![]() In retrospect, I would like to have made the big respect quests actually meaningful to the AP itself rather than just accumulating bragging rights. ![]() I decided that Sun Shaman was under a geas-like oath that forbids him from sharing the truth with anyone who had demonstrated a commitment to the ways. I recommend making the "respect quests" more robust. But it's better if the players are on their own since it makes things scarier for them. Maybe, if the PCs feel incapable of navigating the Cinderlands, the Skoan-quah might grudgingly offer one, perhaps a novice, but make sure to really develop this guide so that if they die, it feels like a real loss. They're also too fragile in an encounter that is level-appropriate for the PCs, which can cause some serious Respect damage if the PCs aren't willing to shell out thousands of gold when they almost inevitably die. The Boneslayers make the Cinderlands less mysterious since they can just explain everything. The Shoanti should mostly hate these tishamek wandering into their territory expecting to learn their deepest cultural secrets.ĭitch the Boneslayer entourage. They should not feel like helpless savages just waiting for the PCs to fix things. Make sure the Shoanti feel like a real culture. I just finished GMing this part of the AP and have some thoughts. Since the Cinderlands are such a departure from Korvosa, I think you ought to double-down on how alien it should feel to city-folk. not required, but useful if the GM wanted to expand on those areas. The ones that are not there were mostly not directly related to the AP (the Cinderlands and the articles on Varisian and Shoanti daily life) were nice-to-have items in the originals. Part of the goal is so that even if someone does not like the adventure itself, subscribers can still get articles that expand on the world in some way.Īll of the necessary pieces are included in the Appendices. The Pathfinder volumes are like a magazine, with an adventure + support articles. I just noticed that the Wayfinder content "Ruling Rannick" is actually adjacent to the Cinderlands, more or less, so that article on using the Exploration and Kingdom rules may be even more help than I thought.Īs for the Hardcover, it is a compiled, updated, and in some areas expanded version of the Adventure Path. What else was stripped out of the hardcover version? I thought I was getting the "deluxe" version of the AP. I was, however, rather disappointed to learn that pretty significant content was cut from the hardcover. Yes, the website is obviously a transplant of the Cinderlands to Eberron, but it just looks like a DM's page for his campaign so I doubt there's too many copyright issues involved. Seems wrote: Thanks! I'll take a look at the Wayfinder you mentioned. (And for the record, I do like the sound of the Cindermaw and the Trial of the Totem encounters). Would love to hear any suggestions for making this whole part of the adventure more interesting. After dealing with the havero, the rest of the Thrallkeepers' Acropolis seems kind of tedious. Go to what is basically a one-room temple and kill a monster. I'm combining it with AngryGM's wilderness travel tips to try and make things more exciting.Īlso, some of the options for gaining respect seem just a little ho-hum. To try and fill this gap, I've been looking at Frog God Games' "Dunes of Desolation", which is a fabulous guide for desert adventuring. Not mention dealing with heat, battles while crossing ravines, etc. For example, things get much more interesting if they're fleeing a sandstorm or get ambushed by monsters and some of the Party's horses get killed. While spells like Create Water make desert travel much less hazardous, there are all sorts of other dangers from both creatures and the environment. There's no guidance on how to navigate and survive the Cinderlands, other than conveniently being provided with boneslayer guides once they get to the Kallow Mounds. You have this potentially fabulous environment with the first (and really only) opportunity for wilderness exploration and there's no sense of danger. So I'm getting ready to start A History of Ashes next week and I'm a little underwhelmed at the Cinderlands.
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