3 - Tomorrow Must Burn (GM Reference)


Age of Ashes

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CorvusMask wrote:
BTW, were Lacunafex a big thing in Hell's Rebels? I know from wiki that Mialari was arcane trickster in PF 1e, but I don't remember if she is major npc from Hell's Rebels or not.

She has a headshot inside of the back cover of book 1, and appears once or twice in the story and can be an ally of the Silver Ravens, she and her organization don't get a lot of page count.

Dark Archive

Huh, okay, so minor npc with bonus to rebellion then?

BTW, have to say it is nice that book does point out that, while beyond the scope of the adventure, pcs could actually infiltrate or join Scarlet Tried. I don't see WHY pcs would do it, (especially considering the circumstances), but still nice it was taken in account.


I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?


Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

Finding out if there are more dangerous creatures right outside this magical door in your new home should be plenty of motivation.

That said, if my party doesn't seem interested in investiagting the gate (unlikely) I will have Wilford Lavendil of the Breachton town guard ask the party to investigate what's on the other side in the interest of the town's security.


Fumarole wrote:
TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

Finding out if there are more dangerous creatures right outside this magical door in your new home should be plenty of motivation.

That said, if my party doesn't seem interested in investiagting the gate (unlikely) I will have Wilford Lavendil of the Breachton town guard ask the party to investigate what's on the other side in the interest of the town's security.

True but the PCs have the portal key and the door hadn't been used in centuries.

I was thinking of the portal maybe acting up strangely to signal a kind of urgency, I'm sure the PC gnome wizard in my group will keep on investigating and studying it. I was just curious how others thought on this.

The beginning with the ambush / assassination attempt on the PCs and then jumping to "the PCs will go through the gate" is not connected in my opinion.

Thanks!

Paizo Employee Creative Director

TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

The primary trigger is intended to be a mix of curiosity, and as the adventure path continues, a need to fight against other forces who may be interested in using the portals.

But the main thing is curiosity. If your players aren't "self-starters" feel free to have one of their favorite NPCs in town be curious for them and hire them to go through the portals. We were deliberately trying to get away from the "NPC hires you to do things" model for this one.

There's not intended to be a feeling of urgency. It's kind of a good thing if the party takes its time between adventures to do downtime stuff in town or at the castle.


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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
There's not intended to be a feeling of urgency. It's kind of a good thing if the party takes its time between adventures to do downtime stuff in town or at the castle.

I plan on having a lot of this in my campaign. I've never liked the notion of a PC going from 1st level to 20th in a manner of weeks or months; it really should be a lifetime progression.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
James Jacobs wrote:
TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

The primary trigger is intended to be a mix of curiosity, and as the adventure path continues, a need to fight against other forces who may be interested in using the portals.

But the main thing is curiosity. If your players aren't "self-starters" feel free to have one of their favorite NPCs in town be curious for them and hire them to go through the portals. We were deliberately trying to get away from the "NPC hires you to do things" model for this one.

There's not intended to be a feeling of urgency. It's kind of a good thing if the party takes its time between adventures to do downtime stuff in town or at the castle.

Reading through for me, the issue that came to mind was that the initial ambush might leave some players might leave players expecting some big attack on Breachill that they need to stay around to defend against, or, since they don't know the key they acquired last adventure goes to Ravounel, they might try to set up traveling there overland or something. Basically, that initial encounter *creates* a feeling of urgency, but disconnects that urgency (without metagame information) from the act of portal exploration the adventure actually depends on.


Thank you Revan. That's exactly what I feel as well and what I meant with disconnect. By the ambush my players might also have this paranoia or fear for the safety of Breachill that they might decide not to go through the gate. I guess I have to think a little more about. Anyhow I have time, my group is only at Voz's Bookshop at the moment, unraveling her notes and clues :)

Dark Archive

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So about that Dreamstone comma cursed, is there any way to decurse it? (Remove curse targets a creature, not an object)

Paizo Employee Creative Director

3Doubloons wrote:
So about that Dreamstone comma cursed, is there any way to decurse it? (Remove curse targets a creature, not an object)

That's 100% left up to the GM. (In small part because actual rules for cursed items aren't in the game yet, so we didn't want to do too much with them—they'll be in the Gamemastery Guide though, but I'm not sure if that'll have info on how to decurse an item.)


You mentioned you are not directing the APs anymore James Jacobs, what are you in charge of now?

Not leaving the company I hope!

Paizo Employee Creative Director

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ograx wrote:

You mentioned you are not directing the APs anymore James Jacobs, what are you in charge of now?

Not leaving the company I hope!

I'm directing ALL the Pathfinder stuff, and have been for years as Creative Director for Pathfinder. THat's a full time job.

Running and outlining and developing Adventure Paths is ALSO a full-time job.

For a while there, I was basically doing two jobs for the price of one, which is kinda lame.


Since half of Pathfinder lorewise came from your homebrew you should probably just write the APs as well!

Kidding, but I'd love to see an adventure written by you someday if possible.

Paizo Employee Creative Director

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ograx wrote:

Since half of Pathfinder lorewise came from your homebrew you should probably just write the APs as well!

Kidding, but I'd love to see an adventure written by you someday if possible.

It's not even close to half of Pathfinder.

I'd love to write an entire adventure path, but they take a long time to do and that's a tricky thing to pull off with a single author...

...but stay tuned for something...

Verdant Wheel

I am having some trouble to understand the map of the quarry...

Did someone was able to assemble the map as one?

Sorry for my bad english...


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

Note the different scales shown.

The bottom right map is the "overview", in a much smaller scale. There, 1 square = 40 ft.

The other maps on the page are much enlarged versions of the rooms (on the overview map, each of the rooms is tiny, only about one square in size). On those maps, 1 square = 5 ft. The corridors connecting those rooms are only shown on the overview map.

Verdant Wheel

albadeon wrote:

Note the different scales shown.

The bottom right map is the "overview", in a much smaller scale. There, 1 square = 40 ft.

The other maps on the page are much enlarged versions of the rooms (on the overview map, each of the rooms is tiny, only about one square in size). On those maps, 1 square = 5 ft. The corridors connecting those rooms are only shown on the overview map.

Thanks... Now i see...

I just finish hellknight hill.. and reading Tomorrow must Burns i am thinking in making a Big Battle in the quarry... Every opponent making a stand in area J2.

Do you think it will be too much for 6 pcs (11 level)?

Thanks for the reply and sorry for my bad english.


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

It think having all of the quarry's enemies make a stand in J2 would easily overwhelm the PCs, even if there's 6 of them. You're talking combing 8 moderate, 1 severe and 1 extreme encounter into one big battle. Sound like the best option for the PCs would be to run...

You'd also have to prevent them from taking the tunnel connecting J1 to the rest of the rooms, which is certainly the better approach for the PCs compared to stumbling though J2 in plain view.

Verdant Wheel

albadeon wrote:

It think having all of the quarry's enemies make a stand in J2 would easily overwhelm the PCs, even if there's 6 of them. You're talking combing 8 moderate, 1 severe and 1 extreme encounter into one big battle. Sound like the best option for the PCs would be to run...

You'd also have to prevent them from taking the tunnel connecting J1 to the rest of the rooms, which is certainly the better approach for the PCs compared to stumbling though J2 in plain view.

I understand ,

But thinking as Laslunn (if Barushak survive and return to the quarry), puting the entire quarry on alert would not bee the better strategy?

For example, closing all the tunnels and luring the Pcs to J2.

Why they would stay disconnected knowing the PCs will soon arrive?

Maybe if the Bellflower help the pcs in the battle they could have a chance.

What do you think?

Verdant Wheel

By the way, thanks paizo for this wonderful AP..

Shadow Lodge

kayman wrote:
*snip*

I'm away from my copy of Tomorrow Must Burn at the moment and have nothing to say to your questions about NPC strategy (other than the truism that NPCs are not advantage-maximizing machines and that if you think they're making a strategic error you should look to see if there's a character-based reason for it). I just wanted to reassure you that your English is perfectly intelligible.


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I think it could be fine having the quarry be on alert and having a big climactic battle against most of the PCs, as long as you have the enemies approach in waves. For example, if different groups show up after 3, 6, and 9 turns. It would still end up very difficult for the PCs, but it should be doable, especially if they're able to retreat if things go bad.

Verdant Wheel

Mechalibur wrote:
I think it could be fine having the quarry be on alert and having a big climactic battle against most of the PCs, as long as you have the enemies approach in waves. For example, if different groups show up after 3, 6, and 9 turns. It would still end up very difficult for the PCs, but it should be doable, especially if they're able to retreat if things go bad.

Nice advice!!!

I think this option is possible , and they can have the bellflower to give some support too.

I think they will be able to handle..
There are 6 players:

A bard
A wizard
A Warpriest
A Barbarian
A Druid
A Fighter (ranged)


Pathfinder Rulebook Subscriber

There's still much time until my group starts this adventure, so maybe it'll be irrelevant by then, but... I'm having a bit of trouble with the raid on Cypress Point.

I'm not entirely sure a group of four adventurers will feel compelled to go to an entirely unknown town and help? Even if they're good-natured, it could be looked at as getting in big trouble and not being able to tend to what they have to do.

Dunno. Such a scenario just popped into my head and I'm trying to find a convincible way to lure them towards the town beyond just there being ruckus.


BlackZack wrote:

I'm not entirely sure a group of four adventurers will feel compelled to go to an entirely unknown town and help? Even if they're good-natured, it could be looked at as getting in big trouble and not being able to tend to what they have to do.

Dunno. Such a scenario just popped into my head and I'm trying to find a convincible way to lure them towards the town beyond just there being ruckus.

What's your group look like? Connecting the bones of the AP is something I have a lot of fun doing. For instance, my cleric player has the Haunting Vision background and she's been having terrible nightmares about towns being consumed by flames. I imagine that she will spur the group on once she sees Cypress Point on fire.


How about to secure the gate site? I mean, if a Triad member sees your players emerge from the gate and immediately sends word back to town that people with the means to traverse this gate are in this cave, might the group feel encouraged to go ensure the safety of themselves and their means of egress?

I can't remember the exact specifics and I don't have my book on me, but aren't there hostages involved in the town? Might be able to tie that in.


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Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.


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ograx wrote:

Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.

I haven't gotten to try this out at my table yet, but I'm looking to have my players learn through letters or interrogation that the Triad have been showing up where rumored gate exits were, hoping to use the keys to make their way into Alesta's Ring. Sure, they don't exactly have the right keys, but they sure feel like they should be!

Because, yeah, fight through a gate, get a key, move through the next gate doesn't make a lot of sense.


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ograx wrote:

Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.

Maybe by this point the Cinderclaws have developed some magic to detect the opening of a gate, if they don't already know where it is? So a nearby vessel could have docked at the town, sent out a raiding party to scout the gate, and the rest of the crew are taking advantage of the unprotected nature of the citizens to fill their hold?

Because you're right. It's another really nice convenience for the story that stretches belief pretty hard.


Two things from a first session:

1. The wainwright is mentioned as having a bedroom he goes to, to "get away from his husband and their children". Ok, no problem with him being gay, but where did the children come from?

2. Rusty Mae is dangerous. She broke at least three magical weapons that were freshly purchased with loot from the previous path, potentially making them irreperable since the PCs hadn't kept any cash back..

Silver Crusade

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From adoption?

From surrogates?

From previous marriages?

From magic?

Developer

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hyphz wrote:


1. The wainwright is mentioned as having a bedroom he goes to, to "get away from his husband and their children". Ok, no problem with him being gay, but where did the children come from?

The place all children come from: lots of places.

(All three of my children, for example, are adopted, and adopted from different places.)


Pathfinder Roleplaying Game Superscriber

I have to say, this is the book in the AP I'm most excited about. Fully half of my Age of Ashes party was in my Hell's Rebels game, and they have no idea that the campaign is going back to Kintargo.

Also, Lady Docur had a fairly large role in my Hell's Rebels game; she ended up being one the PC's main advisers. So they are going to love seeing her again. Plus, getting to see more of the Lacunafex - or as my PCs tended to call them, "Lady Docur's school for gifted young women" (couple X-Men fans among my players :P ) - is going to be awesome.

They are going to hate the remnant of Barzillai, though. After how many separate times they had to kill that bastard... I may actually remove that encounter entirely, IDK. I extended Hell's Rebels a bit and had the final encounter be a mythic fight against Barzillai in full genius loci form, so it might feel a little cheap to have to face him again, even only as a remnant.


Is the scale on the coffee shop map correct? 5' per square means that the tables are 10' in diameter. That's a pretty massive coffee shop..

Silver Crusade

Very big yes.


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Sporkedup wrote:
ograx wrote:

Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.

Maybe by this point the Cinderclaws have developed some magic to detect the opening of a gate, if they don't already know where it is? So a nearby vessel could have docked at the town, sent out a raiding party to scout the gate, and the rest of the crew are taking advantage of the unprotected nature of the citizens to fill their hold?

Because you're right. It's another really nice convenience for the story that stretches belief pretty hard.

I came on here to see if anyone brought this up. I'm just reading through this book, and shook my head when I got to this point.

This would be a good way to go. I must admit, I find it pretty frustrating when Paizo customers have to come up with working out the plot in this way. It doesn't take much to see that this bizarre coincidence is going to be hard to believe at the table. It doesn't take much to come up with something better, and I don't want to be the one doing it. What am I paying for, after all?

If anything, I want to be paying for a good story. When elements don't come together well, I start to feel like I'm just paying for a series of balanced encounters, which chafes.


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Pathfinder Roleplaying Game Superscriber
Coffee Demon wrote:
Sporkedup wrote:
ograx wrote:

Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.

Maybe by this point the Cinderclaws have developed some magic to detect the opening of a gate, if they don't already know where it is? So a nearby vessel could have docked at the town, sent out a raiding party to scout the gate, and the rest of the crew are taking advantage of the unprotected nature of the citizens to fill their hold?

Because you're right. It's another really nice convenience for the story that stretches belief pretty hard.

I came on here to see if anyone brought this up. I'm just reading through this book, and shook my head when I got to this point.

This would be a good way to go. I must admit, I find it pretty frustrating when Paizo customers have to come up with working out the plot in this way. It doesn't take much to see that this bizarre coincidence is going to be hard to believe at the table. It doesn't take much to come up with something better, and I don't want to be the one doing it. What am I paying for, after all?

If anything, I want to be paying for a good story. When elements don't come together well, I start to feel like I'm just paying for a series of balanced encounters, which chafes.

I have read all 6 books of the AP so I couldn't say which book(s) I'm pulling this from - but it's written that the Scarlet Triad has found portal keys connected with Alseta's Ring and has established a presence around each ring on purpose. They want to stay close to the all of the rings and study them to attune them and weaponize Dahak's fragment.


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Pathfinder Roleplaying Game Superscriber

I believe that's in the first book, actually.

That's why the Triad has been paying Voz, for example; they are making a concerted effort to control all of the gates.


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MaxAstro wrote:
I believe that's in the first book, actually.

Yeah, it's on page 74 of Hellknight Hill:

Quote:
...Uri has taken steps to ensure a Scarlet Triad presence near all five portal sites, with cover stories to justify their presence, should Mengkare grow curious.


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jadedtempest wrote:
Coffee Demon wrote:
Sporkedup wrote:
ograx wrote:

Will be starting this AP next week if my players don't die defeating the Cinderclaw base tommorow.

For those of you who have got into this one how did you explain or try to relate the fact that this portal just so happens to lead directly to the very group they are looking for and just had showed up in their town?

I'm going to have to go with the will of the gods on this one because it is pretty unexplainable any other way.

Maybe by this point the Cinderclaws have developed some magic to detect the opening of a gate, if they don't already know where it is? So a nearby vessel could have docked at the town, sent out a raiding party to scout the gate, and the rest of the crew are taking advantage of the unprotected nature of the citizens to fill their hold?

Because you're right. It's another really nice convenience for the story that stretches belief pretty hard.

I came on here to see if anyone brought this up. I'm just reading through this book, and shook my head when I got to this point.

This would be a good way to go. I must admit, I find it pretty frustrating when Paizo customers have to come up with working out the plot in this way. It doesn't take much to see that this bizarre coincidence is going to be hard to believe at the table. It doesn't take much to come up with something better, and I don't want to be the one doing it. What am I paying for, after all?

If anything, I want to be paying for a good story. When elements don't come together well, I start to feel like I'm just paying for a series of balanced encounters, which chafes.

I have read all 6 books of the AP so I couldn't say which book(s) I'm pulling this from - but it's written that the Scarlet Triad has found portal keys connected with Alseta's Ring and has established a presence around each ring on purpose. They want to stay close to the all of the rings and study them to attune them and weaponize Dahak's fragment.

That's not what book 3 says, though. It's written as though the Scarlet Triad has no idea the portal is there. There's nothing in book 3 to support the idea that the ST is waiting near the portal. I would love it if there were.

If they took that sentence from Hellknight Hill into Book 3, and rewrote the Slaver Ship encounter to make it an offshore outpost, it would make a lot more sense.

A few other things that bug me about this encounter:

1) "The sailors are bored, and they spend their time setting fire to the nearby ships for fun." (p.17) Just nitpicking here, but this feels like juvenile fiction writing. Have the sailors doing something that supports the fact that they're picking out slaves from the town. How do they feel that there's a demon onboard? The sentence and tone could reflect that better.

2) "Ulkin is quick to assess the PC's as prime captives, and he demands they give up their weapons and surrender." (p.16). Really? Four ninth level characters probably look pretty badass. Have him back off from them.

3) "In addition, a Scarlet Triad sneak named Vavienne lurks underneath the overturned boat, where she plans to ambush any troublemakers approaching..." So she's just been lying under the boat all this time, just in case?

...

This is only a few pages into the book... I feel like the quality of the books is dropping these days, or they're intentionally writing for teens. Quite frankly, it's not good enough for my group and I (who are 30-45 years old and need a bit more complexity and verisimilitude in our RPGS these days...)

I've heard there were issues with this first AP series of the 2nd Edition, because of the rush to get this edition out the door. I'm hoping this is what I'm seeing. I'm holding out for the next AP series to see if the story editing improves.


My PCs thoroughly confused the adventure by waiting and attacking the Sunset Imports warehouse overnight. That means that they set out to warn people about the pending attacks in the middle of the night, at a time when the attacks couldn't have gone as described because everyone would be asleep. Of course, they didn't bother going to Kite Hill because the kite event immediately wouldn't be starting until the next day.

Their first step was the girls' school which was easily dealt with, since Lady Docur was very unimpressed by the PCs trying to knock her out of bed in the middle of the night, and even more unimpressed by them flying around banging on the upstairs windows (being male PCs, at a girls' boarding school, at night)

I tried to keep the action moving when they went to the coffee shop by fudging that it had already been attacked the previous day and Laria taken, because it seemed reasonable to rule that the phantoms would just stay there after the attack having been summoned. The other halflong woman had not been killed (it's hardly fair to penalize the players for not sending the warning at Kite Hill when they have had no chance to do so yet)

The combat woke the two Rakshasas, who successfully tricked the players into thinking they were innocent victims who had been trapped in the shop overnight by the feat of the ghosts downstairs. The PCs also tried to pass on the warning to them, and asked where Laria could be found - so the Rakshasas gave them a random address in town and then bailed while the PCs were chasing the false lead.

So. What happens when two Rakshasas have the run of a city, know the PCs who are working against them and what they look like? This seems like an excellent opportunity and I was wondering if there were any suggestions, especially regarding the Nidalese diplomatic mission.

(One thing before anyone says it: I don't want to have the Rakshasas shape shifting into the PCs and then heading off to play grab-ass in the girls' school to get the PCs arrested. While I can accept that is probably something rakshasas would do, one of the players is a kid so I don't want that angle in the game.)

Verdant Wheel

hyphz wrote:

My PCs thoroughly confused the adventure by waiting and attacking the Sunset Imports warehouse overnight. That means that they set out to warn people about the pending attacks in the middle of the night, at a time when the attacks couldn't have gone as described because everyone would be asleep. Of course, they didn't bother going to Kite Hill because the kite event immediately wouldn't be starting until the next day.

Their first step was the girls' school which was easily dealt with, since Lady Docur was very unimpressed by the PCs trying to knock her out of bed in the middle of the night, and even more unimpressed by them flying around banging on the upstairs windows (being male PCs, at a girls' boarding school, at night)

I tried to keep the action moving when they went to the coffee shop by fudging that it had already been attacked the previous day and Laria taken, because it seemed reasonable to rule that the phantoms would just stay there after the attack having been summoned. The other halflong woman had not been killed (it's hardly fair to penalize the players for not sending the warning at Kite Hill when they have had no chance to do so yet)

The combat woke the two Rakshasas, who successfully tricked the players into thinking they were innocent victims who had been trapped in the shop overnight by the feat of the ghosts downstairs. The PCs also tried to pass on the warning to them, and asked where Laria could be found - so the Rakshasas gave them a random address in town and then bailed while the PCs were chasing the false lead.

So. What happens when two Rakshasas have the run of a city, know the PCs who are working against them and what they look like? This seems like an excellent opportunity and I was wondering if there were any suggestions, especially regarding the Nidalese diplomatic mission.

(One thing before anyone says it: I don't want to have the Rakshasas shape shifting into the PCs and then heading off to play grab-ass in the girls' school to get the PCs...

Interesting post, I will start Tomorrow Must Burn next week ... may i ask how did you deal with Cypress Point raid?

Did you follow the AP guidelines ?


I followed the guidelines but my party in the final encounter they had that was on the boat in the cargo hold they had a man go down and fled back up leaving there downed man and another player who had been manacled. The remaining thugs ransomed the remaining man and the body in order for the PC's to let them go. The PC's learned from a captured Triad member in Cypress Point about Sunset Imports and they just rescued the hostages who I had in the back room of Sunset Imports.

Played out great, this is my favorite book so far. I am liking the new AP design with my only gripe being that I wish there was more settlement info on the locations like we got in 1E. I know we would lose some of the lore stuff out of the back and its a toss up for me what I would rather have. I would rather pay little more for bigger page count but you can't win them all!


Pathfinder Rulebook Subscriber

So we just started the book and the party just finished the first fight with Thorpp, in the Wainwright's. The Barbarian got the manacles placed on their wrist and wanted to break out if them. Looking them up it seems keys and thievery checks is the only way out? Is this correct or am I overlooking something. It is important since the manacles are going to be showing up a lot in this book, and there is a liberator champion in the group.


Pathfinder Roleplaying Game Superscriber
Kennethray wrote:
So we just started the book and the party just finished the first fight with Thorpp, in the Wainwright's. The Barbarian got the manacles placed on their wrist and wanted to break out if them. Looking them up it seems keys and thievery checks is the only way out? Is this correct or am I overlooking something. It is important since the manacles are going to be showing up a lot in this book, and there is a liberator champion in the group.

Check out the Escape action under the Athletics skill.


Pathfinder Rulebook Subscriber
MaxAstro wrote:
Kennethray wrote:
So we just started the book and the party just finished the first fight with Thorpp, in the Wainwright's. The Barbarian got the manacles placed on their wrist and wanted to break out if them. Looking them up it seems keys and thievery checks is the only way out? Is this correct or am I overlooking something. It is important since the manacles are going to be showing up a lot in this book, and there is a liberator champion in the group.
Check out the Escape action under the Athletics skill.

It was not under the skills but in the basic actions, but was what I was looking for. Thanks. According to the escape action I would use the thievery dc. Does the fact that the manacles require 2 thievery checks matter for the athletics check? The thievery checks seem really low for a dc to break them.


Pathfinder Rulebook Subscriber

I took it to the rules forum.

Liberty's Edge

Pathfinder Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

RIP My players... They reached Laslunn and her Interlocutor and the entire party wiped... it was a close fight, but the Interlocutor does so much damage, and they were a little light on consumables from the Jaggaki fight a few rooms before.

So Laslunn has managed to escape, and all the slaves drowned... taking suggestions on how to handle that going forward...


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Maybe start the next party in Kovlar in the next book? You can have Laslunn show up in Katapesh in the book after that.

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