Dwim's page

Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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Dwim wrote:
But damn I'm trying to figure out the Temple of all gods architecture ... and it's confusing to say the least. And for once, the maps don't help.

Hey guys, I just want you to share that Linda (the author for this book) was kind enough to answer a question I asked on this forum about the incoherence between the temple description and the map. I share it (I think she would be fine with this) so that it can be useful to you as well.

Linda Zayas-Palmer wrote:

If I remember correctly from looking up my initial sketch, the original idea was that if H1-H5 were Floor 1, H6 was floor 2, H12 was below H6 but slightly above H1-H5, and H7-H11 was a basement level. But however you want to connect it for your group'll work just fine :)


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The box itself is fantastic and a great introduction to RPG and/or PF2. I would give those two advice to new GM looking for tips:

1. You might want to look at Kyra's attribute repartition. Kyra is built as a Warrior Priest in the box (even if it's quite clear she isn't, she's never drawn with a shield or armor). That would be fine but her atrocious +1 STR makes her really, really bad at using the scimitar... and she has no attack cantrip or focus spell.

I would advise to give her at least +2 STR, for example by removing the point in CON, as she has enough HP.

2. The Mermaid trap is ... not fun. Thievery DC 20 means even Merisiel will need to roll a 13+ to deactivate one of the 3 mechanisms. It means 9 rounds on average of an annoying combat. Especially because on top of that ...

The mechanisms are way too solid. Hardness 8 is ridiculous, Kyra and Ezren have 0 chance to damage it unless they crank a slot, and Merisiel and Valeros need to roll very high or crit (AC 18!) to do 1-to-4 damage per strike.

To avoid this trap to bore you and your players, I advise to:
- lower the Thievery check to DC 17 (Hard DC for lvl 1)
- lower the Hardness to 5


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crognus wrote:

I created a rules supplement to allow players to use the warg puppies in Hellknight Hill as animal companions or familiars. It also includes a Citadel Altaerein upgrade that allows other classes to gain access to animal companions.

Age of Ashes - Warg Supplement

Any chance this would still be available somewhere ?


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Probably one of the weirdest plot items is how the big boss at the end of a chapter always have the key to the next portal. In most cases, it doesn't make much sense at all.

The key to Mwangi is cool. They invaded using it, so it's a good way to get it.

The key to Kintargo is okay : it's owned by the descendants of the people that fought Dahak, that built the portals and have to defend them ... I guess it makes sense.

The key to Hermea is a stretch but why not. Uri got it from her sister that is on Hermea ... at least there's a reason why that guy would have it.

But I really don't like how people find the two other keys : they key to Kovlar on a gnoll in Ravounel, and the key to Katapesh on a dwarf in Kovlar... It's just a bit too cheap for me.

Did anyone find a good alternative ?