(I’ve been buying all the Pathfinder 2e products, so I may as well review them. Sorry it’s taken me a while to get to this adventure path. Just call me lazy.)
Hellknight Hill is the first in the Age of Ashes Adventure Path for P2e, taking PCs from 1st-4th level. The first mini-adventure sees the PCs fighting a fire in the town hall, before accepting a job to chase down the fire starter in the citadel on Hellknight Hill, just outside of the town of Breachhill. Next up is a dungeon crawl through the citadel, rescuing a band of local goblins and defeating the fire starter. The last part of the adventure sees the PCs investigating the dungeons and caves below the citadel, fighting the Cinderclaw cult attempting to invade the region through a magic gate and discovering a series of portals that tie directly into future instalments of the adventure path. They even get to keep the citadel as a fixer-upper to use as a home base, which is a nice touch.
Overall this adventure is a well put together, somewhat linear adventure, with bonus materials including campaign information, a detailed town with a mysterious secret, 3 major NPCs, 2 new magic items and 9 new monsters. The writing, maps and art are good and the levels are decently designed (although there are the occasional questionable monster placements that seem to be there just to make up the XP level requirements rather than for logical reasons).
This adventure makes a good introduction not only to the Age of Ashes Adventure Path but also to P2e itself. I also like the fact the Adventure Path enables the PCs to significantly impact the game world (assuming they play it through to its conclusion at level 20). As with all of Paizo’s campaign materials, this is very closely tied to the Pathfinder world of Golarion, but any DM/GM could cull bits to use in their own homebrew campaigns if they wished.
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