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Published by mikronframes, 2020-03-02 02:34:42

Age of Ashes 3 - Tomorrow Must Burn

Age of Ashes 3 - Tomorrow Must Burn

Second Edition

Tomorrow
Must Burn

By Ron Lundeen and Stephanie Lundeen

Kintargo Night Road TO CYPRESS POINT

Kite Hill

2. LADY DOCUR’S SCHOOL FOR GIRLS • • 4. THE NEWT MARKET
• 3. LONG ROADS

COFFEE HOUSE

• 1. ALABASTER ACADEMY Silver Road
5. THE COUNTING HOUSE •

• 6. THE WAR CAGE
• 8. VASHNARSTILL SHIPYARD

• 7. SUNSET IMPORTS

• 10. CASTLE KINTARGO Yolubilis River 9. BLEAKBRIDGE •

Yolubilis River • 12. KINTARGO OPERA HOUSE

• 14. THE OLD HARBOR • 11. THE PEOPLE’S TEMPLE

13. LITTLE MISS DRURIE’S •

Ravounel Road• 15. HOUSE OF TRUTH AND CLARITY

Argo Isle

0 1,200 FEET

AUTHORS Tomorrow MustADVENTURE PATH 3 OF 6 Burn
Ron Lundeen and Stephanie Lundeen
ADDITIONAL WRITING Tomorrow Must Burn 3
Lyz Liddell and James L. Sutter
DEVELOPERS by Ron Lundeen and Stephanie Lundeen 4
James Jacobs and Patrick Renie 26
EDITORS Chapter 1: The Road to Kintargo 46
Judy Bauer, James Case, Leo Glass, Avi Kool, Chapter 2: Shadows on the Silver City
Lyz Liddell, Adrian Ng, Lacy Pellazar, and Chapter 3: The Cornered Quarry
Jason Tondro
COVER AND PAGE BORDER ARTIST Ravounel Gazetteer 58
Leonardo Borazio
INTERIOR ARTISTS by Ron Lundeen 64
Miguel Regodón Harkness, Vlada Hladkova,
Jason Juta, Artur Nakhodkin, Here There Be Dragons 70
Ricardo Padierne Silvera, Sandra Posada,
Brian Valeza (Gunship Revolution), and by James L. Sutter 71
Vicky Yarova 72
ART DIRECTION AND GRAPHIC DESIGN Adventure Toolbox 75
Sonja Morris and Sarah E. Robinson 76
CREATIVE DIRECTOR by Lyz Liddell and Ron Lundeen 77
James Jacobs 78
PUBLISHER Adventure Treasures 79
Erik Mona Lacunafex Lore (Feats and Spells) 80
Bellflower Tiller Archetype 81
Paizo Inc. Blood Boar 82
7120 185th Ave NE, Ste 120 Demon, Kalavakus 83
Redmond, WA 98052-0577 Devil, Osyluth 84
Giant, Shadow 85
paizo.com Remnant of Barzillai 86
Rusalka 88
Velstrac, Augur 90
Velstrac, Evangelist
Velstrac, Interlocutor
Velstrac, Maestro
Laslunn
Mialari Docur
Nolly Peltry



TOMORROW
MUST BURN

Chapter 1: The Road to Kintargo ............... 4 BACK TO KINTARGO

The heroes learn that a villainous organization called the Scarlet Triad The central portion of this
has set its sights on Breachill. After passing through the Dreamgate and adventure takes place in the Silver
arriving in distant Ravounel, however, the heroes learn the Scarlet Triad is City of Kintargo, site of the Hell’s
active in that nascent nation as well. Rebels Adventure Path. Once they
reach Kintargo, you should consider
Chapter 2: Shadows on the Silver City ...... 26 giving the PCs a bit of a breather. As
a 7th-level settlement, Kintargo has
While investigating Kintargo for clues to the Scarlet Triad, the heroes make ample opportunities for PCs to shop
allies of the abolitionist Bellflower Network, which opposes slavery in all and craft, but also to Earn Income
its forms. if they wish. While the threat of the
Scarlet Triad looms throughout this
Chapter 3: The Cornered Quarry ............. 46 entire chapter, the PCs aren’t under
a time limit for how quickly they
The heroes learn that the Scarlet Triad mastermind has retreated to an take steps to deal with the slavers.
abandoned quarry in the Menador Mountains. The heroes must confront A bit more information about
her and her powerful allies in order to save Ravounel from the scourge of Kintargo is presented on pages
the Scarlet Triad. 62–63 of this volume’s Ravounel
Gazetteer, but if you’re seeking a
Advancement Track more in-depth exploration of the
Silver City, consult the Hell’s Rebels
“Tomorrow Must Burn” is designed for four characters. Adventure Path for more details
about the city, especially the first
9 The PCs begin this adventure at 9th level. volume, In Hell’s Bright Shadow.

10 The PCs should reach 10th level before they enter Kintargo in
Chapter 2.

11 The PCs should reach 11th level before they head south to the
Summershade Quarry in Chapter 3.

The PCs should reach 12th level by the adventure’s conclusion.

3

CHAPTER 1:
THE ROAD TO KINTARGO

On the island nation of Hermea, the gold dragon the Five Kings Mountains and Katapesh, and a local
Mengkare pursues his “Glorious Endeavor”— group of merchants. By mid-4607 ar, these three
breeding idealized specimens of humanity to create groups had united under Mengkare’s guidance and
a flawless utopia of perfect souls. He started this became the Scarlet Triad.
ambitious project in 4552 ar, but in 4606 ar, just as
the Endeavor was beginning to gain speed on its third For decades, the Scarlet Triad served as “talent
generation, the deadly storms that heralded the start of scouts” for Promise, but as the Glorious Endeavor
the Age of Lost Omens devastated Hermea and set back gained momentum and population, the need for new
Mengkare’s plans. Over the months that followed, the blood waned. Mengkare reduced his funding of the
gold dragon realized he needed to focus his attentions Scarlet Triad as a result, but the members of that
on protecting and guiding the Endeavor on Hermea, group had developed a taste for coin and wealth. By
and thus couldn’t spare the time to personally seek out 4690 ar, the group took its first tentative (and very
talented and gifted humans on the mainland. And so secret) steps into the slave trade, figuring that since
he outsourced that task, recruiting a talented merchant they were already seeking out talented and gifted
from Katapesh who had been dealing with three people for recruitment to Promise, those who didn’t
mercantile consortiums: a fleet of traders who ran meet the strict requirements for inclusion could still
the route between Katapesh and Cheliax, a dwarven fetch a high price as slaves.
trade organization that maintained relations between
The Scarlet Triad’s current leader, Uri Zandivar,
has kept their new venture quiet from Mengkare,

4

although his elder sister Emaliza, who served on Mengkare’s Council of CHAPTER 1 SUMMARY TOMORROW
Enlightenment, knew full well what the Triad was up to. With her aid, Uri MUST BURN
managed to prevent Mengkare from learning the truth about the Scarlet The PCs learn of nefarious activities
Triad’s corruption into slavery—as long as they continued to provide the in Breachill and have their first Chapter 1:
good human stock the dragon sought and did so at reduced overhead, direct confrontation with the Scarlet The Road to
things ran smoothly. When Absalom outlawed slavery in 4717 ar, the Triad. From there, they open the
Scarlet Triad saw a significant portion of their business crash and burn, Dreamgate portal and deal with a Kintargo
and over the past few years, they’ve been working to branch out, most coven of hags who have moved into
significantly into Cheliax’s slave trade and into the Darklands below the the extradimensional way station Chapter 2:
Five Kings Mountains (drawing upon their legacy of trade connections to found within. On the far side of the Shadows on
these nations), both regions where slavery was still a legal business. portal, they emerge into the new the Silver City
nation of Ravounel, not far from
The gnoll slaver Laslunn earned her place as Uri’s third-in-command the small town of Cypress Point as Chapter 3:
by virtue of her heartless efficiency and her remarkable ability to judge it undergoes a brutal raid by the The Cornered
potential slaves. Uri placed Laslunn in charge of co-opting the Chelish Scarlet Triad. The PCs defend the
slave trade. To do this, Laslunn went not to Cheliax but to Ravounel, town from these eager slavers and Quarry
the new nation recently formed from Cheliax’s former northwestern rescue several influential locals,
province. Laslunn knew that the Chelish slave networks hadn’t simply while learning that this group of Ravounel
evaporated when Ravounel turned away from diabolism and evil, and slavers was but a small fraction of Gazetteer
she hoped to rekindle those old slaver’s networks before they were those who have infested the city
lost completely. of Kintargo. Here There Be
Dragons
Laslunn’s base of operations in Kintargo is Sunset Imports, a trading
company that has fallen on hard times. From here, individual slaver cells Adventure
have spread throughout Ravounel, including into the declining Alabaster Toolbox
Academy and the outlying town of Cypress Point. With these preparations
in place, Laslunn withdrew from Kintargo to an abandoned granite quarry
in the Menador Mountains in southern Ravounel. This quarry is Laslunn’s
current headquarters and the holding area of her most valuable slaves.

The Silver Council that leads Kintargo has their hands full dealing with
political pressures and tense rivalries with neighbors on two fronts—
Nidal to the northeast and Cheliax to the south—and this has allowed
Laslunn’s slavers to spread quickly. While the council does its best to
curtail the slave trade, it has fallen upon another organization to oppose
the Scarlet Triad—the Bellflower Network. This informal organization
of predominantly halfling abolitionists and slave-liberators has long
been active in Cheliax and considers Ravounel a safe base of operations.
When a new network of slavers appeared right in their backyard, the
Bellflower Network was quick to respond. The leaders of the network—
including Laria Longroad and a secretive halfling who uses the folk-hero
name “Nolly Peltry”—activated their agents immediately. Unfortunately,
Laslunn is well aware of the Bellflower Network and has agents in place
to oppose its efforts. This shadow war beneath the atmosphere of tense
negotiations in the Silver City is putting all of Kintargo on edge.

Laslunn continues to carry out the Scarlet Triad’s directives, but she
has her own agenda as well. From correspondence with Voz Lirayne
(see Pathfinder Adventure Path #145: Hellknight Hill), Laslunn has
learned of Alseta’s Ring and the network of gates it contains. She’s heard
whispers about the Scarlet Triad’s plans for Alseta’s Ring, but even with
her lofty position, she isn’t considered senior enough to be trusted with
the details of these plans. Irritated by these secrets and determined to
find out more, the gnoll slaver dispatched a few agents to the town of
Breachill to find out why Voz has gone silent. Laslunn isn’t aware that
the PCs have already bested Voz, but she’ll soon learn that fact when the
PCs bring the fight to her.

5

Getting Started A1. Workshop Low 9

This adventure begins as the PCs receive a suspicious This workshop is large enough to hold multiple wagons at
invitation from one Heuberk Thropp. Before you start, once. A fireplace and a forge stand opposite the machinery,
though, remember the PCs might want to spend some next to a narrow door. Two other doors lead north: one is
time improving their home and bettering themselves— tucked in an alcove and adorned with a wooden sign reading
give the players some downtime to carry out these “Private,” and the other is a slightly ajar double door.
tasks as needed.

The Missing Wainwright The machinery on the west side of the room is

During “Hellknight Hill,” the PCs discovered Voz’s Fadelby’s new semi-mechanized lathe. The fireplace is

secrets and put an end to her villainy. Laslunn only cold, as Fadelby hasn’t used it in several days, although

recently realized that something’s gone awry with a stack of raw iron next to it is ready to be forged into

her contact Voz, and she clasps, rims, or whatever else the wainwright needs in

sends one of her most WAINWRIGHT’S SHOP his work.
trusted minions,
Hazard: One of Fadelby’s

Heuberk Thropp, most important tools is

to investigate. What A3 his lathe. After his old one
broke down several weeks
he learns in the few

days he has before A2 ago, he spent the money
the PCs return from
to buy a more efficient and

the Mwangi Expanse modern version shipped

both intrigues and all the way from Kerse.

unsettles him, and This lathe is powered by

as this adventure gears and springs and has

begins, he’s ready several sharp blades, and

to lure the PCs just about anyone can get

into a confrontation the wood spinning at a

during which he hopes remarkable speed.

to learn more of their The Scarlet Triad poked

motivations and potential A1 around in this room while
preparing their ambush
interest in joining the Triad.

Heuberk’s plan is to abduct and were intrigued by the

local wainwright Fadelby powered lathe. After one

Vusker, whom the PCs may of the sneaks nearly lost a

have hired to help with work finger to a spinning blade,

on Citadel Altaerein—feel free the villains realized the

to substitute a different NPC lathe would make a good

from town if you wish (in 1 SQUARE = 5 FEET trap. They loosened the
lathe’s blades and gears, then
this case you’ll need to adjust

the encounters that take place in overwound the mechanism’s

the wainwright’s shop). Once he’s abducted Fadelby, springs before locking them in place. Now the lathe

Heuberk sends a short, unsigned message to the PCs in will unleash multiple rounds of spinning gears and

Citadel Altaerein—see Handout #1 on page 7 for details. blades throughout the room if a cord is pulled, a cord

Wainwright’s Shop held by a Scarlet Triad agent hidden in area A2.

The wainwright shop has two entrances: a door to the TRAPPED LATHE HAZARD 10

east, and a double door to the south. Both are currently COMPLEX MECHANICAL TRAP

closed but not locked. The interior of the shop is only Stealth +19 (expert); DC 29 to notice the line of cord running
from the lathe’s trigger toward the door to area A2.
dimly lit with a few lanterns turned down low. The
Description The powered lathe’s springs have been
three areas of the shop are detailed first, but as soon as critically overwound so that when jostled or triggered,
the lathe unwinds violently, hurling blades, gears, and
the PCs make their presence known, Heuberk emerges sharp shards of metal around the room.

from area A2 to greet them—in this case, see A Tense
Meeting on page 9.

6

Disable Thievery DC 31 (expert) on the lathe releases the Esteemed adventurers— TOMORROW
tension on its springs without unleashing its blades MUST BURN
and gears. I have a proposition for you. I
wish to speak about potential Chapter 1:
AC 30; Fort +22, Ref +14 employment of your skills, The Road to
Hardness 18; HP 72 (BT 36); Immunities critical hits, object but do not wish to involve
the authorities. This is a Kintargo
immunities, precision damage matter for which your skills
Unleash Fragments [reactio Trigger The lathe is jostled or are uniquely appropriate, but Chapter 2:
also one that must needs Shadows on
damaged, or its trigger is remotely pulled. Effect The remain secret. I’ve taken the Silver City
trap makes a sharpened fragment Strike against a the liberty of commandeering
random target in area A1, then rolls for initiative. your local wainwright’s shop Chapter 3:
Routine (4 actions) The lathe attempts four sharpened as a meeting place. Come The Cornered
fragment attacks against creatures in the room, selecting before sunrise, and do so
a target randomly from all available targets in area A1. The alone. If you do not meet me Quarry
trap does not take multiple attack penalties for any of its before then, or if you involve
attacks. The trap loses 1 action each turn as its springs the authorities, this one- Ravounel
wind down, and becomes disabled when it has 0 actions. time offer will not be issued Gazetteer
Ranged [one-act sharpened fragment +26, Damage 2d8+12 again. In such a case, please
slashing plus 1d8 persistent bleed damage on a critical hit accept my condolences in Here There Be
advance for your wainwright’s Dragons
A2. Storeroom Moderate 9 fate and the unfortunate
fire that claimed his shop. Adventure
Shelves line the east and west walls of this storeroom, with Toolbox
lumber and broken machinery in the room’s center. The
only exit is a wide door in the storeroom’s southeast corner.

Fadelby stores spare lumber in this room, but he’s Handout #1
also shoved his old pedal-powered lathe here in the
dwindling hope that he’ll fix it up and resell it someday. HEUBERK THROPP CREATURE 9
The metal lathe and stacks of lumber are sufficient to
provide cover to anyone standing behind them. UNIQUE LE MEDIUM HUMAN HUMANOID

Creatures: Heuberk Thropp and three Scarlet Triad Perception +14
sneaks wait patiently here for the PCs, along with their Languages Common, Dwarven, Elven, Gnoll, Halfling
tightly bound and gagged hostage, Fadelby. One of the Skills Athletics +16, Deception +21, Diplomacy +15,
sneaks holds a knife at the ready to deliver a mortal
wound to Fadelby, while another stands ready to tug Intimidation +19, Mercantile Lore +16, Society +16,
the line attached to the trapped lathe and set the trap Thievery +16
off. The third sneak stands near the doors to area A1, Str +3, Dex +2, Con +3, Int +1, Wis +1, Cha +4
ready to aid Heuberk as needed. Heuberk himself Items dagger (3), keys to manacles, leather armor, +1 striking
watches area A1 through the gap in the door, and is mace, average manacles (marked with the symbol of the
ready to step into the room to the south to greet the Scarlet Triad), spellbook, infiltrator’s thieves tools
PCs when he notices them—see A Tense Meeting. AC 28; Fort +21, Ref +15, Will +18
HP 155
Heuberk is a tall, bony man with sharp features Timely Distraction [reactio Trigger A creature Heuberk can see
and well-oiled brown hair and mustache. He favors within his melee reach misses him with a melee Strike.
his spells in combat, attempting to disorient the PCs. Effect Heuberk attempts to Feint the creature. If it’s not
He gives the call to cut Fadelby’s throat if reduced to Heuberk’s turn and he gets a success, the effect applies
fewer than 25 Hit Points, hoping that the PCs rush on his next turn.
to save the wainwright and thus afford him a better Speed 25 feet
chance to escape alive. Melee [one-act mace +19 (shove), Damage 2d6+9 bludgeoning
Melee [one-act dagger +18 (agile, versatile S), Damage 1d4+9
Fadelby is badly beaten and barely conscious. If piercing
Heuberk gives the command, the sneak who holds him
can cut his throat and cause Fadelby to become dying
1. Fadelby’s combat stats are otherwise unlikely to be
relevant to this encounter.

7


















































































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