A History of Ashes (GM Reference)


Curse of the Crimson Throne

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The bonus to fly for fly spell is 1/2 caster level. Cinnabar is CL 7 so that bonus is only 3. Fly still needs 5 ranks to get to 9 without the fly spell. So still not solved. She needs 5 more skill ranks than she has in order to solve the skills totals, 1 rank in Fly and 4 ranks in Sense Motive.


mjmeans wrote:
The bonus to fly for fly spell is 1/2 caster level. Cinnabar is CL 7 so that bonus is only 3. Fly still needs 5 ranks to get to 9 without the fly spell. So still not solved. She needs 5 more skill ranks than she has in order to solve the skills totals, 1 rank in Fly and 4 ranks in Sense Motive.

Fly:

+4 Good maneuverability (from spell)
+3 1/2 caster level (from spell)
+5 from current Dex
-2 from armor check penalty
===========================
+10, as reported, with no ranks in it.


The spell states that you can "fly at a speed of 60 feet", it doesn't say that you gain a "fly speed".

From PRD "A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8." The fly spell doesn't give you a "natural" fly speed so the maneuverability bonus doesn't apply. So all that is left is:

+3 1/2 caster level (from spell)
+5 from current Dex
-2 from armor check penalty
===========================
+6 total

So it's even worse. To get to 12 on the stat block you need 6 skill points.


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mjmeans wrote:

The spell states that you can "fly at a speed of 60 feet", it doesn't say that you gain a "fly speed".

From PRD "A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8." The fly spell doesn't give you a "natural" fly speed so the maneuverability bonus doesn't apply. So all that is left is:

+3 1/2 caster level (from spell)
+5 from current Dex
-2 from armor check penalty
===========================
+6 total

So it's even worse. To get to 12 on the stat block you need 6 skill points.

Here's the FAQ that states that the bonuses apply to the Fly spell.

EDIT: Coincidentally enough, I was looking up Winged Boots for my group, and they include

Winged Boots wrote:
These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight.


Hmm. The whole paragraph form PRD is:

Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

So if the fly spell granting the ability to fly is synonymous with having a fly speed, then the consequence is that the Fly skill should also be considered a class skill as well. And a single skill point spent on Fly skill would raise the skill total by an additional +4. That would bring her Fly skill, with 1 skill points spent on it, up to +14 (with armor) or +16 (without).

Clearly she should not have any skill points spent in Fly. But at +10 it is too low for the published stat block, and with a single skill point spent, it becomes too high for the published stat block.

I think at this point I will accept +10 and assume that they just forgot to add the -2 ACP when publishing a +12.


In Zenobia Zenderholm's stat block it says that she casts "Divine Power" on Kordaitra. How is she doing that mechanically?


FadetoBlack wrote:
In Zenobia Zenderholm's stat block it says that she casts "Divine Power" on Kordaitra. How is she doing that mechanically?

Mechanically, she shouldn't be able to; I would chalk it up to a dev oversight and give Zenobia Blessing of Fervor to cast instead—which is likely a better spell for her to use anyway, since it can affect multiple creatures.


I have a question which is surely quite absurd, but I have been unable to find satisfying information surfing into various sources and these messageboards.

Is there any reference about the part of the Yondabakari road that travels up the river along its waterfalls until it reaches the top of the Storval Plateau? How far is it from Kaer Maga?


This is surely too late for Zandu, but I just described this to my players as a 3-day journey up switchbacks. It seems to me that the river itself probably has multiple falls and cuts back and forth, but caravans unwilling to brave the Halflight Path can take their time there. My players had no interest when they heard there was an underground tunnel available.

On an unrelated note, I've been running this AP for the past 8 months or so and thought I'd share how I've done harrowings. I skipped the first Harrowing, but for the last three books I've made powerpoint presentations with transitions and effects to use for my players with my pre-selected cards. Then I write descriptions and have Zellara describe the scene to the players. They really enjoy the foreshadowing and it's easy to share, so I thought I'd link them.

History of Ashes Harrowing.


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I had a couple questions relating to the sequence of events in this chapter that feel incorrect and/or vague and I'm hoping someone can shed some light on it. (I'm running from the hardcover edition in case it matters)

It seems to me that events during Trials of Respect progress based on how many Respect Points the PCs have earned, and so certain things don't happen until after the Respect Point total is past a certain point. With this in mind, it seems that the Flameford Assault can't take place until after the PCs have 20+ Respect Points. Assuming this is the case, then there are two contingencies presented that would never come to pass:

1) During the Flameford Assault, one of the Red Mantis assassins "offers the Shoanti an out—if they agree to turn over the PCs to her, or better, aid her in slaying the PCs, she’ll call off her minions and leave the survivors alone. If the PCs have at least 5 Respect Points, the Shoanti roar in outrage and turn down the offer, but if the PCs have 4 or fewer Respect Points, the Shoanti grimly nod and step aside, allowing the full force of six assassins, the Cinderlander, 24 Ashwing gargoyles, and perhaps Cinnabar to focus their attention on the PCs."

It was my understanding that the whole assault won't happen until after the Sun Shaman, Ready-Klar, and their thundercallers leave-which won't happen until the Sun Shaman is ready to commune with his ancestors at the Kallow Mounds-which won't happen until the PCs have at least 20+ Respect Points. So there's no possible way the Shoanti would turn over or slay the PCs at this point, right?

2) After the Saving Krojun encounter, it states "If the PCs save Krojun’s life, he becomes their lifelong friend and ally, declaring them his nalharests. Award the PCs 3 Respect Points."

Isn't it kind of pointless to gain Krojun as a nalharest at this point (aside from RP reasons) because they necessarily must have 20+ Respect Points already in order for this to come to pass?


@Ethanism: The best I can come up with is 'editing error.'

In 3.5 the Respect Points aren't a progress bar but are instead used to determine whether or not the Shoanti go to war with Korvosa while it is weakened.

If they succeed 3.5's Trial of the Totem, they are members of the Sklar-Quah and the Sun Shaman agrees to tell them what he knows regardless of how many or few Respect Points they have. The Flameford Assault occurs in waves and during the final wave Cinnabar offers the Sklar-Quah the 'out' — but since the Flameford Assault assumes the PCs have accomplished the Trial and are members of the Sklar-Quah, the out isn't taken.

In the hardcover edition the going-to-war subplot was dropped entirely. I would wager that the Flameford Assault was one of the earlier bits of History that were cleaned up, but that at the time the final respect point system and use of it as a progress bar to determine whether or not the Sun Shaman is willing to tell the PCs what he knows about the Fangs wasn't finalized yet, resulting in strange conditional events that can't be met in normal gameplay.


Having seen the posts about surviving Cindermaw's stomach and one-turn-shotting random encounters, I'm here just to say that PCs killed Cindermaw in the first round. They were so scared they wouldn't be able to survive that they thought of softening him up first, but, knowing the beast was vulnerable to cold, the alchemist overdid it. TT_TT

Liberty's Edge

Zachiel DM wrote:
Having seen the posts about surviving Cindermaw's stomach and one-turn-shotting random encounters, I'm here just to say that PCs killed Cindermaw in the first round. They were so scared they wouldn't be able to survive that they thought of softening him up first, but, knowing the beast was vulnerable to cold, the alchemist overdid it. TT_TT

I changed it up a little. The Shoanti wanted the party to mimic the legend, survive being swallowed by Cindermaw and escape with Cindermaw still alive. Success earned RP but killing the legendary worm subtracted 1 point. To make matters worse I had a fire giant and ogre hunting party engaged with the worm. The PCs had to defeat the hunting party and then contend with a wounded and enraged Cindermaw. All was going according to plan - the party easily took out the giants and the party brawler jumped up on a boulder taunting Cindermaw. Of course as he was being swallowed the party mage panicked, teleported into Cindermaw's mouth (protected with stoneskin and fire shield)and proceeded to blast him to bits with lightening bolts while making his concentration checks. One dead worm....


Gunny wrote:
Zachiel DM wrote:
Having seen the posts about surviving Cindermaw's stomach and one-turn-shotting random encounters, I'm here just to say that PCs killed Cindermaw in the first round. They were so scared they wouldn't be able to survive that they thought of softening him up first, but, knowing the beast was vulnerable to cold, the alchemist overdid it. TT_TT
I changed it up a little. The Shoanti wanted the party to mimic the legend, survive being swallowed by Cindermaw and escape with Cindermaw still alive. Success earned RP but killing the legendary worm subtracted 1 point. To make matters worse I had a fire giant and ogre hunting party engaged with the worm. The PCs had to defeat the hunting party and then contend with a wounded and enraged Cindermaw. All was going according to plan - the party easily took out the giants and the party brawler jumped up on a boulder taunting Cindermaw. Of course as he was being swallowed the party mage panicked, teleported into Cindermaw's mouth (protected with stoneskin and fire shield)and proceeded to blast him to bits with lightening bolts while making his concentration checks. One dead worm....

I was called to dinner and I forgot to add that the part was of 3 characters only (well they had one more party member but he actually healed cindermaw 3HP while trying to slow him - which caused them to think he got healed of god knows how much damage, maybe all the damage the swashbucker did) and they were one level lower than they should have been (they skipped the whole Akrona palace). I also gave the Advanced template to Cindermaw.

It makes me wonder if anybody has ever rebuilt the encounters for those players who want to be challenged a bit.


My party has a very bad habit of losing sight of their goal(s). As such, they damn near killed Cindermaw, but with the party half-orc swallowed (not the PC they intended to get swallowed... but when the half-orc deals 75 damage to Cindermaw just before the great worm's turn...) and having no dagger to cut his way out...

I called for Wisdom checks at the start of each character's turn, and we actually ended the session basically right there (half-orc swallowed), with the others realizing that Cindermaw was almost dead... close enough to the point that the half-orc cutting his way out might kill it... And Cindermaw ended the night by retreating underground, along with the swallowed half-orc.

Cue an argument between the players over the next week as to if killing Cindermaw would negate their recreation of the legend...

In the end I secretly maxxed Cindermaw's hit points (which I should have done anyway, since I have 6 players), and decided that his fire healing would grand him fast healing X, with X being equal to half the number of dice of the fire effect he was exposed to (minimum 1). Then I decided there was an underground lava flow not too far under the surface, and the half-orc would need to survive 5 rounds in Cindermaw's stomach before the worm had burrowed down to the lava flow, then reversed coarse for the surface.

The half-orc dumped all the charges from his Healing Belt into Cindermaw's stomach, hopefully healing it enough so it would survive him cutting his way out...

A couple rounds later Cindermaw reemerged in the midst of the party, in a fountain of magma, having enjoyed two rounds of Fast Healing 10 (lava does 20d6 for full immersion), and splattered Trinia with a glob of lava (everyone else avoided with a DC 12 Reflex save).

One of the party clerics had cast a Greater Status spell on the half-orc, allowing him to track his health, direction and distance, as well as cast 2nd level and lower harmless spells on him through a mystical link (though the mystical link might have been some other spell effect). So the cleric had been dumping all his spells into converting them into Cure Moderate Wounds spells, trying to keep the half-orc alive long enough to get out (he was taking ~23 damage each round on average? Thanks to some Damage Reduction-granting items).

The half-orc ended up using an arrow to cut his way out. He stupidly waited until the worm was fully above ground before even beginning (telepathic bond allowed the party to tell him the worm was coming back up, and when it resurfaced), then failed to cut his way out in one turn.

The next round, Cindermaw's stomach dealt 35 damage to him (lessened to 27 damage, thanks to DR 8/–) placing him at 0 hit points. Cindermaw then ate the other party barbarian (the one the party intended to be eaten) after the Shoanti Bluffed the great worm into eating him, so he could go rescue the half-orc.

The cleric telepathically told the half-orc to delay so he could heal him. He delayed and was healed up to 11 hit point, so he could finish cutting his way out without falling unconscious. Then the Shoanti was swallowed, and proceeded to cut his way out in one round.

Also, I wasn't happy with any of the miniature options to represent Cindermaw, so I decided to paint my own...

https://imgur.com/gallery/7ojf1lK

That is Reaper Miniatures' Goremaw the Great Worm mini. It is my first creature miniature that I've completed painting. I don't have an air brush, so it took me about 48 hours of work over a 5 month time period.

Most of what I've painted so far is terrain pieces. Here was the Trial of the Totems, last night:

https://i.imgur.com/OKtAnkD.jpg

I made the plateau pieces from 1.5" thick XPS insulation foam.


Does anyone have any idea on how to improve the Sredna rules?
Because right now as the rules are written the worst thing you could ever do is try to Tug, since you will fail draws and the amount of points gained is the same for attacker and defender, while using Dig In gives you a +4 bonus to resist a Tug (That's the same gaining 8 str)
Even if you lose all 3 intimidation checks in the starting rounds, you will still only lose on a Nat 1 same as your opponent, since you should have plenty fort at this point (unless you are someone who really should not have joined this game in the first place)

Lets Consider Trinia for a second, sure her Fort is an abysmal +5 but who needs more anyway, we then cast bull's str on her, she can do that herself she is a bard after all and she then start a inspire Competence to give her a +3 extra to her intimidate bonus giving her a +19 bonus, 2 points more then Krojun, yea there might be a question on how she is maintaining her inspire but lets just assume she whistles at him really aggressively.
Now she has the best chance of gaining the 6 points from the start and with her +3 ini bonus versus his +2 she also has a good chance of going first.
With Bull str and Dig In she now rolls her defending str check with a +6 bonus same as Krojun before he rages, and since she will win draws she has the better chance of winning for the next 3 rounds.
So if we assume everyone keeps rolling the same number, by the time Krojun rages Trinia is ahead of him with 12 points, both of them still only loses on a Nat 1 Fort save, but this lvl 9 Bard is kicking the big scary lvl 13 Barbarians ass so far.
And with his now +9 bonus he is the favourite to win, but she has to lose 4 more rounds before the fort changes from a Nat 1 to Nat 2 and below, while if he loses or draws 3 more times it chances to Nat 3 and below.

Krojun could also just start using Dig In, but then its really just a staring competition until someone rolls a 1, but that seems kinda sad in an barbarian game.


KSB Snow Owl wrote:

Also, I wasn't happy with any of the miniature options to represent Cindermaw, so I decided to paint my own...

https://imgur.com/gallery/7ojf1lK

That is Reaper Miniatures' Goremaw the Great Worm mini. It is my first creature miniature that I've completed painting. I don't have an air brush, so it took me about 48 hours of work over a 5 month time period.

Most of what I've painted so far is terrain pieces. Here was the Trial of the Totems, last night:

https://i.imgur.com/OKtAnkD.jpg

I made the plateau pieces from 1.5" thick XPS insulation foam.

I must have missed these pictures in February, very nice, Snow!


Mouseless wrote:

Lets Consider Trinia for a second, sure her Fort is an abysmal +5 but who needs more anyway, we then cast bull's str on her, she can do that herself she is a bard after all and she then start a inspire Competence to give her a +3 extra to her intimidate bonus giving her a +19 bonus, 2 points more then Krojun, yea there might be a question on how she is maintaining her inspire but lets just assume she whistles at him really aggressively.

Now she has the best chance of gaining the 6 points from the start and with her +3 ini bonus versus his +2 she also has a good chance of going first.
With Bull str and Dig In she now rolls her defending str check with a +6 bonus same as Krojun before he rages, and since she will win draws she has the better chance of winning for the next 3 rounds.
So if we assume everyone keeps rolling the same number, by the time Krojun rages Trinia is ahead of him with 12 points, both of them still only loses on a Nat 1 Fort save, but this lvl 9 Bard is kicking the big scary lvl 13 Barbarians ass so far.
And with his now +9 bonus he is the favourite to win, but she has to lose 4 more rounds before the fort changes from a Nat 1 to Nat 2 and below, while if he loses or draws 3 more times it chances to Nat 3 and below.

Krojun could also just start using Dig In, but then its really just a staring competition until someone rolls a 1, but that seems kinda sad in an barbarian game.

On a D20 check + a number that is the same or just about the same, the dice roll determines the result, much more than the bonus. You are making calculations based on rolling the same result, which does not happen. You are also using a character in this example who can boost her intimidate to a very high bonus, which is not your average character's intimidate. Finally, Krojun can start raging earlier, you don't have to make him wait because the adventure says so.

In my campaign Krojun played against the ranger (who had maxed intimidate) and the barbarian won. It was a close call, though, and the game lasted for a long time, so he still won the barbarian's respect. The rules are fine as they are written, don't worry. And Krojun doesn't have to win. So what is the odds are 50-50 or 45-55? In one isolated game, the d20 will decide the outcome, more than the odds.


MrVergee wrote:


On a D20 check + a number that is the same or just about the same, the dice roll determines the result, much more than the bonus. You are making calculations based on rolling the same result, which does not happen. You are also using a character in this example who can boost her intimidate to a very high bonus, which is not your average character's intimidate. Finally, Krojun can start raging earlier, you don't have to make him wait because the adventure says so.

In my campaign Krojun played against the ranger (who had maxed intimidate) and the barbarian won. It was a close call,...

My problem is not so much who wins or not, don't really expect my group is going to win this game.

It's more about how big a disadvantage it is to use Tug, my example with Trinia was to show how close an NPC 4 levels lower then Krojun could make this game, an NPC they most likely will be travelling with.


When my players entered the Acropolis of the Thrallkeepers they had he 4 boneslayers and Akram, the Truthspeaker wait outside.
How many of those 5 NPCs would be dead at the hands of the Mantis Assassins and the Cinderlander?
All of them dead? Or Akram and 1D4 of the boneslayers?


Or should Akram Dimension Door away, returning to the boneslayers after the Mantis Assassins have gone into the acropolis and the Cinderlander has gone off to meet with other members of the Mantis Assassins? At which point I could have 1D4 be dead, and the rest of the survivors (healed via Akram) join the fight that's happening in the acropolis.

Do you think the assassins or Cinderlander would ensure they're dead or would they leave them to die and continue on with their goals?
Perhaps the Cinderlander cuts off the head of the ones that are dead, leaves his signature of the heads being on a post with crossbow bolts in the eyes and then left as he hears the group coming, which is why they aren't all dead... or something like that? (Pass Without Trace means that they can't track him via Scent, so getting up close and personal wouldn't be a problem.)

Yeah, I think I like that last one... I'll have the Mantis Assassins in the acropolis have some battle damage, which will (hopefully) prompt the group to leave before exploring the rest of the place, Cinderlander takes off before they get out, Akram is missing (but on his way back)...


The Mantis Assassins wouldn't attack someone they don't have a contract on if they aren't actively defending someone they do have a contract on (like in the Flameford assault), and would just go past them to enter the Acropolis. That said, the Cinderstorm would 100% kill them if they didn't go inside to safety, but I'm guessing you didn't use the Cinderstorm if they are outside.


AwesomenessDog wrote:
The Mantis Assassins wouldn't attack someone they don't have a contract on if they aren't actively defending someone they do have a contract on (like in the Flameford assault), and would just go past them to enter the Acropolis. That said, the Cinderstorm would 100% kill them if they didn't go inside to safety, but I'm guessing you didn't use the Cinderstorm if they are outside.

Ah, good point on the assassins not having a contract for Akram and the boneslayers...

So far the group has gone from the Kallow Mounds to the House of the Moon and then to the acropolis. They had the 5 NPCs wait outside, have encountered Krojun and his men inside, explored the top floor, went back into the main room where the assassins were sneaking around. And that's where we ended the session.

So perhaps the assassins went into the acropolis while the Cinderlander attacked the 5 NPCs before being chased off?

Any suggestions on what I should do would be greatly appreciated.


He's a ranger with camouflage in his favored terrain, he doesn't need to fight the PCs or Akram. The book already says that once he has led the 4 mantis assassins to the Acropolis, he just returns to base to await further orders.


I checked the book again and had forgotten that he only goes after lone hunters so therefore wouldn't attack the group of boneslayers.

What did you mean about the Cinderstorm though? (Looking at the hardcover, I don't see anything mentioned about a storm near the acropolis but your post made it sound like there should be one there?)


Hmm, seems they took that part out in the remaster. Old version had the party race against an approaching Emberstorm (not Cinderstorm) as a bit of thematics to reach the Acropolis and take shelter as well as force a confrontation with Krojun also seeking shelter as he stalks the party across the Cinderlands.

History of Ash wrote:
As the PCs approach the acropolis, the sky on the horizon begins to darken alarmingly. A DC 20 Knowledge (nature) check or a quick warning from one of their boneslayer guides confirms the worst—an emberstorm is brewing. Powerful duststorms filled with blasts of burning ash and cinders, these devastating storms are feared by the Shoanti for their swift speed and terrible fury— known as Black Blizzards to most tribes, the advent of an emberstorm could be taken as a bad omen, as the boneslayer companions are quick to point out. The PCs should have plenty of time to find the entrance to the acropolis before the storm strikes, though—see page 74 of Pathfinder #7 for rules if the PCs get caught unprotected in the emberstorm itself.


Oh damn!
That would've been awesome!

In the end, asking where the players had the NPC hangout when they went in to the acropolis, they're at least a kilometre or so away and (I had forgotten) Akram is with them.
So the Mantis Assassins going in without attacking the boneslayers makes perfect sense.


When did people start doing the raid on DH vault? The book says not until 12th level, but it also suggests possibly later when the group is raiding scarwall. I just think they are going to need every harrowpoint they can muster for that adventure(especially my group who are severely will save challenged). The biggest issue is after the battle of flame Ford the sun Shaman tells them the story and it suggests that Zellera gives them the next harrow reading which I like. But I doubt my group will be 12th before then, maybe close.

Combat wise my group will do well Even at 11th...saving throw wise, not so much.


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I had Cinnabar capture Krojun and make an escape with him back to the Vault when she realizes that they are losing ground while fighting the PCs *and* the entirety of Flameford. She issues a warning to meet her there or Krojun dies. (I also have Togomor launch a surprise capture of Kaer Maga with a gate spell keyed to the sewer gate to the Deathhead Vault inside the sewers of both cities while the party is in the Cinderlands, so there is an easy jumping off point for both the Mantis Assassins to quickly get back there and for the party to follow.)

Even if the party has no sympathy for the Shoanti that they have spent so much time trying to earn the trust of and haven't left by the time , when the Sun Shaman and Chief Ready-Klar come back and find out that the party isn't going to get him back, they say that a true Sklar-Quah would not leave Narlhest to die, and they should go and save him if they feel they are so deserving of the information the Sun Shaman is going to impart (saving the ceremony for after they return).

Hope this helps give you some ideas.


The PCs in the game I'm running are going to receive the message to return to Korvosa (where they'll then learn of DH Vault) after completing their quests, probably in the middle of the attack on Flameford.

I'm also adding in a couple of things that Tito Leati, the author of Crown of Fangs, says weren't included in the 6th book due to space limitations.
Short version is:
Guildmaster Boule will, as well as telling them about the secret entrance to DH Vault, will have Ileosa's infernal contract (passed around through people before getting into his hands, with Sabina being the one that took the initiative to get it into the PCs hands so that they can hopefully save the queen.)
See HERE on using the contract against Ileosa. Instead of saying a name at a certain time the group will be told that the contract was signed in the Hall of Wards and they have to go there to call upon the contract devil.
Good thing that the Breaching Festival is about to happen! (So I'll run that after DH Vault, almost as written.)
This will likely work out with the PCs being level 12 for the attack on Flameford and for going through DH Vault, level 13 by the end of that, just in time for the Breaching Festival, which is designed for that level so I don't need to adjust things, and then going on with the normal level-ups as described in the book.

(NOTE: I don't track XP and use milestone levelling instead.)


AwesomenessDog wrote:

I had Cinnabar capture Krojun and make an escape with him back to the Vault when she realizes that they are losing ground while fighting the PCs *and* the entirety of Flameford. She issues a warning to meet her there or Krojun dies. (I also have Togomor launch a surprise capture of Kaer Maga with a gate spell keyed to the sewer gate to the Deathhead Vault inside the sewers of both cities while the party is in the Cinderlands, so there is an easy jumping off point for both the Mantis Assassins to quickly get back there and for the party to follow.)

Even if the party has no sympathy for the Shoanti that they have spent so much time trying to earn the trust of and haven't left by the time , when the Sun Shaman and Chief Ready-Klar come back and find out that the party isn't going to get him back, they say that a true Sklar-Quah would not leave Narlhest to die, and they should go and save him if they feel they are so deserving of the information the Sun Shaman is going to impart (saving the ceremony for after they return).

Hope this helps give you some ideas.

Where is that “like” button? Very good idea on capturing someone from Flameford. I immediate idea is having krojun wandering through the last few encounters with the group may be too powerful. Definitely a good idea going forward.

Thanks for the links warped savant, made for some good reading!


Did anyone use the Shoanti Burn Rider barbarian archetype (Inner Sea Combat) on some of the Sklar-Quah members?

If 'yes', then how did it work out? More effective, less effective, no difference?

(I realise that - as it stands - the CotCT RE makes it unlikely that the party will actually fight any the Sklar-Quah unless the party is particularly rude, hostile, or disrespectful in general. So whether or not the Shoanti have that archetype might be irrelevant.)

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