While I could never fit all of these games into October alone, these are the scenarios I'm sending to my FLGS for consideration. Feel free to use this list:
#1: Silent Tide (1-5)
Thank you for the responses, Tonya! We appreciate the feedback, and it feels good to know that us Iron Gods fanatics have not been forgotten. We're just on the wait-list for now.
I'll be playing this adventure for the rest of my life, but once it is sanctioned I will run it for my local lodge over and over regardless of how many replays I have left.
First off, EXCELLENT choice of Adventure Path! Personally, I will never stop running this adventure. Soon as my current group is finished, I have another group waiting. I hope you and your players have as much fun as we have had!
But onto some other things;
One of the first real boss fights in Fires of Creation, as the end of the Habitat Module, there is a particularly nasty fight with an undead creature who nearly wiped my party because they had not yet hit level 2. Going up against him as a level 1 is dangerous, but there is plenty of opportunity for the party to gather some XP before heading into that fight.
Play up the tech! This is the only adventure path where you get to use technology from beyond Golarion! Do NOT let your players read the The Guide, for it will not only spoil things, but it will remove the magic from the discovery of tech. Don't just say "you find a laser pistol" but put it as, "you pick up what reminds you of the firearms from Alkenstar, but the frame is sleek and the grip feels more natural. The casing is scorched and chipped, clearly ages old, and it sparks on occasion." Let them experiment with the items to find out what they do. By book 5 they should be very familiar with lots of tech and how it works and its basic principles, but let it be magical for the first few books!
The orc gal with the chainsaw:
BE CAREFUL WITH KULGARA. This villain fight in the second book nearly wiped my party, twice, ON HER OWN. Make her a tough fight (she has some potent and iconic tech after all), but be careful not to overdo it.
In book 5, maybe consider how many of the gearsman in the adventure have rocket launchers, and maybe have a few of them not carry them. My players would have rocked many things far too easily if they got the launchers quick enough. There are many, MANY, rocket launchers to pick up, so be careful about how many get into the hands of the players, as it could get chaotic and out of control pretty fast.
Give some careful thought into how to roleplay an android. The heroes will meet a few in the adventure, and they can be fascinating and somewhat frustrating conversation partners.
Give hints that some of the villains early on can be moved towards better ends. Don't simply roleplay them as bad guys to take down, but people who've made choices that are hurting them in the long run. Just killing all of the villains would have really ruined a lot of my home game. Two of the major villainous characters in the first book are still alive in my game, and have even begun romantic relations with some characters, and quickly been taken on as cohorts with Leadership!
When the heroes find Casandalee, play up her multiple personalities, and make sure that she remains an NPC and conversation partner. My partner mostly keeps her in their handy haversack with her power down, only really pulling her out if they have a question for her. She's a major player in the last book, so keep her in the spotlight!
If you play music, find some good tracks to use! I use Mass Effect, Assassin's Creed 2 and 3, Metal Gear Solid, Portal, Halo, Metroid Prime, and Fallout music in my games, and they really help with the personality of the adventure. Find some music that helps highlight the fantasy, the tech, and the mystery of it all!
On the topic of music, also consider using Syrinscape's Sci-Fi player for some excellent sci-fi sound effects!
book 2's villain:
Try and keep Hellion alive after the second book, he makes for a satisfying and exciting recurring villain. My game had a satisfying end for him in their fight (Hellion climbed on to the wheel of the digging machine, crying out at the PCs that he would be back, stronger and smarter and hungry for vengeance, while a certain quiet and converted android friend of the PCs solemnly activated what little strength the digging machine had to run Hellion beneath the wheel and crush him, and exhausting the power he had collected for the machine in a most ironic twist.
friend made in book 4:
Isuma in book 4 is one of the most interesting and almost Doctor Who-esque NPCs in this adventure, so give her some good flavor being the alien displaced unimaginably far from the home she knew, not only in light years, but in actual years too.
Encourage the players NOT to be Kasatha, as it requires you to rewrite a few things about the campaign later on and could be difficult to work into the game easily.
The Technic League is one of the major villains in the campaign, so show them for the bastards that they are. Show their cruelty, their might as a political power, and their reach and technological prowess. You have plenty of villains to use!
book 3 setting:
Really create a powerful contrast between the tech-heavy adventure and the sudden shock of going to Iadenveigh in Book 3. From high-tech adventures to Erastil farmlands should be a somewhat uncomfortable change, especially for people who have been embracing the tech up to this point.
I should probably leave this here before I write a whole essay on this AP, but I really hope you guys have lots of fun with it!
Hello folks! My party just finished Fires of Creation (with a lot of close calls and near-death-experiences, Hetuath I'm look'n at you) and they are about to move onto Lords of Rust. However, as I like to do, I added a bit to this adventure path:
Before the adventure began, after the PCs had met each other, they noticed a strange blinking light in the Numerian plains outside of Torch. They naturally decided to investigate, and found a long metal shaft of skymetal extending from beneath the earth. A soft, spherical blinking light pulsed quietly on top of the rod, but they couldn't find anything strange about the rod or light themselves.
So they had the warpriest usehis heavy pick to dig out a pod made of more skymetal. The pod was originally carved in a circular shape, but was worn, plates had scraped off, and much of it was dented or sheared away from some great impact.
After some fiddling, the heroes managed to pry open the broken panels that originally would have slid open for them to find that the inside was insulated from whatever impact had taken place. The interior was lit, and contained a steel box with a handle on it (a steel briefcase) that the heroes cautiously opened and found inside four metal rods. The colors of the rods seemed to change as they looked at them from shifting perspectives, and were cold to touch.
Without warning, the four metal rods melted into liquid that seemed to move of its own accord and ran itself to the left forearms of the heroes, where it took shape as a strange gauntlet and dug several long needles into the arms of the heroes, fusing with their nerve systems.
I took the idea from the Pathfinder's Journal in the Fires of Creation book, and have been slowly revealing more details about the gauntlets, which upon casting technomancy the heroes know are officially called "Prism Striker's Companions".
They've been having to conceal these for most of the adventure, as the Technic League would LOVE to slice off their arms to take them back to Starfall for study (as our shaman who escaped from the White Scar tribe told everyone).
They've slowly figured out that the gauntlets needed power, and that charged silverdisks (batteries) can charge them. When finally given enough power to function, they can expend charges to give the heroes teamwork feats for a short time. They can also speak into them and communicate as if via a message spell.
Not only that, but they have also apparently been projecting the memories of the previous owners into the heroes' dreams.
Something I thought I'd add to the campaign to give the heroes more information about the backstory of the adventure, and I think they appreciate it.