
Liz Courts Webstore Gninja Minion |

Danubus wrote:I bought the hardcopy at the Gen Con booth. Was hoping there was a way to get the pdf for free, but not sure that's how it's done. I did have them send me a reciept to my email when I checked out.We only do free PDFs for subscribers as a bonus for subscribing, as far as I know.
Correct. We did have an offer at GenCon that if you bought the hardcover Advanced Class Guide, you could get the PDF for $5, but not for any other releases.

justmebd |
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I have a group of 5, and we're about to start this adventure path in a couple weeks. Two of the players are new to RPGs completely, so I was looking forward to running people who aren't corrupted by years of min-maxing and Google searching for optimal builds.
While we were chatting 3 more people (good friends) came over and of course they want to play too. Nobody else wants to run the game, and I don't see any possible way to do this with 8 people. With that many players, it seems like skill checks would be moot (since somebody is bound to have the right roll) and combat would turn into a hours-long cluster.
Do you think it's possible to tweak (every) encounter to run this with a large group? I'm leaning towards a loud NO, but I told them I'd take a day or two to consider it. Any thoughts/suggestions?
I used to run a group of 8 in middle school/high school in the 1st Edition days, so I have some experience with that. While not optimal, if breaking the group up isn't being received well, this is a workable situation.
Here's what I did:
1. Fighters and Thieves were the only class I allowed to be Doubled up for PCs. Spellcasters were limited to one wizard and one cleric. I made healing more readily available after tough combats.
2. Keep combats simple. This was easier in 1st Edition, so you may have to munchkin the rules for Pathfinder a little bit. As an example, instead of multiple checks for this or that, if a player wants to do something like bouncing off of tables and walls while swinging on a rope, you make it one roll and it's a success or a fail. Adjust bad guys accordingly and always err on the side of more hit points and more opponents until you get a feel for what the group can take. It's not an exact science once you get that far above the established design levels as the math starts to break down.
3. Make sure EVERYBODY gets along.
4. Make sure EVERYONE is on the same page.
5. Don't sweat the small stuff, just move the game along.
Hope that helps and good luck.

Robert Carter 58 |
I'm interested in little things... I'm planning on running this, so I think that there would be a big market for non weaponized tech. It's little details like this that bring the world to life. It wouldn't have much impact on the "game" per say, but more as flavor.
Since the tech is much higher than our world... would there be food replicators? I didn't get that vibe from the the text- not necessarily energy to matter converters but.. (somehow a microwave amuses me, but that is almost too low tech...) Something more high tech than a microwave oven, but more low tech than a star trek replicator... Hmm...
I'd like the PCs to find little useless tech items, that they can keep or sell as they see fit that are thematically appropriate. (I would do the same with magic items too, btw... eversmoking pipes, chessboards that move themselves, etc... just junk, but amusing...)
Ideas?

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In Khonnir Baine's entry, is there any specific reason why his spellbook was left out of the gear? I assume he has a spellbook, since the arcane bomber archetype doesn't say it deletes it - in fact, it mentions placing two spells into the wizard's spellbook instead of cantrips.
Is this a typo/error, or am I missing something? If he should have a spellbook in the entry, does it follow the same basic assumptions as wizard NPC stat blocks in NPC Codex?

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Finally finished reading through this today after many stops and starts. I really enjoyed it, although I kinda liked the alternate finish of fighting the final battle in the town rather than as it was presented in the main questline.
That being said, pretty good stuff - and I enjoyed the "ecology of the android" as well.

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Check out the free Iron Gods Player's Guide for some advice on character creation for this Adventure Path.

Neil Spicer RPG Superstar 2009, Contributor |

Any particular suggested classes for this Adventure Path?
I'm currently working on a set of eight pregen PCs for a product from Legendary Games called Metal Heroes, and I chose to go with the following mix of races, classes, and archetypes. It might give you a few ideas for getting your group started:
Android slayer
Human arcanist (blood arcanist [aberrant bloodline])
Human bloodrager (elemental bloodline [air])
Gnome alchemist (preservationist)
Oread cleric of the Goddess of Invention
Human investigator (steel hound)
Human gunslinger (pistolero)
Ratfolk rogue (burglar)
As you can see, we went with a healthy dose of new options from the Advanced Class Guide as well as a couple of PC concepts which make use of firearms (to better take advantage of some of the technology in the AP). I'm hoping to get this out the door in February.
Hope that helps,
--Neil

Rockwell555 |
Very late to this discussion, having only just recently picked up the first book in this adventure path at the local Books A Million, but I have a couple of off the wall thoughts I thought I would share:
Would it be WAY too geeky of me to combine elements of this Adventure Path with another Sci-Fi game I really enjoyed: The Mass Effect Trilogy? :-)
See, my thoughts are that what if the ship that originally crashed in Numeria wasn't a 'Colony Ship', but one of the "Harbinger Class" Reapers from the Mass Effect Trilogy?
This could mean that ALL the technology used by the citizens of that land derives from a device with the intent of wiping out all 'technologically' advanced life! Maybe it did somehow fall through a wormhole and ended up in the Golarion Universe, where it did in fact encounter the Dominion of the Black and engaged them in combat, eventually losing and crash landing on this world.
Maybe all this time its been changing its 'directives', maybe this time to destroy all life that uses arcane/divine 'technology' instead?
Among other things, this would mean that most, if not all of the rulers of Numeria have been/are being 'Indoctrinated' into the Reaper's new way of thinking, and PCs who spend a lot of time around the technology run the risk of it as well.
I know, this would require heavy re-writes of Numeria as well as probably a LOT of this adventure path, but it seemed like a cool idea to me ^_^

Demonskunk |

I'm really frustrated with this adventure. there are a number of encounters that seem like they were written by people with no knowledge of encounter design.
Same with the wandering encounters in the habitat zone.
But I'm commenting here because there's a map dealing with a warehouse that's supposed to have 2 'indicated doors' and 1 'indicated crate' on the map, and the map doesn't have anything of the like.
Obviously as the GM I can deal with small omissions like that, but it's still frustrating.
Not happy with this adventure path so far, I hope the quality goes up with book 2 :T

GhostParadigm |
I'm really frustrated with this adventure. there are a number of encounters that seem like they were written by people with no knowledge of encounter design.
** spoiler omitted **
Obviously as the GM I can deal with small omissions like that, but it's still frustrating.
Not happy with this adventure path so far, I hope the quality goes up with book 2 :T
I just recently finished running this adventure after running most of Ire of the Storm. I really disliked a number of things about Fires of Creation that I will cover in the spoiler below. The encounters are poorly done and feel like filler.
Also, the whole Silverdisk Hall event we skipped because of the above. I think this would have been a neat thing to have done but we did not spend a week in town and we're not going to go gamble when a man's life is at stake lol.
I think this adventure would have benefited greatly from better pacing, a more engaging town (additional quests/interactions/exploration), better designed encounters,
and less emphasis on ridiculous DCs for less tech oriented characters.

GhostParadigm |
I'm really frustrated with this adventure. there are a number of encounters that seem like they were written by people with no knowledge of encounter design.
** spoiler omitted **
Obviously as the GM I can deal with small omissions like that, but it's still frustrating.
Not happy with this adventure path so far, I hope the quality goes up with book 2 :T
I'd say go with it if you haven't already. The AP needs a rewrite anyway. It has pacing issues, poorly designed encounters, and a lot of backstory that relies on the players having read the player companion.

Zaister |
I guess he means the Player's Guide with the information about Torch.
And yes, if you play an adventure path, players should definitely have read the appropriate Player's Guide.

GhostParadigm |
I guess he means the Player's Guide with the information about Torch.
And yes, if you play an adventure path, players should definitely have read the appropriate Player's Guide.
Yeah that's what I meant. That is partially my fault. I was running Ire of the Storm previously and expected to just be able to jump in. Not the case lol. I was rushed a bit into running this.
I really do appreciate the amount of great writing put in to the town and the backstory. Unfortunately the adventure path just didn't work out for my players. I've read about other groups that had a great time doing Iron Gods and their players were more inventive in roleplaying.

PneumaPilot2 |

The pdfs do not display properly on an iPad. Everything is great except the fiction portion. It has a textured background for only the bottom left quarter of the page. I don't really know where else to post this. It seems to be a problem in all volumes. And I have tested it across multiple iPads, including a brand new 12.9" Pro.

Jen Page Media Specialist, SmiteWorks USA (Fantasy Grounds) |

Hi, all! This is now available for purchase from Fantasy Grounds or on Steam. Sync your account first to get it a discount equivalent to the PDF Price ($15.99)
Pathfinder RPG - Iron Gods AP 1: Fires of Creation
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Adventure
Get it on Steam