Hellknight Hill and Table 10-9


Age of Ashes


I know the first book of Age of Ashes was written before the 2E rules were finalized, but I came to realize how far off the first level of this AP is regarding the recommended treasure by level chart (10-9) found on page 509 of the CRB.

The chart recommends that over the course of 1st level, they should have accumulated around 175gp (for a party of 4), or if you break it up then it recommends 2 first- and 2 second-level permanent magic items, in addition to consumables and cash.

After I ran my party through the upper level of the Citadel, they leveled up to 2nd and went back to town with their bag of loot.

I added everything together and was surprised to find so much cash equivalent being given (and not much to spend it on), but only a single permanent magic item. A +1 Shortbow. And that's only if they take it from Calmont!

So I decided to check the lower level (Vaults) to see what was waiting for them down there. The AP says that the characters will probably be 3rd level after leaving this part, so that means (according to 10-9) that they should have the following permanent magic items by the time they're done with the Vaults:
- 2 fourth
- 4 third
- 4 second
- 2 first

But the only things I can find on that level are 7 more +1 weapons (level 2), Bracers of Missile Deflection, Wand of Heal, and Doubling Rings (level 3).

In summary:
- 8 level 2 (if they took Calmont's bow)
- 3 level 3

I can't help but think that by the time they get down to the bottom level, they might be outgunned.

Thoughts?
Is there anything to worry about?


1 person marked this as a favorite.

There's nothing to worry about. They'll wind up with more money than they need I'm sure. My party didn't really have an issue with money or magic items.


BeardedTree wrote:
There's nothing to worry about. They'll wind up with more money than they need I'm sure. My party didn't really have an issue with money or magic items.

Money's not the issue from what I can see. They're supposed to have gotten a total of 175gp for 1st level, but if they sold everything it's over 300gp. The issue is that they don't have but a single +1 Potency rune that they took from Calmont's bow. That's it. And by the time they hit 4th, they will still only have +1 Potency runes on their weapons. That's it. No Striking. Just a bunch of 2nd level magic weapons.

But if your party did well with that, then I guess I won't worry about it.
Thanks for the feedback!


2 people marked this as a favorite.

Breachill is level 4 - they could just buy one?

Also -

Spoiler:
There's a +1 striking starknife just before Voz


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
NickTip wrote:

Breachill is level 4 - they could just buy one?

Also -

** spoiler omitted **

I think the Starknife is +1 returning but there is a +1 Striking Scimitar after Voz and before the Barghest.


It's both striking and returning. It makes me think of Krull.


1 person marked this as a favorite.
NickTip wrote:
It's both striking and returning. It makes me think of Krull.

I'd already made the decision back in PF1e days that the starknife is basically the Glaive from Krull! I'm not a fan of the starknife as-is. ;)


1 person marked this as a favorite.
GMScott wrote:
BeardedTree wrote:
There's nothing to worry about. They'll wind up with more money than they need I'm sure. My party didn't really have an issue with money or magic items.

Money's not the issue from what I can see. They're supposed to have gotten a total of 175gp for 1st level, but if they sold everything it's over 300gp. The issue is that they don't have but a single +1 Potency rune that they took from Calmont's bow. That's it. And by the time they hit 4th, they will still only have +1 Potency runes on their weapons. That's it. No Striking. Just a bunch of 2nd level magic weapons.

But if your party did well with that, then I guess I won't worry about it.
Thanks for the feedback!

The only problem my party had was me trying (and admittedly failing) to always properly scale the adventure for 7 people. I do remember being concerned with my party not getting enough magic items at the outset buy they can buy +1 weapons with whatever money they get from selling things. I think the fighter and monk had +1 weapons pretty early on (they're only 35 gold each).

I think that table 10-9 is just a rough guideline, you don't have to follow it exactly.

And monetarily speaking I think they had enough money to almost completely finish repairs to the citadel after book one.


BeardedTree wrote:

The only problem my party had was me trying (and admittedly failing) to always properly scale the adventure for 7 people.

So far, I'm keeping ahead of my party of 6 players. I'm figuring out and adding the 5 & 6 player loadouts for enemies and hazards. That way, regardless of who shows up that session, I'm set!

It's super easy with pf2e, especially thanks to sites like:
https://www.stephanedoiron.com/rpgs/pf2/encounter-calculator


1 person marked this as a favorite.
GMScott wrote:
BeardedTree wrote:

The only problem my party had was me trying (and admittedly failing) to always properly scale the adventure for 7 people.

So far, I'm keeping ahead of my party of 6 players. I'm figuring out and adding the 5 & 6 player loadouts for enemies and hazards. That way, regardless of who shows up that session, I'm set!

It's super easy with pf2e, especially thanks to sites like:
https://www.stephanedoiron.com/rpgs/pf2/encounter-calculator

I'm happy that you're doing a better job than I did haha I almost killed them when they fought Voz... it was almost a TPK.


1 person marked this as a favorite.

Yeah, the adventure is rough with items at the beginning, but it should not be an issue. My group only ever had trouble with items while playing through book 2, because the jungle is not great at giving level-appropriate weapons. Do remind them that they should always buy things at the cities they visit if they can. Breachill can at least always provide +1 striking weapons for 100 gp each. That should keep them stable up until book 3, at least.


Pathfinder Roleplaying Game Superscriber
NickTip wrote:
It's both striking and returning. It makes me think of Krull.

oh nice! I missed that. Thanks.


Dmiri Yoltosha also has a +1 striking weapon. In general, I find AoA to be actually more generous than the table assumes, even with 5 players.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Age of Ashes / Hellknight Hill and Table 10-9 All Messageboards

Want to post a reply? Sign in.
Recent threads in Age of Ashes