Lord Fyre 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)
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
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.
Killer Power |
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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!
Lord Fyre RPG Superstar 2009 Top 32 |
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).
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). :(
Lord Fyre RPG Superstar 2009 Top 32 |
"The Drifter" updated.
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
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Lord Fyre RPG Superstar 2009 Top 32 |
"Overseer Perdy" Updated
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
Lord Fyre RPG Superstar 2009 Top 32 |
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Lord Fyre RPG Superstar 2009 Top 32 |