Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6) (PFRPG)

4.90/5 (based on 21 ratings)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6) (PFRPG)
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Dawn of New Gods!

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

This volume of Pathfinder Adventure Path launches the Iron Gods Adventure Path and includes:

  • "Fires of Creation," a Pathfinder adventure for 1st-level characters, by Neil Spicer.
  • A Gazetteer of the Numerian town of Torch, by Neil Spicer.
  • A look into the mysteries of artificial life with an ecology of androids, by Russ Taylor.
  • A bittersweet homecoming for a Numerian explorer in the Pathfinder's Journal, by Amber E. Scott.
  • A host of new monsters, by Neil Spicer, Mark Garringer, and Mike Welham.

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: 978-1-60125-673-7

"Fires of Creation" 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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Path Subscription.

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VERY tough dungeon crawl and a great introduction to science fantasy

4/5

I ran a group of 4 experienced, but non-optimizing players through this adventure and did all encounters as written.

After we finished this adventure, I asked my players to give me some feedback on the adventure itself and they all agreed that it was extremely hard, especially in the beginning. And I have to agree: Creatures with 4 attacks at level 1? Hardness 10 creatures vs. a level 2 party? Skill check DCs of up to 30 at level 3?

Sure, there are ways to make the tasks easier and I actually applaud this method: set the DC very high but be generous with circumstance bonuses (up to +10 from a single source) that can reduce it to almost trivial levels. It forces players to think in in-game terms and draws them away from their character sheet and pure mechanics. But not every group is going to like this.

The creature with hardness, however, is a very serious threat and almost impossible to overcome for low-level PCs. Make sure you work with your players and give some friendly tactical advice when they appear to get stuck.

Even though I tried to help them as best as I could without too much handholding, we had a TPK at level 1 and several near-TPKs in the rest of the adventure. If your group is not into that sort of threat level, make sure to tone down the encounters somewhat.

I even have to go as far and subtract a star for the difficulty level because one of my players got so frustrated after his character died that he returned with the strongest character build he could find online. That should not happen! It may be on me as the GM to let it get that far, but the adventure as written should not be so frustrating that you feel you have to choose the powerful over the flavorful options to survive.

Story-wise, it is a very fun exploration of a technological ruin/dungeon. The tech level slowly increases over the course of the adventure, making this a great introduction to Science Fantasy. The descriptions of the rooms are also written from a tech-ignorant perspective. In the beginning, this was a lot of fun as players and characters alike were trying to figure out what exactly the things in front of them did. But by the end of the adventure, when several people have picked up the Technologist feat, some ranks in Knowledge (engineering) and maybe even speak Androffan, the point-of-view of a technological ignoramus becomes a bit annoying because at that point everyone knows that it is a computer screen and it becomes tiring to have descriptions of "glowing glass panels with strange writing"). I know, I can of course paraphrase the boxed text, but I felt like the adventure could have handled this a bit more gracefully on its own.

All in all, we still had a great time with this one but there were a few frustrating moments due to the high difficulty levels. If you have a group of experienced players who have a certain level of system mastery, go ahead and add a star. For us, it was a 4 star experience.


Good, solid start to the AP

4/5

Read my full review on Of Dice and Pen.

Fires of Creation is the first part of the Iron Gods Adventure Path, which fully embraces the guns, androids, and spaceships part of the campaign setting. This is not the first appearance of such elements, but it is the first to make them a significant focus. As such, it's not an adventure path that will necessarily appeal to people who don't like to mix science fiction and fantasy. However, for those who do, or for those willing to give it a try, Fires of Creation makes a great starting point. It's a somewhat “sandboxy” adventure that introduces standard fantasy player characters to a wider world of technology and science fiction.


Wow!

5/5

Let me first say I haven't GM'ed an RPG (any RPG) in almost 20 years. My kids recommended Pathfinder as a "Classic" Fantasy RPG system that would be most familiar to me. My challenge was to find a beginner's module that would be engaging, relatively well fleshed out, and yet tolerant of a rusty GM new to the Pathfinder system.

Fires of Creation has met those criteria, and more! As someone who has spent a career in robotics and the Space industry, I have always like mixing technology in to Fantasy RPGs. This module allows me to be creative in adding depth and color within a well flushed out system for incorporating technology. There is sufficient backstory to allow the GM to frame the roleplay in an obviously consistent way. The town of Torch is developed well enough to be a reasonable sandbox, yet quite a few "triggers" are built in as the storyline progresses. I also found the campaign "traits" to be very helpful in tying new characters in to the storyline.

In this module, the game mechanics are relatively straightforward enough for me to learn the details of Pathfinder system. As this Adventure Path progresses I am sure that will change, but by then I'll be buffed up! We've had three sessions and my players are eager to find out what happens next. The encounters have been challenging and rewarding for them.

I would highly recommend "Fires of Creation" and am hoping future modules meet the high bar set here!


good stuff

5/5

This is an excellent start to the Iron Gods AP. The events of this book introduce the key players quite well, via an interesting story and a fun adventure. Things are weird, but there aren't any moments that feel like filler.


Will I Dream, Dave? Yes I Will!

5/5

An excellent kick-off to an excellent Adventure Path. This adventure goes from a more orthodox Pathfinder adventure with working with townspeople against a gang of thugs and delving dungeons and fighting cave-dwelling monsters to exploring the fantastical world of technology that only this adventure path could really provide. It's an excellent transition adventure to let players know that we are still in Pathfinder, but we are not completely on Golarion anymore.

Numeria has everything I've wanted in an Adventure Path and this book is an excellent jumping-off point for an adventure unlike any other!


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yaaaaaaaaaaaaaaaaaaaaaaaaaaaay

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Just flipped through the PDF. Looks fun!

-Skeld

Shadow Lodge

Only 1 question, are there actual iron gods and do any of them have a firearm as their favored weapon?

Grand Lodge

2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dylos wrote:
Only 1 question, are there actual iron gods and do any of them have a firearm as their favored weapon?

The answer based on my skimming:

Spoiler:
The campaign summary discusses two AI entities, Unity and Hellion. Unity, it is stated has become a god, but its influenece is limited to Silver Mount. Hellion is referred to as a demigod and spawned from Unity. The main antagonist of Fires of Creation is a Cleric of Hellion. There isn't really any information on favored weapons. The Cleric uses an "inferno pistol" as her main weapon.

-Skeld

Liberty's Edge

Can I get any more detail on the potential familiars?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Samy wrote:
Can I get any more detail on the potential familiars?

Spoiler:
There is a Tiny creature called a Petromin (aka "azure glider") that a spellcaster can select as a familiar that grants a +3 to Stealth checks.

-Skeld

Liberty's Edge

The Player's Guide said three new alien animals for potential familiars? Any more than the petromin?


Samy wrote:
The Player's Guide said three new alien animals for potential familiars? Any more than the petromin?

It says there're 3 new animals for both familiar and companion options. So now we know there're 2 companions and 1 familiar.

Shadow Lodge

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ecology of the Android :)

With a feat androids can gain morale bonuses, but can be affected by emotion based and fear effect.

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Samy wrote:
The Player's Guide said three new alien animals for potential familiars? Any more than the petromin?

Sorry, you only asked about familiars and that was all I searched for.

Spoiler:
There are two other animals that are usable as animal companions by Kasatha Druids: the Pilo (aka "tumblespike"), which is sort of a six-legged armadillo/porcupine, and the Sorico (aka "dustshroud rabbit"), which is a burrowing creature that live in vast ant-like colonies.

-Skeld

Liberty's Edge

1 person marked this as a favorite.

Ahhh, thanks guys!!! Sorry for the confusion. Can't wait to get my copy so I can see pics of these little critters.


Skeld wrote:
Dylos wrote:
Only 1 question, are there actual iron gods and do any of them have a firearm as their favored weapon?

The answer based on my skimming:

** spoiler omitted **

-Skeld

Hmmm, I think re-reading my old Renraku Arcology: Shutdown and Brainscan might be helpful for extra evil GM ideas.


After first skim of PDF, this looks incredible. So glad I restarted AP subscription. Hopefully will get to run/play this soon.


What are the Android feats like? Do they make any major changes to the race?


2 people marked this as a favorite.

Yeeeaaaaaahhh!

As Liz said, you will have sci-fi peanut butter in your fantasy chocolate, and you will like it!

Seriously, well done Neil and crew. I especially like that the traits from the player's guide have specific tie-ins. Nice to see it brought back from Wrath.

*Edit for Lanowar. There's a feat that allows androids to feel emotion, making them suseptible to morale bonues, for those who want their android barbarian. The others focus on Nanite Surge, more uses, additional effects, different effects. Also, child-size androids. Because emotionless pseudo-people weren't creepy enough before

Lantern Lodge RPG Superstar 2014 Top 4

Ambrosia Slaad wrote:
Skeld wrote:
Dylos wrote:
Only 1 question, are there actual iron gods and do any of them have a firearm as their favored weapon?

The answer based on my skimming:

** spoiler omitted **

-Skeld

Hmmm, I think re-reading my old Renraku Arcology: Shutdown and Brainscan might be helpful for extra evil GM ideas.

After having read this book, I can certainly say that I'm getting a Deus/Renraku vibe from:

Spoiler:

Unity/Silver Mount. Especially in the "if the PCs fail Unity uploads his consciousness into the multiverse and becomes a god" bit in the overview of Part 6.

That is a very good thing to be compared to, too :>


I also downloaded Fires of Creation, but noticed a lot of the chapter headings are missing (ie: the articles and bestiaty). Had nobody else had this issue?


Robert Brookes wrote:

After having read this book, I can certainly say that I'm getting a Deus/Renraku vibe from:

** spoiler omitted **

That is a very good thing to be compared to, too :>

Deus as in Xenogears? Hell yeah...

...unless that means the second half of the AP will be PCs sitting in chairs narrating the story in the past tense. ^.^

Paizo Employee Developer

mikeawmids wrote:
I also downloaded Fires of Creation, but noticed a lot of the chapter headings are missing (ie: the articles and bestiaty). Had nobody else had this issue?

Strange. I just downloaded it from home to check this out, and I didn't see any issue with the PDF.

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.
Evil Midnight Lurker wrote:
Robert Brookes wrote:

After having read this book, I can certainly say that I'm getting a Deus/Renraku vibe from:

** spoiler omitted **

That is a very good thing to be compared to, too :>

Deus as in Xenogears? Hell yeah...

...unless that means the second half of the AP will be PCs sitting in chairs narrating the story in the past tense. ^.^

Deus is also the name of a rogue AI in the Shadowrun RPG setting. Robert's reference to the Renraku Corporation is the clue. Deus takes one of their arcologies hostage.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Why do I have to be in an internet dead zone next week :( Oh well, it will be hitting my downloads next Friday I guess. What are magic/technological items like?


Adam Daigle wrote:
mikeawmids wrote:
I also downloaded Fires of Creation, but noticed a lot of the chapter headings are missing (ie: the articles and bestiaty). Had nobody else had this issue?
Strange. I just downloaded it from home to check this out, and I didn't see any issue with the PDF.

I just downloaded the file a second time and the chapter headings have returned when I open the file on the PC. However, the problem persists when I open the book in my Kindle (I deleted all trace of the original file and transferred it over again). It doesn't have any impact on my ability to read/run the adventure, I just thought I would mention it in case it was a common problem, but it sounds as though this is unique to me. :p

Lantern Lodge

2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Very, very nice work. My next goal is to figure out how/where to incorporate making it mythic.

Dark Archive

3 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
FallenDabus wrote:

Why do I have to be in an internet dead zone next week :( Oh well, it will be hitting my downloads next Friday I guess. What are magic/technological items like?

Tech Toys:
The technological goodies in this one are:

Inferno Pistol: Kinda a low-rent laser gun that does 1 point of burn damage on a critical, which I'm assuming is the burn universal monster ability, so you can set people on fire with it if they fail a low DC.
Neraplast Armor: Sci-fi light armor that provides a +3 Stealth bonus if you calibrate it to match the surrounding environment.
Neural Inhibitor: Light mace that can be activated to cause -1 to attack rolls, skill checks, and Will saves and a -4 on concentration checks if the opponent fails a low Fort save.
Power Relay: Tech artifact/McGuffin, might also be useful if PCs get their hands on a power generator, though it's 50% likely to burn out next time it gets turned on, and that number goes up by 2% each time. Transmits power through the air all theoretical Tesla style.
Proximity Helmet: Helmet with a HUD that detects moving creatures (+5 to Perception for those checks) and you can set it to ping if a critter comes within 60 feet of you.
Vitality Serum: Radiation prevention/cure. Immunizes you from low radiation, ups your resistance to other radiation, heals 1d4 Str damage caused by radiation. Pharmaceutical item, so it's one-shot and lasts 1 hour.
Universal Serum: 1d8 healing plus a +4 bonus to either Str, Dex, or Con (user/injector's choice) for 3 minutes. After that you get fatigued for an hour. Using more than 1 in 24 hours fatigues you more and just gives you healing, not temp stat boosts. Pharmaceutical item.

Except the pharmaceuticals, all of the goodies use power, either from batteries or a power generator (in the case of the relay thing).


Thanks again N'wah for the info.


Very nice they put some aliens in the bestiary. Hope they continue with that.
Are the aliens from the Golarion solar system or from some other planet?
And any new information regarding the dominion of the black?


1 person marked this as a favorite.
Albus wrote:
Are the aliens from the Golarion solar system or from some other planet?

They come from a desert planet named Kasath.


So they come the same planet as the Kasatha, cool.

Owner - House of Books and Games LLC

I'm keeping my fingers crossed that I'm not at the end of the shipping again, but unfortunately there's a correlation between how large the shipment is and how long it is before it's shipped.

But ... I've been lucky before!

Paizo Employee Developer

4 people marked this as a favorite.
Albus wrote:

Very nice they put some aliens in the bestiary. Hope they continue with that.

Are the aliens from the Golarion solar system or from some other planet?
And any new information regarding the dominion of the black?

If things go as planned, the Bestiary in each volume of Iron Gods will have at least one alien and at least one robot.

The ones in this Bestiary are from Kasath, but aliens in future volumes are from various other places.

There's a bunch of Dominion of the Black stuff in Pathfinder #88.

Dark Archive

gbonehead wrote:

I'm keeping my fingers crossed that I'm not at the end of the shipping again, but unfortunately there's a correlation between how large the shipment is and how long it is before it's shipped.

But ... I've been lucky before!

I am in there with you on this. Still waiting and have a big order. I did not add the preorders of the Class decks because I did not want to add even more time to my shipping.


I hope to get some alien life from Castrovel, Akiton, Verces, and maybe some more from Triaxus.

Shadow Lodge

I'm having a really hard time hiding the RAGING BRAINER this whole affair is giving me.

Has anyone who is picking their copies up at Gencon gotten access to their pdfs yet?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
doc the grey wrote:

I'm having a really hard time hiding the RAGING BRAINER this whole affair is giving me.

Has anyone who is picking their copies up at Gencon gotten access to their pdfs yet?

I got my PDF yesterday. Is there something specific you'd like to know?

-Skeld

Shadow Lodge

Skeld wrote:
doc the grey wrote:

I'm having a really hard time hiding the RAGING BRAINER this whole affair is giving me.

Has anyone who is picking their copies up at Gencon gotten access to their pdfs yet?

I got my PDF yesterday. Is there something specific you'd like to know?

-Skeld

Lord where to begin.

What does the new familiar look like?

New monsters!

Do we get the domains and favored weapon of the new iron god?

I have like a dozen more but those are what I need right now to be both sated and not spoil the whole book before I get it.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
doc the grey wrote:
What does the new familiar look like?
Familiar:
There's 1 familiar and no picture is included, but...
Quote:
Petromins, also known as azure gliders, are desert cliff-top dwellers that glide down to snatch prey. As a defense, their coloration is countershaded; the blue, sky-like coloration on their undersides makes them hard to notice from the ground, while their brown fur helps them blend into desert vistas below, hiding them from predatory birds. The fur of petromins is awash in sapphire-blue bioluminescence, unnoticeable during the day but distinctive from dusk until dawn. Petromins have control over this natural light, which allows them to attract the large insects on which they feed. A petromin measures 30 inches in length (including a 6-inchlong tail) and weighs 5 pounds. A spellcaster can select a petromin as a familiar, and the master gains a +3 bonus on Stealth checks as a special ability.

doc the grey wrote:
New monsters!

New Monsters:
Petromin, Pilo (small 6-legged armadillo/porcupine), Sorico (small desert space rabbit), Collector Robot, Ghelarn (large desert tentacle mollusk), Tsaalgrend (small floating, tentacled, plant)
doc the grey wrote:
Do we get the domains and favored weapon of the new iron god?

Spoiler:
No. There is an "iron god" named Unity and a "demigod" named Hellion. The primary antagonist of chapter 1 is a Cleric of Hellion. Her domains are Entropy and Madness and she uses an "inferno pistol" as her primary weapon. You can make some assumptions based on her stat block.

-Skeld

Paizo Employee Creative Director

7 people marked this as a favorite.

Spoilers regarding Iron God domains...

Spoiler:
Domain and favored weapon info for Hellion appear in the 2nd adventure, while Domain and favored weapon info for Unity appear in the last adventure. Neither Iron God is intended to ever be worshiped by PCs at all, in any event, nor is it expected that either will survive the AP. There might be ANOTHER Iron God who does... and what domains she ends up with is actually part of the plot and, to a certain extent, the result of PC choices...


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Iron Gods of Iron Gods:
There will likely be more information on Hellion at least in the next installment, considering the adventure takes you to 'his' bailiwick.
Personally, I suspect 'his' Favored Weapon is more likely to be the Spiked Gauntlet, considering how prominently it is displayed in the cover art, but YMMV.

Ninja'd by a T-Rex no less...


2 people marked this as a favorite.

not really a spoiler:
[b]Spaceship!

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.
Jim Groves wrote:
Evil Midnight Lurker wrote:
Robert Brookes wrote:

After having read this book, I can certainly say that I'm getting a Deus/Renraku vibe from:

** spoiler omitted **

That is a very good thing to be compared to, too :>

Deus as in Xenogears? Hell yeah...

...unless that means the second half of the AP will be PCs sitting in chairs narrating the story in the past tense. ^.^

Deus is also the name of a rogue AI in the Shadowrun RPG setting. Robert's reference to the Renraku Corporation is the clue. Deus takes one of their arcologies hostage.

...although now that the comparison has been made—you know it... it really is like Deus from Xenogears. Right down to:

SERIOUSLY A SPOILER:

the entire reason the Divinity crashed in the first place when Unity went bat-s$#! crazy.

That's kind of f$#@ing amazing. I love this even more now.


3 people marked this as a favorite.

Seriously?:
Hellion? In a game about Metal Gods? It's almost like you WANT me to be blaring Judas Priest while I play this... ;)


Spoiler:

Anybody said Collector Robot?

lol

Paizo Employee

James Jacobs wrote:

Spoilers regarding Iron God domains...

** spoiler omitted **

May I just say that the spoilered stuff is f'ing awesome? Might have to run this one in parallel with Shattered Star...

Cheers!
Landon


Assuming my players don't want to

Spoiler:
haul around a 50 pound Power Relay on the off chance they could find a generator to link it to... what could they do with it? Will it be useful in a future book?

How does one go about selling a Technological Artifact and what might it be worth to the right person?

Paizo Employee Creative Director

1 person marked this as a favorite.
Mal_Luck wrote:

Assuming my players don't want to

Spoiler:
haul around a 50 pound Power Relay on the off chance they could find a generator to link it to... what could they do with it? Will it be useful in a future book?

How does one go about selling a Technological Artifact and what might it be worth to the right person?

Let's go easy on the spoilers or revealing too much about the adventure in this thread.

As for selling a technological artifact, that's up to the GM and the players. But as a general rule, you should let the market charge what it can—aka, in a town the size of Torch, folks aren't gonna have tens of thousands of gp handy to buy things. Let the PCs get enough money from it so that they feel like they got some good treasure, but don't let them get SO much that their wealth goes through the roof.

And yes...

Spoiler:
... there may well be more generators to link the relay to in the future.


1 person marked this as a favorite.

I wonder if there will be any mechanical castles in this AP?


Thank you for the suggestions and I'm sorry I forgot to spoiler tag. I meant to I just forgot. >.>


1 person marked this as a favorite.

With a little tweaking this module will run well for my Gamma World game. Just need to switch out a few beasties and it will easily drop into the Wasteland.

I might change the title to "Do Androids dream of Iron Gods"

Grand Lodge

Pathfinder Roleplaying Game Superscriber

Just received this! But alas, I can't read it ... my 11 year old is going to run this one! Yay I get to play ... maybe a Pistelero 1/Inquisitor X.

Hmm, speaking of my 11 year old reading this, usually I preread, or read at the same time any Pathfinder tales so we can discuss any scenes an 11 year old may have questions about, he's read a couple.

Are there any subject areas I should be aware of as he reads through the six modules of Iron Gods? For instance I don't think I would have been comfortable with him reading Rise of the Runelords. I am running that for him and plan to leave out or gloss over some bits.

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