The Age of Ashes Adventure Path continues! In defeating the treacherous Cult of Cinders, the heroes discover a nefarious group pulling the cult’s strings―a mysterious merchant’s guild called the Scarlet Triad. Following clues and utilizing another portal found below their castle on Hellknight Hill, the heroes come to the recently founded nation of Ravounel, where they must stand against the Scarlet Triad as the group attempts to establish an underground slave trade. But as the heroes clash more and more with the Scarlet Triad, it becomes increasingly apparent the slavers have even more sinister plans for the Inner Sea region―plans that must be stopped!
Age of Ashes is the first Adventure Path using the brand new rules for the Pathfinder RPG. This third adventure is for 9th-level characters, and also includes a gazetteer to the newly formed nation of Ravounel, an exploration of the dragons of the world, a wealth of new options for player characters to discover (from magic items, spells, and feats, to a new class archetype), and more than half a dozen new monsters!
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
This is the 3rd adventure in the Age of Ashes Pathfinder campaign where the player characters (PCs) open another gate and find themselves in another part of the world seeking the next piece of the conspiracy and another piece to open another gate. Please be aware there will be some spoilers, though I will try to keep specifics to a minimum.
So the PCs will end up traveling to the kingdom of Ravounel where they will get to directly interfere in some of the slave-taking operations of the Scarlet Triad. This is pretty standard adventuring fare where the PCs will get involved in attacking and (hopefully) defeating a group of slavers who are trying to imprison some townsfolk, learn clues of where to find more slavers and slaves needing rescue where they will find more clues of more slavers and slaves needing rescue...you get the point. This in itself is not a terrible way of keeping the adventure going but this could have been so much more if was more sandbox in nature and there was not a slave rescue countdown clock always in the background.
The adventure says that the PCs are not held to any timeline so they are free to explore the city of Kintargo and engage in downtime activities but this isn’t really supported by the adventure because every step of progression has the tone (and sometimes the repercussions) that the PCs must hurry or something bad will happen. There are several encounters where the PCs are encouraged to warn these people, save these people, or find these people before it’s too late. It’s hard to get the PCs to engage in downtime activities and leisurely explore if they feel they should always be doing something important toward the adventure.
This adventure really could have shined if they focused on the city of Kintargo and made it more of an investigation scenario where the PCs had to explore the city, talk to people, conduct surveillance on different locations and people. They would get to use a variety of their non-combat and combat skills to gather information on where slavers were located. Where are their safe houses? Where are their slave staging points? All of this could have lead to a more fruitful dismantling of the Scarlet Triad’s slaver network in the city.
Tomorrow Must Burn isn't so much an adventure as a vehicle for Paizo to push their bizarre social agendas. If you want to read about gay dads with kids, by all means, purchase this product. If you want a good adventure and riveting story, look elsewhere.
For what it's worth, nonsense fills this module, including: - The PCs take a magical elven gate to Ravounel, arriving just outside Cypress Point, a small village being attacked by slavers....the same slavers that the characters are looking for. How convenient. This sort of things happens all the time with Paizo. It's as if the plot is being written for dimwits. - If the PCs approach the slavers' ship, they come upon a slaver who apparently has been hiding under an overturned dinghy. Huh? So this slaver just lies there, for days, under this dinghy, to ambush anyone who comes along? Yeah...sure... - The PCs can find a map of the village. Yet...no map of the village is provided, nor is a description. Laziness by the writer/developer. - At one point, the PCs can take the battle to the slavers at a smokehouse in the village. We are told that the owners of the smokehouse are out of town, yet leave the doors to their business unlocked, so that anyone who wants to steal food may do so. Huh? That makes no sense from a business perspective. Does Paizo leave their doors unlocked when the office is closed, so that the destitute may gain access to their products, gratis? - Players are treated like children, with answers to mysteries handed to them on a silver platter. As with the prior two adventures in this path, this module seems geared towards a younger, Disney-esque, cohort. - The Pathfinder practice of having the characters face incompetent villains continues. At one point, three thug slavers (with 120 HP each) are beaten in combat and captured by young girls practicing fencing with blunted weapons. You read that right. So when the PCs finally are able to muster the heroism and courage to beat back more of these villainous thugs, they may feel on a par with a group of young lasses wielding no real weapons.