2 - Cult of Cinders (GM Reference)


Age of Ashes

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Hey guys, thanks a lot for your suggestions, I really appreciate it. I'm using milestone leveling too. My group also had conversation with all NPC. Maybe I just grow tired with the old-fashioned dungeon craving (we've been playing RPG from 20 years), where you go from a combat to another, and I would like to find a way to make encounters more interesting. I tried a lot to implement this idea during the module, in particular I made those changes (spoiler, wall of text):

- Akrivel leaders were spread in two more encampments through the jungle. I eliminated the influence point minigame (sounds too videogamey to me) and distributed the events in the three spots

- Jahsi was in the south of the jungle. Some murders were happening around his camp, he claim it was from the cult but after some investigation it turns out it was a redcap summoned by the atrocity made by the cult to the kobold women and child after taking males to the mine (credit for the encounter idea here https://www.reddit.com/r/Pathfinder_RPG/comments/i1b60a/tactics_for_pf2_cri tters_redcaps/)

- Ifiok was not chasing the kishi (my group encountered the beast very early). Instead, I used him to create a "moral dilemma" situation: a couple of human merchants from a taldan small colony in Garund was travelling in the jungle when they encountered the orcs hunting. They saw an orc children, his axe bloodied (he was being initiated to the hunt) and shot him down with an arrow. Now Ifiok is chasing them for revenge and the human ask the group for protection

- Akosa was in the east of the jungle. Three ekujae were kidnapped and he received a letter from the bida asking to leave the area. They obviously go to slain the dragon but the bida meet them in human form along the way, asks about their purposes and misdirect them about his nature, so they prepare to fight a black dragon. When they enter the ruined temple the dragon explain he did not kidnap the elves. It was Albestia (from book 3, in my story she did not die but she was betrayed from Rusty Mae that throw her away from the waystation to lead the coven) that is looking for a way to go back and is interested in studying the pillar magic so is trying to turn the elves again the bida. The dragon promise to leave the area and to reveal albestia location but he wants to infiltrate a settlement (the taldans or the orc, according to how the previous encounter went)

the rest is more or less as written. returing back to the fortress topic I was thinking of a massive combined attack with the ekuaje OR to have them captured and THEN freed thanks to the Ekujae attack.

thanks again :)


Well, yesterday we started the assault to the fortress of Sorrow, I decided to play it this way:

after the distruction of the last pillare the Ekujaes are taking back their control of the jungle. So they meet the group outside the fortress. They planned together the assault and decided to have the Ekujae contingent split in two groups (east and west of the fortress) and attack with arrows. The Racharaks and the militia in the restroom exit from the front gate to confront the Ekujae and the player slip in

this way I managed to eliminate boring (imho!!!) minion combat while keeping consistence with the dimension of an army in their very HQ

the group confronted the golem and then I decided to overpower the door trap raising the DC and making the player failing the ST unconscious. Only the cleric passed the check and he surrendered to the chimera and the dragon priests coming out from Kyrion room. Belmazog comes out from the last room to have some RP conversation. We stopped here, next time they will have to find a way to free themselves and confront Belmazog

I have some embryonic idea, such as having Nketiah, invisible due to the Elvenkind cape, free the group. Maybe I will have her pass them the Gourd home from book 3, to allow some rest without having them retreat. Maybe Jahsi (or Akosa) will be died during the distraction fight, to add some drama. Belmazog will take the animal companion of the druid (a bear) and put him near Kyrion to take his fey power for the ritual. This will give the poor animal some draconic traits and maybe the breath weapon ability


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Colette Brunel wrote:
I do not understand the travel speed in Cult of Cinders at all.

I know this is an old thread but we're just getting started with this adventure and this was something that immediately stuck out to me. The only way for the stated two-hex movement to work is if the hexes are five miles wide instead of ten.

Assuming five-mile hexes fixes both issues. It allows us to keep story progression moving at a good pace and gives groups who cast Wanderer's Guide a third hex on their day's travel (15 miles per day).

Scarab Sages

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Keep in mind that you'll need to change the distance affected by the blindness. At 10 miles per hex, the Ekujae are able to visit the Temple of Ketephys and not be affected by the blindness effect. At 5 miles per hex, they would be.

Myself, I used the hex travel times and hex size described in the AP. No one in my group cared.


IIRC, the hex travel stuff in this book was made before the overland travel rules in the core rule book were finalized, which is why there's this weird inconsistency. I'd recommend using the campaign's rules just because I don't think a slower travel speed makes the hexcrawl very interesting.


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I used the campaign rules for hexes, but I also moved the encounters around to avoid too many pillar encounters in a row. When the party had to backtrack, I just threw in a few 'avoided encounters' with jungle creatures: apes, dire tiger, pteradons, herd of elephants.


So my players just finished this book over the weekend. Still no PC deaths for 4 PCs since day 1 in Breachton!

So in tackling the Fortress of Sorrow, I allowed them to recruit Jahsi and Neketiah to help them. I had previously determined that the blindness was caused by the totems, so they were able to make the approach without being affected. While they did help with Sweetooth, the golem, and the minions in the outside halls, the trapped doors kept the Ekujae elves out and reimposed the blindness.

After a rest to regain spells, the biloki left on their own, and the PCs cleared the central rooms. They pulled Belmazog and her minions back towards the entrance (well, technically it was a fighting retreat after eating 3 fireballs), but while it was a fairly challenging fight, they prevailed in the end.

Knowing a lot of the conversation here about how difficult the Fortress could be, I felt comfortable with a little assistance from the Ekujae and it seemed to work out in the end. Sharing this here in case it helps others.


I feel like the belmazog fight revovles around the ability to free Kyrion.

If Kyrion is free he will DEVASTATE Belmazog and her ilk, even with all the debuffs he's incredibly powerful.

In my game with 6 PC's I added the chimera's to Belmazog and the fight was going heavily agaisnt them, but then the rogue with his cloak of elvenkind managed to disarm the traps and free kyrion and he promptly DESTROYED belmazog's team in one breath and then chomped her down with 2 crits.


AlastarOG wrote:

I feel like the belmazog fight revovles around the ability to free Kyrion.

If Kyrion is free he will DEVASTATE Belmazog and her ilk, even with all the debuffs he's incredibly powerful.

In my game with 6 PC's I added the chimera's to Belmazog and the fight was going heavily agaisnt them, but then the rogue with his cloak of elvenkind managed to disarm the traps and free kyrion and he promptly DESTROYED belmazog's team in one breath and then chomped her down with 2 crits.

very interesting, my group with 4 PC's lacks of rogues so it was almost impossible to free Kyrion smashing the chains due to the very high hardness. The funny part was when, after Belmazog was defeated, the group started an argument about freeing or killing the still imprisoned Kyrion. In fact, red dragons are the pure essence of evil and the cleric was concerned with the possibility of future destruction that Kyrion would cause when he will grow to great wyrm. At the end the wizard and the redeemer set up a touching speech about giving a chance of redemption and the group decided to spare the dragon

Dark Archive

My party just finished this last session.

When they saw Kyrion, the decided not to try and free him (partially because three fireballs really hurt!).

But, once the rogue disabled the skull, Kyrion was free (right before Belmazog went down to a crit).

They immediate befriended him, and brought him back to Citadel Altaerean. The kobolds immediately started worshipping him, though he scares the goblins (and many townsfolk)

There has been a lot of fun role playing with Kyrion, as they explain that eating thinking people is Bad, and stealing the locals livestock is bad.


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This past weekend, our group failed the end-boss fight against Belmazog & Kyrion and failed hard... so hard they decided to drop the Adventure Path entirely.

We sent in the rogue to try to free the captive dragon, who wasted time determining that freeing the dragon was impossible because there were no locks. He studied the magic-blasting skull, too, but concluded that there was no chance of disabling it, either. Wasted turns on a potential ally that (as it turns out) wouldn't have been much help anyway.

The enemy priests all opened with multiple Fireballs affecting the whole party, four in sequence. (Gotta love that huge radius!) Two PCs dropped before getting a single action. The enemy priests then followed with cones of fire breath for their second actions, further toasting the entire party; the healer had no chance of keeping up with that damage output, especially on top of the dragon-skull's blasts.

The melee warriors got a few bad rolls, and the arcane caster's spells all failed (which we're used to; no enemy in Book 2, where "every fight's a boss fight," has failed a save that we've seen). Belmazog didn't really have to do anything.

Afterward, the GM filled us in on the storyline conclusion of what would have happened if we'd won:

GM: "So in looting the place, you find this starknife that looks super-special. In fact, after a bunch of Arcana checks you somehow determine that it's the key to one of the other elfgates."
Players: "Umm... okay? But we weren't looking for another key to begin with."
GM: "Yeah. Still, there it is."
Players: "... Right. Uhh, guess we take it along. And then go home. Because we're not seized with a mad desire to test out every gate. We took down the Cult of Dahak, yay, curse on the valley's broken, we win, we go home to Breachhill."
GM: "Yeah, I get ya. Not really sure how this is supposed to lead anywhere else...."

Group is now deciding what to play next. We're definitely looking for something with a lot more story/RP and lot less combat.


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A level 10 dragon wouldn't have been a helpful ally? Was this a roleplaying decision by the GM? Yes he's wounded, but one more ally means fewer attacks/spells directed at the party and better action economy.

The skull can be disabled with thievery. Did the rogue critically fail a knowledge check or was the DC too high?

Did the party's arcane casters not think to switch to spells that don't require a save? Buffing the party or casting dispel magic on the skull are great options here.

The hook for entering the next gate is in the start of book 3, did your GM not read ahead? Some people think it's not a great hook, but it is indeed there.

I agree with the last part; if your party isn't the kind that would naturally want to investigate the mysterious gates in the basement of their new home, you're probably better off playing another AP.

Dark Archive

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On sidenote, didn't Kyrion already think that eating intelligent people is kinda gross or do I remember something wrong? xD I remember there being some sort of sarcastic line referring to what evil dragons would do

(this thread does make me wonder how many gms in general read ahead though ^^;)

(on sidenote, I get feeling this is one of aps that really benefits from counting exp and letting pcs level up in advance if they have more exp than they should have from completing everything. Mostly since that would help with difficulty of the ap x'D)


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Fumarole wrote:

A level 10 dragon wouldn't have been a helpful ally? Was this a roleplaying decision by the GM? Yes he's wounded, but one more ally means fewer attacks/spells directed at the party and better action economy.

The skull can be disabled with thievery. Did the rogue critically fail a knowledge check or was the DC too high?

Did the party's arcane casters not think to switch to spells that don't require a save? Buffing the party or casting dispel magic on the skull are great options here.

The hook for entering the next gate is in the start of book 3, did your GM not read ahead? Some people think it's not a great hook, but it is indeed there.

I agree with the last part; if your party isn't the kind that would naturally want to investigate the mysterious gates in the basement of their new home, you're probably better off playing another AP.

According to the GM:

*The dragon was at very low HP and had a single attack, which all the enemy priests were immune to anyway.
*The skull was not a trap, so Thievery wouldn't work on it.
*Dispel Magic would have required a check against a DC that the wizard couldn't beat.


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Calybos1 wrote:
Fumarole wrote:

A level 10 dragon wouldn't have been a helpful ally? Was this a roleplaying decision by the GM? Yes he's wounded, but one more ally means fewer attacks/spells directed at the party and better action economy.

The skull can be disabled with thievery. Did the rogue critically fail a knowledge check or was the DC too high?

Did the party's arcane casters not think to switch to spells that don't require a save? Buffing the party or casting dispel magic on the skull are great options here.

The hook for entering the next gate is in the start of book 3, did your GM not read ahead? Some people think it's not a great hook, but it is indeed there.

I agree with the last part; if your party isn't the kind that would naturally want to investigate the mysterious gates in the basement of their new home, you're probably better off playing another AP.

According to the GM:

*The dragon was at very low HP and had a single attack, which all the enemy priests were immune to anyway.
*The skull was not a trap, so Thievery wouldn't work on it.
*Dispel Magic would have required a check against a DC that the wizard couldn't beat.

Kyrion is at 60 hp, enfeebled 4, fatigued, wounded 2, Drained 4. Despite this, he is a level 10 red Dragon and will SLAUGHTER the boggards.

Even with all this, he has +19 to hit on a bite attack vs Belmazog's 28 to AC, He needs a 9 to deal 2d12+12 piercing plus 2d6 fire. And Belmazog isn't immune to fire.
There are 2 priests in there not 4.

The skull is a hazard with the following mention:
Disable Thievery DC 27 (expert) two times to pry the gems embedded deep in the skull’s eye sockets without triggering the sensor, or dispel magic (4th level, counteract DC 22) twice to dispel both eyes.
Level 8 Rogue has Master Thievery, thieves tools, 19 dex, for a total of +19, 27 isn't even hard...
Level 8 Wizard has +16 to spellcasting, needs a 6 on a level 3 dispel magic to dispel.
When you dispel or disarm the skull, the chains fall off kyrion.

This is QUITE OBVIOUSLY a case of bad DMing. The AP has it's flaws, FOR SURE, especially on the continuity front, but this fight has been botched by the DM.

Also the rogue shouldn't look at the lock and know ''well this isnt gonna work'' he should try and roll. And thievery almost always works.

Scarab Sages

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Alastair has beat me to a lot of this, but I'll add my thoughts anyway.

Calybos1 wrote:

According to the GM:

*The dragon was at very low HP and had a single attack, which all the enemy priests were immune to anyway.
*The skull was not a trap, so Thievery wouldn't work on it.
*Dispel Magic would have required a check against a DC that the wizard couldn't beat.

1. Kyrion is in rough shape, but I don't see anything that would reduce his attacks. So he still has jaws and claws. He would get 4 attacks a round with draconic frenzy. He can tear the dragon priests up. And his hit points are low for a dragon, but he still has 60 HP and fire immunity.

2. The skull literally has the trap trait and is disabled with two Thievery checks (one for each eye gem) or dispel magic.

3. How is DC 22 unbeatable by an 8th level wizard? Although it does need to be prepped at 4th level, and one is needed for each eye.

Quote:
The enemy priests all opened with multiple Fireballs affecting the whole party, four in sequence. (Gotta love that huge radius!) Two PCs dropped before getting a single action. The enemy priests then followed with cones of fire breath for their second actions, further toasting the entire party; the healer had no chance of keeping up with that damage output, especially on top of the dragon-skull's blasts.

Do you mean second turn? Casting fireball is two actions, and their breath weapon is two actions. There's no way they can open with both those attacks. And did you have 6 players? By default there are only two dragon priests.

Did everyone just fail all their saves? Fireball averages 21 points of damage. While it's certainly possible to drop someone with four in a row, it seems unlikely. (This is also why I don't group enemies in initiative.) And how did they manage that without toasting Belmazog? In my game, they were pretty careful with fireball because they didn't want to harm their cult leader.

The skull is worse, but only has two attacks and cannot attack the same target twice. It also can't attack people directly below it.

As for the general motivations, yes, you need to have a natural curiosity and want to explore the gates. But you should have learned that Belmazog is aligned with the same people Voz is, and that the gates are dangerous and possibly exploitable in some way. That alone should be reason enough to keep exploring them.

Honestly, it's no different than any dungeon. Why do we keep going deeper into this thing when some of us can die? Each gate is no different than the next door a party kicks down. If the party isn't interested in what riches might lie on the other side, I'd question why they ever showed up to a "Call for Heroes" in the first place.

This is one of my favorite APs. It requires some cooperation from the players to go from gate to gate but I think it's fantastic. I love the story, I love some of the big reveals, there is a lot of downtime for the party to try new things, and generally not a sense that they're on the clock. It's one of the most leisurely placed APs I've run.

Dark Archive

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Calybos1 wrote:
Fumarole wrote:

A level 10 dragon wouldn't have been a helpful ally? Was this a roleplaying decision by the GM? Yes he's wounded, but one more ally means fewer attacks/spells directed at the party and better action economy.

The skull can be disabled with thievery. Did the rogue critically fail a knowledge check or was the DC too high?

Did the party's arcane casters not think to switch to spells that don't require a save? Buffing the party or casting dispel magic on the skull are great options here.

The hook for entering the next gate is in the start of book 3, did your GM not read ahead? Some people think it's not a great hook, but it is indeed there.

I agree with the last part; if your party isn't the kind that would naturally want to investigate the mysterious gates in the basement of their new home, you're probably better off playing another AP.

According to the GM:

*The dragon was at very low HP and had a single attack, which all the enemy priests were immune to anyway.
*The skull was not a trap, so Thievery wouldn't work on it.
*Dispel Magic would have required a check against a DC that the wizard couldn't beat.

^_^; I do kinda get feeling yer gm misread lot of stuff


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Judging by your posts here and in the PF2 General, you should really have a conversation with your GM. It sounds like they've got a lot of incorrect information about the rules and how to run the game.


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AlastarOG wrote:
When you dispel or disarm the skull, the chains fall off kyrion.

Not quite. The chains crumble when Dahak's Skull is destroyed, not disabled. It's explicitly mentioned in the hazard text.


Fumarole wrote:
AlastarOG wrote:
When you dispel or disarm the skull, the chains fall off kyrion.
Not quite. The chains crumble when Dahak's Skull is destroyed, not disabled. It's explicitly mentioned in the hazard text.

You are quite correct sure and I had misread that.

Guess I made that fight easier for the PC's!

I did add the two chimeras from the room before to this fight though so I don't feel bad.


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TomParker wrote:
3. How is DC 22 unbeatable by an 8th level wizard? Although it does need to be prepped at 4th level, and one is needed for each eye.

Dispel magic will work at 3rd level with a regular success, or 2nd level with a critical success (p. 459 of CRB).

I misplayed the dragon pillars as I didn't notice the counteract level, or misremembered the rule. The druid in my party disabled them all with normal success using dispel at 2nd level. Technically he had a 4th level slot unused each time, so it's not like he was extra powerful. At least my error was in the party's favor, which I don't mind so much.

Our next session the party will tackle the Fortress of Sorrow so I will be sure to run it correctly, though I suspect the druid will only prepare it in his highest level slot moving forward after I informed him of my mistake.

Scarab Sages

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Fumarole wrote:
TomParker wrote:
3. How is DC 22 unbeatable by an 8th level wizard? Although it does need to be prepped at 4th level, and one is needed for each eye.
Dispel magic will work at 3rd level with a regular success, or 2nd level with a critical success (p. 459 of CRB).

Whoops! Yes, absolutely correct. 4th level is the hazard's counteract level in the Skull's stat block.


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Calybos1 wrote:

According to the GM:

*The dragon was at very low HP and had a single attack, which all the enemy priests were immune to anyway.
*The skull was not a trap, so Thievery wouldn't work on it.
*Dispel Magic would have required a check against a DC that the wizard couldn't beat.

I'm currently GMing Cult of Cinders. And your GM is Flat. Out. Wrong. Full Stop. Period.

The dragon is low on HP, and has a bunch of nasty conditions, but he's still a level 10 red dragon, with three actions per turn to make attacks (or do other things). Further I have no idea where your GM got the dragon can't make attacks that hurt the dragon priests; they are immune to fire, not physical damage. Also note, Belmazog isn't immune fire.

Regarding the Skull, I am completely lost. The stat block not only has the Trap trait, it has the the Disable DC for Thievery checks. Same story for the dispel magic; the DC is only 22 and its a 4th level effect, so a 3rd level Dispel Magic will work on it 75% the time for an optimized 8th level wizard.


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Regarding the Skull, you could also smash the gems with attacks:

AC 24; Fort +17, Ref +8
Hardness 14, HP 56 (BT 28); Immunities critical hits, fire, object immunities, precision damage.


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Calybos1 wrote:

This past weekend, our group failed the end-boss fight against Belmazog & Kyrion and failed hard... so hard they decided to drop the Adventure Path entirely.

That is unfortunate to hear. I have some questions about this fight:

Calybos1 wrote:


The enemy priests all opened with multiple Fireballs affecting the whole party, four in sequence. (Gotta love that huge radius!) Two PCs dropped before getting a single action. The enemy priests then followed with cones of fire breath for their second actions, further toasting the entire party; the healer had no chance of keeping up with that damage output, especially on top of the dragon-skull's blasts.

How many dragon priests did you face? As written there are two, and in a different post you mentioned your GM is running encounters as written, and not scaling them up for your party size.

Were there more than two dragon priests?

Calybos1 wrote:


The melee warriors got a few bad rolls, and the arcane caster's spells all failed (which we're used to; no enemy in Book 2, where "every fight's a boss fight," has failed a save that we've seen). Belmazog didn't really have to do anything.

Can you clarify what you mean "the spells all failed"? The fights in book are not all "boss fights" by any stretch. Many of the encounters in the jungle are rated Severe, mostly because they are the only fight the PCs will have in the adventuring day, but even that aspect is misleading; the XP of the encounters include the Dragon Pillars. Once you know how the pillars work (and their glaring weakness), they are easy to dispatch.

I'm also struggling to understand how all monsters are saving against spells. This sounds like hyperbole to me. There is often a tendency to remember the bad rolls while forgetting the good ones.

There are no fights against L+3 monsters in Module 2, only a few L+2 fights. Even against an L+2 creature, spells should be landing 40% - 50% of the time.

Calybos1 wrote:


Afterward, the GM filled us in on the storyline conclusion of what would have happened if we'd won:

GM: "So in looting the place, you find this starknife that looks super-special. In fact, after a bunch of Arcana checks you somehow determine that it's the key to one of the other elfgates."
Players: "Umm... okay? But we weren't looking for another key to begin with."
GM: "Yeah. Still, there it is."
Players: "... Right. Uhh, guess we take it along. And then go home. Because we're not seized with a mad desire to test out every gate. We took down the Cult of Dahak, yay, curse on the valley's broken, we win, we go home to Breachhill."
GM: "Yeah, I get ya. Not really sure how this is supposed to lead anywhere else...."

That is a pretty bad summary by your GM; there is far more exposition the PCs learn than just "you find a starknife". To be fair, it does require the players to be motivated to want to unravel a mystery.

Scarab Sages

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Magnus Arcanus wrote:
That is a pretty bad summary by your GM; there is far more exposition the PCs learn than just "you find a starknife". To be fair, it does require the players to be motivated to want to unravel a mystery.

It's not even with Belmazog, as written. When the PCs best the cult, the Ekujae entrust them with the starknife, which they were holding along with the arrowhead. It sounds like a lot of things went off the rails in the OP's game.


Well, just had my first character deaths of the game in the fight with Belmazog. That skull is absolutely brutal. I wish I had noticed how high its stats are compared to GMG guidelines, but I don't have much experience with building hazards. Like holy hell, this is a 6th level hazard whose offensive stats are more appropriate for an 8th level hazard.

Didn't help that the two characters who went down were both the characters with healing (occult witch and cosmos oracle). They both went down to crits from the skull and failed their first recovery check, and the monk tried to stabilize the witch but ended up killing her with a crit fail while the oracle failed her last recovery check.

Going to offer the party options for reincarnation in Akrivel, or they can go on a short quest to gain access to the Resurrect ritual.

Scarab Sages

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Salamileg wrote:

Well, just had my first character deaths of the game in the fight with Belmazog. That skull is absolutely brutal....

Didn't help that the two characters who went down were both the characters with healing (occult witch and cosmos oracle). They both went down to crits from the skull and failed their first recovery check, and the monk tried to stabilize the witch but ended up killing her with a crit fail while the oracle failed her last recovery check.

That's rough. None of these characters had any hero points left? The skull was really a non-issue for my group. It's been awhile (they'll be facing Veshumirix in our next session) but I think they dispatched it pretty quickly with a couple castings of dispel magic.


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My party will likely face Belmazog in our next session. I am wondering if I should make them save versus Kyrion's frightful presence when they enter the ritual chamber. By RAW I think they must, but since he is unable to act initially I am thinking of being lenient. Perhaps I can give them a circumstance bonus, maybe +2. I am also not going to roll a save for the cultists as they would have been used to Kyrion being in such a helpless state, though if he gets free I will have them make an immediate check.

What do you guys think or what did you do in your game?

Scarab Sages

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I didn't bother with it at all.

The Bestiary states that creatures that have spent a long time in another creature's aura may become immune to it, so having Kyrion not affect the cultists seems logical. I also thought that creatures could choose not to activate or suppress something like Frightful Presence; I feel like Kyrion would be more than happy that people are attacking Belmazog.

Also, my party never got around to freeing Kyrion. They took Belmazog down pretty fast.

Dark Archive

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I'm also pretty sure that frightful presence is more about "OH NO WE ARE BEING ATTACKED BY A FRICKING DRAGON" so making it apply to your "allies" if Kyrion is freed and helps the party would be bit silly :p


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And yet chromatic dragons have the same frightful presence. I think I will go for the roll, with a bonus, and flavor it such that any characters affected by it aren't so much frightened of Kyrion as awed by him, intimidated by his power, (with the same mechanical effects) as they had never seen a live dragon before, let alone this close up. When Kyrion gets free and attacks the cult (if they're still around) I'll have the effects immediately drop as they see he is an ally.

My concern is the party will see a red dragon and immediately kill it, as they have been quick to slay other far less dangerous creatures. I'm trying to instill in them that Age of Ashes specifically, and Pathfinder 2 generally, are very keen on presenting creatures that run counter to stereotypes of their kind that might be in the average gamer's mind.

Perhaps I will put Kyrion in the party column for Combat Manager (I use hidden names, so instead of question marks they will see his name if he is in the party column). This should be a pretty clear indicator he is not a foe. Still, players gonna player, so anything could happen.

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Doesn't frightful presence only trigger on attacks anyway or was that only in 1e?

(I don't think it helps if you want them to see Kyrion as ally if Kyrion debuffs the party members :P)

(I do think its okay to signal players "ye can also solve this encounter by releasing the dragon" that its indeed game objective and not stupidity test)


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Frightful Presence (aura, emotion, fear, mental) A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.


About Kyrion, i'm actually quite concerned 'cus one of my players is a Red Dragon Instinct Barbarian who abhors them. Suggestions?

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MFenris wrote:


About Kyrion, i'm actually quite concerned 'cus one of my players is a Red Dragon Instinct Barbarian who abhors them. Suggestions?

Well besides changing color, you could make it clear there isn't much in defeating dragon begging for help and that its very big jerk move :p Do note that their anathema is that they have to "defeat" a dragon and there isn't much defeating being done in this situation

In general, good thing to remind players is that dragons begging for help is EXTREMELY rare as all of them have huge egos, especially red dragons. So that happening in itself is really unusual


MFenris wrote:


About Kyrion, i'm actually quite concerned 'cus one of my players is a Red Dragon Instinct Barbarian who abhors them. Suggestions?

They'll probably kill big K. And that's ok, he's not critical to the plot. With this character's death, the thread of prophecy won't be severed.

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It would be lame though ;P How many times you get chances to have red dragon buddies? Imagine wasting yer only chance


TomParker wrote:
Salamileg wrote:

Well, just had my first character deaths of the game in the fight with Belmazog. That skull is absolutely brutal....

Didn't help that the two characters who went down were both the characters with healing (occult witch and cosmos oracle). They both went down to crits from the skull and failed their first recovery check, and the monk tried to stabilize the witch but ended up killing her with a crit fail while the oracle failed her last recovery check.
That's rough. None of these characters had any hero points left?

That is one point worth mentioning for our group. The GM had pre-emptively ruled before our first session that hero points did not exist and would not be used because they were 'way too cheesy.'

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O_o; Err, okay. Guess GM got what they wanted?

Sorry, but that combined with other shenanigans yer GM misunderstood or altered while presenting it as "I didn't change anything really" makes me pretty sus of them x'D


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Calybos1 wrote:
TomParker wrote:
Salamileg wrote:

Well, just had my first character deaths of the game in the fight with Belmazog. That skull is absolutely brutal....

Didn't help that the two characters who went down were both the characters with healing (occult witch and cosmos oracle). They both went down to crits from the skull and failed their first recovery check, and the monk tried to stabilize the witch but ended up killing her with a crit fail while the oracle failed her last recovery check.
That's rough. None of these characters had any hero points left?
That is one point worth mentioning for our group. The GM had pre-emptively ruled before our first session that hero points did not exist and would not be used because they were 'way too cheesy.'

Oof, that is rough. Your GM absolutely made the game harder for you. My players have been in many situations where hero points have saved their skins. The usefulness of being able to re-roll a critically failed saving throw cannot be overstated.

Scarab Sages

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Calybos1 wrote:
That is one point worth mentioning for our group. The GM had pre-emptively ruled before our first session that hero points did not exist and would not be used because they were 'way too cheesy.'

Yikes. Hero Points are pretty integral to PF2. They've saved many characters from death and critical failures in the game I'm running, and rerolls have gotten off some key actions that would have failed otherwise. There's a reason the rule changed from one Hero Point per level to one at the start of each session, with more being distributed throughout.


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At that point I think it's safe to say that your group's problem is not the AP but a GM who does not understand the game at all, does not have any kind of firm grasp of the rules and hasn't cared to actually read the adventure. In short, this is a very bad - and, it seems, antagonistic - GM in my view, and that is your problem.


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MCorax wrote:


About Kyrion, i'm actually quite concerned 'cus one of my players is a Red Dragon Instinct Barbarian who abhors them. Suggestions?

I'd just make him green or blue if you definitely want to keep him around, otherwise you need to rely on the barbarian realising you can't defeat something that's already defeated.

Scarab Sages

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MCorax wrote:
About Kyrion, i'm actually quite concerned 'cus one of my players is a Red Dragon Instinct Barbarian who abhors them. Suggestions?

I hope they keep him around. My group was instantly won over. They assumed he was dead when they entered the room and took pity on him when they ran past him and he asked for help. I'm very much looking forward to his return in the final book.

I think dragon instinct barbarians can be a lot of fun in this AP. My group's dragon instinct barbarian reveres gold dragons, so I really can't wait for the debate with Mengkare in the final book. I'm thinking of cooking up some mechanic (with her cooperation, of course) where she always agrees with the wisdom of Mengkare. Something simple like a diplomacy check against the bard's diplomacy DC.

She'll likely fail every time but it will be entertaining and good roll play, I think. I think that debate encounter is tough enough, though, so I don't want to do anything where she'll significantly sabotage their efforts.


Hello. A simple question that I haven't found anywhere : Can't the players just get around the pillars to avoid the rays ? They cannot turn around, and they only see in front of them.


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Kadmilos wrote:
Hello. A simple question that I haven't found anywhere : Can't the players just get around the pillars to avoid the rays ? They cannot turn around, and they only see in front of them.

I do not see any text in the adventure to support this, and since facing isn't a thing in Pathfinder the pillars can attack in all directions.


Fumarole wrote:
Kadmilos wrote:
Hello. A simple question that I haven't found anywhere : Can't the players just get around the pillars to avoid the rays ? They cannot turn around, and they only see in front of them.
I do not see any text in the adventure to support this, and since facing isn't a thing in Pathfinder the pillars can attack in all directions.

I have the pdf in french so I don't know exactly what is written on yours, but page 28 it says "A dragon pillar sees from its empty eye sockets and can recognize Ember Claws and their allies."

And they shoot eye beams.
We can see on the illustration that the eyes don't have visibility behind the pillars.


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I just assumed the pillar can turn in place.


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TheDoomBug wrote:
I just assumed the pillar can turn in place.

Indeed. In my game, when the party first encountered one (that wasn't broken) I described the pillar's head as rotating in a circle, as if it is constantly on the lookout for danger. They are magical, after all. Allowing the party to simply walk behind a pillar to defeat it renders them pointless.

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