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

***** (based on 20 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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Product Reviews (20)
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***** (based on 20 ratings)

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Good, solid start to the AP

****( )

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.



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


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!


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!

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.

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