Numeria's capital city of Starfall sprawls in the shadow of the region's most infamous ruin, Silver Mount. Here, the sadistic Technic League and the Black Sovereign rule the land and control access to incredible and dangerous technological wonders, including the mysterious Silver Mount itself. Somewhere deep within that ruined starship, the greatest of the Iron Gods is rising to power. But before the heroes of Numeria can oppose it, they must contend with the Technic League and the Black Sovereign, for these oppressive rulers control access to the legendary site. Will the technological wonders gathered from across Numeria and the clues gleaned from an ancient android oracle be enough for the heroes to prevail, or will they be crushed under the Technic League's metal boot?
"Palace of Fallen Stars," a Pathfinder adventure for 13th-level characters, by Tim Hitchcock.
A look behind the walls of Starfall, Numeria's dangerous capital city, by Tim Hitchcock.
A study of the nihilistic faith of Zyphus, god of accidental death, by Sean K Reynolds.
Devotion and danger in the Pathfinder's Journal, by Amber E. Scott.
Four new monsters, by Benjamin Bruck, Tim Hitchcock, Sean K Reynolds, and Larry Wilhelm
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: 978-1-60125-711-6
"Palace of Fallen Stars" 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:
Like Lords of Rust and Valley of the Brain Collectors before it, Palace of Fallen Stars is very much a sandbox adventure. How things play out is almost entirely dependent on the actions of the PCs, from the order of events, to their results, to which NPCs live and which die. It's even technically possible to bypass this adventure and jump to the sixth one before coming back and completing this one (albeit, that way would likely be considerably deadlier). The text does a good job of accounting for the many different possibilities and for how NPCs might react, while never forcing any particular path. All in all, it makes for a very good adventure, one that's going to be very different for every group that plays it.
This book is good. You get to Starfall, you get to do stuff in Starfall, and then you do stuff in a building in Starfall which is totally not named on the cover of the book. This is quality stuff. I just wish they'd taken that first bit, the stuff in Starfall, and made it its own book, cutting either Scrapwall or the Valley or, better yet, all the filler crap in both. Starfall is where the action is, it's where we want to be, and we just don't get to spend enough time in it. :(
This adventure was a long time coming for some of my players. Those with grudges against the Technic League will finally get their chance to strike back in the heart of Numeria's corruptions and depredations.
Starfall offers some truly titanic foes to overcome, but you aren't without friends to make!
This is an excellently made adventure for mid level characters, and offers some cathartic moments for enemies of the League or the Black Sovereign.
Short Version: Fight the Technic League at its source.
There's something magical about AP issues that tackle major elements of the setting. The Black Sovereign, the Technic League, and the city of Starfall are things we've known about for a long time, so including them in this playground is really cool.
As someone who cares less about Golarion, this might slip to a 4, but it's still an interesting open adventure with a lot of ways to reach your goals and some great opportunities for roleplaying to take the front seat.
If you've been playing this AP since part one I hope you haven't gotten sick of robots because there are a ton of them in here. There is a lot to see and do in Starfall but you will see a lot of weirdness as well. Not as much alien as you encountered with the Dominion but things are not getting to normal any time soon if it ever does.
Huh, Zyphus is an interesting choice for a god to detail in this installment. I'm interested in why he was chosen for this part. Also, Black Sovereign hype!
Meh... This one doesn't seem to have the wow factor the previous volumes evoked in me. Its probablely the bonus articles, But as usual, I will reserve judgement until I have read the whole thing.
Interesting choice of artwork. Wasn't that in one of the older books back in like 2008 or 2009, detailing Numeria? If I recall correctly, according to the book that's just an enforcer for the technic league.
Interesting choice of artwork. Wasn't that in one of the older books back in like 2008 or 2009, detailing Numeria? If I recall correctly, according to the book that's just an enforcer for the technic league.
The character himself is in the Inner Sea World Guide, listed as "Technic League Captain."
This is still mockup art... but that guy in particular is indeed a specific character of great importance in the Technic League.
This one is a guaranteed purchase for me. Zyphus is one of the four most beloved Deities of the setting at my table, and more information on him can't come soon enough!
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
zergtitan wrote:
When will we see the final volume of Iron Gods displayed on the website?
Probably not until the day of Gencon where they do the future of Paizo seminar, when you can also expect to see at least Giantslayer #1 (and maybe 1-5) go up, among other things. Plus or minus a few days, I think.
It seems Wayne Reynolds is really showing off his A-game. I'm loving these layout choices. My vision-impaired players are not digging the thin lettering inside, but otherwise I have no nitpicks. Love the artwork all around.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
xidoraven wrote:
COVER. AWESOME. WANT. >.>
It seems Wayne Reynolds is really showing off his A-game. I'm loving these layout choices. My vision-impaired players are not digging the thin lettering inside, but otherwise I have no nitpicks. Love the artwork all around.
What do your players have to look at on the inside?
What do your players have to look at on the inside?
Technically not in the APs, the lettering within the player's guide is also the same style set. The map of Torch in particular, with the location key of named sites, is almost completely illegible for them.
I plan on buying the map folio, which will help this obstacle - but we will have left Torch by then, I think. ;) In any case, it's just a consideration I want to point out. Clearly, thin lettering is within the SciFi theme, and conserves space - so it's a matter of balance, and I just wanted to point it out.
Who are the NPC'S in the appendix?
What are the monsters in the bestiary?
Is the plot an infiltration or more gather an army and storm the place deal?
Spoiler:
Appendix: Ghartone (Technic League agent), Kevoth-Kul (The Black Sovereign), Ozmyn Zaidow (Technic League leader).
Bestiary: Gammenore (giant cold crab), Gravedagger (herald of Zyphus), Juggernaut Robot (big, bipedal), Surgeon Robot.
Plot: I'll have to get back to you on that once I've had an opportunity to skim over it more.