Silver Mount has long beckoned explorers and adventurers from across the Inner Sea with its promise of otherworldly treasures, but more than riches waits within this towering ruin's alien chambers. Here, the greatest of the Iron Gods dwells, inexorably drawing its plans against the world of flesh and preparing for its final triumphant emergence. With the brutish rulership of Starfall cowed, the time is right for the PCs to mount the most extensive and dangerous expedition ever made into Silver Mount's mysterious interior. What strange perils from beyond the stars await the heroes in one of Golarion's most legendary dungeons, and what insidious traps has the Iron God set for them within those metal walls?
"The Divinity Drive," a Pathfinder adventure for 15th-level characters, by Crystal Frasier.
Dangerous plots to expand your Iron Gods campaign, by Adam Daigle and James Jacobs.
A look into the inner workings of robots, by Greg A. Vaughan.
The gripping conclusion of the Pathfinder's Journal, by Amber E. Scott.
Five dangerous new monsters, by Adam Daigle, Crystal Frasier, Thurston Hillman, and Will McCardell.
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.
ISBN-13: 978-1-60125-724-6
"The Divinity Drive" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (874 KB zip/PDF).
Other Resources: This product is also available on the following platforms:
The Divinity Drive makes a fitting end to the adventure path. High-level dungeon crawls are not easy to do, but this adventure pulls it off pretty well. There are some flaws, but I do really like that there is an active ecosystem in this “dungeon”. It's more than just a succession of rooms with monsters or robots to fight. That said, there is a lot of combat in this adventure and I wish there were a bit more opportunity for non-combat interactions with the inhabitants of the ship. But a good GM can easily add that in. By the time the adventure (and the adventure path along with it) is complete, I think the players will have many great memories of a great campaign.
The greatest mystery of Numeria, and one of Golarion's greatest puzzles, is now laid bare. An adventure of alien societies, killer robots, and divine mysteries, the Silver Mount becomes a grand adventure for the incredible climax of the Iron Gods Adventure Path!
Excellent flavor, challenging fights, and one of the best rewards I've ever seen at the end of a campaign make this a grand ending of the Adventure Path.
There's a lot of stuff to like about this adventure. You get the appropriately epic final showdown, enemies that know at least a little of what they're doing, some interesting non-combat encounters, and a chance meddle with the power of the gods themselves.
But it really gives you the payoff of the ideas in its AP more than most final installments. You get to stop the bad guy and save the world from a fate worse than death, but you also get to tackle some of the themes in the AP directly and make some really cool choices that can have a positive impact... or a negative one.
Easy five stars, moves the AP from "undecided" to "should run" for me.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
The Robot is from Inner Sea Bestiary, and the floating island is from the Ultimate Magic book, beginning of the spells chapter, representing create demiplane spell.
Does this mean all parts of the AP are within numeria
Ta
Yes. The entire Iron Gods AP takes place in Numeria.
Clever choice of words there. Nothing's stopping the players from coming across a holodeck and stepping into another world entirely, but you're still technically on Golarion!
I was worried that Divinity Drive wouldn't be very interesting aesthetically speaking, since you go on a crashed spaceship in at least two books. How could Silver Mount be any different and interesting beyond just bein yet another crashed spaceship?
Then I saw that space dragon. And those holographic planets.
Is this final adventure on a countdown? I recall reading somewhere that Unity wants to blast himself into space to become a new god. Pretty cool backdrop to the final fight if you can see a huge rocket emerging from within the Silver Mount and preparing for blast off. :D
Is this final adventure on a countdown? I recall reading somewhere that Unity wants to blast himself into space to become a new god. Pretty cool backdrop to the final fight if you can see a huge rocket emerging from within the Silver Mount and preparing for blast off. :D
This adventure is...
Spoiler:
...on a loose countdown, yes. That means that eventually, Unity will finish what he's up to and win. The scale of that countdown is not hardcoded into the adventure though. If you want to impose a countdown, the adventure works with that, but it also works with only an implied threat. Often, just the idea that there MIGHT be a countdown is all you need to keep the PCs going.
so wait, let me get this straight, you people let Crystal Frasier loose in a crashed space ship, with an insane AI at the end and Vortex Dragons, a Holodeck type thingy and rocket launchers in between! "do you want to die!"
Holy F$+&ing S$$+! will there be enough of Golarion left to do any more APs*
*yes, i know in the grand scheme nothing changes between APs, but still!
What level will the PCs eventually reach at the end of this one?
Don't all 6-part APs end at 20th level?
Nope. The Rise of the Runelords anniversary editon did, and Wrath of the Righteous ends at level 20/tier 10, but most seem to wrap up somwehere around 16-18.
Just checked, and you're right. "The PCs should be close to 18th level before the final encounter." Well, at least WotR still provides 20th-level shenanigans.