. They are discussing 
  the future of their crusade and how best to defeat the 
  elusive agents of House Thrune that are jeopardizing 
  their rule of Westcrown. 
  Lord Marshal Cansellarion is anxious and harried, 
  and she reacts to the presence of enemies with outrage. 
  Her normal strategy when faced with powerful Thrune 
  agents such as the PCs is to move to the room’s 
  forbiddance-free area and use her bracelet of friends to 
  summon the allies keyed to the bracelet’s charms: the 
  gold dragon Parnoneryx (see Pathfinder Adventure Path 
  #107: Scourge of the Godclaw), Aveshiel the planetar 
  (see Mission 1 on pages 25–26), Second Sword Knight 
  Bellinia Silvereye (see area G6 on pages 29–30), and 
  the brijidine azata Maraya (see area F8 on page 23). 
  Cansellarion doesn’t waste time attempting to summon 
  allies the PCs have overtly slain, but if the PCs left any 
  of these allies alive, she certainly brings them into the 
  fray as soon as possible. Alexeara Cansellarion is fully 
  detailed in the NPC Gallery on page 58.
  The trumpet archon Hadriel is Cansellarion’s 
  principal advisor. A veteran of many wars between 
  Heaven and its enemies, the smooth-skinned archon 
  has deceptively youthful features and a statuesque 
  build. Hadriel is puzzled as to why Iomedae has not 
  taken a more direct hand in the Glorious Reclamation’s 
  crusade, but is determined to do all they can to assist 
  Alexeara in person.
  Chaplain-Major Gardel Vargrinnar is an enthusiastic, 
  redheaded dwarf with an athletic physique and a ready 
  smile. He is an old friend of the Cansellarion family 
  and has long been a devotee of the Inheritor—though 
  the dwarf claims that Iomedae chose him to serve the 
  other gods of battle as well as her. He is not an official 
  member of the Church of Iomedae, but Lord Marshal 
  Cansellarion has given him the unique rank of chaplain-
  major in the Glorious Reclamation. Vargrinnar is key 
  to the regular flow of information to and from this war 
  room, as he uses sending spells and summoned lantern 
  archons to coordinate information throughout Cheliax. 
  He tries to remain in the room’s forbiddance-free zone to 
  summon celestial allies as needed.
  All members of the inner circle in this room have been 
  as fully informed about the PCs’ appearance, tactics, and 
  abilities as possible. They have trained together and fight 
  intelligently, and they gain the effects of the good hope 
  spell Alexeara Cansellarion casts before combat (see page 
  58). Each would rather die than surrender to agents of 
  House Thrune.
  ALEXEARA CANSELLARION 
  CR 17
  XP 102,400
  hp 271 (see page 58)
  GARDEL VARGRINNAR 
  CR 11
  XP 12,800
  Male dwarf oracle 12 (Pathfinder RPG Advanced Player’s 
  Guide 42)
  LG Medium humanoid (dwarf)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +15
  DEFENSE
  AC 29, touch 13, flat-footed 29 (+11 armor, +4 deflection, 
  –1 Dex, +5 shield)
  hp 117 (12d8+60)
  Fort +11, Ref +5, Will +12; +2 vs. poison, spells, and spell-
  like abilities
  Defensive Abilities defensive training; DR 10/adamantine 
  (120 points)
  OFFENSE
  Speed 20 ft.
  Melee +1 thundering battleaxe +14/+9 (1d8+3/19–20/×3)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Special Attacks hatred
  Oracle Spells Known (CL 12th; concentration +15)
  6th (3/day)—blade barrier (DC 19), mass bull’s strength, 
  mass cure moderate wounds
  5th (5/day)—breath of life (DC 18), flame strike (DC 18), 
  mass cure light wounds, righteous might
  4th (6/day)—blessing of fervorAPG, cure critical wounds, 
  sending, summon monster IV, wall of fire
  3rd (7/day)—chain of perditionUC, cure serious wounds, 
  magic vestment, meld into stone, sacred bondAPG, 
  searing light
  2nd (7/day)—cure moderate wounds, delay poison, fog 
  cloud, hold person (DC 15), silence (DC 15), spear of 
  purityUM (DC 15), surmount afflictionUM
  1st (7/day)—command (DC 14), cure light wounds, 
  enlarge person, forbid actionUM (DC 14), liberating 
  commandUC, sanctuary (DC 14), shield of faith
  0 (at will)—create water, detect magic, detect poison, 
  guidance, light, mending, purify food and drink, read 
  magic, stabilize
  Mystery battle
  
  55
  TACTICS
  Before Combat Vargrinnar casts magic vestment on his 
  armor and shield every day. When battle is imminent, he 
  casts sacred bond on Cansellarion and shield of faith on 
  himself, and activates his iron skin revelation.
  During Combat Vargrinnar tries to stay out of melee 
  combat, casting battlefield control spells like blade 
  barrier, chain of perdition, and wall of fire, or aiding 
  and healing his allies as needed with spells such as 
  mass bull’s strength, blessing of fervor, breath of life, 
  and his cure spells. If forced into hand-to-hand combat, 
  Vargrinnar casts righteous might and wades into melee 
  with his battleaxe.
  Morale Vargrinnar lays down his life to defend the Lord 
  Marshal of the Glorious Reclamation.
  STATISTICS
  Str 14, Dex 8, Con 16, Int 10, Wis 14, Cha 17
  Base Atk +9; CMB +11; CMD 24 (28 vs. bull rush, 28 vs. trip)
  Feats Combat Casting, Divine InterferenceUM, Extra 
  RevelationAPG, Great Fortitude, Greater Weapon Focus 
  (battleaxe), Improved Critical (battleaxe), Improved 
  Initiative, Toughness, Weapon Focus (battleaxe)
  Skills Heal +10, Knowledge (engineering) +15, Knowledge 
  (religion) +12, Perception +15 (+17 to notice unusual 
  stonework), Sense Motive +10, Spellcraft +10
  Languages Common, Dwarven
  SQ oracle’s curse (clouded vision), revelations (combat healer, 
  iron skin, skill at arms, war sight, weapon mastery)
  Gear +2 stone lamellar armorUE, +1 heavy steel shield, +1 
  thundering battleaxe, mwk heavy crossbow with 20 
  bolts, cloak of resistance +2, greater glorious tabard 
  (see the sidebar on page 7), headband of alluring 
  charisma +2, gold bracelet (worth 100 gp)
  KNIGHTS BANNERET (3) 
  CR 11
  XP 12,800 each
  hp 130 each (see page 14)
  HADRIEL 
  CR 15
  XP 51,200
  Advanced trumpet archon 
  (Pathfinder RPG Bestiary 
  294, 21)
  hp 203
  Development: If 
  the PCs summoned 
  Visperthul, the heresy 
  devil who controls the 
  Inferno Gate, in Mission 2, 
  then Gardel Vargrinnar has been 
  dispatched to deal with the problem, and he is no longer 
  present in this room. Summoning a random 
  heresy devil in Mission 2 does not affect the 
  number of defenders in this room.
  n24. toWeR RooFtops (CR 14 oR CR 18)
  The battlements atop each of the Korradath’s three 
  smaller towers are guarded, and a posting here is 
  considered prestigious. Sturdy wooden trap doors on 
  each rooftop usually provide access to the tower interiors 
  (area N7), but they have been sealed shut with walls of 
  stone to limit unauthorized access to the fortress. 
  Creatures: A Glorious Reclamation sky warden mounted 
  on a heavenly drake is posted to each tower rooftop, along 
  with a vigilant movanic deva. These guardians are highly 
  observant and respond quickly to threats from outside the 
  Korradath, but they are unlikely to enter the castle itself. 
  Note that the guards atop every tower (both areas N24 and 
  N25) join in any combats above the Korradath, potentially 
  making this a CR 18 encounter.
  MOVANIC DEVAS (3) 
  CR 10
  XP 9,600 each
  hp 126 each (Pathfinder RPG Bestiary 2 28)
  SKY WARDENS (3) 
  CR 10
  XP 9,600 each
  hp 120 each (see page 39)
  HEAVENLY DRAKES (3) 
  CR 12
  XP 19,200 each
  hp 161 each (see page 40)
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  GARDEL VARGRINNAR
  
  56
  Development: If the PCs summoned bearded devils 
  or warmonger devils to hold the Bladewing Bridge in 
  Mission 7, then two of the sky wardens and their drakes 
  have been sent to retake the bridge, leaving just the 
  three angels and one sky warden and drake to guard the 
  Korradath’s towers.
  n25. CRoWBAne toWeR (CR 14 oR CR 18)
  The roof of the Korradath’s largest tower holds a +1 flaming 
  heavy ballista (Pathfinder RPG Ultimate Combat 160) called 
  Crowbane. Crowbane has a permanent reloading hands 
  effect (CL 17th; Ultimate Combat 242) that automatically 
  and instantly loads the ballista with a new bolt as soon as 
  it is fired, allowing the crew to fire it once every round. 
  Crowbane is mounted onto the tower’s roof and cannot 
  be removed, but it can be swiveled to face any direction.
  A trap door on the roof leads down to area N17.
  Creatures: A crew of four Glorious Reclamation 
  artillerists operates Crowbane. These artillerists have 
  Exotic Weapon Proficiency (heavy ballista) instead of the 
  Persuasive feat. They target any threats approaching the 
  Korradath from the air, but are reluctant to leave their 
  posts. A sky warden and heavenly drake are also posted 
  atop the tower to support the artillerists. Note that the 
  guards atop every tower (both areas N24 and N25) join 
  in any combats above the Korradath, potentially making 
  this a CR 18 encounter.
  GLORIOUS RECLAMATION ARTILLERISTS (4) 
  CR 6
  XP 2,400 each
  Watch captain (Pathfinder RPG GameMastery Guide 261)
  hp 57 each
  Ranged +1 flaming heavy ballista +9 (4d8 plus 1d6 
  fire/19–20)
  SKY WARDEN 
  CR 10
  XP 9,600
  hp 120 (see page 39)
  HEAVENLY DRAKE 
  CR 12
  XP 19,200
  hp 161 (see page 40)
  CONCLUDING THE ADVENTURE
  Alexeara Cansellarion’s defeat renders the Glorious 
  Reclamation headless. As long as the PCs have eliminated 
  the other leaders of the Glorious Reclamation in 
  Westcrown, no one can easily fill the lord marshal’s role 
  in the short term, and for the first time, the Iomedaean 
  order falters. Within a few days of the PCs’ success, the 
  Imperial Army of Cheliax marches upon the city from 
  the north and west and the Chelish navy sails into 
  Gemcrown Bay. Westcrown is swiftly brought back under 
  Chelish control, and this time, House Thrune does not 
  let Westcrown slide out from under its stern gaze.
  HEART’S EDGE
  Once the sword of Iomedae, wielded by the mortal 
  warrior against the shapechanging horrors of Kantaria, 
  Heart’s Edge was forgotten and lost for centuries until it 
  was rediscovered by the Hellknight Order of the Godclaw. 
  The sword’s reappearance prompted the formation of the 
  Glorious Reclamation, and Heart’s Edge is now wielded 
  by Lord Marshal Alexeara Cansellarion, founder and 
  leader of the Iomedaean knightly order.
  HEART’S EDGE 
  MAJOR
  ARTIFACT
  SLOT none
  CL 20th
  WEIGHT 2 lbs.
  AURA strong abjuration and transmutation
  This gleaming silver sword has a spray of 
  quillons resembling a sunburst and a pommel 
  shaped like a pair of hands clasped together. 
  Its blade continually sheds light equivalent to 
  the light spell. Heart’s Edge is a mithral holy 
  avenger; normally a +2 mithral longsword, it 
  becomes a +5 holy mithral longsword (with 
  all of the other abilities of a holy avenger) in 
  the hands of a paladin of Iomedae. Heart’s 
  Edge also functions as a bane weapon 
  against creatures with the shapechanger 
  subtype. In addition, if a shapechanged 
  creature or creature under the effects of a 
  spell of the polymorph subschool is struck 
  by the sword with a successful melee attack, 
  that creature must succeed at a DC 19 
  Will save or immediately revert to its 
  true form. 
  Lastly, Heart’s Edge grants the 
  following abilities when wielded by a 
  good creature. The wielder gains a +6 sacred 
  bonus to her AC and 60 additional hit points. 
  As a swift action up to eight times per day, 
  the wielder can gain a sacred bonus equal 
  to the sword’s enhancement bonus on a single 
  Charisma-based skill check or Charisma ability check. 
  As a standard action three times per day, the wielder 
  can force an evil creature to reflect on its past misdeeds 
  and be overcome by grief, as per forced repentance 
  (Pathfinder RPG Advanced Player’s Guide 224; Will 
  DC 16 negates). Once per day, the wielder can swing 
  Heart’s Edge above her head as a standard action to 
  create and launch a globe of searing radiance, as per 
  sunburst (Reflex DC 22 partial). 
  DESTRUCTION
  If a paladin of Iomedae uses Heart’s Edge to deliver a 
  coup de grace attack to Iomedae’s current herald, who 
  must offer the paladin its unconditional surrender, the 
  sword shatters and is permanently destroyed.
  
  57
  With Lord Marshal Cansellarion dead, Westcrown 
  retaken by Cheliax, and Citadel Dinyar back in the 
  hands of the Order of the Godclaw, the demoralized 
  armies of the Glorious Reclamation have no stronghold 
  to which they can retreat and regroup, and the crusade 
  to reclaim Cheliax from House Thrune soon falls apart 
  as the Chelish army mops up the fleeing Iomedaean 
  troops. Individual knights-errant are hunted down 
  and slain, or arrested and publicly excruciated. Queen 
  Abrogail lifts martial law in Cheliax’s cities, but orders 
  harsh reprisals and excruciations against those citizens 
  who supported and abetted the Glorious Reclamation. 
  For weeks, the air is filled with screams and the stench 
  of burning flesh.
  To almost universal surprise, however, Abrogail does 
  not ban the worship of Iomedae in Cheliax, though 
  she does order the deportation of scores of foreign-
  born priests of the Inheritor. Officially, the Glorious 
  Reclamation’s upstart rebellion was so insignificant 
  that it had no effect on imperial policy. Nevertheless, 
  attendance at Iomedaean worship services declines 
  throughout Cheliax, and most people assume that 
  Thrune agents and Asmodean inquisitors are keeping a 
  close eye on those still openly professing their faith in 
  the Inheritor.
  The PCs are lauded for bringing Westcrown to heel 
  and vanquishing Alexeara Cansellarion, as well as for 
  their critical role in quelling the Glorious Reclamation’s 
  uprising. The PCs’ success also means that they have 
  fulfilled the terms of their infernal contracts with 
  Abrogail that they signed when they became Bound 
  Agents of Thrune (see Pathfinder Adventure Path #106: For 
  Queen & Empire). As a result, the fates of the PCs’ souls 
  are returned to them. The PCs still retain the rank of 
  Thrune Bound Agent, but they lose the infernal boons 
  granted by the contract unless they swear their souls to 
  Asmodeus anew.
  Queen Abrogail might also further reward the PCs 
  for their service to House Thrune. The details of such 
  additional awards are left to the GM, but could include 
  noble titles (likely non-hereditary titles, and almost 
  certainly nothing higher than paracount), small tracts 
  of land (Longacre needs a new lord, for example), or 
  even the favor of a powerful and high-ranking devil in 
  Hell, not to mention large sums of treasure or magic 
  items. The PCs can certainly rest after a job well done, 
  but Queen Abrogail might also have further use for their 
  skills and abilities if you want your Hell’s Vengeance 
  campaign to continue—see Continuing the Campaign 
  on page 70.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  58
  LORD MARSHAL 
  ALEXEARA CANSELLARION
  A powerful woman with a fervent desire to liberate Cheliax from the diabolic House of 
  Thrune, Lord Marshal Alexeara Cansellarion strives to lead the Glorious Reclamation and 
  restore Westcrown’s glory.
  ALEXEARA CANSELLARION 
  CR 17
  XP 102,400
  Female human paladin (divine defender) of Iomedae 18 
  (Pathfinder RPG Advanced Player’s Guide 116)
  LG Medium humanoid (human)
  Init +5; Senses Perception +12
  Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), 
  resolve (10 ft.), righteousness (10 ft.)
  DEFENSE
  AC 35, touch 15, flat-footed 35 (+14 armor, –1 Dex, +6 insight, 
  +6 shield)
  hp 271 (18d10+168)
  Fort +26, Ref +17, Will +22; +4 vs. death effects
  Defensive Abilities heavy fortification; DR 5/evil; Immune 
  charm, compulsion, disease, energy drain, fear, negative 
  energy effects
  OFFENSE
  Speed 20 ft.
  Melee Heart’s Edge +31/+26/+21/+16 (1d8+12/17–20 plus 
  2d6 vs. evil)
  Special Attacks channel positive energy 8/day (DC 27, 9d6), 
  smite evil 6/day (+8 attack and AC, +18 damage)
  Paladin Spell-Like Abilities (CL 18th; concentration +26)
  At will—detect evil
  Paladin Spells Prepared (CL 15th; concentration +23)
  4th—blaze of gloryAPG (DC 22), break enchantment, death 
  ward, resounding blowAPG (DC 22)
  3rd—burst of speedUC, dispel magic, good hope, holy 
  whisperAPG (DC 21)
  2nd—arrow of lawUM (DC 20), blessing of courage and 
  lifeAPG (DC 20), fire of entanglementAPG (DC 20), resist 
  energy, righteous vigorAPG (DC 20)
  1st—divine favor, hero’s defianceAPG, knight’s callingAPG 
  (DC 19), lesser restoration (2), protection from chaos
  TACTICS
  Before Combat Alexeara uses divine bond to add the heavy 
  fortification special ability to her armor. She casts death 
  ward on herself and good hope on herself and her allies 
  before combat. If she knows the PCs favor attacks that 
  deal energy damage (such as fire or electricity), Alexeara 
  also casts resist energy of the appropriate type (this 
  resistance is not included in the stat block).
  During Combat On the first round of combat, Alexeara 
  activates her shared defense ability to bolster her allies, 
  then chooses an enemy to smite as a swift action. On 
  following rounds, she activates the haste ability of her 
  armor as a free action and attacks the target of her smite, 
  augmenting her strikes with spells that can be cast as swift 
  actions, like resounding blow and fire of entanglement.
  Morale Alexeara fights to the death, but she casts hero’s 
  defiance (followed by laying on hands) to stay in the 
  fight longer. If reduced to 0 hit points again and further 
  healing is unlikely, the lord marshal casts blaze of glory 
  as she goes to her final reward in Iomedae’s embrace.
  STATISTICS
  Str 20, Dex 8, Con 20, Int 10, Wis 12, Cha 26
  Base Atk +18; CMB +25; CMD 38
  Feats Channeled RevivalUC, Critical Focus, Improved Critical 
  (longsword), Improved Initiative, Lightning Reflexes, 
  Power Attack, Selective Channeling, Staggering Critical, 
  Stunning Critical, Weapon Focus (longsword)
  Skills Diplomacy +22, Intimidate +16, Knowledge 
  (nobility) +12, Knowledge (religion) +12, Perception +12, 
  Ride +11, Sense Motive +12
  Languages Common
  SQ divine bond (armor), lay on hands 17/day (9d6), shared 
  defense (8 rounds, 20 ft., +3, immune to bleed, 25% 
  negate sneak attack or critical hit, stabilize)
  Combat Gear javelins of lightning (3); Other Gear 
  +5 mithral full plate of speed, +5 light steel shield, 
  Heart’s Edge (+5 mithral holy avenger; see the sidebar on 
  page 56), belt of physical might +6 (Str, Con), bracelet of 
  friends, headband of alluring charisma +6, gold bracelet 
  (worth 100 gp), gold holy symbol of Iomedae (worth 
  100 gp), spell component pouch
  House Cansellarion was a prominent noble family of 
  Westcrown, but when House Thrune emerged victorious 
  from the Chelish Civil War in 4640 ar, it cemented its 
  victory by stripping the land and titles from its political 
  rivals—including the Cansellarions. The family was 
  forced to flee Cheliax to one of their minor holdings, a 
  secluded ranch in Isger, bearing the memories of their 
  family’s lost prominence and their city’s former glory. 
  
  59
  Alexeara Cansellarion was a pugnacious child, frequently 
  fighting with older children at her school. When he 
  heard of this, Alexeara’s father sat her down for a serious 
  discussion, but was surprised to hear his daughter’s greatest 
  secret: for as long as she could remember, she had heard a 
  voice that no one else could hear. Alexeara explained that 
  this voice spoke to her about the importance of defending 
  the innocent and remaining valorous against wickedness. 
  The older students bullied smaller children, and insulted 
  Alexeara when she refused to help them steal. Her father 
  was no religious scholar, but he recognized the doctrine of 
  Iomedae coming from his daughter’s lips.
  With the family’s remaining wealth, Alexeara was 
  sent to Canorate in Molthune to study in the church 
  of Iomedae, but her inner voice soon prompted her to 
  return to her family’s homeland, Cheliax. Over the next 
  decade, Alexeara rode throughout Cheliax, Isger, and 
  Molthune, building a network of Iomedaeans who could 
  rely upon each other, even in hostile nations like the 
  diabolist-led Cheliax. 
  When the Hellknight Order of the Godclaw refused 
  to return Heart’s Edge, a sword that Iomedae had used 
  in life, to the church of Iomedae, Alexeara founded the 
  Glorious Reclamation to first reclaim the holy relic, 
  then overthrow the Thrice-Damned House of Thrune 
  and return Cheliax to the common people. Now, Lord 
  Marshal Cansellarion is resolved to bring the light of the 
  Inheritor back to Westcrown and restore its legendary 
  glory as the Glorious Reclamation’s capital.
  CAMPAIGN ROLE
  Defeating Alexeara Cansellarion is the focus 
  of this adventure and the entire Hell’s 
  Vengeance campaign, so the paladin is 
  unlikely to have any further role. However, 
  particularly diabolical PCs might seek her 
  damnation, rather than death. If your PCs want 
  to engineer her fall from grace, you can use 
  the following guidelines. 
  First, the PCs must succeed at a DC 50 
  Diplomacy check to convince Alexeara 
  to listen to what they have to say. Next, 
  after lengthy conversations with Alexeara 
  over a period of at least 24 hours, the PCs 
  must succeed at a DC 45 Sense Motive check 
  to accurately gauge her doubts. The use 
  of mind-reading magic such as detect 
  thoughts grants a +4 circumstance 
  bonus on this check. If Alexeara is 
  in the presence of a good creature 
  at any time during this period, 
  her faltering devotion is renewed 
  and the Sense Motive check 
  automatically fails. If the Sense 
  Motive check fails, the PCs must 
  begin again with a new Diplomacy check to convince 
  Alexeara to continue interacting with them, but the DC of 
  the check increases by 5. 
  Finally, the PCs must succeed at a DC 45 Bluff check 
  to convince Alexeara that the lifelong whispers she 
  has heard did not originate from Iomedae, but from a 
  fiendish patron instead. The PCs must convince Alexeara 
  that her entire life has been a lie thus far and that her 
  “true” destiny can only be achieved through service to 
  evil. On a successful check, Alexeara willingly embraces 
  this new “truth.” Her alignment immediately changes to 
  lawful evil, she trades all of her paladin levels for levels 
  in the antipaladin class (Pathfinder RPG Advanced Player’s 
  Guide 118) on a 1-for-1 basis, and she replaces her divine 
  defender archetype with the tyrant archetype (Pathfinder 
  RPG Ultimate Intrigue 64).
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  60
  High Priest Jarvaxus Garestic is a handsome, urbane half-elf, and proud to helm the Church 
  of Asmodeus in Westcrown. Now at the pinnacle of his career, his lust for political power 
  has waned but his affection for his city remains strong.
  JARVAXUS GARESTIC 
  CR 12
  XP 19,200
  Male middle-aged half-elf cleric of Asmodeus 13
  LE Medium humanoid (elf, human)
  Init +4; Senses low-light vision; Perception +7
  DEFENSE
  AC 27, touch 14, flat-footed 27 (+9 armor, +4 deflection, 
  +4 shield)
  hp 101 (13d8+39)
  Fort +11, Ref +6, Will +15; +2 vs. enchantments
  Immune sleep
  OFFENSE
  Speed 20 ft.
  Melee +1 defending heavy mace +8/+3 (1d8–1)
  Ranged mwk heavy crossbow +10 (1d10/19–20)
  Special Attacks channel negative energy 5/day (DC 20, 
  7d6), staff of order (6 rounds, 2/day)
  Domain Spell-Like Abilities (CL 13th; concentration +18)
  At will—master’s illusion (13 rounds/day)
  8/day—copycat (13 rounds), touch of law
  Cleric Spells Prepared (CL 13th; concentration +18)
  7th—blasphemy (DC 22), screenD
  6th—blade barrier (DC 21), greater dispel magic, hold 
  monsterD (DC 21)
  5th—break enchantment, commune, false visionD, flame 
  strike (DC 20), unhallow
  4th—aura of doomUM (DC 19), confusionD (DC 19), cure 
  critical wounds, dismissal (DC 19), sending, unholy 
  blight (DC 19)
  3rd—bestow curse (DC 18), invisibility purge, magic 
  vestment (2), nondetectionD, protection from energy
  2nd—align weapon, desecrate, dread boltUM (DC 17), hold 
  person (DC 17), invisibilityD, spiritual weapon
  1st—bane (DC 16), command (DC 16), curse water 
  (DC 16), divine favor, doom (DC 16), protection from 
  chaosD, shield of faith
  0 (at will)—detect magic, detect poison, light, read magic
  D domain spell; Domains Law, Trickery
  TACTICS
  Before Combat Jarvaxus casts magic vestment on his 
  breastplate and shield every day, and casts shield of faith 
  before entering battle.
  During Combat Jarvaxus would prefer to avoid combat 
  and let allies deal with any threats, but he is willing to 
  engage foes if he has no other choice. He begins combat 
  by activating copycat, followed by casting spells that deal 
  damage, such as blade barrier and flame strike, or ones 
  that take enemies out of the fight, such as blasphemy 
  and hold monster.
  Morale Jarvaxus has no wish to throw away everything he 
  has achieved in life in battle. As such, he surrenders if 
  reduced to fewer than 60 hit points.
  STATISTICS
  Str 7, Dex 10, Con 12, Int 18, Wis 20, Cha 14
  Base Atk +9; CMB +7; CMD 25
  Feats Channel Smite, Combat Casting, Combat Expertise, 
  Defensive Combat Training, Improved Channel, Improved 
  Initiative, Skill Focus (Knowledge [planes]), Toughness
  Skills Bluff +14, Diplomacy +14, Intimidate +10, Knowledge 
  (local) +17, Knowledge (nobility) +10, Knowledge 
  (planes) +23, Knowledge (religion) +16, Perception +7, 
  Profession (barrister) +12, Sense Motive +16, Spellcraft +12
  Languages Abyssal, Celestial, Common, Elven, Infernal, 
  Shadowtongue
  SQ elf blood
  Combat Gear wand of cure moderate wounds (30 charges); 
  Other Gear mwk breastplate, mwk light steel shield, 
  +1 defending heavy mace, mwk heavy crossbow 
  with 10 bolts, cloak of resistance +2, headband of 
  mental prowess +2 (Int, Wis; Knowledge [local]), spell 
  component pouch, platinum unholy symbol of Asmodeus 
  (worth 500 gp), crushed jade (worth 750 gp)
  Jarvaxus Garestic was born to Egorian aristocracy, a scion 
  of a wealthy, but dwindling, family on Hellhound Hill. 
  Influential with both the city’s mayoral executive and the 
  imperial bureaucracy, Jarvaxus’s father, Rellind Garestic, 
  had expanded his family’s wealth via clever accounting 
  practices and the ruthless elimination of his rivals. 
  Rellind seemed to excel at everything he attempted; even 
  his brief turn at penning Thrune-loyalist literature was 
  successful (Triumph in Blood-Red Thorns was a best seller). 
  Rellind’s only obvious deficiency was his failure to marry 
  and expand his diminishing family line. The aristocrat’s 
  JARVAXUS GARESTIC
  
  61
  rivals hinted that Rellind must have bargained well with 
  infernal powers to profit so consistently. 
  Rellind’s detractors were entirely correct. His reluctance 
  to marry stemmed from a bargain he had made years ago 
  with an influential contract devil. Rellind’s first three 
  children would be forfeit to Asmodeus along with his 
  own soul. Rellind vowed to remain a bachelor to trick 
  the wily devil, until he fell helplessly in love with an elven 
  scholar named Criessia, a skilled researcher working for 
  the Church of Asmodeus in Egorian. Rellind and Criessia 
  married, and Criessia was soon pregnant—with triplets. 
  While Criessia was still recovering from the difficult 
  childbirth, her two daughters disappeared and Rellind 
  died by his own hand. Eager to protect her only remaining 
  child, a boy named Jarvaxus, Criessia promised the service 
  of her son to the Church of Asmodeus in exchange for the 
  church’s unholy protection over them both.
  Jarvaxus wanted for nothing as a child; his 
  mother arranged for superlative instruction in 
  history, the arts, and religion at the hands of 
  skilled Asmodean tutors, and House Garestic’s 
  wealth was more than sufficient. Jarvaxus 
  proved to be an astute pupil. Beyond his lessons, 
  the young man also studied the political 
  maneuverings recorded in his 
  deceased father’s personal 
  papers, absorbing how best 
  to manipulate superiors and 
  eliminate rivals.
  Jarvaxus 
  was 
  given 
  a 
  sinecure within the Church of 
  Asmodeus, but he hungered for 
  something more than an easy 
  posting. With keen intellect and 
  political grace, Jarvaxus ascended 
  to a position under Grand High 
  Priestess Aspexia Rugatonn, the 
  leader of Cheliax’s state religion. 
  He seemed poised to become 
  one of the most significant 
  priests in Cheliax, but Jarvaxus’s 
  enemies rallied and conspired to 
  have him relegated to a position 
  that seemed prestigious, but was 
  really a political dead end: high 
  priest of the Church of Asmodeus 
  in Westcrown.
  A refined and savvy young 
  man, Jarvaxus knew Westcrown’s 
  history and understood his new 
  position to be tantamount to 
  exile. He intended to serve only 
  a short time in the declining 
  and godless city before 
  elbowing his way back into 
  Egorian’s political scene, but to his surprise, Jarvaxus 
  fell in love with Westcrown in a matter of months. The 
  ragged streets, decaying buildings, and filthy canals 
  struck Jarvaxus as earnest and unpretentious in a way 
  Egorian never had. The squabbling nobles to whom he 
  ministered, many of whom could barely bother to muster 
  the lip service to Asmodeus that the crown commanded, 
  struck him as adoringly juvenile. His flock did not truly 
  want his attentions, which made the cleric only redouble 
  his efforts. Even the looming statue of Aroden impressed 
  him with its history rather than its sacrilege. Westcrown 
  had never before had a high priest as gifted or committed 
  as Jarvaxus Garestic.
  When the Glorious Reclamation came to Westcrown, 
  High Priest Garestic led his temple against the holy 
  invaders. Many of the lesser Asmodean acolytes and 
  priests were slain or driven out of the city, but the 
  Glorious Reclamation knew of the popular high priest 
  and captured him in order to extract information 
  about Westcrown’s diabolism. Well aware that 
  execution will be his only reward for cooperation, 
  the wily half-elf has been stalling for time 
  until he can find any sort of advantage 
  that might change his fate.
  CAMPAIGN ROLE
  At 
  the 
  beginning 
  of 
  this 
  adventure, Jarvaxus Garestic is 
  a prisoner in his own cathedral. 
  Once freed, Jarvaxus is eager to 
  provide the PCs with assistance 
  to 
  reclaim 
  first 
  the 
  Qatada Nessudidia, and 
  then all of Westcrown. 
  The 
  priest 
  is 
  more 
  accustomed to giving orders 
  than advice, so despite his helpful 
  intentions, he may unintentionally 
  come across as imperious or 
  conceited. Nevertheless, Jarvaxus is 
  probably the PCs’ most powerful 
  and influential confederate  in 
  Westcrown, 
  as 
  well 
  as 
  the 
  most likely to develop into a 
  genuine friend.
  As long as the PCs have dealt 
  honestly with him, Jarvaxus 
  can remain a staunch ally 
  after House Thrune regains 
  control of Westcrown. In the 
  future, he might ask the PCs 
  to help him ease his eventual 
  retirement from the clergy, such as 
  by mentoring a potential protege or 
  humiliating a political rival. 
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  62
  NYCTESSA
  Nyctessa is the iconic necromancer for the Hell’s Vengeance Adventure Path. Although she 
  does not appear as a character in the campaign, she can be used as an NPC or pregenerated 
  player character. Note that her CR is 1 higher than normal because she has PC wealth.
  MEET THE VILLAIN:
  NYCTESSA 
  CR 7
  XP 3,200
  Female dhampir necromancer 7 (Pathfinder RPG Bestiary 2 89)
  NE Medium humanoid (dhampir)
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 41 (7d6+14)
  Fort +5, Ref +6, Will +8; +2 vs. disease and mind-
  affecting effects
  Defensive Abilities negative energy affinity; Resist 
  undead resistance
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee +1 quarterstaff +3 (1d6) or
  mwk dagger +3 (1d4–1/19–20)
  Spell-Like Abilities (CL 7th; concentration +8)
  3/day—detect undead
  Arcane School Spell-Like Abilities (CL 7th; concentration +11)
  7/day—grave touch (3 rounds)
  Necromancer Spells Prepared (CL 7th; concentration +11)
  4th—animate dead, dimension door, shout (DC 18)
  3rd—fly, lightning bolt (DC 17), undead anatomy IUM, 
  vampiric touch
  2nd—blood transcriptionUM, false life, ghoul touch 
  (DC 17), resist energy, scorching ray
  1st—chill touch (DC 16), mage armor, magic missile (2), 
  ray of sickeningUM (DC 16), shield
  0 (at will)—acid splash, bleed (DC 15), detect magic, 
  touch of fatigue (DC 15)
  Opposition Schools enchantment, illusion
  STATISTICS
  Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 12
  Base Atk +3; CMB +2; CMD 14
  Feats Blood DrinkerARG, Combat Casting, Command 
  Undead, Craft Wondrous Item, Scribe Scroll, Spell Focus 
  (necromancy), Undead MasterUM
  Skills Bluff +8, Fly +6, Intimidate +8, Knowledge 
  (arcana) +14, Knowledge (nobility) +10, Knowledge 
  (religion) +14, Perception +8, Spellcraft +14; Racial 
  Modifiers +2 Bluff, +2 Perception
  Languages Common, Draconic, Kelish, Necril, Osiriani
  SQ arcane bond (+1 quarterstaff), power over undead, resist 
  level drain
  Combat Gear necklace of fireballs (type I), potion of inflict 
  moderate wounds, scroll of blood biographyAPG, scroll of 
  enervation, scrolls of repair undeadACG (2), alchemist’s 
  fire (2); Other Gear +1 quarterstaff, mwk dagger, 
  bone razorUE, cloak of resistance +2, grim lanternUE, 
  headband of vast intelligence +2 (Intimidate), robe 
  of bones, rod of iceUE, backpack, bedroll, belt pouch, 
  candlerodsUE (5), hourglass, mirror, signet ring, spellbook 
  (contains all 0-level spells, all prepared spells, plus 
  blood biographyAPG, enervation, obscuring mist, repair 
  undeadACG, sculpt corpseAPG, and spider climb), spell 
  component pouch, waterproof bagUE, waterskin, wrist 
  sheathUE, 10 onyxes (worth 25 gp each), 65 gp
  In the nation of Geb, the dead far outnumber the 
  living—and they hold the reins of political power. 
  Most of Geb’s living citizens are slaves, chattel, or most 
  gruesomely, food for their undead overlords. Nyctessa 
  was born into this world, yet she straddled both sides 
  of class and society, being a dhampir—the child of a 
  vampire and a living human mother. The heart of a 
  living being beats in her chest, but her flesh is infused 
  with the negative energy that animates the living dead, 
  and she inherited her vampiric father’s taste for blood. 
  In the laws of Geb at least, Nyctessa was neither wholly 
  alive nor truly dead.
  Nyctessa’s father was one of the Blood Lords, the 
  undead necromancers who form the elite of Geb’s 
  aristocracy; her mother, a slave concubine in her 
  father’s harem. Throughout Nyctessa’s childhood, 
  both her father and mother were distant figures. She 
  was nursed by loyal human slaves, raised by ghoul 
  governesses, and educated by vampire tutors. She was 
  allowed to see her mother only a few times a week, 
  and her father even less. Nevertheless, Nyctessa always 
  remained aware of being groomed to be her father’s 
  heir. Everyone expected her to follow in his footsteps, 
  study necromancy, become a vampire, and eventually 
  perhaps, centuries later, inherit his position in Gebbite 
  society and government as one of the undying Blood 
  Lords. She dutifully enrolled in Mechitar’s prestigious 
  Ebon Mausoleum, the same academy of necromancy 
  
  63
  her father had attended centuries earlier, and she 
  excelled in all her studies.
  When Nyctessa came of age, the time arrived when 
  she would be presented to Mechitar society and join the 
  social and political scene of Geb’s capital city. Most of 
  the young nobles making their debut that night were the 
  newly made spawn of penanggalens, wraiths, vampires, 
  and other undead, but some were the skittish, living 
  offspring of the few mortal Blood Lords who still clung 
  to life. Nyctessa was the only dhampir, and she could feel 
  the mocking stares of her peers, judging her, pitying her 
  even. Neither dead nor alive.
  In the early morning, before the sun rose, Nyctessa’s 
  father presented her with a gift as the ball wound down: 
  her mother. Nyctessa knew what he expected of her. They 
  embraced and Nyctessa sank her teeth into her mother’s 
  neck. She greedily drank the blood, gorged herself on it, 
  and felt a heady rush of power as her mother’s drained, 
  lifeless body sank to the floor. Her father watched in 
  silence. Nyctessa had taken the first real step toward 
  becoming his heir.
  Nyctessa returned to the Ebon Mausoleum to finish 
  her studies, but during that time, she could not help 
  thinking of her mother’s death at her own hands. It was 
  expected. Morality didn’t even enter into it. Nyctessa had 
  been told over and over by her governesses and tutors 
  that no life—or death—equaled her own. Her mother 
  had been chattel, and Nyctessa the scion of a noble 
  house. And her mother’s blood had tasted good. Almost 
  from the moment of her birth, Nyctessa had been trained 
  for one role, one destiny. Her future was planned out to 
  the tiniest detail. Only now, she questioned whether that 
  would be enough.
  At her graduation, Nyctessa’s father presented 
  another gift: a staff made from her mother’s spine and 
  skull with which to form her arcane bond. This was 
  the last straw, the last nail in her proverbial coffin. 
  The staff was a symbol of her father’s power 
  over her, over her future, and the rest of her 
  existence. She could not just allow him 
  to steal all of that possibility from 
  her. She would not just be a pawn 
  in his centuries-long strategies and 
  political maneuverings.
  Nyctessa left Mechitar that night, 
  paying for passage on a ship to Jandelay. She took her 
  staff with her, but did not say goodbye to anyone. Before 
  she would promise herself to death, she would see 
  what life had to offer. Nyctessa journeyed to Jandelay, 
  Katapesh, Qadira, and beyond to Taldor, Andoran, and 
  Cheliax. She left behind her family name, her father’s 
  name, and during these travels, she witnessed life itself. 
  A grubby, hardscrabble existence, always grasping 
  for more—more food, more money, more land, more 
  meaning, only to see it all stolen away when death 
  inevitably arrived. A meaningless exercise, and always 
  far too brief.
  Nyctessa chose to live, but only until she had 
  triumphed over life completely. She would be one of 
  the immortal, the eternal, the deathless, what mortals 
  call the living dead—eventually. She would return 
  home and claim her birthright, but on her own terms, 
  through her own skills and abilities. She would not 
  become a mindless automaton, a starving ghoul, a 
  thirsting vampire, or even a rotting lich, but something 
  different, something new, something uniquely Nyctessa. 
  She would do whatever it took. She would let nothing 
  stand in her way. Nyctessa would find the answer within 
  herself and her magic, and she would forever bridge the 
  divide between life and death.
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  64
  WESTCROWN  
  UNDER THE GLORIOUS RECLAMATION
  O
  f course I’m happy to have the Glorious Reclamation in Westcrown. 
  Paladins patrol the streets and control the government. I’ve never felt 
  safer in this city in my life. But there’s uncertainty among us merchants. We 
  used to know which bureaucrats would give a discount on taxes if we paid 
  them promptly and directly. We knew which condottari would discourage the 
  harbormaster’s attentions in exchange for a small fee. We used to know who 
  offered protection from thieves, and at what price. Now we know none of 
  those things, and business is suffering for everyone.”
   —Dueril Thansatak, textiles trader
  
  W
  estcrown is a metropolis that’s painfully 
  reinventing itself after 75 years of waning 
  influence and endemic corruption.  Paladin 
  revolutionaries solidify their control with well-
  intentioned martial law, but the city’s faded glories 
  cannot be restored quickly and its long history of 
  institutionalized crime cannot be easily swept away. This 
  article details Westcrown under the rule of the Glorious 
  Reclamation and assumes that the events of the Council 
  of Thieves Adventure Path took place 6 years ago. For 
  more information on Westcrown before the Glorious 
  Reclamation took control of the city, see Pathfinder 
  Adventure Path #25: The Bastards of Erebus.
  Westcrown rises from a hilly peninsula curving 
  around a cluster of islands. These islands, called the 
  Parego Regicona, contain large estates ringed with high 
  walls. The larger portion of the city sprawls across the 
  peninsula, from the shipyards and warehouses in the 
  south to the slums and ruins of the north. The most 
  striking feature is the Arodennama, a white marble 
  statue of Aroden standing 90 feet high atop a hill on the 
  peninsula, sword upraised in salute.
  HISTORY
  For its first 800 years, Westcrown served as the capital 
  of Cheliax and the center of worship of Aroden, god of 
  humanity. The jewel of Imperial Cheliax, the City of Nine 
  Stars drew traders, politicians, and pilgrims from across 
  Avistan to its sheltered harbors. Westcrown’s fate veered 
  significantly in 4606 ar when Aroden died. The city was 
  plunged into chaos, its noble families warring openly 
  for control. When the devil-worshiping House Thrune 
  seized control of Cheliax in 4640 ar, the Wiscrani 
  welcomed the stability with open arms but were poorly 
  rewarded when Queen Abrogail I relocated her capital 
  inland to Egorian. Although a city of Westcrown’s size 
  could hardly be forgotten—it remains a prosperous port 
  and Cheliax’s largest city—it became a social, political, 
  and artistic backwater known as the City of Twilight.
  Although House Thrune asserted its authority over 
  Westcrown, it never bothered to tighten its grip. The 
  political elite of Cheliax moved to Egorian with the court, 
  leaving local nobles to jostle for control of the city. Political 
  dissidents and heretical faiths simply moved underground, 
  and administrative corruption became commonplace. A 
  secret criminal organization called the Council of Thieves, 
  overseen by several nobles, quietly took control of the city 
  but was exposed and broken 6 years ago.
  Recently, Lord Marshal Alexeara Cansellarion (see page 
  56) and her Glorious Reclamation deemed recovery of 
  Westcrown to be a divinely appointed crusade. A force of 
  paladins, priests, and well-intentioned soldiers marched 
  on the city. The Westcrown city guard, called the dottari, 
  was trained to patrol streets and canals, rather than 
  mount a military defense, and could not effectively oppose 
  the army. The Glorious Reclamation declared martial law 
  and established the city as the uprising’s capital. Many 
  Wiscrani openly praised the new regime, particularly the 
  city’s slaves—now emancipated by a mandate from Lord 
  Marshal Cansellarion. In a public address, she announced 
  a new chapter for Westcrown as the City of Glory’s Return.
  The Glorious Reclamation next instituted the policy 
  of Instructive Judgment, a series of probing questions 
  under the watchful gaze of Iomedaean paladins and 
  inquisitors to identify citizens (and particularly nobles) 
  with fiendish ties or cruel reputations. After being fairly 
  tried, the guilty were imprisoned and their fortunes put 
  into in the hands of relatives willing to pay servants a 
  fair wage, destroy evidence of diabolism, and support 
  the Glorious Reclamation. Rather than face Instructive 
  Judgment, the most nefarious nobles fled the city or 
  barricaded themselves in their vaneos, though the latter 
  of these face being rousted by Iomedaean knights.
  WESTCROWN
  LG metropolis
  Corruption +3; Crime +2; Economy +4; Law +8; Lore +4; 
  Society +1
  Qualities holy site (Aroden), notorious, pious (Iomedae), rule 
  of law, rumormongering citizens, strategic location
  Danger +20; Disadvantages military occupation
  DEMOGRAPHICS
  Government overlord (militarily appointed mayor)
  Population 114,700 (100,900 humans, 8,000 halflings, 
  5,800 other)
  Notable NPCs
  Duxotar Ariende Jharnavar (LG male half-elf unchained 
  summoner 17)
  Harbormaster Casarus Vitallain (LN male human fighter 6)
  High Priest Jarvaxus Garestic (LE male half-elf cleric of 
  Asmodeus 13)
  Lord Marshal Alexeara Cansellarion (LG female human 
  paladin of Iomedae 18)
  Lord-Mayor Kajen Tilernos (LG male human aristocrat 4/
  paladin of Iomedae 4)
  Second Sword Knight Bellinia Dorjana (LG female 
  human cleric of Iomedae 17)
  Taldan Ambassador Vors Kyniar (LG male human paladin 
  of Iomedae 12)
  MARKETPLACE
  Base Value 22,400 gp; Purchase Limit 150,000 gp; 
  Spellcasting 9th
  Minor Items all available; Medium Items 4d4; 
  Major Items 3d4
  SPECIAL QUALITIES
  Military Occupation While it aims to impose as little 
  influence over the citizens’ daily lives as possible, the 
  Glorious Reclamation has nevertheless caused changes 
  in Wiscrani life that its residents are still getting used to. 
  (Economy –1, Lore –1, Society –1)
  65
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  Rule of Law The Glorious Reclamation brings with it a more 
  just and egalitarian rule of law than that imposed by 
  House Thrune, resulting in more stability and safety within 
  the city. (Corruption –1, Crime –1, Law +2)
  WESTCROWN GEOGRAPHY
  Westcrown is a port city situated on Cheliax’s southern coast, 
  where the mighty Adivian River empties into Gemcrown 
  Bay. A massive sandbar protects Westcrown from tides and 
  storms but proves no hindrance to experienced sailors. 
  Westcrown occupies a peninsula on the western shore 
  of the Adivian River and a series of islands that split the 
  river into the Southrun and the Westchannel. The city 
  boasts several navigable channels, and more Wiscrani 
  travel the city by boat or via flat-bottomed barges called 
  adels than by horse or carriage. 
  Westcrown is divided into three large districts, or 
  paregos, which are subdivided into a total of eight 
  neighborhoods, or regos.
  The river islands (called Westcrown Island by 
  outsiders, despite the fact that the “island” 
  is actually eight islands separated by stone-
  lined canals) make up Parego Regicona 
  (“Floating Palace”), home of the city’s 
  government and wealthy elite.
  Parego Spera (“Hope’s Altar”) occupies the 
  southern peninsula and is surrounded on 
  the west, south, and east by water. The 
  largest of the districts in both size 
  and population, this parego contains 
  most of the city’s middle-class. 
  Parego Dospera (“Despair’s 
  Altar”) sprawls across the 
  mainland north of Parego 
  Spera. The working 
  poor 
  reside 
  in 
  tenement 
  houses 
  near the border with 
  Parego Spera; further 
  north 
  lie 
  dangerous 
  slums and ruins occupied 
  by criminals and monsters.
  Few Wiscrani live on the 
  eastern bank of the Adivian, as the 
  currents and eddies swirl the city’s 
  sewage and trash along the eastern 
  shore. The hills above the riverbank 
  are excellent for growing olives and 
  grapes, however; estates controlled by 
  wealthy landowners cover the rolling 
  hills east of the river.
  LIFE IN WESTCROWN
  Wiscrani tend to be stoic and reserved. They have 
  recently experienced many dramatic events: a plague of 
  shadowy night-beasts, an infestation of devils, and the 
  exposure and extermination of the notorious Council 
  of Thieves. Many Wiscrani, particularly the nobility, 
  view the Glorious Reclamation as yet another turbulent 
  event to be weathered. Among close friends and families, 
  Wiscrani are prone to gossip; dissecting the missteps 
  of the struggling revolution is a popular topic beyond 
  earshot of the new regime’s agents. 
  Halflings and tieflings have long been second-class 
  citizens in Westcrown, but the Glorious Reclamation 
  has affected these two races differently. Lord Marshal 
  Cansellarion’s ban on slavery led manumitted halflings 
  to rejoice, their patience and optimism rewarded. Many 
  halflings now pursue their dreams in Parego Spera, such 
  as operating small cafes or working as independent 
  adeliers. Tieflings, however, continue to occupy a 
  social underclass. Wiscrani tieflings primarily live 
  in Parego Dospera, often forming gangs for mutual 
  protection. Although the Glorious Reclamation 
  has no formal position against tieflings, the 
  obvious stamp of fiendish ancestry invokes 
  mistrust from even virtuous Iomedaeans. 
  The tieflings themselves treat the 
  Glorious Reclamation with suspicion 
  or outright fear, as they expect to 
  be judged—as they always have 
  been—on their heritage.
  Buildings in Westcrown are 
  typically several stories tall and 
  built of stone. Even the city’s squalid 
  tenements have stone foundations 
  beneath 
  wooden 
  construction. 
  Slate-shingle roofs are common 
  throughout the city, as the climate is 
  mild but rainy. The streets are usually 
  cobbled and rarely run in straight lines; 
  in the poorer regos, the uneven cobbles 
  present dangerous footing for the unwary.
  POLITICS AND LAW
  Several noble families make their homes 
  in Parego Regicona or Parego Spera, 
  inhabiting vaneos (manor houses) or 
  viras (walled estates) that have stood for 
  centuries. Westcrown’s noble houses 
  have always vied for power—at times in 
  outright warfare—but open feuding 
  has cooled considerably under the 
  Glorious Reclamation as all nobles 
  publicly claim to be “instructed.” In 
  truth, most families are hiding 
  secrets from the new leadership.
  66
  Kajen Tilernos
  
  The preeminent noble family is currently House 
  Tilernos. Secret adherents of Iomedae for generations, 
  the Tilernoses now provide eager and open support for 
  the Glorious Reclamation. Lord Marshal Cansellarion 
  appointed Kajen Tilernos lord-mayor of Westcrown, but 
  his duties are primarily symbolic; under martial law, the 
  Lord Marshal controls most mayoral duties (such as tax 
  collection and leadership of the dottari).
  The primary law enforcement in Westcrown remains 
  the town guard, or dottari. The Glorious Reclamation has 
  put substantial effort into eliminating corruption within 
  the dottari and providing them training. Although all 
  dottari display the Eye of Aroden as their traditional 
  symbol of authority, many now also wear holy symbols 
  of Iomedae. The dottari include three specialized 
  branches: the condottari (or “canal wardens”), who patrol 
  the waterways; the rundottari (or “ruin wardens”), who 
  contain the dangerous denizens of Parego Dospera; and 
  the regidottari (or “palace wardens”), who patrol Parego 
  Regicona. The current duxotar is Ariende Jharnavar, who 
  reports directly to Lord Marshal Cansellarion. 
  Despite its efforts to improve the city’s leadership 
  and law, the Glorious Reclamation struggles, splitting 
  its attention between rebuilding crime-ridden social 
  structures and orchestrating a nationwide revolution. 
  Lacking in political subtlety, the occupiers are poorly 
  equipped to operate a metropolis entrenched in 
  corruption. Wiscrani criminals have quickly adapted to 
  the new regime: overt violent crime has plummeted, but 
  smuggling rings and vice dens operate out of sight. The 
  public image of an orderly, paladin-led Westcrown—a 
  new City of Glory’s Return—rings increasingly hollow to 
  the residents of the city.
  NOTABLE LOCATIONS
  Westcrown’s regos are presented below. Each rego 
  includes a brief description, as well as important 
  locations within that rego.
  Rego CoRna
  A century ago, Rego Corna (“Crown Sector”) was the center 
  of Imperial Cheliax. When House Thrune left Westcrown, 
  the neighborhood retained its grandeur but not its political 
  importance. Now, as the new headquarters of the Glorious 
  Reclamation, it is recovering its former influence.
  1. Korradath: Once the capitol of Imperial Cheliax, the 
  Korradath was used merely as offices and meeting halls 
  under the reign of House Thrune. Lord Marshal Alexeara 
  Cansellarion claimed the building as the seat of power 
  of the Glorious Reclamation. This castle, fortified against 
  attack from water, land, and air, has never been captured 
  by force. See page 44 for more details on this location.
  2. Vaneo Drovenge: Once the manor house of the most 
  powerful family in Westcrown, this three-story building 
  of striking green marble is topped with black slate 
  shingles. After the dramatic collapse of House Drovenge 
  6 years ago, thieves—and the former servants—quietly 
  stripped the manor of its valuables.
  3. Dorjanala: Built in 4436 ar for Queen Dorjana, 
  this palace contains several opulent suites and a three-
  story solarium with glass panes set into a delicate metal 
  framework. When the Glorious Reclamation came to 
  Westcrown, Cheliax’s highest-ranking cleric of Iomedae, 
  Second Sword Knight Bellinia Dorjana, claimed her 
  ancestor’s palace as her home. See page 26 for more 
  details on this location.
  Rego Laina
  The large central islands of Trium and Islatra constitute 
  “Blade Sector.” Westcrown’s aristocracy converted most 
  of the former smithies and armories located here into 
  impressive and even outre manors to showcase their 
  proximity to the capitol.
  4. Trivardum: The sprawling Trivardum originally 
  housed the three most powerful families in Westcrown 
  (Houses Drovenge, Julistarc, and Oberigo). Now the 
  grand structure serves as a market and upscale inn. The 
  penthouse suite is occupied by the politically gifted Vors 
  Kyniar, the Taldan ambassador to Westcrown, who has 
  worked more closely with the city’s new leadership than 
  he ever did with House Thrune. See page 30 for more 
  details on this location.
  5. Miratanza: The canal between Rego Laina and Rego 
  Aerum widens into a large pool bordered by four arches 
  of red-and-black marble. Vendors pole their adels into 
  this pool to sell their wares to the servants of the wealthy 
  inhabitants of Parego Regicona.
  Rego aeRum
  “Treasure Sector” is the youngest of Westcrown’s regos, 
  having been developed in the last few centuries. It 
  contains the homes of less influential noble families and 
  exclusive shops, salons, and restaurants. 
  6. Vaneo Tilernos: A comparatively small manor, 
  Vaneo Tilernos is a soaring construction of wood and 
  glass topped with a gold-painted roof visible from the 
  mainland over the parego’s walls. As the traditional 
  mayor’s residence in Rego Sacero was consumed in an 
  explosion of hellfire 6 years ago, Lord-Mayor Tilernos 
  performs his few duties from this manor.
  Rego SaCeRo
  Although Westcrown was called “Home of Aroden” for 
  much of its history, many other faiths were drawn to the 
  city and set up their temples, shrines, and parsonages 
  around of Aroden’s holy hill. This southern rego now 
  also contains many artists and specialty shops.  
  7. Imperial Marina: The Imperial Court commandeered 
  the land on the easternmost promontory of the mainland 
  in 4634 ar in order to establish naval supremacy over 
  67
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  1
  2
  3
  4
  6
  5
  7
  8
  9
  10
  12
  13
  11
  14
  15
  16
  17
  ADIVIAN RIVER
  SOUTHRUN
  GEMCROWN BAY
  Rego Sacero
  Rego Pena
  Rego Scripa
  Rego Crua
  Rego Cader
  Rego Corna
  Rego Laina
  Rego Aerum
  WESTCHANNEL
  DHAENFLOW
  WESTCROWN
  0
  2 MILES
  N
  68
  
  river trade. The marina was one of the first loyalist 
  strongholds the Iomedaeans seized when they conquered 
  the city. The Glorious Reclamation has few ships of its 
  own, however, so the marina is mostly empty now, save 
  for a prison barge hosting some Wiscrani nobility who 
  oppose the Glorious Reclamation. The prison barge is 
  detailed further on page 31.
  8. Qatada Nessudidia: This tall gothic building served 
  as the center of Asmodean faith in Westcrown for decades, 
  its blood-red skylight shining over the city. Containing 
  several lecture halls and one of the largest libraries in 
  Westcrown, the Qatada Nessudidia also served as a center 
  of learning, albeit with a decidedly diabolic bent. The 
  Glorious Reclamation has now cleansed the cathedral 
  and repurposed it into a prison for important captives, 
  including Westcrown’s high priest of Asmodeus, Jarvaxus 
  Garestic. See page 19 for more details on this location.
  9. Aroden’s Rise: This double plateau rises 200 feet 
  above the river. Many irregular paths lead up the hills, 
  their steps worn by a millennium of pilgrims and priests. 
  The shops and shrines on the upper level of the rise 
  remain abandoned, forsaken by their owners when their 
  god vanished. The lower slopes of the rise contain bustling 
  shops, many trading in religious supplies and icons.
  10. Arodennama: Atop Aroden’s Rise stands a massive 
  statue of Aroden, his sword outstretched toward 
  Westcrown Island as though in salute to the Parego 
  Regicona and his chest emblazoned with a massive silver, 
  winged eye. Standing 90 feet tall, the statue is made of 
  gleaming white marble that shows remarkably little 
  deterioration considering its obvious antiquity. Legends 
  hold that the statue predates every other structure in the 
  city and was formed by the quasi-mythic founders of 
  Westcrown from their piety and their prayers.
  Rego Pena
  The economic heart of Westcrown, “Coin Sector” contains 
  Westcrown’s banking trade and wealthy merchant houses 
  that lack political prestige.
  11. Ducotrion: Centrally located in order to best respond 
  to emergencies anywhere within the city, the Ducotrion 
  is a stout, one-story watch station containing the offices 
  of the duxotar and his subordinates. Duxotar Ariende 
  Jharnavar is usually present along with several squads of 
  dottari. See page 33 for more details on this location.
  Rego SCRiPa
  The bureaucratic work of administering an empire 
  was headquartered in “Scribe Sector,” but the former 
  population of bookbinders, scriveners, and law clerks 
  has been in steady decline since the capitol moved to 
  Egorian, replaced by maritime businesses: shipwrights, 
  adeliers, and anglers now predominate in this rego.
  12. Taranik House: Constructed as a scriptorium but 
  closed by Daidian Ruel, the first of the Hellknights, this 
  solid building served as the headquarters of the Order of 
  the Rack for generations. Taranik House is now closed by 
  order of the Glorious Reclamation, although Paralictor 
  Gonville Chard (LE male human ranger 7/HellknightISWG 2) 
  remains at large. 
  13. Adeletti: The adeliers and ferry operators of 
  Westcrown congregate in this cavernous warehouse to 
  relax, swap stories, and teach junior members the tricks 
  of their trades. As the warehouse juts over the water, 
  adeliers pole their barges under the building to access it. 
  See page 17 for more details on this location.
  14. Canaroden: Westcrown’s longest and deepest canal 
  separates Parego Spera from Parego Dospera. The walls of 
  the Canaroden contain centuries-old friezes depicting the 
  founders of Westcrown on the south and the 12 guises of 
  Aroden on the north. The Canaroden and its friezes predate 
  much of the city but, as with the Arodennama, the carvings 
  seem supernaturally resistant to deterioration and damage. 
  Although eight bridges decorated with winged horses once 
  arched over the dark waters of the Canaroden, only two of 
  these bridges survive: the westernmost Bladewing Bridge 
  and the easternmost Truemount bridge.
  Rego CRua
  Businesses based in blood or suffering, such as butcheries, 
  tanneries, and slave markets, have predominated in 
  “Blood Sector” for generations, giving the tenement-
  filled region an odor as poor as its reputation. 
  15. Pleatra: Westcrown’s massive slave market is the largest 
  building in Rego Crua and has a labyrinth of cell-lined 
  corridors and auction galleries. After abolishing slavery 
  in Westcrown, the Glorious Reclamation repurposed this 
  building into an army garrison. Many of the freed slaves 
  remain, serving the army as soldiers or dogsbodies.
  16. Obrigan Gate: The only obvious passage between 
  Rego Crua and Rego Cader, the Obrigan Gate was built 
  by the now-disgraced House Oberigo centuries ago to 
  control passage between the two regos. See page 37 for 
  more details on this location.
  Rego CadeR
  Westcrown’s northern rego is a ruin where bandits and 
  predatory monsters stalk those desperate enough to live 
  here. The Glorious Reclamation patrols the walls between 
  Rego Cader and Rego Crua, but its only presence inside the 
  rego are zealous crusaders acting on their own initiative. 
  17. Dusk Market: The Dusk Market has historically 
  wandered throughout Rego Cader, setting up each 
  evening in a different ruined building or weed-choked 
  public square. Since the Glorious Reclamation doesn’t 
  patrol Rego Cader, however the Dusk Market has set up 
  permanently in the ruins of a theater called the Starlet’s 
  Cage. Drugs, slaves, poisons, and worse are all available, 
  and the market’s shifty vendors are surprisingly collegial 
  in referring business to each other.
  69
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  70
  CONTINUING THE 
  CAMPAIGN
  H
  istorians make war impersonal. ‘These forces took that town. The other 
  forces reclaimed it.’ An academic summary ignores the blood and fervor 
  and confusion of it all. War damages a soldier, and in ways you’d never expect. 
  I had friends and relatives die, some killed by the harsh discipline of their own 
  commanders. Bad as that was, it was worse to see strangers die, fighting for a 
  cause they may not trust, dying in every engagement and upon every blood-
  soaked scrap of contested land. They have cherished beliefs and unfulfilled 
  dreams that you’ll never know. The day I read ‘The Glorious Reclamation took 
  Westcrown and House Thrune took it back’ in a history book, I’ll know that the 
  blood spilled outside of Citadel Rivad and in Wiscrani canals is forgotten. It’ll 
  make me angry enough to spill blood again.”
  —Ghelmic Herve, retired soldier
  
  T
  he Hell’s Vengeance Adventure Path concludes 
  with “Hell Comes to Westcrown,” but there 
  are more adventures to be had following this 
  campaign. By the time this Adventure Path concludes, 
  the PCs have defeated the Glorious Reclamation and 
  secured House Thrune’s control over most of Cheliax. 
  Depending upon how this Adventure Path ends for your 
  party, there numerous ways to expand your campaign. 
  In addition to the suggestions listed in this article, a 
  GM can use information in Pathfinder Campaign Setting: 
  Cheliax, The Infernal Empire for further exciting encounters 
  in Cheliax.
  Corrupting Heart’s Edge: The PCs can seek to corrupt 
  Heart’s Edge, Lord Marshal Cansellarion’s legendary 
  sword, rather than trying to destroy it. See page 74 for 
  more information on the tasks required.
  Dangerous Politics: As renowned champions of House 
  Thrune, the PCs might enter the perilous waters of 
  Chelish politics. Each player character who makes his 
  or her political ambitions known receives an immediate 
  appointment as a paracount or paracountess over a small 
  town in the sleepy Turanian Hills. This second-rate 
  installation is a test for the PCs, as Queen Abrogail expects 
  them to leverage this initial position into a greater station 
  with the elegant plotting of true Chelish aristocracy. 
  Clerics, inquisitors, or warpriests of Asmodeus might 
  instead wish to rise through the ranks of the church, 
  which is no less treacherous than secular politics. 
  Eliminate the Angel Knight: The PCs can storm the 
  fields of Heaven to defeat the ascended incarnation 
  of one of their old enemies, the Angel Knight Lencia 
  Visserene. See page 72 for more information on this 
  dangerous quest. 
  Fight the Heroes: If you complete both the Hell’s 
  Rebels and Hell’s Vengeance Adventure Paths, you can 
  have the evil PCs face off against the victorious Silver 
  Ravens. Arranging this fight requires a bit of preparation, 
  because the terms of the Kintargo Contract prevent 
  agents of House Thrune (such as the Hell’s Vengeance 
  PCs) from simply storming into Kintargo with Chelish 
  armies at their command. The evil characters might 
  issue an overt challenge to the Silver Ravens or attempt 
  some ruse to lure the Silver Ravens into Cheliax, such 
  as a fake plea for rescue from remnants of the Glorious 
  Reclamation. Alternatively, the evil PCs might formally 
  renounce their allegiance to House Thrune, making them 
  free agents able to enter the Silver City and confront the 
  Hell’s Rebels PCs.
  No matter how you plan to establish this ultimate fight 
  between champions of good and agents of evil, carefully 
  consider the feelings of your players. Some might not 
  want to see their victorious heroes (or villains) meet an 
  ignominious end at the hands of their fellow players—
  or themselves!—so get everyone on board with this 
  confrontation beforehand.
  Hellknight Ambitions: If the PCs include a 
  Hellknight, they might leverage their acclaim into 
  resurrecting a defunct Hellknight order or establishing 
  a new Hellknight order with its own agenda. The 
  Hellknight PC should shoulder the burden of the new 
  order’s leadership, but other PCs can assist by quelling 
  dissent, training signifers, and establishing diplomatic 
  relationships with other Hellknight orders.
  Imperial Expansion: Cheliax has a long history of 
  imperial expansion, and Queen Abrogail might recoup 
  the land lost to Kintargo’s secession by annexing land 
  from a neighboring nation. The vassal state of Isger is 
  ripe for formal incorporation as the Archduchy of Isger. 
  Diplomatic PCs might be tasked with engineering this 
  annexation, which requires quelling the bandit lords 
  and necromancers active in Isger’s hinterlands, making 
  contact with the remote monastery-orphanages of 
  Asmodeus, and deposing Steward Hedvend VI in Elidir. 
  Alternately, Queen Abrogail might make the bolder 
  move of annexing northeast Rahadoum. Conquest-
  minded PCs would need to crush the desert tribes and 
  lead the Chelish navy against Rahadoum’s ports, while 
  stealthy PCs could spread dire plagues to cripple the 
  godless defenders.
  Negotiations with Nidal: Nidal is not bound by the 
  Kintargo Contract and shares a border with the fledgling 
  free state of Kintargo; if properly encouraged, Nidal 
  could send assassins and saboteurs into Kintargo where 
  Cheliax cannot. Queen Abrogail might designate the 
  PCs as secret envoys to Nidal’s sinister Umbral Court, 
  requiring the PCs to negotiate with the duplicitous 
  Nidalese aristocracy in Pangolais. Several groups would 
  oppose the PCs if they learned of this mission, including 
  the nation’s secret followers of Desna and the Silver 
  Ravens themselves.
  What If the PCs Lose? If the PCs fail to defeat Lord 
  Marshal 
  Cansellarion, 
  the 
  Glorious 
  Reclamation 
  solidifies its control of Westcrown and imprisons 
  surviving enemies, such as High Priest Jarvaxus Garestic. 
  The Chelish navy proves unable to effectively blockade 
  the city, as skilled Wiscrani sailors and angelic allies 
  slip through the cordon. Alexeara Cansellarion makes a 
  series of public proclamations from the Korradath: she 
  bans the worship of Asmodeus within Cheliax’s borders, 
  issues a standing execution order for all members 
  and agents of House Thrune, and declares herself the 
  Heavenly Majestrix, the rightful ruler of Cheliax. These 
  proclamations tip Cheliax into a civil war centered on 
  armed conflict between Westcrown and Egorian. House 
  Thrune must assemble all of its allies just to survive. 
  In addition, the PCs’ failure to defeat the Glorious 
  Reclamation breaks the infernal contract they signed 
  with Queen Abrogail in Pathfinder Adventure Path #106: 
  For Queen & Empire, and their souls are now consigned to 
  Asmodeus and Hell for eternity.
  71
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  KILLERS IN HEAVEN 
  One of the PCs’ erstwhile enemies, the “Angel Knight” 
  Lencia Visserene from Pathfinder Adventure Path #103, has 
  been reborn in Heaven and become a leader in Heaven’s 
  armies. Queen Abrogail demands that the PCs address 
  this “loose end,” as her infernal allies are concerned 
  about the Angel Knight’s military acumen and existing 
  grudge against the nation of Cheliax. 
  Lencia Visserene ascended through Heaven’s ranks 
  quickly after her defeat at the PCs’ hands; the Angel 
  Knight is now a solar angel with a paladin’s zeal. As the 
  Angel Knight rarely leaves Proelera, the training fields 
  in Heaven’s second level, the PCs must take the fight 
  into Heaven to defeat their foe, hoping to preempt any 
  invasion force she may be mustering.
  The PCs’ first hurdle is to determine how best to enter 
  Heaven. Deception is unlikely to succeed, as archons 
  have been wise to fiendish duplicity for longer than 
  humankind has existed. A military solution is a better 
  option: if the PCs bring a large force against the walls of 
  Heaven, they can slip past while its celestial guardians 
  are occupied. 
  The refocused Inferno Gate (see page 24) allows 
  the PCs to draw upon a veritable army of devils, given 
  sufficient time. The PCs need a gate to transport this 
  army to Heaven’s Shore, the only part of the plane easily 
  accessible to visitors. There, outside the gates of Heaven, 
  the PCs muster their troops. Two norns (Pathfinder 
  RPG Bestiary 3 202) called the Goodly Sisters await an 
  appointment in Heaven there. Seeing an opportunity 
  to curry celestial favor, the Goodly Sisters attempt to 
  eliminate the PCs.
  Heaven’s very nature impedes visitors who are 
  chaotic or evil—several of its planar traits (Pathfinder 
  RPG GameMastery Guide 184) will hinder the PCs. First, 
  Heaven is strongly good- and law-aligned. Creatures 
  that are nongood or nonlawful take a –2 penalty on all 
  Intelligence-, Wisdom-, and Charisma-based checks. 
  This penalty is –4 for creatures that are both nongood 
  and nonlawful. Second, spells and spell-like abilities 
  with the lawful or good descriptor (such as those cast 
  by the PCs’ foes) are enhanced, functioning as if the 
  caster level were 2 higher than normal. Finally, spells 
  with the chaotic or evil descriptor are impeded. To cast a 
  spell with the chaotic or evil descriptor, the caster must 
  attempt a concentration check (DC = 20 + the level of the 
  spell). If the caster fails, the spell does not function but is 
  still lost as a prepared spell or spell slot. If she succeeds, 
  the spell functions normally.
  Once the infernal army is amassed at Heaven’s 
  Shore, the PCs must send it against the plane’s border 
  fortresses and well-defended walls. You could run this 
  assault using the mass combat rules from Pathfinder RPG 
  Ultimate Combat, but the goal is to use the infernal army’s 
  inevitable defeat against Heaven’s experienced defenders 
  to buy the PCs time and conceal their entry into Heaven’s 
  first layer, Threshold. One of the countless bastions 
  defending the wall is detailed in Pathfinder Campaign 
  Setting: Heaven Unleashed, which can provide either an 
  easy-to-run series of encounters or inspiration for you to 
  customize your own defenses.
  The PCs must quickly seek passage from Threshold 
  to Proelera. A nearby isolated mountain valley between 
  the two layers is guarded by the Stonegrinder Choir, four 
  celestial moon giants (Pathfinder RPG Bestiary 5 288, 122). 
  The Stonegrinder Choir remains vigilant for intruders, 
  but knowledgeable PCs may recall that moon giants 
  enjoy lively philosophical debate. Silver-tongued PCs 
  might engage the guardians in conversation while less 
  diplomatic PCs prepare a stealthy attack. 
  After the PCs have gained access to Proelera, the 
  training grounds of Heaven’s armies, they are likely to 
  encounter several units of bold trumpet archons and 
  their star archon commanders (Pathfinder RPG Bestiary 
  2 32), all eager to confront intruders. Well-trained in 
  battlefield tactics, they use fortifications, defensive 
  traps, and siege engines to their advantage. Proelera is 
  vast, allowing the PCs to rest between their hit-and-run 
  strikes against Heaven’s soldiers. 
  As the PCs’ victories in Heaven accumulate, word of 
  their presence reaches the Angel Knight’s ears. The solar 
  strides forth to do battle against the PCs personally, 
  commanding the celestial legions to stand aside and 
  “receive a lesson about fighting upstart trespassers.” The 
  PCs should leverage knowledge of the Angel Knight’s 
  past to tip this battle in their favor. Presenting the Angel 
  Knight with tangible reminders of Lencia Visserene’s 
  ignoble defeat, the innocents of Longacre who suffered 
  due to her actions, or even her mortal disfigurements 
  temporarily staggers the Angel Knight.
  If the PCs defeat the Angel Knight in Heaven, they will 
  have eliminated one of the greatest new forces of good 
  from the multiverse, strengthening Cheliax and Hell’s 
  power by comparison. Such actions do not go unnoticed, 
  however, and the PCs may find even stronger Heavenly 
  hosts (including Empyreal Lords) bearing down on them 
  in retribution.
  THE ANGEL KNIGHT 
  CR 25
  XP 1,638,400
  Female solar angel paladin 5 (Pathfinder RPG Bestiary 12)
  LG Large outsider (angel, extraplanar, good)
  Init +8; Senses darkvision 60 ft., detect evil, detect snares 
  and pits, low-light vision, true seeing; Perception +34
  Aura courage (10 ft.), protective aura
  DEFENSE
  AC 46, touch 13, flat-footed 42 (+14 armor, +3 Dex, +1 dodge, 
  +19 natural, –1 size; +4 deflection vs. evil)
  hp 582 (27d10+434); regeneration 15 (evil artifacts, effects 
  and spells)
  72
  
  Fort +43, Ref +23, Will +37; +4 resistance vs. evil, +4 vs. poison
  DR 15/epic and evil; Immune acid, cold, disease, fear, 
  petrification; Resist electricity 10, fire 10; SR 34
  OFFENSE
  Speed 35 ft., fly 150 ft. (good)
  Melee +2 holy vorpal longsword +42/+37/+32/+27 
  (2d6+16/17–20 plus 2d6 vs. evil) or
  slam +35 (2d8+7)
  Ranged +5 composite longbow +35/+30/+25/+20 
  (2d6+19/×3 plus slaying arrow)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel positive energy 5/day (DC 21, 3d6), 
  smite evil 2/day (+9 attack and AC, +27 damage)
  Spell-Like Abilities (CL 20th; concentration +29)
  Constant—detect evil, detect snares and pits, discern 
  lies (DC 23), true seeing
  At will—aid, animate objects, commune, continual 
  flame, dimensional anchor, greater dispel 
  magic, holy smite (DC 23), imprisonment (DC 28), 
  invisibility (self only), lesser restoration, remove 
  curse, remove disease, remove fear, resist 
  energy, speak with dead (DC 22), summon 
  monster VII, waves of fatigue
  3/day—blade barrier (DC 25), earthquake, 
  heal, mass charm monster (DC 27), 
  permanency, resurrection, 
  waves of exhaustion
  1/day—greater restoration, 
  power word blind, power 
  word kill, power word stun, 
  prismatic spray, wish
  Cleric Spells Prepared (CL 20th; 
  concentration +29)
  9th—etherealness, mass heal, 
  miracle, overwhelming presenceUM 
  (DC 28), storm of vengeance (DC 28)
  8th—fire storm (DC 27), holy aura (2), 
  mass cure critical wounds (2)
  7th—destruction (DC 26), dictum, 
  ethereal jaunt, holy word (DC 26), 
  regenerate
  6th—banishment (DC 25), heroes’ 
  feast, mass cure moderate 
  wounds, undeath to death 
  (DC 25), word of recall
  5th—break enchantment, breath 
  of life (DC 24), dispel evil, plane 
  shift (DC 24), righteous might, 
  symbol of sleep (DC 24)
  4th—cure critical wounds (2), death ward, 
  dismissal (DC 23), freedom of movement, 
  neutralize poison
  3rd—cure serious wounds, daylight, 
  invisibility purge, magic circle 
  against evil, prayer, wind wall
  2nd—align weapon, bear’s endurance, bull’s strength, 
  consecrate, cure moderate wounds, eagle’s splendor
  1st—bless, cure light wounds (2), divine favor, entropic 
  shield, shield of faith (2)
  0 (at will)—detect magic, purify food and drink (DC 19), 
  stabilize, virtue
  Paladin Spells Prepared (CL 2nd; concentration +11)
  1st—bless weapon (3), knight’s callingAPG (DC 20)
  STATISTICS
  Str 38, Dex 18, Con 40, Int 23, Wis 29, Cha 28
  Base Atk +27; CMB +42 (+44 bull rush); CMD 57 (59 vs. 
  bull rush)
  Feats Cleave, Critical Focus, Deadly Aim, Dodge, Great 
  Fortitude, Improved 
  Bull Rush, Improved 
  Critical (longsword), 
  Improved Initiative, 
  Iron Will, Lightning 
  Reflexes, Mobility, 
  Power Attack, 
  Staggering Critical, 
  Toughness
  Skills Craft (armor) +31, 
  Diplomacy +34, Fly +28, 
  Heal +22, Intimidate +32, 
  Knowledge (history) +31, 
  Knowledge (nature) +31, 
  Knowledge (nobility) +19, 
  Knowledge (planes) +31, 
  Knowledge (religion) +31, 
  Perception +34, Sense Motive +34, 
  Spellcraft +31, Stealth +22, 
  Survival +34
  Languages Celestial, Draconic, 
  Infernal; truespeech
  SQ change shape (alter self), 
  divine bond (weapon +1, 1/
  day), lay on hands 11/day 
  (2d6), mercy (sickened), 
  strike of the Angel Knight
  Gear +5 mithral full 
  plate, +2 holy vorpal longsword, +5 
  composite longbow (+14 Str), belt of 
  physical might +6 (Str, Con)
  SPECIAL ABILITIES
  Slaying Arrow (Su) The Angel 
  Knight’s bow needs no ammunition, 
  and automatically creates a slaying arrow 
  of the Angel Knight’s choice when drawn.
  Spells The Angel Knight can cast divine spells as if she 
  were a 20th-level cleric. She does not gain access to 
  domains or other cleric abilities.
  Strike of the Angel Knight (Su) The Angel Knight adds an 
  amount equal to her racial Hit Dice to the damage of her 
  smite evil ability.
  73
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  CORRUPTING HEART’S EDGE
  After defeating Alexeara Cansellarion, the PCs likely 
  acquired the artifact Heart’s Edge. This powerful 
  longsword was once carried by Iomedae when she was 
  a mortal, 900 years ago. As is typical for artifacts, it has 
  been at the center of significant events: the Order of the 
  Godclaw’s refusal to surrender the sword to the church 
  of Iomedae initiated the events of the Hell’s Vengeance 
  Adventure Path. Heart’s Edge is unlikely to be useful for 
  the PCs, as it is a holy weapon with powerful effects in 
  the hands of a paladin. The method of destroying the 
  artifact is included with its description on page 56, but 
  the PCs may prefer to corrupt Heart’s Edge in order to use 
  it themselves as a weapon against good. 
  Just as 11 sacred acts empowered Iomedae to ascend to 
  godhood, corrupting Iomedae’s sword requires 11 unholy 
  tasks, each tied in some way to a sacred act the Inheritor 
  performed on her path to divinity. Spells such as legend 
  lore automatically reveal these tasks if you want the PCs 
  to begin them right away. Alternatively, these tasks might 
  be hidden from mortal magic, requiring the PCs to 
  embark upon a separate adventure to consult with Hell’s 
  sages to learn about them. The tasks can be performed 
  in any order.
  First: Feed 11 clerics of Iomedae to a colossal creature 
  with the swallow whole ability, such as one of the 
  crimson worms (Bestiary 230) of the Storval Plateau or the 
  Monarch Worm Chemnosit, then follow the clerics into 
  the beast’s gullet and slay any survivors with Heart’s Edge. 
  The death of the devouring beast itself is not required 
  (and in fact, if the beast is one of the powerful Spawn 
  of Rovagug, it might not be within the PCs’ power). For 
  more information on Chemnosit, see page 47 of Pathfinder 
  Campaign Setting: Inner Sea Bestiary. This symbolically 
  undoes Iomedae’s rescue of her allies from the belly of 
  the beast Nakorshor’mond.
  Second: Secretly replace the ruling council of Senghor 
  with a coven of hags and witches, and ensure that the 
  coven’s presence is not discovered for at least a month. In 
  addition, the false Speaker of the Council of Elders must 
  carry Heart’s Edge throughout the month. As Senghor 
  is a large city and its ruling council members are all 
  publicly active, this task likely requires powerful illusion 
  magic. In addition, the coven’s predilection to sow chaos 
  and abuse their authority could jeopardize the plot. For 
  more information on Senghor, see page 43 of Pathfinder 
  Campaign Setting: Heart of the Jungle. This represents the 
  negation of Iomedae’s victory over the coven of witches 
  that ruled the city prior to her arrival.
  Third: Resurrect Segruchen the Iron Gargoyle, the 
  self-styled King of the Barrowood, by reuniting his body 
  and his soul. First, the PCs must recover Segruchen’s 
  remains from the impact crater in the Barrowood where 
  Iomedae killed him. The PCs made several enemies in 
  the Barrowood during the events of Pathfinder Adventure 
  Path #106, and these foes take advantage of the PCs’ 
  return to enact their revenge. Second, the PCs must 
  recover Segruchen’s soul from his master, the demon 
  lord Xoveron. The PCs must travel to the Abyssal city 
  of Ghahazi, Xoveron’s realm, to negotiate for the soul’s 
  release. For more information on Xoveron, see page 84 of 
  Pathfinder Adventure Path #73.
  Fourth: Seek an audience with Arazni, the Harlot 
  Queen of Geb, and convince her to imbue Heart’s Edge 
  with the essences of a regiment of wraiths. Wraiths are 
  citizens of Geb, and Arazni is reluctant to hand over a 
  legion of citizens upon the request of foreigners. She may 
  require a valuable service as payment, such as a mission 
  to recover one of the Bloodstones of Arazni. For more 
  information on the Bloodstones of Arazni, see page 13 of 
  Pathfinder Campaign Setting: Artifacts & Legends. This action 
  represents the defeat of an army of wraiths by Iomedae 
  and a small contingent of soldiers in the Second Battle of 
  Encarthan, aided by Arazni’s blessings.
  Fifth: Beseech Erum-Hel, Lord of the Mohrgs, for his 
  dark blessing upon Heart’s Edge. Erum-Hel broods in 
  Wormsmaw, a dungeon complex located in the Midnight 
  Mountains in the Darklands realm of Orv. The journey 
  to the distant subterranean land is perilous, and the PCs 
  must then overcome Wormsmaw’s traps and guardians 
  before entering Erum-Hel’s presence. The powerful 
  mohrg is likely to aid the PCs, however, in order to gain 
  some measure of revenge against Iomedae, who defeated 
  him at the infamous Battle of Three Sorrows. For more 
  information on Erum-Hel and Wormsmaw, see page 12 
  of Pathfinder Campaign Setting: Undead Unleashed.
  Sixth: Identify the nearly imperceptible flaw in 
  the blade of Heart’s Edge and compel a member of the 
  Whispering Way with at least 20 Hit Dice to repair it. 
  Heart’s Edge was once broken by the Whispering Tyrant, 
  but Iomedae fused the sword back together with a prayer 
  and an oath. A tiny flaw remains in the sword, evidence 
  of the limits of Iomedae’s power. Identifying this flaw 
  requires a successful DC 30 Craft (weapons) check. 
  Once identified, the flaw must be repaired using a ritual 
  passed down from the Whispering Tyrant to his most 
  trusted disciples, many of whom still reside in Ustalav. 
  The Whispering Way seeks more converts to its way of 
  thinking, and therefore demands the PCs slay key wizards 
  in Ustalav and reanimate them as intelligent undead. For 
  more information on the Whispering Way, see page 64 of 
  Pathfinder Adventure Path #45.
  Seventh: Using Heart’s Edge, pin the body of a paladin of 
  Iomedae to the wall of a church dedicated to an evil deity 
  of torture or suffering; the Cathedral of Bone in Nisroch 
  or another temple to Zon-Kuthon works well for this 
  task. Ensure the paladin remains impaled on the sword 
  but alive for 11 days, and fend off all attempts to rescue 
  or heal the paladin during this time. This represents the 
  corruption of the sacred image of Iomedae that appeared 
  74
  
  HEART’S BANE 
  MAJOR
  ARTIFACT
  SLOT none
  CL 20th
  WEIGHT 2 lbs.
  AURA strong abjuration and transmutation
  This sword of twisted black silver has a burst of dark 
  flames adorning the hilt and a pommel shaped like a 
  pair of clawed hands. Its blade continually sheds an aura 
  of shadow equivalent to the darkness spell. Heart’s Bane 
  is a mithral bastard’s sting (Pathfinder RPG Ultimate 
  Equipment 150); normally a +2 mithral longsword, it 
  becomes a +5 unholy mithral longsword (with all of 
  the other abilities of a bastard’s sting) in the hands of 
  an antipaladin. Heart’s Bane also functions as a bane 
  weapon against creatures that worship Iomedae.
  Heart’s Bane grants the following abilities when 
  wielded by an evil creature. The wielder gains a +6 profane 
  bonus to AC and 60 additional hit points. As a swift action 
  up to eight times per day, the wielder can gain a profane 
  bonus equal to the sword’s enhancement bonus on a 
  single Charisma-based skill check or Charisma ability 
  check. As a standard action three times per day, the 
  wielder can force a good creature to reflect on its 
  past misdeeds and be overcome by grief, as per 
  terrible remorse (Pathfinder RPG Ultimate Magic 
  243). Once per day, the wielder can swing Heart’s 
  Bane above her head as a standard action to 
  create an incendiary cloud. Half the damage 
  caused by the spell is fire damage and the other 
  half results directly from unholy power and is 
  therefore not subject to being reduced by 
  resistance to fire-based attacks.
  DESTRUCTION
  If Iomedae’s current herald uses Heart’s Bane to deliver a 
  coup de grace attack to an unwilling paladin of Iomedae, 
  the sword shatters and is permanently destroyed.
  on the wall of an Arodenite temple in Absalom and 
  healed the righteous who touched it, while burning the 
  wicked who approached.
  Eighth: Find the armor that once belonged to the 
  graveknight known as the Black Prince and convince 
  one of the Black Prince’s living descendants 
  to don it. Slay this descendant with Heart’s 
  Edge, reinvigorating the armor with the 
  descendant’s soul and establishing a new 
  Black Prince. These descendants are influential 
  citizens of Vigil, a bastion of law and goodness 
  within the nation of Lastwall, and 
  therefore oath-sworn to be merciful, just, 
  and vigilant in upholding crusader ideals. 
  For more information on Vigil, see page 44 
  of Pathfinder Campaign Setting: Cities of Golarion.
  Ninth: Discover the resting place of the vampire-
  mage Basilov, who still sleeps after his defeat by 
  Iomedae and nine of her knights; Iomedae’s own 
  blood, given freely to the vampire in exchange for the 
  knights’ release from imprisonment, was the very thing 
  that kept Basilov from being utterly destroyed in the 
  ensuing battle. Basilov must be awakened and convinced 
  to give his blessing and place a magical enhancement 
  upon Heart’s Edge. Basilov demands a very specific 
  payment for his services: petitioners must recover the 
  bones of the nine knights who defeated him—now 
  scattered in various Iomedaean reliquaries—and bring 
  them to Basilov to animate as his undead servants.
  Tenth: Befriend the faceless stalkers living in 
  Kantaria, then expose and publicly execute at least 11 
  of these betrayed faceless stalkers with Heart’s Edge. If 
  the PCs already befriended the faceless stalker Linton 
  Demeer in Pathfinder Adventure Path #104, then they have 
  already completed the first part of this quest and can 
  easily reconnect with the faceless stalker community of 
  Kantaria. If the PCs instead fought against Linton and 
  his fellow faceless stalkers, they must work hard to earn 
  their trust to betray them a second time. This betrayal 
  represents the corruption of Iomedae’s victory over the 
  same shapeshifters during her year-long rule of the city 
  in its lord’s absence. 
  Eleventh: Discover a pure-hearted aspirant ready 
  to embark upon the Test of the Starstone in Absalom, 
  slay this aspirant with Heart’s Edge, and hurl the corpse 
  into the bottomless pit surrounding the Starstone 
  Cathedral. As aspirants often attract overzealous 
  hangers-on, the PCs have to first contend with 
  powerful self-proclaimed bodyguards in order to 
  face the aspirant. If you would like to expand your 
  campaign to include mythic rules, the aspirant’s 
  death might unexpectedly produce a bridge of blood 
  stretching across the pit to the Starstone Cathedral, 
  allowing the PCs to attempt the Test of the Starstone 
  themselves. This test was Iomedae’s final sacred act as 
  a mortal, and corrupting it in such a way cements the 
  taint of the rest of their actions in Heart’s Edge.
  Upon completion of the 11 tasks, Heart’s Edge 
  transforms into Heart’s Bane and its appearance changes 
  to match its powers of blood and slaughter (see above). 
  What the PCs do with this sword could range from 
  waging war on the church of Iomedae on a much grander 
  scale to simply creating their own legend based on the 
  deeds they carry out while wielding it. The Inheritor’s 
  followers throughout the Inner Sea region mourn the 
  loss of the sword and all that it represented. The church 
  places a high bounty on the sword’s retrieval, and the 
  most powerful Iomedaeans in the region set out to 
  eliminate the villains who corrupted it in this manner. 
  But equipped with Heart’s Bane, the PCs will certainly be 
  able to put up a fight to keep it out of their hands.
  75
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  M
  aharai stepped forward, but hesitated, as if 
  she thought we might be illusions or ghosts. 
  Her face appeared more drawn than the last 
  time she and I crossed had paths.
  “How...” I’m not even sure she saw me or Jevlia as she 
  focused first on Khem and then Liset and back. “How did 
  you get here?” Her voice cracked. “How is this possible?”
  Drayven stalked up beside her. He pointed at Khem 
  with the white rod, which now looked less like a bone 
  and more like a polished baton. A wand, perhaps? I’d 
  need to get closer to find out.
  “Ah.” His voice rolled as smoothly as his gait. “As 
  determined as his mother. While not surprised, I am 
  actually slightly impressed.”
  “Not surprised?” echoed Maharai. “Liset was dead and 
  my son leagues from here. How could you expect them 
  to be here?”
  I moved beside Khem and laid a hand on his shoulder. 
  “Probably because none of Drayven’s agents returned 
  with the prize he wanted. I believe we’ve proven a bit 
  more of a troublesome lot than he anticipated.”
  The plague priest eyed me and Jevlia. “Who are you? 
  What are you doing here with my son?” 
  “They’re friends, Mother,” said Khem. “Ones who’ve 
  come to help me save you from this devil.”
  “I don’t need saving. Drayven is aiding me.”
  Khem’s head bowed. “I really didn’t want to believe. 
  Mother, what have you done?”
  Drayven’s cutting grin reappeared. “We have made 
  remarkable progress, actually. You should be proud of 
  your mother and all she’s been able to achieve with the 
  proper... motivation.”
  Liset spoke up. “If you thought me dead, Maharai, why 
  leave those markers to guide us here?”
  “Not markers.” Maharai clasped hands in front of her. 
  “They were memorials I left to mourn you. To remember 
  what I was forced to leave behind.”
  “You mourned, yet you didn’t do anything to help me 
  fight?” Liset asked.
  Maharai’s voice snapped like a whip. “You above all 
  should’ve known the lengths I was willing to go. The 
  price I was willing to pay. As ever, anything I’ve done was 
  to save Khem’s life.”
  Khem sighed and shuffled further into the chamber. 
  “But you did, without even realizing it. And then Drayven 
  tried to stop you.”
  “What’re you talking about?” his mother asked.
  “The amulet.” Drayven’s gleaming eyes narrowed. 
  To me, it seemed his form slimmed in some areas and 
  sharpened around the joints. “The one Liset stole from 
  the scroll case we found. It’s the singular piece we lacked 
  to complete our purpose here. And you’ve brought it with 
  you. Asmodeus certainly smiles on us today.”
  Khem tapped his chest with his cane. “The amulet 
  cured me. How do you think I traveled this far?” He 
  nodded at where it now rested around Liset’s neck. “How 
  do you think she stands here still?” 
  Maharai looked shocked. “You possessed the cure and 
  just gave it away?”
  “Liset’s curse was far more severe than mine. She 
  would’ve died already if I hadn’t.”
  “No!” Maharai shook with rage. “I’ll not let you sacrifice 
  yourself this way.” 
  Khem jerked back. “You’d let her die in my stead?”
  “She already did once,” Liset murmured.
  Maharai spun on the devil, hissing. “You knew, didn’t 
  you? That what we’d found could be the cure, but you 
  didn’t tell me. You tried to hide it behind some nonsense 
  about a curse. How could you? You said you’d never lie 
  to me.”
  “I did swear I would never lie,” said Drayven. “And I 
  have not. If you chose to interpret my words in a different 
  fashion than intended, that’s no fault of mine. The only 
  deception here is of your own doing.”
  I coughed. “Though you did send agents to retrieve 
  the amulet from her son, almost killing us both in the 
  process.”
  Maharai’s natural pallor went even more ashen as she 
  looked to Drayven. “Is it true?”
  He leered. “I promised his suffering would end soon. 
  And if he was healed by Liset’s actions, though the 
  healing proved temporary, I hold no fault there. Even 
  Liset’s curse from touching the relic was no lie. You let 
  your own beliefs deceive you there as well.”
  She backed away from him, but toward the wall she’d 
  been studying, rather than us.
  Khem held a hand out. “Mother, please, come with us. 
  We can find a way to make this right. We can undo any 
  harm done.”
  Drayven’s chuckle curdled in my ears. “Oh, dear 
  boy, you have little idea what she’s done to further this 
  venture. Her soul is charred to black and bound for Hell.”
  “No,” Maharai breathed. “You… you were still sent to 
  serve me in this.” She thrust a hand at Khem. “Retrieve 
  the amulet so I can use it to save my son.”
  The devil rumbled. “If you’d asked only the first, I could 
  have readily complied. Though there would have been no 
  guarantee of the second.” He rolled his shoulders back. 
  A CROW’S CAW
  Pathfinder’s Journal: Cowards and Crows 6 of 6
  76
  
  “I was sent, yes, but never to serve you. In truth, I am 
  contracted to serve a lesser noble of House Thrune, who 
  wishes to wield greater power with the artifact I shall 
  deliver to him.”
  His illusion evaporated with startling suddenness, 
  revealing his true self. His tall, bony form didn’t lack for 
  fearsome strength, despite the skeletal frame still clad in 
  his breastplate. His eye sockets burned with a cold flame, 
  and fangs filled his grinning skull. His arms now ended 
  in great claws, one of which 
  gripped a wicked blade, while a 
  massive stinger curled out from 
  the base of his spine. Skeletal 
  wings unfolded from his back, 
  and his feet no longer touched 
  the floor. 
  The 
  first 
  flicker 
  of 
  red 
  brushed past my eyes, and I fought a pulsing in my 
  mind. Oh, Hell. Literally. Living in even Cheliax’s 
  southernmost 
  settlement, 
  I’d 
  had 
  enough 
  exposure to devils to not be panicked by their 
  mere appearance. But here stood—or flew, 
  technically—one who looked quite determined 
  to butcher us on the spot. 
  Jevlia must’ve noticed something in my 
  posture, for she brushed the back of my 
  arm and whispered, “Courage.”
  I swallowed. Never had much of 
  that in the first place, and what little I 
  might’ve possessed seemed a candle’s 
  flame in the face of a wintry gale. 
  Nevertheless, I slipped my punching 
  daggers into either hand and tried to 
  firm up my grip.
  Jevlia shifted ahead of us and Liset 
  joined her, rapier readied. Lightning 
  crackled along the blade.
  Drayven flourished his dagger 
  at Liset. “Little knight, we’ve done 
  this dance before. Are you so eager 
  for another round?”
  He vanished and reappeared 
  behind Liset. As his dagger flashed 
  in, Jevlia flowed into the space, arms 
  and hands blurring to redirect 
  the blow so it whiffed through 
  empty space. Her kick snapped into 
  Drayven’s side. 
  Liset spun and her blade snicked 
  across the devil’s shoulder. He 
  struck aside her follow-up attack 
  faster than I could follow and thrust 
  his tail at Jevlia. She somehow moved 
  with the appendage so smoothly 
  she took control of it, caught hold of 
  the vertebrae right behind the stinger, and jammed it 
  against the floor. 
  Drayven snarled as he lashed back with both taloned 
  feet. She twirled past one kick and ducked backward 
  beneath the other, so low it looked like she bent straight 
  backward at the knees.
  Sweat soaked my shirt beneath the jerkin, though 
  I’d not moved an inch. The fight captivated me, even as 
  terror sank tiny claws into my soul.
  The women fought as 
  if they’d trained to battle 
  together their whole lives. 
  As Drayven tried to strike 
  Liset down, Jevlia shifted 
  about 
  him, 
  diverting 
  his attacks with subtle 
  brushes 
  and 
  nudges. 
  Other times, she negated his blows entirely, making 
  the fight look like an actual dance as she whirled 
  and spun, grasping a forearm, or bowed so a leg 
  swept just past her skull. 
  At the same time, Liset used Jevlia’s 
  distractions and alterations of Drayven’s 
  movements to land blows before the devil 
  could reposition. The fighter moved with 
  impressive precision. Her rapier found 
  the tiniest openings and darted in 
  before Drayven could recover. Yet 
  the devil might’ve been better 
  opposed with a greataxe, for her 
  thinner blade did little to truly 
  damage his bone form.
  At last, with a woman on either 
  side of him, Drayven soared 
  upward until he floated just beneath 
  the chamber ceiling. He spread his 
  wings and arms, reminding me 
  of certain excruciations I’d seen 
  inflicted on Cheliax’s enemies. 
  “Now, this is refreshing,” he said. 
  “A Child of the Upper Reach? I 
  have heard of your weak order, too 
  fearful to embrace true strength. I will 
  enjoy rending your flesh.”
  Jevlia’s only answer: a raised, 
  cupped palm. 
  Shrieking, Drayven dove in. 
  Yet now he focused on Jevlia. He 
  spared a few lashes of his stinger 
  and claws to keep Liset at bay 
  while pressing all attacks on 
  the monk to force her on the 
  defensive. 
  Dagger, 
  stinger, 
  claws, fangs—they came in 
  from multiple directions at 
  Maharai’s eyes gaze dark and deep, 
  as if she’s seen horrible acts 
  she’s barely able to comprehend. 
  Since some of those acts might 
  very well be her own, it’s no wonder 
  she often hides behind a mask.
  77
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  once. Jevlia’s face set in a mask of concentration, yet I 
  could almost hear her calling out to me for help as her 
  moves became more desperate, the misses even more 
  last-second. 
  What could I hope to do against this terrible 
  monster? How could my pathetic daggers so much as 
  touch him when I couldn’t even summon the strength 
  to move? I knew beyond a doubt that if one woman 
  fell, the other would surely follow. Yet I could only 
  stand and stare and shake.
  That’s the coward speaking. You know certain ways to lock 
  joints with a well-placed blade. How to distract a foe so your 
  companions can press the advantage and finish him. You’re 
  just too fearful that if you join the fight now, you’ll be the first 
  to die. 
  Damn right I am, I thought. Too old, too slow, too 
  afraid to be of any good. I should’ve never come on this 
  fool’s journey. I should’ve just taken my chances with the 
  thugs back home.
  Yet the slightest flutter occurred in my chest, rather 
  than in my vision—one that eased my breathing, rather 
  than choked it. I’d clung to an absolute lie back in Khari 
  and helped nobody but myself throughout those twenty 
  long years. If, here and now, there was even the slightest 
  thing I could contribute…the slimmest chance I could 
  give Khem and the others…I would not be able to live 
  with myself if I didn’t at least try.
  But if I couldn’t help them fight Drayven, how else 
  could I assist? 
  Movement in the corner of my eye drew my attention. 
  Khem hobbled toward his mother, who gaped at the 
  fight, as I’d been doing.
  I lurched after the boy, determined not to let him die 
  in noble heroics after all his effort. He, above all, didn’t 
  deserve it. 
  I reached Khem a few feet before he got to his mother 
  and grabbed at his robe.
  “Khem, wait. Can you cast a spell of any—” 
  “Get away from him!”
  I pushed him aside. Maharai rushed me, a mad look in 
  her wide eyes and a dagger similar to Drayven’s in hand. 
  I parried her clumsy thrust. My other dagger shot for her 
  chest—but I froze at the last second, less than an inch 
  from piercing her heart. 
  Despite all she’d done, we’d come to save this woman, 
  from Drayven and herself. How could I possibly kill her 
  in front of Khem? 
  Baring her teeth, Maharai showed no such restraint 
  in regard to my survival. She thrust at me repeatedly. 
  I kept on the defensive as best I could, but unless I 
  found a way to stop her, one attack would slip through 
  eventually. I tried nicking her arms and even score a few 
  shallow cuts, but she kept fighting, not pausing to react 
  to a single wound. If she believed I threatened her son, 
  no doubt only a mortal blow would suffice. 
  Khem cried out from the side. “Mother! Stop! He’s 
  trying to help.”
  She screamed wordlessly and dove at me, dagger 
  leading. At the same time, Khem cast his cane aside 
  and threw himself my way as well. He fell flat, but his 
  outstretched hand touched my boot and he uttered an 
  arcane word.
  Maharai’s blade slashed across my heart. A pale blue 
  glow flashed into being over my jerkin. The dagger 
  rebounded off the light and went spinning away. 
  The plague doctor stopped and stared down at her 
  son, amazed. 
  “You cast that spell?” she asked.
  He half-smiled at her. “Well, yes.”
  “And quite well,” I said, pulling Khem to his feet.
  Her murderous rage dispelled, Maharai stared over at 
  the fight, looking dazed. “What have I done?” She looked 
  to me. “You’re really trying to help, aren’t you?”
  “Can you help us defeat Drayven?” Khem asked. “Please, 
  I refuse to believe you’ve gone so far to be without hope.”
  Maharai shook her head. “No one can stop him. He’s 
  too strong.”
  I pointed a dagger at Khem. “Do you have another 
  spell? Something that’d let me hit him unexpectedly?”
  He dropped a piece of crumbled leather from a 
  clenched fist. “You can briefly go unseen, yes?”
  I nodded. 
  He pulled out what looked like an insect’s leg from a 
  robe pocket. “Wait until I cast the spell before you do. If it 
  works, you should be empowered to leap high and long. 
  Might let you ambush him better.”
  My gut clenched and my hands trembled, almost 
  making me drop the daggers. Was I truly about to 
  attempt this? 
  “Enough!”
  We both turned to see Drayven rise to the ceiling 
  again. He held his blade in one hand and the white rod 
  in the other. Below, Liset and Jevlia maintained weary 
  stances. Liset sported a bleeding wound along her thigh 
  while Jevlia had a cut across one cheek. Otherwise, they 
  appeared intact.
  Drayven glared down at us. “I tire of wasting my time 
  with you mortals. You can’t comprehend the power I 
  wield.”
  “Seems we match it enough to send you fleeing twice,” 
  Jevlia called up.
  One of his wings struck the ceiling. A stone panel 
  dislodged and plummeted toward her, though she 
  dodged it easily. Shards sprayed the area.
  Drayven’s laughter clawed at me. “We stand in one 
  of the towers of the Jistkans, ancient masters who 
  once constructed vast armies of golems. The Poleiheira 
  contained not only much of their magic lore, but also 
  ways to locate and reawaken the golems left behind after 
  the Imperium’s fall.” He waved at Maharai. “The casing 
  78
  
  we found detailed directions to uncover one of the 
  controlling wands used to command such a creation.” He 
  pointed at Liset with the rod, and I hardly had to guess 
  what they’d discovered on entering this chamber. “Yet 
  that amulet is the last piece I need to deliver complete 
  control of the construct to my friend in House Thrune. 
  I may not fully command it, but I can still awaken it and 
  destroy you.”
  Baleful green light surged from the tip of the rod, 
  becoming a beam that lanced through the air and 
  slammed into the altar. Veins of glowing emerald 
  traced crooked paths across the floor and up the 
  walls until they converged above Drayven’s head. 
  A glyph appeared there, identical to the one on 
  Khem’s medallion. 
  The chamber rocked and the clouded sky 
  visible through the balcony arch tilted 
  crazily. The floor shuddered and we 
  all struggled to keep our footing. Khem 
  dropped to his hands and knees and crawled for his cane. 
  Maharai reached out for her son and fell beside him. 
  Yet I teetered about, barely holding my balance. Across 
  the chamber, Jevlia swayed in place, while Liset braced 
  against a pillar.
  Only Drayven remained secure in his airborne 
  position. Great crashes and crackings drowned out his 
  laughter. I expected the floor to explode as a buried 
  golem emerged, or for the ceiling to fall on our heads, 
  exposing an upper vault. Then I realized the bedlam 
  came from outside. 
  The floor continued to tilt and I felt a rising sensation. 
  A thunderous boom sounded, and the chamber quaked 
  in concert. 
  It was then I knew he didn’t intend to summon a 
  golem. We already stood inside one, and had felt the first 
  of its footsteps.
  Liset lost her precarious hold on the pillar and 
  stumbled. Drayven dove for her. She cut wildly with 
  her sword before leaping aside. He swooped past, glee 
  evident even in his skeletal face. Jevlia raced for Liset, 
  able to better navigate the unsteady ground, yet it slowed 
  her fighting as well.
  Drayven flew at one and then the other as they tried 
  to resume their tandem fighting. I could tell he now 
  toyed with them, delighting in their coming doom. Jevlia 
  narrowly avoided a stinger thrust. A clawed backhand 
  sent Liset staggering. 
  The fighter dropped to her knees, gasping. Her rapier 
  rolled away. Jevlia fought to keep her defensive position 
  over the other woman as Drayven rose for another 
  attack run. 
  A hand grabbed my ankle. I nearly kicked back before 
  realizing Khem had once more crawled my way. His lips 
  moved, though another boom kept me from hearing the 
  actual words.
  A jolt shot up my leg and throughout my whole body. 
  My skin tingled, but in an energizing manner, and my 
  muscles vibrated with an invigorating rush of energy like 
  I hadn’t experienced in at least a decade. By the gods, I’m 
  not sure I’d ever felt such focused strength even as the 
  Golden Crow.
  Khem met my eyes and mouthed, “Go,” before 
  releasing me.
  I oriented to the others, all of whom stood at least 
  ten feet away. Drayven faced Jevlia, who held her stance 
  before Liset. He walked in midair toward her, savoring 
  the coming kills. 
  Crouching, I aimed and made with my disappearing 
  trick. I leapt—though this time it felt like I soared. 
  The ground rushed under me as I headed straight 
  for Drayven, crossing the distance in a weightless, 
  breathless instant.
  As I neared, I realized I would actually go over his head, 
  having miscalculated, as I had never taken a magically 
  augmented jump before. 
  I poised my daggers and, just as I flew over his skull, 
  plunged one into the closest eye socket. I reappeared as it 
  jammed in place, metal scratching against bone. Holding 
  tight, I anchored and swung onto the devil’s back. I used 
  the force of my landing to plunge the other dagger into 
  the gap between his neck and breastplate. It sank into 
  the hollow of his collarbone and struck something deep 
  within his chest.
  Drayven’s roar deafened me and his thrash nearly 
  bucked me off. He struck back at me with his own 
  dagger, which I ducked away from. Then he reached 
  back with the other hand as if to stab me with the rod 
  instead. I grabbed hold of the wand with one hand while 
  continuing to grind the dagger into his eye socket with 
  the other.
  He yanked, pulling me forward onto the jutting spines 
  of his skull. Most stabbed into my jerkin, but a couple 
  penetrated and thrust into my chest. I hollered as my 
  flesh ground against those horns, feeling them scrape 
  over sternum and ribs. 
  Splayed over the top of him, I saw Jevlia move in with 
  uncanny grace. She slipped past a spiked knee and kicked 
  sideways, cracking his leg at the joint. Drayven lurched, 
  clawing for balance. 
  Who knew that an 
  unassuming—albeit 
  elegantly carved—piece 
  of ivory could contain 
  ancient, immense power? 
  What other relics such 
  as this might be so easily 
  overlooked by those seeking 
  more obvious sources of 
  wealth or lethality? 
  79
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  Liset appeared, swaying, but aiming straight enough 
  to drive her rapier into the exposed body below the 
  breastplate. Lightning flared. The devil shuddered.
  Then Drayven’s stinger plunged into my back. My 
  scream resounded over the cacophony of the tower’s 
  movement. A burning sensation flared out from the 
  wound. The devil’s venom ate away what strength I had 
  left and I lost my grip, falling to the floor with a crack 
  that reverberated through every bone.
  My outer body went numb, while everything within 
  me writhed from the searing poison. I wanted to clutch 
  my stomach, shouting at the agony, yet I couldn’t even 
  manage that. My dwindling awareness allowed for a few 
  final thoughts.
  That went only slightly better than expected. 
  One of Drayven’s feet thumped down inches from 
  my nose. I waited for the other to squash my skull. He 
  wavered in place, taking hits on all sides from the monk 
  and the swordswoman. He fought back, but feebly, and 
  didn’t seem to have the focus to vanish again.
  With a final bone-shaking wail, he crashed to the 
  ground beside me. He lay still, facing me so that I gazed 
  upon my dagger protruding from his dark socket. The 
  cold burning in the other socket dimmed to nothingness.
  Gods, he’s an ugly bastard.
  Finally, as my sight shrank to a pinpoint, I managed a 
  last comforting thought.
  At least... at least I didn’t die a coward.
  Darkness claimed me then. I floated within it for an 
  unknowable time, barely aware of my own name. Other 
  lights flickered there with me in the void—faint, distant, 
  murmuring in voices I didn’t recognize and languages I 
  didn’t know. I tried to reach out, to touch and connect, 
  but all remained oh-so-distant.
  The single sensation left to me was a growing chill at 
  the center of my being. This became frigid snakes that 
  coiled their way through my core, twining through it, 
  squeezing around my heart and lungs. Making them 
  pump. A rotting hand shoved its way down my throat, 
  forcing the passage open so breath tore through me 
  with savage force. Grave dust drizzled into my veins, 
  nullifying the venom that ravaged them, yet turning my 
  skin clammy.
  Memory burst back into my mind like a block of ice 
  shattering, flinging shards of awareness about my skull. 
  Khem. Maharai. Drayven. Liset. 
  At last, I opened my eyes with a quaking gasp.
  Maharai knelt over me, her fingers frigid where she 
  touched my body. Her breath smelled of blood and decay 
  as she sighed in relief.
  I blinked up at her. “You healed me? Why?”
  She stood and shuffled aside as Khem came forward. 
  The man—I couldn’t think of him as a boy anymore—
  looked somber but relieved.
  “Thank you, Mother,” he said. 
  “What happened?” I started to sit up, but realized 
  my head lay in someone’s lap, and reconsidered my 
  increasingly comfortable position.
  Jevlia’s hand brushed my thinning hair as she looked 
  down at me. “After Drayven fell,” her gaze locked on me, 
  “thanks to your sacrifice, the tower ceased to move. The 
  rod he used has gone missing, perhaps destroyed in his 
  death.”
  “So we... won?”
  Jevlia’s smile erased the last shiver in my flesh. “Yes, 
  you old crow. We did.”
  We picked our way out of the tower and the ruins 
  beyond, taking care with the freshly disrupted earth and 
  loose stone. Once at a safe distance, we took a moment 
  to look back, awed at the sight of the construct. A broad, 
  bestial head had emerged from the earth, its stony 
  trunk and tusks reminding me of pictures I’d seen of 
  creatures from the Realm of the Mammoth Lords. Two 
  forelegs stood like castle pillars, while the rest of the 
  body remained buried. The tower itself rested on the 
  golem’s back.
  “Mother?”
  I turned to see Maharai easing away from us, toward 
  a darker portion of the forest. She stilled at Khem’s call, 
  face creased with sorrow.
  “I’m sorry, my son. But this is where we say farewell.”
  “What?” He moved her way. “But we came all this way 
  for you.”
  Maharai lifted a hand to forestall him. “No, Khem. I’m 
  not the woman I used to be. Certainly not the mother 
  you need. Perhaps I never was. The actions I’ve taken 
  may have damned my soul, and I won’t let them poison 
  you too.”
  “There’s always a chance for redemption,” he said. 
  There are certain things no 
  adventurer should ever go without: 
  a ready stockpile of supplies, 
  trustworthy companions, and a pair 
  of honed blades.
  80
  
  She clutched a fist over her chest. “Maybe I’ll find it 
  then, but not with you. Please. Just know that I’ll always 
  love you. Someday, perhaps you’ll be able to forgive me.” 
  Her gaze drifted to Liset. “Both of you.”
  With a final nod at us all, the plague doctor donned 
  her mask and retreated into the gloom.
  Khem remained staring in that direction for half an 
  hour, and I could only guess at the thoughts running 
  through his mind. Liset finally roused him, but he stayed 
  silent as we gathered ourselves to head back the way we’d 
  come. Fortunately, the mule and cart had survived, which 
  eased our passage somewhat. Corentyn awaited.
  We met no trouble other than a spot of rain that 
  muddied the paths and doused us for much of a day. 
  Finally reaching the southern edge of the Anferita Wood, 
  we joined travelers on the main road. Yet at the gates to 
  Corentyn, our group paused for another parting. 
  Liset and Khem looked down from their seats on the 
  cart, frowning at Jevlia and me. Khem remained in his 
  stooped, withered state, but with a fresh strength. Liset 
  sat proudly beside him, looking content to act as his 
  guard—though the arm she slipped through his spoiled 
  the professional image. 
  “You’re sure you won’t come with us?” Khem asked. 
  I grinned and swept a bow. “Not right yet, Master 
  Khem, though I may catch up with you in time. But go 
  for now and be as happy as you can. I’m sure there’s still 
  a cure to what ails both of you waiting to be discovered.” 
  I put my arm around Jevlia’s waist, pleased she didn’t 
  shift away. “We both have our own matters to resolve that 
  would simply slow you down. Take care of each other. 
  Enjoy the time you have.”
  As they trundled off, I faced Jevlia.
  “You’re not staying either, are you?” At her knowing 
  look, I sighed. “I don’t suppose it’s too much to wish that 
  I’d ever see you again?”
  She smiled softly. “Perhaps you may. But not as Jevlia.” 
  Then she pulled me into another fierce kiss, leaving me 
  breathless as she headed through the gate. She vanished 
  into the crowd from one blink to the next.
  With her lingering kiss on my lips, I whistled and 
  started walking. What a lovely day.
  As I sauntered through the gates, I reached inside my 
  cloak and touched the ivory rod resting in its pocket. 
  What old debts might the Pathfinder Society consider 
  repaid if I brought them such a treasure?
  There are certain sights in the world that are truly once-in-a-lifetime 
  experiences. Gazing upon a tower that rests on the back of such a 
  massive construct as this Jistkan behemoth readily qualifies as such. 
  Should I ever encounter another creature of this sort, I can only hope I 
  won’t be within the tower on its waking that time around.
  81
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  82
  BESTIARY
  B
  ertheford first visited me twenty years ago. Said he wanted to help 
  me fend off some crooks and charlatans who had it out for me. Seems 
  I’d made enemies of them when they thought they were swindling me and 
  discovered I’d pulled a fast one on them instead. Humans. Anyway, that was 
  just the first of many times that feisty badger came to my aid. He liked the 
  taste of my honey cakes and simply loved the fights he got into on my behalf. 
  I tried asking him to work for me full time, but he said he would protect me 
  only when I got in over my head. Luckily, I did that a lot back then. Since I 
  came to Brastlewark and settled down, I haven’t seen Bertheford. Either I 
  don’t need his protection any more, or he’s been called to defend someone 
  else who needs him more. Either way, I owe my life to him, and I miss him.”
  –Gilrenton Saddlewindit, retired Brastlewark ne’er-do-well
  
  T
  his month’s adventure pits the villains against 
  the armies of the Glorious Reclamation as they 
  fight to determine the fate of the uprising and 
  the city of Westcrown. These armies are represented as 
  new creatures with the troop subtype, as described below. 
  The specific troops that appear in this adventure can be 
  found on pages 90–91. 
  Troops
  The troop subtype represents an organized group 
  of trained soldiers who act as a unit, rather than as 
  individuals. A troop is something of an abstraction, 
  in that the component creatures within the troop are 
  mostly irrelevant; only the troop as a whole matters for 
  the purposes of combat. A troop is similar to a swarm, 
  but is normally composed of Small or Medium creatures. 
  Large groups of Tiny or smaller creatures should use the 
  normal swarm rules.
  Troop Subtype: A troop is a collection of creatures that 
  acts as a single creature, similar to a swarm, but as part of 
  a military unit. A troop has the characteristics of its type, 
  except as noted here. A troop has a single pool of Hit 
  Dice and hit points, a single initiative modifier, a single 
  speed, and a single Armor Class. A troop attempts saving 
  throws as a single creature.
  A single troop occupies a 20-foot-by-20-foot square, 
  equal in size to a Gargantuan creature, though the actual 
  size category of the troop is the same as that of the 
  component creatures. The area occupied by a troop is 
  completely shapeable, though the troop must remain in 
  contiguous squares to accurately reflect the teamwork of 
  trained military units. A troop has a reach equal to that 
  of the component creatures based on size or armament. 
  A troop can move through squares occupied by enemies 
  and vice versa without impediment, although the 
  troop provokes an attack of opportunity if it does so. A 
  troop can move through any area large enough for its 
  component creatures. 
  The exact number of a troop’s component creatures 
  varies, but in general, a troop of Small or Medium 
  creatures consists of approximately 12 to 30 creatures. 
  Larger creatures can form troops, but the area occupied 
  by such a troop should increase proportionally according 
  to the size of the component creatures.
  Troop Traits: A troop is not subject to flanking, but 
  it is subject to critical hits and sneak attacks if its 
  component creatures are subject to such attacks. 
  Reducing a troop to 0 hit points or fewer causes it to 
  break up, effectively destroying the troop. Until that 
  point, however, any damage taken by the troop does 
  not degrade its ability to attack or resist attacks. A 
  troop is never staggered or reduced to a dying state by 
  damage. Also, a troop cannot be subject to a bull rush, 
  dirty trickAPG, disarm, dragAPG, grapple, repositionAPG, 
  or trip combat maneuver, unless it’s affected by area 
  effects that include such effects. A troop can grapple 
  an opponent. 
  A troop is immune to any spell or effect that targets 
  a specific number of creatures (including single-target 
  spells such as disintegrate and multiple-target spells such 
  as haste), though it is affected by spells or effects that 
  target an area or a nonspecific number of creatures (such 
  as fireball or mass hold monster). A troop takes half again 
  as much damage (+50%) from spells or effects that affect 
  an area. If a troop is rendered unconscious by means of 
  nonlethal damage, it disperses and does not reform until 
  its hit points exceed the nonlethal damage it has taken.
  Troop Attack: Creatures with the troop subtype 
  don’t make standard melee attacks. Instead, they deal 
  automatic damage to any creature within reach or whose 
  space they occupy at the end of their move, with no attack 
  roll needed. A troop’s stat block has “troop” in its Melee 
  entry with no attack bonus given. The amount of damage 
  a troop deals is based on its Hit Dice, as shown below, 
  plus its Strength modifier.
  Troop HD 
  Troop Base Damage
  1–5	
  1d6
  6–10	
  2d6
  11–15	
  3d6
  16–20	
  4d6
  21	or	more	
  5d6
  Unless stated otherwise, a troop’s attacks are 
  nonmagical. Damage reduction sufficient to reduce 
  a troop attack’s damage to 0 or other special abilities 
  can give a creature immunity (or at least resistance) to 
  the troop’s attacks. Some troops also have other special 
  attacks in addition to normal damage, or deal more 
  damage than their Hit Dice would normally suggest. 
  Troops threaten all creatures within their reach or 
  within their area, and resolve attacks of opportunity by 
  dealing automatic troop damage to any foe in reach who 
  provokes such an attack of opportunity. Troops are still 
  limited to making one such an attack per round unless 
  they have a feat or special ability that states otherwise.
  Because of the chaos of combat, spellcasting or 
  concentrating on spells within the area of a troop or 
  within its reach requires a successful caster level check 
  (DC = 20 + spell level). Using skills that involve patience 
  and concentration requires a successful DC 20 Will save.
  Looting Troops: Although troops are composed 
  of a number of individual creatures, the chaos and 
  destruction of battle means that not all of these 
  creatures’ equipment survives the rigors of combat. As a 
  result, parties who wish to claim usable gear or treasure 
  from slain foes treat a troop as a single creature for the 
  purposes of looting, and should be able to recover gear 
  worth a total value equal to the troop’s expected treasure 
  value (as determined by the troop’s CR).
  83
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  AGATHION, MUSTELIDAL
  The head of this muscular, furry humanoid figure is that of an 
  angry badger; it looks ready to strike at a moment’s notice.
  MUSTELIDAL 
  CR 16
  XP 76,800
  NG	Medium	outsider	(agathion,	extraplanar,	good)
  Init	+8;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+23
  Aura protective	aura	(20	ft.)
  DEFENSE
  AC	31,	touch	15,	flat-footed	26	(+4	Dex,	+1	dodge,	+16	natural);	
  +4	deflection	vs.	evil
  hp	261	(18d10+162);	regeneration	5	(evil	weapons	
  and	spells)
  Fort	+15,	Ref	+15,	Will	+13;	+4	resistance	vs.	evil
  DR 10/evil	and	silver; Immune	electricity,	petrification;	
  Resist	cold	10,	sonic	10
  OFFENSE
  Speed	30	ft.,	burrow	20	ft.
  Melee	unarmed	strike	+26/+21/+16/+11	(2d8+7/19–20)
  Special Attacks reckless	bravura
  Spell-Like Abilities (CL	18th;	concentration	+20)
  Constant—speak with animals
  At	will—soften earth and stone,	thunderstompACG
  3/day—meld into stone,	stone callAPG,	stone shape
  1/day—summon monster V	(Large	earth	elemental	only)
  STATISTICS
  Str	24,	Dex	18,	Con	29,	Int	14,	Wis	15,	Cha	15
  Base Atk	+18;	CMB	+25	(+27	grapple);	CMD	40	(42	vs.	grapple)
  Feats	Dodge,	Improved	Critical	(unarmed	strike),	
  Improved	Grapple,	Improved	Initiative,	Improved	
  Unarmed	Strike,	Lunge,	Mobility,	Spring	Attack,	
  Weapon	Focus	(unarmed	strike)
  Skills	Acrobatics	+25,	Bluff	+23,	Climb	+28,	Escape	Artist	+25,	
  Knowledge	(planes)	+14,	Perception	+23,	Sense	Motive	+14,	
  Stealth	+25,	Survival	+23
  Languages	Celestial,	Draconic,	Infernal;	speak with 
  animals,	truespeech
  SQ celestial	strike,	lay	on	hands	(9d6,	11/day,	as	an	18th-
  level	paladin),	poison	purge
  ECOLOGY
  Environment	any	underground	(Nirvana)
  Organization	solitary,	pair,	or	cete	(3–6)
  Treasure	double
  SPECIAL ABILITIES
  Celestial Strike (Ex) A	mustelidal’s	unarmed	attacks	
  are	treated	similarly	to	those	of	an	18th-level	brawler	
  (Pathfinder RPG Advanced Class Guide 23).	They	deal	
  2d8	points	of	lethal	bludgeoning	damage,	though	the	
  mustelidal	can	choose	to	deal	nonlethal	damage	instead	
  with	no	penalty	on	his	attack	roll.	The	mustelidal	
  applies	his	full	Strength	modifier	on	all	damage	rolls	
  with	his	unarmed	strike.	A	mustelidal’s	unarmed	
  strike	is	treated	as	both	a	manufactured	weapon	and	
  a	natural	weapon	for	the	purpose	of	spells	and	effects	
  that	modify	either	manufactured	weapons	or	natural	
  weapons.	A	mustelidal’s	unarmed	strikes	are	treated	
  as	magic,	cold	iron,	silver,	and	adamantine	weapons	
  for	the	purposes	of	overcoming	damage	reduction	and	
  bypassing	hardness.	
  Poison Purge (Su) As	a	full-round	action,	a	mustelidal	who	
  has	been	poisoned	can	will	himself	into	an	unconscious	
  state	for	10	minutes.	During	this	time,	the	mustelidal	
  suffers	no	further	effects	from	the	poison,	and	cannot	
  be	roused	from	this	deathlike	trance	by	any	means.	
  At	the	end	of	the	10	minutes,	the	mustelidal	awakens	
  completely	cured	of	any	poisons	that	were	affecting	him.	
  This	doesn’t	heal	the	mustelidal	of	any	existing	ability	
  damage	or	drain	the	poison	may	have	already	caused.	
  If	the	mustelidal	succumbs	to	a	poison	that	causes	
  unconsciousness,	this	ability	triggers	automatically.
  Reckless Bravura (Ex) As	a	swift	action	when	a	mustelidal	
  is	flanked	or	within	the	area	threated	by	a	creature	
  whose	size	is	at	least	Huge,	the	mustelidal	can	enter	a	
  frenzy,	taking	a	–2	penalty	to	his	AC	and	gaining	a	+2	
  morale	bonus	on	melee	attack	and	damage	rolls.	The	
  mustelidal	can	leave	this	state	as	a	free	action	only	after	
  reducing	an	enemy	to	0	hit	points	or	fewer	or	when	there	
  are	no	enemies	in	the	mustelidal’s	line	of	sight.
  Tenacious warriors, mustelidals are the protectors 
  of the good and neutral burrowing creatures of the 
  universe, fending off such evil underground threats 
  as neothelids, purple worms, and shaitans. These 
  agathions are difficult to kill and see defeat in battle as 
  little more than an annoying roadblock delaying their 
  eventual victory.
  Mustelidals look like humanoid badgers with black 
  fur and a white stripe running from the crowns of their 
  heads all the way down their backs. They often wear 
  open yet loose-fitting clothing that shows off their 
  toned physiques and allows them more freedom of 
  movement in battle. They prefer to dress in deep, rich 
  browns accented with warm colors, such as yellows 
  and oranges. An average mustelidal stands 5-1/2 feet 
  tall and weighs 180 pounds.
  Ecology
  Mustelidals are fashioned from the souls of good-
  aligned mortals whose determination and perseverance 
  kept them fighting long after they should have given in. 
  The more times such a mortal has been resurrected in 
  order to prolong its fight, the greater the chance that 
  her soul is transformed into a mustelidal after finally 
  receiving Pharasma’s judgment. Just after they are 
  “born,” mustelidals are eager to return to the Material 
  Plane and engage in battle with the forces of evil.
  When in a conflict, mustelidals rely on their natural 
  defenses a bit too much, often getting in over their heads 
  84
  
  and attacking large throngs of enemies or foes who 
  eclipse them in size. In such situations, mustelidals tap 
  into a well of courage that usually allows them to survive 
  against all odds. These agathions use their ability to 
  summon Large earth elementals only to distract their 
  foes at the start of combat or in dire circumstances when 
  the mustelidals need a way to cover their escape.
  At the end of a protracted conflict, mustelidals burrow 
  into the nearby dirt or use their meld into stone spell-like 
  ability to allow their regeneration to restore them to full 
  health. They also take advantage of their poison purge 
  ability at this time if any toxins are coursing through 
  their blood. If the mustelidals weren’t victorious in the 
  previous fight, they use their skills to track down the 
  surviving foes to attempt to finish the job.
  HabiTaT and sociETy
  Because of mustelidals’ unwillingness to back down 
  from a fight, other types of agathions often use them 
  as personal bodyguards, especially when traveling to 
  other planes. Those with crucial missions 
  frequently bring along a small retinue of 
  mustelidals, though they must convince 
  the badger-headed outsiders that 
  they will be face a fair 
  challenge; mustelidals 
  are uninterested in 
  wasting their talents 
  against foes they can 
  defeat 
  without 
  any 
  effort. 
  Occasionally, 
  mustelidals are tasked 
  with protecting a good-
  aligned outsider or a 
  particularly 
  important 
  mortal. Mustelidals consider such 
  a duty sacrosanct, and never abandon 
  their charges when things get dangerous, 
  not even to chase down an enemy to 
  finish it off—while mustelidals enjoy 
  fighting, they are clever enough 
  to recognize that an apparent 
  retreat may simply be an 
  ambush in disguise.
  When 
  not 
  protecting 
  charges, mustelidals prefer 
  to remain in burrowed dens, 
  letting the cool, musty smell 
  of soil fill their nostrils. They 
  enjoy 
  claustrophobic 
  spaces 
  and darkness, and often react 
  violently to intruders who 
  threaten 
  their 
  solitude 
  with either their 
  presence or light. In other contexts, however, mustelidals 
  are quite friendly, if a bit intense. They tend to speak in 
  brief sentences and their laughs, which rarely occur, are 
  short, staccato bursts. The condition of a mustelidal’s fur 
  often indicates how long it has been idle; one with dirt 
  clumped and matted in its coat hasn’t been in a fight in 
  weeks or months. A mustelidal who has spent some time 
  outside of Nirvana is much more freshly groomed.
  Of all the races on the Material Plane, mustelidals have 
  a certain fondness for gnomes. This may be because the 
  two races share the ability to speak with animals, giving 
  them both an appreciation of the natural world—or 
  perhaps because mustelidals appreciate the way gnomes 
  fight so hard to stave off the Bleaching, despite its 
  seeming inevitability. Whatever the reason, a mustelidal 
  sometimes forms a strong attachment with a particular 
  gnome, rescuing him from fatal situations but otherwise 
  content simply to observe his antics. Many campfire tales 
  have been told about gnomes who have garnered these 
  literal guardian angels. 
  calling a MusTElidal
  Mustelidals are among the more powerful outsiders 
  that can be called with greater planar ally. Although 
  they do not need to eat, they enjoy the taste of 
  honey, and each 8-ounce jar included in the 
  material components of the spell counts as 
  200 gp worth of offerings. A mustelidal 
  will eagerly accept the task of watching 
  over a worthy person, halving the 
  payment requested, though such tasks 
  require a specific time frame and cannot 
  be open-ended. Mustelidal protectors are 
  often willing to lay down their lives to 
  ensure the people in their care survive 
  whatever 
  dangers 
  prompted 
  them 
  to employ the agathions’ services in 
  the first place. Particularly zealous 
  mustelidals have been known to check 
  in on their former charges from time 
  to time, even years after the terms 
  of their original agreement ended, 
  offering their services again. While 
  they require a new agreement to 
  serve the mortal again, they can 
  be very persuasive, and former 
  charges who find themselves 
  in 
  perpetual 
  danger 
  may 
  employ the same mustelidal 
  a dozen or more times over 
  the course of their lives, so 
  long as the threats that the 
  agathions are defending 
  against 
  present 
  suitable challenges.
  85
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  ANGEL, NINKONDA
  This golden-winged humanoid wears sturdy armor, including a 
  crowned helm with a blank faceplate and a gleaming mirror on 
  their broad chest. Large metal spikes pierce the creature’s arms, 
  hands, and shoulders.
  NINKONDA 
  CR 17
  XP 102,400
  LG	Large	outsider	(angel,	extraplanar,	good,	lawful)
  Init	+4;	Senses	blindsight	120	ft.,	darkvision	60	ft.,	low-
  light	vision,	true seeing;	Perception	+31
  Aura	protective	aura
  DEFENSE
  AC	32,	touch	14,	flat-footed	27	(+4	Dex,	+1	dodge,	+18	natural,	
  –1	size);	+4	deflection	vs.	evil
  hp	270	(20d10+160)
  Fort	+20,	Ref	+12,	Will	+16;	+4	vs.	evil
  Defensive Abilities	reflect	rays;	DR	10/evil;	Immune	acid,	
  cold,	petrification,	poison;	Resist	electricity	10,	fire	10;	
  SR	28
  OFFENSE
  Speed	40	ft.,	fly	60	ft.	(good)
  Melee	+4 axiomatic spiked gauntlet	+28/+23/+18/+13	
  (1d6+12/19–20),	+4 axiomatic spiked gauntlet	
  +28/+23/+18	(1d6+8/19–20)
  Ranged	4	+4 axiomatic darts	+27	(1d6+12)
  Space	10	ft.;	Reach	10	ft.
  Special Attacks	nailed	fists,	soul	reflection
  Spell-Like Abilities	(CL	20th;	concentration	+25)
  Constant—discern lies,	true	seeing
  5/day—break enchantment,	dimension door,	freedom	
  of	movement
  3/day—atonement,	mark of justice,	plane shift	(self	and	
  willing	targets	only)
  1/day—discern	location
  STATISTICS
  Str	26,	Dex	19,	Con	26,	Int	15,	Wis	18,	Cha	21
  Base Atk	+20;	CMB	+29;	CMD	44
  Feats	Alertness,	Combat	Reflexes,	Deflect	Arrows,	Dodge,	
  Greater	Two-Weapon	Fighting,	Improved	Critical	(spiked	
  gauntlet),	Improved	Two-Weapon	Fighting,	Lightning	
  Reflexes,	Two-Weapon	Fighting,	Weapon	Focus	
  (spiked	gauntlet)
  Skills	Diplomacy	+28,	Fly	+29,	Heal	+17,	Intimidate	+28,	
  Knowledge	(history)	+15,	Knowledge	(planes)	+15,	
  Knowledge	(religion)	+15,	Perception	+31,	Sense	
  Motive	+31,	Spellcraft	+25
  Languages	Celestial,	Common;	truespeech
  ECOLOGY
  Environment	any	good-aligned	plane
  Organization	solitary,	pair,	or	squad	(3–6)
  Treasure	standard
  SPECIAL ABILITIES
  Nailed Fists (Su)	A	ninkonda	fights	with	the	heavy	spikes	
  driven	through	their	arms	and	hands.	These	attacks	
  are	treated	as	a	pair	of	+4 spiked gauntlets.	At	will	as	
  a	standard	action,	a	ninkonda	can	grant	these	attacks	
  the	axiomatic,	holy,	or	merciful	weapon	special	ability,	
  but	must	select	the	same	special	ability	for	both	hands.	
  Their	hands	retain	the	selected	special	ability	until	they	
  choose	another	special	ability	to	replace	the	previous	
  one.	These	weapons	cannot	be	removed	or	sundered.	
  They	fade	away	when	the	ninkonda	dies	and	cannot	
  be	used	by	any	other	creature.	As	a	standard	action,	
  a	ninkonda	can	fling	a	volley	of	four	spikes	from	their	
  arms.	Make	a	separate	attack	roll	for	each	spike—all	
  targets	must	be	within	30	feet	of	each	other.	The	
  spikes	have	a	range	increment	of	20	feet.	The	spikes	
  are	treated	as	+4 darts	with	the	same	weapon	special	
  ability	as	the	ninkonda’s	fists.	Whether	the	attacks	hit	or	
  miss,	these	spikes	immediately	disappear	and	reappear	
  back	in	the	ninkonda’s	body.	
  Reflect Rays (Su)	Rays	and	ranged	touch	effects	that	strike	a	
  ninkonda	but	fail	to	overcome	the	angel’s	spell	resistance	
  are	reflected	back	at	their	source,	using	the	original	attack	
  roll	to	determine	whether	they	hit.	The	ninkonda	must	be	
  aware	of	the	attack	and	not	flat-footed.
  Soul Reflection (Su)	A	ninkonda	can	angle	the	mirror	in	
  their	chest	to	reflect	the	weaknesses	of	creatures’	souls.	
  Each	round	as	a	swift	action,	the	ninkonda	can	project	a	
  60-foot	cone	of	contrition.	All	creatures	in	the	cone	fall	
  prone	with	grief	and	remorse,	taking	no	actions	for	as	
  long	as	they	are	within	60	feet	of	the	ninkonda	(Will	DC	25	
  negates).	A	lawful	creature	gains	a	+4	bonus	on	this	saving	
  throw,	and	a	good	creature	gains	a	+8	bonus	on	the	saving	
  throw	(these	bonuses	stack).	Sightless	creatures	cannot	
  be	affected	by	this	ability,	nor	can	creatures	that	cast	no	
  reflection	(such	as	vampires).	This	is	a	mind-affecting	
  compulsion	effect.	The	save	DC	is	Charisma-based.
  Ninkondas, or “nail angels,” are stoic, remorseless 
  hunters of the celestial planes. At a distance, a ninkonda 
  appears to be a winged knight wearing full plate armor. 
  Up close, the creatures present a more intimidating and 
  bizarre appearance: dozens of iron spikes impale their 
  arms, shoulders, and hands, and the faceplates of their 
  helms are smooth and featureless. Ninkondas hunt 
  once-honorable mortals who have committed heinous 
  sins, such as treason against good nations or betrayal 
  of celestial confidences. Ninkondas don’t slay their 
  quarry; instead they wordlessly encourage redemption 
  by reflecting the creature’s soul in the mirror inset in the 
  angels’ broad chests. 
  Ninkondas stand 12 feet tall with wingspans of just 
  over 25 feet. They weigh about 1,200 pounds.
  Ecology
  Although ninkondas resemble stout, armored humanoids 
  with feathered golden wings, the armor is the creatures’ 
  thick skin and their cumbersome appearances bely their 
  86
  
  natural grace. Ninkondas have no faces; a blank helm 
  topped with a golden crown sits atop each ninkonda’s 
  thick neck. Despite lacking facial features, ninkondas 
  have supernaturally sharp senses and can speak in a 
  deep, somber voice (although they rarely choose to do 
  so). Ninkondas are good at recognizing truth and find 
  dishonesty particularly repugnant. 
  The iron spikes that impale ninkondas’ arms and 
  shoulders are physical manifestations of their past 
  misdeeds. These spikes cause ninkondas a constant dull 
  ache rather than a sharp pain, but ninkondas embrace 
  this discomfort as an ever-present reminder of how 
  wickedness can be overcome. The reflection 
  in the broad mirror across a ninkonda’s 
  chest is always hazy and inexact, as it shows 
  spiritual truth rather than physical reality.
  Ninkondas watch for evidence of wicked 
  mortals who might harbor a spark of 
  goodness within them. A ninkonda who 
  identifies a candidate for redemption 
  pursues this quarry tirelessly, dispatching 
  the mortal’s irredeemable lackeys (such as 
  undead and fiends) with nail-studded fists 
  and confronting the mortal personally. In 
  the ninkonda’s broad chest-mirror, the quarry 
  sees not only the stains on its own soul but 
  the repercussions of all its past transgressions. 
  For those who are truly repentant when 
  confronted so directly with their wickedness, 
  the ninkonda offers atonement and helps 
  them back onto the path 
  leading a righteous life. 
  HabiTaT and sociETy
  Ninkondas are few in number. 
  Though they originate from 
  the ranks of archons, only 
  the most erudite scholars of 
  Heaven can describe how ninkondas 
  come into existence. Many archons begin as 
  virtuous mortal spirits who are transformed 
  into lantern archons or other lesser 
  servitors, then ascend predictably through 
  the hierarchy of Heaven. Some of these 
  virtuous spirits, however, have not always been 
  so: some lived mortal lives of startling wickedness 
  before repenting of their evil ways and joining the ranks 
  of Heaven. Although the archons do not fault each other 
  for mortal wrongs, a rare few archons dwell on their 
  own dimly remembered misdeeds. These transgressions 
  vex their thoughts like splinters. Eventually, some of 
  these archons decide that redeeming other mortal 
  wrongdoers is a higher calling than the service of 
  Heaven’s hierarchies; when such archons advance, they 
  slip from the usual ranks and are reborn as ninkondas. 
  BEYOND GENDER
  Outsiders	do	not	reproduce	sexually,	and	have	existences	
  that	transcend	the	understanding	of	mortals.	Some	types	
  of	 outsiders,	 especially	 angels,	 are	 genderless	 in	 their	
  natural	states.	While	some	angels	may	choose	to	adopt	
  a	gender,	whether	it	is	one	reflected	in	the	real	world	or	
  otherwise,	 most	 do	 not.	 A	 genderless	 creature	 has	 no	
  gender	entry	on	the	race	and	class	line	of	their	stat	block,	
  and	is	referred	to	with	the	singular	“they”	in	running	text	
  and	ability	descriptions.
  Their mortal misconduct takes physical 
  form in the spikes that pierce their flesh. 
  Ninkondas prefer to work alone, but 
  form small squads against groups that 
  fell into wickedness together (such as 
  a band of desperate revolutionaries 
  or a couple of accidental murderers). 
  The ninkondas hope to redeem 
  all the members of such groups 
  together, so that they can find 
  strength and courage in each 
  other’s company once the ninkondas 
  have gone. Ninkondas working 
  together rarely confer, instead 
  deferring 
  automatically 
  to the most experienced 
  among their number.
  87
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  ARCHON SWARM, MOTE
  Thousands of golden lights form a cloud, swirling gracefully 
  around one another. Each light in the cloud is a glowing rune 
  no bigger than a thumbnail.
  MOTE ARCHON SWARM 
  CR 15
  XP 51,200
  LG	Fine	outsider	(archon,	extraplanar,	good,	lawful,	swarm)
  Init	+13;	Senses	darkvision	60	ft.,	low-light	vision;	
  Perception	+24
  Aura	aura	of	menace	(DC	23),	magic circle against evil
  DEFENSE
  AC	28,	touch	28,	flat-footed	18	(+9	Dex,	+1	dodge,	+8	size);	
  +2	deflection	vs.	evil
  hp	189	(18d10+90)
  Fort	+18,	Ref	+15,	Will	+16;	+4	vs.	poison,	+2	resistance	
  vs.	evil
  Defensive Abilities	swarm	traits,	DR	10/evil;	Immune	
  disease,	electricity,	petrification,	weapon	damage;	Resist	
  fire	20;	SR	26
  OFFENSE
  Speed	fly	30	ft.	(perfect)
  Melee	swarm	(5d6	plus	distraction)
  Space	10	ft.;	Reach	0	ft.
  Special Attacks	distraction	(DC	24),	heat	(3d6	fire),	
  vibrating	combustion
  Spell-Like Abilities	(CL	18th;	concentration	+22)
  Constant—deathwatch,	magic circle against evil
  At	will—detect evil,	greater teleport	(self	only)
  7/day—lesser	restoration
  5/day—mass	cure	light	wounds,	neutralize poison
  3/day—greater restoration, heal
  STATISTICS
  Str	1,	Dex	28,	Con	20,	Int	12,	Wis	17,	Cha	19
  Base Atk	+18;	CMB	—;	CMD	—
  Feats	Ability	Focus	(vibrating	combustion),	Combat	Casting,	
  Dodge,	Great	Fortitude,	Improved	Initiative,	Improved	
  Iron	Will,	Iron	Will,	Mobility,	Skill	Focus	(Heal)
  Skills Acrobatics	+21,	Diplomacy	+16,	Fly	+46,	Heal	+30,	
  Intimidate	+25,	Perception	+24,	Stealth	+46,	Survival	+21
  Languages	Celestial,	Common,	Infernal;	truespeech
  SQ	controlled	swarm,	superlative	healer
  ECOLOGY
  Environment	any	(Heaven)
  Organization	solitary,	pair,	or	flock	(3–6	swarms)
  Treasure	none
  SPECIAL ABILITIES
  Controlled Swarm (Ex)	A	mote	archon	swarm	can	choose	
  not	to	deal	swarm	damage	to	any	creature	sharing	its	
  space	and	can	choose	not	to	impede	the	spellcasting	or	
  concentration	of	a	creature	sharing	its	space.
  Superlative Healer (Su)	A	mote	archon	swarm	can	use	
  the	Heal	skill	to	provide	first	aid,	treat	a	wound,	or	
  treat	poison	as	a	swift	action;	to	treat	a	disease	as	a	
  move	action;	and	to	treat	a	deadly	wound	as	a	full-
  round	action.	Creatures	to	be	treated	must	share	the	
  mote	archon	swarm’s	space,	but	the	mote	archon	swarm	
  can	treat	any	number	of	creatures	within	its	space	with	
  the	same	action.	A	mote	archon	swarm	does	not	require	
  a	healer’s	kit	to	treat	deadly	wounds.
  Vibrating Combustion (Ex)	As	a	swift	action,	a	mote	
  archon	swarm	can	vibrate	rapidly	for	1	round,	heating	the	
  air	and	dealing	3d6	points	of	fire	damage	(Reflex	DC	26	
  half)	in	addition	to	swarm	damage	at	the	end	of	its	turn.	
  Creatures	that	begin	their	turns	in	the	swarm’s	area	risk	
  catching	on	fire	(see	page	444	of	the	Pathfinder RPG Core 
  Rulebook).	A	creature	that	succeeds	at	its	save	against	
  this	ability	is	immune	to	catching	on	fire	at	the	start	of	its	
  next	turn.	A	burning	creature	can’t	attempt	to	extinguish	
  itself	as	long	as	it	is	in	the	mote	archon	swarm’s	space.	
  The	save	DC	is	Constitution-based.
  Mote archons are tiny, floating runes less than an inch 
  across. Individually, they are benign and nearly mindless 
  creatures, but mote archons are virtually never found 
  alone, congregating naturally in groups of hundreds or 
  thousands of their kind. Together, these swarms of mote 
  archons have a unified personality and an overwhelming 
  drive to comfort the sick and heal the injured. They are 
  most often found on the battlefields of Heaven tending 
  to injured angels and other archons, and never hesitating 
  to defend creatures under their care. Angry mote archons 
  oscillate rapidly until they ignite and swarm over enemies 
  with fiery retribution.
  A mote archon swarm has no appreciable weight.
  Ecology
  Mote archon swarms are sparkling heralds of comfort 
  and succor. Each mote archon within a swarm is a tiny, 
  virtually mindless creature as light as dandelion fluff. A 
  mote archon has the form of a spherical rune with sharp 
  edges. No two mote archons seem to have the same shape, 
  but because the tiny creatures glow brightly, their exact 
  form is difficult to discern. Their glow is a white light the 
  strength of a candle flame; unlike lantern archons, mote 
  archons cannot change the strength or color of their glow.
  Mote archons naturally gravitate to the nearest of their 
  kind, floating erratically over or around obstacles as they 
  move toward each other. When clustered in swarms of a 
  few hundred individuals, they develop a hive mind and a 
  distinct personality. This personality is as mutable as the 
  swarm itself; a mote archon swarm that loses a few dozen 
  members might become grim or despondent, while a 
  swarm that gains more members becomes cheerful. As 
  mote archon swarms speak little, these differences in 
  temperament often manifest through the lethargy or 
  agitation of individual lights within the swarm. Regardless 
  of their current personalities, mote archon swarms remain 
  driven to help the sick or injured and cannot stand idle in 
  the face of suffering.
  88
  
  Although they are creatures of healing, mote archon 
  swarms are easily angered. The surest method to anger a 
  mote archon swarm is to threaten harm to any creatures 
  it deems under its care. A mote archon swarm is also 
  enraged by acts of senseless butchery or wanton violence. 
  When roused to anger, a mote archon swarm descends 
  upon its enemies with righteous fervor. As each mote 
  archon has sharp edges, a darting swarm of the creatures 
  can shred skin; however, the swarm has sufficient control 
  over its component motes for it to flay enemies but 
  leave allies unharmed. When infuriated, the individual 
  components of the swarm oscillate rapidly until their 
  rage ignites them. 
  HabiTaT and sociETy
  Mote archon swarms are rarely found outside of 
  Heaven, where they tend to injured angels and archons 
  in the wide pavilions that celestials use as hospitals. 
  Celestial armies commission mote archon swarms as 
  field medics, and the glittering swarms accompany the 
  Heavenly forces in their wars against the legions of evil. 
  In these great clashes, mote archon swarms dart about 
  the battlefield, attacking foes while healing allies. A mote 
  archon swarm’s desire to heal sometimes overcomes 
  its better judgment, however, and it might staunch an 
  enemy’s mortal wound or target a desperately injured 
  enemy along with its allies when it uses its mass cure light 
  wounds ability. Mote archon swarms see this not as an 
  error, but as a measure of grace that lowers the aggregate 
  amount of suffering in the universe. 
  Mote archons are generated as a celestial 
  byproduct during the ascension of an 
  archon into a more powerful form. An 
  archon who has served Heaven as a 
  warrior or crusader produces few or no 
  motes, whereas a diplomat or peacemaker might 
  produce as many as a dozen, and an archon dedicated 
  to easing suffering and healing the sick might 
  engender dozens of motes each time it ascends 
  to a higher form. The motes thus produced are 
  mindless, inclined to do no more than seek 
  out others of their kind and avoid causing 
  harm. (A mote caught between these two 
  directives—such as a mote cupped in clasped 
  hands that could escape only by slicing free 
  with its sharp edges—simply oscillates in 
  place until a resolution presents itself.) Only 
  when motes gather in large numbers does a 
  personality appear, but this is independent of 
  the personalities of the archons who shed the 
  component motes.
  Mote archon swarms tend to act more spontaneously 
  than other archons. When creatures under their care have 
  recovered sufficiently, mote archon swarms abandon the 
  immediate area, giving in to wanderlust. Mote archon 
  swarms encountered outside of Heaven have usually 
  slipped through a portal or gateway in such meanderings. 
  Although these itinerant swarms find healing work to 
  occupy their time, they eventually pine for the familiar 
  fields of Heaven. 
  Mote archon swarms enjoy the company of other 
  celestials dedicated to healing. They particularly admire 
  brijidines and sometimes follow these fiery azatas with 
  exuberant devotion. Eventually, a mote archon swarm’s 
  adoration gives way to irritation over an azata’s flighty 
  recklessness, however, so the swarm returns to the more 
  serious business of tending to the sick or wounded.
  89
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  TROOPS, GLORIOUS 
  RECLAMATION
  The white-and-gold tabards of this tight formation of armored 
  soldiers are spotless, and their swords and armor are polished to 
  a mirror-bright sheen. 
  SERGEANT TROOP 
  CR 14
  XP 38,400
  LG	Medium	humanoid	(human,	troop)
  Init	+5;	Senses	Perception	+27
  DEFENSE
  AC	29,	touch	12,	flat-footed	27	(+9	armor,	+1	Dex,	+1	dodge,	
  +3	natural,	+5	shield);	
  hp	210	(20d8+120)
  Fort	+14,	Ref	+9,	Will	+15
  Defensive Abilities	troop	traits
  OFFENSE
  Speed	30	ft.
  Melee	troop	(6d6+9)
  Space	20	ft.;	Reach	5	ft.
  Special Attacks volley
  STATISTICS
  Str	28,	Dex	13,	Con	23,	Int	11,	Wis	12,	Cha	16
  Base Atk	+15;	CMB	+24	(+26	bull	rush);	CMD	36	(38	vs.	
  bull	rush)
  Feats	Dodge,	Great	Fortitude,	Improved	Bull	Rush,	Improved	
  Initiative,	Intimidating	Prowess,	Iron	Will,	Lightning	
  Reflexes,	Persuasive,	Power	Attack,	Shield	Focus,	Skill	
  Focus	(Perception)
  Skills	Climb	+6,	Diplomacy	+5,	Intimidate	+36,	Perception	+27,	
  Survival	+14
  Languages	Common
  ECOLOGY
  Environment	any
  Organization	solitary,	company	(2–4)	or	battalion	(5–10)
  Treasure	standard
  SPECIAL ABILITIES
  Battlefield Healing (Su)	Once	per	day	as	a	swift	action,	
  this	troop	can	heal	itself	or	an	adjacent	creature	of	10d6	
  points	of	damage.
  Volley (Ex) A	Glorious	Reclamation	sergeant	troop	can	fire	
  a	volley	of	arrows	as	a	standard	action.	This	attack	takes	
  the	form	of	up	to	four	lines	with	a	range	of	100	feet.	
  These	lines	can	start	from	the	corner	of	any	square	in	the	
  troop’s	space.	All	creatures	in	any	of	these	lines	take	5d6	
  points	of	piercing	damage	(Reflex	DC	21	half).	The	save	
  DC	is	Dexterity-based.
  This represents an average troop of Glorious Reclamation 
  sergeants active around Westcrown and Citadel Rivad. 
  Although most of the individual soldiers in the troop are 
  skilled fighters, the troop contains a sufficient number of 
  clerics to provide the troop with limited healing. These 
  troops are normally outfitted with longswords, full plate 
  armor, and tower shields.
  VarianT glorious rEclaMaTion Troops
  Some troops are equipped with additional armaments 
  or superior training that gives them special attacks in 
  addition to the abilities listed above.
  Devilslayer Troop (CR 14): This troop consists of 
  paladins with specialized weapons and skills. Its troop 
  damage counts as cold iron and silver for the purpose of 
  bypassing damage reduction. A devilslayer troop moves 
  at a speed of 20 feet, is immune to disease and fear, and 
  gains a +3 resistance bonus on saving throws. This troop 
  also gains the following special attack.
  Smite Evil (Su): This troop gains a +20 bonus on troop 
  damage rolls against evil creatures. Additionally, the 
  troop gains a +3 deflection bonus to its AC.
  Field Hospital Troop (CR 14): This troop includes 
  several clerics and warpriests trained in combat medicine 
  and able to channel positive energy and magically enhance 
  the troop’s weapons. A field hospital troop moves at a speed 
  of 20 feet, and its AC is reduced by 3. It can use battlefield 
  healing five times per day. Its members are primarily 
  outfitted with breastplates and longswords. Additionally, 
  a field hospital troop gains the following special attacks.
  Channel Energy (Su): As a standard action, the troop can 
  emit a 30-foot radius burst of positive energy to damage 
  undead creatures, dealing 5d6 points of damage (Will 
  DC 25 half). This burst can originate from the corner of 
  any square in the troop’s space. The save DC is Charisma-
  based and includes a +2 bonus from the Glory domain.
  Holy Weapons (Su): Twice per day as a swift action, the 
  troop gains a +20 bonus on troop and volley damage rolls 
  against evil creatures, and such attacks are considered 
  good and magic for the purpose of bypassing damage 
  reduction. This effect lasts for 6 rounds.
  Knights Inheritor Troop (CR 15): This unit includes 
  a handful of mounted knights inheritor among its 
  number, each equipped with a lance. A knights inheritor 
  troop has a speed of 40 feet and reach of 10 feet. The 
  troop deals 3 × its troop damage if it moves at least 10 feet 
  before making a troop attack.
  Rassophore Troop (CR 15): This troop includes 
  several rassophores, arcane spellcasters dedicated to the 
  Glorious Reclamation, who provide magical support to 
  their fellow soldiers. The rassophores cast flame arrow 
  on the ammunition of the other members of the troop, 
  which adds 1d6 points of fire damage to the troop’s 
  volley attack. The rassophores also augment their allies’ 
  defenses, granting a +2 enhancement bonus to the troop’s 
  AC and fire resistance 10.
  The troop gains the spell-like abilities (CL 15th) listed 
  below, which it can use as a standard action. It does not 
  need to succeed at concentration checks to use such 
  abilities in battle and the spells’ range can be determined 
  from the corner of any square in the troop’s space.
  At-will—black tentacles, fireball (DC 16), greater dispel 
  magic, magic missile, shout (DC 17), wall of force
  90
  
  3/day—chain lightning (CR 19), dismissal (DC 18), 
  permanent image (DC 19), summon monster VI
  Siege Engineer Troop (CR 14): Trained in the transport 
  and use of siege engines, this troop swiftly brings 
  ballistae and catapults to bear against enemies. A siege 
  engineer troop has a speed of 10 feet and lacks the volley 
  special attack, but it gains the following special attacks.
  Ballista Volley (Ex): As a move action, the troop can fire 
  a volley of ballista bolts. This attack takes the form of a 
  360-foot line and deals 8d8 points of piercing damage 
  (Reflex DC 21 half) to creatures in the line. The save DC is 
  Dexterity-based.
  Catapult Bombardment (Ex): As a move action, the troop 
  can target a single square up to 400 feet away with catapult 
  stones (minimum range of 100 feet). This attack deals 12d6 
  points of bludgeoning damage to all creatures in a 30-foot-
  radius burst (Reflex DC 21 for half). If the siege engineer 
  troop does not have line of sight to the target square, 
  creatures in the burst gain a +4 circumstance bonus on 
  their Reflex saving throws. The save DC is Dexterity-based.
  Hound arcHon Troop
  In addition to the Glorious Reclamation’s own troops, the 
  forces of Heaven have amassed to assist the revolution. 
  The following stat block represents a coordinated unit 
  of hound archons.
  HOUND ARCHON TROOP 
  CR 16
  XP 76,800
  LG	Medium	outsider	(archon,	extraplanar,	good,	
  lawful,	troop)
  Init	+9;	Senses	darkvision	60	ft.,	low-light	vision,	
  scent,	detect evil;	Perception	+39
  Aura	aura	of	menace	(DC	24)
  DEFENSE
  AC	28,	touch	15,	flat-footed	23	(+4	armor,	+4	Dex,	
  +1	dodge,	+9	natural;	+2	deflection	vs.	evil)
  hp	241	(21d10+126)
  Fort	+20,	Ref	+19,	Will	+14;	+2	resistance	vs.	evil,	
  +4	vs.	poison
  DR	10/evil;	Immune	electricity,	petrification;	SR	27
  OFFENSE
  Speed	40	ft.
  Melee	troop	(8d6+9)
  Space	20	ft.;	Reach	5	ft.
  STATISTICS
  Str	23,	Dex	20,	Con	23,	Int	18,	Wis	21,	Cha	18
  Base Atk	+21;	CMB	+27;	CMD	43
  Feats	Alertness,	Dodge,	Great	Fortitude,	Improved	Great	
  Fortitude,	Improved	Initiative,	Improved	Lightning	
  Reflexes,	Iron	Will,	Lightning	Reflexes,	Persuasive,	Skill	
  Focus	(Intimidate),	Skill	Focus	(Perception)
  Skills	Acrobatics	+28,	Climb	+29,	Diplomacy	+32,	
  Intimidate	+35,	Knowledge	(planes)	+28,	Perception	+39,	
  Sense	Motive	+33,	Stealth	+32,	Survival	+33,	Swim	+26
  Languages	Celestial,	Common,	Draconic,	Infernal;	truespeech
  SQ	coordinated	teleport
  ECOLOGY
  Environment	any	(Heaven)
  Organization	solitary,	pair,	or	army	(3–6)
  Treasure	standard
  SPECIAL ABILITIES
  Coordinated Teleport (Su) As	a	standard	action,	a	hound	
  archon	troop	can	transport	itself	over	great	distances	as	
  per	greater teleport	(self	only).
  91
  HELL COMES  
  TO  
  WESTCROWN
  Foreword
  Part 1:  
  Siege of  
  Citadel rivad
  Part 2:  
  the Pentagram 
  ritual
  Part 3:  
  the reConqueSt 
  BeginS
  Part 4:  
  aSSault on the 
  Korradath
  NPC Gallery
  Meet the VillaiN:  
  NyCtessa
  westCrowN  
  uNder the 
  Glorious 
  reClaMatioN
  CoNtiNuiNG,  
  the CaMPaiGN
  PathFiNder’s 
  JourNal
  Bestiary
  
  92
  Next Month
  Open Game License Version 1.0a
  stranGe aeOns BeGins!
  Prepare yourself for a maddening exploration of 
  Lovecraftian horror! Get ready for the Strange Aeons 
  Adventure Path—a campaign that sets the characters on 
  a race to restore their memories and stop a Great Old 
  One from waking.
  in search Of sanity
  By F. Wesley Schneider
  The adventurers awaken within the walls of Ustalav’s 
  eerie Briarstone Asylum, their minds wracked and 
  their memories missing. As they piece together the 
  fragments of their lost recollections, they soon learn 
  the cause of their unsettling amnesia is but a symptom 
  of a much greater cosmic menace. While struggling 
  to retain their sanity, the heroes must ally with other 
  asylum residents and fight the monstrosities that have 
  taken over the building and plunged it into a waking 
  nightmare. Can the adventurers defeat the terror that 
  stalks the halls and free themselves from their prison 
  of madness?
  The eLder MythOs
  By James Jacobs
  Learn about the beings that comprise the Elder Mythos 
  in this double-sized article. Explore the domains, powers, 
  and motivations of 20 Great Old Ones and Outer Gods!
  and mOre!
  Discover an Ustalvic dollmaker’s insidious macabre 
  secrets in the Pathfinder’s Journal by Jason Keeley, and 
  find a host of loathsome beings in the Strange Aeons 
  Adventure Path bestiary.
  suBscriBe tO pathfinder adventure path
  The Strange Aeons Adventure Path begins! Don’t miss out 
  on a single exciting volume—visit paizo.com/pathfinder 
  and subscribe today to have each Pathfinder Adventure 
  Path, Pathfinder Campaign Setting, Pathfinder Module, 
  Pathfinder Player Companion, Pathfinder Tales, and 
  Pathfinder Accessories product delivered to your door! 
  Also, be sure to check out the free Strange Aeons Player’s 
  Guide, available now!
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Adventure Path #108: Hell Comes to Westcrown © 2016, Paizo 
  Inc.; Authors: Ron Lundeen, with Jason Keeley, Rob McCreary, and Josh Vogt.
  
  M
  irian Raas comes from a long line of salvagers—adventurers who use magic to 
  dive for sunken ships off the coast of tropical Sargava. With her father dead 
  and her family in debt, Mirian has no choice but to take over his last job: a dangerous 
  expedition into deep jungle pools, helping a tribe of lizardfolk reclaim the lost treasures 
  of their people. Yet this isn’t any ordinary dive, as the same colonial government that 
  looks down on Mirian for her half-native heritage has an interest in the treasure, and the 
  survival of the entire nation may depend on the outcome.
  From critically acclaimed author Howard Andrew Jones comes an adventure of sunken cities 
  and jungle exploration, set in the award-winning world of the Pathﬁ nder Roleplaying Game.
  paizo.com
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  Tor® is a registered trademark of Tom Doherty Associates, LLC.; Paizo, Paizo Inc., the Paizo golem 
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  L
  arsa is a dhampir—half vampire, half human. In 
  the gritty streets and haunted peaks of Ustalav, 
  she’s an agent for the royal spymaster, keeping peace 
  between the capital’s secret vampire population 
  and its huddled human masses. Meanwhile, in 
  the cathedral of Maiden’s Choir, Jadain is a young 
  priestess of the death goddess, in trouble with her 
  superiors for being too soft on the 
  living. When a noblewoman’s entire 
  household is massacred by vampiric 
  invaders, the unlikely pair is drawn 
  into a deadly mystery that will reveal far more 
  about both of them than they ever wanted to know.
  From Pathﬁ nder co-creator and veteran game 
  designer F. Wesley Schneider comes a new adventure 
  of revenge, faith, and gothic horror, set in the award-
  winning world of the Pathﬁ nder Roleplaying Game.
  ISBN–13: 978-0-7653-7546-9   Paperback $14.99
  Amazing Stories Set in the 
  Pathﬁ nder Campaign Setting
  Explore New Horizons
  ISBN–13: 978-0-7653-7453-0   Paperback $14.99
  
  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of 
  Paizo Inc.; Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2016, Paizo Inc.
  paizo.com
  UlTImaTe 
  INTr¹gUe
  UlTImaTe 
  INTr¹gUe
  Be the Life 
  Be the Life 
  Party
  Party
  of the
  of the
  Behind the scenes of heroic battles and 
  magical realms lies a seething underbelly of 
  danger and deception. In the pages of Ultimate 
  Intrigue, heroes duel with words instead of steel, 
  plot daring heists, and pit their wills against relentless 
  nemeses. This hardcover rules reference for the Pathfinder 
  RPG includes tons of intriguing new subsystems, spells, feats, 
  and magic items perfect for skullduggery and high society. The 
  new vigilante class puts players under the mask, with a secret 
  identity mechanic that allows players to take on two distinct personas! 
  AVAILABLE  NOW!
  
  AND THE DEAD SHALL 
  OUTNUMBER THE LIVING!
  Pathﬁ nder Roleplaying Game Horror Adventures Takes Your Heroes into 
  the Darkest Reaches, Where the Dead Hunger for the Living, Alien Gods 
  Brood in Dreams, and Madness and Death Lurk Around Every Corner!
  • Corruptions turn PCs into monsters, including blood-drinking vampires and savage werewolves!
  • Horror-themed archetypes, feats, spells, and more!
  • Rules for sanity and madness to drive characters to the brink and beyond.
  • Tips and tools for running a scary game, expanded rules for curses, haunts, and ﬂ eshwarping.
  AVAILABLE NOW!
  Horror  adveNTUres
  Horror  adveNTUres
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  Paizo, Paizo Inc., the Paizo golem logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of 
  Paizo Inc.; Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2016, Paizo Inc.
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  Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; 
  Curse of the Crimson Throne and Pathfinder Roleplaying Game are a trademarks of Paizo Inc. © 2016, Paizo Inc.
  paizo.com
  CURSE OF THE CRIMSON THRONE
  Return to a classic Pathfinder Adventure Path with Curse of the Crimson Throne, one of 
  Paizo’s most popular campaigns! The city of Korvosa is in chaos, and its new queen may well 
  be the source—can a ragtag group of heroes stand before the might of one of Golarion’s most 
  notorious villains? This immense revised and updated hardcover has everything you need to 
  run an entire, full-length campaign covering months and months of play!
  SEPTEMBER 2016
  Long Live the Queen!
  Long Live the Queen!
  
  Heaven's servants claim these 
  angels are the messengers of the 
  gods, but their formidable skill  
  at arms suggests they're nothing 
  more than soldiers of the planes. 
  Slay these celestials if you can, for 
  they reportedly carry with them 
  scrolls that contain prophecy. 
  stral Deva
  A
  Skilled warriors and gifted 
  generals of Hell's armies, 
  cornugons are among the 
  deadliest of devils. You must 
  procure strong magic to bind 
  these fiends; yet when it comes 
  to negotiation, they often 
  acquiesce easily when the  
  plan involves bloodshed. 
  orned Devil
  H
  
  RAISING HELL
  Printed in China. PZO90108
  C
  heliax’s largest city, Westcrown, has fallen to the Glorious Reclamation, and the 
  evil adventurers are sent to reclaim the metropolis in the name of House Thrune. 
  Armed with the legendary weapon they created from a gold dragon’s head, the 
  nefarious characters confront the Glorious Reclamation’s forces and break its 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 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.
  This volume of Pathfinder Adventure Path concludes the Hell’s Vengeance 
  Adventure Path and includes:
  • “Hell Comes to Westcrown,” a Pathfinder adventure for 15th-level
  characters, by Ron Lundeen.
  • A look at how the city of Westcrown operates under the rule of the
  Glorious Reclamation, by Ron Lundeen.
  • Advice and suggestions on how to expand your campaign beyond the
  Adventure Path’s conclusion, by Ron Lundeen.
  • An infernal confrontation and the waking of a powerful ancient
  weapon in the Pathfinder’s Journal, by Josh Vogt.
  • A collection of formidable monsters, by Jason Keeley and
  Ron Lundeen.
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF103-108 - Hell's Vengeance/Hell's Vengeance - 06 - Hell Comes to Westcrown.pdf