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Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6) (PFRPG)

****½ (based on 7 ratings)
Pathfinder Adventure Path #86: Lords of Rust (Iron Gods 2 of 6) (PFRPG)
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Chapter 2: "Lords of Rust"
By Nicolas Logue

The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants and ruins found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Iron Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they’re not stopped!

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

  • “Lords of Rust,” a Pathfinder Adventure for 4th-level characters, by Nicolas Logue.
  • A look into the secrecy and science of the Technic League, by Jim Groves.
  • Insight into the faith of Brigh, the goddess of clockwork, invention, and time, by Sean K Reynolds.
  • An unlikely discovery in Numeria’s wastes in the Pathfinder’s Journal, by Amber E. Scott.
  • Four new monsters, by Adam Daigle, Nicolas Logue, and Sean K Reynolds.

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: 978-1-60125-678-2

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

Product Availability


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Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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

PZO9086


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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 7 ratings)

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Such cool elements

*****

I am a player in this AP and I am loving it. As someone who owns every Adventure Path since The Shackled City, I can honestly say that this is my favorite AP, hands down.

The Lords of Rust offers a great setting, colorful characters, and some really interesting turns of events. The sandbox nature of the adventure provides player characters considerable agency over the storyline.


It surpised me!!!

****( )

I have to be honest and say that while i was reading this i was very dissapointed, from pretty much every aspect, but i was happily surprised when i actually run it and everything turned out well.

In contrast to the Fires of Creation (book 1) this module takes the heroes into a Mad Max type settlement in order to present them with threat of the adventure (the Iron Gods) and thusly concluding Act 1.
It also has a (very small) section that really evokes Dead Space vibes but unfortunately it's optional and very very small.
It has some sandbox elements that i didn't like, but it might be me since i don't like neither to play nor run sandbox campaigns.
Almost all of the encounters play very good (difficulty-wise) with a couple quite difficult encounters, keep in mind that (imo) this is true because the PCs are with same gear as they were in the previous book.
If you are one of those GMs that want and can build upon what you are presented then you would be very happey with Lords of Rust because it gives you a little information about a lot of things in Scrapwall but it's not fleshed out, so if you want you can do it yourself.

I don't give this module 5 stars because it wasn't much fun for me reading it (i was more engaged when i read the article on Technic League than i was in most of the actual adventure) but fortunately both me and my players had fun when i run it.
It's something very different than i expected (i expected to continue the themes present in Fires of Creation) and it turned out differently in play than i expected after reading it.

Summary: A very good part 2, now let us see where how this adventure path will continue.


Let me try the Universal Greeting

*****

Short Version: An open adventure in a hostile settlement with a lot of conflicting factions.

This adventure reminds me of the classic Temple of Elemental Evil in all the best ways. There are a lot of factions at work that can clearly be played against each other, some called out explicitly and others that might take a bit more work.

I agree with some of the other reviewers that reputation is handled well here. It's easy to track and the way that the PCs can directly see the effects feels really good.


2nd Verse Same of the 1st

****( )

The second installment is just as nice as its predecessor and continues the tale as it should. Al Yankovich references aside this is a neat sequel as PCs follow up on what they learned last time. As someone that loves science fantasy this whole AP is very nice and there is plenty here to grab for more generic endeavors.


Put your chainsaw down ... or maybe not.

*****

Put down your chainsaw and listen to me
It's time for us to join in the fight
It's time to let your babies grow up to be cowboys
It's time to let the bedbugs bite

You better put all your eggs in one basket
You better count your chickens before they hatch
You better sell some wine before it's/its time
You better find yourself an itch to scratch

You better squeeze all the Charmin you can while Mr. Wimpole's not around
Stick your head in the microwave and get yourself a tan

Talk with your mouth full
Bite the hand that feeds you
Bite on more than you chew
What can you do
Dare to be stupid

Take some wooden nickles
Look for Mr. Goodbar
Get your mojo working now
I'll show you how
You can dare to be stupid

You can turn the other cheek
You can just give up the ship
You can eat a bunch of sushi and forget to leave a tip

Dare to be stupid
Come on and dare to be stupid
It's so easy to do
Dare to be stupid
We're all waiting for you
Let's go

It's time to make a mountain out of a molehill
So can I have a volunteer
There's no more time for crying over spilled milk
Now it's time for crying in your beer

Settle down, raise a family, join the PTA
Buy some sensible shoes and a Chevyrolet
And party 'till you're broke and they drive you away
It's OK, you can dare to be stupid

It's like spitting on a fish
It's like barking up a tree
It's like I said you gotta buy one if you wanna get one free

Dare to be stupid (yes)
Why don't you dare to be stupid
It's so easy to do
Dare to be stupid
We're all waiting for you
Dare to be stupid

Burn your candle at both ends
Look a gift horse in the mouth
Mashed potatoes can be your friends

You can be a coffee achiever
You can sit around the house and watch Leave It To Beaver
The future's up to you
So what you gonna do

Dare to be stupid
Dare to be stupid
What did I say
Dare to be stupid
Tell me, what did I say
Dare to be stupid
It's allright
Dare to be stupid
We can be stupid all night
Dare to be stupid
Come on, join the crowd
Dare to be stupid
Shout it out loud
Dare to be stupid
I can't hear you
Dare to be stupid
OK, I can hear you now
Dare to be stupid
Let's go, Dare to be stupid
Dare to be stupid
Dare to be stupid
Dare to be stupid
Dare to be stupid
Dare to be stupid
Dare to be stupid
Dare to be stupid


1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Welcome Julie Iaccarino!,

A Pirate's Life,

The Gem,

Parade of Tributes: Wrath of the Righteous Characters,

Remembering Mike McArtor,

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