2 - Cult of Cinders (GM Reference)


Age of Ashes

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After a couple weeks' delay due to life issues, I finally got to run the social events section at the beginning of the book with my group.

The party surprisingly enjoyed the event, and the dance contest ended up being their favorite, with the party deciding to have head-to-head dance-offs between each other for the title of party's best dancer. Probably spent 45 minutes just on this event. The monk was the eventual champion.

I decided to present everything exactly as written in the book, including the romance portion that I previously questioned. My group reacted pretty closely to how I expected. Two of them thought it was weird that a someone would invite strangers into their personal family matters. None were comfortable with getting involved, with one specifically stating that they'd be concerned with messing something up with potentially disastrous social fall-out. The wizard was the only one remotely interested in the story, but mostly because he wanted to watch other people try (his character is terrible at social skills).

Second favorite section was the chili eating contest, which was interestingly won by the sorcerer with a combination of lucky rolls and a high deception ability.

I took the advice to pick rewards for the part of 6th level items appropriate to each individual character, and that went over really well. I super like this aspect of treasure reward design in the new AP's. It's a bit more work for me to try to find things that each individual party member would like, but the excitement they all showed when they got something cool that worked well with their character concept was really gratifying.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Saldiven wrote:
I took the advice to pick rewards for the part of 6th level items appropriate to each individual character, and that went over really well. I super like this aspect of treasure reward design in the new AP's. It's a bit more work for me to try to find things that each individual party member would like, but the excitement they all showed when they got something cool that worked well with their character concept was really gratifying.

Before I started my campaign I sent a questionnaire to each of my players about their characters. One of the questions was "Do you desire a mid/late game magic item/feat/spell/power and if so, which one?" That helped me immensely when I was doing prep for this book.


Question on the Fortress of Sorrow.

In the book it reads :" Belmazog can lower or raise Dahak’s shell from within area C9, and she does so whenever cultists need to come or go from the site."

Now I can't get my head around what exactly can submerge? The outer ring of pillars? The clay fortress wall or the actual structure?

I would assume the actual structure, but the main door is just a wooden palisade, so submerging would flood the entire complex?

Thanks for your insight!


The shell is the barrier isn't it? So no structural damage from lower a building under the swamp.


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I think it is meant like raising shields in Star Trek, where raising the shield means turning it on and lowering the shield means turning it off.

"Adventurers are approaching. Shields up!"


Thank you Fumarole. That makes a lot of sense!


Did anyone have to spell out to their players that they need to destroy the pillars you find in the jungle to lower the barrier at the Fortress? My guys found the fortress before destroying any pillars and spent maybe 2 real time hours trying to get through. "I throw a rock at it/the pillar" or "I throw alchemist's fire at/I attack the pillar" or trying to dig it out and throwing a rope around it in the hopes that it would fall over (I actually don't know how that would work anyway so I said it didn't work). Then one of them actually walked into it, and if it wasn't for a hero point reroll he would have been a permanent statue. After a while I let them roll a knowledge Arcana and let them remember what the other pillars did (channel divine energy) and eventually got the hint.

Then they didn't want to fight the bida to get to the red pillar, but when it offered them 3,000 gp to leave the bard actually successfully intimidated it which initiated combat.


It's been awhile but I'm pretty sure a conversation with the leaders of the elves about the pillar right beside hunter gate pretty much told them they needed to destroy the others.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There are indeed hints in the beginning of the adventure, both from the broken pillar at Huntergate and a conversation with Nketiah.

Cult of Cinders page 12 wrote:
Though the statue is both broken and incomplete, a PC who succeeds at a DC 22 Arcana, Occultism, or Religion check to Identify Magic can discern a vague impression of what the pillar was meant to do: amplify divine power and channel it back to an unknown focus, while also directing an unknown magical effect at any creature with local Ekujae heritage.
Cult of Cinders page 24 wrote:
“When I studied the broken pillar that the Cinderclaws left behind in the temple after we drove them off, I could tell that some of it was meant to channel power against my people in particular. The Darkness has a grudge against us, and I think the Cinderclaws are using the power of that grudge to keep the Ekujae from striking back against them where it matters most: at the seat of their power. So, what would you say if I asked you to investigate the jungle to the east? If I am wrong and you end up blind, I promise to heal you—free of charge!”


Pathfinder Adventure Path Subscriber

Hi All,

I've read through the first 2 GM reference threads, and have my party of 5 relatively experienced players ready to fight Belmazog, and we keep coming up against this same challenge (that I've seen referenced here a few times).

The game is too, damned, hard. I've killed 2 players against Malarunk, and now 3 in the Fortress of Sorrow. I've tried pulling punches here and there, having enemies act a bit out of character to not TPK the guys (we play a more character-driven adventure, so killing their characters is a big deal, my Dwarven Paladin of Torag almost quit the table).

Are my players under-levelled gear/armor wise, and we don't understand the rune system? (Chimera rolled a natural 6 and was able to blast away my rogue / rolled a natural 2 and passed a save DC), or do I need to executively take 10% off of every enemy's stat block to make it feel fun.

I'm loving AoA some far, it's allowed me to pull some story-telling tricks to keep my party interested, and the core premise of Breachill being a Utopia-ish town.. but strangely unnatural has my party very excited, and my Starfinder guy squeals whenever we find an Aiudara (he thinks we're going to Castrovel in this AP).

Any thoughts or suggestions would be most appreciated, thank you all!

Quick Edit: I'm seeing posts from the Play test that suggest you should add +1 to your AC per character level, I'm imagining that is a relic of the playtest and not applicable to AoA. Clarity there would help too!


This sounds more like a general question than an AoA one, but what is your party comp like? How do they utilize their "third action"? What spells do they buff and debuff with?

It seems that many players coming from PF1 to PF2 are having a lot of trouble adjusting to the system. I'm surprised that people went down to Malarunk because at my table (and from what I've been hearing), he was a cakewalk compared to the barghest.

ShhIAmBatman wrote:
Quick Edit: I'm seeing posts from the Play test that suggest you should add +1 to your AC per character level, I'm imagining that is a relic of the playtest and not applicable to AoA. Clarity there would help too!

This should be rolled into proficiency. If you're skipping that, then yeah, everyone has WAY lower AC than they should.

ShhIAmBatman wrote:
Are my players under-levelled gear/armor wise, and we don't understand the rune system? (Chimera rolled a natural 6 and was able to blast away my rogue / rolled a natural 2 and passed a save DC), or do I need to executively take 10% off of every enemy's stat block to make it feel fun.

Hold on, let me see here... Casters should be level 8 at this point and have expert spellcasting. That puts their DCs at 25-26 (in case your team isn't really optimizing). A chimera's best save is it's Fortitude at +18. It should definitely fail on a 2.

But if you take away level from proficiency... That DC falls to 17 - 18, well within bounds for the chimera to make all of his saves. Are you guys not adding level to proficiency? If that's the case, how has anyone made it this far?


Pathfinder Adventure Path Subscriber
Ruzza wrote:

This sounds more like a general question than an AoA one, but what is your party comp like? How do they utilize their "third action"? What spells do they buff and debuff with?

It seems that many players coming from PF1 to PF2 are having a lot of trouble adjusting to the system. I'm surprised that people went down to Malarunk because at my table (and from what I've been hearing), he was a cakewalk compared to the barghest.

ShhIAmBatman wrote:
Quick Edit: I'm seeing posts from the Play test that suggest you should add +1 to your AC per character level, I'm imagining that is a relic of the playtest and not applicable to AoA. Clarity there would help too!

This should be rolled into proficiency. If you're skipping that, then yeah, everyone has WAY lower AC than they should.

ShhIAmBatman wrote:
Are my players under-levelled gear/armor wise, and we don't understand the rune system? (Chimera rolled a natural 6 and was able to blast away my rogue / rolled a natural 2 and passed a save DC), or do I need to executively take 10% off of every enemy's stat block to make it feel fun.

Hold on, let me see here... Casters should be level 8 at this point and have expert spellcasting. That puts their DCs at 25-26 (in case your team isn't really optimizing). A chimera's best save is it's Fortitude at +18. It should definitely fail on a 2.

But if you take away level from proficiency... That DC falls to 17 - 18, well within bounds for the chimera to make all of his saves. Are you guys not adding level to proficiency? If that's the case, how has anyone made it this far?

Hi Ruzza!

My party definitely struggled worse with the Barghest than Malarunk, that was more dice telling the story. I currently have a Monk, Sorc, Wizard, Cleric and Rogue (who died so we're getting a Fighter now). The monk is new (he was the paladin), and the Sorc is new (he was a bard). As far as class set ups and combat, they're certainly tactically sound, though the Wizard who has been responsible for the lion share of the damage is a very conservative player, and is rarely in position to be damaged (which precludes him from using more actions offensively or turns not spent re-positioning).

We're running the game via HeroLab, so I assumed every level-up would be increasing their AC accordingly (increasing proficiency in an armor class increases AC, but just leveling up from 7-8 doesn't add +1 to your AC, at least according to HeroLab). Is that an incorrect system?

For the DC, my Cleric rolled a Daze spell that the Chimera cleared with a natural 2. In fairness, my Wizard landed a Phantasmal Killer the very same combat, so my issue with the Saving throws is less pronounced then my party-wide AC being very easy to hit.

So I guess the crux of the question - my party is incredibly easy to hit, and we're running the game via HeroLab. Is that platform not assigning AC when it should - or is there another element that we're missing?


Alright, let's see. Let me open with: I don't know HeroLab and haven't used it before. So that's where I'm coming from. But this...

ShhIAmBatman wrote:
We're running the game via HeroLab, so I assumed every level-up would be increasing their AC accordingly (increasing proficiency in an armor class increases AC, but just leveling up from 7-8 doesn't add +1 to your AC, at least according to HeroLab).

...definitely doesn't seem right.

PCs at level 8 should have their ACs hovering somewhere around 25 to 27. If HeroLab isn't giving you a bonus at every level for AC, it sounds like something is wrong. Proficiency is level + (trained/expert/master/legendary) and applies to most everything in the game.

ShhIAmBatman wrote:
For the DC, my Cleric rolled a Daze spell that the Chimera cleared with a natural 2. In fairness, my Wizard landed a Phantasmal Killer the very same combat, so my issue with the Saving throws is less pronounced then my party-wide AC being very easy to hit.

I'm more confused now! Will is the chimera's weakest saving throw, with only a +14. That means that the cleric's spell DC is... 15 or lower? Spell DC should be calculated as 10+proficiency+key (in this case Wisdom). If that Cleric has an 18 Wisdom, it looks like...

DC 10 + prof (8 level + 4 expert) + 4 Wisdom for a total of DC 26. While it's still not incredibly difficult for the chimera to save, it's definitely a sight better! I would take a look at your cleric's sheet and make sure he has things calculated properly.

I have a feeling that if AC feels like it's too low, then maybe there's a miscommunication somewhere. Whether it's HeroLab or not, not adding in your level to proficiency is tantamount to suicide. Check the numbers on it. They're not too hard to calculate without the program.


Pathfinder Adventure Path Subscriber
Ruzza wrote:

Alright, let's see. Let me open with: I don't know HeroLab and haven't used it before. So that's where I'm coming from. But this...

ShhIAmBatman wrote:
We're running the game via HeroLab, so I assumed every level-up would be increasing their AC accordingly (increasing proficiency in an armor class increases AC, but just leveling up from 7-8 doesn't add +1 to your AC, at least according to HeroLab).

...definitely doesn't seem right.

PCs at level 8 should have their ACs hovering somewhere around 25 to 27. If HeroLab isn't giving you a bonus at every level for AC, it sounds like something is wrong. Proficiency is level + (trained/expert/master/legendary) and applies to most everything in the game.

ShhIAmBatman wrote:
For the DC, my Cleric rolled a Daze spell that the Chimera cleared with a natural 2. In fairness, my Wizard landed a Phantasmal Killer the very same combat, so my issue with the Saving throws is less pronounced then my party-wide AC being very easy to hit.

I'm more confused now! Will is the chimera's weakest saving throw, with only a +14. That means that the cleric's spell DC is... 15 or lower? Spell DC should be calculated as 10+proficiency+key (in this case Wisdom). If that Cleric has an 18 Wisdom, it looks like...

DC 10 + prof (8 level + 4 expert) + 4 Wisdom for a total of DC 26. While it's still not incredibly difficult for the chimera to save, it's definitely a sight better! I would take a look at your cleric's sheet and make sure he has things calculated properly.

I have a feeling that if AC feels like it's too low, then maybe there's a miscommunication somewhere. Whether it's HeroLab or not, not adding in your level to proficiency is tantamount to suicide. Check the numbers on it. They're not too hard to calculate without the program.

My party all have AC's hovering around 25 to 27. Every enemy that isn't a low level mob has a +20 to hit, so 15's and higher crit. In Fortress of Sorrow, that amounts to a whole lot of critical hits on the party, which is chunking them down unbelievably fast. I understand the premise of an end-book dungeon, but this feels prohibitively difficult.

From what you're saying though, beyond ensuring that my Cleric is checking his stats to make sure his Daze DC isn't as low as he thought; it sounds like my party AC is right in line with where it should be for this part of the adventure. Which means this difficulty level is baked-in statistically, and I may have to pull some GM discretion to not completely TPK them in a dungeon and lose their interest.

I appreciate all the help!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

In second edition PCs getting the dying condition shouldn't be rare, but PC death should be. So I have to ask what is killing them. Are PCs not aiding their fallen comrades? Are they not using hero points? Are they not healing up between fights? Are you having foes always attack downed PCs to finish them off? Any of these could contribute to the deadliness of the game.


I'm curious if you could give an example of how the party approaches a tougher combat situation. I'm curious if at least some portion of the difficulty is a need to modify their tactics to fit the new edition's rules for combat.


Pathfinder Adventure Path Subscriber
Fumarole wrote:
In second edition PCs getting the dying condition shouldn't be rare, but PC death should be. So I have to ask what is killing them. Are PCs not aiding their fallen comrades? Are they not using hero points? Are they not healing up between fights? Are you having foes always attack downed PCs to finish them off? Any of these could contribute to the deadliness of the game.

The PC's do aid each other when downed, but without resorting to a full night's rest after every combat encounter, they're walking into the next room of a dungeon balancing some sort of wounded condition. Even with a Paladin and a Cleric in the party (and me allowing them to lay on hands/heal to scum back to full health without a full night's rest), the next fight still detonates them. I don't have anything but named enemies attacking downed PCs and that has yet to happen.

When they drop to dying, they'll typically get to dying 2 (by attempting to save themselves their first turn after 0 HP) before they offload their hero points to get back to wounded 2 if they fail. Then again, using a charau-ka butcher to triple attack at a +20 against level 7 PCs earlier in the campaign pretty much 100%ed a PC.

Tactically - the Paladin soaks up damage by wading into the middle, while the wizard and cleric both free cast as best they can (though the Cleric acts as our second tank). The rogue does buckets of damage, but always manages to be between the boss and a bad place, and take a licking for it. The bard has negligible combat influence, though numerically his inspiring performances do account for a lot of the party damage.

It feels like I critically hit the party way too often, and they don't have the HP pools to withstand it (the bard who died and became a Sorc has 86 max HP, a chimera crit hits for about half that if I roll low, with two more attack actions to go).

It sounds like the not many other parties are encountering this level of difficulty (only a handful of posts have been made around this), so I'm curious as too if it's really just players not accounting for defensive tactics enough.


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ShhIAmBatman wrote:
Tactically - the Paladin soaks up damage by wading into the middle, while the wizard and cleric both free cast as best they can (though the Cleric acts as our second tank). The rogue does buckets of damage, but always manages to be between the boss and a bad place, and take a licking for it. The bard has negligible combat influence, though numerically his inspiring performances do account for a lot of the party damage.

I think this is some of the issue. In P2e, it's really hard to just go in and tank stuff. Enemies' first attacks in higher challenge fights just hit too easily, and the second attack is often better than 50/50 on hitting, too. It also sets up the "tank" to be hit with the bosses' strong 2- and 3-action attacks.

I would suggest in tough one or two enemy fights that the party needs to do things that eat up the enemies' actions. Something as simple as move in, attack, then move away will force the enemy to use at least one action to get into attack range (assuming it's not ranged focused). Other things like shove effects that force the enemy to close distance have the similar effect. Tripping eats up an action to stand up.

Then, there are lots of spells that eat up actions as an effect. At 4th level, Confusion gives Stunned 1 even on a successful save. Hideous Laughter gives Slowed 1 on a failed save and no reactions on a successful save, and is a sustained spell. Things that cause Sickened are good because they give a penalty to rolls, and the enemy can sacrifice an action (also a good thing) to try to remove the penalty. Lots of debuff spells like Fear and Goblin Pox impose a negative state on the enemy even if they pass their saving throw.

If you can find ways to make the enemy only make a single basic attack action each round (rather than multiple basic or any of the 2- or 3-action attacks), beating the enemy with the favorable action economy of the party becomes a lot easier, even for tougher enemies.


Saldiven wrote:
ShhIAmBatman wrote:
Tactically - the Paladin soaks up damage by wading into the middle, while the wizard and cleric both free cast as best they can (though the Cleric acts as our second tank). The rogue does buckets of damage, but always manages to be between the boss and a bad place, and take a licking for it. The bard has negligible combat influence, though numerically his inspiring performances do account for a lot of the party damage.
I think this is some of the issue. In P2e, it's really hard to just go in and tank stuff. Enemies' first attacks in higher challenge fights just hit too easily, and the second attack is often better than 50/50 on hitting, too. It also sets up the "tank" to be hit with the bosses' strong 2- and 3-action attacks.

This. In P1e, your goal was to get your melee PC(s) right next to the enemy as soon as possible and stand there toe-to-toe trading hits. That will get you dead(ish) fast in P2e. Except against enemies with AoO, which are fairly rare in P2e, you want to move in, hit, and move away again; that forces the enemy to spend an action moving as well instead of just inviting him to hit you three times. No PC has high enough AC or enough hit points to take 3 hits a round, round after round. The game is designed to be much more mobile than P1e.

Debuffing the enemy is huge in the new edition. Even if it's just a Demoralize as a third action from a back-row guy to give them Frightened 1, that's a -1 penalty to hit, to saves, to AC, etc., that can make it less likely to be hit, or critically hit, or more likely to hit, or critically hit. Taking away enemy actions is even more effective.

It really is a huge paradigm shift when you're used to P1e. My groups are still in book 1, and I'm trying to remember to show them, via the NPC Alak, how the game is tactically different. I tend to fall back on P1e tactics myself, i.e., "Alak readies a Strike when the enemy gets in range," rather than think to have him use an action to Demoralize, etc., along with his Ready.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Triple hit from charau-ka butcher - they should try to be mobile and not stand right next to melee opponents. If they win initiative it is pretty much a bad idea to spend one or more actions walking up to an opponent, thus giving that opponent three actions to use attacking. They probably should have figured this out by the middle of book 2.

Do they not use treat wounds between fights? That removes the wounded condition on a success. My party has two PCs using medicine and they're pretty much always healed up between fights, with magic being used during a fight if necessary.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ShhIAmBatman wrote:
The PC's do aid each other when downed, but without resorting to a full night's rest after every combat encounter, they're walking into the next room of a dungeon balancing some sort of wounded condition.

Is the party using a 10 min Treat Wounds after a fight? That removes the wounded condition (in addition to healing a fair bit).

Smart PCs should virtually *never* be moving on with a wounded condition.


Fumarole wrote:

There are indeed hints in the beginning of the adventure, both from the broken pillar at Huntergate and a conversation with Nketiah.

Cult of Cinders page 12 wrote:
Though the statue is both broken and incomplete, a PC who succeeds at a DC 22 Arcana, Occultism, or Religion check to Identify Magic can discern a vague impression of what the pillar was meant to do: amplify divine power and channel it back to an unknown focus, while also directing an unknown magical effect at any creature with local Ekujae heritage.
Cult of Cinders page 24 wrote:
“When I studied the broken pillar that the Cinderclaws left behind in the temple after we drove them off, I could tell that some of it was meant to channel power against my people in particular. The Darkness has a grudge against us, and I think the Cinderclaws are using the power of that grudge to keep the Ekujae from striking back against them where it matters most: at the seat of their power. So, what would you say if I asked you to investigate the jungle to the east? If I am wrong and you end up blind, I promise to heal you—free of charge!”

And they learned that, or perhaps forgot between sessions. They definitely were given that information but as one of them told me "we're dumb. We're not good at puzzles"

*face palm*


My party still has the tactics in pf1 mode, they love to put the fighter next to the big monster and trading blows.... So I do a lot of damage because critical now do happen a lot.
But they are making it as a team still, the fighter usually does intimidating strike and almost never goes for the hail Mary of the third strike, the rogue loves to give frightened to enemies and also goes in melee because can get enemies flat footed easily.
The sorcerer is the most newbie of the loot and she is still struggling that spells are not just for damage, learned that with the dragon pillars, her being able to put everyday Dispel Magic as a signature spell made somes fights easier indeed!
And there is a cleric who is becoming expert in healing.
So they had hard hard fights but never was yet the danger of a TPK.
But next session onward for the Clay Golem...... I am worried about that.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
BeardedTree wrote:
Fumarole wrote:

There are indeed hints in the beginning of the adventure, both from the broken pillar at Huntergate and a conversation with Nketiah.

Cult of Cinders page 12 wrote:
Though the statue is both broken and incomplete, a PC who succeeds at a DC 22 Arcana, Occultism, or Religion check to Identify Magic can discern a vague impression of what the pillar was meant to do: amplify divine power and channel it back to an unknown focus, while also directing an unknown magical effect at any creature with local Ekujae heritage.
Cult of Cinders page 24 wrote:
“When I studied the broken pillar that the Cinderclaws left behind in the temple after we drove them off, I could tell that some of it was meant to channel power against my people in particular. The Darkness has a grudge against us, and I think the Cinderclaws are using the power of that grudge to keep the Ekujae from striking back against them where it matters most: at the seat of their power. So, what would you say if I asked you to investigate the jungle to the east? If I am wrong and you end up blind, I promise to heal you—free of charge!”

And they learned that, or perhaps forgot between sessions. They definitely were given that information but as one of them told me "we're dumb. We're not good at puzzles

*face palm*

To help with player amnesia, at the start of each of my sessions I give a quick recap of where the game is currently at. Sometimes I'll ask a player to do this as it gives me an idea of what they think is important; if something is missing I'll fill in the blanks. I also type up session notes into a Google document that is shared with the group so that they can refresh themselves on the entire campaign any time they need to.


Porridge wrote:
ShhIAmBatman wrote:
The PC's do aid each other when downed, but without resorting to a full night's rest after every combat encounter, they're walking into the next room of a dungeon balancing some sort of wounded condition.

Is the party using a 10 min Treat Wounds after a fight? That removes the wounded condition (in addition to healing a fair bit).

Smart PCs should virtually *never* be moving on with a wounded condition.

Yeah this jumped out to me too. Also, I'm not sure if they are running hero points right but I suspect not.


Captain Morgan wrote:
Porridge wrote:
ShhIAmBatman wrote:
The PC's do aid each other when downed, but without resorting to a full night's rest after every combat encounter, they're walking into the next room of a dungeon balancing some sort of wounded condition.

Is the party using a 10 min Treat Wounds after a fight? That removes the wounded condition (in addition to healing a fair bit).

Smart PCs should virtually *never* be moving on with a wounded condition.

Yeah this jumped out to me too. Also, I'm not sure if they are running hero points right but I suspect not.

I didn't use hero points at all in book one (because I had forgotten about them). The addition of using them in book 2 has already proven to be pretty significant, specifically where a couple of potentially fatal natural 1 rolls for saving throws are concerned. For example, this past Sunday, the party discovered the Elephant People village, and promptly critically failed the attempt to calm the elephants. In the resulting combat, one of the elephants trampled 3/5 of the party. The wizard rolled the 1 for the reflex save, which would have put him unconscious in round one of the fight. At that moment, the rogue player reminded the wizard player of the hero point, which saved the wizard from going down.


Question in the last fight with the Skull of Dahak. It shoots two eye beams. The attack modifier is +20, but it takes MAP so the attack routine is +20, +15 right? I'm assuming this because all the other hazards in the core rulebook have an extra line saying "doesn't take multiple attack penalty" but the Skull of Dahak doesn't.

Edit: Another question regarding the chains binding Kyrion. Are the chains HP 40 Hardness 10 per chain, or is the HP 40 for all 6 chains combined? If the PCs need to go through 240 HP Hardness 10's worth of chains, it seems easier to just destroy the Skull hazard.


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voideternal wrote:

Question in the last fight with the Skull of Dahak. It shoots two eye beams. The attack modifier is +20, but it takes MAP so the attack routine is +20, +15 right? I'm assuming this because all the other hazards in the core rulebook have an extra line saying "doesn't take multiple attack penalty" but the Skull of Dahak doesn't.

Edit: Another question regarding the chains binding Kyrion. Are the chains HP 40 Hardness 10 per chain, or is the HP 40 for all 6 chains combined? If the PCs need to go through 240 HP Hardness 10's worth of chains, it seems easier to just destroy the Skull hazard.

I would assume it takes a penalty. The fight is rather brutal so it makes sense even if it isn't RAW.

I think it's each chain. I wouldn't expect the PCs being able to get through it easily. Keep in mind, they have to be strong enough to hold a, albeit injured, dragon.

Horizon Hunters

The rules on Hexploration here and in GMG are a little confusing for me! It seems it is saying it takes two days to travel to a new hex of difficult terrain in the GMs Guide, and then two days to explore it, in the Adventure Path it says you can travel through two jungle hexes in one day.

Is there a chance that the PCs will bump into things in the hex without reconnoitering it?

Some sort of consistent answer would be great before my group reaches this point.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Remember that when it comes to rules, specific overrides general. In this case the rules in Cult of Cinders are specific while those in the rulebooks are general. If you feel like justification is needed, then perhaps this part of the jungle is unlike other areas (somewhere between normal and difficult terrain, perhaps).


So I think I'm gonna reduce the distance across a hex to 5 miles, which works pretty well to make the math line up with normal travel speeds in the CRB and the rules for exploring a 12 miles hex in the GMG. The fighter in heavy armor would technically slow the group down a bit, but not enough for me to care. So the effect is I'll be using the 2 hexes a day at full march, 1 hex a day for exploration that the AP describes.

But I also have some exceptionally fast characters in the same party. The monk has a 45 foot move speed, and the elven ranger has a 35 foot move speed. The ranger is also very well specced for scouting the forest, between Terrain Stalker, Trackless Step, Goodberry, and quite possibly Favored Terrain as her 6th level feat. If she takes Favored Terrain, and therefore ignores difficult terrain, she should be able to employ an activity like Search or Recointer. That would let her explore 2 hexes in a day while the rest of the party marches at full speed. With her already high speed and other Ranger features nd skill feats, I'm kind of inclined to let her approach most encounter sites stealthily, giving her opportunity to observe and scout the encounter and report back to the party, much like Renali or Chioma can do.

Anyone think this is a bad idea? I don't think it is quite RAW but she has so many relevant advantages that the NPCs don't even have, it seems weird that she can't pull what they do off.


I think it would be the same as the anadi, if the party befriended ye young spider lady. It gives rules for her scouting extra hexa for the party.


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I finished GMing this book a few weeks ago. IMO the time it takes to explore hexes doesn't really matter because the party isn't under a time constraint.
Off the top of my head, there are two things that are time sensitive:
1) Castle Alterein becoming unmanaged if the party is out exploring for a long time.
2) Cinderclaw scouts that might catch up to PCs if they spend too long near the same area. The scouts start appearing after the PCs destroy every odd-numbered totem.

But imo both these issues are pretty minor and don't have too much story consequence.


At my table, the speed of the exploration was really only important for figuring out how many times they had to make camp, and therefore risk exposure to dysentery and malaria.

Though I'm considering giving Heuberk Thropp in the next book some extra information/resources if the party takes too long, to represent Thropp having extra time to settle in at Breachill.


I couldn't find this question so here goes. Do the dragon pillars have a 360 degree of sight, or can the head turn? Or could PCs approach from the backside?

Thanks!


TheWanderingM wrote:

I couldn't find this question so here goes. Do the dragon pillars have a 360 degree of sight, or can the head turn? Or could PCs approach from the backside?

Thanks!

In my game, the heads can turn 360 degrees. It makes for a fun moment when they know they've been seen and need to roll for initiative when the dragon head slowly rotates to face the players and blasts off an eye beam.


I also had the Dragon Pillars have 360 degree of sight, but alas, when you have a sorcerer in the party with Dispel Magic as a extra signature spell for each day... poor dragon pillars....

Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Demonknight wrote:
I also had the Dragon Pillars have 360 degree of sight, but alas, when you have a sorcerer in the party with Dispel Magic as a extra signature spell for each day... poor dragon pillars....

"Extra"?

Signature spells don't give extra casting? It just let them cast that spell using slots of any available level for heightening without needing to know it at that level... (Well... you *could* call using other level's slot as extra compared to the spells that are stuck at their levels...)
(Unless it's an houserule that you have, but then mentioning the houserule would help alleviate possible confusion)


Elfteiroh wrote:
Demonknight wrote:
I also had the Dragon Pillars have 360 degree of sight, but alas, when you have a sorcerer in the party with Dispel Magic as a extra signature spell for each day... poor dragon pillars....

"Extra"?

Signature spells don't give extra casting? It just let them cast that spell using slots of any available level for heightening without needing to know it at that level... (Well... you *could* call using other level's slot as extra compared to the spells that are stuck at their levels...)
(Unless it's an houserule that you have, but then mentioning the houserule would help alleviate possible confusion)

At level 4 she took the class feat Arcane Evolution:

Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

So during the whole stay in that region she always picked Dispel Magic as her additional signatura spell for the day, because her signature 2nd level spell is Acid Arrow.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Demonknight wrote:
Elfteiroh wrote:
Demonknight wrote:
I also had the Dragon Pillars have 360 degree of sight, but alas, when you have a sorcerer in the party with Dispel Magic as a extra signature spell for each day... poor dragon pillars....

"Extra"?

Signature spells don't give extra casting? It just let them cast that spell using slots of any available level for heightening without needing to know it at that level... (Well... you *could* call using other level's slot as extra compared to the spells that are stuck at their levels...)
(Unless it's an houserule that you have, but then mentioning the houserule would help alleviate possible confusion)

At level 4 she took the class feat Arcane Evolution:

Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells. If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

So during the whole stay in that region she always picked Dispel Magic as her additional signatura spell for the day, because her signature 2nd level spell is Acid Arrow.

Aaaah! It's just an "extra signature spell", not an extra casting. Ok. Sorry for the misunderstanding. :x


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Just a little anecdote from my game today. My players visited the Ekujae elves today, and when they encountered Harriet and the druid made his Nature check to recall information about lions that "nor are they known for living in trees", another player sent me this photo he had himself recently taken on vacation in Tanzania, and the uncanny similarity to the picture of Harriet in the adventure had us all chuckling.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

That's an awesome picture!


My group almost had a TPK last night. We play 3-hour sessions and this was their FOURTH session at the mine. In the first one they killed the vrock and scouted the mine. In the second one they parlayed with Hezle, convinced her to leave and reunite with the Thornscales, released the mokele-mbembe, and in the aftermath cleaned up the remaining butchers, boggard swampseers, and low-level cannon fodder. In the third, the cultists from the mine itself charged the weakened party and the players finished them off. The third session ended with the ranger elf sharpshooter climbing to the top of the dinosaur's cage and loosing an arrow at the dragon pillar. The naunets, protective of the pillar, erupted from the water and flew at the depleted party members...

Those naunets are freaky, freaky creatures. I think the players were startled that they were in such a serious encounter when they thought they were doing clean-up duty and disposing of the pillar, so they were far more disorganized and had worse tactics than usual. Mid-combat they decide to retreat, and head straight through a corner of the mudpile, rousing the mud spiders. And suddenly it's a two-front battle. When the dust settled, an animal companion was dead, and everyone else was either Wounded 2 or down. Whew.

I really can't envision the mine being anything else but a war of attrition and eventually a big, chaotic scrum. Has anyone's party done more ninja-like hit-and-run tactics the whole time?

(Oh, and I should note that we have 5 players who are quite experienced role-players, so I tend to use Elite templates for almost all creatures and often even then beef up the number of opponents. It's something they specifically requested -- challenging, life-or-death fights where the outcome isn't always certain)


I'll report back on Friday, which should see my players first enter the mine area. Hopefully they get clever!


My party did the mines recently and it was a weird combination of 'hit and run tactics' and 'comedy of errors'.

The first thing the party did was explore the mud pile. The spiders ended up hitting way above their weight and the party retreated immediately. The next attempt, they snuck up to the mokele-mbembe first. I've let my party take the Animal Trainer archetype from Extinction Curse for use with the wargs, so the Swashbuckler could talk to animals via the Beast Speaker feat. He did Not Great and ended up accidentally goading the mokele-mbembe into attempting to escape its cage, which it succeeded at doing. The swashbuckler then sprinted across camp, mokele-mbembe in tow, leading it towards the cultists. Eventually, the Swashbuckler was able to duck into the surrounding jungle, and the mokele-mbembe was left to trample over some cultists. The party joined the fray when it became obvious the beast was losing, and that's when the Vrock joined in. The Vrock nearly killed all of them, but they all escaped with their lives in the end.

The next day (after a level up), the party returned prepared for the Vrock. True Strike + 4th level Searing Light from the Warpriest of Gorum crit and nearly took out the Vrock in one blow. Cold Iron weaponry from befriending the Ekujae was enough to finish it off. At this point, the only cultists alive are Hezle, and the ones working near the pillar. I allowed a creative interpretation of the Glyph of Warding spell to accomplish the following: put Gravity Well on a glyph placed on a barrel of black powder taken from Pendergrast, roll it down the hill so that it collides with the pillar, which triggers the gravity well. The fuse would be timed to detonate the barrel after gravity well went off. The result: most of the cultists were pulled closer towards the bomb's area of effect, and the fight afterwards was very short.

Side note: Sphere of Resilience is really good at dealing with the pillars that don't do damage.

The party was polite enough to Hezle that their encounter with her did not turn violent. Not to mention the fact that Hezle saw them demolish the Vrock; she saw no reason to risk her life against such clearly powerful foes to serve a now dead taskmaster. Hezle was a really good opportunity to have some roleplaying in the jungle, as well as convey some information about the nature of the dragon pillars, the existence of Kyrion, and the location of the Fortress of Sorrow.


Chapter 3: my sense of the mine was that if a fight broke out anywhere, the whole mine would be aware and charge the party. That was a bit much. Instead, I had the kobolds revolt. This is how I handled it. The sickly kobolds met earlier in the adventure were cured by the party's cleric. They were so thankful and enamored by him that he took the opportunity to convert them to the religion of Torag. Later, behind the scenes, those same kobolds went back to the mine to rally Hezle and the rest of the kobolds. By the time the party found their way to the mine, the revolt was in full swing. I set it up as an encounter of increasingly difficult waves of enemies as the cultists try to stop the revolt. I even introduced the party to Belmazog there as she had a duel with Hezle. She eventually was run off into the jungle by a rampaging mokole mbembe. The surviving kobolds hailed the cleric as a hero.

Chapter 4: the party found their way to the cultists' HQ very early in the book, before they had deactivated any pillars. They proceeded to find ways to get in. The ranger attempted to swim underneath the barrier. He became a permanent statue. Instead of having the player roll a new character, I dropped the hint that the elves might have a cure. The rest of the party then dragged his statue all the way back to the elves. They got dysentery on the way and ran into some drakes, but they made it and the ranger was cured and brought back to life.


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I'm well into cult of cinders. The group I'm working with is uncomfortable with more serious character roleplay but still -loved- the first section and really enjoyed an extended non-combat section with elaborate work going into hooking up two of the NPCs.

They then hilariously beetled right past the first dragon pillar (despite multiple hints as to its location) and just hit straight for the camp. Half of the group had dysentery and the encounter blew up spectacularly for them as they released the Mokele-Mbembe, attacked the butchers, and put the entire camp on alert before fleeing for their damn lives.

Nobody died but it was a hell of a introduction. Prepping for the next game where they make another go at the camp.

The group are also still fighting like PF1 and are starting to understand that tactics matter far, far more than just lining up the heavies and trading blows. I'm very curious to see where they go from here.

My only complaint about the adventure is not the lack of random encounters, but the lack of -ideas- for additional jungle encounters. I'm not intimately familiar with every possible critter in the rainforest and at points where the PCs should have been hitting an encounter I was blanking.

Although this entirely something I could correct with more prep, some guidance from the AP would be appreciated. We can have a balance between wandering monster tables which I'm happy to leave in the past, and "they should probably have some other encounters".


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GM SpiderBeard wrote:

I'm well into cult of cinders. The group I'm working with is uncomfortable with more serious character roleplay but still -loved- the first section and really enjoyed an extended non-combat section with elaborate work going into hooking up two of the NPCs.

They then hilariously beetled right past the first dragon pillar (despite multiple hints as to its location) and just hit straight for the camp. Half of the group had dysentery and the encounter blew up spectacularly for them as they released the Mokele-Mbembe, attacked the butchers, and put the entire camp on alert before fleeing for their damn lives.

Nobody died but it was a hell of a introduction. Prepping for the next game where they make another go at the camp.

The group are also still fighting like PF1 and are starting to understand that tactics matter far, far more than just lining up the heavies and trading blows. I'm very curious to see where they go from here.

My only complaint about the adventure is not the lack of random encounters, but the lack of -ideas- for additional jungle encounters. I'm not intimately familiar with every possible critter in the rainforest and at points where the PCs should have been hitting an encounter I was blanking.

Although this entirely something I could correct with more prep, some guidance from the AP would be appreciated. We can have a balance between wandering monster tables which I'm happy to leave in the past, and "they should probably have some other encounters".

Yeah, I feel you there. I think they threw us a light template with the additional jungle creatures in the book, like Living Saps and Asanbosans. There might be one or two more. I threw in some stuff like the Deinosychus or whatever. Just taking jungle-appropriate monsters plucked from the Bestiary and turning them into encounters really worked just fine!

Obviously a little late to help you, but I found random encounters in a place as thematic as the deep jungle to be pretty reasonable!


Xillion wrote:

Chapter 3: my sense of the mine was that if a fight broke out anywhere, the whole mine would be aware and charge the party. That was a bit much.

The sense of the mine was indeed the opposite, as described in the AP, the mine was never intended to put all those encounters in the same spot.

I'm having no problems going with the AP as it is written.
Going for the Quarry on Book 3.


So do the dragon's priests move at half speed while tracking? Because that would be the rule without a feat or something that says otherwise, and that means they probably move at the same speed at the party (at best) and would follow behind taking the same route. Unless the party stops at the mines for a few days or something, how do the priest search parties catch up.

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