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Lords of Rust (GM Reference)


Iron Gods

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Crustypeanut wrote:

I even rebuilt Ehwar Vress as Krieg. With a Timeworn Filtermask :D

Gonna rebuild Gunshy as a Mutant Human - with a tiny arm and stunted legs.. lots of hit points and the rugged mutation (DR 5/-).

Hu hu hu

Heh, I added a little extra surprise to Gunshy. He was actually pretty easy for my party to defeat since half of them had firearms of one sort or another. But I fluffed Gunshy so that he had been experimented on by Marrow and was host to a swarm of nanites that gave him a bonus of electrical damage to his attacks (alas the party scared the hell out of him before he got a hit in). When he died, the nanites (whose programming Marrow had hacked the hell out of) rose from his dead body and sought out the nearest host (in this case the paladin of Brigh that slew him) and attempted to colonize. My characters could see what was going on, but none of them had high enough knowledge(eng) to realize that it was nanites (ooc of course they knew exactly from the descriptions). The nanites didn't seem to do anything to the paladin Jonos at first, but when the android cleric used channel energy to help the party heal up from the massive Smilers battle Jonos had an unanticipated reaction to the healing energy, it caused him to receive 4 points of Con damage, instead of healing him. He felt sick and walked away from the repeated healings the cleric was doing. The party slept the night in Marrow's quarters and Jonos woke to find that he felt himself to be extremely strong (+6 Strength). The party reasoned that his odd reaction to the healing and his increased strength were both from the nanites, but they don't actually know what is going on.

Under the hood this is what is happening:
The nanites have colonized Jonos (it takes them 1d4 hours to colonize a new host), and seek to make him the best host/home he can be for them by increasing his best aspects (in this case, his strength was his highest ability score) by +2 for each hour they spend colonizing. Additionally, they zealously guard their new home from interference and anything ingested beyond food/drink or any healing aside from natural healing causes them to fight against the effect (rolling on the pharmaceutical glitches table with a -24 penalty; this gives the host only a 1% chance of receiving unadulterated healing). When the host dies or becomes unconscious, the nanites rise up looking for a new home, and attempt the colonize the nearest creature (preferring the one that slew their previous host if possible) within 60 ft. and will continually try to colonize anyone within range (they can only move a total of 60 ft before the swarm collapses form lack of energy) until they have exhausted their energy reserves.


Iron Gods has been a blast so far, and the party (or what's left of it) is prepping for their final assault on Hellion's lair. I lack the big bassy voice required to do Hellion justice, so I played with a text to speech editor and saved the files to use as a soundboard for Hellion.

Last week I hid a USB speaker behind a GM screen to surprise them. It worked out pretty well. Some of it wasn't as clear as I'd like, but in case anybody wants to use it for inspiration or as is, here ya go -- Dropbox Link


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Awesome, what a great idea. I wish I had known about that when playing this adventure. But I think I can do it for Unity later on...

What program did you use?


Zaister wrote:

Awesome, what a great idea. I wish I had known about that when playing this adventure. But I think I can do it for Unity later on...

What program did you use?

I used Acapela-box.com for the text to speech using the Will(BadGuy) voice and pulled down the voice shaping a good bit. I used Audacity to import the sound and tweak it from there.


I also noticed that the link was wrong on the other post. That was old version. Here's an up to date link.

Better Dropbox link


Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

On the Haunted Wreck:

It holds Two Major plot elements of import for the Iron Gods adventure path

1) The Inhibitor Facet: Can be used to hinder Hellion and goes toward shaping an Iron God far further into the campaign.

2) A recording offering additional clues regarding the final conflict upon the ark-ship Divinity... and the name 'Unity.'

That said, beyond it being a possible side-quest perhaps suggested by Redtooth, there aren't a lot of hooks pulling them to the Haunted Wreck if they aren't inclined by the fact that it's there.

Anyone have any ideas of ways to nudge them into that spooky valley? I already have Redtooth promising them high explosives to blow up the Receiver Array if they can rescue her brother, so I'm slightly hesitant on leaning too hard on her as a quest giver; especially since I don't know what her motivation would be in having them bust ghosts.

RPG Superstar 2009 Top 32

Drakli wrote:

On the Haunted Wreck:

It holds Two Major plot elements of import for the Iron Gods adventure path

1) The Inhibitor Facet: Can be used to hinder Hellion and goes toward shaping an Iron God far further into the campaign.

2) A recording offering additional clues regarding the final conflict upon the ark-ship Divinity... and the name 'Unity.'

That said, beyond it being a possible side-quest perhaps suggested by Redtooth, there aren't a lot of hooks pulling them to the Haunted Wreck if they aren't inclined by the fact that it's there.

Anyone have any ideas of ways to nudge them into that spooky valley? I already have Redtooth promising them high explosives to blow up the Receiver Array if they can rescue her brother, so I'm slightly hesitant on leaning too hard on her as a quest giver; especially since I don't know what her motivation would be in having them bust ghosts.

If all else fails, pick up Returned to the Sky, and replace the Sky Key component with the needed Inhibitor facet.

In addition to the obvious desire to go to Chessed (to shop), with Dinvaya sending them to the Dwarf.

RPG Superstar 2014 Top 32

Any clue as to the approx population of Scrapwall?

more than 500?
more than 1000?


Grumpus wrote:

Any clue as to the approx population of Scrapwall?

more than 500?
more than 1000?

Here's someone's stat block for Scrapwall. Seems pretty good.


Since it is mentioned a few times, but never really explained: What could be Redtooth's motivation to destroy the satellite dish in Scrapwall?

RPG Superstar 2014 Top 32

1 person marked this as a favorite.

It says she is upset at losing her gang members to the lords of rust, so striking a blow at the lords via satellite dissh destruction makes sense.
Also her scrapworth has dropped so low, surely destroying the dish would improve it immensely.


Okay, so not directly a motivation to destroy the dish because of what it does, more because it's a valuable resource for the lords of rust. Ok, that makes sense.

Fortunately my group didn't get that far yesterday, they needed about half an hour to make up a plan, how they enter the city :D

RPG Superstar 2014 Top 32

Just curious how many adventuring days it took people to complete parts Q-T?

Is it expected to run through it all in 1 go?

If it takes multiple days, any ideas for strategic changes from how it is written for the Lords to take thwart the PCs?


Grumpus wrote:

Just curious how many adventuring days it took people to complete parts Q-T?

Is it expected to run through it all in 1 go?

If it takes multiple days, any ideas for strategic changes from how it is written for the Lords to take thwart the PCs?

My party ran through those sections in about 3 hours of internal game time.


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Maybe I overlooked it, but what happens after the arena fight with Hellskarg? The PCs essentially become celebrities but what happens next? Are they supposed to mount an assault or launch an infiltration mission on Hellion's domain on their own accord?


Nullpunkt wrote:
Maybe I overlooked it, but what happens after the arena fight with Hellskarg? The PCs essentially become celebrities but what happens next? Are they supposed to mount an assault or launch an infiltration mission on Hellion's domain on their own accord?

They are granted membership in the Lords of Rust as a reward for victory. However, all Lords of Rust must worship Hellion.

Lords of Rust, Q2. Helskarg’s Stage, page 39 wrote:


“Visitors. How unusual. Know, apes, that you now stand in
Hellion’s domain. You must bow before your new god—me.
Accept me and kneel, and I shall suffer your presence. Deny
me the obedience I deserve, and you shall be punished.”
Unless all visible PCs immediately kneel, Hellion uses
the monitor to unleash unholy blight on the PCs.

Thus, the reward is rigged: worship Hellion or die. Hellon's attack on them is suppose to inspire them to assault Hellion's domain, sections Q through T.


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That works, thanks!

RPG Superstar 2014 Top 32

Trying to figure out relative elevations in area "S".

It says S1 is 30 feet above the cavern floor. And there are stairs going down from there that wrap around the outside (it is blocked by rubble at one point, but it appears they continue to go down as you move counter-clockwise).

But if you look at the map at area S6 for instance, the door into this room from S4 is at the same height as S1, but the door out of this room to the exterior is clearly at an elevation that should be lower than S1, since it is at the bottom of those stairs.

So whats going on?

Maybe the stairs on the opposite side of the blockage go back up? But the shading of the stairs surely indicates it goes down.


It only makes sense if the stairs from S1 and the eastern balcony both go down and meet under the rubble. I'd imagine there would be a ladder or steep staircase on the side of the excavator where you would normally start to ascend the massive vehicle.
EDIT: On the other hand the stairs from S1 could go under the balcony and the ladder from the balcony could go up somewhere above S1 - basically the roof of "area S" - but then the stairs do not meet at all.


My party just connected the inhibitor crystal with the main server hub in the excavator, weakening hellion. the text says, it will do so for 24 hours.

OF COURSE my party inserted the crystal, then did some fights, and is now facing hellion with the next fight. But they already used their best spells again, so I could predict with a great chance of success, that they want to retreat and rest.

Now did I miss something on the crystal? Does anything prevent them from connecting the crystal again? Maybe the crystal was burnt out or hellion developed defenses against a second use?

Sovereign Court

He could preemptively disable the terminal they used to insert the crystal into the first time. Given how steep the penalties are, he'd be crazy not to.


As soon as the PCs use the inhibitor facet, Hellion cuts his connection. The PCs can't use the facet a second time because Hellion is no longer connected to the central processor.


Thanks. But my party (unexpectedly) fought hellion the same day. So there was no need to come up with that :D

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