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


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

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


Pathfinder Adventure Path, Rulebook 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

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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.


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.


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.


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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

RPG Superstar 2012 Top 32

Ascalaphus wrote:
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.

I don't think he'd risk it. The memory facet interface deeply connects to the system to alter how the AI in control functions (which is how the inhibitor facet works so well). Damaging that console could permanently damage the excavator and even if he could repair it, it would be another delay to his plans. It's safer to avoid connecting until he deals with the PCs.


I'm running Iron Gods and really enjoying it so far. The players seem to be enjoying the slow reveal of what Hellion actually is. They speak Androffan, so some of the stranger clues are illuminated, but no one in the party speaks Orc —which is what both Nalakai's and Kulgara's journals are written in. Thus they are pushing on with out knowing anything about Hellion's parentage. So far, they think Hellion IS Unity. After their first conversation with Hellion (and Unholy Blight), they are no longer interested in talking with him, and immediately destroy monitors when they are seen. Hellion hasn't had any chance to gloat or monologue about destroying his creator, and the party knows nothing of Casandalee. Now they have just dropped the inhibitor facet into the system, so Hellion won't be speaking with them anytime soon.

Favorite moments: Helskarg arena fight was hilariously short. The ranged combatants focused on the two ogres while the sorcerer hastened and enlarged the halberd wielding Fighter. The ogres were killed and the chariot was ruined. Helskarg and the fighter closed to melee, and the fighter scored two consecutive critical hits in the same round... while power attacking. The troll dropped to somewhere around -50 hit points. Somebody lit a torch.

The same Fighter was on the other end when fighting Kulgara and her chainsaw. First hit did tons of damage; second hit, natural 20. Rolled to confirm it. Since even minimum damage on 6d6+34 is going to end the Fighter's life, everyone is horrified. For a brief moment we thought the he was gone... but then GM (me) remembered is was an iterative attack! That -5 to hit made the difference between Crit and No Crit. The Fighter was still down, but not dead.

The party defeated Kulgara and the ettin (Draigs) with create pit. Both fell in, and then the ratfolk investigator rolled in a couple of grenades to finish them off.

Next up: the Blood Ghost and the final confrontation with Hellion.

RPG Superstar 2009 Top 32

ryanhilt wrote:
Next up: the Blood Ghost and the final confrontation with Hellion.

With Hardness 10, but no vulnerability, they are going to have fun times with Hellion.

ryanhilt wrote:
Hellion hasn't had any chance to gloat or monologue about destroying his creator, and the party knows nothing of Casandalee. Now they have just dropped the inhibitor facet into the system, so Hellion won't be speaking with them anytime soon.

This may make the transition to The Choking Tower a might difficult. I consider this transition the weakest in the AP.


Pathfinder Rulebook Subscriber

Wow, two of my PCs really like to blow things up. Because the storm druid can see through mist and scouted Scrapwall as a bird, the party made a beeline to the haunted space wreck. It was a tough set of encounters for them, so much so that I dropped the will-o-wisp. There's an android arcanist with a high engineering skill, so they were able to figure out what the cylex was immediately.

And then the carnage began.

When they fought Birdfood, they bluffed their way into the compound, then the arcanist used dimensional slide to drop the cylex behind Birdfood and the storm druid hit it (and birdfood) with a lightning bolt. That ended that encounter fast.

They didn't blow anything up for a little while, then they got invited to the arena and put their heads together with Redtooth. The storm druid shifted into air elemental form and the arcanist cast some fly and invisibility spells the night before the invite. They put one charge of cylex on the antenna and went to the arena with the second one. They ended up underneath Kulgara's porch and decided to put the final charge of cylex on the chariot.

Then they showed up for the fight. Kulgara roars, leaps onto the chariot, and the druid pulls out Redtooth's detonator and blows everything to hell. The brawler uses martial flexibility to use the grenade launcher, and the arcanist starts throwing fireballs. Kulgara never even got to make an attack roll.


Pathfinder Rulebook Subscriber

Also, when did your PCs hit level 7? I've been handwaving XP and leveling them based on the advancement track on page 6, and assuming they would hit level 7 at the very end of the adventure. It seems like some of the final fights would be very hard at level 6 though.


MNGwinn wrote:
Also, when did your PCs hit level 7? I've been handwaving XP and leveling them based on the advancement track on page 6, and assuming they would hit level 7 at the very end of the adventure. It seems like some of the final fights would be very hard at level 6 though.

I had hyped the power of the Lords of Rust too much when I ran this module. My players were too scared of them to encounter them before 7th level and before scrapworth 10. Instead, I sent an Acolyte of Hellion to them, inviting them to repair the supposedly broken Receiver Array, because they had gained a reputation as experts in technolgy. They stalled her. They were also reluctant to go to the haunted valley. That left them stuck at 6th level.

Eventually, I lured them to the haunted valley with promise of technolgical treasure, "The only place in Scrapwall not picked clean of working technology is a haunted valley to the northeast." They reached 7th level off of experience from the haunted valley and from random encounters, and were willing to face the Lords of Rust.

EDIT: This left them overpowered against typical challenges, such as Helskarg and Nalakai. Nevertheless, the massive damage from Kulgara and the total darkness from the darkfolk still seriously challenged them.


How did people do the exploration of scrapwall? I'm looking at the map, and I was thinking that I would give my players a copy of the map in pieces as time goes on, but I'm not sure how long it would take to explore. I know that each square is 400 feet, which is about a minute at a hustle, but that would just be traveling, not checking areas out. There is a chance per hour of encounter, so this seems important.

Also, how did you give specific locations to players. Did they have to ask around, or did they just learn it in blanket exploration. For example, all of C is Steel Hawks territory, but only one spot is Hawk Palace. Do they have to explore that square to find it?


I gave my players an unlabeled map of the area since they spent a bit of time going around the outside getting a feel for the shape of the place. I started them off with a few places that could be seen from the outside, such as the main gate, the receiver array, and the oddly foggy corner area. Once they entered, as they gained information (mostly through talking to people as they had a charm-happy bard) they marked places of interest they'd heard about on their copy. By the end of the module they had pretty much completely filled it in.

As for the chance of random encounters, I just made it a rough estimate of each square takes an hour to get through because the terrain is so difficult and confusingly laid out, so whenever they went somewhere I just counted how many squares it took them based on their route and had them roll that many times. In cases where there were multiple routes I'd ask them in vague terms like "are you going the short way through the Lords of Rust territory, or going around?" Because they had their own copy of the map, they eventually figured out the random encounter scheme (and that there were different possibilities in different territories) and so they organically started making more informed decisions as they gained more scrapworth. It worked out pretty well, I think.


In my campaign, the soldiers of Aldronard's Grave showed them a map of Scrapwall and explained what they knew of the place. I figured that they had been patroling the area for decades to prevent bandit raids on nearby towns and knew about anything that was over 5 years old. I showed the players the map on page 15, but explained the general regions rather than individual labels.

I also invented a history of Scrapwall that the soldiers explained.

The party had been planning to visit Joram Kyte's former colleague Dinvaya Lanalei first thing, so that is the location they focussed on. After befriending her, they learned some more recent information about Scrapwall.

Sevroth Slaid wanted the party to defeat Birdfood at Hawk Palace, so she told them directions to the place. Likewise, Redtooth assigned her best ratfolk rogue, a new 4th-level NPC I named Mrs. Fisby, to guide them to the Smiler's Headquarters.

Shadow Lodge

Something that hasn't been asked in this thread yet, but something I can't help but think is implied:

How about if everyone else in Scrapwall refers to the cult's idol as "Hellion", but the Lords of Rust keep calling it The Hell Ion, up to and including their false demi-god itself?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

does anyone have stats for the Blood Gars as river pirates cause i don't have time to make them myself


serithal wrote:
does anyone have stats for the Blood Gars as river pirates cause i don't have time to make them myself

I had created some Blood Gars recruited as guards in The Tarnished Halls, Numeria's biggest black market. They are 5th-level urban barbarians. Captain Drakenda Kuldar, boss of the Tarnished Halls, is also a Blood Gar and closer in build to a pirate.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mathmuse wrote:
serithal wrote:
does anyone have stats for the Blood Gars as river pirates cause i don't have time to make them myself
I had created some Blood Gars recruited as guards in The Tarnished Halls, Numeria's biggest black market. They are 5th-level urban barbarians. Captain Drakenda Kuldar, boss of the Tarnished Halls, is also a Blood Gar and closer in build to a pirate.

thank you very much


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm probably going to edit them a bit cause my players are only level 4


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Does anyone know of a good map for the Scrapmaster's Arena?


serithal wrote:
Does anyone know of a good map for the Scrapmaster's Arena?

If you do a google search for those maps, you'll find some fan made outside of the site. Hopefully, you've figured that out already.

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