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

***** (based on 16 ratings)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6) (PFRPG)
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Chapter 1: "Fires of Creation"
By Neil Spicer

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

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

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Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9085


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Product Reviews (16)
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Average product rating:

***** (based on 16 ratings)

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It is everything I've been waiting for. . .

*****

A little about myself, I've only been a part of the d20 tabletop rpg scene for about six years now, so I consider myself a relative newcomer to this. During this six years I've probably GM'd more than I've played and this review will be from the perspective of someone who GM'd it. I took to this fantasy rpg with a fervor however recently I had started to feel like I was starting to get burnt out on this High Fantasy setting, not just Golarion but in all aspects; Tv, Video Games, Movies. So when they announced the Technology Guide, the Numeria Campaign Setting and this Adventure path I was thrilled.

For months I waited eagerly for these products to come out, I knew I'd love them and that they'd be exactly what would get me out of this High Fantasy funk I found myself in. I waited, I commented here on the boards, I speculated and I got hyped. My anticipation built, my excitement sweltered, it was boiling over, and when I finally received the adventure I can say that my expectations were not only met they far exceeded anything I'd imagined. This adventure takes it up another level and really shows just how diverse Golarion can be and is an excellent show of force for just how versatile Paizo, Pathfinder and Golarion really are.

The adventure is an excellent meld of High Fantasy and High Technology, the starting city is amazing and does a great job of inciting the player's into wanting to help save the town. What starts off as an inauspicious delve into a water-logged cave quickly becomes a cavalcade of chaos through an ancient downed space-ship filled with technological terrors and excitement. Lazers, robots, Orcs and undead.

If this was Paizo testing the waters I can't wait to for them to jump right in and embrace this experimental side fully 'cause I'll be jumping in with them.


My Favorite AP so far!

*****

From a player's perspective:

I may be biased because Expedition to the Barrier Peaks was one of my favorite adventures when I was a kid. Or it might just be the fantastic GM and group of players we have. In any case, this AP is a ton of fun. Book 1 was incredible!

The setting is rich and detailed.

The action starts right away.

Although a general plot line is given, there is a sandbox feel to things as well. (However, the dungeon portion is somewhat linear.)

My only warning is that this adventure is both high fantasy and high tech! For our group, that has been seen as a good thing.

To get the most out of this AP, play a character closely tied to the setting. Play an android. Play a cleric of Brigh. Play a Numerian barbarian. Play some genetic experiment created by the Technic League.

The bottom line: this adventure is filled with AWESOME!


Great Adventure Path

*****

Currently running the AP for a group of 4 players, and the balance is perfect. Got player biting their nails where the survive or not until the moment the monsters dies or escapes.

Next to that the mystery and combination between, magic, technology and martial skill is just right. A fighter would feel justified to adventure along as any wizard or tech savvy gunslinger.


Superb

*****

I am running this AP.

Very good start, sets very good tones, it has a lot of sci-fi trappings and even some cliches, the presentation of a crashed space ship is very good and it does a very good job blending standard fantasy with sci-fi.


A good start

****( )

I have been interested in an AP in Numeria since I read the entry in the D&D 3E gazeteer for Golarion. This is one of the better starts to the journey I have seen and sets a kind of precedent for what is to come. PCs will find a lot to disturb them here and the environment is as much of a challenge as the monsters. The fiction is entertaining and the bestiary is quite the pleaser.


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