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Pathfinder Adventure Path #146

Pathfinder Adventure Path: Cult of Cinders (Age of Ashes 2 of 6) [P2]

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The Age of Ashes Adventure Path continues! The heroes have claimed the citadel atop Hellknight Hill as their own, but a ring of magical portals in the castle basement could allow cultists from the southern jungles to invade again at any moment. The PCs must travel through the first of these portals to ally with new friends and face off against the dragon-worshiping Cult of Cinders before the villains can bring powerful forces of destruction to bear!

Age of Ashes is the first Adventure Path using the brand new rules for the Pathfinder RPG. This second adventure is for 5th-level characters, and also includes an exploration of the society of the jungle-dwelling Ekujae elves, new magic items, rules for campaigning in jungles and rebuilding entire castles to serve as a base of operations, 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.

96 pages, Paperback

Published September 24, 2019

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Eleanor Ferron

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Displaying 1 - 3 of 3 reviews
Profile Image for Taddow.
670 reviews7 followers
January 28, 2021
I was initially skeptical but, in the end, I found that I actually enjoyed the content of this Pathfinder adventure module. I read a variety of gaming content and adventures because I enjoy reading them and learning about different gaming systems. I also like reading them because they give me ideas on creating my own adventures and house rules for game systems I do run. With this in mind, know that I don’t play Pathfinder so I cannot comment on the whether the combat encounters are appropriate for the levels and number of player characters it was designed for, I’m merely looking at this adventure based on plot and content. I pretty much convert every pre-made module to some extent to be a better fit for my group and this one would be no different, but I believe it offers a good foundation to work with. In trying to keep spoilers to a minimum, I’ll try to stay away from specifics.

This is part 2 of 6 of Pathfinder’s Age of Ashes campaign. It could be played as a standalone adventure but if done so, I feel that a lot of the buy-in from player characters won’t be there without the context of the first adventure or the Game Master coming up with an adequate reason for the party to pursue the adventure to completion.

The first main part of the adventure includes a great opportunity for characters to role-play and interact with non-player characters (NPCs) from another culture. The results of the various interactions between characters and individuals in this culture go toward building Influence, which could unlock perks as the adventure progresses. Similar to faction rules in other games, characters can earn and lose influence based on their actions and interactions with various NPCs and different NPCs have different reactions to different things, so what might earn influence with one NPC might not earn influence with another. This provides a kind of puzzle of sorts where characters can see what might impress a particular NPC.

The next main part of the adventure features a limited area hex crawl where the characters have a mission to accomplish and a general idea of where to go. The adventure provides rules for traveling in the dense harsh terrain of the jungle, rules for triggering encounters, rules for making camp and rules for using non-character resources to assist in scouting out areas. Certain hexes have specific locations of note and the characters’ actions at some of these locations can affect other parts of the story. Its not a true hex crawl in the sense that characters can choose wherever to go and the adventure has descriptions of what they’ll find. Like I said, it’s a limited hex crawl where the adventure provided map will run out and the Game Master will have to improvise, but it does offer a sense of exploration and character choice that has the potential of affecting later events.

I liked how a lot of encounters, and potential adversaries in those encounters, included guidance on possible reactions to character actions. There was more than the basic- they attack or they try to run if their losing the battle. Many of the adversaries had specific reactions outlined to specific actions that a player character might take toward them or in response to events taking place.

A portion of the Adventure Toolbox section of the adventure module has rules for renovating Citadel Altaerein, a stronghold that the party may have acquired in the previous adventure module. These rules could easily be converted to a different RPG game, such as D&D. They explain aspects such as what labor would be needed and the cost to repair portions of the castle, what skill checks must be done and what would the results mean and what are some functional areas that could be put in the castle that would offer in-game effects.

Overall a pretty good offering for a 96-page book. I’ve only picked out a few things, there is also a short bestiary, background on the Elven Ekujae culture, which could be converted for any woodland Elven or non-elven race and some interesting encounters in the adventure itself. This adventure stimulated my creativity for making some conversions and possibly running it for D&D 5e or Iron Kingdoms.
Profile Image for Greta Kat.
40 reviews
July 18, 2025
Interesting take on having one part completely roleplay without any combat, I think it helps players to get into it more.
68 reviews4 followers
October 27, 2025
Hilariously misguided product.

Cult of Cinders - virtue-signalling dross chock full of racial and gender activism masquerading as an adventure. But wait, there's more! Come for the gender and racial activism, stay for the moralizing on veganism and homosexual matchmaking.

Kicking off the hilarity - the party supposedly hopped through Hunter's Gate in pursuit of the Cinderclaws, yet once through, they are greeted by gentle, peace-loving dark-skinned elves who - naturally - want to throw the PCs a party for coming to visit and request their help with all manner of random quests. These righteous quests allow the PCs to demonstrate their "wokeness" by refusing to hunt for meat and by matchmaking two gay dudes.

For some reason, Paizo felt the need to include an "Influence Point system" for the PCs interactions with the Ekujae elves, and it's nonsensical. First of all, the Ekujae are supposedly wary of strangers, but they don't act like this at all, instead warmly welcoming the PCs and throwing them a party. Second, the pluses and minuses to Influence are silly. The PCs take an extra day to destroy a dragon pillar? This apparently pisses off the Ekujae, who are doing nothing to help, and lessens the PCs influence over them, despite the PCs being essential to saving the day.

Want all females in leadership roles? Sure, why not! Want a "nonbinary" angel referred to as "they", creating confusing textual references? The whole point of this module is "wokeness", so heck yeah! The one encounter where the writer decides not to attempt to subvert stereotypes, but instead to play them up is...you guessed it...when the party encounters the only white males in the module. Gerhard is presented as a pompous blowhard with no scruples, serving merely for the PCs to...yawn...once again show how "woke" they are. If the party offs Gerhard, the now infamous and notorious identical twin, Erhard, appears out of nowhere to take his place. Lazy, lazy, lazy writing.

That's right...these are the murky depths that Pathfinder has sunk to in 2019/2020. Next up, building a disabled accessibility ramp through the community and preaching to all who will hear on the horrors of fat-shaming. Then, the PCs will self-flagellate as penance for the associated guilt incurred by past adventurers who have displaced native populations and supported colonialist empires. Finally, any light-skinned cis (a silly word) male adventurers will beg forgiveness to any and all who will listen for the atrocities committed by others of their ilk and will offer reparations in atonement.

You think I'm exaggerating, but just you wait. This IS Paizo we're talking about here.

Grudging respect: the article in the back about the Ekujae elves is very well-written and evocative. As well, the general tone and tenor of the Mwangi and the Ekujae is flavorful. However, undercutting this is the Paizo insistence upon stripping away any edginess or events/descriptions that could make anyone uncomfortable. What we're left with is a feeling of nearly childlike innocence, much like in Hellknight Hill, overlaying the entire adventure.
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