Iron Gods

Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region’s newest heroes, a scourge unlike any the Inner Sea has seen will arise! From small Numerian towns to strange technological ruins to the region’s infamous capital of Starfall—and perhaps beyond—the Iron Gods Adventure Path will take your heroes into places unlike any seen before in the Pathfinder Roleplaying Game!

Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you’ll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder’s Journal—everything you need to make your campaign rich, detailed, and engaging.

Fires of Creation

(1 of 6): A strange violet bonfire burns atop the town of Torch’s central hill, its flames hot enough to allow smiths to work with the hardest of exotic metals harvested from the enormous crashed starship at Numeria’s heart. When the fire is suddently extinguished, the heroes must delve a previously unknown set of caves below the town that lead to a strange buried metallic ruin. Will the heroes survive the technological dungeon, or will they fall in a hail of robotic foes and laser fire?

Lords of Rust

(2 of 6): The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent bandits vie for control over the technological leavings and ruins found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than the town of Torch. For they have the support of one of the Iron Gods of Numeria, and what slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they’re not stopped!

The Choking Tower

(3 of 6): The Lords of Rust and their strange Iron God have been defeated, but in doing so, Numeria’s newest heroes uncovered a greater threat to the land than that posed by a gang of bandits. Another, more powerful Iron God is rising in power in the enigmatic Silver Mount, but before it can be confronted, the legacy of this strange deity’s first worshiper must be recovered. Clues lead to the technophobic town of Iadenveigh, a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Can the heroes prepare for their inevitable confrontation with Numeria’s Iron God in time?

Valley of the Brain Collectors

(4 of 6): The heroes of Numeria must brave a remote canyonland known as the Scar of the Spider. Clues found in the Choking Tower revealed that a mysterious prophet left her legacy behind in this valley long ago… a legacy that could reveal methods to defeat the Iron God of the Silver Mount. But the heroes are neither the only nor the first visitors to the Scar of the Spider, and as they explore, they realize that alien monstrosities have colonized the canyon and have horrific agendas of their own. Can the heroes escape with their brains intact, or will they become merely the latest addition to an otherworldly collection?

Palace of Fallen Stars

(5 of 6): Numeria’s capital city of Starfall sprawls in the shadow of the region’s most infamous ruin, Silver Mount. Here, the nation’s sadistic Technic League and the Black Sovereign rule the land and control access to incredible and dangerous technological wonders, including the mysterious Silver Mount itself. Somewhere deep within that ruined starship, the greatest of the Iron Gods is rising to power. Yet, before the heroes of Numeria can oppose it, they must first defeat the Technic League and the Black Sovereign in turn, for they control access to the legendary site. Will the clues harvested from an ancient android oracle and the technological wonders gathered from strange ruins across Numeria be enough for the heroes to prevail? Or will they simply become the latest upstarts to be crushed under the Technic League’s metal boot?

The Divinity Drive

(6 of 6): Silver Mount has long beckoned explorers and adventurers from across the Inner Sea with its promises of exotic, otherworldly treasures. Yet more than treasure waits within the alien chambers within this towering ruin—here, the greatest of the Iron Gods dwells, inexorably drawing its plans against the world of flesh and preparing for its final triumphant emergence from the eons of time. With allies recruited from across the land of Numeria and the brutish rulership of its capital city (for the time being) cowed, the time is right for the most extensive expedition into Silver Mount’s mysterious interior. What strange perils from beyond the stars await the heroes within the metal walls of one of Golarion’s most legendary dungeons, and could they just be walking into an Iron God’s trap?


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