Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)

3.60/5 (based on 35 ratings)
Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)
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Dawn of a New Age

Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with "Hellknight Hill"—a complete adventure for 1st- to 4th-level characters.

ISBN: 978-1-64078-173-3

"Age of Ashes" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (761 kb zip/PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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PZO90145


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Average product rating:

3.60/5 (based on 35 ratings)

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A good first leg

4/5

—The Good: This is a fun adventure, in a classic style. There’s a bit of dungeon crawling, some fun role playing opportunities, and a good plot hook. It does a nice job of foreshadowing future legs of the AP, and sprinkling in interesting bits of Golarion lore.

It also has several encounters which can be resolved without combat in one way or another, and a number of non-killing things XP awards, cutting down on the combat grinding feel the PF1 older APs sometimes have.

—The Bad: As some other reviewers mentioned, it did seem a bit rushed in parts. (For example, avoiding spoilers, there’s an opportunity in the second half to parley with the leader of some potential opponents, but no guidance with respect to how this might go; an NPC who we’re told will leave the party after a certain point, but then descriptions of what the NPC will say at various points after that; and a place where you’re directed to another entry for details of how a different NPC might come to help, but in that other entry no mention of this.)

There's also one encounter (GM reference: the one in D3) which is a potential TPK for parties that aren't careful. This is something GMs will want to be aware of, and potentially weaken a bit.

—The Pretty: Fantastic production values, with beautiful maps, great art, attractive layout, and a helpful DM toolkit collecting useful information for the DM.

—Rating: 4.25/5 stars.


Solid Intro

4/5

Pros:

Interesting monsters (Lots of variety)

Solid Story (Some plot holes)

Awesome use of skill checks (Great to see how the new system is used and plenty of examples for people to get a feel for new system)

Maps are fantastic (My opinion)

Cons:

Feels rushed (Plot holes,typos,some people and events don't make sense, art that doesn't match up to descriptions)

Forcefed SJW content ( Paizo is getting really bad for doing this and not touching on subjects that they feel are offensive or controversial)

Unrealistic NPCS ( Paizo used to have great NPCs but I feel this gender equality and love everybody shift is really hampering having a product that properly portrays the innate hatred and biases that fantasy races do have.)




Excellent Start

5/5

For a group that is "starting over" with 2E (We came into 1E late & were a bit overwhelmed with the complicatedness), this is a great place to begin. There is lots of exploration, action, and intrigue, and enough room left to introduce custom content for your group. Looking forward to running this.


A ok intro but not mutch else

3/5

It introduces the new edition with a serviceable dungeon crawl, but thats about it. The dungeons ok tho theres some odd bits with all the treasure the hell knihgts left behind. They moved out after getting a new base. Whyd they leave so mutch stuff? There a hell knihgt there to get some family heirlooms but no explanation why his parents left it. Did the hellknihgts just hier a realy lazy moving agency? And there vert littel adventure in the town getting to know it. Once again the adventure is serviceable just not mutch else. But for pros the dungeon has lots of diplomacy options, peacful goblins, kobolds you can talk to, villans you can interrogate. So thats good, and tge arts mostly good cept for like one charicter. Tho that poor haflings stubbel looks photo shopped on. Defently not as good as burnt offerings and probably wont play it cuase there just not mutch to it. Honestly its just kind of dull, but hey if you like dungeon cralls and want to play 2nd edion here you go


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Paizo Employee Creative Director

KaiBlob1 wrote:
James Jacobs wrote:
yak117 wrote:
Are there any plans for this to go back into print?
Not at this time, as far as I'm aware. We typically don't reprint individual volumes of softcover books.
Any plans for an Age of Ashes hardcover? I love this AP, one of the best thats been printed, but it could also definitely use a balance pass lol.

No plans to do a hardcover for it.

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