TEXT: Wrath of
  Thrune
  by Thurston Hillman
  
  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        Wrath of Thrune
  Reclamation continues its 
   conquering the town of 
  e once ruled as a mortal. 
   of House Thrune, must 
  hts. Can the evil characters 
  s by retaking the town 
  s defeat in their greatest 
  lion continue unchecked 
  ontinues the Hell’s Vengeance 
  for 4th-level characters, 
  n conquered by the Glorious 
  dae, by Thurston Hillman.
  Cheliax’s most powerful noble family, the 
   Zayas-Palmer.
  he Pathfinder’s Journal, by Josh Vogt.
  onsters, by Thurston Hillman, Jason Keeley, 
  no Fury
  Part 2 of 6
  Wrath of
  Thrune
  by Thurston Hillman
  Printed in China. PZO90104
  104
  PATHFINDER
  11/30/15   5:21 PM
  WRATH OF THRUNE
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  On this latest cover of the Hell’s Vengeance 
  Adventure Path, Wayne Reynolds offers up 
  a ruthless new villain—the iconic Hellknight, 
  Linxia Benzekri!
  ADVENTURE PATH 2 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 Player’s Guide 
  APG
  Inner Sea Gods 
  ISG
  The Inner Sea World Guide 
  ISWG
  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 #104: Wrath of Thrune © 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.; 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.
  Development Leads • Adam Daigle and Rob McCreary
  Authors • Thurston Hillman, Jason Keeley, Rob McCreary, 
  Kalervo Oikarinen, Josh Vogt, and Linda Zayas-Palmer
  Cover Artist • Wayne Reynolds
  Interior Artists • Alexandur Alexandrov, Davi Blight,  
  Ekaterina Burmak, Damien Mammoliti, Ayran Oberto, 
  Nikolai Ostertag, Sara Otterstätter, Roberto Pitturru, 
  Lydia Schuchmann, Bryan Sola, and Firat Solhan
  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
  Developers • John Compton, Adam Daigle, Mark Moreland, 
  and Owen K.C. Stephens
  Assistant Developers • Crystal Frasier, Amanda Hamon Kunz, 
  and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, 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 Designer • Adam Vick
  Graphic Designer • Emily Crowell
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Adventure Card Game Designer • Tanis O'Connor
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Copas, Katina Davis, 
  Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins, 
  Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Lissa Guillet, 
  Julie Iaccarino, Erik Keith, and Scott Spalding
  Foreword 
  2
  by Rob McCreary
  Wrath of Thrune 
  4
  by Thurston Hillman
  NPC Gallery 
  56
  by Thurston Hillman
  Meet the Villain: Linxia Benzekri 
  62
  by Rob McCreary
  Kantaria 
  64
  by Thurston Hillman
   Thrice-Damned House of Thrune 
  70
  by Linda Zayas-Palmer
  Pathfinder's Journal: Cowards and Crows 2 of 6 
  76
  by Josh Vogt 
  Bestiary 
  82
  by Thurston Hillman, Jason Keeley, and Kalervo Oikarinen
  
  A CLOAK OF SECRECY
  O
  ne of the goals of the Hell’s Vengeance 
  Adventure Path is to provide a chance for 
  players to experience playing evil characters 
  in a variety of different situations that require distinct play 
  styles. In the previous adventure, “The Hellfire Compact,” 
  the PCs are assumed to be the bad guys almost from the 
  very start. Not only are they the thuggish minions of a 
  villainous patron, but the entire adventure takes place in a 
  town still under the thumb of the evil empire of Cheliax. 
  Few of the townsfolk are as wicked as the PCs, of course, 
  and most just want to go about their lives, yet Longacre 
  still isn’t the pastoral place of peace and happiness it 
  might otherwise seem to be. As a result, the PCs get to 
  strut their stuff in town, showing off their dominance and 
  cracking down on dissent, secure in the knowledge that, 
  as bad as they are, they're the lawful representatives of the 
  rightful government of both Longacre and Cheliax.
  However, in this month’s adventure, “Wrath of 
  Thrune,” the PCs are forced to take a different tack. 
  They’re more powerful than they were in the first 
  adventure, and possess even greater authority once 
  they’re officially inducted as Thrune agents, but the town 
  of Kantaria is quite different from Longacre. Kantaria has 
  already fallen to the Glorious Reclamation, Iomedaean 
  knights patrol the streets, and perhaps most importantly, 
  a sizable majority of the population supports the town’s 
  new protectors and the government they’ve installed. 
  As a result, if the PCs are going to succeed in “Wrath 
  of Thrune,” they’ll have to be a bit more circumspect in 
  their actions. 
  No longer can the PCs walk openly through town, 
  proudly bearing their House Thrune insignia and 
  enforcing Archbaron Fex’s decrees; they’ll need to 
  stealthily infiltrate Kantaria instead of brazenly attacking 
  2
  
  the town, hiding their true allegiance and keeping a 
  low profile the whole way through. Their strategies 
  will require more subtlety to succeed, such as shrewdly 
  manipulating the members of Kantaria’s governing 
  council to serve their own ends, and engaging in 
  surreptitious acts of sabotage, subversion, and even 
  assassination. Of course, if the PCs are successful and 
  the tide turns more in their favor, they’ll eventually earn 
  the chance to show their true colors and openly revel 
  in their villainy, just in time to defeat their Glorious 
  Reclamation foes and remind the citizens of Kantaria 
  of who their rightful masters are—and the penalties for 
  so quickly forgetting their proper obedience and loyalty 
  to House Thrune.
  To really call attention to these differences in theme, 
  I strongly encourage GMs to highlight the best play 
  style for each adventure. Make it clear to the players 
  right from the start that the overt tactics they used 
  in “The Hellfire Compact” will be less successful in 
  “Wrath of Thrune,” and that surreptitious methods 
  are a better approach for this adventure. Continue 
  to support those assertions in play by having NPCs 
  demonstrate the advantages of covert action and 
  the drawbacks of direct measures. The accuser devil 
  Razelago, in particular, can set a good example with his 
  own stealth and espionage abilities—while at the same 
  time reminding the PCs that they’re still under the 
  watchful eyes of their own superior. Likewise, if the PCs 
  fail to keep their true natures and goals concealed, they 
  should suffer the consequences of their actions. The 
  Glorious Reclamation will not tolerate blatant attempts 
  to overturn its hard-won authority, and there are far 
  more knights—not to mention angels, archons, and 
  other celestial allies—in Kantaria than there are PCs if 
  the villains continue to kick the hornet’s nest.
  Focusing on the thematic differences between 
  adventures not only allows the players to experience 
  these different styles of play, but it can also provide 
  more options for their characters by enabling different 
  character classes to shine in those situations best 
  suited for their skills and abilities. It could even open 
  up possibilities for characters to excel in what might be 
  considered nontraditional circumstances, such as a less 
  combat-oriented Asmodean cleric enjoying success in a 
  gregarious social situation.
  For all the secrecy required in “Wrath of Thrune,” 
  however, rest assured that there will still be plenty 
  of opportunities for the PCs to be openly evil as the 
  campaign progresses. As they continue to grow in power 
  and ascend through the ranks of Thrune agents, the PCs 
  have the potential to become paragons of all that House 
  Thrune and the infernal empire of Cheliax stand for. 
  By that point, the PCs will be expected to be prominent 
  instruments of Cheliax’s power and strength, to be seen 
  and feared by all who would oppose House Thrune.
  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 to track both 
  sides’ progress in the wider conflict.
  At the beginning of “The Hellfire Compact,” the 
  Glorious Reclamation had just launched its crusade 
  from its headquarters at Citadel Dinyar, former 
  stronghold of the Hellknight Order of the Godclaw, 
  just across the Isgeri border. In an opening salvos, 
  the knights send one of their own, the “Angel Knight” 
  Lencia Visserene, to the town of Longacre in hopes of 
  establishing a beachhead for the Glorious Reclamation. 
  By the conclusion of that adventure, however, the evil 
  PCs should have fended off the lone knight-errant and 
  ended her upstart rebellion, keeping Thrune’s hold on 
  Longacre firmly in place.
  Meanwhile, the Glorious Reclamation has pursued 
  its campaign elsewhere in Cheliax, conquering several 
  small towns and villages along Cheliax’s eastern border. 
  Thrune-imposed martial law stills holds sway in the 
  larger cities of the east, however, leaving Laekastel, 
  Ostenso, and Remesiana as loyalist strongholds. Much of 
  the Glorious Reclamation’s strength is concentrated in 
  the Sirmium Plains, where the knights are engaging the 
  numerous Chelish army units stationed there in battle, 
  but the Iomedaeans have also sent smaller forces deeper 
  into Cheliax in an attempt to seize specific targets.
  The most notable of these objectives is the town of 
  Kantaria. The site of Iomedae’s Tenth Act, Kantaria is 
  sacred to the Inheritor’s faith, and control of the town 
  is instrumental to the Glorious Reclamation’s efforts to 
  garner more support for its cause. As “Wrath of Thrune” 
  begins, Kantaria has fallen to the Glorious Reclamation 
  in a near-bloodless conquest, becoming not only a 
  symbol of the order’s righteousness and success, but 
  also an indicator of its ability to strike blows deep in 
  the Chelish heartlands. Whether or not the Glorious 
  Reclamation can hold on to its new prize is a matter for 
  the newly minted Thrune agent PCs to decide.
  Rob McCreary
  Senior Developer
  rob.mccreary@paizo.com
  3
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  6
  4
  5
  PART 1: LOYAL AGENTS OF THRUNE 
  5
  The villainous player characters pledge their lives to the service of Queen Abrogail II in a 
  ritual ceremony. Now Thrune Loyal Agents, the villains are tasked with retaking the town 
  of Kantaria from the Glorious Reclamation and returning it to the hands of House Thrune.
  PART 3: VALOR’S LAST STAND 
  42
  With their hold on Kantaria quickly slipping away, the Glorious Reclamation’s remaining 
  forces retreat to Valor’s Fastness, the town’s fortified temple of Iomedae. The villains 
  must tear down this final beacon of hope and kill the knights’ leader in an assault on the 
  Iomedaean stronghold.
  PART 2: COUNTERREVOLUTION 
  7
  Infiltrating Kantaria, the villains secretly work to dismantle the Glorious Reclamation’s hold 
  on the town through alliances, sabotage, and fomenting unrest among Kantaria’s citizens.
  The PCs begin this adventure 
  at 4th level.
  The PCs should be 5th level 
  before they face Kalcyra the 
  Just in Event 7.
  The PCs should be 6th level 
  by the time they assault Valor’s 
  Fastness in Part 3.
  The PCs should be 7th level by the end 
  of the adventure.
  “Wrath of Thrune” is designed for 
  four characters and uses the medium 
  XP track.
  ADVANCEMENT TRACK
  WRATH 
  OF THRUNE
  
  5
  PART 1: LOYAL AGENTS OF 
  THRUNE
  The adventure begins in the town of Longacre, where 
  the player characters have recently stymied the attempts 
  of a knight errant of the Glorious Reclamation, Lencia 
  Visserene, to incite revolution in the town. 
  Although the paladin’s efforts failed and the PCs 
  ensured that Longacre would remain a bastion 
  of House Thrune, additional acts of defiance 
  have been reported all across Cheliax. 
  Nevertheless, give the PCs the opportunity 
  to recuperate from their exploits, tie up 
  loose ends, and enjoy their positions 
  as minor tyrants in Longacre.
  Before long, however, the PCs 
  receive a summons from their 
  patron, Archbaron Darellus Fex 
  (LE male human conjurer 12), 
  instructing them to report 
  to Scarlet Crown, his manor 
  outside the town. Slaves lead 
  the PCs into one of the areas 
  of the manor reserved for the archbaron’s magical 
  research, where Fex awaits. Fex congratulates the PCs on 
  their successes during the previous adventure and tells 
  them that he wishes to reward them for their service. As 
  henchmen of the archbaron, the PCs have already been 
  acting as de facto representatives of Cheliax’s imperial 
  government, but now Fex offers the PCs the honor of 
  pledging themselves directly to Queen Abrogail II in 
  a ritual ceremony, becoming sworn agents of House 
  Thrune. Doing so would grant the PCs some measure of 
  royal authority and entitle them to unique boons. 
  If the PCs accept the offer, Fex brings forth his accuser 
  devil Razelago to witness the ritual. The ceremony is a 
  short affair; the PCs must each use a small offering of 
  their own blood to sign a formal document, swearing 
  to lay down their lives for Queen Abrogail II and House 
  Thrune. No official requirements or duties are stated 
  in the document, and the PCs’ loyalty is not bound by 
  anything other than their word. As a result, there are no 
  overt penalties at this point for breaking their allegiance 
  to House Thrune, but upon completion of the ceremony, 
  Razelago takes the signed document to a hidden location 
  in Cheliax where all such records are stored.
  Once the PCs have signed the document, Fex draws 
  an invisible arcane mark on each of the PCs to identify 
  their association with House Thrune and names them 
  Loyal Agents of Thrune. In addition, each of the PCs 
  participating in the ritual gains a boon in the form of 
  the Thrune Loyal Agent trait (see the sidebar on page 6). 
  Fex goes on to inform them that this is just the first of 
  three degrees of loyalty to Thrune. If the PCs continue to 
  demonstrate their ability and fidelity, they can advance 
  even higher, earning greater authority and rewards.
  ADVENTURE BACKGROUND
  Nearly 900 years ago, Iomedae—heroine of the Shining 
  Crusade and not yet a goddess—ruled the leaderless 
  Chelish town of Kantaria for a year and a day, while 
  personally battling hordes of shapechanging faceless 
  stalkers that had infiltrated the city at the behest of 
  a cabal of veiled masters. In a climactic final battle, 
  the patriarch of House Narikopolus and rightful 
  lord of Kantaria, Arakhan Narikopolus, returned at 
  the head of a relieving force and broke the siege. 
  When the battle was done, Iomedae gave her 
  sword—a magical blade called Heart’s 
  Edge—to Arakhan to use should the 
  veiled masters ever return.
  Over the following centuries, 
  House 
  Narikopolus 
  shifted 
  its focus from swordfighting 
  to archery, and Heart’s Edge 
  was seen as little more than a 
  valuable family heirloom. In 
  the chaos of Aroden’s death 
  and the ensuing Chelish Civil 
  War, knowledge of the sword and its history fell from 
  memory entirely. Its discovery by the Hellknight Order 
  of the Godclaw in the basement of an abandoned Isgeri 
  manor house began a chain of events that would lead 
  to the near-destruction of the Hellknight order and the 
  formation of the Glorious Reclamation.
  Soon after beginning its crusade against Thrune-
  dominated Cheliax, the Glorious Reclamation set its eyes 
  on Kantaria, one of Cheliax’s most sacred Iomedaean 
  sites. For weeks prior to its assault on the city, the 
  Glorious Reclamation worked in secret with Fourth 
  Sword Knight Oppian Nevilindor, Kantaria’s highest-
  ranking priest of Iomedae, and thus enacted a relatively 
  bloodless takeover of the town. The knights and their 
  priestly allies quickly rounded up most of the loyalist 
  Thrune elements in Kantaria (including a pair of visiting 
  Hellknights of the Order of the Rack), freed the town’s 
  resident slaves, and instituted immediate reforms in line 
  with the teachings of Iomedae. Oppian’s appointment 
  as the town’s official governor, advised by a supporting 
  council drawn from local citizens, assured the people 
  of Kantaria that the Glorious Reclamation had the best 
  interests of the just at heart.
  Now, Kantaria has become a symbol of the Glorious 
  Reclamation’s success—its first true territorial gain in 
  the growing war against House Thrune. But as the eyes of 
  Cheliax are fixed on the Glorious Reclamation’s attack on 
  the city of Senara, Archbaron Darellus Fex of Longacre 
  has other plans in mind. If the archbaron has his way, 
  the leaders of Kantaria will soon be taught an important 
  lesson for daring to betray House Thrune, while Fex and 
  his allies will reap the rewards of their own loyalty by 
  returning Kantaria to Thrune’s control.
  OPPIAN NEVILINDOR
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  6
  The KanTaria STraTagem
  Now that the PCs are Thrune Loyal Agents, Archbaron 
  Fex informs them that the town of Kantaria has recently 
  fallen to the Glorious Reclamation—the rebellion’s first 
  major territorial gain. Allow the PCs to attempt DC 20 
  Knowledge (history) checks to know something of the 
  town’s history as a site once ruled by the mortal Iomedae 
  for a year and a day—a deed now immortalized as 
  Iomedae’s Tenth Act—and that the town is considered a 
  holy site by the Iomedaeans. The archbaron can fill in any 
  details that the PCs miss, and points out that the town’s 
  capture has strengthened the Glorious Reclamation’s 
  position both militarily and spiritually. Fex also mentions 
  that the Glorious Reclamation used only a small force of 
  soldiers to take Kantaria, while their greater army moved 
  to surround the city of Senara further east. While every 
  Thrune agent in Cheliax seems bent on battling the 
  rebellious knights near Senara, Fex has a different goal 
  in mind—breaking the Glorious Reclamation’s hold on 
  Kantaria. Retaking Kantaria for Thrune would not only 
  strike a blow against the rebellion, but also showcase the 
  talents of Fex and the PCs, increasing their own prestige 
  in the eyes of House Thrune.
   To accomplish his goals, Fex wants the PCs to 
  infiltrate Kantaria under the guise of hired protection 
  for a Nidalese woman named Loredana Viorica, the 
  proprietor of an inn called the Little Uskwood. The inn 
  caters primarily to travelers, and Loredana owes several 
  undisclosed favors to Fex. The archbaron believes the PCs 
  shouldn’t have too much difficulty passing themselves 
  off as hired muscle for Loredana, since they’ve played a 
  similar role for him.
  Once the PCs arrive in Kantaria and establish 
  themselves at the Little Uskwood, the archbaron wants 
  them to cause as many problems as they can for the 
  Iomedaeans ruling the town, eventually toppling the 
  nascent Glorious Reclamation government. Intelligence 
  is scarce, so Fex expects the PCs to perform their own 
  reconnaissance. The archbaron believes that, as a 
  Nidalese expatriate, Loredana will be sympathetic to 
  House Thrune and should be able to provide the PCs 
  ample information on potential strategies to undermine 
  the Glorious Reclamation. 
  If the PCs need to relay important information to Fex or 
  otherwise communicate with him, they can do so through 
  Razelago, as the accuser devil plans to make routine visits 
  to the town during the PCs’ time there. In addition, the 
  archbaron provides each of the PCs a starting payment 
  of 1,000 gp to purchase any equipment they might need 
  for their mission and cover initial expenses, though once 
  in Kantaria, they are expected to provide for their needs 
  with their own funds. Success in their mission will, of 
  course, be rewarded upon completion.
  Traveling To KanTaria
  Kantaria lies in the foothills of the Menador Mountains, 
  approximately 250 miles northwest of Longacre. The 
  easiest route to the town, however, is a longer journey 
  of about 375 miles along the main roads of Cheliax, from 
  Longacre west to the town of Dekarium, then north 
  through the Barrowood alongside the Sedna River. The 
  trip should take just over 2 weeks on foot, or 9 days on 
  horseback. The journey is not detailed in this adventure, 
  though inspiration for appropriate encounters can be 
  found in this volume’s bestiary on page 83. For groups 
  that want to jump right into the action, Archbaron Fex 
  can arrange to teleport the PCs to the hinterlands just 
  outside Kantaria.
  JOINING THE RANKS 
  OF THRUNE
  The Thrice-Damned House of Thrune rules Cheliax, and 
  those who work for the imperial government and its 
  ruling house are commonly known as Thrune agents. 
  Among these agents, however, are those who serve 
  House Thrune directly, often working for the best 
  interests of Cheliax’s ruling family rather than for those of 
  the nation (though these interests often overlap). These 
  agents swear their bodies, minds, or souls (or all three) 
  to Queen Abrogail II herself.
  The first level of sworn Thrune agent is the rank of 
  Thrune Loyal Agent (referred to within the Thrune 
  organization as simply “the Loyal”). Thrune Loyal agents 
  swear to give their lives, if necessary, in service to Her 
  Infernal Majestrix Abrogail II and House Thrune. In 
  exchange, they gain a bonus character trait: Thrune Loyal 
  Agent. This bonus trait is an exception to the normal 
  rules restricting characters to two traits.
  Thrune Loyal Agent: You have sworn your body to 
  Queen Abrogail and House Thrune in a ritual ceremony, 
  and are willing to lay down your life in service to Thrune. 
  Once per week, when reduced to fewer than 0 hit points, 
  you automatically gain fast healing 1 for 1 minute. Once 
  this ability has been used, you instead gain a +4 trait 
  bonus on Constitution checks to stabilize when reduced 
  to negative hit points. 
  In addition, you receive an invisible arcane mark of 
  the encircled cross emblem of Cheliax as a symbol of 
  your loyalty. This mark does not fade and is visible only 
  to other creatures with this trait, or creatures with the 
  ability to perceive the invisible (via see invisibility or true 
  seeing, for example). You can make this mark visible to 
  other creatures for 1 round as a swift action. If the mark 
  is dispelled or removed (such as with erase), it can be 
  replaced with another casting of arcane mark, which 
  thereafter functions as detailed in this trait.
  
  7
  PART 2: COUNTERREVOLUTION
  The town of Kantaria serves as the setting for the 
  remainder of the adventure. Kantaria sits on the Sedna 
  River north of the Barrowood and functions as 
  a stop between the cosmopolitan heartlands 
  of central Cheliax, the mines of the northern 
  Menador Mountains, and the distant and 
  shadowy land of Nidal. Kantaria is fully detailed 
  in the gazetteer beginning on page 64.
  “Wrath of Thrune” is primarily a sandbox-
  style adventure, wherein the PCs engage 
  in both event-based and location-based 
  encounters. 
  Each 
  encounter 
  includes 
  guidelines on when and where 
  it should occur, but for the most 
  part, the PCs can participate in 
  these encounters in any order 
  they deem fit, with the GM’s 
  guidance. However, the PCs 
  should complete the majority of 
  the encounters in Part 2 before 
  braving Valor’s Fastness in Part 3.
  As suggested by Archbaron Fex, the Little Uskwood 
  inn (area A) is the PCs’ likely starting point and base 
  of operations once they arrive in Kantaria. The owner 
  of the Little Uskwood, Loredana Viorica, knows several 
  potential pressure points in town and can guide 
  the PCs’ plots against the Glorious Reclamation. In 
  addition, Event 1 introduces some major NPCs in town 
  who can provide a framework for social interactions 
  and other encounters throughout the rest of the 
  adventure. Furthermore, Razelago can appear at any 
  point (sneaking into Kantaria by means of his greater 
  teleport and invisibility spell-like abilities) to provide 
  additional guidance to the PCs and point them toward 
  specific encounters.
  DeSpair meTer
  As the PCs successfully complete the encounters in Part 
  2, their actions undermine the Glorious Reclamation’s 
  hold on Kantaria, causing the town’s citizens to become 
  discouraged with their new leaders. A counter called the 
  Despair Meter tracks the growing tensions in town, and 
  in broader terms, charts the PCs’ progress throughout 
  the adventure. As the PCs complete encounters and 
  events, the Despair Meter increases in response to their 
  actions, and Kantaria’s citizens may become concerned, 
  fearful, and then panicked by what is happening to their 
  town. At the same time, achieving certain milestones on 
  the Despair Meter triggers reactions from the Glorious 
  Reclamation or other forces in Kantaria—specific events 
  in their attempts to maintain order in Kantaria.
  The following is a brief overview of various events 
  that occur when the Despair Meter reaches specific 
  milestones for the first time.
  0–14 Points: People go about their lives as though 
  nothing unusual were happening.
  15 Points: Suspicions start to grow that a few seemingly 
  isolated events might actually have an organized 
  force behind them. Unless the PCs have done 
  an exceptional job keeping the Glorious 
  Reclamation oblivious to their involvement, 
  Event 6 occurs.
  30 Points: Word spreads among the 
  citizens that organized insurgents oppose 
  the Glorious Reclamation. The price of all 
  goods purchased in town increases by 20%, 
  as the town’s shop owners worry about the 
  possibility of civic unrest in the 
  near future (Linton Demeer’s 
  Healthy Heart Alchemicals is 
  the sole exception, selling all 
  goods at normal prices). Guard 
  patrols are now reinforced 
  with a Glorious Reclamation 
  sergeant, increasing their CR 
  (see page 11).
  40 Points: The rumors of opposition to the Glorious 
  Reclamation becomes indisputable and people stay in 
  their homes, venturing outside only when necessary. 
  Local militia volunteers now patrol the streets along with 
  the Glorious Reclamation’s soldiers, further increasing 
  the CR of guard patrols (see page 11), and inspections 
  become frequent. Kantaria temporarily gains the 
  Hunted disadvantage (Pathfinder RPG GameMastery Guide 
  208). Oppian Nevilindor seeks celestial help in ridding 
  Kantaria of the insurgency (see Event 8). If he has not 
  already approached the PCs, Linton Demeer now invites 
  them to his store to request their help (see Event 9).
  55+ Points: Citizens riot in the streets! Residents flee 
  the town as Thrune loyalists rise up in open revolt against 
  the Glorious Reclamation and its supporters. Kantaria 
  ceases to function as an organized polity, and the town 
  gains the Anarchy disadvantage (GameMastery Guide 208) 
  until order can be restored. The Glorious Reclamation’s 
  remaining soldiers retreat to the protection of the 
  fortress church Valor’s Fastness (area H). The PCs can 
  now attack the fastness to strike the final blow against 
  the Glorious Reclamation and return Kantaria to the rule 
  of House Thrune (see Part 3 on page 42).
  KanTaria rumorS
  The PCs may want to spend some time learning about 
  events transpiring in and around Kantaria. Once per day, 
  a PC can attempt a DC 10 Diplomacy check to gather 
  information or DC 15 Knowledge (local) check to learn 
  one of the following rumors, either randomly selected 
  or specifically chosen to point the PCs in a particular 
  direction. Each rumor includes a note as to its veracity, 
  as well as any events or encounters it points toward.
  DARELLUS FEX
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  8
  1. The Captive Hellknight (true): Many Thrune loyalists 
  who opposed the Glorious Reclamation’s liberation of 
  Kantaria are imprisoned outside the city in a work camp 
  called Hardship’s Hearth. Among the prisoners is a 
  single Hellknight of the Order of the Rack. (Area E)
  2. The Devil Smith (false): Oppian Nevilindor, the 
  current governor of Kantaria, killed his best friend, the 
  town’s blacksmith Tychus Groat, during the Glorious 
  Reclamation’s liberation of the town. Fires still burn in 
  the ruins of Groat’s smithy; it is believed that Groat’s 
  spirit has returned as a fearsome devil, wielding his 
  magical smithing hammer against all who dare disturb 
  his domain. (Area B)
  3. Exemplar (true): During her time in Kantaria as 
  a mortal, Iomedae cared for a local dog, which she 
  named Exemplar. Following her ascension to godhood, 
  Exemplar passed away. In the centuries since, visitors 
  have claimed to have seen a spectral hound matching 
  Exemplar’s description guarding the outer grounds of 
  Valor’s Fastness. (Area H)
  4. Fiendish Corruption (false): Faydreth Zaine, a half-
  elven wizard member of the Glorious Reclamation who 
  helped liberate Kantaria, lives in the old Narikopolus 
  Manor. The Narikopoluses were renowned for quickly 
  adapting to the fiendish allegiances of House Thrune, 
  and it’s a growing belief that Zaine has fallen prey to the 
  dark secrets held in the Narikopolus library. (Area F)
  5. The Harbormaster (true): Jonas Reikman was a 
  notorious river pirate before he found sanctuary in 
  Kantaria working for House Thrune as the town’s self-
  proclaimed harbormaster. Despite his brutality, Reikman 
  retained his position when the Glorious Reclamation 
  arrived in town. Now he oversees the searches of vessels 
  mooring at Kantaria’s docks—it’s common knowledge 
  that these searches are to ensure the boats are not 
  carrying supplies or weapons for House Thrune, and 
  that the docking fees go toward reinforcing the town 
  and training a militia of Kantarian citizens to help the 
  Glorious Reclamation defend the town. (Area D)
  6. Missing Family (partially true): 
  Usually a staple at Kantaria’s weekly 
  Oathday Market, the Bradon family hasn’t 
  been heard from in weeks. Most assume 
  the family ran afoul of Narikopolus loyalists 
  in the hinterlands, maybe in the Blooming Caves 
  northwest of town, but the Glorious Reclamation 
  has yet to send a party to investigate. (Area G)
  7. Oppian’s Feelings (true): It’s a well-known secret 
  that Kantaria’s governor, Oppian Nevilindor, harbors 
  feelings beyond those of a shepherd tending to his flock 
  for Loredana Viorica, proprietor of the Little Uskwood 
  inn. The cleric of Iomedae has never acted on his 
  desire, but he does his best to shield Loredana from the 
  more zealous and inquisitive elements of the Glorious 
  Reclamation. (Event 1)
  8. Ruthless Emissary (true): Kalcyra the Just is a 
  member of the Glorious Reclamation and advisor to 
  Oppian Nevilindor. An inquisitor of Torag, this firebrand 
  dwarf was responsible for reconsecrating Kantaria’s 
  old church of Asmodeus into a shrine to the Father of 
  Creation. She’s currently away from the town, securing 
  trade partnerships with the various mines of the 
  Menador Mountains. (Event 7)
  The gloriouS reclamaTion
  Kantaria lies fully in the hands of the Glorious 
  Reclamation, the knightly order of Iomedae dedicated 
  to overthrowing House Thrune’s rule of Cheliax. Most 
  of the town welcomed the Iomedaean liberators, and 
  those members of the town’s government and Chelish 
  military who opposed the knights have been arrested 
  and detained outside of town. Any Thrune loyalists still 
  present in town wisely keep a low profile. 
  GLORIOUS RECLAMATION 
  SERGEANT
  
  9
  Three main factions allied with the Glorious 
  Reclamation are currently active in Kantaria, serving 
  as town watch, guards, and soldiers in the town. The 
  PCs will encounter these defenders throughout the 
  adventure; for easy reference, the various groups making 
  up the Glorious Reclamation’s forces in Kantaria are 
  detailed below.
  For more details on the Glorious Reclamation, its 
  membership, goals, and history, see Pathfinder Adventure 
  Path #103: The Hellfire Compact.
  Kantarian Militia: Many of Kantaria’s citizens hailed 
  the Glorious Reclamation as liberators, and eagerly 
  offered to bolster the knights’ ranks. These militia 
  volunteers are not as well outfitted as the order’s 
  soldiers, but they have received some training in the 
  arts of war, and serve as guards in various locations 
  throughout town. In addition, a number of halflings, 
  former slaves freed by the Glorious Reclamation, have 
  offered their services as slingers to the knights in 
  thanks for their freedom.
  HALFLING SLINGER 
  CR 1/2
  XP 200
  Halfling warrior 2
  NG Small humanoid (halfling)
  Init +2; Senses Perception +2
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +3, Will +0; +2 vs. fear
  OFFENSE
  Speed 20 ft.
  Melee short sword +3 (1d4/19–20) or
  halfling sling staff +3 (1d4)
  Ranged halfling sling staff +5 (1d6/×3)
  TACTICS
  During Combat Slingers target opponents at range with 
  their sling staffs, preferring to strike at enemies not 
  yet engaged by allies, or using tanglefoot bags against 
  heavily armored opponents. If forced into melee combat, 
  a slinger takes 5-foot steps backward to continue making 
  missile attacks, switching to use a short sword (or using 
  the sling staff as a club) only if he has no other choice.
  Morale A halfling slinger flees when reduced to 4 hit points 
  or fewer.
  STATISTICS
  Str 10, Dex 15, Con 11, Int 10, Wis 9, Cha 10
  Base Atk +2; CMB +1; CMD 13
  Feats Point-Blank Shot
  Skills Acrobatics +4, Climb +2, Handle Animal +4, 
  Perception +2, Profession (servant) +3, Stealth +7; Racial 
  Modifiers +2 Acrobatics, +2 Climb, +2 Perception
  Languages Common, Halfling
  Combat Gear tanglefoot bag; Other Gear leather armor, 
  halfling sling staff with 10 bullets, short sword
  MILITIA VOLUNTEER 
  CR 1
  XP 400
  Human fighter (polearm master) 2 (Pathfinder RPG 
  Advanced Player’s Guide 106)
  LN Medium humanoid (human)
  Init +1; Senses Perception +2
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 21 (2d10+6)
  Fort +5, Ref +1, Will +1
  OFFENSE
  Speed 20 ft.
  Melee guisarme +5 (2d4+3/×3)
  Ranged light crossbow +3 (1d8/19–20)
  Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
  Special Attacks pole fighting
  TACTICS
  During Combat Militia volunteers prefer fighting in groups, 
  moving to surround lone enemies and subdue them. 
  Morale A militia volunteer flees when reduced to fewer 
  than 7 hit points.
  STATISTICS
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Athletic, Cleave, Power Attack, Weapon Focus 
  (guisarme)
  Skills Climb +4, Handle Animal +4, Perception +2, Profession 
  (farmer) +5, Ride +1, Swim +4
  Languages Common
  Gear scale mail, guisarme, light crossbow with 10 bolts
  Knights of the Glorious Reclamation: Although 
  most of the knights who fought and captured Kantaria 
  have moved on to Senara and other battlegrounds, the 
  Glorious Reclamation left behind a garrison to hold and 
  defend the town. The majority of these defenders are not 
  actual knights, but they are professional soldiers. They 
  hold the rank of sergeant and form the backbone of the 
  Glorious Reclamation’s army. In addition, several of the 
  Glorious Reclamation’s squires—paladins who are still 
  in training to become full knights—remain in town.
  GLORIOUS RECLAMATION SERGEANT 
  CR 2
  XP 600
  Human fighter 3
  LG Medium humanoid (human)
  Init +2; Senses Perception +4
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
  hp 24 (3d10+3)
  Fort +4, Ref +3, Will +5 (+1 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee mwk bastard sword +7 (1d10+3/19–20)
  Ranged mwk longbow +6 (1d8/×3)
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  10
  TACTICS
  Before Combat If she has time before combat, a sergeant 
  drinks her potion of bear’s endurance.
  During Combat A sergeant uses her longbow against 
  distant foes or those engaged by allies. In melee combat, 
  a sergeant makes Power Attacks with her bastard sword.
  Morale A sergeant surrenders or attempts to flee when 
  reduced below 7 hit points.
  STATISTICS
  Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Iron Will, Point-Blank Shot, Power Attack, Precise 
  Shot, Weapon Focus (bastard sword)
  Skills Climb +5, Handle Animal +4, Perception +4, Profession 
  (soldier) +7, Ride +5
  Languages Common
  SQ armor training 1
  Combat Gear potion of bear’s endurance, potion of cure 
  moderate wounds; Other Gear mwk chainmail, mwk 
  bastard sword, mwk longbow with 20 arrows, wooden 
  holy symbol of Iomedae, 38 gp
  GLORIOUS RECLAMATION SQUIRE 
  CR 1
  XP 400
  Human paladin of Iomedae 2
  LG Medium humanoid (human)
  Init +0; Senses Perception +1
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
  hp 19 (2d10+4)
  Fort +7, Ref +2, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+2/19–20)
  Ranged shortbow +2 (1d6/×3)
  Special Attacks smite evil 1/day (+2 attack and AC, +2 damage)
  Paladin Spell-Like Abilities (CL 2nd; concentration +4)
  At will—detect evil
  TACTICS
  During Combat A squire first attempts to deal nonlethal 
  damage to subdue foes. Once any allies have been slain, 
  the squire instead attacks with lethal damage, targeting 
  foes with obvious evil affiliations (such as those wearing 
  Hellknight armor, displaying unholy symbols, using evil 
  magic, etc.) with smite evil.
  Morale When reduced to fewer than 7 hp, a squire attempts 
  to withdraw and summon reinforcements, using lay on 
  hands to remain conscious.
  STATISTICS
  Str 15, Dex 10, Con 14, Int 8, Wis 13, Cha 14
  Base Atk +2; CMB +4; CMD 14
  Feats Power Attack, Step Up
  Skills Diplomacy +6, Heal +5, Intimidate +3, Knowledge 
  (nobility) +3, Knowledge (religion) +3, Ride +1
  Languages Common
  SQ lay on hands 3/day (1d6)
  Combat Gear oil (2), thunderstone; Other Gear chain shirt, 
  light wooden shield, mwk longsword, shortbow with 
  20 arrows, bullseye lantern, wooden holy symbol of 
  Iomedae, 8 gp
  Sword Knights of Iomedae: The Church of Iomedae 
  has its own forces in Kantaria as well. In addition to 
  the current governor, Fourth Sword Knight Oppian 
  Nevilindor, and his lieutenant, Fifth Sword Knight Viktor 
  Skave, several Sixth Sword Knights garrison the town’s 
  temple of Iomedae, Valor’s Fastness. These clerics are 
  not knights themselves, but are attached to the Glorious 
  Reclamation and hold the rank of chaplain in the order.
  SIXTH SWORD KNIGHT 
  CR 3
  XP 800
  Human cleric of Iomedae 4
  LG Medium humanoid (human)
  Init +4; Senses Perception +2
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+7 armor)
  hp 33 (4d8+12)
  Fort +6, Ref +3, Will +6
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +5 (1d8+1/19–20)
  Ranged javelin +3 (1d6+1)
  Special Attacks channel positive energy 5/day (DC 14, 2d6)
  Domain Spell-Like Abilities (CL 4th; concentration +6)
  5/day—battle rage (+2), touch of good (+2)
  Cleric Spells Prepared (CL 4th; concentration +6)
  2nd—aid, shield other, sound burst (DC 14), spiritual 
  weaponD
  1st—bless, command (DC 13), divine favor, protection 
  from evilD, shield of faith
  0 (at will)—guidance, light, resistance, stabilize
  D domain spell; Domains Good, War
  TACTICS
  During Combat If accompanying allies, a sword knight 
  casts shield other on those expected to move into 
  melee. A sword knight attempts to stay back to support 
  and heal allies, using offensive spells when able. If 
  pressed into melee, a sword knight casts divine favor 
  before attacking.
  Morale Zealous defenders of the faith, sword knights fight 
  to the death.
  STATISTICS
  Str 12, Dex 10, Con 14, Int 10, Wis 15, Cha 14
  Base Atk +3; CMB +4; CMD 14
  Feats Improved Initiative, Lightning Reflexes, Selective 
  Channeling
  Skills Diplomacy +8, Heal +8, Knowledge (religion) +6, 
  Spellcraft +6
  Languages Common
  
  11
  Combat Gear wand of cure moderate wounds (10 charges); 
  Other Gear +1 breastplate, javelins (3), mwk longsword, 
  silver holy symbol of Iomedae (worth 25 gp), spell 
  component pouch, platinum rings (2; divine focus for 
  shield other; worth 50 gp each)
  GUARDS! (CR 5+)
  Under the rule of the Glorious Reclamation, Kantaria 
  is a relatively unfriendly place for conspicuous Chelish 
  loyalists and Thrune agents. Many of Kantaria’s citizens 
  are either worshipers of Iomedae who openly back 
  the Glorious Reclamation or at least tacitly support 
  the Iomedaean cause. Glorious Reclamation soldiers 
  patrol the streets, and any loyalists remaining in town 
  wisely keep their political views to themselves. The PCs 
  aren’t going to be stopped in town as long as they take 
  reasonable measures to keep a low profile, but openly 
  wearing Thrune or Asmodean colors or symbols certainly 
  attracts unwanted suspicion—if not outright hostility. 
  Actually identifying themselves as Thrune agents is sure 
  to draw the attention of the Glorious Reclamation, which 
  acts quickly to remove the threat.
  Creatures: A typical guard patrol consists of four 
  Glorious Reclamation squires. They regularly walk the 
  streets of Kantaria, serving the same function as town 
  guards or city watch. If any townspeople witness the PCs 
  engaging in some criminal or insurgent act, there is a 90% 
  chance that the citizens call for the guard. This requires a 
  successful DC 5 Diplomacy check (with a +3 bonus on the 
  check because of Kantaria’s law modifier); success brings 
  a patrol in 1d6 minutes, with the arrival time reduced by 
  1 minute for every 5 points by which the result exceeds 
  the DC. Full rules for calling the guards can be found 
  on page 204 of the Pathfinder RPG GameMastery Guide. 
  If called, the squires first try to question those involved, 
  preferring diplomacy to violence, but they attack without 
  hesitation if given just cause.
  GLORIOUS RECLAMATION SQUIRES (4) 
  CR 1
  XP 400 each
  hp 19 each (see page 10)
  Development: Once the Despair Meter reaches 30, 
  add a Glorious Reclamation sergeant (see page 9) to each 
  guard patrol, increasing the difficulty of the encounter to 
  CR 6. When the Despair Meter reaches 40, guard patrols 
  are further bolstered by the addition of two militia 
  volunteers (see page 9), creating a CR 7 encounter.
  A. THE LITTLE USKWOOD
  Operated by Loredana Viorica, the sole surviving 
  member of the Viorica family, the Little Uskwood 
  inn is situated on the northern outskirts of the town, 
  just a short walk from Kantaria proper. The inn caters 
  primarily to travelers, particularly those from Nidal, and 
  those seeking a night’s rest without no questions asked. 
  A map of the Little Uskwood appears on page 12; brief 
  descriptions of its rooms are presented below.
  A1. Common Room: The Little Uskwood’s cramped 
  common room contains a bar and a few tables and 
  chairs. Loredana keeps a loaded hand crossbow behind 
  the bar. Guests can sleep on the floor for the price of 
  2 sp per night.
  A2. Kitchen: Loredana prepares poor meals for her 
  guests in the inn’s tiny kitchen, but those seeking more 
  substantial fare usually head to Kantaria’s other public 
  house, The Sweetest Drop. A large cabinet in the kitchen’s 
  northwest corner hides a boarded-up door (Perception 
  DC 15) that leads to the inn’s disused cellar (area A7).
  A3. 
  Innkeeper’s 
  Room: The 
  Little 
  Uskwood’s 
  innkeeper, Loredana Viorica, resides in this room, which 
  contains a bed, table, and small wardrobe.
  A4. Private Rooms: Each of these rooms contains a 
  single bed, a small table, and a basic lock on the door 
  (Disable Device DC 15). A private room can be rented for 
  2 gp a night.
  A5. Rented Rooms: These three rooms are identical to 
  the inn’s other private rooms (area A4), but are currently 
  occupied by a Nidalese man named Nicolae and his two 
  hirelings (see Event 2 on page 15).
  A6. Stables: Guests can rent one of the four stalls in 
  the inn’s stables for 5 sp per day.
  A7. Cellar: This unused cellar has been sealed off; its 
  only entrance is through the concealed, boarded-up door 
  in the kitchen (area A2). The cellar (and its inhabitant) is 
  further detailed in Event 3 on page 16.
  Creature: The Little Uskwood’s proprietor, Loredana 
  Viorica, greets the PCs when they first arrive at the inn 
  and offers them up to six of the inn’s private rooms free 
  of charge. The PCs are an odd exception to the Uskwood’s 
  typical clientele, but Loredana owes Darellus Fex for 
  services provided while the archbaron was in the region. 
  Loredana knows that the PCs intend to work against the 
  Glorious Reclamation, but the somber woman sternly 
  warns them against bringing unwanted attention to her 
  establishment. Although she wants to see the Glorious 
  Reclamation removed from power, Loredana also knows 
  how to look after her best interests, and won’t hesitate 
  to rescind her offer of shelter if the PCs are too overt in 
  their actions.
  As a long-time resident of Kantaria, Loredana can 
  provide the PCs with much information about the town. 
  Her role in this adventure is to guide the PCs toward 
  potential actions against the Glorious Reclamation, 
  having firsthand knowledge of Oppian Nevilindor and 
  his leadership style (see Development below). 
  Should combat erupt in her establishment, Loredana 
  is quick to hide and claim ignorance. If cornered, she 
  fights ferociously to defend herself even though she has 
  little talent for combat.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  12
  LOREDANA VIORICA 
  CR 1
  XP 400
  Female human rogue 2
  NE Medium humanoid (human)
  Init +2; Senses Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 16 (2d8+4)
  Fort +1, Ref +5, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee dagger +1 (1d4/19–20)
  Ranged mwk hand crossbow +4 (1d4/19–20)
  Special Attacks sneak attack +1d6
  TACTICS
  During Combat Loredana prefers to attack from range, 
  using her hand crossbow from behind the inn’s bar. If 
  approached, she draws her holdout weapon, a wand of 
  shocking grasp, and attempts Use Magic Device checks to 
  activate it.
  Morale Loredana does whatever she must to survive. If 
  combat turns against her and it seems like she might 
  be overwhelmed, Loredana does not hesitate to betray 
  her allies, attempting to convince her foes that she is 
  actually a friend.
  STATISTICS
  Str 10, Dex 15, Con 13, Int 14, Wis 14, Cha 8
  Base Atk +1; CMB +1; CMD 13
  Feats Point-Blank Shot, Skill Focus (Use Magic Device)
  Skills Acrobatics +7, Appraise +7, Bluff +4, Diplomacy +4, 
  Disable Device +8, Knowledge (local) +7, Knowledge 
  (nobility) +3, Perception +6, Profession (innkeeper) +7, 
  Sense Motive +7, Stealth +7, Use Magic Device +7
  Languages Common, Dwarven, Infernal, Shadowtongue
  SQ rogue talent (surprise attack), trapfinding +1
  Combat Gear wand of shocking grasp (20 charges); Other 
  Gear leather armor, dagger, mwk hand crossbow with 
  10 bolts, thieves’ tools, 37 gp
  Development: The morning after the PCs arrive at 
  the inn, Loredana informs them the town’s governor, 
  Oppian Nevilindor, has invited them to a brunch later that 
  morning (see Event 1 on page 13). The PCs can also interact 
  with the inn’s other guests at any time (see Event 2 on page 
  15). And while the PCs’ first night at the Little Uskwood is 
  uneventful, subsequent nights might eventually lead them 
  to investigate the inn’s hidden cellar, incurring the wrath 
  of Masimo Viorica (see Event 3 on page 16). 
  If the PCs seek further guidance from Loredana, she 
  can suggest that they visit the town’s weekly Oathday 
  Market (Event 4 on page 17), direct them to investigate the 
  ruins of Groat’s Smithy (area B on page 23), or point them 
  toward the docks (area D on page 25), as the Glorious 
  Reclamation is using the dock fees to finance their rule 
  of the town. In addition, Loredana can mention rumors 
  that the Glorious Reclamation is using one of the town’s 
  sword towers (area C on page 25) to store healing supplies, 
  and that the Iomedaeans have imprisoned a Hellknight 
  at Hardship’s Hearth (area E on page 27).
  A. THE LITTLE USKWOOD
  1 SQUARE = 5 FEET
  A1
  A2
  A4
  A3
  A4
  A4
  A4
  A4
  A4
  A5
  S
  A5
  A6
  A7
  
  13
  EVENT 1: KANTARIAN INFLUENCE
  This event occurs on the PCs’ second day in Kantaria. 
  Hearing of the PCs’ arrival, Oppian Nevilindor, the 
  current governor of Kantaria, invites Loredana 
  Viorica and the PCs, along with several of the town’s 
  governing councilors, to a late morning brunch in 
  the breakfast room of Narikopolus Manor (area 
  F9). The manor is fully detailed beginning on page 
  32, though there is little reason at this point for the 
  PCs to explore the rest of the house.
  This 
  encounter 
  serves 
  as 
  a 
  gateway for the PCs to meet and 
  establish initial relationships with 
  the governing council of Kantaria, 
  and possibly gain influence over these 
  important representatives. Throughout 
  the adventure, the PCs may opt to lead 
  double lives, manipulating or seducing 
  these NPCs as supposed allies while 
  simultaneously taking covert action 
  against the Glorious Reclamation.
  GaininG influence
  During the brunch, each PC can select one NPC in 
  attendance to influence by attempting an influence check. 
  The PC can attempt this check on each subsequent day as 
  well, as long as the PC has interacted with the NPC during 
  that day. Each PC can attempt a Bluff check (to pretend 
  to be friendly), an Intimidate check (to frighten the NPC 
  into submission), or a specific skill check mentioned in 
  the Influence entry of the NPC’s social stat block (to appeal 
  to that character’s other interests). Each of these specific 
  skills can be discovered by succeeding at a DC 15 Sense 
  Motive check. This adventure assumes that the PCs are not 
  genuinely trying to make friends with most of these NPCs, 
  so Diplomacy is not a universally appropriate skill. Each 
  NPC can be influenced by only a single PC. 
  Each NPC has a social stat block that details basic race 
  and class information (and where to find the NPC’s full 
  stat block), role, appearance, and personality. In addition, 
  the social stat block indicates the NPC’s influence check 
  DC (listed in the Influence entry) and the number of 
  times that NPC must be successfully influenced (see the 
  Successes entry) before the NPC is considered friendly 
  toward the party and grants the PCs a useful benefit (see 
  the Benefits entry. A PC earns an additional success for 
  every 5 points by which the influence check exceeds the 
  listed DC. 
  The PCs can also gain advantages over the targets of their 
  influence checks by exploiting the NPCs’ weaknesses. The 
  PCs can discover these character flaws or bits of scandalous 
  gossip by succeeding at discovery checks, as detailed in 
  the social stat block. A PC can forgo an influence check 
  on any given day to instead attempt a discovery check 
  targeting a given NPC (listed in parentheses in the NPC’s 
  Weaknesses entry). If successful, the PC learns the NPC’s 
  weakness, granting the PCs a +4 competence bonus on any 
  future influence checks against that target.
  These rules are a slightly simplified version of the 
  rules for influencing an individual presented in 
  Chapter 3 of Pathfinder RPG Ultimate Intrigue.
  FAYDRETH ZAINE
  LG male half-elf wizard (area F on page 32)
  Background Rassophore of the Glorious 
  Reclamation, member of Kantaria’s 
  governing council
  DESCRIPTION
  Appearance Sporting a well-kept beard 
  and pristine red-and-white Iomedaean 
  robes, Faydreth Zaine peers through silver 
  spectacles. The half-elven wizard is never 
  found without several scrolls and a wand 
  hanging inside the folds of his robes.
  Personality Zaine distances himself from 
  social matters as much as possible, finding 
  them monotonous affairs. Unless given a 
  necessary reason to deal with other people, Zaine prefers 
  to sequester himself inside Narikopolus Manor, where he 
  delves into the trove of magic items confiscated by the 
  Glorious Reclamation.
  DISCOVERY
  Influence (Sense Motive DC 15) Bluff, Intimidate, or 
  Knowledge (arcana) DC 22
  Weaknesses (Knowledge [arcana] or Spellcraft DC 22) 
  Interested in forbidden or heretical subject matters, Zaine 
  opens up to those who discuss such topics.
  INFLUENCE
  Successes Needed 3 checks
  Benefit Zaine sees the PC as a potential partner or romantic 
  interest, offering the PCs a private invitation to tour 
  Narikopolus Manor (area F), where he advises the PCs of 
  the mansion’s various traps and defenses.
  JALILA HADJARA
  LG female human monk (area E6 on page 30)
  Background Warden of Hardship’s Hearth (area E on page 27), 
  member of Kantaria’s governing council
  DESCRIPTION
  Appearance Jalila is lean and muscular, but her defining 
  physical trait is the tattooed text adorning her skin. 
  Painstakingly transcribed verses from the Acts of 
  Iomedae cover the flesh exposed by her garb.
  Personality A kind and generous woman, Jalila rarely has 
  time for personal matters, preferring to attend to the 
  logistical needs of Hardship’s Hearth, the detainment 
  camp for captured Thrune loyalists outside of town. 
  Soft-spoken and secretly fearful of social outings, Jalila 
  nonetheless yearns for companions, and is quick to form 
  bonds with people she finds spiritually compatible.
  LOREDANA VIORICA
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  14
  DISCOVERY
  Influence (Sense Motive DC 15) Acrobatics, Bluff, or 
  Intimidate DC 17
  Weaknesses (Combat maneuver [disarm, grapple, 
  or trip] vs. CMD 24 [26 vs. grapple]) Jalila 
  is impressed by people capable of 
  matching her own physical aptitude. 
  Although she understands there is 
  a balance between intellectual and 
  martial pursuits, she thinks she has 
  enough intellectual friends, and not 
  enough martial ones.
  INFLUENCE
  Successes Needed 2 checks
  Benefit Once influenced, Jalila 
  confides in the PCs about her 
  special charge at Hardship’s 
  Hearth: the imprisoned 
  Hellknight Zara Orcelani. She 
  invites the PC to speak with Zara 
  privately in hopes of improving the 
  captive’s sour mood (see area E7 
  on page 31 for more details).
  JANA HOLDUS
  CG female human bard
  Background Owner of The Sweetest Drop tavern, member 
  of Kantaria’s governing council
  DESCRIPTION
  Appearance Dressed in a low-cut leather jerkin, Jana smirks 
  with her every action. A woman of considerable charm, 
  she flutters her green eyes at raconteurs, enthusiastically 
  applauding every tale.
  Personality Perhaps the councilor closest to the heart of 
  Kantaria, Jana is a canny businesswoman who runs The 
  Sweetest Drop, the most popular tavern in Kantaria—a 
  fact of which she is proud to boast. A follower of Cayden 
  Cailean, Jana is always interested in meeting new friends 
  and short-term romantic partners, but she is too carefree 
  for longer-term plans. Jana is the most informal member 
  of the governing council, having accepted the position 
  only to help keep the peace in town as it transitions to 
  rule under the Glorious Reclamation, but she is more 
  interested in having fun than running a town.
  DISCOVERY
  Influence (Sense Motive DC 15) Bluff, Intimidate, or 
  Perform (any) DC 15
  Weaknesses (Acrobatics or Perform [any] DC 15) Jana is 
  a sucker for anyone capable of putting on an impressive 
  performance, whether acrobatic, artistic, or more 
  sensuously physical in nature.
  INFLUENCE
  Successes Needed 2 checks
  Benefit Jana holds little power and no secrets of note, but 
  influencing the tavern owner gains her as an ally. If the 
  PCs ever become the target of suspicion by the Glorious 
  Reclamation, Jana steps in to publicly defend them, 
  stopping further investigation. This occurs only once, 
  and only if the PCs are not caught red-handed in a major 
  offense (such as murder).
  LINTON DEMEER
  NE male human alchemist (disguised faceless 
  stalker; see page 56)
  Background Owner of Healthy Heart 
  Alchemicals, member of Kantaria’s 
  governing council, secret leader of 
  Kantaria’s faceless stalkers
  DESCRIPTION
  Appearance In his shapechanged 
  human form, Linton’s characteristic 
  features are his unkempt black hair 
  and his generous paunch. The alchemist 
  has a penchant for fidgeting with small 
  objects or alchemical reagents.
  Personality The proprietor of Healthy 
  Heart Alchemicals, Linton represents 
  Kantaria’s mercantile interests, and had 
  a longstanding relationship with the town’s church of 
  Iomedae prior to the Glorious Reclamation’s arrival. In 
  spite of his disheveled look, Linton is calm and collected 
  in his dealings. He asks many questions, but tries to 
  deflect any that come his way. During his first encounter 
  with the PCs, he is quick to offer up his shop’s services, 
  including a one-time 10% discount on their first purchase.
  DISCOVERY
  Influence (Sense Motive DC 15) Bluff, Craft (alchemy), or 
  Intimidate DC 20
  Weaknesses (Knowledge [history] or Sense Motive DC 18) 
  Linton’s only weakness is the fact that he is really a 
  faceless stalker in disguise. A successful discovery check 
  is unlikely to reveal his true identity, uncovering only that 
  Linton is hiding something potentially damaging, but if 
  the PCs pressure, interrogate, or investigate him, they 
  may be able to learn Linton’s secret. Depending on when 
  and how the PCs discover this information, they may find 
  the alchemist easier to deal with, or become targets of 
  Kantaria’s faceless stalkers (see Event 10 on page 22 for 
  more details).
  INFLUENCE
  Successes Needed 3 checks
  Benefit Once influenced, Linton Demeer confides that 
  he’s struggling to fulfill an order for healing magic to 
  be stored in one of the town’s sword towers for the 
  Glorious Reclamation (area C), and mentions that he 
  regularly visits the prison camp of Hardship’s Hearth 
  to check on the loyalist prisoners there (see area E). In 
  addition, gaining Linton’s trust opens up the potential 
  for an alliance with the faceless stalkers of Kantaria (see 
  Event 10).
  JANA HOLDUS
  
  15
  LOREDANA VIORICA
  NE female human rogue (area A on page 12)
  Background Owner of the Little Uskwood inn
  DESCRIPTION
  Appearance Loredana has an ashen complexion and well-
  kept black hair that she keeps in a tight bun. Other than 
  the occasional quirked eyebrow, her gray-blue eyes 
  betray little emotion.
  Personality Filled with dry wit and sarcastic humor, 
  Loredana is the odd person out among the leaders of 
  Kantaria. She is quick to criticize the Glorious Reclamation 
  and Iomedaean beliefs when given the chance, facing 
  stern rebukes from the others. Such things don’t matter 
  to Loredana, however, as she cares little for the opinions 
  of others, even the townsfolk of Kantaria.
  DISCOVERY
  Influence (Sense Motive DC 15) Bluff, Intimidate, or 
  Diplomacy DC 20
  Weaknesses (see text) Loredana has no personal vices 
  that can be appealed to, but she does harbor a dark 
  secret: her undead father, Masimo Viorica, who haunts 
  the sealed cellar of the Little Uskwood. Defeating 
  Masimo grants each PC a bonus on future influence 
  checks against Loredana as though they had discovered a 
  weakness. See Event 3 for more details.
  INFLUENCE
  Successes Needed 3
  Benefit Loredana approaches the PC who influences her 
  for a more intimate relationship. Knowing full well that 
  the PCs won’t stay in Kantaria forever, Loredana is still 
  interested enough to pursue the PC. If Oppian Nevilindor 
  somehow learns of this relationship, the cleric becomes 
  distraught, reducing his effectiveness as governor and 
  increasing the Despair Meter by 5.
  OPPIAN NEVILINDOR
  LG male human cleric of Iomedae (see page 58)
  Role Governor of Kantaria, leader of the Glorious 
  Reclamation forces in Kantaria
  DESCRIPTION
  Appearance A well-built man with short, neatly cut hair, 
  Oppian is garbed in a gleaming breastplate displaying 
  the symbol of Iomedae. Oppian always has a warm smile 
  on his face, but has a habit of keeping one hand on his 
  sheathed sword.
  Personality Oppian is welcoming to newcomers. Given 
  the PCs’ association with Loredana Viorica, he tries to 
  mediate any disputes between the PCs and other town 
  councilors in hopes of earning his secret love interest’s 
  approval (see Weaknesses below). 
  DISCOVERY
  Influence (Sense Motive DC 15) Bluff, Intimidate, 
  Knowledge (religion) DC 18
  Weaknesses (Knowledge [local] or Sense Motive DC 15) 
  Oppian pines for the affections of Loredana Viorica, going 
  so far as to risk small infractions against his otherwise 
  stringent moral code in order to gain her attention.
  INFLUENCE
  Influence DC 18; Additional Skill Knowledge (religion)
  Successes Needed 3 checks
  Benefit Oppian offers to take the PCs on a tour of Kantaria’s 
  Iomedaean church, Valor’s Fastness (area H on page 
  43), casually showing them the first floor of the fortified 
  temple (areas H3 through H13).
  Special Once the Despair Meter reaches 30, Oppian can 
  no longer be influenced, as his attention focuses on the 
  defense and management of Kantaria.
  Story Award: Award the PCs 1,200 XP for each NPC 
  they successfully influence.
  EVENT 2: THE MAN FROM PANGOLAIS (CR 4)
  This encounter can occur any time after the PCs have 
  spent their first night at the Little Uskwood (area A). It 
  begins when the PCs interact with the inn’s only other 
  patrons, a Nidalese man named Nicolae (NE male human 
  fighter 2/ranger 2) and his two bodyguards.
  Creatures: Nicolae often steps out onto the inn’s front 
  stoop to enjoy a stiff brandy in the cool outdoor air. He has 
  a sharp personality and few interpersonal skills. His initial 
  attitude is indifferent, but a successful DC 14 Diplomacy 
  check makes the normally standoffish man friendly and 
  open to talking about his history. He is incensed over 
  the Glorious Reclamation’s reforms in Kantaria, which 
  have cost him a legally purchased duo of halfling slaves. 
  Unwilling to face his masters in Nidal without the slaves, 
  Nicolae meanders around the Little Uskwood hoping 
  Thrune will eventually come to restore order.
  If made at least friendly, Nicolae asks if the PCs would 
  be willing to subdue the two recently freed halflings 
  he already purchased. The Glorious Reclamation has 
  already warned him against taking any action himself, 
  and he and his bodyguards have been pointed out to the 
  halflings, so it would be difficult for them to apprehend 
  the pair without causing a commotion. The Nidalese 
  slaver believes the PCs might be up to the task, however, 
  offering a reward of 400 gp for capturing the halflings 
  alive and discreetly bringing them to the Little Uskwood. 
  If necessary, use the stats for a slaver (GameMastery Guide 
  266) for Nicolae, and stats for a street thug (GameMastery 
  Guide 265) for his bodyguards.
  Jed and Leora, the halfling twins promised to Nicolae 
  as slaves, now make their living as fisherfolk on the 
  Sedna River. Enjoying their newfound freedom, the two 
  take long trips away from Kantaria to fish along the river 
  when not working for the Labor Guild. They know the 
  faces of Nicolae and his bodyguards, but are trusting 
  and open to anyone else who amicably approaches them. 
  They have no equipment other than their fishing gear 
  and slings for hunting small game.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  16
  JED AND LEORA (2) 
  CR 2
  XP 600 each
  Accomplished angler (Pathfinder RPG NPC Codex 256)
  hp 10 each
  Gear sling with 10 bullets, fishing pole, fishing net
  TACTICS
  Morale If either sibling takes lethal damage, both attempt 
  to flee at top speed. They stop running only if one of 
  them is incapacitated—the other then moves to defend 
  the injured sibling. Both halflings beg their attackers to 
  stop, constantly questioning why they’re being punished.
  Treasure: If the PCs successfully capture the halflings, 
  Nicolae pays them the reward as promised, along with a 
  special gift he thinks they can put to use—a discord bottle 
  (see the sidebar on this page).
  Development: Nicolae and his hirelings leave the 
  following night with the recaptured slaves. Over the next 
  several days, the Glorious Reclamation attempts to find 
  the missing halflings, but word of its failure spreads 
  among the townsfolk, raising the Despair Meter by 3.
  Story Award: If the PCs manage to deliver the halflings 
  to Nicolae alive, award them full XP as though they had 
  defeated the halflings in combat. 
  EVENT 3: UNDER THE USKWOOD (CR 5)
  There is a 30% chance of this event occurring on the 
  second night the PCs spend at the Little Uskwood (area 
  A on page 11). This chance increases by 10% for each 
  additional night spent at the inn until the PCs deal with 
  the trouble.
  The encounter begins at midnight, likely as 
  the PCs rest in their rooms at the inn. It starts 
  with the sounds of clawing and scratching 
  coming from beneath the floorboards of the 
  building. The noises are loud enough for most 
  residents to hear (allow sleeping characters to 
  attempt DC 10 Perception checks to notice the 
  noise), making restful sleep almost impossible. If 
  not interrupted, the scratching sounds last until the 
  sun rises in the morning.
  The inn has no obvious cellar or basement, but 
  if the PCs try to track down the source of the noises, 
  they can find the concealed door behind a cabinet in the 
  kitchen (area A2) with a successful DC 15 Perception check. 
  The door has been boarded up (hardness 5, hp 20, break 
  DC 25), but if broken open, it reveals a rickety wooden 
  ladder that descends into the inn’s darkened cellar (area 
  A7). Alternatively, the PCs can access the cellar by breaking 
  through the inn’s floorboards (hardness 5, hp 60, break DC 
  20). Use the map on page 12 for this encounter.
  Creatures: The scratching sounds are the work of 
  Loredana’s deceased father, Masimo Viorica, a cleric of 
  Zon-Kuthon who is now an undead monstrosity. Three 
  years ago, Loredana got into a heated argument with her 
  father in the Little Uskwood’s cellar about the future of 
  the inn. Masimo believed that the family should return 
  to Nidal with their acquired wealth and indulge in the 
  religious practices of their homeland, while Loredana 
  preferred the life they lived in Kantaria, enjoying her 
  relative freedom under Thrune’s government. At the 
  height of the argument, Loredana hurled a kettle at her 
  father, not realizing it contained a potent alchemical acid 
  Masimo had been using for unsavory practices. As the 
  lower half of her father’s body melted away, Loredana fled 
  to the inn above and boarded up the cellar’s sole entrance.
  Though silent and undisturbed over the following 
  years, Masimo’s spirit reacted violently to the Glorious 
  Reclamation’s liberation of Kantaria. What was left of 
  Masimo’s oddly preserved skin sloughed off and became 
  an undead shredskin, powered by hate and an enduring 
  DISCORD BOTTLE
  Believed to originally be a cursed variant of the 
  eversmoking bottle, the discord bottle has been adopted 
  by less scrupulous folk as an effective weapon against 
  large groups of creatures.
  DISCORD BOTTLE
  PRICE
  5,400 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb.
  AURA faint conjuration and enchantment
  This black metal urn with a lead stopper bears the im-
  age of countless gaunt humanoids piled on top of one 
  another in a torturous melee. When the stopper is re-
  moved, an invisible and odorless gas pours from 
  the bottle, covering a 50-foot-radius area in 
  1 round. If the bottle is left open, the gas 
  billows out another 10 feet per round until 
  it has covered a 100-foot radius. This area 
  remains filled with gas for 5 rounds, after 
  which the gas dissipates naturally.
  Each round, a creature within the area of 
  the gas must succeed at a DC 14 Fortitude save 
  or attack the nearest creature on its next turn. 
  This condition lasts long as a creature is in the 
  cloud and for 1 round after it leaves the area or 
  after the gas dissipates. Any creature that succeeds at 
  its save is not subject to the same gas again, whether or 
  not it remains within the area. This is a mind-affecting 
  poison effect.
  A moderate wind (11+ mph) disperses the gas in 4 
  rounds; a strong wind (21+ mph) disperses it in 1 round. 
  Once opened, a discord bottle must be restoppered 
  and recharge for 24 hours before it can be used again.
  CONSTRUCTION REQUIREMENTS
  COST 2,700 GP
  Craft Wondrous Item, confusion, stinking cloud
  
  17
  connection to Zon-Kuthon. Unable to open the boarded-
  up cellar door, the shredskin is trapped beneath the Little 
  Uskwood, but finds some solace in endlessly scratching 
  the walls. He waits in the small chamber to the south of 
  the main cellar. When living creatures enter the cellar, 
  Masimo rises up from among the haphazardly placed 
  barrels, boxes, and other abandoned stores to find a host 
  body he can control to confront his daughter.
  MASIMO VIORICA 
  CR 5
  XP 1,600
  Male advanced variant shredskin cleric of Zon-Kuthon 3 
  (Pathfinder RPG Bestiary 4 288, 243)
  NE Small undead
  Init +4; Senses darkvision 60 ft., detect undead; 
  Perception +12
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
  hp 62 (7d8+31)
  Fort +8, Ref +6, Will +11
  Defensive Abilities amorphous; Immune undead traits
  OFFENSE
  Speed fly 40 ft. (average)
  Melee bite +10 (1d4+4), 2 claws +10 (1d4+4 plus grab)
  Special Attacks channel negative energy 9/day (DC 15, 2d6), 
  constrict (1d4+4), control body, enshroud, enshrouding 
  caster, grab (Medium)
  Spell-Like Abilities (CL 3rd; concentration +7)
  Constant—detect undead
  1/day—command undead (DC 16)
  Domain Spell-Like Abilities (CL 3rd; concentration +7)
  7/day—touch of darkness (1 round), touch of evil (1 round)
  Cleric Spells Prepared (CL 3rd; concentration +7)
  2nd—blindness/deafnessD (blindness only; DC 16), death 
  knell (DC 16), hold person (DC 16)
  1st—bane (DC 15), deathwatch, doom (DC 15), 
  obscuring mistD
  0 (at will)—bleed (DC 14), detect magic, guidance, 
  resistance
  D domain spell; Domains Darkness, Evil
  TACTICS
  During Combat Masimo attempts to enshroud the target 
  who appears to be weakest physically. If successful, he 
  immediately uses his enshrouding caster ability to cast 
  obscuring mist, then alternates between channeling 
  negative energy and spellcasting as appropriate. 
  Morale Masimo fights until destroyed in his attempt to find 
  a host body to control. If one of his foes dies, Masimo 
  immediately enshrouds the corpse and moves toward the 
  exit, eager to confront his daughter with his new body.
  STATISTICS
  Str 18, Dex 19, Con —, Int 12, Wis 18, Cha 19
  Base Atk +5; CMB +8 (+12 grapple); CMD 22 (can’t be tripped)
  Feats Agile Maneuvers, Blind-Fight, Extra Channel, Quick 
  ChannelUM, Weapon Finesse
  Skills Fly +12, Intimidate +10, Knowledge (religion) +11, 
  Perception +12, Sense Motive +10, Spellcraft +8, Stealth +15
  Languages Common, Infernal, Shadowtongue (can’t speak)
  SQ compression
  Gear spell component pouch, platinum unholy symbol of 
  Zon-Kuthon (worth 500 gp)
  SPECIAL ABILITIES
  Enshrouding Caster (Ex) Since he is unable to speak, 
  Masimo cannot cast spells with verbal components. 
  However, when Masimo successfully uses his enshroud 
  ability on a humanoid creature capable of speech, he 
  can, instead of constricting the creature, apply pressure 
  on the creature’s vocal cords as a free action to enable 
  him to cast spells normally.
  Treasure: A thorough inspection of the cellar (and 
  a successful DC 20 Perception check) turns up a jet-
  black lesser merciful metamagic rodUE amid the remains 
  of Masimo’s melted lower body, which the disciple of 
  Zon-Kuthon once used to subjugate unwilling slaves. In 
  addition, a small open lockbox holds a scroll of darkness, a 
  scroll of hold person, and 100 gp. 
  Development: Defeating Masimo has no effect on the 
  Despair Meter, but the PCs and other occupants of the 
  Little Uskwood should be able to enjoy peaceful sleep for 
  the rest of their stay at the inn. Loredana is indebted to 
  the PCs, and offers up the hidden cellar as a secret base 
  of operations for the PCs to plan their future moves, or 
  as a makeshift interrogation or torture site. If Nicolae 
  becomes aware of the PCs’ actions here and has not yet 
  befriended them, the Nidalese slaver approaches them 
  with his offer at this point (see Event 2).
  EVENT 4: OATHDAY MARKET (CR 6+)
  This event occurs whenever the PCs visit the Kantaria’s 
  weekly Oathday Market. This market takes place every 
  Oathday in Kantaria’s town square, known as Inheritor’s 
  Square. Farmers from outside of town, as well as local 
  merchants, come to sell goods to Kantarian families, 
  and the Glorious Reclamation sends at least one good 
  outsider to remind the populace that “angels walk 
  among them.”
  As a populated event, the market is a tempting target 
  to disrupt. Because of the number of people who could 
  identify their involvement, the PCs’ best option may be 
  to create panic via unorthodox means. Mind-affecting 
  spells, or the discord bottle (see page 16) the PCs can receive 
  as a reward from Nicolae (see Event 2), can be used to 
  sow chaos and compel the locals into hostile actions, 
  quickly sparking tensions between Thrune loyalists and 
  those townsfolk who support the Glorious Reclamation. 
  Similarly, a spell with a wide area of effect or summoning 
  spells could throw the market into a frenzy. Let the PCs 
  come up with their own ideas, and be generous when 
  determining the success of their implementation.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  18
  Creatures: Several dozen townsfolk wander the market 
  at any given time, but if trouble occurs, only 10 of them 
  stay long enough to get involved. Half of these townsfolk 
  are armed with clubs, while the other half have sickles. 
  These 10 villagers flee as soon as they recognize the 
  source of a threat, but are otherwise active targets. 
  Two Glorious Reclamation squires monitor the 
  festivities, along with a hound archon that has come to 
  mingle with the townsfolk. Should combat erupt, the 
  squires spend the first 3 rounds ushering the townsfolk 
  away, stepping in to fight only if they or the villagers 
  are directly attacked. The hound archon seeks out the 
  greatest threat and attempts to defeat it.
  GLORIOUS RECLAMATION SQUIRES (2) 
  CR 1
  XP 400 each
  hp 19 each (see page 10)
  HOUND ARCHON 
  CR 4
  XP 1,200
  hp 39 (Pathfinder RPG Bestiary 19)
  TOWNSFOLK (10) 
  CR 1/2
  XP 200 each
  Farmer (Pathfinder RPG GameMastery Guide 309)
  hp 10 each
  Gear club or sickle, 1d6 gp
  Development: To successfully disrupt the Oathday 
  Market, the PCs must kill at least five townsfolk and one 
  defender. Causing a panic and disrupting the market 
  increases the Despair Meter by 5. Increase the Despair 
  Meter by 2 additional points if the PCs manage to slay 
  the hound archon.
  If the PCs fail to disrupt the market, they can repeat their 
  attempt multiple times as long as they manage to remain 
  unnoticed. The PCs might scope out the market first, then 
  return a second time a week later to make their move. 
  EVENT 5: SUPPLY SHIPMENT (CR 6)
  This event can occur any time during the PCs’ time in 
  Kantaria. The easiest method to point the PCs toward 
  this encounter is via the accuser devil Razelago, who 
  learns of it from Archbaron Fex’s information network. 
  Alternatively, the PCs might learn this information 
  by interrogating or torturing captured Glorious 
  Reclamation soldiers.
  To secure their hold on Kantaria and other Chelish 
  holdings, the Glorious Reclamation has engaged in 
  trade negotiations with various mining operations in the 
  Menador Mountains. While none of these groups have 
  yet offered full support to the Glorious Reclamation’s 
  rule, they have contributed small amounts of resources 
  and supplies that the order has collected into a sizable 
  shipment for the town. This shipment could provide 
  
  19
  Kantaria with enough supplies to fortify against 
  retaliatory strikes from House Thrune. 
  The shipment consists of an assortment of refined 
  metals carried in a medium wagon (Pathfinder RPG 
  Ultimate Equipment 87) drawn by two heavy horses 
  (Pathfinder RPG Bestiary 177). The horses are not combat-
  trained, and the weight of the wagon is considered a 
  heavy load for the horses, reducing their speed to 35 feet, 
  though the wagon normally travels at walking speed for 
  its guards (see Creatures below)
   The exact timing of the shipment’s approach to 
  Kantaria is left for you to determine, but the PCs should 
  catch wind of its progress early enough to ambush the 
  convoy outside of town.
  Creatures: Seven members of the Glorious Reclamation 
  guard the shipment, handpicked by Kalcyra the Just (see 
  Event 7 on page 20), who is currently negotiating with the 
  various Menador mining interests. The guards, who are 
  under the command of a Glorious Reclamation sergeant, 
  consist of three local militia volunteers and three freed 
  halfling slingers. The sergeant sits on the wagon’s seat 
  next to the militia volunteer driving the wagon, while 
  two halfling slingers perch on the back. The remaining 
  slinger and two volunteers walk alongside the wagon. All 
  of the guards know the importance of the shipment and 
  fight tenaciously to defend it.
  GLORIOUS RECLAMATION SERGEANT 
  CR 2
  XP 600
  hp 24 (see page 9)
  HALFLING SLINGERS (3) 
  CR 1/2
  XP 200 each
  hp 13 each (see page 9)
  MILITIA VOLUNTEERS (3) 
  CR 1
  XP 400 each
  hp 21 each (see page 10)
  Treasure: The shipment consists of 1,000 pounds 
  of iron; 500 pounds of copper; 250 pounds of tin; 40 
  pounds of silver; 10 pounds of cold iron; 10 pounds 
  of gold; and 1 pound each of adamantine, mithral, 
  and platinum. Combined, the metals have a weight of 
  just over 1,800 pounds and a total value of 3,100 gp. 
  Selling the metals in Kantaria is next to impossible, 
  meaning they must be transported elsewhere for trade. 
  Given time, Razelago can teleport the shipment out of 
  Kantaria (50 pounds at a time), but he demands a 20% 
  cut of the deal. With a successful DC 20 Diplomacy or 
  Intimidate check, the PCs can haggle the devil down to 
  a 10% cut of the take. It takes the devil 1d4 days to find a 
  buyer and return with payment. The wagon and horses 
  are easier to sell in town—the PCs can receive full value 
  for their sale.
  Development: The disappearance of the supply 
  shipment raises fears that Kantaria’s outlying lands 
  are no longer safe, increasing the Despair Meter by 4. 
  Assuming there are no survivors, the PCs’ actions are 
  blamed on the Narikopolus loyalists (see area G) known 
  to operate in the hinterlands outside town.
  EVENT 6: GLORIOUS SPIES (CR 5)
  This event can occur any time after the Despair Meter 
  reaches 15. Kantaria’s governor, Oppian Nevilindor, is a 
  cautious and somewhat naive man, but he is far from 
  stupid. Once evidence starts pointing toward the PCs’ 
  involvement in actions against the Glorious Reclamation, 
  his suspicions are aroused, and the cleric calls in a duo 
  of archons to monitor the PCs’ actions and report back.
  Creatures: Oppian sends two spyglass archons—
  preternaturally quiet, masked outsiders with black skin 
  and wings—to shadow the PCs and take note of their 
  activities. As law-abiding as they are stealthy, the archons 
  refrain from direct violations of the law (such as entering 
  the PCs’ rooms in the Little Uskwood without permission), 
  instead observing the PCs from afar. Ordered only to 
  report evidence of insurrection to Oppian, the archons do 
  not openly confront the PCs unless they catch them in the 
  act of something truly evil or heinous, at which point the 
  outsiders do not hesitate to intervene.
  SPYGLASS ARCHONS (2) 
  CR 3
  XP 800 each
  Pathfinder Campaign Setting: Chronicle of the Righteous 61
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +2; Senses darkvision 60 ft., detect evil, hone senses, 
  low-light vision; Perception +7
  Aura aura of menace (DC 13), magic circle against evil 
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 armor, +2 deflection, 
  +2 Dex, +1 natural)
  hp 26 each (4d10+4)
  Fort +4, Ref +8, Will +6; +4 vs. poison 
  DR 5/evil; Immune electricity, petrification; SR 14
  OFFENSE
  Speed 40 ft., fly 40 ft. (good)
  Melee mwk longsword +5 (1d8+2/19–20), mwk short sword 
  +5 (1d6+1/19–20)
  Ranged shortbow +6 (1d6/×3)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 4th; concentration +3)
  Constant—detect evil, magic circle against evil
  At will—aid, continual flame, greater teleport (self plus 
  50 lbs. of objects only), message
  3/day—darkness, entropic shield, undetectable alignment
  TACTICS
  Before Combat Because the PCs are assumed to be evil, 
  the benefits from the archons’ magic circle against evil 
  spell-like ability are included in their statistics.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  20
  her Glorious Reclamation allies, Kalcyra is practical and 
  methodical in her actions. Her primary drive is the delivery 
  of swift justice to those who deserve it. Accompanied by a 
  trio of loyal foo dogs, the inquisitor seeks to lay enemies of 
  the Glorious Reclamation low with her magic, offering no 
  quarter to those who oppose her or her allies.
  FOO DOGS (3) 
  CR 2
  XP 600 each
  hp 17 each (Pathfinder RPG Bestiary 3 120)
  KALCYRA THE JUST 
  CR 6
  XP 2,400
  Female dwarf inquisitor of Torag 7 (Pathfinder RPG 
  Advanced Player’s Guide 38)
  LN Medium humanoid (dwarf)
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 21, touch 12, flat-footed 21 (+7 armor, +2 deflection, 
  +2 shield)
  hp 70 (7d8+35)
  Fort +10, Ref +4, Will +10; +1 vs. fear, +2 vs. poison, spells, 
  and spell-like abilities
  Defensive Abilities defensive training
  OFFENSE
  Speed 20 ft.
  Melee +1 morningstar +11 (1d8+5)
  Ranged repeating light crossbow +8 (1d8+2/19–20)
  Special Attacks bane (7 rounds/day), hatred, judgment 3/day
  Inquisitor Spell-Like Abilities (CL 7th; concentration +10)
  At will—detect alignment
  7 rounds/day—discern lies
  Domain Spell-Like Abilities (CL 7th; concentration +10)
  6/day—resistant touch (+2)
  Inquisitor Spells Known (CL 7th; concentration +10)
  3rd (2/day)—litany of righteousnessUC, retributionAPG (DC 16)
  2nd (4/day)—blistering invectiveUC (DC 15), confessAPG 
  (DC 15), flames of the faithfulAPG (DC 15), hold person 
  (DC 15)
  1st (5/day)—bless, command (DC 14), divine favor, lock 
  gazeUC (DC 14), protection from evil
  0 (at will)—acid splash, brandAPG (DC 13), daze (DC 13), 
  guidance, siftAPG, stabilize
  Domain Protection
  TACTICS
  Before Combat Kalcyra casts divine favor and protection 
  from evil on herself before battle, and then bless (which 
  affects the foo dogs as well).
  During Combat Kalcyra begins combat by casting blistering 
  invective while the foo dogs attack. She prefers to stay 
  out of melee combat, using her spells to debilitate her 
  foes from a distance. If pressed into melee combat, 
  Kalcyra casts flames of the faithful and activates her 
  bane ability, then on the next round pronounces a 
  judgment—usually destruction, justice, or resistance.
  During Combat The archons generally avoid combat if 
  at all possible, but should the PCs become involved in 
  any action that endangers the people of Kantaria or the 
  forces of the Glorious Reclamation, the outsiders move 
  to engage the offenders and help any potential allies. 
  The two archons work together and with allies to flank 
  foes and make sneak attacks. Against lightly armored 
  opponents, the archons prefer to deal nonlethal damage, 
  attempting to take prisoners back to Oppian Nevilindor.
  Morale As long as innocents or allies are in danger, the 
  archons fight to the death.
  STATISTICS
  Str 14, Dex 15, Con 12, Int 13, Wis 10, Cha 9
  Base Atk +4; CMB +6; CMD 20
  Feats Skill Focus (Stealth), Two-Weapon Fighting
  Skills Acrobatics +9, Bluff +6, Fly +13, Knowledge (planes) +8, 
  Perception +7, Sense Motive +7, Stealth +12
  Languages Celestial, Draconic, Infernal; truespeech
  Gear leather armor, mwk longsword, mwk short sword, 
  shortbow with 20 arrows
  SPECIAL ABILITIES
  Hone Senses (Su) Three times per day, a spyglass archon 
  can concentrate its attention as a swift action. For 4 
  rounds, the range of the spyglass archon’s darkvision 
  doubles, it gains a +6 bonus on Perception checks, and it 
  gains blindsense out to a range of 15 feet.
  EVENT 7: ENTER THE INQUISITION (CR 8)
  Once the PCs have seized control of Hardship’s Hearth 
  (area E on page 27), their defeat of Jalila Hadjara sends 
  a clear message that the Glorious Reclamation is now 
  under attack, and triggers this event. Upon learning of 
  the growing unrest in town, an important member of the 
  local Glorious Reclamation leadership—a no-nonsense 
  inquisitor of Torag named Kalcyra the Just—returns to 
  Kantaria from her mission to secure trade relationships 
  with the mines in the Menador Mountains.
  If the PCs’ involvement with the recent woes befalling 
  the town is not obvious, Kalcyra quickly grows suspicious 
  of the timing of their arrival, and, believing the PCs could 
  have duped her allies, decides to interrogate them. If the 
  PCs have made their participation known to the forces of 
  the Glorious Reclamation, the inquisitor instead mounts 
  an offensive against them. Without consulting Oppian 
  Nevilindor, she musters local forces and attacks the PCs 
  at their last known whereabouts, most likely the Little 
  Uskwood (area A on page 11). Alternatively, the PCs may 
  learn of Kalcyra’s return and preemptively seek out the 
  dwarf—perhaps at the Shrine of the Hammer, the town’s 
  former temple of Asmodeus, now dedicated to Torag.
  Creatures: The church of Torag has sent several 
  emissaries to advise and observe the Glorious Reclamation 
  to ascertain whether the knightly order would be a worthy 
  ally to the Father of Creation’s church. Kalcyra the Just 
  is one of these advisors and observers. Less noble than 
  
  21
  Morale Believing she has a divine mandate, Kalcyra fights 
  to the death.
  STATISTICS
  Str 14, Dex 10, Con 16, Int 8, Wis 17, Cha 10
  Base Atk +5; CMB +10; CMD 19 (23 vs. bull rush and trip)
  Feats Combat Casting, Duck And CoverAPG, Power Attack, 
  Shake It OffUC, Skill Focus (Intimidate), Toughness
  Skills Appraise –2 (+0 to assess nonmagical metals or 
  gemstones), Diplomacy +10, Intimidate +16, Knowledge 
  (religion) +8, Perception +12 (+14 to notice unusual 
  stonework), Sense Motive +16, Spellcraft +4
  Languages Common, Dwarven
  SQ monster lore +3, solo tactics, stern gaze +3, track +3
  Combat Gear potion of cure serious wounds, potion of 
  spider climb; Other Gear +1 chainmail, +1 buckler, +1 
  morningstar, repeating light crossbow with 10 bolts, iron 
  holy symbol of Torag, 28 gp
  Development: Defeating Kalcyra the Just increases 
  the Despair Meter by 6. The inquisitor’s death is another 
  blow to the Glorious Reclamation as her efficiency in 
  managing Kantaria’s industrial efforts is now lost. Several 
  dwarven families in town pack up their belongings and 
  start the long trek east to their ancestral homeland in 
  the Five Kings Mountains, hoping to 
  escape the growing conflict in Cheliax. 
  Oppian Nevilindor holds a memorial 
  service for Kalcyra, and if he remains 
  unaware of the PCs’ involvement with 
  the insurrection in town and their 
  role in Kalcyra’s death, he may 
  even invite them to attend.
  EVENT 8: HEAVEN’S 
  RETALIATION (CR 7)
  This event can occur any time after the 
  Glorious Reclamation has identified 
  the PCs as the ones responsible for the 
  insurgency in Kantaria—most likely 
  following the death of the wizard Faydreth 
  Zaine (see area F on page 32) unless the 
  PCs managed to strike him down without 
  arousing suspicion. Alternatively, any guards 
  who escape from the sword tower (area C on page 
  25) may be able to identify the PCs as dissidents. If 
  the PCs successfully conceal their involvement, this 
  event takes place once the Despair Meter reaches 40. This 
  encounter can take place almost anywhere, such as just 
  after the PCs leave Narikopolus Manor (area F on page 32) 
  or on the road to the Blooming Caves (area G on page 36).
  Creature: Once proof reaches Oppian Nevilindor that 
  the PCs are behind the counterrevolution, he wastes no 
  time in moving against them. Assuming the PCs are 
  agents of House Thrune, Oppian contacts his superiors 
  in the Glorious Reclamation for support. With the siege 
  of Senara underway, the Iomedaeans are unable to send 
  major reinforcements to Kantaria, but the order pledges 
  a powerful outsider from Heaven—a hiracapath—to 
  Oppian’s service. The hiracapath excels in tracking and 
  nonlethal combat, and Oppian believes it is the perfect ally 
  to help bring the PCs to justice. Unwilling to summarily 
  execute the PCs, Oppian orders the outsider to defeat the 
  PCs and bring back whichever character seems to be the 
  leader for further interrogation. The hiracapath fights 
  until reduced to 15 hit points of fewer, at which point it 
  uses plane shift to escape, abandoning its mission.
  HIRACAPATH 
  CR 7
  XP 3,200
  hp 94 (see page 88)
  Development: The Glorious Reclamation can provide 
  no further support for their troops in Kantaria once the 
  hiracapath is defeated, leaving Oppian Nevilindor on his 
  own. This increases the Despair Meter by 4.
  EVENT 9: A FRIEND IN NEED
  This event occurs once the PCs have 
  successfully influenced Linton Demeer 
  (see Event 1 on page 14), or, if they have 
  not done so, once the 
  Despair Meter reaches 40.
  As the PCs plan their 
  next move against the 
  Glorious 
  Reclamation, 
  they receive an unexpected 
  invitation 
  from 
  Linton 
  Demeer to stop by his 
  shop, Healthy Heart 
  Alchemicals. The PCs 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  KALCYRA THE JUST
  
  22
  might be suspicious of the summons, especially coming 
  from a member of Kantaria’s governing council, but 
  there is no duplicity in the invitation. If the PCs scout 
  out the alchemy shop before their meeting, they find no 
  hint of Glorious Reclamation forces in wait, just a sign 
  on the door that reads, “Closed for the day due to illness.”
  Creature: Linton Demeer greets the PCs at the door. 
  The alchemist shows no symptoms of sickness as he 
  ushers the PCs into his establishment, but he does display 
  a great sense of urgency. If the PCs succeed at a Sense 
  Motive check (opposed by Linton’s Bluff check), they can 
  tell Linton’s urgency is a bit of intentional overacting. 
  Secretly a faceless stalker shapechanged into a human, 
  Linton goes to great lengths to hide his true identity 
  from the PCs (assuming they have not yet discovered it 
  on their own and revealed this discovery to him). Linton 
  Demeer is fully detailed in the NPC Gallery on page 56.
  Once the PCs are all inside and pleasantries have been 
  exchanged, Linton has a unique request for them.
  “Prior to the Glorious Reclamation’s arrival in Kantaria, I had 
  working relationships with multiple factions in town. Chief 
  among them were the town’s former leaders, the nobles 
  of House Narikopolus, who were of course loyal to House 
  Thrune. When the Iomedaeans took control of Kantaria, the 
  Narikopolus family was conveniently away, in the capital 
  city of Egorian. Although some of the family’s retainers were 
  apprehended and imprisoned in Hardship’s Hearth, a handful 
  of them managed to flee the fall of the town and evade 
  capture. They call themselves ‘Narikopolus loyalists,’ though 
  of course the Glorious Reclamation has branded them rebels.
  “I would be remiss not to mention that I have a good 
  friend among these retainers, a man by the name of Gregor 
  Ardain. While I am far from a supporter of House Thrune or 
  the Narikopolus cause, Gregor has kept in contact with me 
  about the movements of this band of loyalist rebels. He’s 
  been quite punctual in his updates, sending a message every 
  few days, but it has now been over a week since I last heard 
  from him. His last missive indicated a stop at the Blooming 
  Caves—a rather beautiful series of nearby caverns that, in 
  less turbulent times, the locals occasionally visit.”
  “Obviously, it would be inappropriate for me to broach this 
  with our new protectors, but as you are outsiders, I thought I 
  might ask you to investigate as a personal favor. Specifically, 
  I’d like to know what has happened to my friend Gregor.”
  Linton offers the PCs a reward of 3,000 gp for 
  successfully discovering the fate of Gregor Ardain and 
  the Narikopolus loyalists, and gives them directions to 
  the group’s last known location, the Blooming Caves 
  (area G). Should the PCs require additional incentives to 
  investigate, Linton mentions that Gregor retrieved the 
  fabled hammer of Kantaria’s former blacksmith, Tychus 
  Groat, before leaving town. The hammer, a magic weapon 
  named Sinderbos, has become a symbol of resistance to 
  the Glorious Reclamation, and Oppian Nevilindor has 
  been searching for it ever since the weapon disappeared 
  in the aftermath of his duel with Groat. If the PCs find 
  Gregor, they might also find Groat’s hammer—though 
  what they do with it is up to them.
  Development: Linton does hold back one important 
  piece of information from the PCs—the fact that 
  Gregor is also a faceless stalker who was spying on the 
  Narikopolus loyalists for Linton. It is unlikely that the 
  PCs will uncover this fact prior to their expedition, but 
  if they manage to discover Linton’s true nature as a 
  faceless stalker, he is indifferent to their discovery. He 
  still wishes to know what happened to Gregor, but as a 
  further reward, he is willing to discuss the potential of an 
  alliance with the PCs against the Glorious Reclamation 
  upon their return (see Event 10).
  EVENT 10: FACELESS ALLIES (CR 8)
  This event occurs when the PCs return to Linton Demeer 
  after their exploration of the Blooming Caves (area G 
  on page 36). Assuming the PCs provide information on 
  Gregor’s fate and have not alienated Linton in the process, 
  the alchemist mentions he has another proposal for the 
  PCs, and suggests a clandestine meeting in the woods 
  outside of town later that night. A PC who succeeds at a 
  DC 20 Sense Motive check can tell that Linton is hiding 
  something, but while the PCs’ first reaction might be to 
  suspect betrayal, it is simply due to Linton’s wariness about 
  revealing the existence of faceless stalkers in Kantaria.
  Creatures: The meeting takes place under the cover 
  of trees and darkness. Linton intentionally arrives 5 
  minutes later than the appointed time, giving the PCs 
  time to worry about the alchemist’s motives. For safety, 
  Linton brings along one of his trusted lieutenants, the 
  only faceless stalker in town that does not possess its 
  own human identity, but instead operates by filling in for 
  others. In this case, he has taken Linton’s appearance, so 
  that it looks like two Linton Demeers have appeared for 
  the meeting with the PCs. As the PCs process this strange 
  revelation, both shapechangers attempt to assuage the 
  PCs’ doubts, with the real Linton performing the bulk of 
  the explanations.
  Linton begins by identifying himself as an ugothol, 
  commonly known as a faceless stalker. He describes 
  his people’s past as a wandering band that moved from 
  town to town, preying on the unwitting residents, until 
  arriving in Kantaria shortly after the death of Aroden. 
  Since then, Kantaria’s ugothol population has developed 
  into a very different society from that normally seen 
  among faceless stalkers—rather than murdering and 
  consuming the town’s inhabitants, thus exhausting 
  its resources, the ugothols became a part of Kantaria’s 
  community, albeit a parasitic one. The faceless stalkers 
  hold human identities and jobs in town, but they still 
  feed on Kantaria’s other citizens.
  
  23
  Seeing the PCs’ growing success against the Glorious 
  Reclamation, Linton states that he wishes to ally with the 
  PCs and assist them in driving the Glorious Reclamation 
  from Kantaria. He volunteers the faceless stalkers’ 
  unique shapeshifting services in this endeavor, offering 
  to use them as spies to gather and plant information 
  where needed, but refuses to put his people directly in 
  harm’s way, or to reveal their identities, even to the PCs. 
  In exchange, Linton would like to maintain the ugothols’ 
  current position in Kantaria—secretly living among and 
  feeding on the town’s citizens.
  Linton attends the meeting with his full set of 
  equipment; he hopes to avoid combat, but he’s ready 
  should it occur. If the PCs refuse Linton’s offer of an 
  alliance and attack, the faceless stalker lieutenant tries to 
  cover Linton’s escape, while Linton supports his ally with 
  bombs thrown from a distance.
  FACELESS STALKER LIEUTENANT 
  CR 5
  XP 1,600
  Advanced faceless stalker (Pathfinder RPG Bestiary 2 292, 122)
  hp 52
  LINTON DEMEER 
  CR 7
  XP 3,200
  hp 95 (see page 56)
  Treasure: If the PCs defeat Linton in combat, they might 
  decide to ransack his shop, Healthy Heart Alchemicals, 
  where they can find many worthwhile items displayed on 
  shelves. These include two potions of cure light wounds, two 
  potions of cure moderate wounds, two potions of delay poison, 
  two potions of endure elements, two potions of lesser restoration, 
  and four potions of stabilize. In addition, the shop has a 
  supply of five flasks of acid, five flasks of alchemist’s fire, 
  five packets of alchemist’s kindness (Ultimate Equipment 
  100), three vials of antiplague (Ultimate Equipment 100), 
  three vials of antitoxin, three vials of padzahr (Ultimate 
  Equipment 100), two tanglefoot bags, two thunderstones, 
  and three vials of wismuth salix (Ultimate Equipment 101). 
  Lastly, a cache of reserve coins totaling 750 gp is kept in 
  a small, unlocked strongbox behind the shop’s counter.
  Development: Allying with Linton Demeer and the 
  faceless stalkers gives the PCs ample opportunity to 
  learn about the defenses of the remaining Glorious 
  Reclamation forces in Kantaria. At the same time, the 
  ugothols take advantage of the chaos in town to exact 
  vengeance on other residents who have wronged them 
  and seek out new sources of blood for consumption. 
  These renewed assaults increase the Despair Meter by 5. 
  With a successful DC 19 Diplomacy check or DC 23 
  Intimidate check, the PCs can convince Linton to provide 
  them with a single faceless stalker—the lieutenant 
  attending the meeting—as a henchman during their 
  time in Kantaria. 
  If the meeting does not end with an accord with the 
  faceless stalkers but the PCs either avoid combat or fail to 
  kill Linton, the alchemist is swift to turn against the PCs 
  once he returns to the town. Sometime in the next few 
  days, he sends four faceless stalkers (a CR 8 encounter) to 
  ambush the PCs while they’re acting against the Glorious 
  Reclamation. If this assassination attempt fails, Linton 
  and any remaining faceless stalkers in town depart 
  Kantaria, as he knows his people’s continued peaceful 
  existence is under threat.
  If the PCs kill Linton, the rest of the faceless stalkers 
  in town soon revert to their normal ways. Bereft of 
  his leadership, the ugothols go on a murder spree, 
  killing indiscriminately before leaving Kantaria for 
  new hunting grounds. Driving the faceless stalkers 
  out of Kantaria without divulging their nature to 
  the populace (by killing Linton or other means) also 
  increases the Despair Meter by 5, as the townsfolk react 
  fearfully to the sudden disappearance (or murders) of 
  a member of the governing council and several other 
  citizens. Revealing the presence of the faceless stalkers 
  to the people of Kantaria (such as in a public battle) and 
  defeating them actually works against the PCs, reducing 
  the Despair Meter by 5.
  Story Award: If the PCs make a deal with Linton and 
  ally with the faceless stalkers, award them XP as if they 
  had defeated Linton and his lieutenant in combat. 
  B. GROAT’S SMITHY (CR 4)
  There are several reasons the PCs might choose to 
  explore the ruins of the local smithy, where an epic 
  battle took place between Oppian Nevilindor and Tychus 
  Groat, the town blacksmith—the PCs might investigate 
  the rumors of Tychus’s restless spirit, searching for the 
  blacksmith’s renowned hammer, or gather information 
  to use against Oppian Nevilindor. A miasma of ash and 
  smoke fills the air around the ruins, and collapsed stone 
  and fragments of burnt wood litter the area. Several 
  plumes of fire burn merrily throughout the smithy (see 
  Hazards below). The locals of Kantaria give the site a 
  wide berth, believing it to be inhabited by a devil made 
  manifest from Tychus’s spirit. Use the map on page 26 
  for this encounter.
  Creature: Tychus Groat kept a piece of his infernal 
  past with him—an ukobach named Brextur. Commonly 
  known as tinder devils, ukobachs keep the fires and 
  furnaces of Hell burning, and revel in flames and 
  explosions. Brextur assisted Tychus with his more 
  important projects, but the devil was left alone following 
  the death of his master. So far, fear of the good-aligned 
  outsiders assisting the Glorious Reclamation in Kantaria 
  has kept Brextur confined within the ruins of the smithy, 
  but the few sightings of the fiend have prompted a belief 
  among the citizens that Tychus himself became a devil 
  after his death.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  24
  When the PCs first arrive at the smithy, Brextur 
  hides in the ruins. Noticing that they are (most likely) 
  not wearing any Iomedaean paraphernalia, the devil has 
  enough confidence to stealthily initiate combat with the 
  intruders by animating the nearby fire plumes with his 
  animate flames ability.
  If the PCs detect Brextur, they can attempt to talk to 
  the devil. Brextur’s initial attitude is unfriendly; he can 
  be made indifferent with a successful DC 21 Diplomacy 
  check, or friendly with a successful DC 26 Diplomacy 
  check. Alternatively, the PCs can bully the devil with a 
  successful DC 18 Intimidate check. If the PCs reveal their 
  status as Thrune agents, they gain a +4 circumstance 
  bonus on these checks. See Development below for 
  details on befriending the devil.
  BREXTUR 
  CR 4
  XP 1,200
  Male ukobach (Pathfinder Adventure Path #25 86)
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +8; Senses darkvision 60 ft., see in darkness; 
  Perception +3
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 37 (5d10+10)
  Fort +3, Ref +10, Will +7
  DR 5/good or silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 15
  OFFENSE
  Speed 30 ft.
  Melee fire poker +5 (1d6–1 plus 1d4 fire) or
  2 claws +5 (1d3–1 plus 1d4 fire)
  Ranged ember +10 (1d6 fire)
  Special Attacks animate flames, fire-
  breathing, scorch
  TACTICS
  During Combat From hiding, Brextur 
  attempts to animate one of the fire 
  plumes as a Small fire elemental, 
  which then attacks the PCs. If the 
  devil remains undetected, 
  he continues this 
  tactic. If he’s 
  spotted, Brextur 
  stays to defend his 
  home, but uses his 
  flame leap ability 
  to move around the 
  battlefield through the fire plumes.
  Morale If reduced to fewer than 
  10 hit points, Brextur offers 
  unconditional surrender, 
  pleading for his life and cursing 
  “the Inheritor and her lackeys 
  for ever coming to Kantaria.”
  STATISTICS
  Str 9, Dex 19, Con 14, Int 13, Wis 16, Cha 12
  Base Atk +5; CMB +3; CMD 17
  Feats Improved Initiative, Lightning Reflexes, Throw Anything
  Skills Acrobatics +12, Appraise +9, Bluff +9, Craft (armor) +9, 
  Craft (weapons) +9, Knowledge (arcana) +9, Stealth +16
  Languages Celestial, Common, Infernal; telepathy 100 ft.
  SQ fire leap
  Gear oil (5 flasks)
  SPECIAL ABILITIES
  Animate Flames (Su) As a standard action, an ukobach can 
  animate an existing Small or larger fire. Doing so requires 
  the ukobach to succeed at a DC 15 Wisdom check as it 
  impresses its will upon the fire. This DC increases by +5 
  for every size category of the flame above Small. If it’s 
  successful, the flame animates and follows the ukobach’s 
  mental commands, functioning as a fire elemental of 
  the same size. The flame remains animate for a number 
  of rounds equal to the ukobach’s Wisdom modifier—
  usually 3—after which it returns to being simple flame, 
  setting the square it ceases moving in alight or being 
  extinguished, as its surroundings warrant.
  Ember (Ex) An ukobach can hurl a red-hot ember as an 
  improvised thrown weapon that deals 1d6 points of fire 
  damage. A thrown ember has a range increment of 10 feet.
  Fire Leap (Su) As a swift action, an ukobach occupying the 
  same space as a fire, a pool of lava, a vent of searing 
  steam, or a similar blaze (such as the fire plumes in the 
  smithy ruins) can teleport from that burning feature 
  and emerge from another within 100 feet. This ability 
  functions similarly to dimension door, but only 
  between fires. Upon entering a 
  flame, an ukobach is instantly 
  aware of all flames within 
  range through which it 
  might exit. If an ukobach 
  enters a flame and there are 
  no others to exit through within 100 
  feet, the devil’s movement immediately 
  ends and it is stunned for 1 round.
  Fire-Breathing (Su) An ukobach can spend a 
  standard action to guzzle a pint of oil, alcohol, or a 
  similarly flammable fluid and hold the combustible 
  liquid within its body. At any point within 10 
  minutes of doing so, the ukobach can ignite and 
  expel the liquid as either a 10-foot cone or a 20-
  foot line of fire, dealing 3d6 points of fire damage 
  (Reflex DC 14 half). Once it has breathed fire, an 
  ukobach cannot make use of this ability again 
  until it drinks another pint of flammable 
  liquid. The save DC is Constitution-based.
  Scorch (Su) An ukobach’s touch is 
  searing hot, and its natural weapons and 
  any metal weapons it grasps deal an additional 
  1d4 points of fire damage.
  BREXTUR
  
  25
  Hazard: Following the smithy’s destruction, Brextur 
  has kept the forge’s flames alight, creating several fire 
  plumes throughout the ruins (in the positions marked 
  on the map). These plumes act as concentrated open 
  flames that deal 1d6 points of fire damage if touched. 
  In addition, a creature that touches a fire plume or 
  ends its turn standing within a plume must succeed 
  at a DC 15 Reflex save or catch fire (Pathfinder RPG Core 
  Rulebook 444).
  Treasure: If the PCs search the ruins of the smithy, a 
  successful DC 20 Perception check reveals a fire elemental 
  gem in the ashes of the forge.
  Development: If the PCs change Brextur’s attitude to 
  friendly, the devil offers his services to the party. While 
  most devils specialize in one-sided bargains, Brextur is 
  more interested in revenge for the death of his tolerable 
  master, so he makes an exception. The ukobach can 
  support the PCs on missions, cause distractions when 
  needed, or use his crafting abilities to mend damaged 
  armor and weapons. In addition, Brextur tells the PCs 
  that he saw one of the townsfolk take Tychus’s hammer 
  after Oppian Nevilindor felled the smith. The description 
  of this individual matches that of Gregor Ardain, a 
  citizen who ran off with loyalist Narikopolus rebels into 
  the hinterlands. The PCs can learn more about Ardain 
  and the Narikopolus loyalists in Event 9.
  If the PCs ally with Brextur, the devil becomes more 
  adventurous, leaving the ruins of the smithy and 
  sporadically starting fires throughout town, which raises 
  the Despair Meter by 4. 
  Story Award: If the PCs convince Brextur not to fight 
  them and gain the devil’s trust, award them XP as if they 
  had defeated him in combat. 
  C. SWORD TOWER (CR 5)
  This sturdy wood and stone tower with an oversized 
  sword on its roof is one of three watch posts flanking the 
  city, created during Iomedae’s time in Kantaria. The PCs 
  may choose to investigate this location after hearing that 
  the Glorious Reclamation is using this tower as a reserve 
  storage site for healing magic in the event of an assault on 
  the city. This is the only stash of supplies outside Valor’s 
  Fastness (area H; see page 43), so stealing or destroying 
  the contents of the tower would be a serious blow to the 
  Glorious Reclamation.
  This particular sword tower stands north of the 
  town, due east of the Little Uskwood (area A; see page 
  11), and, at 30 feet high, is clearly visible from the inn. 
  A barred, strong wooden door (hardness 5, hp 20, break 
  DC 25) leads into the tower’s interior (area C1). A flight 
  of stone stairs climbs along the interior walls to the 
  tower’s crenellated roof (area C2). A stone sculpture of 
  an oversized sword stands in the middle of the roof; it 
  glows with continual flame at night. Use the map on page 
  26 for this encounter.
  Creatures: A Sixth Sword Knight of Iomedae, a Glorious 
  Reclamation squire, and two halfling slingers guard the 
  tower, changing shifts every 8 hours. All stand watch on 
  the tower’s roof (area C2), questioning anyone approaching 
  the tower before resorting to violence. If the tower comes 
  under attack, the squire and sword knight rush down to 
  the ground floor to defend the door while the slingers 
  focus their efforts on attackers outside the tower.
  GLORIOUS RECLAMATION SQUIRE 
  CR 1
  XP 400
  hp 19 (see page 10)
  HALFLING SLINGERS (2) 
  CR 1/2
  XP 200 each
  hp 13 each (see page 9)
  SIXTH SWORD KNIGHT 
  CR 3
  XP 800
  hp 33 (see page 10)
  Treasure: A chest sits on the roof of the tower beneath 
  the immense stone sword, containing the Glorious 
  Reclamation’s reserve healing supplies: four potions of 
  cure moderate wounds, a potion of neutralize poison, a potion 
  of remove disease, and two scrolls of lesser restoration.
  Development: If any of the guards manage to escape, 
  they identify the PCs to their superiors, triggering Event 
  8 regardless of the current level of the Despair Meter. 
  If the PCs try to sell any of the curatives at Healthy 
  Heart Alchemicals, Linton Demeer eagerly purchases 
  the goods, offering full price for the potions instead of 
  the usual half price. A successful DC 15 Sense Motive is 
  enough for the PCs to recognize that the alchemist tacitly 
  approves of their actions.
  Destroying or stealing the healing supplies in the 
  sword tower increases the Despair Meter by 4.
  D. THE DOCKS (CR 6 OR 8)
  Many ships traversing the Sedna River take refuge in 
  Kantaria’s small harbor, even under the rule of the 
  Glorious Reclamation, though they must now pay a 
  docking fee (which goes into the order’s coffers) and 
  submit to a search. Any vessel found carrying provisions 
  or weapons for Cheliax and House Thrune has its cargo 
  seized. These supplies have helped bolster the knights’ 
  forces in town. Destroying the docks would strike a blow 
  against the town’s economy and weaken the Glorious 
  Reclamation’s hold on Kantaria, making the harbor a 
  tempting target for the PCs. Use the map on page 26 for 
  this location.
  A 5-foot-thick, 20-foot-high stone wall surrounds the 
  docks, but it is designed to defend against attacks from 
  the river, not from the town itself—stone staircases climb 
  to the walkway atop the wall along the western  side. 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  26
  Regardless of the time of day, Reikman and any 
  dockworkers and guards who are present confront 
  anyone they spot attempting to damage the docks 
  or otherwise disrupt the harbor’s daily business (see 
  Development below).
  JONAS REIKMAN 
  CR 4
  XP 1,200
  Male human fighter 2/rogue (pirate) 3 (Pathfinder RPG 
  Ultimate Combat 72)
  N Medium humanoid (human)
  Init +7; Senses Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 42 (5 HD; 3d8+2d10+13)
  Fort +7, Ref +7, Will +3; +2 vs. fear, +1 vs. mind-affecting effects
  Defensive Abilities evasion
  OFFENSE
  Speed 30 ft.
  Melee +1 scorpion whip +7 (1d4+3), mwk handaxe +6 
  (1d6+1/×3)
  Ranged dagger +7 (1d4+2/19–20)
  Special Attacks sneak attack +2d6
  TACTICS
  During Combat The harbormaster prefers to let the militia 
  volunteers engage enemies directly, moving in to flank 
  when possible. Reikman knows the docks exceptionally 
  well, and has memorized the locations of boxes, ropes, 
  and other equipment, allowing him to use his swinging 
  reposition class feature anywhere in this area. 
  Climbing down the river-side wall requires a successful 
  DC 30 Climb check. A single stone gatehouse (area D1) 
  with two wooden portcullises provides access to the 
  docks. The portcullises are open during the day, but 
  are closed at night (hardness 5, hp 30, break DC 25). 
  The gatehouse is 30 feet tall, and its crenellated roof is 
  accessible via a ladder inside the gatehouse. Just south 
  of the gatehouse is the quartermaster’s office (area D2), 
  a wooden shack perched on pilings above the water. 
  Inside are a desk and chair, a lockbox, and a simple cot.
  Creatures: At any given time, one or more riverboats 
  are moored at the docks. Kantaria’s militia guards the 
  docks, and during the day, there are usually at least a 
  dozen people present, in addition to the harbormaster 
  (see below): six militia volunteers guarding the gate 
  and six dockworkers (use the old sailor stats on page 
  260 of the Pathfinder RPG NPC Codex). Assaulting the 
  docks during the day is thus a CR 8 encounter. At night, 
  however, the harbor is quieter; three militia volunteers 
  patrol the docks and no workers are present. 
  Jonas Reikman, a former river pirate turned 
  harbormaster, can be found in his office (area D2) at any 
  time of day. Although no true supporter of the Glorious 
  Reclamation (Reikman is an atheist), the harbormaster 
  realized he could make more money working with 
  the town’s new government than against it. In more 
  ideal circumstances, the knights would have replaced 
  Reikman, but in this time of war, Kalcyra the Just (see 
  Event 7) decided to keep the man on simply due to the 
  efficiency with which he runs the docks.
  B. GROAT’S SMITHY
  1 SQUARE = 5 FEET
  C1
  C2
  D2
  D1
  D. THE DOCKS
  C. SWORD TOWER
  
  27
  Morale Having thrown in his lot with the Glorious 
  Reclamation, Reikman fights until reduced to fewer than 
  10 hit points, at which point he attempts to flee Kantaria.
  STATISTICS
  Str 14, Dex 17, Con 14, Int 12, Wis 8, Cha 10
  Base Atk +4; CMB +6; CMD 19
  Feats Exotic Weapon Proficiency (scorpion whip), Improved 
  Initiative, Iron Will, Sea LegsUC, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus (scorpion whip)
  Skills Acrobatics +12, Appraise +6, Bluff +7, Climb +11, 
  Disable Device +6, Escape Artist +8, Intimidate +7, 
  Knowledge (geography) +5, Perception +6, Profession 
  (sailor) +6, Swim +8
  Languages Common, Dwarven
  SQ swinging reposition
  Combat Gear potion of cure moderate wounds; Other Gear 
  mwk leather lamellarUE, +1 scorpion whipUE, daggers (3), 
  mwk handaxe, cloak of resistance +1, half-full bottle of 
  whiskey, key to lockbox in area D2, thieves’ tools, 20 gp
  MILITIA VOLUNTEERS (3 OR 6) 
  CR 1
  XP 400 each
  hp 21 each (see page 9)
  Treasure: The lockbox in the harbormaster’s office 
  (area D2) can be opened with a successful DC 25 Disable 
  Device check or Jonas Reikman’s key. Inside are the 
  dock fees Reikman has yet to turn over to the Glorious 
  Reclamation, as well as what he’s managed to skim off the 
  top for himself—a total of 1,149 gp in assorted coins and 
  small gemstones. 
  Development: Once the harbor’s defenders 
  have been dealt with, the PCs can turn their 
  attention to destroying the docks. Each 
  10-foot-by-10-foot section of the docks has 
  hardness 5, hp 60, and break DC 20, though 
  destroying them through brute force would 
  take a great deal of time and attract a lot of 
  attention. As a result, setting fire to the docks 
  is probably the most reliable way to end 
  Kantaria’s ability to host passing riverboats. A 
  variety of methods, such as alchemical items, 
  spells, a summoned fire elemental, or even 
  the ukobach Brextur (see area B on page 23), 
  can be used to set the docks on fire. Once set 
  alight, the docks are completely consumed in 
  3d8 minutes, provided there is no one working 
  nearby who can douse the flames.
  Alternatively, a PC who succeeds at a DC 20 
  Knowledge (engineering) check can determine 
  the docks’ weakest points. Once these weak points are 
  identified, a successful DC 20 Disable Device check 
  and 2d4 rounds of work is sufficient to cause one dock 
  to collapse, effectively destroying it. (Each of the town’s 
  three docks requires a separate Disable Device check.)
  Destroying the docks increases the Despair Meter by 5. 
  Killing Jonas Reikman or forcing him to flee raises the 
  Despair Meter by an additional 2 points, as the Glorious 
  Reclamation loses a skilled ally.
  E. HARDSHIP’S HEARTH
  When the Glorious Reclamation began their effort to 
  liberate Kantaria, one of their first targets was a slave 
  camp several miles outside town. Commonly known as 
  “the Pen,” this camp housed groups of slaves awaiting 
  transport to the Menador Mountains. The Glorious 
  Reclamation’s forces defeated the camp’s garrison and 
  freed the slaves housed there before moving on to take 
  Kantaria itself. Rechristened Hardship’s Hearth by 
  the Iomedaeans, the site now houses Chelish soldiers 
  and Thrune loyalists captured during the assault on 
  Kantaria, under the guard of a contingent of Glorious 
  Reclamation soldiers.
  Located only an hour’s walk south of Kantaria, 
  Hardship’s Hearth is a major hub of Glorious 
  Reclamation activity, so the site should be a prime target 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
   JONAS REIKMAN
  
  28
  for the PCs once they’ve begun their counterrevolution. 
  The PCs might learn of Hardship’s Hearth and its role 
  housing loyalist prisoners (including an Order of the 
  Rack Hellknight) from rumors, or by talking with some 
  of Kantaria’s prominent citizens (see Event 1 on page 
  13). The PCs can go to Hardship’s Hearth any time they 
  wish, preferably before they reach 5th level. If necessary, 
  Razelago can appear and suggest the PCs investigate the 
  site and confirm the veracity of the rumors of the captive 
  Hellknight there.
  The camp proper (areas E1–E4) is enclosed within a 
  stout, 15-foot-high wooden wall (hardness 5, hp 60, break 
  DC 20) with an elevated watchtower at each corner. 
  Scaling the walls requires a successful DC 21 Climb 
  check. A single gate leads into the camp from the west 
  (hardness 5, hp 60, break DC 25) and is kept locked from 
  the outside at all times (Disable Device DC 25); the camp’s 
  warden, Jalila Hadjara (see area E6), has the only key. The 
  camp’s command post (areas E5–E7) is located in a large 
  wooden building standing just outside the western wall, 
  next to the winding road that leads to the gate.
  e1. WatchtoWer (cr 4)
  A raised wooden enclosure stands atop the corner of the 
  wall, supported by wooden struts. A wooden ladder climbs 
  to the tower from the ground outside the walls.
  The Glorious Reclamation uses these four 25-foot-tall 
  watchtowers to keep watch on the prisoners in the camp 
  below and to look out for potential attackers.
  Creatures: A Glorious Reclamation squire and a halfling 
  slinger (a former slave interred within the camp prior to 
  its liberation) staff each tower alongside a lantern archon 
  providing illumination and support. These guards sound 
  the alarm and attack anyone assaulting the camp.
  GLORIOUS RECLAMATION SQUIRE 
  CR 1
  XP 400
  hp 19 (see page 10)
  HALFLING SLINGER 
  CR 1/2
  XP 200 
  hp 13 (see page 9)
  LANTERN ARCHON 
  CR 2
  XP 600 
  hp 13 (Pathfinder RPG Bestiary 20)
  e2. Prisoner Barrack (cr 6)
  Rows of bunk beds fill this long, windowless building, each 
  supporting a threadbare blanket and stained, straw-filled 
  pillow. The beds, walls, support pillars, and beams are all 
  made out of wood.
  This bunkroom for the Pen’s human slaves now 
  serves a similar purpose for the Glorious Reclamation’s 
  prisoners. Two simple wooden doors (hardness 5, hp 10) 
  provide access to the building’s interior. Normally kept 
  unlocked, they can be barred from the outside if necessary 
  (break DC 25). Every 2 weeks, Linton Demeer, skilled 
  chirurgeon and owner of Healthy Heart Alchemicals, 
  visits to check on the prisoners.
  Creatures: The barrack houses a total of 16 prisoners, 
  all Chelish soldiers who had been stationed in Kantaria 
  before being captured by the Glorious Reclamation, 
  and now perform simple labor for the knights and the 
  town. These soldiers are all loyal to House Thrune, but 
  they have been stripped of their gear. In addition, the 
  prisoners are all victims of the vampiric mists in area 
  E3; they are pale and weak with dark circles around their 
  eyes, and all have taken Constitution damage from blood 
  loss, though none of the prisoners display any visible 
  wounds. Two hound archons, one posted at each door, 
  guard the prisoners. They fight to the death to prevent 
  the prisoners from escaping or being freed.
  HOUND ARCHONS (2) 
  CR 4
  XP 1,200 each
  hp 39 each (Pathfinder RPG Bestiary 19)
  THRUNE LOYALIST PRISONERS (16) 
  CR 1/3
  XP 135 each
  Foot soldier (Pathfinder RPG GameMastery Guide 286)
  hp 8 each (currently 4)
  Gear none
  Development: If questioned, the prisoners mention 
  the “vengeful ghosts” of halfling slaves that supposedly 
  haunt the ruins of the burned barrack to the north 
  (area E3) and drink the blood of the prisoners at night. 
  If asked about a captive Hellknight, the prisoners can 
  confirm that Zara Orcelani, a Hellknight of the Order 
  of the Rack, is a prisoner at Hardship’s Hearth, but she 
  is being held in the camp’s command post outside the 
  walls (see area E7).
  If the PCs free the prisoners, they can choose what 
  to do with the loyalists, though it would be difficult to 
  reequip and feed the soldiers while keeping them hidden 
  from the Glorious Reclamation. One option might 
  be to form the freed soldiers into a new garrison for 
  Hardship’s Hearth, especially if the PCs have been driven 
  out of town and need a new base of operations.
  Killing the prisoners deprives the PCs of potential 
  allies, but this act increases the Despair Meter by 5, as 
  word reaches Kantaria of just how far the Loyal Agents 
  of Thrune are willing to go to show the consequences of 
  failing Cheliax and House Thrune.
  Story Award: If the PCs free the prisoners, award them 
  an additional 1,200 XP.
  
  29
  E3. BurnEd Barrack (cr 5)
  The scent of sulfur hangs in the air around the blackened 
  remains of what was once a large structure. The roof is gone 
  and only charred wooden walls remain. A large gap in the 
  middle of the ruins indicates where the devastation began.
  This building once housed the Pen’s halfling slaves, 
  but it was ravaged by a desperate fireball cast by a Thrune 
  loyalist during the Glorious Reclamation’s assault on the 
  camp. Since then, the knights haven’t had the time or 
  supplies to demolish or repair the structure.
  Creatures: Two vampiric mists have taken up residence 
  in the burned barrack, making the ruins their lair. The 
  mists have come to view the nearby prisoner barrack as 
  their private feeding grounds, and the aberrant creatures 
  are just intelligent enough to refrain from killing their 
  victims outright, keeping their “larder” stocked. Each 
  night, the vampiric mists flow silently into the barrack, 
  drink their fill of blood, then return to their lair. The 
  prisoners think their nocturnal attackers are the ghosts 
  of the halfling slaves who perished in the blaze here and 
  superstitiously avoid the building, hoping and praying 
  each night that the “angry spirits” take their vengeance 
  on someone else. The hound archons and Glorious 
  Reclamation soldiers have attempted to find these 
  “ghosts,” but the canny mists have thus far managed to 
  remain hidden. Although they don’t usually make an 
  appearance during the day, the vampiric mists attack any 
  living creature exploring the burned barrack.
  VAMPIRIC MISTS (2) 
  CR 3
  XP 800 each
  hp 30 each (Pathfinder RPG Bestiary 2 277)
  E4. kitchEn (cr 4)
  Vegetables and other foodstuffs ready for preparation sit 
  atop a long worktable in this building. To the south, a large 
  pot of stew bubbles merrily in a fireplace.
  Food for the prisoners is prepared in this building. 
  To the north, a door leads into a small larder (area 
  E4a) where foodstuffs are stored. Anyone searching the 
  larder who succeeds at a DC 15 Perception check finds 
  a fresh human corpse hidden beneath a bloodstained 
  sheet—the remains of a recently slain prisoner that 
  the camp’s cook, Rima (see Creature below), has been 
  feeding on.
  Creature: A prisoner named Rima works in the kitchen, 
  but she is actually a faceless stalker placed here by Linton 
  Demeer to keep an eye on things in the camp. Although 
  surprised by any intrusion, Rima seems friendly enough. 
  However, a PC who succeeds at a DC 20 Sense Motive 
  gets the sense that she’s hiding something—in this 
  case, both her true nature and the cadaver hidden in 
  the larder. Diplomacy is ineffective in getting Rima to 
  talk, but with a successful DC 17 Intimidate check a PC 
  can get her to reveal that she is here at Linton Demeer’s 
  behest. If confronted with the body in the larder, Rima 
  shifts back to her true form as a swift action and attacks, 
  E. HARDSHIP’S HEARTH
  1 SQUARE = 5 FEET
  E1
  E3
  E2
  E4a
  E1
  E1
  E1
  E4
  E6
  E5
  E7
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  30
  thinking that the PCs are either allied with the Glorious 
  Reclamation or Thrune agents who’ve come to kill her.
  RIMA  
  CR 4
  XP 1,200
  Female faceless stalker (Pathfinder RPG Bestiary 2 122)
  hp 42 
  Melee 2 slams +7 (1d6+4 plus grab)
  e5. Guardroom (cr 5)
  A large burgundy couch sits in the northeast corner of this 
  room next to a small end table. A larger circular table and 
  four chairs fill the southern half of the room. Wooden doors 
  exit the chamber to the south, east, and west.
  The prison camp’s guards use this chamber as a 
  common room when off duty. It also serves as a waiting 
  room for visitors to the camp. The eastern door audibly 
  squeaks when opened unless the character opening 
  the door succeeds at a DC 10 Stealth check. If the door 
  makes noise, allow Jalila Hadjara in area E6 to attempt 
  a DC 15 Perception check to hear the approaching PCs. 
  The strong wooden door to the south leads to the private 
  cell holding the captive Hellknight Zara Orcelani (area 
  E7) and is kept locked at all times (hardness 5, hp 20, 
  break DC 25, Disable Device DC 30); Jalila carries the 
  only key.
  Trap: The door to area E7 bears a trap in addition to 
  the lock. If an evil-aligned creature touches the door, the 
  trap manifests as a golden glyph resembling Iomedae’s 
  holy symbol, and lashes out with holy energy while also 
  sounding an audible resonance that alerts Jalila in area 
  E6 to the presence of intruders. Creatures tampering 
  with the lock do not trigger the trap, though subsequently 
  opening the door does. The trap activates only from this 
  side; evil creatures in area E7 do not trigger the trap. 
  HOLY SMITE TRAP 
  CR 5
  XP 1,600
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger touch (detect evil); Reset none
  Effect spell effect (holy smite, evil creatures take 3d8 
  damage [evil outsiders take 6d6 damage] and are 
  blinded for 1 round, half damage to neutral creatures 
  [no blindness], Will DC 16 halves damage and negates 
  blindness; alarm, audible alarm); multiple targets (all 
  nongood targets in a 20-ft.-radius burst)
  e6. Warden’s office (cr 6)
  A wooden desk sits at the western end of this chamber, with 
  a wall of empty bookshelves behind it. A cot lies beneath a 
  window along the southern wall.
  The warden of the slave camp used this chamber as his 
  office, as does the current warden of Hardship’s Hearth, 
  who also makes her quarters here. The empty bookshelves 
  behind the desk once held slave records, all of which were 
  burned at the behest of the Glorious Reclamation.
  Creatures: Born in distant Katapesh, Jalila Hadjara 
  was sold into slavery as a child. She eventually ended 
  up in Absalom, where agents of the Pathfinder Society 
  freed her and entrusted her to the care of a local church 
  of Iomedae. Raised in the Inheritor’s faith, Jalila has 
  led a mostly insular life, eventually finding purpose in 
  the Glorious Reclamation’s call to arms. She joined the 
  force sent to take Kantaria and was entrusted by Oppian 
  Nevilindor to oversee Hardship’s Hearth. A member 
  of Kantaria’s governing council, Jalila advises Oppian 
  during her infrequent trips into Kantaria proper, 
  though she tries to distance herself from the politics of 
  managing the liberated town. As a sign of devotion to 
  her faith, Jalila has had all of the Eleven Acts of Iomedae 
  tattooed onto her skin in black ink. 
  Two harbinger archons accompany and assist Jalila, 
  mostly spending their time in quiet contemplation 
  while Jalila meditates or handles the necessary 
  bookkeeping of the prison camp. The archons are quick 
  to act if Jalila is threatened, aiding or healing her as 
  necessary, and both are willing to lay down their lives in 
  defense of the pious woman.
  HARBINGER ARCHONS (2) 
  CR 2
  XP 600 each
  hp 16 each (Pathfinder RPG Bestiary 3 18)
  JALILA HADJARA 
  CR 5
  XP 1,600
  Female human monk 6
  LG Medium humanoid (human)
  Init +1; Senses Perception +12
  DEFENSE
  AC 19, touch 17, flat-footed 18 (+1 Dex, +1 monk, +2 natural, 
  +2 shield, +3 Wis)
  hp 54 (6d8+24)
  Fort +7, Ref +6, Will +8; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +8 (1d8+4) or
  unarmed strike flurry of blows +8/+8/+3 (1d8+4)
  Special Attacks flurry of blows, stunning fist (6/day, DC 16)
  TACTICS
  Before Combat At the first sign of trouble or intrusion, Jalila 
  quaffs her potion of barkskin and applies her oil of magic 
  weapon to her hands.
  During Combat As soon as combat begins, Jalila enters 
  her Snapping Turtle Style stance as a swift action and 
  attacks with a flurry of blows. When attacked, she uses 
  
  31
  Snapping Turtle Clutch to grapple enemies, holding 
  them in place for her harbinger archon allies to target 
  with their blades.
  Morale Utterly dedicated to Iomedae and the ideals of the 
  Glorious Reclamation, Jalila fights to the death.
  STATISTICS
  Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 8
  Base Atk +4; CMB +9 (+11 grapple); CMD 24 (26 vs. grapple)
  Feats Combat Reflexes, Deflect Arrows, Improved Grapple, 
  Improved Unarmed Strike, Snapping Turtle ClutchUC, 
  Snapping Turtle ShellUC, Snapping Turtle StyleUC, Stunning 
  Fist, Toughness
  Skills Acrobatics +10 (+24 to jump), Climb +8, Diplomacy +4, 
  Knowledge (religion) +8, Perception +12, Sense Motive +12
  Languages Common
  SQ fast movement, high jump, ki pool (6 points, magic), 
  maneuver training, slow fall 30 ft.
  Combat Gear oil of magic weapon, origami swarmUE, 
  potion of barkskin; Other Gear belt of giant strength +2, 
  keys to Hardship’s Hearth gate and area E7, wooden holy 
  symbol of Iomedae
  Treasure: A lifetime of meditation and 
  devotion has infused Jalila’s tattoos with some 
  measure of her fervent piety, making her skin 
  a unique, albeit macabre, reward for the PCs 
  after she is slain. Casting detect magic reveals a 
  faint magical aura emanating from Jalila’s 
  tattoos (identified as an aura of abjuration 
  with a successful DC 18 Knowledge 
  [arcana] check). Once the aura is detected, 
  a PC can identify the skin’s properties 
  with a successful DC 21 Spellcraft check, 
  as if it was a magic item. If flayed and 
  preserved, Jalila’s skin has the same properties 
  as angelskin (Ultimate Equipment 48), and can 
  be crafted into a suit of leather or studded 
  leather armor without the need to pay the 
  extra cost associated with the special material.
  Alternatively, the PCs can use the monk’s 
  flayed, tattooed skin against the Glorious 
  Reclamation. If the skin is displayed as a banner 
  or flag, the bearer gains a +4 circumstance bonus 
  on Intimidate checks to demoralize Glorious 
  Reclamation soldiers (including halfling slingers 
  and militia volunteers). If the skin is openly used 
  or flaunted in the course of their insurrectionary 
  activities (such as by displaying it in the market 
  in Event 4 on page 17 or tacking the skin onto 
  the wall of Valor’s Fastness [area H on page 43]), 
  increase the Despair Meter by 1, in addition to 
  the normal increase provided by the encounter.
  Development: Defeating Jalila increases 
  the Despair Meter by 5, as word spreads of 
  the generous warden’s death. 
  e7. Private cell
  A tidily made bed sits in the southwest corner of this 
  chamber. A small table and wooden chair are bolted to the 
  floor, and a silver tray with bits of half-eaten food sits on the 
  table. Thick iron bars secure the room’s windows.
  The former warden of the slave camp housed the 
  slaves he used as concubines or personal servants in this 
  chamber. Now the room has been redecorated, providing 
  accommodations for a single prisoner important to the 
  Glorious Reclamation. The door to this chamber is both 
  locked and trapped (see area E5) and the windows are 
  barred (hardness 10, hp 30, break DC 28).
  Creature: The Hellknight Zara Orcelani, shield-
  maralictor of the Order of the Rack, inhabits this chamber. 
  The Glorious Reclamation has confined her in this cell 
  to ensure that she does not incite the other prisoners to 
  counterrevolution, and because the Glorious Reclamation 
  wants to keep the various Hellknight orders out of the 
  conflict as much as possible. Despite her exceptional 
  treatment at the hands of the Iomedaeans, Zara is furious 
  at her imprisonment. Oppian Nevilindor hopes Zara’s 
  anger at the Glorious Reclamation can be tempered 
  prior to negotiating her return to the 
  Order of the Rack.
  If the PCs come here to talk to 
  Zara at Jalila Hadjara’s behest (see 
  Event 1 on page 13), they find the 
  captive Hellknight sullen, terse, 
  and unwilling to speak with them 
  unless they reveal themselves to be 
  Thrune agents. If they do, Zara exhorts them to 
  free her at the earliest opportunity, and pledges 
  her support for their cause. She is currently 
  unarmed and unarmored, but if the 
  PCs have not yet defeated Jalila 
  Hadjara (see area E6), Zara tells 
  the PCs about the monk and 
  requests a decent sword and 
  shield to bring into battle 
  against her. She is quick to 
  give orders, not out of malice, 
  but out of a deep desire to exact 
  vengeance and regroup against the 
  Glorious Reclamation.
  Zara is fully detailed in the NPC Gallery 
  on page 60.
  ZARA ORCELANI  
  CR 5
  XP 1,600
  hp 58 (see page 60)
  Development: Rescuing Zara from 
  the prison camp is a boon to the 
  JALILA HADJARA
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  32
  PCs’ cause. She informs the PCs that Faydreth Zaine has 
  her equipment, as well as numerous other magical items 
  taken during the assault on Kantaria, at Narikopolus 
  Manor (area F). The Hellknight is eager to assist the PCs in 
  destabilizing the Glorious Reclamation’s rule. She offers 
  her services and advice in future missions, but she sees it 
  as a point of practicality and pride to reclaim her arsenal 
  from Narikopolus Manor at the earliest opportunity.
  If any of the PCs express interest in joining the 
  Hellknights, Zara knows of a magic item called a brimstone 
  barbazu, which she saw at Narikopolus Manor when 
  Faydreth Zaine interrogated her there. If the PCs recover 
  the item, it can be used to summon a bearded devil. Zara 
  can then witness the prospective Hellknight PC’s fight 
  with the devil, thus fulfilling two of the requirements for 
  the Hellknight prestige class (Pathfinder Campaign Setting: 
  The Inner Sea World Guide 278).
  Story Award: If the PCs successfully free Zara from the 
  hands of the Glorious Reclamation, award them 1,600 XP 
  as if they’d defeated her in combat.
  F. NARIKOPOLUS MANOR
  Easily Kantaria’s most impressive building after Valor’s 
  Fastness (area H on page 43), Narikopolus Manor has been 
  the seat of the Narikopolus family, rulers of Kantaria and 
  archdukes of Menador, for hundreds of years. Thrune’s 
  declaration of martial law drew the Narikopolus family 
  back to Egorian (a fact that contributed to the timing of the 
  Glorious Reclamation’s occupation of Kantaria), leaving 
  the Glorious Reclamation to claim the empty manor. 
  The PCs likely come to Narikopolus Manor to search 
  for the trove of magical items confiscated from House 
  Narikopolus by the Glorious Reclamation, to retrieve 
  the Hellknight Zara Orcelani’s stolen equipment, or to 
  challenge Faydreth Zaine, the Glorious Reclamation’s 
  most powerful arcane spellcaster in Kantaria.
  faydreth Zaine (cr 6)
  The new lord of Narikopolus Manor is Faydreth Zaine. 
  A wizard of some magical talent, Zaine works to ensure 
  evil magic is contained, devoting his life to the study and 
  destruction of tainted knowledge and vile magical items. 
  Currently, he is studying a number of items confiscated 
  during the Glorious Reclamation’s takeover of Kantaria.
  Zaine holds the title of rassophore in the Glorious 
  Reclamation; though he’s not a part of the order’s chain 
  of command, his arcane abilities make him a valuable 
  member of the group’s leadership in Kantaria. He 
  serves on the town’s ruling council and advises Oppian 
  Nevilindor on strategy and arcane matters.
  Creature: Faydreth Zaine represents the primary 
  challenge in Narikopolus Manor. When the PCs first enter 
  the mansion, Zaine can be found in area F16 or F17 (50% 
  chance for either). He is likely alerted to the PCs’ presence 
  in the manor by his alarm spells on the doors to the house 
  (area F1). Once he becomes aware of intruders, Zaine 
  protects himself by casting hold portal on the doors to the 
  room he occupies, then prepares for combat. 
  When confronted by intruders, Zaine casts dimension 
  door to teleport to the corner of that floor opposite his 
  enemies. There he uses his scroll of summon monster V to 
  summon 1d3 hound archons to hunt down his opponents, 
  and casts message to contact the living topiaries in area 
  F1 for support. Thereafter, Zaine moves throughout 
  the rooms of the manor house, relying on his allies to 
  directly engage enemies while he harries opponents with 
  spells and attempts to lure them into areas F3 or F6 to 
  trigger the traps in those locations.
  FAYDRETH ZAINE 
  CR 6
  XP 2,400
  Male half-elf wizard (scrollmaster) 7 (Pathfinder RPG 
  Ultimate Magic 89)
  LG Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +8
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+4 armor, +1 deflection, +2 Dex, 
  +3 shield)
  hp 53 (7d6+26)
  Fort +4, Ref +5, Will +7; +2 vs. enchantments
  DR 10/adamantine; Immune sleep
  OFFENSE
  Speed 30 ft.
  Melee +1 scroll blade +3 (1d6/19–20) or
  mwk dagger +3 (1d4–1/19–20)
  Special Attacks hand of the apprentice (7/day), scroll blade
  Wizard Spells Prepared (CL 7th; concentration +11)
  4th—dimension door, wall of ice (DC 18)
  3rd—dispel magic, lightning bolt (DC 17), spiked pitAPG 
  (DC 17)
  2nd—false life, glitterdust (DC 16), mirror image, 
  scorching ray
  1st—alarm (2), hold portal, mage armor, vanishAPG 
  (DC 15)
  0 (at will)—detect magic, light, message, read magic
  TACTICS
  Before Combat Zaine casts alarm on the house’s two 
  entrances (area F1) every day, as well as false life and 
  mage armor. When alerted to intruders, he uses his scroll 
  of stoneskin and casts mirror image. 
  During Combat Zaine prefers to use his spells or wand of 
  magic missile against foes unless he has no other choice. 
  If forced into melee, Zaine uses his scroll of dimension 
  door as a +2 scroll shield, then activates his scroll of fly as 
  a +1 scroll blade, using his hand of the apprentice ability 
  to attack with it as needed.
  Morale Not willing to risk the Narikopolus relics falling 
  into the hands of evildoers, Zaine stays to fight until 
  reduced to fewer than 15 hit points, at which point he 
  attempts to flee to Valor’s Fastness (area H), using his 
  
  33
  scroll of dimension door or scroll of fly if necessary to 
  escape the manor.
  STATISTICS
  Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 10
  Base Atk +3; CMB +2; CMD 15
  Feats Combat Casting, Craft Wand, Craft Wondrous Item, 
  Dimensional AgilityUC, Improved Initiative, Scribe Scroll, 
  Skill Focus (Knowledge [arcana])
  Skills Fly +7, Knowledge (arcana) +17, Knowledge 
  (engineering) +12, Knowledge (history) +10, Knowledge 
  (planes) +10, Knowledge (religion) +10, Perception +8, 
  Spellcraft +14, Use Magic Device +7
  Languages Celestial, Common, Draconic, Dwarven, Elven, 
  Infernal
  SQ elf blood, scroll shield
  Combat Gear potion of cure moderate wounds, scroll of 
  dimension door, scroll of fly, scroll of resist energy, scroll 
  of stoneskin, scroll of summon monster V, wand of magic 
  missile (CL 5th, 45 charges); Other Gear mwk dagger, 
  cloak of resistance +1, ring of protection +1, master keys 
  for all doors and windows in Narikopolus Manor (area F), 
  spell component pouch, spellbook (contains all 0-level 
  spells, all prepared spells, plus create pitAPG, explosive 
  runes, fireball, fly, identify, magic missile, mount, resist 
  energy, sepia snake sigil, and stoneskin), 63 gp
  Development: Killing Faydreth Zaine, a major leader 
  of the Glorious Reclamation, increases the Despair Meter 
  by 6. If Zaine successfully escapes Narikopolus Manor, he 
  flees to Valor’s Fastness (area H), where he uses similar 
  strategies to vex the PCs in Part 3.
  exploring nariKopoluS manor
  A thick hedge surrounds the Narikopolus Manor. The 
  manor house’s exterior doors are strong wooden doors 
  (hardness 5, hp 20, break DC 25, Disable Device DC 25); the 
  interior doors are simple, made of lighter 
  woods from the surrounding Barrowood 
  (hardness 5, hp 10, break DC 15). All 
  windows are securely shuttered and 
  locked (hardness 5, hp 15, break DC 
  18, Disable Device DC 30). 
  The ceilings within the manor are 
  10 feet high. The building is richly 
  furnished; 
  paintings 
  and 
  wooden cabinets filled with 
  display pieces line the walls, 
  and the rooms and corridors 
  feature similarly decorative 
  furnishings. Small torches and 
  hanging chandeliers powered by 
  continual flame spells (CL 10th) provide 
  light in the halls and public rooms, while 
  the bedrooms are equipped with traditional 
  oil lamps. The storage areas are unlit.
  Most rooms in the manor are described only briefly 
  below, as it is likely the PCs will move quickly through 
  these areas in search of their target. Those encounter 
  areas requiring more detail (because of creatures, traps, 
  or treasures) are described after the room summaries. 
  The map for the manor appears on page 35.
  F1. Entrance: This area is detailed on page 34.
  F2. Foyer: A large couch sits to one side of this entry 
  hall. Opposite the couch, a grand stairway climbs to the 
  second floor and area F12. A storage closet under the 
  stairs holds dozens of coats, cloaks, and other outerwear.
  F3. Hall Library: This area is detailed on page 34.
  F4. Storage: These areas contain barrels of water, 
  foodstuffs, linens, tools, and other mundane items 
  necessary for daily life.
  F5. Servants’ Quarters: These rooms housed the 
  Narikopolus servants and slaves, all of whom were 
  emancipated by the Glorious Reclamation. They contain 
  basic, worn furniture, but are otherwise empty.
  F6. Locked Stairwell: This area is fully 
  detailed on page 35.
  F7. Privy: Each of these small 
  chambers contains a commode, a 
  sink, and a cast iron tub.
  F8. 
  Lower 
  Kitchen: 
  The 
  Narikopolus family’s servants 
  prepared 
  breakfasts 
  and 
  casual lunches for guests 
  in this kitchen, which 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  FAYDRETH ZAINE
  
  34
  serves the lower level of the house. With the family gone, 
  Zaine has had little use for this kitchen or the adjacent 
  breakfast room (area F9). A wood-burning stove stands 
  against the western wall, and the cupboards around the 
  walls store crockery, cooking implements, and dry goods.
  F9. Breakfast Room: Guests and family members alike 
  enjoyed breakfast in this chamber, where wide glass 
  windows in the northern wall fill the room with outside 
  light. Elegantly carved chairs encircle the wide wooden 
  table in the center of the room. 
  F10. Living Room: The Narikopolus family received 
  visitors in this chamber, or retired here after breakfast or 
  lunch for casual conversation. Now Zaine uses this room 
  to entertain guests on the rare occasions he leaves his 
  work. A piano stands in one corner, a fireplace occupies 
  another, and a couch stands along the east wall.
  F11. Lower Bedroom: This spacious bedroom belonged 
  to the eldest Narikopolus son. A large bed stands in the 
  southeast corner, and empty bookshelves line the walls; 
  their contents were taken to Egorian when the family fled. 
  F12. Second Floor Landing: The grand stairway from 
  the manor’s foyer (area F2) ends here, in an open area 
  containing several glass trophy cases. The cases are empty, 
  their contents taken to the Narikopolus’s estate in Egorian. 
  From the landing, great 15-foot-tall windows look out over 
  the manor’s grounds and front entrance (area F1).
  F13. Upper Kitchen: A close copy of its downstairs 
  counterpart (area F8), this kitchen sees far more use now. 
  Zaine prepares his own meals here when dining alone, 
  but hires cooks to handle the larger dinners he hosts.
  F14. Dining Room: Larger than its downstairs 
  counterpart (area F9), this dining room hosted private 
  dinners for the Narikopolus family and privileged guests. 
  Now, Faydreth entertains guests of all types here, hosting 
  at least one meal per week for Kantaria’s governing 
  council. Wide windows along the north wall illuminate a 
  great table in the center of the room, a cabinet displaying 
  glossy red terra sigillata bowls, and a small table holding 
  liqueurs on the eastern edge of the room. 
  F15. Sitting Room: This large room is bereft of any 
  furniture, though a large fireplace fills the northeast 
  corner. The Narikopolus family kept their most 
  ostentatious furniture here, but had it moved to Egorian 
  when they received summons from House Thrune.
  F16. Study: This area is detailed on page 35.
  F17. Zaine’s Bedroom: This area is detailed on page 35.
  f1. entrance (cr 6)
  Two entrances lead into the manor: the front door on the 
  south side of the house, and a side door to the east. Each 
  is accessible by a 5-foot-high flight of steps climbing to 
  a stone landing. The doors remain open during the day, 
  but are locked at night. Faydreth Zaine casts alarm on 
  both entrances every day; mental alarms warn him of any 
  intruders or uninvited guests using the doors.
  Creatures: In one of their many infernal bargains, 
  members of House Narikopolus enslaved two living 
  topiaries to guard their estate. When Kantaria fell to the 
  Glorious Reclamation, Faydreth freed the plant creatures, 
  but negotiated with them to remain on the manor’s 
  grounds. One topiary guards each entrance to the house. 
  Sculpted in the form of savage devils, the topiaries act 
  only when instructed to do so (see Development below), 
  altering their forms into angels as they move to attack. 
  The topiaries pursue enemies within the manor and its 
  grounds, but do not leave the premises. 
  LIVING TOPIARIES (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 4 181)
  Development: Once called by Faydreth’s message spell 
  (see page 32), the living topiaries move throughout the 
  manor and its grounds in search of intruders.
  f3. hall liBrary (cr 5)
  The walls of this hallway are lined with bookshelves 
  filled with treatises on Chelish history, though large gaps 
  exist in the collection—books confiscated by Faydreth. 
  Some of the texts can now be found in his personal study 
  (area F16); the rest were destroyed.
  Trap: Knowing that many of the books here contain 
  sensitive material that should be kept on hand but also 
  carefully controlled, Faydreth installed a magical trap 
  in this hallway. Touching any of the books causes a 
  conflagration to erupt from all of the books, filling the 
  hall with fire and destroying the texts. Alternatively, the 
  trap can be triggered manually with a spoken command 
  word. If triggered in this manner, the speaker of the 
  command word is protected from the flames. 
  HALLWAY CONFLAGRATION TRAP 
  CR 5
  XP 1,600
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger touch (alarm) or manual (see above); Reset none
  Effect spell effect (fireball, 7d6 fire damage, Reflex DC 17 
  half); multiple targets (all targets in area F3)
  Treasure: Among the books here is a collection 
  of volumes detailing numerous forms of fiendish 
  bargaining skills, as well as incentives for various devils 
  that might be useful in summoning them. A character 
  referencing these books gains a +2 insight bonus on skill 
  checks to influence a devil (such as in conjunction with 
  a planar binding spell) and knowledge of what appeals to 
  specific types of devils, as detailed on pages 107–108 of 
  Pathfinder RPG Ultimate Magic. This collection weighs 40 
  pounds in total, and can be sold as a set for 2,000 gp to 
  an interested buyer.
  
  35
  F6. Locked StairweLL (cr 5)
  The doors to this area are locked (hardness 5, hp 10, 
  break DC 15, Disable Device DC 25). This auxiliary 
  staircase was originally designed for the use of slaves 
  and servants so they could carry out their duties out of 
  sight of the family.
  Trap: Always expecting betrayal or espionage by their 
  supposed allies, the Narikopolus family planted a special 
  trap keyed to agents of House Thrune in this stairwell. 
  Anyone wearing a symbol of House Thrune (including 
  the invisible arcane mark given to loyal Thrune agents 
  such as the PCs) triggers the trap, which forces them 
  to each face an illusion of their greatest fear. Faydreth 
  found the trap but left it in place, appreciating the irony 
  at his enemies’ paranoia as well as the extra defense. He 
  also modified the trap to alert him with a mental alarm if 
  the trap is triggered.
  PHANTASMAL KILLER TRAP 
  CR 5
  XP 1,600
  Type magic; Perception DC 29; Disable Device DC 29
  EFFECTS
  Trigger visual (true seeing); Reset none
  Effect spell effect (phantasmal killer, Will DC 16 
  disbelieves, death, Fort DC 16 for 3d6 damage; alarm, 
  mental alarm)
  F16. Study
  This room was the private study of the House Narikopolus 
  patriarch, but Faydreth Zaine has converted the chamber 
  into a study and storage room for blasphemous texts and 
  tainted magical items.
  Treasure: Among the textbooks in this chamber, the 
  PCs can find several valuable treatises about devils and 
  the infernal histories of Cheliax, House Narikopolus, 
  and House Thrune. These tomes weigh 20 pounds in 
  total and are worth 2,000 gp. Resting on the desk atop 
  the other tomes is an evil book of extended summoning 
  (Ultimate Equipment 283).
  One of the most intriguing items in the chamber is a 
  small figurine called a brimstone barbazu (see the sidebar 
  on page 36), which Zaine was intently examining to see 
  whether a good-aligned version could be crafted. If she is 
  with the PCs, Zara Orcelani can identify the item and its 
  function immediately. 
  Development: There is a 50% chance that Faydreth 
  Zaine is in this chamber when the PCs first arrive in the 
  manor. Otherwise, he’s found in area F17. See page 32 for 
  his tactics once he becomes aware of the PCs’ presence.
  F17. Zaine’S Bedroom
  This bedchamber was reserved for the patriarch of 
  House Narikopolus. Faydreth has claimed it now, filling 
  the bookshelves with tomes on arcane lore and celestial 
  scriptures detailing the good-aligned planes.
  Treasure: Unlike the fiendish tomes found elsewhere 
  in the house, Faydreth’s personal collection of angelic 
  scriptures are common documents, mostly on loan from 
  the Kantaria Historicum. Outside of Kantaria, these 
  books are worth 100 gp to an appropriate buyer.
  F1
  F. NARIKOPOLUS MANOR
  1 SQUARE = 5 FEET
  F8
  F9
  F3
  F4
  F2
  F10
  F11
  F7
  F7
  F6
  F5
  FIRST FLOOR
  SECOND FLOOR
  F1
  F13
  F7
  F6
  F5
  F4
  F12
  F4
  F4
  F14
  F15
  F16
  F17
  F7
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  36
  In addition, Faydreth has stored all of the Hellknight 
  Zara Orcelani’s equipment (see page 60) in the adjoining 
  storage room (area F4). 
  Development: There is a 50% chance that Faydreth 
  Zaine is in this chamber when the PCs first arrive in the 
  manor. Otherwise, Faydreth is found in area F16. See 
  page 32 for Faydreth’s tactics once he becomes aware of 
  the PCs’ presence.
  G. THE BLOOMING CAVES
  The PCs likely investigate the Blooming Caves at the 
  behest of Linton Demeer (see Event 9 on page 21), 
  or 
  perhaps 
  following 
  up 
  on rumors of the missing 
  Bradon family (see page 
  8). 
  A 
  half-day’s 
  journey 
  northwest of Kantaria, the 
  Blooming Caves are a deep 
  cave system that is famous 
  locally because of the luminous 
  fungi and exotic plants found within. Normally 
  a popular spot for young lovers seeking exotic 
  trysts, travel to the caverns has all but ceased 
  because of rumors of desperate rebels in 
  the surrounding area. These rebels, 
  loyalists of House Narikopolus, were 
  already malnourished and suffering 
  from fatigue when they sought shelter 
  in the caverns just over a week before the 
  PCs first arrived in Kantaria. 
  Soon after the loyalists made camp, they 
  ran afoul of a pair of myceloids. These 
  fungal creatures had found their way to the 
  surface from the Darklands via an obscure access tunnel 
  before discovering the Blooming Caves. Under normal 
  circumstances, the proud Narikopolus retainers would 
  have had no issue dealing with the myceloids, but in 
  their weakened state, the loyalists quickly succumbed 
  to the fungi’s purple pox disease and spore domination. 
  Now, the Blooming Caves are home to the myceloids 
  and their growing brood, as well as a handful of 
  resilient loyalists who serve the walking fungi as spore-
  dominated slaves.
  Ceilings within the Blooming Caves vary between 10 
  and 15 feet in height. The ever-present glowing fungi in 
  the caverns emit a warm, pink glow, filling each chamber 
  with dim light unless otherwise noted. The air in the 
  caves is damp and humid because of the underground 
  stream running through the chambers. 
  G1. cavern entrance (cr 6)
  Two torches mounted on the walls illuminate a roughly 
  circular stone chamber. At the northern end of the cave, a 
  steep slope leads up to a subterranean passageway. To the 
  south, a tunnel exits the cavern into an open clearing.
  Creatures: The myceloids managed to infect all of the 
  Narikopolus loyalists with purple pox when they first 
  encountered the humans. Now, four spore-dominated 
  loyalists watch the entrance to the cavern, ensuring no 
  one enters without being challenged. All of the loyalists 
  are afflicted with purple pox; their skin is riddled with 
  purple lesions, some of which sprout small mushrooms. 
  Two of the loyalists stand at the bottom of the slope in 
  the northern end of the cavern, while the other two stand 
  at the top, 5 feet above. 
  BRIMSTONE 
  BARBAZU
  At the end of their Hellknight 
  training, 
  all 
  armigers 
  must 
  endure one final trial to fully test 
  their discipline and loyalty—a 
  battle with a summoned devil. 
  Those who succeed are promoted 
  to the full rank of Hellknight, while 
  those who fail pay the price with 
  their lives. To provide worthy 
  foes for their initiates, many 
  Hellknight orders make use 
  of magical statuettes known 
  as brimstone barbazus to summon 
  bearded devils that are controlled by 
  Hellknight signifers for the test. The 
  Hellknights also use the figurines in 
  defense of their citadels, summoning 
  barbazus to assist the Hellknights in 
  repelling attackers.
  BRIMSTONE BARBAZU
  PRICE
  3,300 GP
  SLOT none
  CL 11th
  WEIGHT 2 lbs.
  AURA moderate conjuration
  Shaped in the form of a leering bearded devil clutching 
  a glaive, this dusty yellowish figurine stands just under 
  a foot tall. When broken or shattered, a brimstone 
  barbazu steadily heats up over the course of 1 round, 
  belching thick sulfuric smoke before bursting into 
  flames. At the start of the following round, a bearded 
  devil (Pathfinder RPG Bestiary 73) appears in the square 
  where the figurine was broken. This summoned devil 
  is under the command of the creature that broke the 
  figurine, as per summon monster. The devil disappears 
  when slain or after 20 rounds. Once used, a brimstone 
  barbazu is destroyed.
  CONSTRUCTION REQUIREMENTS
  COST 1,650 GP
  Craft Wondrous Item, Extend Spell, summon monster V
  
  37
  SPORE-DOMINATED LOYALISTS (4) 
  CR 2
  XP 600 each
  Human ranger 4
  LN Medium humanoid (human)
  Init +2; Senses Perception +4
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 22 each (4d10–4)
  Fort +2, Ref +6, Will –2
  Weaknesses purple pox-afflicted, spore-dominated
  OFFENSE
  Speed 30 ft.
  Melee short sword +6 (1d6+2/19–20)
  Ranged mwk composite longbow +7 (1d8+2/×3)
  Special Attacks combat style (archery), favored enemy 
  (humans +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st—gravity bowAPG
  TACTICS
  During Combat The loyalists immediately cast gravity 
  bow and fire their longbows at lightly armored targets. 
  Against heavily armored halflings or humans, the 
  loyalists switch to their bane arrows. 
  Morale The two loyalists at the top of the slope each take 
  a single shot with their bows before pulling back to 
  take advantage of the traps in area G2. The remaining 
  loyalists attempt to shoot down enemies as best they 
  can, but pull back to area G2 after 3 rounds. The loyalists 
  make their final stand in that area, fighting to the death 
  under the effects of spore domination.
  STATISTICS
  Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 8
  Base Atk +4; CMB +6; CMD 19
  Feats Dodge, Endurance, Point-Blank Shot, Precise Shot, 
  Rapid Shot
  Skills Acrobatics +5, Climb +8, Handle Animal +6, Heal +2, 
  Knowledge (geography) +6, Knowledge (nature) +6, 
  Perception +4, Ride +6, Stealth +8, Survival +4
  Languages Common, Infernal
  SQ favored terrain (urban +2), hunter’s bond (companions), 
  track +2, wild empathy +3
  Combat Gear +1 arrows (5), +1 halflingbane arrows (2), +1 
  humanbane arrows (2); Other Gear studded leather, mwk 
  composite longbow (+2 Str) with 20 arrows, short sword
  SPECIAL ABILITIES
  Purple Pox-Afflicted (Ex) The loyalists are afflicted with 
  the myceloids’ purple pox disease and have taken 8 
  points of ability damage to their Constitution and Wisdom 
  scores. This adjustment reduces their CR by 1.
  Spore-Dominated (Sp) The loyalists are currently under 
  the effects of charm monster (CL 6th) because of the 
  myceloids’ spore domination ability.
  Development: If the loyalists are freed from their 
  spore domination, they immediately flee from the caves 
  in horror. A PC who succeeds at a DC 15 Heal check while 
  examining the loyalists or their bodies can identify their 
  affliction as purple pox. If successful, the PC can then 
  attempt a DC 19 Knowledge (nature) check to connect the 
  disease to myceloids.
  G. BLOOMING CAVES
  1 SQUARE = 5 FEET
  G3
  G4
  G2
  G1
  G5
  G6
  G7
  G8
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  38
  G2. lovers’ cave (cr 5)
  Spots of glowing fungi along the rock walls fill this chamber 
  with a violent luminescence. More patches of fungi grow on 
  the ground, though a clear path through the cavern connects 
  passageways to the south and northeast.
  This chamber is the only part of the Blooming Caves 
  normally frequented by visitors. Over the years, countless 
  couples have inscribed their names and pledges of love 
  and devotion on the walls of the cave. PCs who succeed 
  at a DC 15 Perception check can notice some specific 
  engravings, including the name of Jana Holdus, owner 
  of The Sweetest Drop tavern and member of Kantaria’s 
  governing council, which appears multiple times with 
  the names of her many short-term lovers, as well as 
  the signatures of Anselm and Gebhard Mathis, owners 
  of the Kantaria Historicum. More recent carvings can 
  be found near the back of the cavern, where many of 
  the Narikopolus loyalists, including Gregor Ardain, 
  inscribed their names.
  Moist air and the sound of running water rise from 
  the northeast tunnel, noticeable once a creature enters 
  the northern half of the chamber. A damp wooden sign 
  affixed to the wall next to the tunnel entrance reads, 
  “Danger. Go no further. By edict of House Narikopolus 
  of Kantaria.” The warning sign was posted to deter 
  would-be explorers from hurting themselves in the 
  tunnel beyond (see Hazard below).
  Hazard: The passage to the northeast heads east for 
  a short distance before curving to the south in a steep, 
  slippery slope that descends 30 feet below the ground to 
  area G3. Traversing the slope requires a successful DC 5 
  Climb check; a creature that fails the check falls into area 
  G3 and takes 2d6 points of falling damage. 
  Traps: After their initial arrival in the Blooming Caves, 
  the Narikopolus loyalists dug two pit traps in this cavern 
  to capture or impede any Glorious Reclamation scouts 
  trying to find them. The pits are camouflaged with fungi 
  scraped from the walls and floor, but perceptive characters 
  might notice that the fungi covering the pits glow with a 
  much dimmer light than the other fungi in the chamber.
  CAMOUFLAGED PIT TRAPS (2) 
  CR 3
  XP 800 each
  Type mechanical; Perception DC 20; Disable Device DC 25
  EFFECTS
  Trigger location; Reset manual
  Effect 30-ft.-deep pit (3d6 falling damage); Reflex DC 20 
  avoids; multiple targets (all targets in a 10-ft.-square area)
  G3. Water tunnel (cr 5)
  Flowing water rushes through a small stone alcove along 
  the western edge of this chamber, which is little more than 
  a widening of the tunnel. The corridor continues on to the 
  south, and up a steep incline to the north.
  The vein of water is part of a larger 
  underground river that flows 
  through the caverns in an easterly 
  direction. The river connects to 
  areas G5, G6, and G7, moving at a speed of 40 feet per 
  round. The water is considered rough; PCs must succeed 
  at a DC 15 Swim check or a DC 15 Strength check to 
  navigate the river and avoid going under. Creatures 
  that fall into this chamber down the slope from area G2 
  and fail a DC 15 Reflex save land in the water and may 
  potentially be swept away.
  Creatures: A 
  pair 
  of 
  bunyips 
  frequent 
  the 
  underground river passing through the Blooming 
  Caves. Recently, one of the bunyips consumed some 
  of the fungus growing in the caves, contracted purple 
  pox, and was subsequently spore-dominated by 
  SPORE-DOMINATED 
  LOYALIST
  
  39
  the  myceloids. Unwilling to leave its companion, the 
  infected bunyip’s mate remains as well. There is a 50% 
  chance of encountering the two bunyips when the PCs 
  first enter this chamber. Otherwise, anyone entering the 
  river attracts the bunyips’ attention after 1d6 rounds.
  BUNYIP  
  CR 3
  XP 800 
  hp 32 (Pathfinder RPG Bestiary 2 50)
  PURPLE POX-AFFLICTED BUNYIP 
  CR 3
  XP 800
  hp 27 (Pathfinder RPG Bestiary 2 50)
  Fort +4, Will +0
  Weaknesses purple pox-afflicted, spore-dominated
  Special Attacks roar (DC 12)
  SPECIAL ABILITIES
  Purple Pox-Afflicted (Ex) The bunyip is afflicted with the 
  myceloids’ purple pox disease and has taken 2 points of 
  ability damage to its Constitution and Wisdom scores.
  Spore-Dominated (Sp) The bunyip is currently under 
  the effects of charm monster (CL 6th) because of the 
  myceloids’ spore domination ability.
  G4. Barricades
  Two crude wooden barricades stand upright in the center of 
  this open chamber, facing west. Pink fungus lines the walls, 
  patches of it creeping up the sides of the wooden planks that 
  make up the haphazard defenses. Tunnels branch off from 
  the cavern in all four directions.
  The Narikopolus loyalists set up barricades in this 
  chamber to perform a last stand against Glorious 
  Reclamation forces that never came. Creatures adjacent 
  to the barricades have cover against any attacks coming 
  from the opposite side.
  G5. underGround Beach (cr 6)
  A body of water fills the northern part of this chamber, 
  creating a rocky subterranean beach. Brilliant pink light 
  shines from a nearly solid mass of fungus on the walls here, 
  reflecting off the water in vivid displays. A single tunnel exits 
  the cavern to the south.
  The water here is part of the same underground river 
  connecting areas G3, G6, and G7.
  Creatures: When the Narikopolus loyalists contracted 
  the myceloids’ purple pox, they were already at the point 
  of complete exhaustion. The first to succumb to the 
  affliction gave birth to a new generation of the fungus 
  creatures, but the myceloids that spawned from the 
  malnourished humans were stunted and malformed. 
  The original myceloids, Mam and Pap (see area G6), in 
  keeping with their newfound “family” identity, view this 
  first generation of offspring as their “children,” though 
  such relationships are not relevant to myceloid ecology. 
  Three of these “young’uns”—as Mam and Pap call 
  them—spend their time here when not vying for 
  the affections of their “parents.” These newly birthed 
  myceloids have yet to fully grasp Mam and Pap’s views 
  on “settling down” in the caves, and when confronted 
  with outsiders, immediately attempt to catch as many 
  enemies in their spore clouds as possible (the save DC for 
  young’uns’ purple pox and lesser geas is 13). The young’uns 
  telepathically describe to those afflicted with the pox how 
  the myceloids will make the afflicted kill their friends 
  before transforming them into new siblings. These 
  telepathic communications are equal parts vindictive 
  and soothing, as the stunted myceloids claim to “look 
  forward to having big brothers and sisters.”
  If hard pressed in combat, the young’uns attempt to 
  telepathically call out to the spore-dominated bunyip in 
  the nearby river (area G3) for assistance.
  MYCELOID YOUNG’UNS (3) 
  CR 3
  XP 800 each
  Young myceloid (Pathfinder RPG Bestiary 3 196, 291)
  hp 27 each
  G6. mam and PaP (cr 6)
  The floor at the northern end of this cavernous space ends 
  abruptly at an open artery of rushing water. Bioluminescent 
  fungus covers the ceiling of the chamber, while smaller 
  patches grow haphazardly on the ground. Rocks the size of 
  halflings, chiseled into crude chairs, sit near the center of the 
  cave. At the southern end of the room, two tunnels branch 
  off to the southwest and southeast.
  The ceiling in this chamber is 15 feet high. The 
  underground river to the north connects to areas G3, G5, 
  and G7.
  Creatures: The two myceloids responsible for the 
  subjugation and infection of the Narikopolus loyalists 
  reside in this chamber. Before arriving at the Blooming 
  Caves, the myceloids happened upon a local farming 
  family—the Bradons, who have since been reported as 
  missing in Kantaria (see page 8)—and massacred them. 
  Now calling themselves Mam and Pap—words they first 
  heard from the screams of the Bradons’ children as the 
  myceloids slew the Bradon parents—the fungus folk 
  hope to raise an idyllic “family” in the Blooming Caves. 
  The two myceloids sit on the stone chairs in the 
  center of the room, accompanied by one severely pox-
  afflicted and spore-dominated loyalist, who sits on the 
  riverbank, vacantly staring at her reflection in the water. 
  The loyalist is teetering on the brink of death from her 
  fungal affliction. Small drops of blood weep from the 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  40
  broken, purple lesions spread across her body. Drool 
  rolls from her quivering lips, and her mouth is filled 
  with dozens of tiny purple mushrooms that tear and 
  bleed when she speaks. 
  Having used the loyalists to spawn their first 
  generation, Mam and Pap are now eager to settle in and 
  chat with outsiders, hoping to “make friends with their 
  new neighbors.” The myceloids are happy to talk; they’re 
  not eager to fight the PCs, nor do they feel a strong urge 
  to add more bodies to their family. Assuming none of 
  the PCs speak Undercommon, Mam and Pap use their 
  telepathy to speak through the pox-afflicted loyalist in 
  an ingratiating drawl. The myceloids’ starting attitude is 
  indifferent; with a successful DC 15 Diplomacy check, a 
  PC can make them friendly (see Development below). 
  If combat erupts, Mam and Pap fight viciously to 
  defend their new homestead. Pap has a masterwork 
  scythe, taken from the farmers he and Mam slew before 
  coming to the Blooming Caves, but he has no proficiency 
  in the weapon, and drops it after the first attack. The 
  myceloids use their telepathy to contact the Wrong 
  One in area G7 to assist them, if within range. If either 
  Mam or Pap is slain, the surviving myceloid attempts to 
  telepathically call the young’uns from area G5 for aid.
  The pox-afflicted loyalist takes no actions except 
  to speak on behalf of Mam and Pap, even if attacked. 
  She has taken 13 points of Constitution damage and 11 
  points of Wisdom damage from the purple pox; 1 more 
  point of ability damage to either will kill her or render 
  her unconscious. If necessary, use the stats for a spore-
  dominated loyalist on page 37, adjusted to reflect this 
  loyalist’s greater ability damage.
  MAM AND PAP (2) 
  CR 4 
  XP 1,200 each
  Myceloid (Pathfinder RPG Bestiary 3 196)
  hp 37 each
  Melee 2 claws +6 (1d6+3 plus disease) or
  mwk scythe +3 (2d4+4/×4 plus disease)
  Treasure: Pap’s masterwork scythe is rusted and 
  sprouts purple and orange fungal blooms, causing the 
  weapon to afflict purple pox on a successful hit, just like a 
  myceloid’s claws. This property disappears 1d4 days after 
  the scythe is removed from the cave. The pox-afflicted 
  loyalist carries the same gear as her fellows in area G1.
  Development: If the PCs befriend Mam and Pap, they 
  can learn much of the myceloids’ story, including their 
  murder of the Bradons, which they gleefully retell in 
  visceral detail, embellishing the tale with movements 
  of their stunted limbs. Encountering the Bradons 
  engendered in the fungus creatures a desire to procreate, 
  so the myceloids took the adults’ names and decided 
  to “start a family,” having slain the farmers too quickly 
  to properly afflict them with their pox. Discovering the 
  Narikopolus loyalists in the caves, Mam and Pap managed 
  to slip past a fatigued guard and infect the group with 
  their purple pox rather than slaying them outright.
  One important piece of information the friendly 
  myceloids relate is the presence of “the Wrong One” in 
  area G7. Mam talks about this freak creature as a child 
  who needs more attention and love, but Pap scolds her 
  and states that “something is definitely wrong with that 
  one.” If questioned further, the myceloids reveal that the 
  loyalist that spawned the Wrong One was not human like 
  the other loyalists, but some other kind of creature that 
  succumbed to the purple pox.
  It’s possible for the PCs to ally with the myceloids, 
  though such an alliance comes fraught with possible 
  betrayal if and when Mam and Pap eventually decide to 
  expand their brood. Fostering an arrangement where 
  Glorious Reclamation prisoners are brought to the 
  myceloids to be infected with purple pox and then 
  coerced into giving up key secrets, or sent back to Kantaria 
  as spore-dominated agents, is a realistic plan. Linton 
  Demeer, however, could complicate such an alliance, as 
  the faceless stalker is unwilling to just stand by and let the 
  death of one of his people go unavenged.
  G7. funGal Plantation (cr 7)
  The pinkish glow of the caverns’ fungus dulls to a muted 
  purple in this chamber, which hosts a great fungus farm in its 
  southern half. Flies swarm above a massive pile of compost 
  littered with the rotting corpses of at least five humanoids. 
  Each of these gaunt cadavers has been split open down the 
  center, exposing hundreds of purple mushrooms growing 
  inside. A subterranean river flows through the cave’s east side.
  The underground river flows through this chamber 
  from areas G3, G5, and G6.
  Creature: Among the Narikopolus loyalists in the 
  caves was the faceless stalker Gregor Ardain, who also 
  contracted the myceloids’ purple pox. The disease 
  eventually killed Gregor, but instead of creating a new 
  myceloid, his body spawned a freak mutation. This 
  creature, dubbed the “Wrong One” by Mam and Pap, is 
  more aberration than fungus, resembling a writhing 
  mass of living, rubbery flesh in the shape of a vaguely 
  humanoid mushroom. Dozens of crude humanoid faces, 
  each contorted in agony, adorn the mushroom’s cap. The 
  Wrong One lacks the usual disease and spore abilities 
  of myceloids, but its faceless stalker ancestry provides 
  it with some unique abilities of its own. The warped 
  creature is hostile to any creature other than myceloids, 
  attacking intruders immediately. 
  The Wrong One wallows in the fungal farms 
  maintained by the myceloid “family.” The stunted 
  myceloid young’uns in area G5 normally refuse to be 
  around it, but two of them have come here to torture 
  
  41
  their mutated “sibling.” When the PCs first enter this 
  cavern, the young’uns are poking the writhing creature 
  with sticks, but they quickly try to run off to get Mam and 
  Pap in area G6 or their allies in area G5 if combat occurs.
  MYCELOID YOUNG’UNS (2) 
  CR 3
  XP 800 each
  Young myceloid (Pathfinder RPG Bestiary 3 291, 196)
  hp 27 each
  THE WRONG ONE 
  CR 5
  XP 1,600
  Unique flesh myceloid (Advanced Bestiary 148, Pathfinder 
  RPG Bestiary 3 196)
  NE Medium aberration (augmented plant)
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 20 ft.; Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 52 (5d8+30); fast healing 2
  Fort +9, Ref +3, Will +4
  DR 5/slashing; Immune purple pox; Resist cold 10, fire 10, 
  sonic 10
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +8 (1d6+5 plus bleed)
  Space 5 ft.; Reach 10 ft.
  Special Attacks bleed (1d4), long limbs
  Spell-Like Abilities (CL 6th; 
  concentration +6)
  3/day—remorseful aspect (DC 14)
  TACTICS
  During Combat The Wrong 
  One uses its remorseful 
  aspect spell-like ability against 
  intruders, preferring victims already 
  suffering from purple pox. When an 
  opponent gets within its reach, the 
  Wrong One attacks with its claws.
  Morale The Wrong One fights to the 
  death unless Mam or Pap commands 
  it to stop fighting.
  STATISTICS
  Str 21, Dex 15, Con 20, Int 9, Wis 12, 
  Cha 10
  Base Atk +3; CMB +8; CMD 20
  Feats Improved Initiative, Iron Will, 
  Toughness
  Skills Perception +6, Sense Motive +6, 
  Stealth +6, Survival +9; Racial 
  Modifiers +4 Sense Motive, 
  +4 Survival
  Languages Undercommon; telepathy 
  60 ft. (myceloid and purple pox 
  sufferers only)
  SPECIAL ABILITIES
  Long Limbs (Ex) As a result of its faceless stalker ancestry, 
  the Wrong One’s arms are lengthier than that of normal 
  myceloids, giving it reach of 10 feet.
  Remorseful Aspect (Sp) The Wrong One can adjust its 
  skin to crudely resemble the appearance of another 
  creature it can see, the sight of which fills the target 
  with profound disgust and remorse. This spell-like ability 
  functions as terrible remorseUM. Creatures currently 
  infected with purple pox take a –2 penalty on saving 
  throws against this ability.
  Treasure: A PC who succeeds at a DC 15 Perception 
  check finds a magic warhammer called Sinderbos (see 
  the sidebar on page 42) discarded in the middle of the 
  huge fungal pile in the chamber. The hammer was 
  once wielded by Tychus Groat, Kantaria’s blacksmith; 
  following Groat’s battle against Oppian Nevilindor, 
  Gregor Ardain retrieved the weapon from the still-warm 
  hands of the dead blacksmith. Gregor used Sinderbos 
  as a means of further ingratiating himself with the 
  Narikopolus loyalists, who revered Groat as a true loyalist 
  of House Thrune.
  The PCs can also discover the remains of a half-
  written note addressed to Linton Demeer in the heap 
  of fungus describing the beginning stages of the disease 
  that afflicted the loyalists. This was to be 
  Gregor’s next missive to Linton, but he 
  succumbed to the purple pox before 
  he could finish it. The letter is 
  unsigned, but together with 
  Sinderbos, 
  it 
  certainly 
  points toward Gregor 
  Ardain’s presence in the 
  caves (and may imply a 
  connection between Gregor 
  and the Wrong One as well).
  Development: If the PCs return to 
  Linton Demeer with Sinderbos and the 
  incomplete letter, the alchemist recognizes 
  both the weapon and Gregor’s handwriting. 
  Assuming the PCs tell him about the 
  myceloid presence in the caves and 
  their encounter with the Wrong 
  One, Demeer takes comfort 
  in knowing what transpired 
  at the Blooming Caves. 
  He rewards the PCs 
  for their actions as 
  promised, and may 
  even propose a longer-
  term alliance with them 
  against the Glorious 
  Reclamation (see Event 
  10 on page 22).
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  THE WRONG ONE
  
  42
  G8. encamPment
  The walls of this cavern have been scraped clean of fungus, 
  leaving patches of the glowing growths only at the entrance 
  to the chamber. Several bedrolls and piles of personal 
  belongings lie strewn across the floor.
  The Narikopolus loyalists chose this cavern to make 
  their camp and rest, and most of them were asleep when 
  the myceloids arrived and afflicted them with purple pox. 
  Treasure: Most personal belongings in the cavern are 
  mundane items abandoned by the loyalists after their 
  domination, but a set of +1 leather armor bearing the family 
  crest of House Narikopolus rests neatly next to a bedroll. 
  In addition, PCs who search the cavern find four polished 
  citrines worth 100 gp each and 318 gp in assorted coins.
  PART 3: VALOR’S LAST STAND
  Once the Despair Meter reaches 55 or higher, the 
  Glorious Reclamation pulls back the majority of its 
  forces to Kantaria’s fortified temple of Iomedae, Valor’s 
  Fastness. By this point, the PCs have likely taken out 
  most of the order’s leaders in town, with the exception 
  of its governor, Oppian Nevilindor, who hunkers down 
  in the fortress, waiting for reinforcements from the 
  Glorious Reclamation’s army.
  At this point in the adventure, the 
  Glorious Reclamation’s rule of Kantaria 
  has been destabilized to such an extent 
  that the town is an anarchistic mess. 
  Some citizens proclaim their renewed loyalty 
  to House Thrune, others decide to stand with 
  the Glorious Reclamation to the end, while still 
  others evacuate the town altogether. Until either the 
  Glorious Reclamation or the PCs are defeated and 
  the winning side can impose order on the town, Kantaria 
  is no longer a settlement, but instead, a battleground.
  If the PCs consider an assault on Valor’s Fastness 
  before this point, both Loredana Viorica and Zara 
  Orcelani strongly advise against it, instead counseling 
  further actions to undermine the Glorious Reclamation’s 
  hold on the town first (see Braving the Fastness below 
  if the PCs persist in a premature attack on the fortress).
  Once the knights retreat to the temple and Kantaria’s 
  citizens begin turning against the Glorious Reclamation 
  and one another, the PCs and their allies can see that 
  defeating the entrenched forces in Valor’s Fastness is 
  the only way to end the conflict before the Glorious 
  Reclamation’s leadership decides to reinforce Kantaria. 
  Loredana Viorica and Zara Orcelani, as well as any other 
  loyalist allies the PCs might have made, give whatever 
  help they can in planning the assault. Zara advises that 
  it may take several strikes against the Fastness to finally 
  rout Oppian and his knights. At this point, despite 
  the possibility of repercussions against her business, 
  Loredana offers her inn as a safe haven for the PCs 
  between their missions.
  BRAVING THE FASTNESS (CR 4 OR 7)
  The PCs may decide to visit Valor’s Fastness before they’re 
  fully ready, either as scouts or to launch an ill-considered 
  assault on the Iomedaean forces within. If they do so 
  before the Despair Meter reaches 55, the fortified temple 
  and the threats within are likely well beyond the PCs’ 
  ability to handle. In addition, such an act probably 
  SINDERBOS
  Forged with oaths of devotion to the archedvil Moloch, 
  the magic warhammer once belonged to Kantaria’s 
  black smith, Tychus Groat, and has since become a 
  symbol of opposition to the Glorious Reclamation.
  SINDERBOS
  PRICE
  12,312 GP
  SLOT none
  CL 10th
  WEIGHT 5 lbs.
  AURA moderate conjuration and evocation
  This 
  pitch-black 
  +1 
  flaming 
  warhammer is bereft of any 
  ornamentation 
  beyond 
  an 
  engraving on its face of a bull’s 
  head with an open flame, the 
  unholy symbol of the archdevil 
  Moloch. Whenever the wielder 
  of Sinderbos successfully strikes a 
  creature with the hammer, he can 
  create a cloud of ash around the target as 
  an immediate action. This ash shares the 
  target’s space and persists for 1 round before 
  dissipating. The ash does not obscure sight, but 
  the target and any creatures that enter the 
  cloud must succeed at a DC 14 Fortitude save 
  or take a –2 penalty on attack rolls for 1 round 
  as they cough and choke on the fiery ash. Holding 
  one’s breath provides no benefit, but creatures that 
  don’t breathe or that have any kind of fire immunity or 
  resistance are immune to the cloud’s effects.
  If Moloch is the wielder’s patron, the wielder can forge 
  masterwork armor and weapons with Sinderbos, which 
  reduces the DC of the Craft check for items’ masterwork 
  components to 10 (the Craft DC for the items’ standard 
  components are unchanged). Items crafted in this way 
  have a faint evil aura for the purposes of detect evil or 
  similar effects.
  CONSTRUCTION REQUIREMENTS
  COST 6,812 GP
  Craft Magic Arms and Armor, ash stormUM, fireball, 
  creator must worship Moloch and have 5 ranks in Craft 
  (armor) or Craft (weapons)
  
  43
  results in the Glorious Reclamation learning the PCs’ 
  identities and motives, making their mission even more 
  difficult. This encounter can be used to warn off the PCs 
  by giving them an appropriate creature to fight should 
  they attempt to attack the temple prematurely.
  Creature: Valor’s Fastness is home to several creatures 
  loyal to the Glorious Reclamation, whose attention 
  the PCs attract should they attempt to scale the outer 
  walls of the fortress or explore the interior. Early in 
  the adventure, before the Despair Meter reaches 30, the 
  PCs should encounter a single foo lion patrolling the 
  ramparts or temple grounds. Once the PCs are 5th level, 
  the Despair Meter is higher than 30, or if the PCs come in 
  force with additional allies, they should instead face the 
  temple’s unique protector, the church grim Exemplar, 
  who normally inhabits the inner courtyard (area H3).
  FOO LION 
  CR 4
  XP 1,200
  hp 42 (Pathfinder RPG Bestiary 3 120)
  EXEMPLAR 
  CR 7
  XP 3,200
  hp 67 (see page 44)
  Development: Defeating the foo lion proves that the 
  Glorious Reclamation is far from safe, even within their 
  own stronghold, increasing the Despair Meter by 3. If the 
  PCs face and defeat Exemplar, the Despair Meter does 
  not change, as the faithful hound simply rejuvenates 
  (unless the PCs take appropriate action). Should the PCs 
  accomplish some form of secondary objective that sows 
  chaos and weakens the Glorious Reclamation (such as 
  defeating a patrol on the walls, defacing or destroying a 
  wall, leaving a threatening message for the knights, etc.), 
  increase the Despair Meter by 2.
  H. VALOR’S FASTNESS
  Valor’s Fastness is Kantaria’s fortified temple of Iomedae, 
  consecrated to the Inheritor after her ascension to 
  godhood in honor of her defense of the town. The 
  center of Iomedaean faith in Kantaria, Valor’s Fastness 
  is the heart of the Glorious Reclamation’s presence in 
  the region, serving as the order’s base of operations. The 
  map for this area is located on page 46.
  The walls of Valor’s Fastness are the typical whitewashed 
  stone commonly seen in Iomedaean architecture. The 
  exterior walls are 20 feet high and 10 feet thick, and require 
  a successful DC 25 Climb check to scale. The exterior doors 
  are strong wooden doors and can be barred from within 
  (hardness 5, hp 20, break DC 25). The ceilings inside the 
  temple are 15 feet high unless otherwise noted. The public 
  areas are accessible via arched entryways, and sound travels 
  easily through these open portals. The private quarters 
  and storage chambers have good wooden doors with 
  simple locks unless otherwise noted (hardness 5, hp 15, 
  break DC 18, Disable Device DC 20). Everburning torches 
  provide light in most interior chambers and hallways, with 
  the exception of living quarters (areas H10 and H13), where 
  inhabitants must provide their own light sources. 
  Numerous rank-and-file members of the Glorious 
  Reclamation and the Church of Iomedae inhabit Valor’s 
  Fastness. In addition to unique NPCs and allies, a total of 
  20 Glorious Reclamation sergeants and five Sixth Sword 
  Knights currently garrison the temple. Although they 
  are normally encountered in specific locations within 
  the temple, these defenders can move freely throughout 
  the fortress. As long as the Despair Meter is below 55, 
  any defenders who are killed are replaced within a day 
  by other soldiers in Kantaria. Once the Despair Meter 
  reaches 55, however, no more reinforcements from 
  Kantaria are available—slain defenders are no longer 
  replaced, though soldiers might be moved from one area 
  to replace losses in another strategic location. 
  How many forays the PCs make into Valor’s Fastness, 
  and how long they take to do so, may also affect the 
  makeup of the temple’s defenders. No one can stay 
  on alert indefinitely, and without reinforcements, the 
  garrison at the temple must eventually rest or suffer the 
  consequences. Based on the PCs’ actions, and at your 
  discretion, you can reduce the numbers of defenders in 
  the encounter locations presented below; any individuals 
  so removed are not on duty and should instead be 
  encountered resting in the mess hall (area H11) or 
  living quarters (area H13). Alternatively, you can run the 
  encounters with the numbers presented, but apply the 
  fatigued condition to the defenders due to lack of sleep.
  Normally, visitors enter Valor’s Fastness through its 
  main gate (area H1). Enterprising intruders can attempt 
  to climb the walls or use magical flight to access the 
  fortress’s guard towers (area H2) or courtyard (area H3). 
  If the PCs’ point of entry is obvious, feel free to adjust 
  the encounters as the temple’s inhabitants react to the 
  conspicuous intrusion. The PCs might also attempt to fly 
  to the top of the temple’s spire (area H25), where the final 
  encounter with Oppian Nevilindor is set. If the PCs take 
  this route, Oppian withdraws from area H25 down into 
  the main temple building, forcing the PCs to track him 
  down elsewhere in the fortress. 
  h1. Gate 
  A sturdy wooden gate stands between two towers in the thick 
  white walls of the fortress, barring entry. The sword-and-sun 
  symbol of Iomedae is painted on the gate in vibrant colors.
  The wooden gate is 2 feet thick and closed with a high-
  quality locking mechanism (hardness 5, hp 40, break DC 
  25, Disable Device DC 30). Cranks in the adjacent guard 
  towers (areas H2b and H2c) are used to open the doors.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  44
  Development: The eight guards in the adjacent towers 
  (areas H2b and H2c) monitor the gate at all hours, 
  watching for intruders or visitors.
  h2. Guard toWer (cr 6)
  A whitewashed stone tower, its sides pierced with arrow 
  slits, rises above the walls of the temple.
  Each of these four towers is 30 feet tall and contains 
  three levels, each 10 feet high, connected by wooden ladders. 
  The bottom two levels are used for storage, primarily 
  crates of preserved rations and barrels of water in case of 
  siege, and when necessary, additional barrack space, while 
  the third level serves as a guardroom. The top two levels of 
  each tower are equipped with arrow slits, providing views 
  of the fortress’s surroundings and the temple’s interior 
  courtyard (area H3). Strong wooden doors on the towers’ 
  third levels provide access to the ramparts atop the walls. 
  The second levels of the two towers flanking the main gate 
  (areas H2b and H2c) contain the crank mechanisms for 
  opening and closing the gate.
  Creatures: Four Glorious Reclamation sergeants stand 
  on guard in each tower, day and night. These soldiers 
  trade shifts with others inside the fortress, resting in 
  the living quarters or eating in the mess while off duty. 
  Should trouble occur, the sergeants target intruders with 
  their longbows and quickly call for reinforcements from 
  the other guard towers.
  GLORIOUS RECLAMATION SERGEANTS (4) 
  CR 2
  XP 600 each
  hp 24 each (see page 9)
  h3. courtyard (cr 7)
  Bushes and trees grow in the well-tended grass of this 
  expansive inner courtyard, and a gravel path runs northeast 
  from the fortress’s main gate to the temple proper. The path 
  encircles a magnificent stone fountain, atop which a tall sword 
  stands, its length thrust halfway into the fountain’s spout. 
  Names are engraved all along the sides of the fountain.
  The courtyard of Valor’s Fastness once housed a 
  cemetery for Iomedaean clergy and Kantaria’s former 
  military leaders. Eventually, the temple’s clergy replaced 
  the individual grave markers with an ornate fountain. The 
  fountain’s sword marks the deceased interred below and 
  commemorates Iomedae’s heroic defense of Kantaria. The 
  names engraved on the fountain are those of particularly 
  famous heroes buried here and can be identified with a 
  successful DC 20 Knowledge (history) check.
  Creature: During her time in Kantaria as a mortal, 
  Iomedae formed a special bond with a stray dog that she 
  named Exemplar. The dog survived the siege of the town, 
  but when Iomedae departed Kantaria, she was forced to 
  leave him behind. Exemplar passed away around the same 
  time Iomedae completed the Test of the Starstone, but he 
  soon returned to Valor’s Fastness as an incorporeal creature 
  known as a church grim. Tied to the site, Exemplar roams 
  the grounds of the temple, a silent but friendly companion 
  to the disciples of Iomedae, and a stalwart enemy of those 
  who would bring evil to his former home.
  EXEMPLAR 
  CR 7
  XP 3,200
  Male advanced church grim (Tome of Horrors Complete 106)
  LG Small outsider (extraplanar, incorporeal)
  Init +3; Senses darkvision 60 ft., know alignment, low-light 
  vision; Perception +16
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 deflection, +3 Dex, +1 size)
  hp 67 (9d10+18)
  Fort +8, Ref +9, Will +7
  Defensive Abilities incorporeal, rejuvenation; DR 10/evil
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal bite +13 touch (1d8 plus 1d4 Wisdom)
  Special Attacks howl, Wisdom damage
  TACTICS
  During Combat Exemplar identifies evil threats with his 
  know alignment ability and then uses his howl ability to 
  panic as many enemies as possible, hopefully attracting 
  reinforcements from the fortress as well. In melee, he 
  first targets evil divine spellcasters.
  Morale Exemplar fights to the death.
  STATISTICS
  Str —, Dex 17, Con 15, Int 12, Wis 15, Cha 16
  Base Atk +9; CMB +11; CMD 24
  Feats Alertness, Combat Reflexes, Iron Will, Lunge, Vital Strike
  Skills Fly +25, Intimidate +15, Knowledge (religion) +13, 
  Perception +16, Sense Motive +16, Stealth +19, Survival +14
  Languages Common (can’t speak)
  SQ limited domain, soul defender
  SPECIAL ABILITIES
  Howl (Su) When Exemplar howls, all evil creatures within 
  his limited domain (see below) must succeed at a DC 17 
  Will save or be panicked for 2d4 rounds. This is a sonic 
  mind-affecting fear effect. Good or neutral creatures are 
  unaffected by the howl as long as they are not there to 
  attack Valor’s Fastness or steal from the dead interred 
  there. Whether or not the save is successful, a creature 
  cannot be affected by Exemplar’s howl again for 24 
  hours. The save DC is Charisma-based.
  Know Alignment (Su) Exemplar automatically knows 
  the alignment of any creature that enters Valor’s 
  Fastness. This ability can be suppressed, but Exemplar 
  can reactivate it the following round as a free action. 
  This ability cannot be extended beyond the limits of 
  Exemplar’s domain.
  
  45
  Limited Domain (Ex) Exemplar is sworn to protect the 
  grounds of Valor’s Fastness. He can freely wander 
  through the courtyard and first floor of the temple 
  (areas H3 through H13), but he cannot move beyond 
  these boundaries.
  Rejuvenation (Su) Exemplar cannot be destroyed through 
  simple combat. If slain, Exemplar restores himself in 24 
  hours, reappearing in Valor’s Fastness. The only way to 
  permanently destroy Exemplar is to raze Valor’s Fastness 
  to the ground and cast desecrate or unhallow on the 
  fountain in the church’s courtyard (area H3).
  Soul Defender (Su) Exemplar’s sacred duty is to defend the 
  bodies and souls of those buried within Valor’s Fastness. 
  Any attempts to cast animate dead or similar spells to 
  create undead within Exemplar’s domain require the caster 
  to succeed at a DC 20 caster level check. If the check fails, 
  the spell fizzles away just as if it had been cast.
  Wisdom Damage (Su) Exemplar’s incorporeal bite deals 
  1d8 points of damage and 1d4 points of Wisdom damage 
  to a target. A successful DC 16 Fortitude save negates the 
  Wisdom damage. On each successful attack that deals 
  Wisdom damage, Exemplar gains 5 temporary hit points. 
  The save DC is Constitution-based.
  Development: 
  Unless 
  permanently 
  destroyed, 
  Exemplar rejuvenates 24 hours after he is slain. 
  Permanently destroying Exemplar earns the ire of 
  Iomedae, but also garners the favor of several evil deities. 
  Any PC involved in the church grim’s destruction gains 
  a special boon: if targeted by a divine spell cast by a 
  worshiper of Iomedae, the PC gains a +1 profane bonus 
  on saving throws against the spell.
  h4. narthex (cr 6)
  The walls of this expansive chamber are covered in elaborate 
  frescoes depicting Iomedae’s greatest heroic struggles, 
  including the Shining Crusade, the salvation of Kantaria, and the 
  Test of the Starstone. Sturdy stone pillars etched with intricately 
  carved text are evenly spaced alongside the walls.
  The murals on the walls show the accomplishments 
  and struggles of the mortal Iomedae, including several 
  scenes not immortalized in the goddess’s Eleven Acts. 
  One prominent image depicts Iomedae wielding a heavy 
  flail against a horde of wights who disarmed her of her 
  blade during the Shining Crusade. The carvings on the 
  pillars are prayers and devotions to the Inheritor.
  Creature: A vulpinal agathion named Kelinti currently 
  resides in this chamber. At the first sign of trouble, 
  particularly if combat erupts in areas H1 or H3, Kelinti 
  casts invisibility and hides behind one of the pillars. If she 
  detects evil creatures in the narthex, the vulpinal casts 
  major image to create an illusion of Oppian Nevilindor. 
  Kelinti attempts to negotiate with the PCs through the 
  illusion, pleading with them to stop their senseless 
  violence against the church and the people of Kantaria. 
  If discovered, the vulpinal retreats via dimension door to 
  the sanctuary (area H7) to defend the townsfolk there.
  KELINTI 
  CR 6
  XP 2,400
  Female vulpinal agathion (Pathfinder RPG Bestiary 2 22)
  hp 59
  Gear silver holy symbol of Iomedae
  h5. antechamBer
  A red carpet covers the floor of this room. Three wooden 
  chairs rest against one wall, their seats covered with simple 
  red pillows, while a small iron safe stands against the 
  opposite wall. 
  Brides and grooms wait in this chamber before 
  entering the sanctuary proper, as do visitors waiting to 
  meet with the church’s clergy.
  Treasure: The safe is locked with a good quality lock 
  (hardness 10, hp 30, break DC 28, Disable Device DC 30) 
  and contains the past several weeks’ worth of church 
  tithes and docking fees collected from riverboats at 
  Kantaria’s docks, consisting of two finely cut diamonds 
  sized for earrings (worth 200 gp each), four uncut 
  vermillion-hued gems (worth 75 gp each), a crudely 
  carved wooden figurine of Iomedae made by a local child 
  (worth 4 cp), 27 pp, 283 gp, and 1,500 sp.
  h6. sacristy
  This small sits under a flight of stairs that leads to the 
  temple’s second floor (area H14). The wooden door to the 
  room is locked with an average lock (hardness 5, hp 15, 
  break DC 18, Disable Device DC 25). Sacred implements 
  and furnishings for the sanctuary are stored here. 
  Treasure: The silver chalices, platters, and altar service 
  kept here are worth a total of 750 gp. In addition, a 
  weapons rack holds six ceremonial longswords (two of 
  them are Small, sized for halflings) used for Iomedaean 
  rites. The swords are masterwork alchemical silver 
  longswords of pristine quality, but they have been 
  intentionally dulled, and are considered to have the 
  broken condition if used in combat. These swords can 
  be restored to combat readiness with a successful DC 15 
  Craft (weapons) check. Individually, the swords can be 
  sold for half their normal value (200 gp each), but as a set, 
  they would be worth 2,500 gp to an interested buyer of 
  Iomedaean religious paraphernalia.
  h7. sanctuary (cr 5)
  Two rows of wide pews line this room, facing an elevated 
  stone dais and altar to the southeast. Above the dais, 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  46
  H. VALOR’S FASTNESS
  1 SQUARE = 5 FEET
  H13
  H13
  H10
  H13
  H13
  H8
  H13
  H25
  H9
  H2a
  H2b
  LOWER LEVEL
  UPPER LEVEL
  H24
  H5
  H7
  H6
  H3
  H23
  H13
  H1
  H11
  H4
  H12
  H13
  H2d
  H2c
  H2d
  H2c
  H2b
  H2a
  H14
  H21
  H22
  H20
  H15
  H19
  H18
  S
  H17
  H16a
  H16b
  
  47
  magnificent banners depicting crusading knights and 
  heraldic emblems hang from the edge of a wooden balcony 
  overlooking the space.
  Befitting the fortified nature of Valor’s Fastness, the 
  sanctuary was constructed with practicality in mind, 
  and lacks the glass-paned windows common in other 
  Iomedaean churches. Priests of Iomedae lead services for 
  the local faithful from the dais. The balcony above the 
  altar (area H15) is 15 feet above the floor.
  Creatures: The growing tide of sentiment against the 
  Glorious Reclamation’s rule of Kantaria has driven many 
  of Iomedae’s faithful into the fastness for protection. 
  Currently, 10 frightened townsfolk have sought shelter 
  here in the sanctuary. They huddle together in fear when 
  the PCs first enter the sanctuary, begging the PCs to 
  leave them unharmed, even offering their life savings in 
  copper pieces in exchange for their lives. The townsfolk 
  lack equipment other than their work knives; if attacked, 
  they attempt to flee as best they can.
  In addition, a graven guardian watches over the 
  sanctuary and the townsfolk. Crafted from stone in the 
  form of Iomedae herself, the construct stands motionless 
  in the eastern corner of the sanctuary. If the townsfolk 
  are attacked, the graven guardian immediately animates 
  and attacks the intruders, using the element of surprise 
  against any targets who don’t openly display the holy 
  symbol of Iomedae. The guardian ignores the townsfolk, 
  recognizing the commoners as worshipers of Iomedae.
  FRIGHTENED TOWNSFOLK (10) 
  CR 1/3
  XP 135 each
  Beggar (Pathfinder RPG NPC Codex 256)
  hp 4 each
  Gear dagger, 1d12 cp
  GRAVEN GUARDIAN OF IOMEDAE 
  CR 5
  XP 1,600
  N Medium construct (Pathfinder RPG Bestiary 3 140)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +5, Will +3
  DR 5/adamantine; Immune construct traits; SR 16
  Weaknesses faith bound
  OFFENSE
  Speed 70 ft.
  Melee +2 keen longsword +12/+12/+7 (1d8+6/17–20) or
  slam +10/+10 (1d6+4)
  Special Attacks enhanced, good weapons, magic weapon
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  TACTICS
  Before Combat The guardian casts haste before battle.
  During Combat The guardian attacks any intruders in the 
  sanctuary. The construct ignores anyone wearing or 
  displaying a holy symbol of Iomedae who does not attack 
  it first, but its sword deals 1d6 points of additional damage 
  to evil creatures because of its good weapons ability.
  Morale The graven guardian fights until destroyed.
  STATISTICS
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +10; CMD 22
  SQ guardian domains (Good, War)
  Gear mwk longsword
  Development: If the PCs attack the townsfolk in this 
  chamber, they attract the attention of the legion archon 
  Mindaliel (see area H25). The archon casts mirror image and 
  teleports to the sanctuary, appearing on the balcony above 
  (area H15) to assault visible enemies with flaming javelins. 
  If the PCs manage to engage the archon in melee combat 
  or deal 15 points of damage or more to her, Mindaliel 
  teleports away, swearing vengeance for the PCs’ horrific 
  actions (see the Archon Stalker sidebar on page 50).
  Story Award: If the PCs murder the townsfolk here, 
  award them full XP for the deed, even though the 
  commoners likely posed little threat to them. In addition, 
  word of the massacre quickly spreads through Kantaria, 
  raising the Despair Meter by 10. 
  h8. vestry
  Nearly two dozen sets of Iomedaean cleric’s vestments 
  hang from hooks lining the walls of this chamber. Since 
  the arrival of the Glorious Reclamation, the Iomedaean 
  priests have left these less militant robes here, instead 
  choosing to don their more practical battle armor.
  h9. confessional (cr 7)
  A circular wooden table flanked by two sturdy wooden chairs 
  stands in the center of this room. A single candle flickers in a 
  holder in the middle of the table.
  Iomedaean priests meet with members of their 
  congregation for confessionals or with other clergy 
  members in this chamber.
  Creatures: Fifth Sword Knight Viktor Skave, Oppian 
  Nevilindor’s deputy, resides in the adjoining room (area 
  H10) and uses this chamber as an office. A tiefling haunted 
  by the nature of his birth, Viktor found shelter within the 
  welcoming arms of Iomedae’s faith in Kantaria. Realizing 
  the young devilspawn struggled to control his anger, 
  Oppian shepherded the boy into following a stricter 
  martial discipline of the Inheritor, leading him down 
  the path of a warpriest. Viktor found solace in Iomedae’s 
  historical triumphs, and honors the goddess by wielding 
  a heavy flail—a weapon Iomedae once used after being 
  disarmed during a battle in the Shining Crusade.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  48
  Currently, Viktor is meeting with two Sixth Sword 
  Knights in this chamber to discuss the defense of 
  the temple and ways to address the growing chaos in 
  Kantaria. Unless the PCs are particularly stealthy in 
  their approach, the three have had time to prepare for 
  the PCs’ arrival. The two Sixth Sword Knights move 
  into area H10 while Viktor blocks the doorway into his 
  quarters. One of the clerics casts shield other on Viktor as 
  soon as battle is joined, and both clerics support Viktor 
  with spells and healing as the Fifth Sword Knight 
  battles intruders.
  SIXTH SWORD KNIGHTS (2) 
  CR 3
  XP 800 each
  hp 33 each (see page 10)
  VIKTOR SKAVE 
  CR 5
  XP 1,600
  Male tiefling warpriest of Iomedae 6 (Pathfinder RPG 
  Bestiary 264, Pathfinder RPG Advanced Class Guide 60)
  LG Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+9 armor)
  hp 54 (6d8+24)
  Fort +7, Ref +4, Will +7
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 20 ft.
  Melee +1 heavy flail +8 (1d10+4/19–20)
  Special Attacks blessings 6/day (Sun: blinding strike; War: 
  war mind), channel positive energy 2/day (DC 15, 3d6), 
  fervor 5/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
  Spell-Like Abilities (CL 6th; concentration +5)
  1/day—darkness
  Warpriest Spells Prepared (CL 6th; concentration +8)
  2nd—bull’s strength, hold person (DC 14), resist energy, 
  silence (DC 14)
  1st—bane (DC 13), divine favor, doom (DC 13), magic 
  stone, remove fear
  0 (at will)—detect magic, guidance, read magic, 
  resistance, stabilize
  TACTICS
  During Combat Viktor prefers to use his sacred weapon 
  enhancement bonus to give his flail the flaming weapon 
  special ability against foes. He tries to use the confined 
  space to his advantage, and relies on his fervor ability to 
  cast spells on himself as swift actions. Against enemies 
  reliant on a single weapon, Viktor attempts to sunder 
  their weapons, but he combines Power Attack and Cleave 
  when facing multiple opponents.
  Morale If reduced to fewer than 15 hit points, Viktor 
  is willing to negotiate a surrender as long as his 
  companions remain standing. If his allies are slain, 
  however, Viktor fights to the death to avenge them.
  STATISTICS
  Str 15, Dex 14, Con 14, Int 10, Wis 14, Cha 8
  Base Atk +4; CMB +6 (+8 sunder); CMD 18 (20 vs. sunder)
  Feats Cleave, Combat Casting, Improved Sunder, Power 
  Attack, Toughness, Weapon Focus (heavy flail)
  Skills Bluff +1, Diplomacy +5, Heal +6, Intimidate +5, 
  Knowledge (religion) +6, Spellcraft +5, Stealth –2
  Languages Celestial, Common
  Combat Gear potion of haste; Other Gear +1 half plate, 
  +1 heavy flail, silver holy symbol of Iomedae, spell 
  component pouch
  Development: Once combat breaks out here, two 
  Glorious Reclamation sergeants from area H11 arrive in 
  5 rounds to assist the beleaguered sword knights.
  h10. fifth sWord kniGht’s Quarters
  Cinnamon-scented incense burns in a tiny brazier on an 
  otherwise empty bookshelf on the northeast wall of this 
  chamber. A bed stands beside the opposite wall, next to a 
  dresser. A small footlocker sits at the foot of the bed.
  Fifth Sword Knight Viktor Skave (see area H9) lives in 
  this chamber. Although the room is more spacious than 
  the temple’s other living quarters, the austere Iomedaean 
  warpriest keeps his quarters free of adornments. 
  Treasure: The footlocker is not locked, and contains a 
  set of cleric’s vestments more appropriate for peacetime, 
  as well as a platinum ring decorated with images of 
  smiling angels. The ring appears to be a ring of mind 
  shielding, but it is actually a cursed ring of truth (Ultimate 
  Equipment 349). Viktor found this ring before he joined 
  the church and is aware of its cursed nature, but he has 
  held on to the ring to prevent it from falling into the 
  hands of an innocent.
  h11. mess hall (cr 7)
  Three large wooden tables surrounded by chairs take up the 
  bulk of the space in this chamber. Plates and eating utensils 
  are stacked neatly on the tables. Weapon racks stand against 
  the southeastern wall.
  The forces of the Glorious Reclamation and church of 
  Iomedae share food and enjoy some relaxation here in 
  the temple’s communal mess hall.
  Creatures: A constant flow of soldiers moves in 
  and out of this chamber. At any given time of day, 
  four off-duty Glorious Reclamation sergeants and a 
  Sixth Sword Knight can be found sitting at the tables 
  here enjoying food, sharing tales of past exploits, or 
  discussing different religious opinions. The soldiers 
  have placed their weapons in the racks on the southeast 
  wall, and if confronted by enemies, they quickly move 
  
  49
  to retrieve  them. If any of the sergeants responded to 
  sounds of combat in area H9, reduce the number of 
  defenders here accordingly.
  GLORIOUS RECLAMATION SERGEANTS (4) 
  CR 2
  XP 600 each
  hp 24 each (see page 9)
  SIXTH SWORD KNIGHT 
  CR 3
  XP 800
  hp 33 (see page 10)
  h12. kitchen
  Hired cooks from the town normally prepare meals 
  for the temple’s inhabitants in this kitchen, but with 
  the growing unrest in town, they have been dismissed. 
  Now the soldiers of Valor’s Fastness prepare their own 
  simple meals here. A long shelf runs along the walls of 
  the room, with crates and kegs of preserved foodstuffs 
  tucked underneath.
  Treasure: A character who succeeds at a 
  DC 20 Perception check discovers, hidden 
  among the boxes, a wand of create food and 
  water with 10 charges remaining.
  h13. livinG Quarters
  These small rooms, numbering seven in 
  all, are designated as living quarters 
  for the rank-and-file clerics of 
  Valor’s Fastness. The presence of the 
  Glorious Reclamation has increased 
  the number of troops stationed in 
  the temple, and while many soldiers 
  have lodgings in Kantaria proper, 
  others share these quarters. Each 
  room contains a set of bunk beds 
  and two footlockers holding personal 
  effects. The southernmost chamber 
  sits under the stairs that lead up to area 
  H14 on the second floor. 
  Development: 
  If 
  you 
  remove 
  any defenders from their scripted 
  encounter locations (see page 43), they 
  are most likely to be found asleep 
  or resting in one of these rooms, 
  unarmored but with their weapons 
  close at hand.
  h14. liBrary (cr 6)
  This wide hallway stretches along the front 
  face of the main temple building. Ornate 
  wooden bookshelves cover the northeast wall, 
  while glass windows in the southwest wall 
  overlook the temple’s courtyard outside.
  The books lining the shelves are a plethora of religious 
  texts. Most of them are treatises on matters of Iomedae’s 
  faith, though a fair number of the tomes cover topics 
  pertaining to Abadar, Erastil, Milani, Sarenrae, and Torag. 
  A scant few discuss other good or neutral deities.
  The glass windows offer clear views of the courtyard 
  15 feet below (area H3) and the guard towers along the 
  fortress’s outer wall (area H2). At both ends of the hall, 
  staircases descend to the temple’s ground floor, and 
  short flights of stone steps lead up to strong wooden 
  doors, providing access to the outer wall ramparts.
  Creatures: Two foo lions who accompanied the 
  Glorious Reclamation during the liberation of Kantaria 
  now spend their time in this chamber. The lions use 
  their freeze ability at the sound of trespassers, attacking 
  with surprise if possible. Characters who succeed at a 
  DC 18 Perception check realize the lions’ true nature, but 
  once noticed, the lions quickly move to attack intruders.
  FOO LIONS (2) 
  CR 4
  XP 1,200 each
  hp 42 each (Pathfinder RPG Bestiary 3 120)
  h15. Balcony
  An archway leads from area H14 to this wooden 
  balcony, which provides seating for a choir 
  or special guests who don’t want to mingle 
  with the common folk in the temple’s 
  sanctuary (area H7). A low wooden 
  railing separates the balcony from the 
  sanctuary floor 15 feet below.
  h16. Guest chamBers (cr 6)
  A single bed stands along one wall 
  of this room; a lantern sits on a 
  shelf beside the bed.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  VIKTOR SKAVE
  
  50
  The church of Iomedae and the Glorious Reclamation 
  host guests in this pair of rooms. Though far from 
  extravagant, these quarters are nevertheless clean and 
  comfortable. The lantern in each room contains a 
  continual flame.
  Creature: The western chamber (area H16a) is home 
  to a provisional guest of the Glorious Reclamation, a 
  half-elven Andoren diplomat named Micheri Bedard. 
  Sent to Kantaria shortly after the Glorious Reclamation 
  took charge of the town, Micheri’s presence is the first 
  tentative attempt at establishing diplomatic relations 
  between Andoran and the Iomedaean order. Her visit 
  has no specific goals other than to learn more about the 
  Glorious Reclamation and how it operates, and explore 
  future options.
  Once the Despair Meter reaches 55, Oppian Nevilindor 
  orders Micheri not to leave the safety of Valor’s 
  Fastness, then sequesters himself in the temple’s spire. 
  Micheri can now be found brooding in her quarters. 
  She desperately wishes to leave Kantaria and return to 
  Andoran, having come to the decision that the Glorious 
  Reclamation may not be up to the task of defending the 
  lands they seek to liberate.
  If the PCs speak with Micheri, they can learn of her 
  position as a diplomatic envoy. She pleads with the 
  PCs to let her return to Andoran, citing diplomatic 
  immunity and promising to recommend that her 
  homeland should maintain neutrality in the ongoing 
  conflict between Cheliax and the Glorious Reclamation. 
  She is not lying, and offers up her equipment, save her 
  weapons and silver raven figurine of wondrous power, as 
  tokens of good faith. If the PCs refuse to let her leave, 
  Micheri offers to remain in Kantaria until the Glorious 
  Reclamation has been defeated and House Thrune can 
  provide her with an escort back to Andoran.
  MICHERI BEDARD 
  CR 6
  XP 2,400
  LN female half-elf diplomat (Pathfinder RPG NPC Codex 253)
  hp 28
  TACTICS
  Morale Skilled with her rapier, Micheri fights defensively if 
  she is attacked, but takes the first opportunity she sees 
  to retreat and seek the aid of others in the fortress. If 
  the PCs and the Iomedaeans get into a protracted battle, 
  Micheri tries to flee Kantaria entirely.
  Development: If any of the Glorious Reclamation’s 
  leaders (such as Faydreth Zaine in area F) managed to 
  escape the PCs earlier in the adventure, those NPCs 
  occupy the empty guest quarters next door (area H16b) 
  and join in the defense of Valor’s Fastness.
  Story Award: If the PCs allow Micheri to leave, award 
  them XP as if they had defeated her in combat. However, 
  either keeping Micheri alive as a future bargaining chip 
  for House Thrune to use in negotiations with Andoran or 
  publicly executing her once Kantaria is reclaimed would 
  be a far more effective use of the Andoren diplomat. If 
  the PCs deal with the diplomat in such a manner, award 
  them 4,800 XP.
  h17. traininG room (cr 5)
  Four human-sized wooden dummies stand around the edges 
  of a red carpet in the center of this room. Each featureless 
  mannequin wears a distinct style of armor and clutches a 
  different weapon at its side.
  The clerics of Valor’s Fastness and the knights of the 
  Glorious Reclamation practice their martial skills against 
  the training dummies here. The dummies are primarily 
  garbed in padded and leather armor, and are armed with 
  a flail, light mace, longsword, and spear.
  Creatures: Two Sixth Sword Knights have taken up 
  position here after praying for guidance in the Shrine 
  of the Inheritor next door (area H18). They attack any 
  intruders in the temple.
  SIXTH SWORD KNIGHTS (2) 
  CR 3
  XP 800 each
  hp 33 each (see page 10)
  ARCHON STALKER
  Since the Glorious Reclamation’s arrival in Kantaria, 
  Oppian Nevilindor’s most trusted advisor has been a 
  legion archon named Mindaliel. A tireless strategist and 
  warrior, Mindaliel is eager to bring the fight to the PCs 
  once their true allegiance to House Thrune is revealed. 
  While Oppian broods in the rotunda at the top of the 
  temple’s spire, trying to come to terms with what has 
  happened to Kantaria, Mindaliel actively works against 
  the PCs. Knowing her place is at Oppian’s side, the legion 
  archon does not confront the PCs directly, but uses greater 
  teleport to maneuver around the fortress, coordinating 
  defenders with message spells and preparing soldiers for 
  battles with aid.
  As they explore Valor’s Fastness, the PCs might catch 
  glimpses of Mindaliel as she appears at the opposite end 
  of a hallway, throwing a flaming javelin or two before 
  flying or teleporting away. These brief encounters are 
  meant to harry the PCs and make their final battle with 
  the archon in area H25 more rewarding. As a result, you 
  should try to ensure that the PCs do not slay Mindaliel 
  before they face Oppian Nevilindor in area H25. Prior to 
  that point, assume that Mindaliel’s Glorious Reclamation 
  allies heal any damage the archon may have taken after 
  she teleports away from the PCs.
  
  51
  Treasure: Most of the armor displayed on the 
  dummies is battered and has the broken condition, 
  and the weapons are blunted practice weapons 
  of negligible value. However, one of the 
  mannequins wears a suit of distinctive 
  Hellknight 
  plate 
  (Pathfinder 
  Campaign 
  Setting: The Inner Sea World Guide 290) in 
  the exposed musculature style of the Order 
  of the Rack. This armor belonged to Zara 
  Orcelani’s charge, Derilus Jaddene, and was 
  brought here after the maralictor was slain 
  by Kalcyra the Just. The armor is worth 2,000 
  gp, and would be a valuable prize for any 
  Hellknight PC. If the PCs befriended 
  Zara, she has no objection to them 
  claiming Jaddene’s armor, though 
  it must be resized for the new 
  wearer at a cost of 2d4 × 100 gp. 
  In addition, if the Hellknight 
  PC wishes to join an order other 
  than the Order of the Rack, the armor 
  must be modified to that order’s style, which can be 
  accomplished with a successful DC 19 Craft (armor) check 
  and the expenditure of an additional 400 gp.
  h18. chaPel of the inheritor
  A sturdy stone altar sits on the southwest side of this small 
  chapel. A beautiful silver sword is thrust halfway into the stone; 
  the length of the blade is inscribed with intricate text. A draped 
  banner hangs on the southeast wall, bearing the image of an 
  armored female warrior battling a tentacled horror.
  Before Valor’s Fastness was fully consecrated as a 
  temple to Iomedae, the Inheritor’s faithful worshiped 
  their goddess in this shrine. Now the priests and soldiers 
  in the fortress pray to Iomedae at the small altar here 
  following training bouts in the adjoining room (area H17). 
  A character who succeeds at a DC 10 Knowledge (religion) 
  check recognizes the figure depicted on the banner as 
  Iomedae; a character who succeeds at a DC 26 Knowledge 
  (dungeoneering) check can identify the creature she 
  is fighting as one of the veiled masters—creatures 
  resembling aboleths—who once besieged Kantaria. With a 
  successful DC 26 Perception check, a PC notices the secret 
  door hidden behind the banner, which leads to area H19.
  h19. chaPel of aroden
  A silver and brass altar emblazoned with the symbol of a 
  winged eye in a circle stands against the southwest wall. A 
  warm glow emanates from the top of the altar.
  In Iomedae’s mortal years, this room and the shrine 
  next door constituted a single, larger chapel dedicated 
  to Aroden where Iomedae prayed for guidance during 
  the siege of Kantaria. Following Aroden’s death, the 
  high priest of Valor’s Fastness at the time chose to 
  conceal this room behind a wall and secret door. 
  The winged eye on the altar can recognized as the 
  holy symbol of Aroden with a successful DC 15 
  Knowledge (religion) check.
  Treasure: A silver holy symbol of Iomedae 
  imbued with a continual flame spell (CL 10th) 
  lies atop the altar, and is the source of the glow 
  in the room.
  h20. hiGh Priest’s Quarters
  A single, smooth wall of stone curves 
  along the north and western sides 
  of this chamber, while straight 
  wooden walls close off the room 
  to the south and southeast, 
  seemingly partitioning this room 
  from a larger, circular space. A dresser and 
  bookshelf stand against the northern wall, beside a spacious 
  double bed with a chest at its foot. A half-burned candle, a 
  piece of parchment, and a quill sit on a table at the western 
  end of the chamber. 
  This room and the two adjoining chambers (areas H21 
  and H22) form the base of the temple’s tall central spire. 
  This chamber is the personal quarters of the high priest 
  of Valor’s Fastness, currently Fourth Sword Knight Oppian 
  Nevilindor. The governor of Kantaria spends little time 
  in this chamber, however, except when sleep becomes 
  a necessity. The footlocker next to the bed normally 
  contains Oppian’s equipment, but the cleric’s growing 
  paranoia about an assault on the fortress has prompted 
  him to keep all of his gear on hand, and the chest is empty.
  Treasure: Once the Despair Meter reaches 55 or higher, 
  Oppian begins working on a confessional letter, which 
  lies on the table (see Handout #1 on page 52). The contents 
  of the letter are short, but the mention of Tychus Groat 
  should give the PCs a hint to present the warhammer 
  Sinderbos to Oppian to further weaken his resolve.
  h21. council room (cr 6)
  Bookshelves cover many of this chamber’s walls, which curve 
  to the south and west. A large wooden table surrounded 
  by chairs sits in the center of the room, its surface covered 
  in maps and papers. Double doors exit the room to the 
  southwest, while a single wooden door leads northeast.
  The Glorious Reclamation’s leadership (Faydreth 
  Zaine, Jalila Hadjara, Kalcyra the Just, and Oppian 
  Nevilindor) held their planning and strategy sessions in 
  this chamber, and Oppian occasionally invited the town’s 
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  MICHERI BEDARD
  
  52
  governing council here to discuss matters in Kantaria 
  as well. The table is covered with maps of the town, its 
  surrounding farms, and potential trade routes with the 
  Menador Mountains. Information on the region and the 
  history of Kantaria fills the bookshelves, along with more 
  recent additions of books on governance.
  Creatures: Two iophanites hover over the table here, 
  appearing as glowing discs of metal. These angels assisted 
  the governing council as messengers and advisors, but 
  with the deaths of the Glorious Reclamation’s leaders, 
  this chamber has fallen into disuse and the angels have 
  not spoken with another soul in days. The iophanites 
  are an excellent source of information on previous 
  council meetings and the governance of Kantaria up to 
  this point, but they question any creatures entering the 
  chamber whom they do not recognize, and if they suspect 
  malicious intent, they immediately move to attack.
  IOPHANITES (2) 
  CR 4
  XP 1,200 each
  LG Medium outsider (angel, extraplanar, fire, good, lawful) 
  (Pathfinder Campaign Setting: Inner Sea Gods 293)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural; 
  +2 deflection vs. evil)
  hp 37 each (5d10+10)
  Fort +6, Ref +7, Will +1; +4 vs. poison, +4 resistance vs. evil
  DR 5/magic; Immune fire, petrification; Resist acid 5, cold 5, 
  electricity 5; SR 15
  Weaknesses vulnerable to cold
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 blades +8 (1d8+1 plus burn)
  Special Attacks burn (1d6 fire, DC 14), radiance
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—protection from evil
  At will—know direction, mage hand
  3/day—burning hands (DC 12), expeditious retreat
  1/day—scorching ray
  STATISTICS
  Str 12, Dex 17, Con 14, Int 10, Wis 11, Cha 13
  Base Atk +5; CMB +6; CMD 20 (can’t be tripped)
  Feats Dodge, Mobility, Weapon Finesse
  Skills Acrobatics +8, Fly +11, Intimidate +9, Knowledge 
  (geography) +8, Knowledge (planes) +8, Knowledge 
  (religion) +5, Perception +12; Racial Modifiers +4 Perception
  Languages Celestial, Infernal; truespeech
  SQ shield form
  SPECIAL ABILITIES
  Radiance (Sp) An iophanite usually glows with a golden light 
  equivalent to that of a candle. In battle, the angel’s glow 
  increases, filling the area within 5 feet. An iophanite can 
  suppress or resume this glow as a free action. Additionally, 
  as a standard action, an iophanite can intensify this glow 
  to reproduce the effects of a flare spell at will. A creature 
  can resist this effect with a successful DC 13 Fortitude save, 
  though evil creatures take a –4 penalty on their saves. The 
  save DC is Charisma-based.
  Shield Form (Su) Once per day, an iophanite can transform 
  into a +1 spiked light steel shield sized for a Small or 
  Medium creature. An iophanite cannot communicate 
  or use any of their other abilities while in this form. 
  May this letter find its way into good hands,
  I write this knowing that my time as Kantaria’s protector is drawing 
  to a close. Forces loyal to House Thrune have usurped the work we’ve 
  done in restoring Kantaria to the light, and even now, I fear they march on 
  our last remaining bastion. I am not certain who my foes are, but I have 
  my suspicions, and I’m sure to see them confirmed at the top of this 
  temple’s spire, where I take refuge and pray to Iomedae for guidance and 
  absolution for the choices I’ve made.
  Ever since my blade ended the life of my friend Tychus Groat, I have 
  doubted the price of Kantaria’s supposed freedom. Is the betterment 
  of life for a people already managing to endure in the harshest of lands 
  worth so much pain? I don’t know. I doubt I ever will know. But I 
  believe that what will befall me is my penance, the righting of an injustice 
  performed by my own hand.
  I dream now of Tychus rising from the grave, his withered hands 
  wielding his foul hammer. He comes seeking retribution for a friendship 
  and trust so miserably betrayed. And the worse thing is that part of me 
  believes I deserve it...
  HANDOUT #1
  
  53
  Once transformed, an iophanite cannot change back for 
  24 hours, though a break enchantment spell can end the 
  transformation early. An iophanite regains full hit points 
  upon shifting back into their normal form. If the shield is 
  destroyed, the iophanite is killed.
  Treasure: The maps of the Menador Mountains on the 
  table detail which mining sites were interested in allying 
  with the Glorious Reclamation. Thrune would likely find 
  such information quite valuable, so if the PCs deliver the 
  maps to Archbaron Fex or Razelago, Fex rewards them 
  with 500 gp.
  In addition, a +2 longsword is embedded in the center 
  of the table, flush with the table’s surface. The blade 
  belonged to a previous high priest of Valor’s Fastness 
  known for her strategic acumen, and upon her death, 
  her sword was incorporated into the construction of the 
  council table. Removing the sword can be done only by 
  destroying the table (hardness 5, hp 20, break DC 23).
  h22. storeroom
  Empty storage barrels and crates fill this chamber, which 
  once stored food for the inhabitants of Valor’s Fastness 
  and equipment for the Glorious Reclamation. All of these 
  containers are now empty, their contents used to fund 
  the order’s activities in Kantaria and the surrounding 
  region. A flight of stone stairs curves up the southeast 
  wall, leading to area H23.
  h23. memorial (cr 6)
  A long stone staircase ascends in a curve along the northwest 
  wall of this lofty circular chamber; a second staircase to the 
  southeast descends to the level below. Dozens of niches are 
  embedded in the walls of the room, each containing a stone 
  statue and a bronze plaque.
  This chamber is a memorial to the previous high 
  priests of Valor’s Fastness, each of whom is represented 
  by one of the fine sculptures in the alcoves, their names 
  and titles inscribed on the bronze plaques. Several 
  alcoves remain empty for future expansion.
  The high central spire of Valor’s Fastness is mostly 
  hollow; the staircase in this room ascends 60 feet 
  (through area H24) to the rotunda at the top of the spire 
  (area H25). See area H24 once a creature sets foot on 
  these stairs or otherwise attempts to ascend the spire.
  Trap: Oppian Nevilindor used a scroll to place a flame 
  strike trap in this chamber at the top of the stairs from area 
  H22. Anyone setting foot in this room triggers the trap, 
  which fills the squares marked on the map with divine fire.
  FLAME STRIKE TRAP 
  CR 6
  XP 2,400
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (alarm); Reset none
  Effect spell effect (flame strike, 8d6 fire damage, Reflex DC 17 
  half); multiple targets (all targets in a 10-ft.-radius cylinder)
  h24. the ascent (cr 6+)
  The stairs continue climbing along the walls of the tower, 
  curving upward toward a break in the stone ceiling above.
  This area consists of the entire open space between the 
  floor of area H23 and area H25, 60 feet above, including 
  the stairs along the walls.
  Creature: As the PCs approach the top of the spire, 
  the legion archon Mindaliel senses them with detect evil 
  and flies down from area H25 to confront them. Aware of 
  the haunt in this chamber and how it works (see Haunt 
  below), the archon flies to the center of the tower to throw 
  flaming javelins at the intruders. Her preference is to delay 
  the PCs so they waste time and resources attacking her, 
  and potentially have to save against the haunt’s effects. 
  If the PCs have sufficient ranged attacks to threaten 
  Mindaliel, or deal 15 or more points of damage to her, 
  the archon withdraws to rejoin Oppian in the rotunda 
  (area H25) above.
  MINDALIEL 
  CR 7
  XP 3,200
  Female legion archon (Pathfinder RPG Bestiary 3 19)
  hp 76
  Haunt: When Iomedae lived in Kantaria as a mortal, she 
  defended the town against the veiled masters and their 
  faceless stalker minions in the stead of the missing lord 
  of Kantaria, Arakhan Narikopolus. Arakhan eventually 
  returned to claim his birthright and take over the defense 
  and leadership of the town, and he was buried in the 
  temple’s courtyard when he later passed away. However, 
  a portion of his soul was unwilling to abandon Kantaria 
  as he had done earlier in life, and lingered within Valor’s 
  Fastness, tied to the place where he secured his family’s 
  name in history. As Kantaria teeters on the brink once 
  more, Arakhan’s spirit now manifests as a haunt in one 
  final attempt to stop the PCs. 
  The haunt triggers as soon as an evil creature sets foot 
  on the stairs from area H23 or flies higher than 10 feet 
  above the floor of H23. Unlike normal haunts, Arakhan’s 
  spirit is affected by negative energy instead of positive 
  energy. A character who succeeds at a DC 21 Knowledge 
  (religion) check recognizes the haunt’s susceptibility to 
  negative energy, and what must be done to permanently 
  destroy the haunt (see below).
  ARAKHAN’S DEFIANCE 
  CR 6
  XP 2,400
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  54
  LG persistent haunt (area H24)
  Caster Level 6th
  Notice Perception DC 20 (to hear the wet thwack of 
  flailing tentacles against stone and the sound of slow, 
  plodding footsteps)
  hp 27; Weakness susceptible to negative energy; Trigger 
  proximity (detect evil); Reset 1 day
  Effect Any evil creature entering area H24 triggers this haunt. 
  When it’s triggered, a ghostly vision of a veiled master 
  appears, slowly forcing equally ethereal apparitions of 
  Arakhan Narikopolus and the mortal Iomedae up the 
  stairs. Each round, evil creatures ascending the stairs must 
  succeed at a DC 14 Will save or be slowed (as per the slow 
  spell). In addition, a creature that fails its save and spends 
  3 or more rounds in this area becomes fatigued. Good 
  creatures in the area instead gain the effects of heroism 
  for as long as the haunt is active.
  Destruction The haunt is immediately destroyed if an 
  evil creature manages to walk the stairs to the top of 
  the spire and reach area H25 without failing a save 
  against the haunt’s effects, and without using flight or 
  teleportation. This effect manifests as the veiled master 
  catching one of Arakhan’s legs in a tentacle, lifting his 
  ghostly body into the air, and hurling him onto the stone 
  floor 60 feet below. Once the haunt is destroyed (not 
  simply neutralized), all evil creatures in area H24 are 
  immediately affected by a haste spell (CL 6th). 
  h25. rotunda (cr 9)
  No walls enclose this circular space high above the temple. 
  Instead, regularly spaced pillars frame open archways around 
  the chamber’s circumference and support a domed roof 
  above. On a plinth beneath the center of the dome stands a 
  stone statue depicting a tall, armored woman bestowing an 
  intricately crafted longsword upon a kneeling noble.
  The uppermost chamber of Valor’s Fastness is 
  traditionally used for private Iomedaean ceremonies or 
  peaceful meditation away from the activity of the main 
  temple and town far below. The floor of the rotunda is 
  90 feet above the ground; the dome rises another 25 feet 
  to its apex, 115 feet high. 
  The statue of the armored woman can be identified as 
  Iomedae with a successful DC 10 Knowledge (religion) 
  check. A character who succeeds at a DC 20 Knowledge 
  (history), DC 15 Knowledge (local), or DC 20 Knowledge 
  (religion) check can recognize the statue as a rendition of 
  the scene when Iomedae presented the lord of Kantaria, 
  Arakhan Narikopolus, with her blade Heart’s Edge following 
  her defense of the town against the veiled masters.
  The whole of Kantaria is visible from the rotunda. 
  Depending on the PCs’ actions earlier in the adventure, 
  they can see any destructive endeavors or ongoing 
  rebellious activities in town from here. If they managed 
  to instigate an all-out rebellion against the Glorious 
  Reclamation, sporadic fires are visible in the town 
  below, and audible shouts and cries from street battles 
  fill the air.
  Creatures: Fourth Sword Knight Oppian Nevilindor, 
  high priest of Iomedae and governor of Kantaria, spends 
  most of his time in this chamber, pondering what he 
  considers to be his many failures in governing Kantaria. 
  Although mentally exhausted and filled with doubt, the 
  Oppian still believes he is doing just work. When the 
  PCs first enter this area, the Sword Knight is kneeling on 
  the northern side of the rotunda, opposite the stairs. He 
  hopes to engage the PCs in conversation before combat 
  begins. More than anything, Oppian craves justification 
  for their actions, needing to understand why they would 
  bring such ruin to Kantaria.
  Oppian possesses a singular weakness: his inherent 
  self-doubt surrounding his killing of his friend Tychus 
  Groat, Kantaria’s blacksmith. If a PC wields Groat’s 
  hammer, Sinderbos, in melee combat against Oppian, the 
  sight of the hammer plays into his doubts (as hinted in 
  the letter found in area H20). As long as the character 
  wielding Sinderbos threatens Oppian, the cleric must 
  succeed at a DC 20 Will save each round or be shaken. 
  If the wielder confirms a critical hit against the sword 
  knight with Sinderbos, Oppian is staggered for 1 round, in 
  addition to any other effects.
  The legion archon Mindaliel accompanies Oppian, 
  flying nearby under the dome. The archon moves to 
  attack as soon as the PCs make a hostile move against 
  Oppian, or when Oppian directs her into battle. 
  MINDALIEL 
  CR 7
  XP 3,200
  Female legion archon (Pathfinder RPG Bestiary 3 19)
  hp 76
  OPPIAN NEVILINDOR 
  CR 7
  XP 3,200
  hp 79 (see page 58)
  CONCLUDING THE ADVENTURE
  With the defeat of Oppian Nevilindor, Kantaria swiftly 
  returns to the hands of House Thrune. Seeing the 
  inevitable outcome of the conflict, the inhabitants turn 
  on one another, and the town’s loyalists round up any 
  remaining Glorious Reclamation supporters in hopes 
  of offering them up in exchange for pardons from the 
  Chelish government. Unless the PCs have done an 
  exceptional job of keeping their involvement hidden, 
  most of the town’s citizens now consider them the de facto 
  governors of Kantaria. In any event, NPCs such as Linton 
  Demeer and his faceless stalkers, Loredana Viorica, or 
  Zara Orcelani soon make the PCs’ participation in recent 
  events known to the town.
  
  55
  Through Razelago, Archbaron Fex commends the PCs 
  on their success, and as promised, presents them with 
  a reward for their actions. Fex has kept a close eye on 
  the PCs (through Razelago’s infernal eye) and has a good 
  idea of what they want. As a result, you should give each 
  PC a magic item that reflects her personal preferences 
  or wishes—something that she’s had her eyes on but 
  has been unable to find or purchase, for example. Each 
  item should be worth no more than about 6,000 gp in 
  value, but a PC who wants to “upgrade” an item (from a 
  +1 longsword to a +2 longsword, for example) can “trade in” 
  the old item to Fex for the new item, so long as the price 
  difference is within 6,000 gp.
  In addition, the archbaron offers to acquire any 
  items the PCs want that have a price above the base 
  value of Kantaria. The PCs have to pay for these items 
  themselves, of course; Fex is simply providing access to 
  items that would otherwise be unavailable in a town of 
  Kantaria’s size.
  Allow the PCs some time to enjoy their positions as 
  leaders of Kantaria while they await the return of the 
  Narikopolus family from Egorian and new orders from 
  Archbaron Fex. If the PCs don’t think of it themselves, 
  their distant patron suggests reminding the locals of the 
  price of betrayal by rounding up any surviving leaders 
  of the old regime and conducting public excruciations 
  in Inheritor’s Square. These torture sessions might 
  also draw out any remaining Glorious Reclamation 
  supporters from hiding for one last strike against the 
  PCs, potentially involving any major NPCs who survived 
  previous encounters with the PC villains. The PCs 
  might additionally wish to leave their own marks on the 
  town, such as burning Valor’s Fastness to the ground, 
  reconsecrating the Shrine of the Hammer back to a 
  temple of Asmodeus, or opening a slave market in the 
  middle of Inheritor’s Square.
  If the PCs are not interested in running Kantaria, 
  they’ll need to appoint a suitable governor in their 
  stead. Eventually, House Narikopolus will return from 
  Egorian to Kantaria to resume their authority, but 
  until then, Archbaron Fex trusts the PCs’ judgment 
  in selecting a new temporary ruler. Loredana Viorica 
  is one option, though there might be some question 
  as to whether her loyalty is to Nidal or Cheliax. Linton 
  Demeer is exceptionally suitable for governance, and if 
  put in charge, he strives to rebuild the town in hopes of 
  attracting new immigrants—more food sources for him 
  and his fellow faceless stalkers. Regardless of whether the 
  PCs opt to rule Kantaria themselves or pass the burden 
  on to another, Archbaron Fex soon requires their services 
  again for a new task, as detailed in the next installment of 
  the Hell’s Vengeance Adventure Path: “The Inferno Gate.”
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  56
  LINTON DEMEER
  LINTON DEMEER 
  CR 7
  XP 3,200
  Male faceless stalker alchemist (chirurgeon) 5 (Pathfinder 
  RPG Bestiary 2 122, Pathfinder RPG Advanced Player’s 
  Guide 26, Pathfinder RPG Ultimate Magic 18)
  NE Medium aberration (shapechanger)
  Init +15; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 26, touch 16, flat-footed 20 (+2 armor, +6 Dex, 
  +4 natural, +4 shield)
  hp 95 (10d8+41)
  Fort +9, Ref +11, Will +8; +2 vs. poison
  DR 5/piercing or slashing
  OFFENSE
  Speed 30 ft.
  Melee slam +9 (1d6+4 plus grab)
  Ranged bomb +13 (3d6+3 fire) or
  acid bomb +13 (3d6+3 acid) or
  smoke bomb +13 (3d6+3 fire plus smoke)
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood drain (1 Con), bomb 8/day (3d6+3 fire, 
  DC 15), sneak attack +2d6
  Spell-Like Abilities (CL 5th; concentration +9)
  Constant—tongues
  Alchemist Extracts Prepared (CL 5th; concentration +8)
  2nd—cure moderate wounds, false life, invisibility
  1st—anticipate perilUM (DC 14), cure light wounds, 
  expeditious retreat, shield, true strike
  TACTICS
  Before Combat If he expects any sort of trouble (such 
  as before meeting the PCs in Event 10), Linton drinks 
  extracts of anticipate peril, false life, and shield. 
  During Combat Linton deplores combat, but knows his 
  strength rests in the efficiency of his bombs. If he has 
  time, he quaffs an extract of invisibility at the beginning 
  of combat in hopes of catching his enemies off guard. 
  Linton targets foes with his bombs, making sneak attacks 
  whenever possible. He uses his extended reach to grapple 
  targets moving into melee combat with him, but breaks 
  the grapple almost immediately to lob more bombs.
  Morale Linton is a born and bred survivor, and attempts 
  to retreats from combat using all means available once 
  reduced to 20 hit points or fewer. If he survives and 
  escapes, Linton assumes a new identity in town by killing 
  and replacing a friendly NPC such as Loredana Viorica or 
  any other character with whom the PCs are allied, and 
  attempts to exact revenge on his enemies.
  STATISTICS
  Str 16, Dex 22, Con 18, Int 17, Wis 17, Cha 18
  Base Atk +6; CMB +9 (+13 grapple); CMD 25
  Feats Brew Potion, Combat Reflexes, Deceitful, Extra 
  DiscoveryAPG, Improved Initiative, Ricochet Splash 
  WeaponUM, Skill Focus (Heal), Throw Anything
  Skills Bluff +18, Craft (alchemy) +16 (+21 to create 
  alchemical items), Disguise +22, Escape Artist +22, 
  Heal +24, Knowledge (arcana) +8, Knowledge (local) +8, 
  Perception +10, Sleight of Hand +14, Spellcraft +10, 
  Stealth +18; Racial Modifiers +4 Disguise, +8 Escape Artist
  Languages Aquan, Celestial, Common, Infernal
  SQ alchemy (alchemy crafting +5), anaesthetic, change shape, 
  discoveries (acid bomb, infusion, smoke bomb [10-ft. radius, 
  5 rounds]), faceless, infused curative, mutagen (+4/–2, +2 
  natural armor, 50 minutes), swift alchemy
  Combat Gear potion of cure moderate wounds, potion of 
  lesser restoration, potion of undetectable alignment, 
  acid (2), alchemist’s fire (2), antitoxin (2), oil of taggit (2); 
  Other Gear bracers of armor +2, ring of mind shielding, 
  alchemy crafting kit, formula book (contains formulae 
  for all prepared extracts, plus 2d6 additional formulae), 
  healer’s kit
  The veiled masters and their ugothol servants have 
  long held an interest in Kantaria, but following their 
  disastrous defeat at the hands of the mortal Iomedae, 
  the veiled masters’ shapechanging armies abandoned 
  their designs on the town. Centuries later, however, a 
  band of enterprising faceless stalkers returned to the 
  infamous site of their masters’ failure. In the aftermath 
  of Aroden’s death, the faceless stalkers arrived in 
  Kantaria and had little difficulty infiltrating and feeding 
  upon a society already fracturing after its apparent 
  abandonment by its favored deity.
  The situation changed when House Thrune became 
  the dominant faction in the escalating Chelish Civil War. 
  The lawlessness the faceless stalkers had enjoyed was 
  coming to an end, so the ugothols began preparing for 
  Proprietor of Healthy Heart Alchemicals, Linton Demeer is also a member of Kantaria’s 
  new governing council. He conceals a secret, however: he also leads a ragged band of 
  faceless stalkers who have settled in Kantaria.
  
  57
  a mass exodus. However, one of them stepped forward 
  and proposed a longer-term investment in Kantaria. Up 
  to that time, the ugothols had constantly shifted forms 
  and identities as needed between fictitious travelers and 
  townsfolk they’d slain and replaced. Under their new 
  leader’s guidance, the faceless stalkers each adopted 
  unique identities within the town that would survive 
  when House Thrune eventually won its war and imposed 
  order in Kantaria.
  The ugothol calling himself Linton Demeer is the 
  offspring of the leader who first organized Kantaria’s 
  faceless stalker community. Taking the identity of a 
  chirurgeon, Linton opened a shop to provide the citizens 
  of Kantaria with alchemical healing supplies and services. 
  He also formed strong relationships with the local church 
  of Iomedae and other local religious elements, building 
  a reputation as an expert in the medical sciences. Locals 
  come to Linton for a variety of minor healing needs, 
  which he often “treats” with leeching and bloodletting, 
  collecting the blood of his patients to feed the town’s 
  faceless stalkers. Linton sometimes uses oil of taggit as 
  an anesthetic, and if his patients feel weak or woozy after 
  one of his treatments, he can provide them with extracts 
  or potions of lesser restoration to mitigate the effects of their 
  blood loss. 
  This facade allows Linton to provide his people with 
  fresh blood and keep their predations in line. On rare 
  occasions, one of the town’s faceless stalkers might still 
  assault or murder a neighbor in a famished fury. The 
  aftermath always leads to a stern reprisal from Linton, 
  followed by a joint effort from the ugothol community to 
  cover up the incident.
  With the coming of the Glorious Reclamation to 
  Kantaria, Linton’s rapport with the Church of Iomedae 
  has paid off even further, granting him a position on 
  the newly formed governing council. Even so, Linton 
  now struggles to keep his people under control. In the 
  absence of Thrune’s authority, the faceless stalkers have 
  grown worried about their future in Kantaria. Gone 
  are the days when a person could disappear off the 
  streets and be dismissed as a dissident who ran afoul 
  of Thrune agents, and Linton fears that a single mistake 
  by one of his people could push the Iomedaeans into an 
  investigation that might reveal the ugothols’ presence 
  in town.
  CAMPAIGN ROLE
  Linton Demeer has the potential to be 
  either an ally or enemy of the PCs as the 
  adventure progresses. Once the Despair 
  Meter increases sufficiently, the 
  alchemist approaches the PCs 
  with a quest—which opens 
  the way to a potential 
  alliance with the faceless 
  stalkers, even though Linton keeps his true nature and 
  motives hidden for most of the adventure.
  Should the PCs discover Linton’s identity, the faceless 
  stalker becomes vicious in the defense of his people. He 
  wants to ally with the PCs if he believes they’ll win the 
  growing conflict, but he won’t needlessly risk exposing 
  his community or endanger their lives in meaningless 
  endeavors. Linton’s one weakness in negotiation is his 
  desire to avenge the defeat his people suffered at the hands 
  of Iomedae. Canny PCs who suggest a resurgence of the 
  ugothols in Kantaria as a means of damaging Iomedae’s 
  religion quickly gain the interest of the chirurgeon. 
  Kantaria’s faceless stalkers don’t reappear in the 
  campaign beyond the events in this adventure, though 
  achieving an alliance with them could allow the PCs to 
  call in future favors from Linton. In addition, Linton 
  might be a suitable candidate to rule Kantaria once the 
  PCs have successfully ousted the Glorious Reclamation 
  and are sent on their next adventure.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  58
  FOURTH SWORD KNIGHT 
  OPPIAN NEVILINDOR
  Appointed governor of Kantaria by its Glorious Reclamation liberators, Oppian 
  Nevilindor is a devout servant of Iomedae. Oppian dedicates himself to the ideals of 
  the Inheritor, maintaining peak martial, physical, and spiritual condition.
  OPPIAN NEVILINDOR 
  CR 7
  XP 3,200
  Male human cleric of Iomedae 8
  LG Medium humanoid (human)
  Init –1; Senses Perception +3
  Aura divine presence (30 ft., DC 17, 8 rounds/day)
  DEFENSE
  AC 25, touch 12, flat-footed 25 (+10 armor, +3 deflection, 
  –1 Dex, +3 shield)
  hp 79 (8d8+40)
  Fort +10, Ref +1, Will +9; +2 vs. spells with the evil 
  descriptor or cast by evil creatures
  OFFENSE
  Speed 20 ft.
  Melee +1 longsword +12/+7 (1d8+7/19–20)
  Special Attacks channel positive energy 
  5/day (DC 16 [18 to damage undead], 
  4d6), holy lance (4 rounds, 1/day)
  Domain Spell-Like Abilities (CL 8th; 
  concentration +11)
  6/day—touch of glory (+8), touch of 
  good (+4)
  Cleric Spells Prepared (CL 8th; 
  concentration +11)
  4th—air walk, freedom of 
  movement, holy smiteD (DC 17)
  3rd—dispel magic, invisibility 
  purge, protection from energy, 
  searing lightD, wind wall
  2nd—bear’s endurance, bless 
  weaponD, bull’s strength, 
  Inheritor’s smiteISG, 
  spiritual weapon
  1st—bless, command (2, 
  DC 14), divine favor, 
  sanctuary (DC 14), 
  shield of faithD
  0 (at will)—detect 
  magic, light, read 
  magic, stabilize
  D domain spell; 
  Domains Glory, Good
  TACTICS
  Before Combat Oppian likely has forewarning of the PCs’ 
  arrival from Mindaliel, giving him time to cast air walk, 
  bear’s endurance, bull’s strength, freedom of movement, 
  and shield of faith before facing them. 
  During Combat Oppian uses his scroll of spiritual ally on 
  the first round of combat. He knows he is a stronger 
  melee combatant than spellcaster, so he activates 
  his holy lance ability and closes to melee range as 
  soon as possible, but he casts spells as needed. 
  Against heavily armored enemies or foes capable 
  of dealing large amounts of damage, he casts 
  Inheritor’s smite and attempts to bull rush 
  them off the edge of the rotunda.
  Morale His dream of a free Kantaria torn 
  asunder, Oppian fights to the death.
  STATISTICS
  Str 18, Dex 8, Con 18, Int 10, Wis 16, 
  Cha 14
  Base Atk +6; CMB +10; CMD 22
  Feats Combat Casting, Disciple 
  Of The SwordISG, Heavy Armor 
  Proficiency, Power Attack, Weapon 
  Focus (longsword)
  Skills Diplomacy +11, Knowledge 
  (history) +9, Knowledge (religion) +9, 
  Sense Motive +12
  Languages Common
  Combat Gear scroll of blessing of 
  fervorAPG, scroll of spiritual allyAPG; Other 
  Gear honor’s panoply (+1 full plate; 
  see sidebar), +1 heavy steel shield, 
  +1 longsword, golden holy symbol 
  of Iomedae (worth 100 gp), spell 
  component pouch
  SPECIAL ABILITIES
  Disciple of the Sword Oppian gains 
  the benefits of Weapon Specialization 
  (longsword). This feat originally 
  appeared on page 210 of 
  Pathfinder Campaign Setting: 
  Inner Sea Gods.
  
  59
  Spells Oppian has prepared the Inheritor’s smite spell from 
  Inner Sea Gods. If this resource is not available, replace 
  this spell with spear of purityUM or a second spiritual 
  weapon spell.
  Born in Kantaria and raised on the legends of Iomedae, 
  Oppian Nevilindor knew in his heart that one day he 
  would lead the town’s Iomedaean faithful. This belief was 
  born not out of hubris, but from duty to his goddess and 
  a drive to oppose the malevolence festering in Cheliax. 
  Oppian left Kantaria to hone his combat skills in service 
  to Iomedae, but returned to his hometown 10 years 
  ago. Under House Thrune’s oppressive rule, Oppian 
  ascended to the rank of Fourth Sword Knight and 
  oversaw a flourishing of Iomedae’s church in Kantaria, 
  repairing and rebuilding much of the fortress temple of 
  Valor’s Fastness. His efforts were rewarded as Kantaria’s 
  populace increasingly turned to the church of Iomedae 
  for fellowship and guidance.
  During this time, Oppian befriended a newcomer 
  from the city of Westcrown—the town’s blacksmith, 
  Tychus Groat, whose skills proved invaluable during 
  the reconstruction of Valor’s Fastness. The cleric also 
  developed a growing attraction to Loredana Viorica, the 
  Nidalese proprietor of the Little Uskwood inn. Oppian 
  made several overtures to the innkeeper, but while gentle 
  in her rebukes, Loredana never accepted his advances. 
  The Glorious Reclamation’s arrival in Kantaria 
  changed everything for Oppian. Approached in secret 
  by the Iomedaean knights, Oppian agreed to assist their 
  efforts. He was instrumental in developing the strategy 
  for the conquest of Kantaria, designed with the express 
  purpose of minimizing civilian casualties. When the 
  time came to liberate the town, Oppian led the offensive. 
  Unfortunately, Tychus Groat was a staunch Thrune 
  loyalist. The two eventually came to blows, and Oppian 
  was forced to kill his friend, an act that haunts him 
  and fills his otherwise successful tenure as governor of 
  Kantaria with doubt and self-loathing.
  CAMPAIGN ROLE
  Oppian Nevilindor is the final obstacle the PCs must 
  overcome in “Wrath of Thrune.” For the majority of the 
  adventure, Oppian resides within Valor’s Fastness, but he 
  makes a point of visiting Loredana Viorica at least once 
  every few days. This gives the PCs the opportunity to 
  meet with the cleric socially before their assault on the 
  fortified Iomedaean temple in Part 3, either during one 
  of these visits or in Event 1. At this time, the PCs can 
  also learn of Oppian’s feelings for Loredana Viorica and 
  his history with Tychus Groat—two facts the PCs might 
  be able to take advantage of when they finally face the 
  Fourth Sword Knight at the conclusion of the adventure. 
  Should the PCs try to remove Oppian prior to that 
  point, they should find him well guarded by Sixth Sword 
  HONOR’S PANOPLY
  As a reward for his service to Iomedae, Kantaria, and the 
  Glorious Reclamation, the legion archon Mindaliel gifted 
  Oppian this unique suit of magic full plate armor.
  HONOR’S PANOPLY 
  PRICE
  12,550 GP
  SLOT armor
  CL 5th
  WEIGHT 50 lbs.
  AURA faint abjuration
  This immaculate set of +1 full plate adorned with gilt 
  flourishes and imagery of lions, and embossed red 
  accents. When worn, the armor grants its wearer a +2 
  sacred bonus on all saves against spells with the evil 
  descriptor or cast by evil creatures.
  Once per day as a swift action, the wearer of honor’s 
  panoply can call upon Iomedae for protection. For the next 
  5 minutes, the armor glows with an aura of golden light, 
  and any hostile creature within 20 feet of the wearer must 
  succeed at a DC 14 Will save or take a –2 penalty to its 
  Armor Class and on attack rolls and saving throws for the 
  duration, or until it hits the wearer with an attack. The 
  wearer can dismiss this effect before the duration expires 
  as a swift action on his turn to heal itself of 3d8+5 points 
  of damage in a burst of healing energy.
  A creature with the Craft Magic Arms and Armor feat 
  and at least 5 ranks in the Craft (armor) skill can perform 
  a ritual to corrupt honor’s panoply, shifting its dedication 
  to an evil deity. This ritual takes 6 days to complete, costs 
  2,000 gp in incense and materials, and requires a successful 
  DC 19 Craft (armor) check. If the magic warhammer 
  Sinderbos (see page 42) is used during the ritual, the cost 
  of the ritual is reduced by 1,000 gp and requires only a 
  successful DC 10 Craft (armor) check to complete. Once 
  performed, the ritual transforms the armor into infamy’s 
  panoply; the armor turns black, the lions become animals 
  sacred to the evil deity to which the armor is dedicated, 
  and the red accents turn the crimson of fresh blood. The 
  ritual also inverts the armor’s effects: the save bonus is 
  now profane and applies to spells with the good descriptor 
  or cast by good creatures, and the armor now emanates a 
  palpable aura of horror, causing non-allies to be shaken on 
  a failed save. Dismissing this effect now grants the wearer 
  fast healing 2 for 1 minute. 
  CONSTRUCTION REQUIREMENTS
  COST 7,100 GP
  Craft Magic Arms and Armor, archon’s auraUM, veil of 
  positive energyAPG, creator must worship Iomedae
  Knights, Glorious Reclamation sergeants, and squires—
  and far beyond their ability to overcome until they have 
  eliminated his allies and gained more experience. In 
  the end, however, Oppian’s defeat spells the end of the 
  Glorious Reclamation’s hold on Kantaria, leaving the 
  town ripe for reconquest by House Thrune.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  60
  SHIELD-MARALICTOR 
  ZARA ORCELANI
  ZARA ORCELANI 
  CR 5
  XP 1,600
  Female human fighter 5/Hellknight 1 (Pathfinder Campaign 
  Setting: The Inner Sea World Guide 278)
  LE Medium humanoid (human)
  Init +2; Senses Perception +5
  DEFENSE
  AC 25, touch 12, flat-footed 23 (+9 armor, +2 Dex, +4 shield)
  hp 58 (6d10+21)
  Fort +8, Ref +3, Will +3 (+1 vs. fear)
  Defensive Abilities bravery +1
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +11/+6 (1d8+5/19–20)
  Ranged mwk heavy crossbow +9 (1d10/19–20)
  Special Attacks smite chaos 1/day (+1 attack and AC, 
  +1 damage), weapon training (heavy blades +1)
  Hellknight Spell-Like Abilities (CL 6th; concentration +7)
  At will—detect chaos
  TACTICS
  During Combat Zara prefers a defensive role in combat. She 
  quickly determines which of her allies are most useful to 
  her and uses her Saving Shield feat to protect them.
  Morale Zara fights to the death to avoid recapture.
  STATISTICS
  Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 13
  Base Atk +6; CMB +8; CMD 20
  Feats Combat Reflexes, Iron Will, Missile ShieldAPG, Saving 
  ShieldAPG, Shield Focus, Weapon Focus (longsword), 
  Weapon Specialization (longsword)
  Skills Intimidate +10, Knowledge (local) +3, Knowledge 
  (planes) +1, Perception +5, Ride +1, Sense Motive +5
  Languages Common
  SQ armor training 1, aura of law, Hellknight order (Order of 
  the Rack)
  Combat Gear arrow magnetUE, potion of darkvision; Other 
  Gear Hellknight plateISWG, +1 heavy steel shield, mwk 
  heavy crossbow with 10 bolts, mwk longsword
  SPECIAL ABILITIES
  Aura of Law (Ex) Zara’s aura of law (see the detect law 
  spell) is particularly powerful, equal to that of a cleric of 
  her total character level (6th level).
  Detect Chaos (Sp) This ability functions like a paladin’s 
  detect evil class feature, save that it detects chaos.
  Hellknight Order (Ex) Zara is a member of the Order 
  of the Rack, which seeks out and cleanses dangerous 
  knowledge wherever its members find it. For more 
  details on the Order of the Rack, see page 267 of 
  Pathfinder Campaign Setting: The Inner Sea World Guide, 
  or the “Hellknights” article on page 64 of Pathfinder 
  Adventure Path #27: What Lies in Dust.
  Smite Chaos (Su) This ability functions as per the paladin’s 
  smite evil class feature, but against chaotic-aligned 
  creatures. This ability is twice as effective against 
  outsiders with the chaotic subtype, chaotic-aligned 
  aberrations, and fey.
  Zara Orcelani grew up in a minor Chelish noble family 
  long allied with House Thrune, and both she and 
  her older brother Lucan held commissions with the 
  Hellknight Order of the Pike arranged when they were 
  children. In preparation for this career, Lucan trained 
  rigorously in the military arts, but Zara was much more 
  of a socialite. As a teenager, Zara eagerly accepted an 
  invitation to a secret book reading, where her friends 
  revealed a proscribed book that claimed Cheliax was 
  doomed because its people had turned their backs on 
  Aroden and his inheritor, Iomedae, in favor of Asmodeus 
  and the forces of Hell. Although these revelations 
  disturbed her, Zara chose not to turn in her friends.
  Tragedy struck, however, when Zara’s friends set fire to 
  a neighboring noble estate as a show of rebellion against 
  their nation’s disloyalty to Aroden and Iomedae. Those 
  combating the blaze informed Zara that her parents 
  and elder sister has been inside the home when the fire 
  was set. Driven to rage-filled tears by the death of her 
  closest family, Zara found the youths who had set the 
  fire and put them to the sword herself. Believing that 
  the true monsters to be fought existed in forbidden texts 
  and ideas, Zara sought membership in the Order of the 
  Rack—an order of Hellknights more in line with her 
  newly entrenched beliefs.
  During her Hellknight training, Zara spurned use of 
  the Order of the Rack’s ceremonial whip and adopted 
  Dedicated to law above all else, Zara Orcelani represents the ideals of the Hellknight 
  Order of the Rack. Imprisoned during the fall of Kantaria, she seeks to escape and 
  exact vengeance for the death of the maralictor she was sworn to defend.
  
  61
  a more defensive style, willfully throwing herself in 
  harm’s way to protect her allies and skillfully deflecting 
  blows with her shield. When the time came for Zara to 
  battle a summoned devil in single combat—the final 
  requirement to being named a true Hellknight—Zara 
  was unmoved as many of her fellow armigers were 
  cut down or defeated by the summoned fiends, until 
  she realized one of her comrades-in-arms had been 
  matched against a devil far surpassing the aspirant’s 
  skills. Moving with speed, Zara intercepted the devil’s 
  strike with her shield and defended the young armiger 
  from further attacks. As senior Hellknights moved in 
  to subdue the fiend, Zara landed the 
  final attacks that slew the devil, earning 
  her both the rank of Hellknight and the 
  attention of the leader of the order, Lictor 
  Richemar Alamansor.
  Lictor Alamansor took a personal interest in 
  Zara, encouraging the new Hellknight to improve her 
  abilities and making her his shield-bearer, a member of 
  his personal bodyguard. He also bestowed upon her the 
  ceremonial title of shield-maralictor, authorizing her 
  to wear the iconic Hellknight plate armor before her 
  official rank would normally allow. 
  When the Glorious Reclamation launched its crusade, 
  the Order of the Rack feared the effects the Iomedaeans’ 
  subversive scriptures might have 
  in 
  the 
  empire’s 
  more 
  remote 
  regions. 
  Lictor 
  Alamansor sent Maralictor 
  Derilus 
  Jaddene, 
  with 
  Zara as his bodyguard, 
  to Kantaria to circulate 
  the latest versions of 
  House Thrune’s history 
  books 
  and 
  doctrines. 
  Unfortunately, their arrival 
  in town coincided with 
  the Glorious Reclamation’s 
  assault on Kantaria. In the 
  ensuing battle, the Iomedaeans 
  slew Maralictor Jaddene and 
  subdued Zara.
  Following her defeat, Zara was 
  stripped of her gear and incarcerated 
  in Hardship’s Hearth, the Glorious 
  Reclamation’s temporary prison camp, where 
  the Hellknight nurtures a growing desire to 
  escape and seek vengeance against her captors. 
  While Zara feels no remorse over the death of 
  Jaddene—she did her duty to the best of her 
  ability, and he died in service to the order—she 
  sees the Glorious Reclamation’s presence in 
  Kantaria as a stain on both her own honor and 
  that of the Order of the Rack.
  CAMPAIGN ROLE
  When the PCs first encounter Zara Orcelani, she is a 
  prisoner of the Glorious Reclamation, held captive in 
  Hardship’s Hearth (area E). Freeing the imprisoned 
  Hellknight gives the PCs an ally who will fight with them 
  against the Iomedaean knights, but Zara can also be an 
  invaluable source of intelligence regarding the enemy’s 
  local leadership, as she fought against both Faydreth 
  Zaine and Kalcyra the Just, and learned some of the 
  abilities the two have at their disposal.
  Zara can also serve as a mentor for a PC who wishes to 
  become a Hellknight. If any PCs want to take levels in the 
  Hellknight prestige class, Zara can aid them by witnessing 
  their battle with a devil, one of the necessary prerequisites 
  for membership. She can even help them find a devil to 
  fight, in the form of the brimstone barbazu currently held 
  in Narikopolus Manor (see page 36).
  However, the true potential of befriending Zara 
  is realized in the next adventure, “The Inferno 
  Gate,” when the PCs can use their good 
  relationship with Zara to their advantage 
  when they meet her older brother, 
  Lucan Orcelani, lictor of the 
  Hellknight Order of the Pike 
  at Citadel Ordeial.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  62
  LINXIA BENZEKRI
  Linxia is the iconic Hellknight 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:
  LINXIA BENZEKRI 
  CR 7
  XP 3,200
  Female human fighter 5/Hellknight 2 (Pathfinder Campaign 
  Setting: The Inner Sea World Guide 278)
  LE Medium humanoid (human)
  Init +4; Senses Perception +6
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+11 armor)
  hp 69 (7d10+26)
  Fort +9, Ref +3, Will +6 (+1 vs. fear)
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +14/+9 (1d8+10/19–20) or
  mwk whip +12/+7 (1d3+4 nonlethal)
  Ranged mwk composite shortbow +8/+3 (1d6+4/×3)
  Special Attacks smite chaos, weapon training (heavy 
  blades +1)
  Hellknight Spell-Like Abilities (CL 7th; concentration +8)
  At will—detect chaos
  4/day—discern lies
  STATISTICS
  Str 18, Dex 10, Con 16, Int 10, Wis 13, Cha 12
  Base Atk +7; CMB +11; CMD 21
  Feats Exotic Weapon Proficiency (whip), Furious FocusAPG, 
  Improved Initiative, Iron Will, Power Attack, Vital Strike, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Climb +6, Intimidate +11, Knowledge 
  (engineering) +5, Knowledge (local) +5, Knowledge 
  (planes) +2, Perception +6, Sense Motive +8
  Languages Common
  SQ armor training 1, aura of law, Hellknight armor 1, 
  Hellknight order (Order of the Rack)
  Combat Gear feather token (whip), potion of cure moderate 
  wounds, potion of haste, alchemist’s fire (2), caltrops, 
  tanglefoot bag; Other Gear +2 Hellknight plateISWG, 
  +1 longsword, dagger, mwk composite shortbow (+4 
  Str) with 20 arrows, mwk whip, aegis of recoveryUE, belt 
  of physical might +2 (Dex, Con), cloak of resistance +1, 
  manacles, silk rope (50 ft.), sunrods (4), waterskin, 26 gp
  SPECIAL ABILITIES
  Aura of Law (Ex) The power of Linxia’s aura of law (see 
  the detect law spell) is equal to her total character level 
  (7th level).
  Detect Chaos (Sp) This ability functions like a paladin’s 
  detect evil class feature, except that it detects chaos.
  Hellknight Armor (Ex) When Linxia wears Hellknight 
  plate armor, she reduces its armor check penalty by 1, 
  increases the maximum Dexterity bonus allowed by 1, 
  and moves at full speed.
  Hellknight Order (Ex) Linxia is a member of the Order 
  of the Rack, who seek out and cleanse dangerous 
  knowledge wherever they find it. For more details on 
  the Order of the Rack, see page 267 of The Inner Sea 
  World Guide, or the “Hellknights” article on page 64 of 
  Pathfinder Adventure Path #27: What Lies in Dust.
  Smite Chaos (Su) This ability functions as the paladin’s 
  smite evil class feature, but against chaotic-aligned 
  creatures. This ability is twice as effective against 
  outsiders with the chaotic subtype, chaotic-aligned 
  aberrations, and fey.
  Linxia Benzekri was born and raised in Khari, the Chelish 
  enclave on the northwest corner of Garund. Although 
  ethnically Garundi, Linxia always thought of herself 
  as Chelaxian. After all, Khari had been part of Cheliax 
  since long before she was ever born, and though Linxia’s 
  parents kept their Garundi surname, they gave her a 
  traditional Chelish first name. To Linxia, the mighty 
  ruins of the Arch of Aroden that tower above Khari were 
  more a symbol of her heritage than the city’s Rahadoumi 
  sandstone architecture.
  Although not religious, Linxia’s parents sent her to an 
  Asmodean convent as a child to receive an education. At 
  the convent, Linxia learned the grand history of Cheliax, 
  how House Thrune unified a warring nation with the 
  blessings of Asmodeus, and the necessity of laws based 
  on those of Hell itself to preserve an ordered society.
  Linxia returned home a teenager, now a loyal Chelish 
  citizen ready to do her part to support the empire. But 
  she was taken aback when she overheard her parents 
  talking with an old family friend about a secret cabal 
  of Garundi gentry who wanted to return Khari to “its 
  rightful home” of Rahadoum. Horrified that her parents 
  were involved in such a treasonous plot, Linxia reasoned 
  that her parents’ friend must have lured them into the 
  conspiracy, so she immediately reported them to the city 
  guard, the dottari.
  
  63
  That night, two Hellknights of the Order of the Rack— 
  dressed in their characteristic night-black armor and 
  flayed-skin cloaks—came to Linxia’s house to arrest her 
  parents for sedition. As her parents were hauled away in 
  chains, loudly proclaiming their innocence, Linxia only 
  watched in silence. If her parents were truly innocent, 
  then she trusted the law to exonerate them.
  Linxia’s parents were judged guilty that same night, 
  and the next morning, Linxia went to the city square to 
  witness their sentences: scourged with whips, crucified, 
  and then disemboweled. Through it all, Linxia watched 
  without emotion. Even though she still believed her 
  parents were duped, they had been found guilty of 
  treason and had to be punished. The law had spoken. 
  Three days later, when her parents finally succumbed 
  to their tortures and died, Linxia made a decision: she 
  would become a Hellknight herself. Her parents’ crime 
  was not their own—they had been misled by a friend, 
  and paid the price. As a member of the Order of the 
  Rack, however, she could help protect other innocents 
  from such dangerous whispers and prevent them from 
  suffering the same fate. The Hellknights personified the 
  law and order that guarded civilization and prevented it 
  from sliding back into barbarity; people like the “friend” 
  who had deceived her parents were criminals whose 
  actions threatened the very fabric of society.
  As a symbol of her dedication, Linxia shaved her head 
  and got a tattoo of the Order of the Rack’s symbol—a 
  spiked torture wheel—on her forehead, so every time she 
  looked in the mirror she would be reminded of her goal, 
  her purpose, and the terrible consequences of failure. 
  Linxia traveled to Avistan and presented herself at the 
  gates of Citadel Rivad, headquarters of the Order of the 
  Rack, and was accepted into the order as an armiger, a 
  Hellknight squire in training.
  Linxia devoted herself to her new calling, 
  honing her mind and body for the trials 
  that lay ahead. She had received basic 
  combat training at the Asmodean 
  monastery, but under the tutelage of 
  the Hellknights, she learned to fight in 
  heavy armor, mastered the sword 
  and whip, and learned strategy, 
  tactics, and engineering. When 
  not practicing the arts of war, Linxia 
  obsessively studied in Citadel 
  Rivad’s 
  library, 
  memorizing 
  the tenets of the Hellknights’ 
  philosophy, the Measure and the 
  Chain. To strengthen her resolve 
  and desensitize herself to pain, 
  Linxia regularly and willingly 
  underwent the Order of the Rack’s 
  reckoning, purging herself of 
  weakness and undisciplined thoughts 
  by drinking boiling water until her throat scarred and 
  left her voice a ragged rasp.
  With her training complete, Linxia faced her final 
  task: single combat with a summoned barbazu. All 
  around her, many of her fellow armigers failed in 
  this final trial, slain by the devils’ barbed glaives or 
  succumbing to infernal wounds and infections they 
  suffered at the hands of the fiends. But Linxia emerged 
  triumphant, though bloodied. She received the full 
  rank of Hellknight and a suit of Hellknight plate armor. 
  Now Linxia serves as a righteous bastion of law against 
  the chaos of insidious knowledge, corrupt philosophies, 
  and rebellious thought. With her sword, she enforces 
  conformity and justice to preserve a peaceful and 
  ordered society—no matter the cost.
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  64
  KANTARIA
  A
  h, first time in town, eh? Well, I can tell you all about Kantaria and 
  her great history. We started out as a camp for the armies of Old 
  Taldor. General Kantarikos fought the orcs of the Menador Mountains—
  those peaks you can see over yonder—and Taldor thanked him with this 
  land. Before long, we had a proper town, and named it Kantaria after the 
  general himself.
  “But that’s not why you’re here, now is it? No, you’re wanting to know about 
  the goddess that walked these same streets. That’s right—while she was 
  still as mortal as you or I, the Inheritor lived in Kantaria, and saved the town 
  from faceless horrors and shapeshifting monstrosities. It was a miracle, I tell 
  you, her Tenth Act. Aye, that’s the house she called home, right up the street, 
  and for just a single silver, I’ll give you a tour and the whole story—including 
  things you won’t hear about in church, if you know what I mean!”
  —Pious Pete, Kantarian local and amateur historian
  
  KANTARIA
  LN small town
  Corruption +0; Crime –2; Economy +2; Law +3; Lore +2; 
  Society –2
  Qualities sacred site, strategic location
  Danger +0
  DEMOGRAPHICS
  Government overlord
  Population 1200 (1,004 humans, 97 halflings, 
  73 dwarves, 18 tieflings, 8 other)
  Notable NPCs
  Councilor Faydreth Zaine (LG male half-elf wizard 7)
  Councilor Jalila Hadjara (LG female human monk 6)
  Councilor Jana Holdus (CG female human bard 5)
  Councilor Linton Demeer (NE male faceless stalker 
  alchemistAPG 5)
  Governor Oppian Nevilindor (LG male human cleric 
  of Iomedae 8)
  Harbormaster Jonas Reikman (N male human 
  fighter 2/rogue 3)
  Innkeeper Loredana Viorica (NE female human 
  rogue 2)
  Inquisitor Kalcyra the Just (LN female dwarf 
  inquisitorAPG of Torag 7)
  MARKETPLACE
  Base Value 1,100 gp; Purchase Limit 5,000 gp; 
  Spellcasting 4th
  Minor Items 3d4; Medium Items 1d6; Major Items —
  SPECIAL QUALITIES
  Sacred Site As the site of Iomedae’s Tenth Act, Kantaria 
  is sacred to the faith of the Inheritor. A large number 
  of pilgrims are drawn to the town, which has long 
  been home to devoted followers of Iomedae. 
  (Corruption –2; Economy +1; Lore +1)
  T
  he town of Kantaria rests atop a hill overlooking 
  the Sedna River in the Archduchy of Menador. 
  Surrounded by fertile farmland and the rich 
  lumber of the nearby Barrowood, Kantaria provides a 
  waypoint for travelers between Nidal and the Chelish 
  heartlands, and for miners and slave trains heading to 
  and from the excavations in the Menador Mountains. 
  The only settlement of note for miles, Kantaria serves 
  as the ducal seat of House Narikopolus, which has ruled 
  Kantaria and the Archduchy of Menador for centuries. 
  However, the town is now most famous as the site of the 
  goddess Iomedae’s Tenth Act.
  Sheltered between the northern mountains and the 
  southern forest, Kantaria is protected from the worst 
  effects of the area’s seasonal weather, which fluctuates 
  between striking sunny days and dismal periods of 
  rain. Although recurrent flooding threatens the farms 
  in the nearby hinterlands, Kantaria itself is spared such 
  a calamity thanks to its location on the hillside above 
  the river.
  EARLY HISTORY
  Soon after Cheliax was officially founded as a province 
  of Taldor in 3007 ar, a Taldan army led by General 
  Kantarikos came to the region to address a growing orc 
  threat in the nearby Menador Mountains. Kantarikos 
  established a command post above the Sedna River, 
  where he could clearly view much of the surrounding 
  region. When Kantarikos retired in the aftermath of 
  the long campaign against the orcs, Taldor rewarded 
  the general and several of his officers with honorable 
  discharges and land in Cheliax. Most of these retired 
  soldiers settled near the command post that had been 
  their home, and dozens of residences and businesses 
  soon sprang up around the former military fortress. This 
  settlement formed the foundation of the modern town 
  of Kantaria, named in honor of General Kantarikos.
  Kantarikos led the town until his death, but left no 
  descendants, so a governing council took over Kantaria 
  for the next few centuries. The town saw a drastic 
  change in leadership after the Shining Crusade ended in 
  3828 ar. An aged Taldan knight named Fiona Narikopolus 
  gained the attention of the empire when she personally 
  battled one of the Whispering Tyrant’s generals on the 
  shores of distant Lake Encarthan, defeating the unholy 
  abomination and scattering an army of undead before 
  her. For her valor in the face of such horrors, Fiona was 
  granted a noble title and the town of Kantaria and its 
  hinterlands as her family estate.
  Fiona Narikopolus ruled Kantaria for only a single 
  year before she died of natural causes, passing her 
  title and leadership of the region to her only son, 
  Arakhan, the result of a brief tryst with a fellow soldier 
  during the Shining Crusade. Arakhan had only visited 
  Kantaria a handful of times before Fiona’s death and, 
  following that tragic event, the Narikopolus heir 
  vanished, not even deigning to attend his mother’s 
  funeral. Lacking any true leader, Kantaria entered a 
  short period of chaos and confusion as its citizens 
  attempted to reinstate the town’s former governing 
  council with varying levels of failure.
  IOMEDAE’S RULE
  Fortune smiled on Kantaria in 3831 ar, when the then-
  mortal Iomedae visited the town following her recent 
  defeat of the vampire-mage Basilov. While resting on her 
  way to Absalom, Iomedae perceived a strong emanation 
  of evil from several of Kantaria’s governing council 
  members. Iomedae and her entourage confronted them, 
  only to be taken aback when several of the accused revealed 
  themselves as shapechanging faceless stalkers. Battling 
  the horrific aberrations throughout town, Iomedae 
  65
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  KANTARIA
  8
  2
  6
  12
  5
  12
  3
  13
  7
  12
  10
  11
  9
  1
  4
  0
  125 
  FEET
  SEdna RivER
  66
  
  and her retinue eventually defeated them, only to leave 
  Kantaria leaderless. Believing that whatever was behind 
  the infestation might soon return, Iomedae offered 
  to defend the town and assist in creating a stable 
  government. Her suspicions were confirmed when an 
  army of faceless stalkers almost immediately attempted 
  to invade the town. 
  For months, Iomedae repelled constant incursions, 
  eventually facing the true leaders behind the assault—a 
  cabal of veiled masters. The siege culminated in a great 
  battle on the day following the one-year anniversary 
  of Iomedae’s arrival in Kantaria. Pressed on all sides, 
  Iomedae and the town’s surviving defenders retreated 
  into the old command post built by General Kantarikos. 
  The veiled masters discarded any attempt at subtlety and 
  assaulted the fortress directly. Only the timely arrival 
  of Arakhan Narikopolus, the long-missing rightful 
  lord of Kantaria, at the head of a host of adventurers, 
  mercenaries, and soldiers saved the people of Kantaria 
  and restored peace. 
  In recognition of his valor, Iomedae gifted her 
  sword, Heart’s Edge, to Arakhan to help defend the town 
  should the veiled masters return. She also handed over 
  leadership to him, restoring House Narikopolus’s rule 
  of Kantaria. Iomedae then departed and resumed her 
  journey to Absalom. Soon after, she ascended into the 
  ranks of divinity, and Kantaria became a sacred site for 
  the goddess’ nascent church.
  HOUSE THRUNE
  Kantaria changed little over the intervening centuries, 
  though it slowly grew in affluence due to the fame from 
  its direct association with the goddess Iomedae. Even 
  Cheliax’s declaration of independence from Taldor in 
  4081 ar had little impact on the town. The leaders of 
  House Narikopolus became archdukes of Menador 
  during this time, but Kantaria otherwise remained 
  distant from the politics of greater Cheliax. During 
  the Everwar, Kantaria saw an influx of soldiers passing 
  through on their way to subjugate Nidal, and the town 
  remains a stopping point for those traveling between 
  the two nations to this day.
  The outbreak of civil war following Aroden’s death 
  in 4606 ar dramatically impacted Kantaria. While the 
  town remained untouched by the war itself, when House 
  Thrune seized power and took control of Cheliax in 
  4640 ar, Kantaria contended with the rise of diabolism 
  and the state worship of Asmodeus. Being distant from 
  the new capital of Egorian allowed Kantaria to maintain 
  some independence from Thrune’s various edicts, but 
  Kantaria’s holy significance to the church of Iomedae 
  drew unwelcome attention. House Narikopolus became 
  a loyal supporter of Thrune, and to appease the throne, 
  ordered that Kantaria’s former chapel of Aroden be 
  converted into a temple of Asmodeus.
  Nevertheless, Kantaria retained its status as a sacred 
  site of Iomedae in the aftermath of House Thrune’s 
  ascension, and even enjoyed a modicum of prosperity as 
  the growing slave economy resulted in regular caravans 
  passing through the town as they moved between the 
  cosmopolitan cities of the south and the Menador 
  Mountains, Nidal, and points farther north.
  THE GLORIOUS RECLAMATION
  When the Glorious Reclamation launched its crusade 
  against House Thrune to restore the faith of Iomedae 
  in Cheliax, the dormant tensions between Kantaria’s 
  Asmodeans and Iomedaeans flared into life. Fourth 
  Sword Knight Oppian Nevilindor, the local leader of 
  the town’s church of Iomedae, worked to avoid any 
  potential crackdown on those disloyal to House Thrune 
  by mediating these conflicts. Due to its status as a 
  sacred site, Kantaria presented an important military 
  and religious objective for the Glorious Reclamation, 
  which had secretly contacted Nevilindor weeks before 
  to prepare for the town’s conquest.
  Once House Thrune declared martial law in Cheliax’s 
  major cities, the members of House Narikopolus left 
  Kantaria for Egorian to present themselves to the 
  imperial court. Seeing the family’s departure as an 
  opportunity, the Glorious Reclamation launched a 
  precision strike on Kantaria, seizing the town in a single 
  day with minimal bloodshed. To maintain order, the 
  Glorious Reclamation appointed Oppian Nevilindor 
  governor of Kantaria, supported by a council of local 
  Kantarian advisors.
  Today, Kantaria is adapting to a new way of life as 
  the just and merciful teachings of Iomedae replace the 
  tyrannical edicts of House Thrune. Gone are the public 
  displays of torture and humiliation in the old town 
  square, replaced with a flourishing farmers’ market. 
  No longer are the needs of the people decided by a 
  decadent noble house, but by a kindhearted leader who 
  seeks the advice of the town’s own citizens. It is a new 
  age for Kantaria, as the forces of the goddess who once 
  saved the town seek to secure its auspicious future 
  under their guidance.
  KANTARIA GAZETTEER
  Details on several of Kantaria’s most prominent locations 
  are presented below. Unlabeled buildings represent 
  family homes, common shops, small businesses, and 
  warehouses. Most of Kantaria’s buildings are constructed 
  out of wood with thatched roofs or wooden shingles, 
  though temples and military structures are built with 
  stone mined from the nearby Menador Mountains. 
  The lands surrounding Kantaria are quite fertile 
  and house numerous farming families who work 
  their fields only a few miles from the town proper. 
  These farmers, and the many other laborers who live 
  67
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  PIOUS PETE
  even farther from town (such as the lumberjacks of the 
  Barrowood), are still considered Kantarian citizens and 
  are entitled to the same protections afforded their 
  urban counterparts.
  1. Groat’s Smithy: The former workplace 
  of blacksmith Tychus Groat, this smithy 
  is now little more than a ruin of 
  blackened wood and stone. Groat 
  grew up in the slums of Westcrown, 
  where he was recruited into the ranks 
  of a local cult of the archdevil Moloch. 
  Years later, Groat left the cult and settled 
  in Kantaria. Groat became the town’s 
  blacksmith and formed a long-lasting 
  friendship with Oppian Nevilindor, 
  high priest of Kantaria’s church 
  of Iomedae. This friendship 
  came to a deadly end in the 
  Glorious Reclamation’s conquest 
  of Kantaria, however, as Groat was a 
  staunch Thrune loyalist, and Oppian, 
  fighting alongside the Iomedaean knights, was forced 
  to slay his former friend. The ruins of Groat’s smithy 
  still crackle with arbitrary gouts of hellish flame, and 
  the local populace gives Groat’s makeshift grave a wide 
  berth, believing it to be haunted by his ghost. See page 
  23 for more details on this site.
  2. Harbor: The Taldan soldiers following General 
  Kantarikos dug Kantaria’s harbor out of the banks of 
  the Sedna River before the town was even founded. Its 
  docks, originally little more than a humble assemblage of 
  wooden planks, were constructed for the disembarkation 
  of soldiers. Iomedae ordered the docks fortified during 
  her rule of Kantaria, and a solid stone wall and gatehouse 
  were erected west of the harbor to ward off river pirates 
  and other aquatic threats. Up to three riverboats can 
  moor at the docks at one time. Usually the watercraft 
  found there are supply ships making their way to the 
  Menador Mountains or hauling trade goods back to 
  the heartlands; even after the arrival of the Glorious 
  Reclamation, Chelish ships are still permitted to 
  dock in Kantaria as long as they pay a fee and submit 
  to a rigorous inspection to ensure their cargoes are 
  not bound for House Thrune or the Imperial Army. 
  Kantaria’s harbormaster, a former river pirate named 
  Jonas Reikman, manages the docks and oversees the 
  searches for the Glorious Reclamation, just as he did 
  before the Iomedaeans’ arrival.
  All sorts of tales surround Kantaria’s harbor, the most 
  popular being that it conceals a cache of lost Iomedaean 
  relics. According to local legend, Iomedae herself stood 
  vigil on the newly constructed harbor walls, wielding 
  a longbow to devastating effect against a rising tide 
  of aberrations from the river. It is said that some of 
  Iomedae’s arrows, now holy relics of the goddess, still 
  survive somewhere in the depths of the harbor. The 
  docks are further detailed on page 25.
  3. Healthy Heart Alchemicals: Run by the 
  chirurgeon Linton Demeer, a member of 
  Kantaria’s governing council, Healthy Heart 
  Alchemicals is a stopping point for most 
  townsfolk in need of magical healing. The 
  shop is stocked with a seemingly endless 
  supply of curative and restorative 
  potions, as well as an assortment of 
  more potent alchemical concoctions. 
  Up until recent events, many Kantarians 
  preferred not to show favoritism to the 
  churches of Asmodeus or Iomedae, 
  instead buying their healing 
  from Healthy Heart. With 
  the arrival of the Glorious 
  Reclamation, citizens are 
  more open to acquiring 
  services 
  from 
  Nevilindor 
  and the clerics at Valor’s Fastness, 
  though the church still sends those with minor needs 
  to Demeer.
  4. Inheritor’s Square: Named for Iomedae, Kantaria’s 
  main square was used for public excruciations and 
  other punishments prior to the arrival of the Glorious 
  Reclamation. Now, the square is home to a vibrant, 
  open market, bustling with trade. Every Oathday, 
  the square hosts a larger gathering, as farmers from 
  outside town and miners from the nearby Menador 
  Mountains come to barter food and ore for equipment 
  and supplies. See page 17 for more on the weekly 
  Oathday market.
  5. Iomedae’s Home: When the mortal Iomedae lived 
  in Kantaria, this simple, single-story wooden house 
  was her home. Maintained regularly by the clergy at 
  Valor’s Fastness, the residence has remained intact for 
  nearly 900 years ago, a fact the locals attribute to divine 
  providence. For the price of 1 silver piece, visitors can 
  get a short, guided tour from local vagabond Pious Pete, 
  who bills himself as an “amateur historian,” though he 
  is known for blatantly exaggerating and misrepresenting 
  Iomedae’s life in Kantaria.
  6. Kantaria Historicum: Both in their late seventies, 
  Anselm Mathis (CN venerable male human bard 5) 
  and his husband Gebhard (CG venerable male human 
  expert 6), have run this combination library and 
  bookstore for the past 50 years. Avid collectors of books 
  and documents, the two men met during a literary 
  conference in Westcrown, and eventually joined their 
  wealth to purchase a plot of land in town and open 
  the Kantaria Historicum. Having come under scrutiny 
  more than once by the Order of the Pyre during the 
  Hellknights’ infrequent visits to Kantaria, the elderly 
  couple surprised the town’s populace when they 
  68
  
  DURGAL MIRCASK
  unexpectedly produced hundreds of hidden tomes 
  in the wake of the Glorious Reclamation’s arrival. 
  Previously seen as heretical, these new additions to 
  the Kantaria Historicum represent a wealth 
  of information on the various religions 
  found throughout the Inner Sea region 
  and beyond.
  7. Labor Guild: In the aftermath of 
  the Glorious Reclamation’s conquest 
  of the town, dozens of Kantaria’s 
  slaves found themselves freed and 
  without purpose. To fill this void, 
  long-retired dwarven foreman 
  Durgal Mircask (NG male 
  dwarf expert 4) created the 
  Labor Guild, based in the 
  town’s former slave auction 
  house. 
  Managing 
  several 
  accounts, Durgal receives work 
  orders from townsfolk, farmers, and 
  external interests alike. Using an 
  allocation system based on factors such as seniority, 
  experience, and physical aptitude, Durgal doles out jobs 
  for those seeking work. In exchange for this service, 
  Durgal takes a small portion of laborers’ wages, using the 
  funds to finance larger business opportunities for those 
  coming to the guild for aid.
  8. The Little Uskwood: Although this inn appears to 
  be built from shoddy gray wood, the Little Uskwood is 
  actually constructed from lumber imported from its 
  namesake—the Uskwood in shadow-touched Nidal to 
  the north. Built to accommodate travelers journeying 
  between Nidal and the Chelish heartlands, the inn’s 
  gloomy ambiance seems depressing to many Chelaxians 
  and other visitors, but Nidalese guests find the 
  atmosphere comforting and refreshing. Currently run by 
  Loredana Viorica, daughter of the inn’s founder, the Little 
  Uskwood has seen minimal change with the Glorious 
  Reclamation’s arrival in Kantaria, but disturbing rumors 
  have surfaced about strange sounds coming from the 
  inn during the darkest hours of the night. The Little 
  Uskwood is detailed further on page 11.
  9. Narikopolus Manor: Built from austere red brick, this 
  large mansion is the manorial seat and official residence of 
  House Narikopolus, the archdukes of Menador. Nowhere 
  near as opulent as the noble homes seen in larger Chelish 
  cities, Narikopolus Manor is nevertheless the most 
  impressive private dwelling in the town. The Glorious 
  Reclamation claimed the manor when they took Kantaria, 
  and Rassophore Faydreth Zaine, the order’s resident 
  wizard, now makes his home here. The Iomedaean knights 
  confiscated countless magic items during Kantaria’s fall, 
  and many of the most dangerous objects were brought to 
  the manor for personal inspection by Zaine. See page 32 
  for full details of this location.
  10. Shrine of the Hammer: This small chapel was once 
  dedicated to Aroden, but in the wake of the Chelish Civil 
  War, it became Kantaria’s temple of Asmodeus. Since the 
  arrival of the Glorious Reclamation, however, the site has 
  been repurposed once more, this time as a shrine to 
  Torag, tending to the spiritual needs of Kantaria’s 
  small but growing dwarven community. 
  The leader of the shrine’s congregation is 
  Kalcyra, a dwarven inquisitor. Dubbed 
  “the Just” by her allies within the Glorious 
  Reclamation, Kalcyra hopes to 
  train new disciples to follow 
  her beyond the borders 
  of Kantaria and into the 
  infernal heart of Cheliax.
  11. The Sweetest Drop: 
  Owned by a reluctant 
  member 
  of 
  Kantaria’s 
  governing council, Jana Holdus, 
  the Sweetest Drop is both a tavern 
  and an inn. Jana prefers to run 
  her establishment more as a 
  drinking hole, sending customers 
  who just want a soft bed to her competitor, Loredana 
  Viorica, at the Little Uskwood. Jana doesn’t see much of 
  a financial drawback from this act of generosity, as many 
  of her more vivacious patrons inevitably spend the extra 
  coin to sleep at the Sweetest Drop rather than risk an 
  embarrassing walk home in the dark. 
  12. Sword Towers: Three stone watchtowers overlook 
  Kantaria from the north, west, and south. Each tower is 
  capped with an oversized stone sword similar to the holy 
  symbol of Iomedae, pointing toward the sky. Iomedae 
  herself oversaw the towers’ construction, and when the 
  sun sets, the swords glow with the light of continual flame 
  until sunrise. Creatures capable of channeling positive 
  energy can expend one use of their channel energy 
  ability to empower a tower to radiate bright light in a 
  180-foot radius. This effect lasts a number of minutes 
  equal to the number of dice of the channeling character’s 
  channel energy ability. See page 25 for more details on 
  one of these sites.
  13. Valor’s Fastness: Originally the site of General 
  Kantarikos’s command post, Kantaria’s temple of Iomedae 
  sits atop the highest point in town. Reconstructed and 
  renovated countless times in the centuries since the 
  town’s founding, the fortified temple now boasts strong 
  walls of whitewashed stone and a 115-foot-tall spire 
  topped with a dome of red tiles. Valor’s Fastness is the 
  focal point for the Iomedaean church and the Glorious 
  Reclamation in Kantaria, and currently houses many of 
  the knightly order’s troops. Due to the ongoing war, the 
  fortress is off-limits to citizens except for weekly prayer 
  sessions held in the temple’s sanctuary. Valor’s Fastness 
  is fully detailed on page 43.
  69
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  70
  THRICE-DAMNED  
  HOUSE OF THRUNE
  W
  hen Aspex the Even-Tongued declared the Taldan province of Cheliax 
  an independent nation in 4081 ar, he granted his greatest general, Alivia 
  Thrune, the title Duchess of Central Cheliax. The duchess served as Aspex’s 
  closest advisor throughout the bloodless war that followed, during which the 
  people of Cheliax and its fellow Taldan provinces eagerly bowed to the duchess’s 
  superior strategy and vision. Aspex attempted to cede the throne to Duchess 
  Alivia, but she refused, confident that he could rule the nation in her stead. 
  Instead, she dedicated her life to reforming every aspect of Chelish bureaucracy 
  and law, with the aid of devils that she bound to her service. In recognition 
  of Alivia’s excellence, the rest of House Thrune agreed to act as advisors and 
  administrators, until such time as Cheliax needed them to claim the throne.
  —The Glorious Nation of Cheliax, 126th Edition: The Certified Most Accurate 
  and Complete History of the Greatest Empire on Golarion, valid until 15 
  Arodus 4715 ar, by order of Lictor Alamansor of the Order of the Rack
  
  T
  he current sinister reputation of the nation of 
  Cheliax is due entirely to the actions of House 
  Thrune. After Aroden’s death, the Chelish noble 
  house of Thrune struck pacts with devils in order to 
  triumph over their rivals in the ensuing chaos. Under 
  their leadership, the worship of 
  Asmodeus and the practice of 
  binding devils spread throughout 
  the 
  nation. 
  Monasteries 
  and 
  schools devoted to the philosophies 
  of Hell have flourished, as have the 
  disciplined orders of Hellknights. 
  Some of Cheliax’s vassals and 
  provinces, such as Isger and 
  Korvosa, welcomed the changing 
  ideals. Others, such as Andoran 
  and Galt, rejected House Thrune’s 
  teachings so thoroughly that their 
  governments embraced freedom 
  from monarchy as a central ideal.
  HISTORY OF HOUSE THRUNE
  No aspect of Chelish history has received more thorough 
  revision under the rule of the Thrice-Damned House of 
  Thrune than the history of House Thrune itself. Every 
  few months, a new version of the official history of 
  Cheliax is printed, inevitably inflating the glory of House 
  Thrune even more than its predecessors. Hellknights of 
  the Order of the Rack tirelessly gather and burn all but 
  the most recent copies, making uncovering the truth a 
  daunting proposition. These histories claim that House 
  Thrune was responsible for nearly every economic, 
  military, and cultural victory that Cheliax has attained 
  in the past 6 centuries, and that Cheliax’s failures are 
  the result of those in power ignoring House Thrune’s 
  prescient advice. Both are held up as examples of why 
  Thrune should be granted ever-greater control of every 
  aspect of Chelish life, for the good of aristocrats and 
  commoners alike.
  As most people in Cheliax suspect—but few would 
  dare to admit out loud—the official version of history 
  is almost entirely false. House Thrune was one of 
  dozens of families elevated to the nobility after the 
  Everwar in 4410 ar, when Cheliax’s military successes 
  left it with vast swaths of new territory. Before that date, 
  the Thrune family was best known for its lawyers and 
  bureaucrats, and the tendency of its members to be dour 
  and reserved. The subtle manipulations of devils were a 
  perfect match for the insular arrogance and ambitions 
  of the newly risen House Thrune. Infernal influence 
  within the family spread, starting with the lawyers who 
  practiced their skills by studying the laws of Hell. Very 
  few members of House Thrune actually summoned 
  devils, and even fewer worshiped devils; instead, most 
  of them worshiped Cheliax’s patron deity Aroden. 
  With Aroden’s unexpected death in 4606 ar, however, 
  his devout followers reeled at the sudden loss. Within 
  House Thrune, those whose philosophies were inspired 
  by infernal sources quickly rose to prominence. 
  As civil war broke out, House Thrune prided itself on 
  being a bastion of order and efficiency, and immediately 
  set to work forging alliances 
  and establishing its place in 
  the new order. In 4635 ar, 
  several prominent Hellknight 
  orders cast their lot with the 
  Thrunes, and Abrogail Thrune 
  sequestered herself for months, 
  crafting an infernal contract that 
  she was certain would pave her way 
  to the Chelish throne. She traveled to 
  the Winter Grove, an ancient summoning circle 
  deep within the Barrowood, and called forth a powerful 
  servitor of Asmodeus. After exhaustive negotiations, she 
  and the devil agreed upon a contract. 
  Abrogail Thrune would claim the throne of Cheliax 
  in exchange for her soul. In addition, she was required 
  to allow devils to mentor the children of her house, 
  and to compel her family members to participate in 
  weekly services to Asmodeus. Additionally, her contract 
  stipulated that the soul of any member of House Thrune 
  contested between Hell and another plane default 
  to Hell in perpetuity; only an individual’s complete 
  rejection of the name, wealth, power, and benefits of 
  membership in the family would exempt him. The 
  damning of her own soul and her family’s souls are 
  officially named the First Damnation and the Second 
  Damnation, respectively, though very few outside of 
  Hell have seen a copy of the actual contract, or know of 
  its contents. Every year since, the Infernal Majestor or 
  Majestrix has journeyed to the Winter Grove to make a 
  sacrifice to renew Thrune’s contract with Hell.
  With the assistance of hordes of devils, Abrogail 
  quickly eliminated her rivals, culminating in the defeat 
  of Thrune’s last rival house, House Davian, at the Battle 
  of a Hundred Kings in 4639 ar. Abrogail ascended 
  the throne of Cheliax as Abrogail I, with the pit fiend 
  Gorthoklek at her side as a loyal advisor. She ruled 
  Cheliax for more than 30 years, until her son Antonius 
  murdered her. Antonius’s actions shocked the people of 
  Cheliax, many of whom saw Abrogail I as a savior from 
  the dark chaos of the civil war. 
  For the first time since Abrogail’s ascension, the 
  stability of House Thrune’s rule appeared to be in 
  jeopardy. Antonius’s reign was unexpectedly brief, 
  however, cut short by a poorly prepared poisonous safu’u 
  fish. The investigations into his death were perfunctory, 
  and every Thrune ruler since has died in a similarly 
  suspicious yet largely unquestioned accident. Abrogail 
  I’s great-granddaughter, Abrogail II, seized the throne 
  71
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  when she was 17 years old, and quickly increased the 
  stakes of her family’s bargain with Hell by selling not a 
  mortal soul, but the soul of the nation of Cheliax itself—
  the legendary Third Damnation of House Thrune. While 
  priests, philosophers, and lawyers from other nations 
  argue endlessly about the ability of a monarch to legally 
  bind her nation’s “soul,” the full implications of this 
  metaphysical bargain and what it might mean for the 
  future of Cheliax remain unclear.
  ORDER OF THE HOUSE
  The current ruler of House Thrune, Abrogail II, stands 
  at the top of the house’s hierarchy. The hierarchy 
  below her is not entirely determined by parentage. Any 
  member of House Thrune is technically eligible for the 
  throne of Cheliax, and the house’s formal structure of 
  inheritance changes more frequently than Cheliax’s 
  official histories. However, there are a few consistent 
  rules that determine the relative power of members 
  of the house. Those who are descended from Abrogail 
  I enjoy greater status than those who are not, as do 
  those who are currently in the favor of Abrogail II. Her 
  Infernal Majestrix is keenly aware that her predecessors 
  all perished in unfortunate accidents while in the 
  company of their most trusted family members, and so 
  keeps sycophants and advisors at a distance.
  At first glance, the inner workings of House Thrune 
  appear to be meritocratic; those who attain significant 
  personal power, publicly advance the goals of House 
  Thrune, or master the intricacies of infernal contracts 
  find that their names and accomplishments precede 
  them. Members of the House who loyally serve their 
  superiors find glowing tales of their accomplishments 
  decorating the pages of the official histories. Station 
  within the court is heavily weighted toward recent 
  successes, however, and those who rest on their laurels 
  or fall out of favor with their superiors just as quickly 
  find their accomplishments erased. The least powerful 
  members of House Thrune are those who spend their 
  efforts indulging in the spoils of their wealth rather than 
  engaging in politics, as most Thrunes consider such 
  unambitious people derelict in their duties to the house.
  Alliances within the house are common, and 
  typically sealed with formal contracts that the 
  signatories readily twist to their own ends. The 
  most complicated contracts of alliance surround 
  marriages. Marriages within the House of Thrune 
  are a complicated and regulated affair, and anyone 
  hoping to marry into House Thrune must prove 
  to influential family members that their wealth, 
  influence, or abilities will be an asset to the family. Yet 
  while outside marriages are complicated, they are not 
  uncommon—Thrune leaders understand that it’s far 
  easier to control the nation’s nobles if they can aspire 
  to marry into the power structure themselves. Such 
  TIMELINE
  4081 ar  
  Aspex the Even-Tongued granted his most 
  trusted and masterful general Alivia Thrune 
  the title Duchess of Central Cheliax. Strangely, 
  this momentous event appears only in modern 
  Chelish histories, and not the accounts of 
  contemporary foreign scholars.
  4410 ar 
  In the wake of the Everwar, Cheliax promotes 
  many of its military officers to the nobility. 
  Among those promoted is a young lieutenant 
  named for her famous ancestor: Alivia Thrune.
  4417 ar  
  Alivia’s brother Gellius Thrune seeks infernal 
  advice in evading the consequences of fraud, 
  and in so doing becomes the first member of 
  House Thrune to forge a pact with Hell.
  4598 ar  
  Abrogail Thrune is born in Westcrown.
  4606 ar  
  Aroden dies, and Cheliax descends into chaos. 
  4608 ar  
  The Chelish Civil War begins. Through a 
  combination 
  of 
  military 
  strategy, 
  clever 
  alliances, and luck, House Thrune begins a 
  steady rise in power and influence.
  4635 ar  
  The Hellknight orders of the Scourge, Chain, 
  Gate, and Thorn formally ally with House Thrune, 
  and assist House Thrune’s rise to power.
  4636 ar  
  Abrogail Thrune sells her soul to Asmodeus.
  4639 ar  
  House Davian’s failed assault on House Thrune 
  at the Battle of a Hundred Kings establishes 
  House Thrune as the most powerful family in 
  all of Cheliax.
  4640 ar  
  Abrogail I ascends to the throne of Cheliax.
  4640 ar  
  Hellknights refuse Abrogail I’s request that they 
  become her personal guard. The queen permits 
  Hellknight orders to continue to function as 
  independent organizations as recompense for 
  their years of service.
  4672 ar  
  Abrogail I’s son Antonius murders his mother 
  and seizes the throne.
  4674 ar  
  Antonius is fatally poisoned from eating 
  incorrectly prepared safu’u fish. His cousin 
  Terthule becomes the third member of his 
  family to rule Cheliax.
  4682 ar  
  Terthule disappears. Carellia Thrune, his niece, 
  takes his place.
  4692 ar  
  Abrogail II is born in Egorian.
  4696 ar  
  Carellia drowns, and her death is never 
  thoroughly investigated. Her cousin Infrexus 
  rises to power.
  4709 ar  
  Infrexus falls through the ice of the Adivian River 
  and drowns. Abrogail II, great-granddaughter of 
  Abrogail I, becomes the new infernal majestrix 
  of Cheliax.
  4709 ar  
  Abrogail II makes a compact with devils, selling 
  the soul of Cheliax to Hell. Thereafter, House 
  Thrune is known as the Thrice-Damned House 
  of Thrune.
  72
  
  QUEEN ABROGAIL I
  newly minted Thrunes often eagerly take the house’s 
  name, regardless of gender.
  Notably absent from the hierarchy of House Thrune is 
  the Church of Asmodeus. While both House Thrune and 
  the Church of Asmodeus exercise extraordinary control 
  over the lives of ordinary citizens, the two organizations 
  compete for power privately while bolstering each other 
  publicly. The secular laws of House Thrune require lip 
  service to Asmodeus, and the mandate to obey those who 
  hold lawful authority is a central tenet of Asmodean faith. 
  The fiercest battleground between House Thrune and 
  the Church of Asmodeus lies in the hearts of those who 
  pay their respects to Asmodeus out of obligation rather 
  than faith. House Thrune allows the citizens of Cheliax 
  to worship other non-chaotic deities, in an effort to keep 
  as many people as possible loyal to the crown above 
  Asmodeus. As ardently as the members of House Thrune 
  proclaim their dominion over devils, they are wary of the 
  possibility that Asmodeus will twist his contract with 
  Abrogail I if they allow him a more expedient path 
  to his goals. For its part, the Church of Asmodeus 
  seeks to win the hearts and minds of all those who 
  attend its state-sponsored services.
  GOALS
  While House Thrune is not a monolithic entity, 
  its members share several common goals 
  that range beyond simply maintaining their 
  position at the head of the Chelish state.
  As a whole, they seek to twist the historical 
  vision of Chelaxians from a people who 
  derive their greatness from Aroden to a 
  people whose many accomplishments 
  arise from unquestioning obedience to 
  House Thrune. The crown mandates that 
  each new printing of the official histories 
  of Cheliax be revised to further inflate 
  the role of House Thrune and to destroy 
  the reputations of families that have fallen 
  out of their favor. Whenever any challenge 
  to the authority of House Thrune arises, 
  the members of the house set aside their 
  individual differences to put offenders in 
  their place.
  In addition to expanding its power 
  within Cheliax, House Thrune aims 
  to increase its prominence abroad. 
  Its members have brought their 
  formidable propaganda engine to 
  bear against Andoran and other 
  nations that were formerly part 
  of Cheliax, maintaining that 
  the Goblinblood Wars were far 
  longer and bloodier than they 
  would have been if the people 
  of Andoran had been part of Cheliax. They see little need 
  to spread propaganda about Galt, as those who flee the 
  revolutionary nation are prone to speaking at length 
  about the terrors of mob rule. By exaggerating the 
  faults and hypocrisies of these newly independent 
  states, House Thrune aims to prey upon the fears of 
  their citizens and sow doubt in their hearts about 
  the wisdom of remaining independent, while at 
  the same time tamping down thoughts of rebellion 
  within Cheliax itself. House Thrune lionizes Aspex 
  the Even-Tongued for his skill at gaining power 
  through subterfuge rather than bloodshed, and family 
  members attempt to follow his example in enticing 
  “rogue nations” to rejoin their homeland.
  While House Thrune does not often use its army 
  to expand its influence, the same cannot be said for 
  its navy. With the leadership of figures like Admiral 
  Druvalia Thrune, House Thrune wishes to establish 
  the Chelish navy as the greatest seaborne force in the 
  Inner Sea region. As they already control the Arch 
  of Aroden, one of their primary objectives is to 
  eliminate piracy on the Inner Sea, while making 
  it clear that merchants from all nations owe a 
  great debt to Cheliax for this service.
  The members of House Thrune recognize 
  that they draw enormous power from Hell, and 
  that their source of power is a double-edged 
  sword. They continually scheme to gain 
  further power from Hell without making 
  significant personal sacrifices. Those 
  who have signed away their souls seek 
  to gain immortality, or take significant 
  measures to ensure their prominence 
  in Hell. Only Asmodeus knows which 
  of these measures, if any, will prove 
  successful, but belief in their efficacy is a 
  central component of the philosophy of 
  House Thrune.
  INTERNAL FACTIONS
  Her Infernal Majestrix has little patience 
  for empty flattery or hereditary station, 
  and only those advisors and courtiers 
  who prove themselves consistently 
  effective last long in her court. While 
  this means that upward mobility is 
  within every Thrune’s power, the 
  queen’s attention is a double-edged 
  sword, as frivolous social climbers 
  find themselves granted inevitably 
  fatal 
  opportunities 
  to 
  increase 
  the nation’s glory. More so than 
  any previous ruler of Cheliax, 
  Abrogail II periodically terrorizes 
  her inner circle by revealing 
  73
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  evidence of treasonous activities in their midst and causing 
  the accused to disappear. As a result, the queen’s closest 
  supporters vie to outdo each other in displays of loyalty and 
  worth, while at the same time producing evidence against 
  each other to protect themselves from scrutiny.
  No living member of House Thrune has revealed a 
  desire to take the throne, for to do so is tantamount to 
  suicide. Nevertheless, there is at least one faction within 
  the house that rallies behind a replacement for Abrogail 
  II under the cover of utmost secrecy. A man claiming to 
  be Abrogail’s predecessor, Infrexus Thrune, has amassed 
  a small following, carefully targeting only his most 
  trusted relatives, and binding devils to weave elaborate 
  enchantments and abjurations to evade detection. He 
  recognizes that his forces are not yet great enough to 
  bypass the queen’s protections, and is content to bide his 
  time, waiting for someone else to kill the monarch before 
  riding a hidden wave of support onto the throne.
  Another clandestine faction within House Thrune 
  calls itself the Truthseekers. The control of information 
  in Cheliax is so thorough that even members of House 
  Thrune are stymied by secrets and misinformation at 
  every turn. However, the Truthseekers’ social standing 
  gives them access to resources out of reach to others. 
  The faction includes a few individuals who are not 
  members of House Thrune: spies within the Hellknight 
  Order of the Rack who help the Truthseekers cover 
  their tracks. The Hellknight Pellius Thrune serves 
  as a linchpin for these spies. The Truthseekers have 
  no interest in sharing their findings with the general 
  public—instead, they seek secrets that they can leverage 
  for their own personal gain. They also pay close 
  attention to information about Cheliax’s true history 
  that could point the way to forgotten treasures.
  A few members of House Thrune are also members 
  of the Pathfinder Society, such as the sorceress Aspexia 
  Thrune. By order of House Thrune, attempting to 
  uncover information about Cheliax’s past by excavating 
  historical sites is a grievous crime. Some Thrunes in the 
  Pathfinder Society pore over the Society’s records for 
  pieces of undoctored history, while others monitor the 
  Society for illegal activity in Cheliax, or seek treasures 
  and lore that could increase their standing at home.
  Outside of much of the typical scheming for power, 
  some members of House Thrune wish only to use their 
  station to indulge in the most extravagant of vices. These 
  hedonists frequent attractions such as Chelish murder 
  plays, which cloak bloodsport in a veneer of refinement. 
  Most prominent members of House Thrune find such 
  indulgence beneath them, and the hedonists sometimes 
  use the tendency of their relatives to underestimate them 
  to their advantage.
  Faithful followers of Asmodeus balance their station 
  within family and church in an attempt to maximize their 
  personal power. They are among the most prolific devil-
  binders, as well as the most willing to make great sacrifices 
  to Hell, yet neither the crown nor the church allows people 
  with such divided loyalties to reach its highest ranks. As 
  a result, devout Asmodeans tend to prioritize gaining the 
  absolute loyalty of a smaller group of people rather than the 
  nominal loyalty of a broader population.
  Despite rumors to the contrary, there is no faction 
  of disguised devils impersonating members of House 
  Thrune. House Thrune is exceedingly careful with the 
  devils in its service, and even the smallest children 
  receive lectures on techniques for spotting the disguised 
  creatures of Hell. Trysts with devils and tieflings are 
  highly taboo, and devilblooded bastards rarely survive.
  The most unlikely faction within House Thrune is 
  comprised of followers of the resistance group leader 
  currently known as Tyranny’s Bane. Unrecognized by 
  his rebellious allies, Tyranny’s Bane is actually a member 
  of House Thrune, who carefully arranges for only the 
  most problematic operations to be caught at opportune 
  moments. He regularly changes the name of his alias to 
  avoid gathering attention. The few within House Thrune 
  who know his identity maintain it as a closely guarded 
  secret, while subtly assisting him in his missions.
  NOTABLE MEMBERS OF 
  HOUSE THRUNE
  The following members of House Thrune are particularly 
  prominent in modern politics, as well as adventures set 
  in Cheliax.
  Abrogail Thrune: Her Infernal Majestrix Abrogail 
  II is the current queen of Cheliax. She ascended to the 
  throne in 4609 ar, and has since combined her significant 
  personal power, political shrewdness, and unflinching 
  ruthlessness to advance her goals.
  Barzillai Thrune: Barzillai is a high inquisitor of the 
  Church of Asmodeus. He has risen as far as he can in the 
  hierarchies of family and church without abandoning ties 
  to either one. He is neither liked nor greatly feared.
  Druvalia Thrune: Chelish admiral Druvalia Thrune 
  is most famous for destroying several entire networks 
  dedicated to freeing slaves from Cheliax, as well as 
  capturing countless smugglers.
  Lucian Thrune: Haughty even by his family’s standards, 
  Lucian Thrune tirelessly promotes his own reputation. He 
  relies on his handsome appearance and family name to 
  increase his influence, and is unwilling to take risks.
  Velenne Thrune: Though an accomplished diabolist, 
  the young scion Velenne Thrune is best known as a 
  master manipulator, having negotiated advantageous 
  alliances for House Thrune both in Nidal and at home. 
  While none can fault her record or loyalty, her obvious 
  skill and ambition make some of her superiors nervous.
  74
  
  Some Thrunes leave Cheliax to escape the cutthroat 
  competition of family life, seeking a safer place to grow 
  their own reputations and power before returning home. 
  Most members of House Thrune believe in their own 
  superiority as a family, and those who publicly contradict 
  this narrative find their existence erased from history. 
  However, a small faction of dissident Thrunes has fled 
  Cheliax, changing their names and using their extensive 
  knowledge of the inner workings of Chelish government 
  to support its enemies. House Thrune wishes to eliminate 
  these separatists, but the risk of exposing their nature to 
  the public prevents them from assigning the task to any 
  but the most loyal of their spies.
  THRUNE AGENTS
  House Thrune is more than just the ruling family 
  of Cheliax; throughout the empire and its client 
  states, the family maintains a network of informers, 
  spies, inquisitors, thugs, and even assassins. To most 
  Chelaxians, there is little to distinguish House Thrune 
  from Cheliax’s government apparatus, so all of these 
  individuals, as well as the bureaucrats and employees 
  of the imperial government, are commonly called 
  “Thrune agents.” However, there are many agents 
  who serve House Thrune directly. Known as 
  sworn Thrune agents, these dedicated servants 
  swear their bodies, minds, and souls to 
  Queen Abrogail II herself, and work on 
  behalf of the Thrune family rather than 
  the nation of Cheliax. In many cases, 
  House Thrune’s interests overlap with 
  those of Cheliax itself, but the family 
  has its own schemes and strategies 
  that have nothing to do with governance, 
  and uses sworn agents loyal to the 
  family to further those plans. In this 
  respect, House Thrune functions very 
  much like an organized crime family, 
  or even a non-familial organization 
  like the Aspis Consortium, with a 
  hierarchy of agents at varying levels 
  of loyalty and authority.
  The various levels of service, 
  or ranks, within the Thrune 
  organization are detailed below.
  Thrune Agent: Anyone who 
  works for House Thrune or Cheliax—
  whether a titled noble, a hired enforcer, a paid 
  informant, a spy in a rival family, or just a 
  government employee—is technically a 
  Thrune agent. While these agents are usually 
  paid for their service, this is the lowest tier 
  within the Thrune organization, and for 
  the most part, House Thrune views them 
  as tools to be used or discarded as needed.
  Thrune Loyal Agent: Servants of Thrune who seek 
  greater responsibility and greater rewards can become 
  Thrune Loyal Agents, joining the first level of sworn 
  Thrune agents. Within the Thrune organization, these 
  agents are simply referred to as “the Loyal.” An aspiring 
  Loyal agent must be inducted by an existing Thrune agent 
  in a ritual ceremony witnessed by a devil. The agent signs 
  a document with his own blood, swearing to give his life, 
  if necessary, in service to Queen Abrogail and House 
  Thrune. The agent is then given an invisible arcane mark 
  to identify his association with House Thrune, gains the 
  Thrune Loyal Agent trait, and is welcomed into the ranks 
  of the Loyal. For more information on Thrune Loyal 
  Agents and the Thrune Loyal Agent trait, see page 6.
  Thrune Trusted Agent: Those Thrune Loyal Agents 
  who have proved their loyalty and ability can be 
  promoted to Thrune Trusted Agents, the second level 
  of sworn Thrune agents. Known as “the Trusted” 
  within the Thrune organization, these agents must 
  swear their minds—and their absolute loyalty—to 
  Queen Abrogail. A Thrune Trusted Agent must be 
  sponsored by a higher-ranking Thrune Bound 
  Agent and participate in a new ritual ceremony 
  once again witnessed by a devil. The Trusted is 
  branded with a mark of justice that prohibits 
  him from betraying House Thrune, and 
  gains the Thrune Trusted Agent bonus 
  feat. More information on Thrune 
  Trusted Agents and the Thrune 
  Trusted Agent feat can be found in 
  Pathfinder Adventure Path #105: The 
  Inferno Gate.
  Thrune Bound Agent: Exceptional 
  Thrune Trusted Agents can advance 
  to the third and final level of sworn 
  Thrune agents, called “the Bound.” Having 
  already sworn his body and mind to 
  Thrune, a prospective Thrune Bound Agent 
  must now swear his soul to Asmodeus by 
  signing an infernal contract in a ceremony 
  presided over by a contract devil and 
  Queen Abrogail herself. In addition to 
  any boons gained by signing the infernal 
  contract, the Bound enjoy the highest 
  level of authority within the Thrune 
  organization, as well as the personal 
  attention of the Infernal Majestrix. At 
  the same time, they are damned, and 
  their souls belong to Asmodeus when 
  they die—a small price to pay for the 
  prestige and power they now wield. For 
  more information on Thrune Bound 
  Agents and the infernal boons they 
  are granted, see Pathfinder Adventure 
  Path #106: For Queen & Empire.
  THRUNE AGENT
  75
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  I 
  guided Khem out of the charred ruins of his 
  workshop. The boy held his singed tome, one of 
  the only items salvaged from the fiery destruction. 
  Apparently it contained the many arcane studies and 
  spell theories he’d compiled over the years to enhance 
  his crafting and sate his innate curiosity. He clutched 
  it under one arm and braced on his cane with the 
  other. He kept trying to wave me off. Every time he 
  did so, however, he wobbled and had to lean against 
  me to avoid toppling. He kept glancing down at his 
  chest, where the restorative amulet had rested oh-so-
  temporarily. 
  At last, we hobbled out into the street and got clear 
  of the smoking rubble. I led us away as alarm bells and 
  shouts rose. No doubt nearby shops and homes had 
  enchanted wards about their premises, summoning 
  security of all sorts.
  We limped off the scene just in time. A squad of 
  black-cloaked guards raced by, scattering any lingering 
  pedestrians and gawkers. 
  Briefly letting Khem stagger on without me, I draped 
  my multicolored cloak over an arm and tilted my head 
  just so. I snagged a passing guard’s tunic and rumbled in 
  a heavily accented voice.
  “Saw it m’self, Cap’n. Some elven lord done a right 
  nasty spell, what’s true. Called ’imself Lord Dolviric 
  and was sayin’ he done plan to burn this whole block to 
  muddy ashes.”
  The guard started to question, but a commander’s 
  bark made him run off. I shifted my cloak and posture to 
  avoid being identified again. I helped Khem into a dark 
  corner between two buildings, where we paused to catch 
  our breaths. 
  Khem panted from what was no doubt an unusual 
  amount of physical activity in his cursed state, while 
  I fought to keep my jittering muscles under control 
  before they betrayed me altogether.
  Shakes for a snake, I thought. No matter how many 
  fights I got in, no matter how many times I wriggled out 
  of the brambles, the shakes always sank their fangs in. 
  Such reactions would get me killed if I wasn’t careful, 
  either making me marvel at my survival while remaining 
  enemies closed in or giving me a sense of invulnerability 
  that made for fatal mistakes. 
  I checked myself over to occupy my mind. A nasty 
  gash tracked down my leg, soaking my breeches with 
  blood, but I’d suffered nothing from the lightning itself. 
  I reached into a vest pocket. One of my trinkets—a brass 
  shield—no longer tingled when I touched it. I’d have 
  to have the charm enspelled once more, and such work 
  rarely came cheap.
  I turned to Khem, who huddled against the wall. The 
  boy scowled down at his book, clasped in a shaky hand, 
  his shoulders hunched as if readying to swing the tome 
  like a club.
  “Who were those brigands?” I asked. “Did you 
  recognize any of them?”
  Khem’s displeasure turned to confusion. “I never saw 
  either of them.” He tucked his book into a large inner 
  pocket of his robe. “I recognize all my clients and their 
  associates, and those two have never been by my place 
  before.”
  “What about the woman outside? Ever heard her 
  voice?” She’d been the one in charge, sure enough. If I’d 
  had a chance to glimpse her I might’ve... 
  Might’ve what? Tried to give her one of Khem’s baubles in 
  the hopes she’d flutter her lashes and leave me alone? 
  “Never.” Khem wobbled for a second, but caught 
  himself and shook off further help. “But they must’ve 
  been working for Drayven.”
  That made me squint. “The devil your friend 
  mentioned? How do you figure that?”
  “They came for the amulet.” Khem touched his chest. 
  “They knew I’d have it. Which means they must’ve been 
  sent by Drayven after Liset stole it from him. Who else 
  would’ve had such timing?”
  I pondered this and saw no particular flaw to the logic. 
  “Even if so, what can we do about it?”
  The boy’s hands looked like claws as they throttled 
  the cane. “We have to find them before they return to 
  Drayven. I have to get that amulet back. If I can be cured 
  again,” he swatted at his soot-stained robe in frustration, 
  “I might be able to get to Liset and my mother. Find a way 
  to help them both.”
  “Her letter made it sound like they were both already 
  beyond helping.”
  Khem whacked a barrel with his cane. “No! They can’t 
  be. I’d know if they were.”
  “How? Got a feeling in your gut? Most times that’s 
  from having a bit of spoiled cream in your mash.”
  The boy shook his head, whipping scraggly white hair 
  about. “I can just tell. There’s a chance to save them both 
  still.”
  I bottled up a sigh in my belly. Ah, the delusions of the 
  young. I had such once, though they were quickly cured.
  “Khem, listen to yourself. Just because you made that 
  lord tuck tail with a flashy trick doesn’t mean you’re able 
  to skip off after a bunch of killers. Did they make a mess 
  A SERPENT’S TONGUE
  Pathfinder’s Journal: Cowards and Crows 2 of 6
  76
  
  of your place? Certainly. But are you in any condition to 
  even bloody their noses?” 
  I nudged Khem’s cane with a toe, making the boy 
  fight for balance.
  “I was,” Khem groused. “For a few minutes, at least.” 
  He straightened and rolled his shoulders, 
  making painful-sounding cracklings 
  down his spine. “Can you imagine 
  what it’s like to feel helpless for so 
  long and finally have a chance to 
  wield my real strength? I don’t at 
  all agree with what my mother has 
  done to accomplish a cure, but if I 
  can at least use it to save her from 
  herself—and from Drayven—then I 
  have to try.”
  I noted a few aches that had settled 
  deep into my bones over the past few years 
  alone; the boy wasn’t the only one to miss a 
  more prime physicality. “And the chance to 
  act the hero for your lady 
  friend isn’t skewing your 
  thinking at all, is it?”
  “You think I’m trying 
  to run off on some silly 
  adventure for riches and 
  romance?” Khem asked. 
  “I’m trying to save my 
  mother’s soul—and Liset’s life.”
  “Mm.” I tapped my lips. “While you’re at it, shall we 
  heal the Worldwound and resurrect Aroden, too?”
  “Abyss take you.” Khem’s words rasped. “If you won’t 
  help me, I’ll do it alone.”
  “Khem, this is foolish!”
  Khem smirked. “You told me all men are fools, and 
  that I just have to find someone worth being one for.”
  I crossed arms over my stomach, aware of how well-
  rounded it had become since I was Khem’s age. “You’re 
  far too young to be using my words against me, boy.”
  Yet those words gnawed nonetheless. A coward I 
  might be when it came to direct action these days, but I 
  wasn’t immune to Khem’s need. If anyone in the whole 
  empire deserved a turn of fortune, the boy did. Who 
  stood even slightly capable of helping, other than me? 
  Well, then. Find the coward’s reasoning in this.
  If I remained in Khari, I believed Khem would find 
  a way to head off into the wilderness on his own. Even 
  if I never heard from the boy again, I’d have a difficult 
  time believing the attempt ended happily. And that 
  left my own troubles unresolved, namely the debts 
  stacked up against my name. Too much more financial 
  teetering and those accounts might have to be paid in 
  blood. 
  I smiled slightly as a knot loosened in my mind. Ah, 
  there it is. A fool’s path, straight as the crow flies.
  If Khem’s mother had found such a precious relic as the 
  amulet, others almost certainly waited to be discovered 
  alongside it. Most likely I could keep Khem alive long 
  enough to reach whatever ruins our little expedition 
  stumbled across. We’d find a couple bodies waiting, no 
  doubt. While Khem had a good 
  weep, I could scrounge the 
  area for valuables. Then we 
  could return to Khari and I 
  could pawn off my findings to 
  fulfill the last of my debts. 
  Not that I didn’t find it achingly 
  sad to see the boy suffer such a loss. 
  Yet one had to be realistic. Clinging 
  to the dead would only ensure one got 
  dragged down with them.
  Crimson feathers fluttered through my 
  mind. Always so ready to leave the dead behind, 
  aren’t you? Never willing to accept your hand in 
  the circumstances. Doesn’t matter who they were 
  when breathing; soon as the 
  blood stops flowing, they stop 
  meaning anything to you. So 
  long as you survive. That’s all 
  that ever matters. 
  I growled low, arguing 
  with myself. 
  I’m not responsible for this. 
  Neither is the boy, however much he wants to be.
  And yet...
  Sighing, I tugged my cloak a bit tighter about my 
  shoulders. I had to at least make sure the boy truly wanted 
  to commit. “We can’t just trot out the gates without any 
  idea of where we’re heading, hear?” 
  Khem reached into a robe pocket and pulled out the 
  silver raven. “I grabbed this before things turned too 
  nasty. I should be able to reverse the spell Liset used to 
  send it to me. It could guide us back to her.”
  I hummed in thought. “That’s one problem solved 
  then, but we’d still need provisions. Supplies, foremost. 
  And supplies require funds.”
  “Don’t you have some coin?” Khem ducked his head. 
  “I’m not asking for handouts. I’ll do whatever work you 
  wish on our return to pay off any debt. As many pieces 
  crafted for your lady friends as you desire.”
  I tapped my chin in thought—and then sighed, 
  realizing I was already formulating a plan, as if the 
  journey had been decided. 
  With a jut of my chin, I headed for the muddy streets. 
  “Let’s go.”
  “Go where?” Khem thumped along beside me.
  “I’m thirsty,” I said. “And I’m about to be late for my 
  appointment with a rather beautiful flower.”
  We crept through the city, letting the growing crowds 
  conceal us from any prying eyes. As we went, I matched 
  Khem’s cane befits a master 
  craftsman such as himself. He 
  carved the ivory handle into a lion’s 
  head, perhaps symbolic of the poise 
  and strength he’d prefer to possess.
  77
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  Khem’s shuffling pace and kept my cloak draped to 
  obscure my identity. 
  As the day’s growing heat added eye-watering fumes 
  to the air, I guided Khem to a nicer city quarter, where 
  drinking houses didn’t water down their ale and thieves 
  washed blood off their blades between muggings. I 
  nodded to the guards out front of an unmarked door, 
  who didn’t blink as we entered. 
  Inside, the front foyer held a variety of cushioned 
  furniture, with several halls running off through curtain-
  covered archways. A heady mix of herbs and spices swirled 
  through the air. I breathed deep, while Khem sneezed 
  several times.
  A halfling bustled up, wearing a dress trimmed in 
  draping lace. She curtsied to me as I slipped her a coin, 
  then led us through one curtain and down past a dozen 
  alcoves and numerous doorways. A hush lingered about 
  the establishment, broken by occasional murmurs and 
  clinks of china or dining ware. The art on the walls 
  ranged from royal portraits to a scene of a chimera 
  attacking people around a campfire.
  Our attendant sat us in a corner alcove, where 
  cushions created a semicircle around a low table. A 
  platter of syrup-soaked cakes and a pot of mint tea 
  waited for us.
  Khem settled into a seat with a groan of relief. “What is 
  this place?” he asked.
  “It’s a tea parlor,” I said, reclining along a padded 
  bench. “They have blends from all over the known lands, 
  and then some.”
  Khem frowned as I poured us both a cup. I glanced over 
  as a couple passed by in the hall. A man with pale blue 
  skin and a silver beard let himself be guided along by a 
  younger man wearing black breeches and a tailored vest. 
  The younger tugged at the older’s beard and whispered 
  in his ear. Chuckling and pressing closer together, the 
  two moved out of sight.
  “I may not get out much,” Khem said, “but I’m not that 
  naive, Master Atrius.”
  I sipped my tea and savored the brew. Perfect 
  temperature, as always. “The establishment we sit within 
  is a tea parlor. Nothing but delicacies and delightful 
  conversation to be had here.” I tipped my head to 
  indicate the ceiling. “The floors above, though, are 
  another establishment entirely. What goes on there, no 
  one can rightly say.” I winked at Khem. “Unless you pay 
  the entry fee.”
  The boy flushed as another silk-clad attendant 
  sashayed by, bearing a platter of steaming teacups and 
  sweets. 
  I spoke through a mouthful of cake crumbs. “Perhaps 
  once we recover the amulet and restore your vitality, 
  you can test out your virility as well. With your skill 
  at crafting, I’m sure you’d impress with your nimble 
  fingers—” 
   Khem coughed and wiped at the splutterings that 
  spilled down the front of his robe. “Master Atrius, I don’t 
  understand what we’re doing here.”
  “Why, we’re seeking an investor for our upcoming 
  venture.”
  “Investor?”
  “I fear my finances are a bit lacking,” I said. “Since 
  we can’t amble off after a devil unprepared, we must 
  find someone willing to see the value in keeping us 
  alive.”
  “But... here?” Khem looked about doubtfully. “What 
  about approaching the Pathfinder Society? Isn’t there a 
  lodge in town? We could barter information in exchange 
  for goods.”
  I forced my fingers to relax before I shattered my cup. 
  “Cast that thought aside. They’re an unreliable lot. Little 
  more than vagabonds aspiring to dreams of glory.”
  “My mother was a Pathfinder. She talked about some of 
  them as if they were heroes. Surely they’d want to know 
  whatever she’s uncovered about the Poleiheira. To find a 
  way to protect others from it.”
  I glowered. “With all respect to your mother, there’s 
  no such thing as heroes. Just the living and the dead. 
  That’s all that separates anyone.” I clamped my mouth 
  shut, stopping myself from asking whether he would 
  consider his mother to be one of those so-called 
  heroes. No need to jiggle a dagger already plunged 
  deep.
  Silence thickened, as did the syrup on the back of my 
  tongue, no matter how much I swallowed.
  It seems even the enlightenment-
  seeking samsarans are not immune 
  to the temptations of the flesh. I 
  wonder how many incarnations this 
  one has experienced.
  78
  
  At last, Khem leaned forward, his cane 
  between his knees. “Have you lost someone, 
  Master Atrius?”
  I stared into my teacup. “Live long 
  enough and it’s inevitable.”
  Khem winced; I pushed aside any 
  guilt at causing him distress. If the boy 
  meant to pursue this fool’s errand, best 
  not to spare him any illusions. 
  “Tea for three?” a voice murmured. 
  “Atrius. You know I don’t enjoy crowds.”
  A woman slipped into the alcove and 
  stood before us. Jevlia’s umber skin 
  contrasted beautifully with the 
  golden dress she wore, crimson 
  ribbons securing it around her 
  waist, as well as strapped 
  to her wrists, elbows, and a 
  band about her throat. Her 
  glossy black hair was done 
  up in a short, spiky fashion, 
  and she’d dusted the tips 
  with chalk. She regarded 
  us with eyes that shifted 
  from light gray to silver, as if the color depended on the 
  thoughts behind them.
  I rose to take her hand and kissed the back. “Business 
  before pleasure in this instance, m’dear.”
  Jevlia reached behind her and undid a cord, letting a 
  curtain fall into place and block us from sight. Her touch 
  was playful as she shoved me back onto the cushions, and 
  her lips still held a smile, but her gaze turned to iron.
  “So, you’re paying in different coin this time, hm?” She 
  glanced at Khem. “Welcome, Master Khem.”
  Khem started. “You know me?”
  “There are few enough cursed craftsmen in Khari,” she 
  said. “Besides, when your mother first started seeking 
  a cure for your condition, she came here, wanting any 
  relevant information we might’ve gathered.”
  “I don’t understand,” Khem said. “Why would she have 
  come here? What information could you have?”
  Jevlia’s laugh made my pulse flutter. She truly was a 
  beauty. She sat beside me and laid a firm hand on my 
  knee. “He really is an innocent soul, isn’t he?”
  “Oh, I don’t know,” I said. “You should see him haggle. 
  He can drive a harder bargain for his services than a 
  contract devil.” I folded my hand over hers. “Jevlia, fairest, 
  I’ve a favor to ask.”
  Her broad lips quirked upward. “Aren’t you the one 
  usually bringing me favors? I do recall your promise to 
  procure an undying rose. And you already owe me for 
  adding another to our little soirée.”
  I nodded to Khem. “Why not give our hostess a 
  recounting of this morning’s events? You can entertain 
  while I finish my tea.”
  Still looking a bit puzzled, Khem complied 
  and began his tale, if in a halting fashion. 
  Jevlia listened intently. I added a few 
  embellishments to make myself sound a bit 
  more daring and dashing in the fight, but 
  she gave me a knowing smirk each time.
  “So that’s what the commotion was about,” 
  she said once the boy finished. “There are 
  rumors aplenty, mostly thinking it a robbery 
  gone wrong.”
  Khem gulped his tea, his throat no doubt 
  parched from all the talking. “You already knew 
  about the attack? But we just came from 
  there.”
  Jevlia winked at him. “By the 
  time you reached our parlor, nearly 
  an hour had passed. Word 
  moves quickly if you tip 
  your ears to the right lips.”
  I chuckled. “This parlor 
  trades in more than tea and 
  teasings. It also holds many 
  secrets for sale, for those 
  who know the value of them. 
  That’s partially why we’re here.”
  “And the other part?” Jevlia asked. “Let’s hear the heart of 
  the bargain you wish to make.”
  “All those secrets sold and spent have most certainly 
  filled your coffers.” I made a show of patting down my 
  pockets. “Sadly, this old bird has few eggs left in the nest 
  these days. I’d enjoy nothing more than helping Khem 
  save his loved ones from almost certain doom, but after 
  this morning’s unfortunate incident, we’ve not enough to 
  even buy moldy bread from a beggar.”
  Jevlia adjusted one of the ribbons on her arm. “You 
  want a loan. Funding for your journey.”
  I waited, half expecting her to laugh and show us out. Yet 
  she held silent, watching me through her lashes. Despite 
  the hours we’d already spent together, and despite my 
  knowing the truth behind the parlor’s presence, I’d not 
  yet seen this look—a far more intense scrutiny, aimed 
  directly at me, rather than her distant sifting of my words 
  for information she might sell elsewhere. 
  At last, she rose and motioned for us to follow. “Come. 
  Bring your tea.”
  I exchanged a look with Khem and tried to smile 
  in encouragement. The boy struggled to his feet and 
  shuffled after as quickly as he could, teacup in one hand, 
  cane gripping the other.
  We moved down another long hall and around a 
  corner, where several tiny rooms held little more than 
  bare beds. Smoky incense wafted out of one, and Jevlia 
  ushered us inside. There, a gnome sat on a stool in 
  the corner, so wrapped up in rumpled silk that only 
  her hands and face peeked out of the pile. Wispy white 
  Jevlia may be the latest in the long 
  line of flowers I’ve fancied, yet her 
  eyes hold deeper secrets and her 
  tongue a sharper wit than all the 
  rest combined.
  79
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  hair floated around her head, and her eyes had a gray 
  film to them. She fixed them on us straightaway, 
  however, and the skin around them puckered as she 
  looked to Jevlia.
  “Do you have a mystery for me?” she asked, voice like 
  a drizzle of sand.
  Jevlia gestured to Khem. “Give Bezza your cup.”
  Khem’s hand shook as he handed over his teacup. 
  Then a greater tremor wracked his body and the cup 
  slipped from his fingers. Before I could blink, Jevlia 
  caught the cup on her palm without spilling a drop. 
  Admittedly, only a swallow of tea 
  remained, barely enough to float the 
  soggy leaves. Still, her quick reflexes 
  both surprised and impressed me. I 
  didn’t know if I could’ve matched the 
  move.
  “Sorry,” Khem mumbled. Color crept up 
  his neck. “Should’ve been more careful.”
  Jevlia hushed him as she turned to set 
  the cup in Bezza’s dainty hands.
  The gnome stared into the contents for 
  so long, I wondered if she’d gone to sleep 
  with her eyes open. Then she stirred. She 
  turned the cup around, her oddly 
  pale skin matching the bone china. 
  Was it a form of the plague wracking 
  the city? Did she suffer from 
  a gnome malady of sorts? 
  Whatever her affliction, I 
  hoped it wasn’t catching.
  Bezza sipped the dregs. 
  Turned her head and spat. 
  Licked her crinkly lips. Her 
  pale tongue dabbed about, 
  reminding me of a serpent tasting the air.
  “Tastes of death,” she said. 
  Khem and I leaned in as one.
  “Death?” Khem echoed. 
  “Tragedy awaits. Death and tragedy.” Bezza said this 
  as if commenting on an oddly shaped cloud. “Betrayal 
  has opened the door and suffering marches through. 
  Damnation cannot be undone and choices made cannot 
  be forgiven.”
  “That can’t be true,” Khem said. “I don’t believe that. 
  There’s always a way to make things right. There has to be.”
  Bezza blinked. “What’s seen is said, nothing more.”
  The boy’s voice strengthened as he straightened. 
  “Then you aren’t seeing it correctly.”
  The gnome cackled. “If you stumble blindly forward, 
  their death will become yours.”
  “I don’t care,” Khem said. “I’m already mostly dead as 
  it is. What’s living any longer matter to me if I spend my 
  last days cowering and useless? I have to go, no matter 
  what.”
  I eyed the boy sidelong, worried. From all accounts, his 
  mother, Maharai, had exhibited an increasingly fervent 
  manner until she became obsessive in her questing. 
  Could her son already be falling prey to the same 
  compulsive nature?
  The gnome snorted. “Then go. Find your grave and rot 
  in it.”
  She tossed the cup to the floor, where it shattered. 
  Khem lurched back, and I caught him before he toppled. 
  We kicked shards aside as we left the gnome behind. 
  Jevlia took Khem’s arm and walked him back to 
  the alcove. Once he was secure, she let 
  the curtain fall so she and I stood in the 
  semiprivacy of the hall.
  “I needed to know,” she said.
  I bent my ear nearer to her lips, 
  enjoying their closeness. “Know what?”
  “That he was committed. That he 
  understood what might have to be paid 
  in the end. It’s always more than coin 
  or the toll it will take on his body.”
  “But we would still need coin,” I 
  said, priding myself on slipping in 
  an ever-so-subtle reminder.
  She reached into the folds of her 
  outfit and drew out a heavy purse 
  made of a scaly leather. I wondered if 
  she’d had it all along, and 
  what might’ve caused her 
  to bring it in the first place.
  “This should be enough 
  to secure supplies and 
  whatever 
  transportation 
  will move you the swiftest. 
  You’ll want to be gone 
  before Tolomuk bars the way.”
  I grinned. I’d never told her the name of my creditor. 
  Bowing, I kissed her hand once more. “I am in your 
  debt a hundredfold.”
  She gripped my chin and made me meet her eyes. Her 
  words turned solemn. 
   “The scrying wasn’t just for Khem’s sake, you know. 
  While Bezza studied his fate, I studied you.”
  “And what did you see?”
  Her look pinned me in place as surely as a dagger 
  through the foot. “The man you once were, aching to 
  reemerge.”
  I stiffened. “I fear that man is dead, whoever he was. 
  Never to be heard from again.”
  She held my gaze for another moment, then shrugged, 
  casting off the weight of her statement. “Well, whichever 
  one you turn out to be in the end, you still owe me a 
  great favor.”
  “I can repay you with a priceless treasure this very 
  moment.”
  The gnome’s dull eyes held a 
  listless quality that disturbed even 
  me. She almost seemed bored, as 
  if nothing in life could ever again 
  surprise or interest her.
  80
  
  Amusement brightened her features. “Oh? And what 
  would that be?”
  “A farewell kiss.” I leaned in.
  Jevlia placed a hand on my chest, gentle but firm 
  enough to hold me back. Her soft laughter both 
  prompted a smile and pricked my vanity.
  Seems I have pride enough left to smart from rejection. 
  Then she surprised me by gripping my shirt and 
  pulling my lips to hers. This was no measured show of 
  affection for a client. Instead, the contact held a rawness 
  that left me breathless—I, who had tasted kisses aplenty 
  over the years.
  She broke off and stepped back. “Don’t think you 
  can shirk this debt. You will repay me in full sooner 
  or later.”
  I cleared the huskiness from my throat. “That assumes 
  our survival.”
  She pursed her lips, and I found himself fixated on 
  them in an entirely new way. Thoughts belonging to a 
  much younger man, I reminded myself. Not a broke, old 
  coward.
  “Yes, it does,” she said. “I suppose I must do what I can 
  to secure your safe return.”
  “Prayer?” I shrugged. “Save your words and sacrifices, 
  m’lady. I doubt you’d find any of the gods willing to look 
  favorably on this wandering soul.”
  “It might take divine intervention to keep you from 
  always being so melodramatic.” She swatted my shoulder. 
  “Go. Help your friend. Those who help others receive it 
  in kind.”
  I turned to duck into the alcove, wanting to polish 
  off what remained of the tea and cakes. With potentially 
  dismal circumstances in our future, it wouldn’t be wise 
  to squander a ready and warm meal. “Now why would I 
  believe such a quaint notion?”
  “Because the Golden Crow knows it’s true,” came her 
  whisper.
  The name struck me like a spear through the spine. I 
  whirled about, but the hallway stood empty. Not so much 
  as a curtain fluttered to hint at where she’d gone.
  I stared at the shadows. How did she know? What did 
  she know? Had the Pathfinder Society tracked me down 
  at last? She couldn’t possibly be one of them... could 
  she?
  Thoughts darting every which way, I forced my 
  breathing to even out and smoothed hair down over 
  my bald spot. It seemed Jevlia’s stash of secrets ran even 
  deeper than I’d imagined.
  Khem looked up expectantly as I passed through the 
  curtain. 
  I forced a grin. “Good news. We get to hunt down a 
  devil after all.”
  This teahouse has long been a favorite haunt of mine, offering all manner 
  of comforts to soothe body, mind, and soul. I often debate with myself 
  whether I keep returning more for the delicious fare or the alluring 
  company. Perhaps, if I’m honest, it may simply be an old man’s futile 
  attempt to distract himself and keep darker memories at bay.
  81
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  82
  BESTIARY
  W
  e make much of our infernal ties—that we wield the power of 
  Hell itself in our blazing swords and fiendish spells. We preach 
  about carrying the favor of Asmodeus, who grants us his devilish hordes 
  to impose our will wherever we tread. It’s all true. I’ve seen it myself, 
  but we are unwise to discount our enemies’ power. Until you’ve faced a 
  host of erelims, with their shining lances and glowing mounts galloping 
  toward you full bore, don’t assume you can defeat the agents of the 
  celestial realm. Neither Her Infernal Majestrix nor the Lord of the Pit 
  offers aid to fools, and I would never dare to face the fury of Heaven 
  without their help.”
  —Dario Wincheen, Thrune loyalist
  
  KANTARIA ENVIRONS 
  ENCOUNTERS
  d%	
  Result	
  Avg.	CR	
  Source
  1–4	
  1	dire	wolf	
  3	
  Bestiary 278
  5–9	
  1	giant	locust	
  3	
  Bestiary 4 183
  10–15	
  1	dire	boar	
  4	
  Bestiary 36
  16–19	
  1	giant	stag	beetle	
  4	
  Bestiary 33
  20–25	
  1	mimic	
  4	
  Bestiary	205
  26–29	
  Thrune	Loyalists	
  4	
  See	below
  30–39	
  1d4	ankhegs	
  5	
  Bestiary 15
  40–49	
  1	giant	owl	
  5	
  Bestiary 3 213
  50–59	
  Guard	Patrol	
  5	
  See	below
  60–69	
  1	phase	spider	
  5	
  Bestiary 226
  70–74	
  Faceless	Gang	
  6	
  See	below
  75–79	
  1d4	giant	dragonflies	
  6	
  Bestiary 2	105
  80–84	
  1	hungry	fog	
  6	
  Bestiary 3	152
  85–89	
  1	shambling	mound	
  6	
  Bestiary 246
  90–95	
  1d4	giant	vultures	
  6	
  Bestiary 3	284
  96–100	 1	rot	grub	swarm	
  7	
  Bestiary 3 215
  T
  his volume of the Hell’s Vengeance Adventure 
  Path takes place largely in Kantaria, where the 
  adventurers seek to wrest control of the town 
  from the Glorious Reclamation and return it to House 
  Thrune. Sure to challenge good and evil heroes alike, this 
  bestiary includes an angelic knight, a vicious spirit that 
  commands the power of the wind, a celestial watchdog, 
  and an aberrant fusion of human and jellyfish.
  EXPLORING KANTARIA
  The random encounter table presented here features 
  dangers the PCs might face while they attempt to 
  infiltrate Kantaria and foment unrest among its citizens, 
  as well as when they venture outside of town to explore 
  or pursue other nefarious purposes. During the course 
  of the adventure, the PCs have a 40% chance of a random 
  encounter every hour they spend outside the town 
  exploring. While they are within the town, they have a 
  30% chance of a random encounter every hour they 
  spend on generic activities, such as shopping for gear or 
  gathering information. The PCs should have no more 
  than two random encounters per day.
  GMs should use their discretion when rolling random 
  encounters, and reroll when a result is inappropriate 
  for the PCs’ current location. For example, the PCs are 
  unlikely to encounter a guard patrol while exploring 
  outside of Kantaria, and are equally unlikely to encounter 
  several of the table’s monsters while adventuring in 
  town, such as the dire boar and shambling mound. 
  Further, since this adventure spans a range of character 
  levels, some random encounters might be too easy or 
  too difficult for the PCs, depending on where they are 
  in the course of the adventure. If the result rolled is 
  outside the Challenge Rating range appropriate for 
  the PCs, roll again on the random encounter table or 
  choose a different encounter.
  The following are descriptions of the relevant entries 
  listed on the Kantaria Environs Encounters table.
  Faceless Gang (CR 6): Although the hidden faceless 
  stalker community in Kantaria is clandestine, preferring 
  to hold human identities and jobs while secretly 
  feeding on the populace, a few individuals have recently 
  become bolder while hunting. These duos of renegade 
  faceless stalkers assume humanoid forms and follow 
  the PCs stealthily for 1d4 rounds before attacking from 
  cover. They attempt to knock one or more of the PCs 
  unconscious and drag them into a nearby building, 
  which serves as their lair. (For more information about 
  the faceless stalkers in Kantaria, see page 65; statistics 
  for the faceless stalker are on page 122 of Pathfinder RPG 
  Bestiary 2.)
  Guard Patrol (CR 5): A guard patrol in Kantaria 
  consists of four Glorious Reclamation squires (see 
  page 10), and the patrols serve the same function as a city 
  watch. These guards make regular rounds on Kantaria’s 
  streets and may have heard rumors that the PCs aren’t 
  who they say they are. Perhaps the guards happen upon 
  the PCs while they are doing or saying something that 
  indicates their true loyalties. At the GM’s discretion, the 
  guard patrol could have one fewer or one additional 
  squire. Such modifications would make an encounter 
  with a guard patrol CR 4 or CR 6, respectively, allowing 
  this to serve as a viable random encounter option 
  throughout the entire adventure.
  Thrune Loyalists (CR 4): The majority of citizens 
  in Kantaria openly or tacitly support the Glorious 
  Reclamation, but House Thrune had an iron grip on 
  all of Cheliax for decades, and loyalists to the infernal 
  throne exist even in this town. Thrune loyalists 
  certainly don’t openly roam Kantaria’s streets, given 
  Kantaria’s current political situation. However, in 
  alleys, taverns, or even markets, the loyalists menace 
  individuals who they believe are contributing to the 
  Glorious Reclamation or its overall revolutionary cause. 
  If the PCs face this random encounter, three Thrune 
  loyalists accost them (use the statistics for a street thug 
  on page 265 of the Pathfinder RPG GameMastery Guide). 
  Allow the PCs 1 round to try and discreetly convince 
  the thugs that they are staunch allies of House Thrune; 
  otherwise, the thugs initiate combat. The loyalists 
  fight until reduced to 5 hit points or fewer, then try 
  to surrender. If the PCs accept the Thrune loyalists’ 
  surrender, the thugs may offer to work as the PCs’ 
  clandestine allies, scouting Kantaria and using their 
  status as locals to gain information the PCs might 
  otherwise have difficulty obtaining.
  83
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  ANGEL, ERELIM
  This athletic, winged humanoid has handsome features and 
  wields a shining lance.
  ANGEL,	ERELIM	
  CR	6
  XP	2,400
  NG	Medium	outsider	(angel,	extraplanar,	good)
  Init	+3;	Senses	darkvision	60	ft.,	low-light	vision,	detect	
  evil;	Perception	+13
  Aura	protective	aura
  DEFENSE
  AC	18,	touch	13,	flat-footed	15	(+3	Dex,	+5	natural);	
  +4	deflection	vs.	evil
  hp	68	(8d10+24)
  Fort	+9,	Ref	+5,	Will	+8;	+4	vs.	poison,	+4	resistance	vs.	evil
  DR	5/evil;	Immune	acid,	cold,	petrification;	Resist	
  electricity	10,	fire	10;	SR	17
  OFFENSE
  Speed	30	ft.,	fly	30	ft.	(good)
  Melee	+1 lance	+11/+6	(1d8+4/×3),	or
  mwk	greatsword	+11/+6	(2d6+3/19–20)
  Ranged	mwk	longbow	+12/+7	(1d8/×3)
  Special	Attacks	celestial	charge,	righteous	challenge
  Spell-Like	Abilities	(CL	5th;	concentration	+6)
  Constant—detect evil
  At	will—light,	remove fear,	stabilize,	virtue
  3/day—bless weapon,	cure light wounds,	remove curse
  1/day—consecrate
  STATISTICS
  Str	15,	Dex	17,	Con	16,	Int	11,	Wis	14,	Cha	12
  Base	Atk	+8;	CMB	+10;	CMD	23
  Feats	Cavalry	FormationAPG,	Mounted	Combat,	Ride-By	
  Attack,	Spirited	Charge
  Skills	Fly	+7,	Handle	Animal	+12,	Heal	+11,	Knowledge	
  (planes)	+7,	Perception	+13,	Profession	(soldier)	+13,	
  Ride	+14,	Sense	Motive	+11
  Languages	Celestial,	Common,	Infernal;	truespeech
  SQ	inspiring	presence,	shining	mount
  ECOLOGY
  Environment	any	good-aligned	plane
  Organization	solitary,	formation	(3–10),	or	host	(5–12	
  formations)
  Treasure	double	(+1 lance,	mwk	greatsword,	mwk	longbow,	
  other	treasure)
  SPECIAL	ABILITIES
  Celestial	Charge	(Su)	A	mounted	erelim	is	a	force	to	be	
  reckoned	with.	An	erelim	receives	a	+4	bonus	on	melee	
  attack	rolls	on	a	charge	while	mounted	(instead	of	the	
  normal	+2),	and	does	not	take	any	penalty	to	AC	after	
  making	a	charge	attack	while	mounted.	In	addition,	
  if	an	erelim	confirms	a	critical	hit	on	a	mounted	
  charge,	the	nearby	area	is	washed	in	holy	light.	Each	
  evil-aligned	enemy	in	a	20-foot-radius	burst	takes	
  2d8	points	of	damage	and	is	blinded	for	1	round.	A	
  successful	DC	15	Will	saving	throw	reduces	the	damage	
  by	half	and	negates	the	blinded	effect.	The	save	DC	is	
  Charisma-based.
  Inspiring	Presence	(Ex)	When	an	erelim	is	mounted,	all	
  good-aligned	allies	within	60	feet	that	can	see	the	erelim	
  receive	a	+1	morale	bonus	on	attack	rolls	and	weapon	
  damage	rolls	against	evil-aligned	creatures.
  Righteous	Challenge	(Ex)	Three	times	per	day,	an	erelim	
  can	challenge	evil	foes.	As	a	swift	action,	the	erelim	
  chooses	one	target	within	sight	to	challenge.	The	
  erelim’s	melee	attacks	deal	2d4	additional	points	of	
  damage	to	the	target	(or	2d6	points	of	damage	to	evil	
  outsiders).	The	erelim	takes	a	–2	penalty	to	AC,	except	
  against	attacks	made	by	the	target	of	the	challenge.	
  An	erelim’s	challenge	and	additional	damage	only	
  apply	to	evil-aligned	creatures;	if	an	erelim	attempts	to	
  challenge	a	creature	that	is	not	evil,	that	use	of	challenge	
  is	expended	for	the	day	with	no	effect.	The	challenge	
  remains	in	effect	until	the	target	is	dead	or	unconscious	
  or	until	the	combat	ends.
  Shining	Mount	(Su)	As	a	standard	action,	an	erelim	can	
  conjure	forth	a	quasi-real	mount	made	of	pure	light.	This	
  functions	as	per	phantom steed	(CL	8th),	conjuring	a	
  mount	with	an	Armor	Class	of	18,	15	hit	points,	a	speed	
  of	100	feet,	and	the	ability	to	run	or	charge	over	sandy,	
  muddy,	or	marshy	terrain	without	penalty.	The	mount	
  glows	with	a	brightness	equivalent	to	a	daylight spell.	
  Only	the	erelim	who	conjured	it	can	ride	the	mount,	and	
  the	erelim	must	be	astride	the	mount	to	use	celestial	
  charge	and	inspiring	presence.	An	erelim	can	dismiss	the	
  mount	as	a	free	action.
  Erelims serve as cavalry in celestial armies, charging into 
  battle atop steeds of pure light and inspiring allies with 
  valiant words and deeds. These angelic knights laugh in 
  the face of overwhelming odds and love nothing more 
  than to face destruction without fear, even going so far 
  as to scorn armor. Honorable and respectful, erelims 
  obediently follow the commands of celestial generals, 
  but sometimes their fervor for righteous battle makes 
  them frustratingly difficult to organize or call to retreat. 
  Erelims appear as a variety of humanoid races from the 
  Material Plane, though usually with dark, close-cropped 
  hair. An erelim’s wings are smaller and more elegant 
  than those of other angels. A typical erelim stands 6 feet 
  tall and weighs 180 pounds.
  Ecology
  Erelims arise from the souls of valiant mortals who fell 
  honorably in battle, or who died defending the weak 
  against insurmountable evils. Many paladins, cavaliers, 
  and other crusaders find themselves among this legion 
  after death, but even a humble peasant may find herself 
  among the knights of Heaven so long as she stood up 
  to evil while others backed down. The appearances of 
  the angels may vary greatly from the mortal forms they 
  84
  
  once inhabited, and many erelims arise from the celestial 
  planes spontaneously—from wisps of soulstuff collected 
  from a dozen or more brave petitioners—rather than 
  emerging from a single, courageous warrior. They 
  may present a huge variety of racial features in one 
  stunningly beautiful and athletic form.
  Erelims who stand out thanks to cunning and 
  resourcefulness in battle—for all erelims are blessed 
  with bravery and prowess—are sometimes “promoted” 
  to higher angelic choirs. If erelims can be said to covet 
  anything, it is the title of deva. 
  Habitat and SociEty
  Erelims are best suited for combat on the open fields of 
  battle in large-scale conflicts between the forces of good 
  and evil. They depend heavily on their shining mounts—
  projections of their own radiant souls—as their wings are 
  smaller and weaker than most of the angelic host. Most 
  guard the borders of Heaven, or ride across the yawning 
  planes of Elysium on constant patrol for protean 
  intruders. They serve as the cavalry for celestial forays 
  into the evil Outer Planes, but lack the cunning and 
  restraint to act as covert agents. Despite their zeal, erelims 
  are careful to avoid civilian injuries or destruction, and 
  work to steer conflicts away from unaffiliated settlements. 
  Very rarely, erelims take mortal form on 
  the Material Plane to act as knights or field 
  marshals for armies they deem righteous. 
  These erelims are fair but uncreative strategists, 
  relying heavily on straightforward tactics 
  and superior numbers to win the day. While 
  erelims see any resulting casualties as a 
  failure of their leadership, they tolerate the 
  deaths so long as an important objective is 
  won in the process. Erelims on the Material 
  Plane attempt to disguise their celestial 
  nature, only reverting to their true forms in 
  times of desperation. Once danger has passed, 
  such revealed erelims return to the Outer Planes. 
  The concept of relaxation is alien to erelims. Their free 
  time is filled with endless drills, jousts, patrols, and short 
  breaks to maintain their weapons or strategize with 
  other angels. Such a warlike existence leaves 
  them suited for little else. Even in times 
  of peace, most erelims find it difficult to 
  lay their duty aside and embrace simple 
  pleasures; without some measure of routine, many 
  become anxious and reactionary, seeking conflict even 
  when engaged in the most mundane activities.
  Erelims who serve together in a celestial formation 
  share a camaraderie akin to that of many mortal armies. 
  Members of an erelim formation learn to act in harmony, 
  and grow as close as siblings, able to coordinate and work 
  together without speaking a word. Multiple formations 
  brought together into a single host often develop friendly 
  rivalries, becoming especially competitive in battle, to the 
  point of recklessness. Celestial commanders frown upon 
  this divergence in the ranks, but can rarely discourage 
  the boisterous angels for long.
  calling an ErElim
  Erelims can be called with planar ally, and the payment 
  they require depends on the boldness of the request. 
  These angels belittle any tasks that don’t test their 
  mettle or call for incredible heroism, and demand to be 
  presented with extravagant weapons or for large sums 
  to be donated to an appropriate church. Conversely, 
  they exuberantly agree to requests that put them in 
  direct conflict with powerful evil beings, and often ask 
  no more of the callers than to fight alongside them as 
  equals. Erelims do not accept obviously suicidal tasks, 
  but sometimes vastly underestimate the threat mortal 
  dangers can pose.
  85
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  GALE SPIRIT
  This translucent, floating head has a bluish tinge and a 
  humanoid face twisted in an enraged scowl.
  GALE	SPIRIT	
  CR	6
  XP	2,400
  CE	Small	undead	(incorporeal)
  Init	+8;	Senses	darkvision	60	ft.,	lifesense;	Perception	+9
  Aura	unnatural	aura	(30	ft.)
  DEFENSE
  AC	20,	touch	20,	flat-footed	16	(+5	deflection,	+4	Dex,	+1	size)
  hp	57	(6d8+30)
  Fort	+7,	Ref	+8,	Will	+5
  Defensive	Abilities	incorporeal;	Immune	undead	traits
  Weaknesses	light	sensitivity
  OFFENSE
  Speed	fly	60	ft.	(good)
  Melee	incorporeal	touch	+9	(2d6	negative	energy)
  Special	Attacks	baleful	gust,	create	spawn
  STATISTICS
  Str	—,	Dex	18,	Con	—,	Int	10,	Wis	10,	Cha	21
  Base	Atk	+4;	CMB	+7;	CMD	22
  Feats	Flyby	Attack,	Improved	Initiative,	Lightning	Reflexes
  Skills	Fly	+19,	Intimidate	+14,	Perception	+9,	Stealth	+17
  Languages	Common
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	pack	(3–6)
  Treasure	none
  SPECIAL	ABILITIES
  Baleful	Gust	(Su)	Three	times	per	day	as	a	full-round	action	
  that	provokes	attacks	of	opportunities,	a	gale	spirit	can	
  whip	the	wind	around	it	into	a	terrible,	howling	gust.	This	
  baleful	gust	lasts	for	1	round,	and	creatures	and	objects	
  within	a	15-foot	radius	of	the	gale	spirit	are	affected	as	
  if	by	a	gust of wind.	Additionally,	when	the	gust	begins,	
  the	howling	winds	deal	4d6	points	of	sonic	damage	to	
  creatures	in	the	area.	A	successful	DC	18	Fortitude	save	
  negates	the	gust of wind	effect	and	reduces	the	sonic	
  damage	by	half.	The	gale	spirit	is	immune	to	this	ability’s	
  effects.	The	save	DC	is	Charisma-based.
  Create	Spawn	(Su)	A	humanoid	slain	by	a	gale	spirit	
  becomes	a	gale	spirit	in	1d4	rounds.	These	spawn	are	
  less	powerful	than	typical	gale	spirits,	and	take	a	–2	
  penalty	on	d20	rolls	and	checks,	have	2	fewer	hit	points	
  per	Hit	Die,	and	only	deal	1d6	points	of	negative	energy	
  damage.	Spawn	are	under	the	command	of	the	gale	
  spirit	that	created	them	until	its	destruction,	at	which	
  point	they	lose	their	spawn	penalties	and	become	free-
  willed	gale	spirits.	They	do	not	have	any	of	the	abilities	
  they	had	in	life.
  Lifesense	(Su)	A	gale	spirit	notices	and	locates	living	
  creatures	within	60	feet,	just	as	if	it	possessed	the	
  blindsight	ability.	
  Unnatural	Aura	(Su)	Animals	don’t	willingly	approach	within	
  30	feet	of	a	gale	spirit,	unless	their	master	succeeds	at	a	
  DC	25	Handle	Animal,	Ride,	or	wild	empathy	check.
  Gale spirits are the remnants of wicked individuals who 
  have fallen a great distance through the air—usually from 
  bridges or mountainsides—and died alone, broken on the 
  ground, while cursing the world for leaving them to their 
  terrible demise. These malicious creatures haunt the places 
  of their deaths, hungrily seeking victims with whom they 
  can share their fate. Although they are not typically friendly 
  with any creatures, even others of their kind, gale spirits do 
  occasionally work with each other in combat; the result is 
  often a terrible, haunted place of howling winds and spooky 
  terrain that is as unnerving as it is deadly. 
  Gale spirits resemble 2-foot-tall, disembodied heads 
  with twisted features that are eerily similar to those the 
  creatures had in life. 
  Ecology
  Gale spirits’ facial features are the only physical remnants 
  of the individuals they once were. Each gale spirit is 
  still recognizable to those who knew the creature while 
  it lived, even though the undead horror’s seething rage 
  twists its features into something unnatural. A cold blue 
  glow emanates from its translucent face, and wisps of 
  spirit essence trail behind it. Whirling winds typically 
  following the spirit, leaving undulating patterns on the 
  ground as it passes above. This wind screams louder 
  and louder when the gale spirit circles in preparation 
  for a fight, sounding like a gust mixed with screams of 
  agony. Sometimes, gale spirits that had personal ties 
  to the creatures they are attacking convey taunting or 
  tormenting words along with their gales, but more 
  often than not, gale spirits merely scream and howl 
  unintelligibly as they descend upon their victims.
  A gale spirit retains some of its former personality, 
  though the murderous rage that plagues its mind 
  greatly warps its outlook. Even when it’s not attacking, 
  it is capable of speech, though it hardly ever sees any 
  reason for conversation when it comes to the living. A 
  gale spirit rarely has any goals beyond visiting suffering 
  upon others; in this way, gale spirits make their own 
  tortured existence more bearable. If a gale spirit can 
  still feel any measure of happiness, it is only when it is 
  staring at the broken bodies of multiple victims of its 
  whipping winds, waiting for them to rise as its spawn.
  Habitat and SociEty
  Throughout Golarion, there are deadly drops with 
  particularly ominous reputations: bridges that cross 
  deep canyons, thin paths atop sheer cliffs, abandoned 
  manors built on mountains, and waterfalls hundreds of 
  feet tall. Some of these places are tied to myths about 
  specific villainous individuals who fell to their deaths 
  there; less commonly known, however, is that many of 
  86
  
  these myths are actually origin stories for the gale spirits 
  that haunt these areas. Some even say that gale spirits take 
  pride in residing in places with particularly dangerous 
  reputations, and that they sometimes purposely leave 
  straggling survivors to ensure that their 
  malevolent reputations continue to 
  grow. However, it’s unclear whether 
  such pride is characteristic of gale 
  spirits in general, or if individual 
  spirits simply embody the trait. 
  Often, such a haunted place’s 
  dangerous reputation stems from 
  these 
  angry 
  spirits’ 
  activities 
  rather than the natural danger its 
  geography presents. After a gale spirit 
  begins to haunt a place, bodies are often 
  found on these places’ precipices rather 
  than solely at their bases. Strangely, 
  although it seems impossible for these 
  victims to have fallen to their deaths, the 
  ground surrounding each of these bodies 
  appears to be a point of great impact. 
  Though a gale spirit’s spawn tend to 
  haunt the same areas as their progenitor, 
  sometimes forming ravenous packs with 
  their creator, gale spirits usually ignore others 
  of their kind. The exception is typically in combat, 
  when gale spirits sometimes join forces to try to 
  destroy as many living creatures as possible. In places 
  where their numbers have swelled, gale spirits tend 
  to become more communicative. If a traveler listens 
  closely enough, words are audible along with the 
  constantly howling wind up to a mile away. Such 
  phrases are almost always terrible threats or macabre 
  boasts, spoken in Common in a chorus of eerie, barely 
  discernible voices. 
  Gale spirits are most common in rural areas, 
  particularly in mountainous terrain or in forests with 
  extreme elevation differences. They are found in all 
  climates and wander their territories at all times of 
  day, although they tend to avoid bright daylight, which 
  makes it hard for them to see. For this reason, gale 
  spirits attacks are most common at night. Darkness 
  offers them cover from which to surprise victims, kill 
  them, and turn them into hateful progeny. Gale spirits 
  and their packs thrive best in secluded areas that 
  nonetheless have regular foot traffic, which provides 
  them with a slow but steady influx of potential victims. 
  Nearly forgotten religious shrines or abandoned 
  temples of minor deities with dangerous precipices 
  nearby are choice hunting grounds for a gale spirit or 
  two. Although it’s uncommon, some particularly old 
  gale spirits even roam from the sites of their mortal 
  death to other, more dangerous or notorious places 
  that are better suited to attracting victims. Even then, 
  a gale spirit rarely changes its lair more than once in a 
  hundred years.
  With its wide swaths of rural, mountainous areas—not 
  to mention its preponderance of villainous individuals 
  since House Thrune seized control of the nation—
  Cheliax is home to a large number of 
  gale spirits. The northern Menador 
  Mountains, as the location of many 
  evildoers’ hideouts over the years, 
  have been a particular hotbed 
  for the creatures. Some of 
  Cheliax’s more active gale 
  spirits have even been 
  known to venture forth 
  from the mountains 
  onto the plains north 
  of the Barrowood 
  and 
  Whisperwood. 
  Rumors hold that, 
  outside 
  of 
  towns 
  such as Kantaria, the 
  howling of the winds on 
  stormy nights is not a simple 
  weather phenomenon but a 
  chorus of angry gale spirits looking 
  for new victims. An old folktale 
  even tells of murderous 
  triplets 
  from 
  Kantaria 
  who supposedly committed 
  suicide together by jumping off a bluff in the northern 
  Whisperwood rather than face judgment for their 
  crimes. It’s said that the siblings joined together to form 
  a massive, supremely deadly gale spirit that actively 
  tries to lure unhappy citizens from Kantaria into the 
  woods. Such stories are often told to scare children into 
  behaving well, but scholars believe there might actually 
  be some truth to them, and that certain gale spirits with 
  such terrible origins might be far more powerful than 
  those born from lone deaths. 
  Varisia, with its massive Storval Rise and towering 
  Thassilonian ruins, is also a gale spirit hotbed. Scholars 
  posit that Varisia is home to some of the oldest gale 
  spirits in the Inner Sea region, and that some existing in 
  the most rural locales may even have been Thassilonian 
  slave masters. In the wilds outside of Magnimar, it is 
  also rumored that there are a handful of gale spirits 
  that are friendlier to mortals than others of their 
  kind. These gale spirits are said to work with living 
  partners—supposedly individuals who knew the gale 
  spirits while they lived—to lure unsuspecting victims 
  to their territories, where the gale spirits brutally 
  murder them. These gale spirits supposedly have tribes 
  of progeny that number a dozen or more. Their aims 
  in building these tribes—and whether they are under 
  the influence of even more sinister forces—are unclear.
  87
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  HIRACAPATH
  Silvery armor in the shape of a powerful ram barely contains 
  the brilliant radiance shining from within it, and curling, steel 
  horns emerge from its helm.
  HIRACAPATH	
  CR	7
  XP	3,200
  LG	Large	outsider	(extraplanar,	good,	lawful)
  Init	+1;	Senses	darkvision	60	ft.,	scent;	Perception	+12
  DEFENSE
  AC	18,	touch	10,	flat-footed	17	(+1	Dex,	+8	natural,	–1	size)
  hp	94	(9d10+45)
  Fort	+11,	Ref	+6,	Will	+9
  DR	5/evil;	Resist	electricity	5,	fire	5
  OFFENSE
  Speed	40	ft.
  Melee	gore	+14	(1d8+6),	2	hooves	+12	(1d6+3)
  Space	10	ft.;	Reach	5	ft.
  Special	Attacks	nonlethal	mastery,	powerful	charge	(gore,	
  2d8+9)
  Spell-Like	Abilities	(CL	9th;	concentration	+12)
  Constant—air walk
  1/day—plane shift	(self	only)
  STATISTICS
  Str	22,	Dex	12,	Con	21,	Int	3,	Wis	16,	Cha	17
  Base	Atk	+9;	CMB	+16	(+20	bull	rush);	CMD	27	(29	vs.	bull	
  rush,	31	vs.	trip)
  Feats	Greater	Bull	Rush,	Improved	Bull	Rush,	Lightning	
  Reflexes,	Multiattack,	Power	Attack
  Skills	Intimidate	+12,	Perception	+12,	Survival	+12
  Languages	Celestial	(can’t	speak)
  SQ	glorious	nimbus
  ECOLOGY
  Environment	any	(Heaven)
  Organization	solitary	or	herd	(3–16)
  Treasure	none
  SPECIAL	ABILITIES
  Glorious	Nimbus	(Su)	A	hiracapath	sheds	the	blinding	light	
  of	righteous	loyalty,	which	burns	betrayers	and	staggers	
  deceivers.	Their	radiance	increases	the	light	level	within	
  the	area	of	the	aura	by	one	step	and	counts	as	magical	
  light	equivalent	to	a	continual light spell for	the	purposes	
  of	dispelling	magical	darkness.	Chaotic-	or	evil-aligned	
  creatures	that	make	a	successful	melee	attack	against	a	
  hiracapath	take	1d6	points	of	nonlethal	damage.	Chaotic	
  evil	creatures	suffer	2d6	points	of	nonlethal	damage	from	
  striking	the	hiracapath	while	within	the	aura.
  Nonlethal	Mastery	(Ex)	A	hiracapath	can	deal	nonlethal	
  damage	with	any	of	its	natural	attacks	without	taking	
  a	penalty	on	the	attack	roll.	When	making	nonlethal	
  attacks,	the	hiracapath	increases	the	critical	threat	range	
  on	all	natural	attacks	to	19–20.
  Hiracapaths are inhabitants of Heaven—outsiders formed 
  from the celestial plane—but they are not true angels or 
  archons. They exist below the lowest tiers of Heaven’s 
  hierarchy and are commanders of celestial animals, 
  holding no official place among Heaven’s formal ranks or 
  society. They dwell primarily at the base of the mountain 
  that makes up the plane, wandering the idyllic realm 
  alone or in great, golden herds. Despite their placid 
  appearances, hiracapaths act as Heaven’s watchdogs, 
  running down any discovered interlopers and dragging 
  them before more formal authorities for judgment. To 
  hiracapaths, this arrangement is not lopsided; rather, it’s 
  preferable, as it allows them to indulge in their natural 
  affinity for tracking intruders while remaining outside 
  of the official celestial hierarchy, which they find too 
  complex and unappealing, when they even consider the 
  matter at all.
  In its natural form, a hiracapath is as an intangible 
  cloud of soulstuff and celestial energy. Heaven itself 
  provides each glorious creature with silver and steel 
  armor to give it both form and purpose. Clad in 
  gleaming plates, a hiracapath stands 9 feet tall and 
  weighs almost 1,500 pounds.
  Ecology
  Sometimes called the “bulls of Heaven,” hiracapaths are 
  born from Heaven itself, often forming from the souls 
  of loyal mounts and animal companions of righteous 
  heroes. Newly formed hiracapaths burst forth as jets of 
  light and sound from the ground of Heaven’s lowest 
  tiers. Their armor eventually emerges from these same 
  fonts hours later, beginning a long process that is 
  equal parts birthing and unification of their disparate 
  elements. The creatures remember nothing of their 
  creation, and are driven only by an imbued sense of their 
  place in the rigid hierarchy of Heaven’s inhabitants.
  The same force that empowers its existence allows 
  a hiracapath to expertly sap the life energies from 
  enemies without mortally wounding them. In spite of 
  the hiracapath’s bulk and size, its powerful blows strike 
  an enemy carefully, and rarely draw blood or open 
  wounds. Born trusting humanoid masters more than 
  their own judgment, hiracapaths dread the possibility 
  of accidentally injuring or killing a creature that 
  deserved a kinder fate, and under no circumstances do 
  they wish to pass judgment on any creatures themselves. 
  Against foes immune to nonlethal damage—such as 
  constructs or undead—a hiracapath simply wields its 
  curled horns and powerful hooves to devastating effect, 
  trusting that a soulless creature cannot feel the pain 
  it brings, and hoping only to stop, rather than totally 
  destroy, its opponent.
  A hiracapath’s intangible core grants it many 
  benefits, including a shining light that burns evil and 
  the disobedient, plus the ability to tread upon air as 
  if its armor weighed nothing. This same holy light 
  allows them to slip between the planes as they wish. 
  88
  
  Small populations wander Nirvana from time to time, or 
  charge though the borders of Hell and the Maelstrom. 
  As outsiders, they have no need to eat or sleep, but enjoy 
  both—great herds roam Heaven, chewing thoughtfully 
  at mouthfuls of plant matter, dirt, or stones, resembling 
  contented herds of mortal cattle, sheep, or goats. If 
  they spot an intruder, however, the hiracapaths do not 
  hesitate to meet the threat head on, even if they don’t 
  wish to visit mortal harm upon it.
  Habitat and SociEty
  After their emergence at the base of Heaven’s mountain, 
  hiracapaths swiftly define their territory, or join other 
  hiracapath herds without much fanfare. Instinctively 
  knowing their role, hiracapaths serve as vigilant 
  protectors, shepherding celestial animals and guarding 
  against threats from other planes. They suspiciously 
  stalk new petitioners and planar travelers alike, only 
  satisfied when they see newcomers judged worthy by 
  angels, archons, or other celestials. Obvious threats—
  such as the rare fiendish incursion—are dealt with 
  swiftly but mercifully. A hiracapath carries incapacitated 
  foes to the nearest authority figure, and ultimately loves 
  nothing more than praise from its celestial superiors 
  for a job well done. 
  When the threat of invasion is not a concern, 
  hiracapaths enjoy the rigid beauty of heaven. Though 
  herd animals, they can wander off alone to spend 
  extended periods of time in simple but careful 
  introspection. Bold and stubborn, hiracapaths 
  are ultimately gentle creatures who dread the 
  thought of causing undue harm; they move 
  with careful grace across the fields and pastures 
  they patrol to avoid crushing smaller creatures 
  beneath their bulk. Hiracapaths follow a 
  simplified paladin’s code, refusing to hurt 
  helpless opponents and offering assistance 
  to those in need. Thanks to their dull wits and 
  prodigious strength, a hiracapath is often painfully 
  straightforward. For instance, a hiracapath may help a 
  lost traveler by carrying her in a straight line—through 
  any and all obstacles—until the traveler spies familiar 
  surroundings. Or a hiracapath may lead a wayward 
  visitor around the mountains in a winding or circular 
  path, waiting until it comes across a trusted angel or 
  archon who can help direct its charge.
  While hiracapaths’ dogged defense of Heaven seems 
  at odds with their ability to plane shift, they do use their 
  planar traveling ability to pursue enemies who escape 
  justice. Angels joke that hiracapaths’ ability to jump 
  between worlds is a symptom of their stubbornness—
  even the walls of reality can’t sway one of Heaven’s bulls 
  once it eyes a target. Because a hiracapath is unable to 
  bring a target it pursues across cosmic borders, those 
  beasts who leave their home often regretfully switch 
  to deadly force, especially against infernal or other 
  obviously evil prey.
  Other times, high-ranking angels or archons gift 
  the services of hiracapaths to virtuous mortals. The 
  hiracapaths proudly serve as paladin mounts when so 
  called—many filled this same role in life and vaguely 
  recall the sense of purpose it offered. Though rare, such 
  alliances offer valuable training a hiracapath can bring 
  back to its herd, and the majestic beasts themselves serve 
  as proud warriors and surprisingly capable trackers.
  Though many angelic lords of Heaven view them as 
  simple brutes and watchdogs, hiracapaths maintain a 
  special relationship with the empyreal lord Ragathiel. 
  The empyreal lord opens his territories to myriad 
  herds of hiracapaths to serve as both protectors and 
  symbols of strength, and respects the dogged and just 
  nature of the hiracapaths, rewarding those who uproot 
  nascent evils or track down escaped enemies. The 
  General of Vengeance selects those hiracapaths who 
  prove themselves worthy to wander the grounds within 
  his own fortress, and dispatches them as mounts for 
  his messengers and scouts in his wars against the 
  infernal. These hiracapaths are clad in crimson-and-
  gold armor, and their interior nimbuses of golden light 
  are replaced with righteous fire. Such champions of 
  their kind have the advanced simple creature template, 
  and often possess unique abjuration and conjuration 
  spell-like abilities.
  89
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  MERLUCENT
  A mane of long, writhing tentacles crowns this translucent, 
  humanoid figure. A crystalline skeleton supports its faintly 
  glowing flesh.
  MERLUCENT	
  CR	3
  XP	800
  CN	Medium	aberration	(aquatic)
  Init	+7;	Senses	darkvision	60	ft.;	Perception	+7
  DEFENSE
  AC	16,	touch	13,	flat-footed	13	(+3	Dex,	+3	natural)
  hp	26	(4d8+8)
  Fort	+3,	Ref	+4,	Will	+6
  Resist	cold	5
  OFFENSE
  Speed	15	ft.,	swim	40	ft.
  Melee	3	tentacles	+6	(1d4+1	plus	poison)
  Space	5	ft.;	Reach	5	ft.	(15	ft.	with	tentacle)
  Special	Attacks	arcane	echo,	poison,	pull	(tentacle,	5	ft.),	
  vitrify
  Spell-Like	Abilities	(CL	4th;	concentration	+4)
  Constant—detect magic
  3/day—delay poison,	light
  STATISTICS
  Str	12,	Dex	16,	Con	15,	Int	11,	Wis	14,	Cha	11
  Base	Atk	+3;	CMB	+4;	CMD	17
  Feats	Improved	Initiative,	Weapon	Finesse
  Skills	Climb	+6,	Handle	Animal	+4,	Perception	+7,	Stealth	+10,	
  Survival	+11,	Swim	+14;	Racial	Modifiers	+4	Survival
  Languages	Aklo;	telepathy	30	ft.
  SQ	jellyfish	empathy,	transparent	flesh
  ECOLOGY
  Environment	any	ocean
  Organization	solitary,	hunting	group	(3–6),	or	clan	(9–14)
  Treasure	incidental
  SPECIAL	ABILITIES
  Arcane	Echo	(Su)	Merlucents	naturally	filter	arcane	
  energies	from	the	world	around	them,	and	can	produce	
  large	displays	of	magical	power.	Three	times	per	day	as	
  a	standard	action,	a	merlucent	can	replicate	the	effects	
  of	a	single	arcane	spell	cast	within	20	feet	of	it,	directing	
  the	spell’s	effect	and	choosing	a	target	as	if	it	were	the	
  caster.	This	echo	uses	the	merlucent’s	caster	level	rather	
  than	that	of	the	original	spellcaster,	and	a	merlucent	
  can’t	echo	any	effect	with	a	spell	level	greater	than	half	
  the	merlucent’s	own	Hit	Dice	(generally	limiting	it	to	
  second-level	spells).	A	merlucent	can’t	echo	the	spells,	
  spell-like	abilities,	or	arcane	echo	effects	created	by	
  other	merlucents.
  Jellyfish	Empathy	(Ex)	This	ability	functions	as	a	druid’s	
  wild	empathy	ability,	save	that	it	works	only	on	jellyfish.	
  A	merlucent	gains	a	racial	bonus	on	this	check	equal	to	
  its	Hit	Dice	(normally	+4).	Jellyfish	are	normally	mindless,	
  but	this	empathic	communication	imparts	upon	them	a	
  modicum	of	implanted	intelligence,	allowing	merlucents	
  to	train	jellyfish	and	use	them	as	guardians	(though	it	
  does	not	grant	them	skills	or	feats).
  Poison	(Ex)	Tentacle—injury;	save	Fort	DC	14;	frequency	
  1/round	for	4	rounds;	effect	1d3	Dex;	cure	1	save.	The	
  save	DC	is	Constitution-based.
  Transparent	Flesh	(Ex)	A	merlucent’s	transparent	flesh	
  becomes	hazy	and	indistinct	in	water,	granting	it	
  concealment	while	the	creature	is	submerged.
  Vitrify	(Su)	A	merlucent	can	produce	a	polyp	and	implant	it	
  in	the	ear	of	a	willing	or	helpless	creature	over	the	course	
  of	1	minute,	during	which	the	merlucent	is	flat-footed.	
  The	polyp	begins	slowly	consuming	its	host’s	brain,	
  transforming	the	creature’s	flesh	into	a	transparent	jelly	
  and	replacing	its	bone	with	delicate	crystal.	A	creature	
  that	takes	any	amount	of	Intelligence	damage	from	a	
  merlucent	polyp	can	breathe	while	underwater,	but	
  loses	the	ability	to	breathe	air.	If	a	humanoid	creature	
  takes	ability	damage	in	excess	of	its	Intelligence	score,	
  it	transforms	into	a	new	merlucent,	losing	all	abilities	
  or	class	levels	it	previously	possessed.	The	polyp	can	
  be	destroyed	by	any	effect	that	removes	disease,	but	
  the	inability	to	breathe	air	persists	until	a	creature’s	
  Intelligence	damage	is	healed.
  Vitrify:	Implantation;	save	Fort	12;	onset	12	hours;	
  frequency	1/day;	effect	1d4	Int	damage;	cure	2	
  consecutive	saves.	The	save	DC	is	Charisma-based.
  Merlucents are strange creatures formed from the fusion 
  of human and jellyfish. As a species, they are simple-
  minded ascetics. Individual clans claim small stretches of 
  coastline where they hunt fish and shellfish, and scratch 
  strange glyphs into coral, coaxing it to grow in unnatural 
  though beautiful formations. Naturally sensitive to 
  arcane energy, they settle in locations rife with ambient 
  magic, such as along ley lines or near schools of magic 
  built on islands or coasts. Local communities generally 
  consider merlucents to be pests for stripping fishing 
  grounds bare, but the aberrations also keep more 
  aggressive aquatic threats away. This small blessing turns 
  bane every 2 to 5 years when merlucents enter their mating 
  phase and become extremely aggressive.
  To reproduce, each merlucent spawns dozens of ant-
  sized polyps, each of which must mature inside the skull 
  of a humanoid host. Depending on the host, it can take 
  anywhere from days to weeks for the tiny parasite to take 
  over its host’s mind and convert the bony, flesh-covered 
  body into its own adult form. To support their children, 
  merlucents conduct fanatical crusades, kidnapping 
  surface dwellers to act as incubators. Relying on its 
  members’ stealth and paralytic poison, a single clan may 
  snatch dozens of unwary sailors or coastal residents in a 
  single season.
  Merlucents range from 4 to 5 feet in height and weigh 
  around 180 pounds, though smaller or larger specimens 
  may be spawned depending on the size of the host.
  90
  
  Ecology
  A merlucent’s natural ability to sniff out and reproduce 
  arcane magic—as well as its dependence on humanoids 
  to reproduce—is suggestive of unnatural origins, though 
  none of Golarion’s usual culprits known for creating 
  grotesque hybrids have ever been associated with the 
  jellyfish-folk. Merlucents prefer kidnapping arcane 
  spellcasters to host their young, even though they can 
  spawn in any humanoid and their young rarely inherit a 
  host’s spellcasting ability. They also show little interest in 
  the flavor of magic their targets wield. Merlucents were 
  likely an accidental creation, spawned at some unknown 
  point in the past—a grim reminder that magic remains 
  a powerful force beyond any creature’s complete control, 
  and its use may produce unexpected consequences.
  Merlucents are carnivores, eating fish, shellfish, and 
  the occasional seabird—with their translucent skin 
  exposing the digestive process for any to see. They 
  have no need for sleep; instead, they tend to drift with 
  the currents, waiting for small fish to swim into their 
  tentacles. They can wait weeks between meals, and ride 
  the tides for hundreds of miles in a state of torpor. 
  However, they can also become ravenous and deplete 
  entire coves in a matter of days.
  Habitat and SociEty
  Merlucents have little in the way of religion or 
  philosophy, and focus primarily on eating and 
  creating art until the mating frenzy consumes them. 
  Long-established colonies may shape coral reefs into 
  elaborate cave systems over generations, complete with 
  air pockets where they keep captives until the colony is 
  ready to implant them with polyps. While merlucents 
  understand other humanoids to be intelligent, 
  they see them as alien and needlessly complex—
  more akin to termites than neighbors. On 
  rare occasions, merlucents trade with surface 
  dwellers, offering fish, reconnaissance, and 
  scavenged goods in exchange for magic baubles. 
  They rarely use these acquired treasures, instead 
  working them into their ever-expanding coral 
  formations. Merlucents can eventually come 
  to see long-time surface neighbors as beloved 
  pets or a private herd, and show affection by 
  nurturing barnacles to grow on docks and 
  boats to keep the waters clean, or dragging 
  the bloated carcasses of large sea animals to 
  shore for their pets to eat.
  To merlucents’ alien senses, magical auras 
  twinkle like soft music or pleasant lights. They 
  treasure potions or wands as humans might treasure 
  music boxes or other delicate trinkets, and they see 
  arcane spellcasters as itinerant performers. Thanks to 
  merlucents’ fascination with magic, several clans may 
  follow or worship particularly powerful aquatic wizards 
  and sorcerers, but such aggregations rarely outlast the 
  group’s leader.
  After a merlucent rears an indeterminate number of 
  young, a strange new instinct takes over its mind, calling it 
  down into the deepest ocean trenches. These elders form 
  large colonies—sometimes a hundred strong—around 
  thermal vents on the ocean floor. Here, they rear massive 
  schools of jellyfish and cultivate farms of tube worms in 
  vast, swirling formations. Elder merlucents show little 
  interest in eating their livestock, but aggressively defend 
  their colonies against intruders. They become especially 
  aggressive toward deep merfolk, with whom they fight 
  constantly for control of the richest vents. Rather than 
  implanting their young into captive merfolk, merlucents 
  instead hurl their unfortunate enemies into the sea 
  floor’s boiling fissures, cooking them alive.
  91
  WRATH 
  OF THRUNE
  FOREWORd
  PART 1: 
  LOyAL AgENTs 
  OF THRUNE
  PART 2: 
  COUNTER-
  REvOLUTiON
  PART 3: 
  vALOR’s LAsT 
  sTANd
  NPC gALLERy
  MEET THE viLLAiN:  
  LiNxiA BENzEkRi
  kANTARiA
  THRiCE-dAMNEd 
  HOUsE OF 
  THRUNE
  PATHFiNdER’s 
  JOURNAL
  BEsTiARy
  
  92
  Next Month
  Open Game License Version 1.0a
  THE INFERNO GATE
  By Patrick Renie
  The Thrice-Damned House of Thrune wants to seal the 
  Inferno Gate, an uncontrolled portal to Hell, and the 
  nefarious player characters are tapped to accomplish the 
  task. To perform the required ritual, they must acquire 
  key components from a hellspawn thieves’ guild and the 
  Hellknight Order of the Pike, as well as battle angelic 
  foes and the Glorious Reclamation. But before they can 
  complete the ritual, one of the characters’ closest allies 
  betrays them. Will the villains defeat the traitor and close 
  the infernal gate—or better yet, make a deal with a devil 
  for control of the portal—or will they become sacrifices 
  to the Inferno Gate?
  MOLOCH
  By F. Wesley Schneider
  Uncover the terrible secrets of the archdevil known as 
  the General of Hell. The embodiment of unquenchable 
  rage, the Lord of the Sixth ensures that Hell’s armies are 
  unrivaled in legion, cruelty, and skill.
  ROADS TO HELL
  By F. Wesley Schneider
  The routes to Hell are many and varied, ranging from 
  fiendish ferrymen to infernal gates to spells and talismans. 
  Learn how to journey through reality and into the Pit itself.
  AND MORE!
  Surprising revelations in the Pathfinder’s Journal by Josh 
  Vogt! Plus, diverse monsters populate a fresh installment 
  in the Hell’s Vengeance Adventure Path bestiary.
  SUBSCRIBE TO PATHFINDER 
  ADVENTURE PATH
  The Hell’s Vengeance Adventure Path continues! Don’t 
  miss 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 Hell’s Vengeance 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.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  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.
  Bunyip 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 Dermot Jackson.
  Church Grim from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Erica Balsley.
  Foo Creature 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.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Pathfinder Adventure Path #104: Wrath of Thrune © 2016, Paizo Inc.; Authors: Thurston 
  Hillman, with Jason Keeley, Rob McCreary, Kalervo Oikarinen, Josh Vogt, and Linda Zayas-Palmer.
  
  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
  paizo.com
  Tor® is a registered trademark of Tom Doherty Associates, LLC.; Paizo, Paizo Inc., the Paizo golem 
  logo, Pathﬁ nder, and the Pathﬁ nder logo are registered trademarks of Paizo Inc.; Pathﬁ nder 
  Roleplaying Game and Pathﬁ nder Tales are trademarks of Paizo Inc. © 2016, Paizo Inc.
  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 
  house 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 and Pathfinder Campaign Setting are trademarks of Paizo Inc. © 2016, Paizo Inc.
  paizo.com
  Available Now!
  From Golarion’s unique human ethnicities to common foes like orcs, goblins, and strix, 
  this hardcover tome provides rules, history, and cultural details to make the denizens of 
  the Pathfinder world come alive!
  EXPLORE  
  YOUR ROOTS
  Inner Sea Races
  
  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
  Bestiary 5 is the newest indispensable volume of hundreds of monsters for use 
  with the award-winning Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder RPG Mythic Adventures, and Pathfinder RPG Occult Adventures.
  AVAILABLE NOW!
  CREATURES STRANGE BEYOND IMAGINING AND MORE TERRIFYING THAN ANY NIGHTMARE
   LURK IN THE DARK CORNERS OF THE WORLD AND THE WEIRD REALMS BEYOND.
  BesTiary 5
  BesTiary 5
  BesTiary 5
  THE NIGHT 
  IS DARK 
  AND FULL    
  TERRORS
  OF 
  
  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.
  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 Pathﬁ nder 
  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  MARCH 2016
  
  Countless in number on the first 
  layer of Hell, barbazus make fine 
  soldiers in Hell's armies. They 
  serve this purpose just as well 
  on the Material Plane, and since 
  they aren't terribly powerful, they 
  are easy to call to service. Like 
  mortal soldiers, these devils tend 
  to be aggressive.
  earded Devil 
  B
  Though they claim to serve 
  Heaven by spreading its love, 
  these warlike celestials bring 
  only battle with their flaming 
  swords. These holy soldiers 
  frequently clash with our 
  diabolic forces. The best tactic 
  when fighting these creatures is 
  to disarm them.
  egion Archon
  L
  
  T
  he knightly order known as the Glorious Reclamation continues its 
  crusade against diabolic Cheliax, conquering the town of Kantaria, 
  where the goddess Iomedae once ruled as a mortal. The villainous 
  adventurers, now official agents of House Thrune, must retake the town, 
  depriving the knights of a valuable holy site. Can the evil characters 
  earn greater infamy and prestige by dealing the Glorious Reclamation a 
  serious defeat in their most substantial territorial gain so far, or will the 
  knights’ rebellion continue unchecked across Cheliax?  
  This volume of Pathfinder Adventure Path continues the Hell’s Vengeance 
  Adventure Path and includes:
  •  “Wrath of Thrune,” a Pathfinder adventure for 4th-level characters, 
  by Thurston Hillman.
  •  A gazetteer of Kantaria, the first Chelish town conquered by the Glorious 
  Reclamation and sacred site to the faith of Iomedae, by Thurston Hillman.
  •  A look at the history and inner workings of Cheliax’s most powerful noble family, the 
  Thrice-Damned House of Thrune, by Linda Zayas-Palmer.
  •  Devious whispers and dire threats in the Pathfinder’s Journal, by Josh Vogt.
  •  A bestiary of dangerous and exciting new monsters, by Thurston Hillman, Jason Keeley, 
  and Kalervo Oikarinen.
  Hell Hath Fury
  Printed in China. PZO90104
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF103-108 - Hell's Vengeance/Hell's Vengeance - 02 - Warth of Thrune.pdf