3 - Tomorrow Must Burn (GM Reference)


Age of Ashes

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Extinction curse is out in week so maybe just play that and come back to this in future?

With how you need to have portal keys and the Citade ran its major work to get it to work story wise.


Double Post!!

How has the party fared with the Kintargo encounters?

I am seeing this being another character death or two ran as is.

By the time the party hits the tower they are by my calculations going to be fairly depleted as far as spells and such.

How did you parties do??


Question, does one-eye amnin greatclub only deal 2d10+1? I feel like the modifier is a typo.


It is a typo. I just treated it as his CR which I believe is 10 or 11. It should maybe be even higher but if you use his ability where he does the great club strike plus kick this enemy can really decimate the party regardless.


Finished this off, finding a few interesting things on the way.

The final encounter: watch out for Wall Of Stone! A PC with this can wall off an area including the sluice and some enemies, and excluding the leats and the lever. This can leave Laslunn or other NPCs drowning behind the wall! This looks like it could be a major factor in future encounters, so I hope it's been designed for in the later ones.

Iavva and Lemma, the snipers, are ridiculous. They can move 90' a round with Swiftness meaning they can't be stopped by AoOs (or potentially even Readied actions), and if they're fired on they get to fire back at no action cost. Once the PCs meet them, there's little reason why they wouldn't run around and aggro everything else in the camp if they're under threat.


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By the way, I wanted to make sure I mentioned that I noticed the callback to Council of Thieves in Mialari Docur's backstory.

I just wanted to say that the interconnection of the APs is one of my favorite things about these books and I love, love, love it when I can make these little connections. My group has played almost every AP and our group historian and I love it when these details come up.


On the convenience of the gate and Scarlet Triad being in the same place: why not have Heuberk Thropp come through the gate? It does make sense that the Triad would try to locate and lock down the gates, and you could have them have seized control of Cypress Point to this end. Changes you would need to make:

1) Either give Thropp Eclipse or give the Triad their own keys. I actually think it is fine that the elves had two of the gates, given their sacred mission and history revolves around them. But making multiple keys makes the Triad feel more threatening and gives you some back up options in case the PC carrying a key falls into a volcano or something.

2) Move the gate closer to town or even in town. If it is too remote the Triad would never draw attention to it by attacking the town. But if it is close enough to be discovered the Triad could be forced to seize control of the town to keep word from spreading. Maybe it is in a cellar and burning down the town is the best way to hide it?

3) Put the Slaver Patrol encounter next to the gate. No reason they couldn't store slaves there if it is a defensible position.

4) If the party keeps Alsetta's ring under surveillance, you can have Heuberk capture whatever NPC was on guard duty for additional leverage. (Nooooo! Not Warble!)

ograx wrote:

Double Post!!

How has the party fared with the Kintargo encounters?

I am seeing this being another character death or two ran as is.

By the time the party hits the tower they are by my calculations going to be fairly depleted as far as spells and such.

How did you parties do??

I didn't walk away with the impression the party would be hitting the tower the same day, though I could see why they would do so. Still, once they've dealt with all the active Triad attacks, the Triad doesn't have a reason to know they are coming if they wait a day, as far as I can tell. I mean trailing the sneaks leaves the possibility that the sneaks get a room at an inn until they feel they aren't being tailed anymore.

I'm more worried about the quarry being a TPK, because there doesn't seem to be much stopping the various rooms from joining various encounters. Seems like people should come running as soon as the Shadow Giant starts throwing boulders, and J3 and J4 are close enough to to each other to hear a fight break out in the next room. (J4 also probably isn't wearing their armor, given they are sleeping, so maybe that delays them?)

I wish this book had notes on reinforcements as thorough as the mine in book 2.


We had a TPK last night in the coffeehouse in the final battle with Rakshasas. Starting from the Warehouse with the golem and going to the Ice Devil battle then to the coffeehouse really stretched the party thin, I couldnt imagine adding the tower on top of that which the adventure makes seem should all happen in a day.


I think the issue is that prior to the slavers all the encounters for the past many games have been big single encounter days. The sorcerer even commented on the fact that they have so many spell slots after the fights. The comment was made after the dream gate fight, which I had combined into one big encounter since the party is 6 members. We exit dream gate today so I may stress that it's back to multiple encounters per day now.

Scarab Sages

Pathfinder Adventure Path Subscriber

Part of the rewards in Cypress indicate 5 silver ingots and 4 mithral chunks. Is there a monetary value for those?


Ginasteri wrote:
Part of the rewards in Cypress indicate 5 silver ingots and 4 mithral chunks. Is there a monetary value for those?

I dont have my book with me but the short answer is yes. In the corebook in special material...that might not be the correct name. Each material type has chunks and ingots with their gp value.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Kennethray wrote:
Ginasteri wrote:
Part of the rewards in Cypress indicate 5 silver ingots and 4 mithral chunks. Is there a monetary value for those?
I dont have my book with me but the short answer is yes. In the corebook in special material...that might not be the correct name. Each material type has chunks and ingots with their gp value.

Here it is. Silver ingots are 100 gp each, and mithral chunks are 50.

Scarab Sages

Pathfinder Adventure Path Subscriber

Thanks folks! I was clearly looking in the wrong part.


I was considering having the halfling that was being "interviewed" in sunset imports dying after giving the party enough info to head to kite hill. I have not done a deep dive into the end of the book, though. Is he supposed to show up at a later time? I'm doing this to add a bit of urgency into what he is telling the party. We have 6 players and roleplaying can start to get drawn out, while it can be fun I just want this to be a "hey there is still more fighting to do" type convo. Other wise it turns into, "what if he is lying" then a bunch of discussion on how to fert out the truth instead of moving the game on. This party still thinks the wheelwright was in on a trap and that the mayor of the last town set up the attack.


Pathfinder Adventure Path Subscriber
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.

Spoilers for Hell's Rebels:

The Lacunafex weren't extremely major players in HR, but they did play a minor part as potential allies to the Silver Ravens. Mialari introduces herself to the Ravens at the start of Dance of the Damned (book 3) to propose an alliance and push the Ravens into planning for the future and looking into forging alliances among the upper echelons of the city.

Otherwise she doesn't have much of an explicit role besides being an allied team against Barzillai. If I recall correctly she was supposed to have a greater role initially but it was cut from the adventure, though it's been quite some time so I might be remembering that wrong.

Nevertheless, Lady Docur does have ties to Kintargo's history, having been a rival to the Gray Spiders who were the main criminal group in the city for a while.


Halfing dead. On a side note when the party first got to the city and was looking for downtime work the goblin sorcerer wanted to use lore academia. I told them that the schools were all on a decline and the highest job would be level 6, unless they were a woman and wanted to work at the school for girls. The Male goblin proceeded to buy a sex change potion to work there for a month then bought another to turn back. They spent more gold then they earned. I wanted to reward that but when the adventure took them back to that school they used a 10 minute spell to take on female form again that abruptly ended while being escorted to the prisoners. There were stern words spoken after the interrogation and the pc left "knowing" they were not welcomed there. I wanted the headmistress to be upset then do a little investigation about the pc's month there and find that the goblin was not spying or creeping on the girls. It also helps that the goblin is currently in a romantic relationship with the diplomat. My plan is to invite them into her secret organization, maybe even a free dedication feat to join, but they have to be the female form when they report in and never that female form when doing secret organization stuff in the world.

It's just interesting and I wanted to share.


One thing I did not notice until after we have moved passed it was this. In the coffee house, it says that the Remnants are hiding underground and when the pcs enter the remnants use their Create Haunt ability before rising up. However, Create Haunt is a 3 action activity and incorporeal creatures inside things are slowed 1. It was much better that the party did not know that the haunts came from the remnants. I guess one could do it before initiative is rolled but since initiative is supposed to be rolled once someone decides to do bad things, that would be fudging some rules.


Page 52 for the drain phylactery of the lich it has the ability being used as a reaction but pretty sure this should be be free action ability.

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