[Legendary Games] Plugging Scorpions of Perdition into Iron Gods [SPOILERS!]


Iron Gods

RPG Superstar 2009 Top 32

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Adding Alex Riggs and Nick Logue’s Scorpions of Perdition to Iron Gods is a good option for GM’s wishing to extend or modify the middle of the Adventure Path.

Adapting the Scorpions of Perdition to Iron Gods has to make several decisions.

The GM will want to modify the lore of the adventure, as the prison ship, the Solstice, would have needed to be one of the Divinity’s supporting vessels. This makes both The Drifter and Shadrax considerably older then implied by the adventure.

The second decision the GM will need to make, is placing Perdition. I would recommend placing it on the edge of the Felldales, not too far off the hero’s path from the Choking Tower to the Scar of the Spider.

Related to that, I would change is make Overseer Hormus Perdy an agent of the Technic League (and make him a Lvl 7 Wizard or Alchemist). This adds a needed Technic League appearance to the middle of the AP and gives a reason for the mining operation a reason for existing. The cost of this is that it virtually guarantees that the PCs will side with the citizens against Perdy’s guards in Scene 2.

The second hook will work best for most groups, as it will introduce “The Drifter” and he may motivate enough them to divert from their quest for Casandalee. However, the Drifter introduces a couple of problems.

First, he does not fit with Golarion’s lore about how Androids work. He is treated in the story as a mechanical being that needs recharging. Golarion Androids are bio-synthetic life forms that “regenerate” into different personalities (and memories) every 100 years or so.

One fix for this would be to add some gunslinger levels to the Aggregate Security AI Mannequin from page 59 of the Technology Guide. I’ve included a possible write up below (spoilered for length)

Spoiler:

The Drifter (CR 6)
Aggregate security AI mannequin robot Gunslinger (Techslinger) 4
LN Medium construct (robot)
Init +8*/+6 (*-gunslinger inititative); Senses darkvision 60 ft., low-light vision; Perception +16

DEFENSE
AC 22, touch 15, flat-footed 17 (+4 Dex, +4 armor, +1 dodge & +3 natural)
hp 57 (6d10+20)
Fort +5, Ref +9, Will +7
Immune construct traits, hardness 5; Resist electricity 5, fire 5
Weaknesses vulnerable to critical hits and electricity

OFFENSE
Speed 30 ft.
Melee mwk glave +8 (1d10+4/x3)
or 2 slams +7 (1d4+4)
Ranged laser rifle +12 (2d6 Fire/x2, 150ft)
or stun gun +11 touch (1d8 nonlethal/x2, 50ft)
Special Attacks grit (5), precision targeting

STATISTICS
Str 17 (+3), Dex 18 (+4), Con —, Int 16 (+3), Wis 20 (+5), Cha 12 (+1)
Base Atk +4; CMB +7; CMD 21
Feats Alertness, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Technologist, Weapon Focus (Laser Rifle)
Skills Acrobatics +11, Bluff +10, Climb +10, Diplomacy +10, Disguise +2 (+10 to appear human), Intimidate +10, Knowledge (local, engineering, geography) +11, Perception +16, Profession (soldier) +13, Sense Motive +16, Stealth +8, Survival +12, & Swim +10
Languages Androffan, Common, Hallit
SQ deeds (covet charge, gunslinger dodge, gunslinger initiative, pistol whip, reliable, utility shot), false flesh, gunsmith, negative levels,
Gear +1 Cloak of Resistance, Laser Rifle, Masterwork Chain Shirt, Masterwork Glave, Stun Gun, 5 Batteries, Gunslinger's Kit, & Red Access Card.

SPECIAL ABILITIES

  • False Flesh (Ex) The synthetic flesh and hair of a security mannequin give it a +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
  • Negative Levels (Ex) The drifter’s power source is currently running low, and his systems are beginning to shut down. This has an effect similar to negative levels, except that they can’t be restored by any means unless the drifter’s current power source is replaced with a fresh one. The penalties for these negative levels are already factored into the drifter’s attack bonus, CMB, CMD, saving throw bonuses, skill bonuses, and hit points. Note that the drifter suffers a –2 penalty on any ability checks he makes, and any skill checks not listed in his stat-block. These negative levels reduce the drifter’s CR by 1.
  • Precision Targeting (Ex) Controlled by a security AI, The Drifter gains an insight bonus equal to his Intelligence bonus on ranged attack rolls.
  • Related to this is that a wandering lawman who has been active in western Numeria for the past 9,000 years, is going to have a significant reputation. Rumors about him need to be dropped a lot sooner than this adventure.

    When updating the Solstice, the GM should swap out some of the magic treasure there for some technological items of approximately equivalent value.

    RPG Superstar 2009 Top 32

    (Correction: the Negative Levels have NOT been factored in.)


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    Good idea with the mannequin.
    I also want to include Perdition in my Iron Gods campaign and have thought about most all of your ideas myself. I like the idea with the Technic League Captain (which I haven't came up with) and will steal this for my group. This solves the problem I had, that there is a mining operation and nobody cares about it. It's too similiar to Torch (at least for my taste) and giving this in the hand of the League... now as I think about it, it's just too easy to fix. I wonder, why I haven't come up with this myself...

    Same with the mannequin. I probably will steal your idea for my campaign. I normally wanted to run The Drifter as written and hope, that no one will realize that he doesn't behave like a "normal" Android (even if my party has one Android amongst them...).
    Changing him into a mechanical being makes more sense. Thanks for that!

    RPG Superstar 2009 Top 32

    Killer Power wrote:

    Good idea with the mannequin.

    I also want to include Perdition in my Iron Gods campaign and have thought about most all of your ideas myself. I like the idea with the Technic League Captain (which I haven't came up with) and will steal this for my group. This solves the problem I had, that there is a mining operation and nobody cares about it. It's too similiar to Torch (at least for my taste) and giving this in the hand of the League... now as I think about it, it's just too easy to fix. I wonder, why I haven't come up with this myself...

    Actually, I would go quite so far up as a "Captain." Going with a lower-ranking "Lieutenant" helps explain why he/she is posted to this gods-forsaken wilderness outpost.

    This also allows you to adjust his/her level (and equipment) to better fit the encounter CR you want (remember his three guards).

    Killer Power wrote:

    Same with the mannequin. I probably will steal your idea for my campaign. I normally wanted to run The Drifter as written and hope, that no one will realize that he doesn't behave like a "normal" Android (even if my party has one Android amongst them...).

    Changing him into a mechanical being makes more sense. Thanks for that!

    Remember to apply the negative levels (which I failed to do in my write-up). :(

    RPG Superstar 2009 Top 32

    "The Drifter" updated.

    Spoiler:
    The Drifter (CR 6)
    Aggregate security AI mannequin robot Gunslinger (Techslinger) 4
    LN Medium construct (robot)
    Init +8/+6; Senses darkvision 60 ft., low-light vision; Perception +14

    DEFENSE
    AC 22, touch 15, flat-footed 17 (+4 Dex, +4 armor, +1 dodge & +3 natural)
    hp 47 (6d10+20-10*)
    Fort +3*, Ref +7*, Will +5*; Negative Levels (* -notes negative levels figured in)
    Immune construct traits, hardness 5; Resist electricity 5, fire 5
    Weaknesses vulnerable to critical hits and electricity, Negative Levels

    OFFENSE
    Speed 30 ft.
    Melee mwk glave +8* (1d10+4/x3)
    or 2 slams +7* (1d4+4)
    Ranged laser rifle +12* (2d6 Fire/x2, 150ft)
    or stun gun +11* touch (1d8 nonlethal/x2)
    Special Attacks precision targeting; Negative Levels (* -notes negative levels figured in)

    TACTICS
    During Combat The drifter attempts to keep his distance from foes, attacking with his laser rifle from a range. He uses Rapid Shot against opponents that prove easy to hit. Careful not to waste his ammunition, he almost never uses the automatic function of the laser rifle. Against foes who he deems unlikely to be a challenge, he conserves ammunition by fighting with his glaive and slam attacks.
    Morale The drifter generally retreats if reduced to less than 20 hit points, although he fights to the death against Shadrax and her brood.

    STATISTICS
    Str 17 (+3), Dex 18 (+4), Con —, Int 16 (+3), Wis 20 (+5), Cha 12 (+1)
    Base Atk +4*; CMB +5*; CMD 19*; Negative Levels (* -notes negative levels figured in)
    Feats Alertness, Gunsmithing, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Technologist, Weapon Focus (Laser Rifle)
    Skills Acrobatics +9*, Bluff +8*, Climb +8*, Diplomacy +8*, Disguise +0* (+8* to appear human), Intimidate +8*, Knowledge (local, engineering, geography) +9*, Perception +14*, Profession (soldier) +11*, Sense Motive +14*, Stealth +6*, Survival +10*, & Swim +8*; Negative Levels (* -notes negative levels figured in)
    Languages Androffan, Common, Hallit
    SQ deeds (covet charge, gunslinger dodge, gunslinger initiative, pistol whip, reliable, utility shot), false flesh, gunsmith, negative levels
    Gear +1 Cloak of Resistance, Laser Rifle, Masterwork Chain Shirt, Masterwork Glave, Stun Gun, 5 Batteries, Gunslinger's Kit, & Red Access Card.

    SPECIAL ABILITIES

  • False Flesh (Ex) The synthetic flesh and hair of a security mannequin give it a +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
  • Negative Levels (Ex) The drifter’s power source is currently running low, and his systems are beginning to shut down. This has an effect similar to negative levels, except that they can’t be restored by any means unless the drifter’s current power source is replaced with a fresh one. The penalties for these negative levels are already factored into the drifter’s attack bonus, CMB, CMD, saving throw bonuses, skill bonuses, and hit points. Note that the drifter suffers a –2 penalty on any ability checks he makes, and any skill checks not listed in his stat-block. These negative levels reduce the drifter’s CR by 1.
  • Precision Targeting (Ex) Controlled by a security AI, The Drifter gains an insight bonus equal to his Intelligence bonus on ranged attack rolls.
  • Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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    Nice suggestions, Lord Fyre. Messrs. Logue and Riggs did a nice job of breathing out some very fun flavor and settings for the adventure, but it's great to see new ways to tweak the concepts to make them fit and flow within the overall narrative of the AP.

    RPG Superstar 2009 Top 32

    "Overseer Perdy" Updated

    Spoiler:
    A short man with immaculate clothing, speaks loudly from the balcony of a two story building to an angry crowd below him

    Overseer Hormus Perdy (CR 8)
    Middle Aged Human Alchemist 9
    LE Medium Humanoid (Human)
    Init +2; Senses Perception -1*; *-Dexterity Mutigen

    DEFENSE
    AC 18, touch 15, flat-footed 14 (+4 dex*, +3 armor, & +1 deflection)
    hp 62 (9d8+9+9),
    Fort +7, Ref +10*, Will +2*; *-Dexterity Mutigen, +6 poison resistance, poison use, swift poisoning

    OFFENSE
    Speed 30 ft.
    Melee +1 magic sword cane +7/+2 (1d6+1 Piercing/x2)
    Ranged dart gun +10*/+5* (1d4 Piercing/x2, 30ft)+Poison
    . fire or acid bomb +11* (1d6+4+4d6 bomb/x2, 20ft, splash Reflex DC 18) or tangle bomb +11* (Reflex DC 18 or Entangled); 13 bombs/day
    Special Attacks Precise Shot, Precise Bombs, Black Adder Venom (Fort DC 11, 1d2 Con; 1/rd for 6 rounds); *-Dexterity Mutigen
    Extracts Prepared (CL 9th, Concentration +13)
    . 1st - (6) Expeditious Retreat, Keen Senses, Longshot, Shield, & True Strike (x2)
    . 2nd - (5) Cure Moderate Wounds (x2), Invisibility (x2), & See Invisibility
    . 3rd - (4) Displacement, Fly (x2), & Haste

    TACTICS
    Before Combat Not being a fool, Hormus drinks his Dexterity Mutigen before addressing the heroes (Scorpions of Perdition p12), and this gives him a more feline cast to his features.
    During Combat If the party sides with the crowd (most likely), Hormus uses Tanglefoot Bombs to break up the party as they charge his guards on the lower level. Once the party closes, he drinks his fly extract and then moves to support his guards with dart gun (w/Precise Shot). He will consume other extracts as opportunities present themselves, but will prefer to keep firing his bombs or dart gun - he is a poor hand-to-hand fighter and knows it.
    If the heroes are more peaceful, run the encounter as written.
    Morale Overseer Perdy will flee if brought below 20 hit points.
    Unwilling to return to Starfall (where he would be brutally punished for losing control of Perdytown), he will use his invisibility and fly extracts to fly above the party before they enter the mine, and bomb them with his acid or fire bombs. This time he fights to the death.

    STATISTICS
    Str 11 (+0), Dex 18* (+4), Con 12 (+1), Int 18 (+4), Wis 8* (-1), Cha 10 (+0); Age Modifiers figured in, *-Dexterity Mutigen
    Base Atk +6/+1; CMB +6; CMD 20*
    Feats Brew Potion, Exotic Weapon Proficiency (technological firearms), Improved Initiative, Point Black Shot, Precise Shot, Scholar (Know: Dungeoneering & Know: Engineering), Technologist, & Throw Anything
    Skills Craft (alchemy) +16, Fly +18*, Intimidate +9, Knowledge (arcane) +16, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +15, Profession (miner) +11*, Sense Motive +8*, & Spellcraft +16; *-Dexterity Mutigen
    Languages Aklo, Androffan, Common, Hallit, & Orc
    SQ discoveries (Acid Bomb, Explosive Missile, Precise Bombs, & Tanglefoot Bomb)
    Gear +1 Swordcane, +1 Ring of Protection, Boro Bead 1st, Dart Gun (Technology Guide p23) w/full nanite canister, 10 doses of Black Adder Venom, Masterwork Studded Leather Armor, Explorer's Outfit, Technic League Pin (hard to see from a distance), Formula Book & Alchemy Lab (in house); 130 gold of coin and other gear
    Formula Book
    . 1st - Crafter's Fortune, Expeditious Retreat, Identify, Keen Senses, Longshot, Polypurpose Panacea, Shield, & True Strike
    . 2nd - Cat’s Grace, Cure Moderate Wounds, Resist Energy, Invisibility, Protection From Arrows, & See Invisibility
    . 3rd - Displacement, Fly, Gaseous Form, & Haste

    Story Changes

  • Overseer Hormus Perdy was appointed to run this mine by Technic League Captain Avernethy Mendaini (Palace of Fallen Stars, p. 33).
  • For GMs wanting more description of Hormus Perdy, I would suggest using actor Walter Barnes from High Plains Drifer.
  • The people of Perdition are in fact Technic League Slaves. The 200 gold that the people are saving up is not for passage, but to buy their freedom.
  • This build of Overseer Perdy and his three guards would be a CR 9 encounter. GMs wishing to make the encounter more difficult should increase the number of guards available to the Overseer.

  • RPG Superstar 2009 Top 32

    Coming back to this thread, I am HORRIFIED at the grammatical errors I made in the original post.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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    Lord Fyre wrote:
    Coming back to this thread, I am HORRIFIED at the grammatical errors I made in the original post.

    WHAT? Grammatical errors? THAT AM UNPOSSIBLE!


    This looks like a great addition to the Iron Gods AP will try to do this when I run the AP


    How did you guys tie in the temple of the burning god or did you guys just skip it?

    RPG Superstar 2009 Top 32

    Joey Virtue wrote:
    How did you guys tie in the temple of the burning god or did you guys just skip it?

    The Temple of the Burning God is just a smaller ship. Is it not true that the Divinity was escorted by a number of other vessels?

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