Fires of Creation first session


Iron Gods


Hello all, I am happy to share how my first session went with Fires of Creation

The party consists of the 4 players

Drongon: Half Orc Gunslinger (Gun Tank)
Bornie: Halfing Rogue
Keybeard: Dwarf Fighter (swapping to inquisitor after 1st level)
Skivven: Ratfolk Alchemist

So the session started with the party entering Torch on a caravan. Skivven was from Torch but left to do alchemical research. The players got a tip from the caravan driver to go see town hall about the various problems going on in the town. They met with Drolga and she explained the problem of the light going out and that more importantly, Khonnir Baine has gone missing. The players happily agreed to help find Khonnir. Drolga told them to go see his daughter Val. Before heading to the foundry, the players explored the town a bit and debunked some of the rumors that they had heard. After interacting with some npcs, they went to the foundry. They discovered Val being attacked by a strange automaton which they quickly dispatched. Val thanked them, and gave them the foundry as a base of operations. So when the next day started, the pcs got their water breathing spell and went off to the cavern in search of Khonnir.

The pcs did not have any issues until they reached the mighty Blindheim. It gave a beating to the gunslinger and blinded him before it was slain. After popping a potion, they continued on. They arrived at the pit of brown mold which was recognized by Bornie. Keybeard being the stubborn dwarf that he was, didn't care and lept into the pit. He immediately became unconscious and had to be fished out. After a few hours of resting and another potion, the pcs continued to the Skulk lair. There, they decided to make a truce with the skulks and take on the gremlins in turn for a reward and safe passage through the caverns.

The pcs went into the chattering gremlin caves continuing to get pelted by random objects from small cracks in the walls. The pcs weren't worried about these minor nuisances until Skivven activated one of the spike traps. He nearly lost his life because of his carelessness. Now afraid and alert, the group continued cautiously. They finally came across a few gremlins that took quite a while to bring down due to their magical damage reduction. After dispatching them, the players continued and found another gremlin sitting in a chair wearing a lil crown. Knowing he would take a while to defeat, Keybeard lunged at the self made ruler of the caves and grappled it. From this point he continued to take minor damage while the gremlin was trying to bite him and break free. Unfortunately before he could do so, Skivven lobbed a concentrated flask at him liquefying the small creature in the dwarve's grip. The pcs went back to the skulks to claim their rewards, then returned back to town to rest up, and get some more supplies. The session ended pcs getting an invite to Silverdisk Hall.

Hope you guys enjoy my semi brief session summaries. I'll try to keep posting them after each session. Also feel free to ask any questions on how players approached any of the situations :)


Yeah, that blindheim is tough. My party retreated after it because they didn't know whether the blindness woud wear off.

Grappling the gremlin leader was clever. Technically, it would not stop the gremlin's Dimension Door, but it does add a concentration check.

Dark Archive

Pathfinder Adventure Path Subscriber

Awesome! The blindheim's a bit of a save-or-suck monster, and can tear up a new party if the dice are against you, so it sounds like your group did fairly well against it. And making a truce with the skulks is really the way to go - my players did so, and through continued diplomacy have ended up creating a small skulk community beneath Torch. Some remarkable RP and rolls has ended up turning them towards working with Torch, rather than just stealing what they want from the topsiders when they want.

The next part is where my players actually started enjoying the AP in earnest - one of them actually said "Now this is more like Iron Gods!" And I get it - the first part is exploring a cavern where a wizard went missing. There's nothing in that cavern that can't be found anywhere else in Golarion, so it's a bit of a let-down...

...right up until you enter into the steel caves. Then things get awesome.


I am looking forward to our next session :)

I'm going through also try to point the pcs in the direction of retrieving the bodies of the npcs that grant bonus xp and rewards. They seem to have missed all of these opportunities on their first entry into the caves.

Sovereign Court

That's a good idea to do, it helps to ingrain the idea that this AP rewards "nice people" - because that'll be a major part of "why we do this" later on.

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