Probably not the normal way to start...


Iron Gods


Due to... adulting (let's face it), my plan is to co-opt an ongoing homebrew, port it into Golarion using "the Dragon's Demand", then roll that into Iron Gods. Here's my plan:

Our campaign has historically been set in a witch-haunted town called Wikhaven, in a river-laden area at the edge of an orc and barbarian haunted plain. So, I'm basically porting that into the River Kingdoms, where it will take the place of Belhaim (from Dragon's Demand). Amongst the notes in the wizard's tower, the party will find notes from Khonnir Bane with references to similar creatures to those Aeteperyx is summoning from the Dark Tapestry alleged to being located in the Scar of the Spider. Amongst the Dragon's treasure will be numerous gew-gaws and mechanical stuff.

There will be notes from Khonnir Bane in Torch about the items, but, if that doesn't work, some (or most) of those items will be stolen by Technic League spies present at the auction earlier in the adventure (taking the place of Druuman priests). The party will chase them down or go directly to Khonnir Bane, at which point Fires of Creation begins. They'll be overclocked for the adventure, but I'm not concerned. I'll advance the adversaries, or just let them grind through.

Anyways, that will proceed into Lords of Rust. Most of that will stay the same, though I'm going to half-ass some rules for a Mad Max style race against the Ogre (whose name is escaping me). I know there will be goblins flung from one vehicle to another.

For the Choking Tower, the town of Iadenveigh will be a Kellid town that is anti-technology (why Nirmathi in the first place? never made sense). They do keep one active piece, though: a maintenance module on an articulated arm projecting from the earth. This has become their prison/watchtower for many generations.

In the Scar of the Spider, there will be lots of small and large changes: the environment is tainted by frond-like, waterborne algae that creates a mini-greenhouse effect. Within the swamp are halflings that long ago emigrated from Ustalav and learned to live with the alien lifeforms - effectively the Rhulisti from Dark Sun. Also, deep inside the ruins is a group of grell seeking to animate a deadly, laser-beam bearing vehicle to start taking over Golarion.

In the Palace of Fallen Stars, there will be a few details added: the land surrounding is blasted, ancient drainage ways destroyed with the creation of the First Blade's Path (actually the enormous gouge in the earth resulting from the Divinity's initial entry) and draining towards the East Sellen rather than the Lake of Ice and Veils. Rather than an imported water scheme, the slaves use Androffan tech to test the water in wells throughout the city, starting in the north and heading into the slave quarters, in order to verify that it hasn't been tainted by Numerian Fluids. In the depths of the dumps, there is a colony of derro that are in a pitched battle against ratfolk scavengers. And the barbarian justice system is evident everywhere: the Technic League alchemists are given rein to make "criminals" into technical monstrosities (i.e. golemoids from Thunderscape or Remade from New Crobuzon).

I also intend to insert the WArdens of the Reborn Forge, with some modifications into the adventure. Instead, the PCs will try to invade a Technic League research community that is trying to meld androids with gearsmen: Terminators. Trying to come up with those stats right now.

I appreciate any ideas you have about my ideas. I really hope I can get this to go off!


Khonnir Baine has been hiding from Technic League enemies in disguise under a false name, so publishing research articles might attract too much Technic League attention. The Technic League dislikes independent research. On the other hand, Dinvaya Lanalei from Lords of Rust writing such articles would help fill out her character. Her location would be secret, so the party would head to the only known temple of Brigh near the River Kingdoms, the one run by Joram Kyte in Torch, to locate her. Dinvaya would give them a strong reason to head to Scrapwall after Torch. Joram would also suggest that so long as the party is in Torch, they could rescue his friend Khonnir and receive the reward for doing so.

One aspect of the Dark Tapestry is the Orisian legends of the Dominions of the Black. The Dominion of the Black that caused the crash of the Divinity fleet is probably part of them.

Bootravsky wrote:
For the Choking Tower, the town of Iadenveigh will be a Kellid town that is anti-technology (why Nirmathi in the first place? never made sense).

Now that you mention it, colonizing Iadenveigh from outside Numeria is strange, especially since the Nirmathi settled in an abandoned Kellid village. Pathfinder Campaign Setting: Numeria, Land of Fallen Stars mentions a Rosewar in Iadenveigh that was dumped and replaced with a robot revolt in Iadenveigh's history in The Choking Tower. Perhaps the Nirmathas/Molthune origin was necessary for the Rosewar.

I had added an encounter with the Ghost Wolves anti-technology Kellid tribe from Numeria, Land of Fallen Stars to my campaign between Valley of the Brain Collectors and Palace of Fallen Stars. The encounter fizzled because the party was so spread out at the time that the Ghost Wolves encountered only the party's Kellid bloodrager, making it almost a social call. Encountering the Ghost Wolves at 7th level would be rough, since they are capable of taking down Technic League teams. But Numeria could easily have a second less-powerful anti-technology tribe.

Having an effective prison in Iadenveigh would solve a problem I had in my game. The PCs captured Ilarris Zeleshi alive, and were disappointed when the Iadenveigh town council executed her because they had no prison that could hold her.

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