The Fires of Creation (GM Reference)


Iron Gods

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Also they need food and water. Both they don't have in that environment. Also Hethuath might find out that they are camping just one room away, he might choose to visit them while they are resting


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What is the transmuter class that it lists that Erlmon Reverstoudt of the Evercandle Inn is? When my party met him and I had mentioned offhanded that he was a transmuter one of my party members immediately perked up and asked him to make him something. I've been able to bet around the bush for a few days while I try to figure out what the class is but I'm not finding anything.

RPG Superstar 2009 Top 32

Sky_rider19 wrote:
What is the transmuter class that it lists that Erlmon Reverstoudt of the Evercandle Inn is? When my party met him and I had mentioned offhanded that he was a transmuter one of my party members immediately perked up and asked him to make him something. I've been able to bet around the bush for a few days while I try to figure out what the class is but I'm not finding anything.

A transmuter is a type of Wizard specialized in transmutation spells.

RPG Superstar 2012 Top 32

So I'm here for the 'Oh god, my PCs did that' segment.

They outright murdered Sanvil. They lured him down into the ship (it was just about the point he was going to sneak down) had him help them explore a bit, then literally stabbed him in the back. He never saw it coming. then they posed some vegepygmy around him to make it look like they did it.


Should be ok, he is a tech league spy after all, and he doesn't play a role later on. At least if you didn't have your own plans for letting him reappear


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For people who leveled up their parties based on benchmarks, when did you level everyone to level four at the end? My party is about to enter the engineering level and I'm looking at some of the upcoming encounters(mainly the gearsman) and wondering how they are going to beat them at current level of 3.

RPG Superstar 2009 Top 32

Sky_rider19 wrote:
For people who leveled up their parties based on benchmarks, when did you level everyone to level four at the end? My party is about to enter the engineering level and I'm looking at some of the upcoming encounters(mainly the gearsman) and wondering how they are going to beat them at current level of 3.

That depends. Do they have an Adamantine weapon? Then the Gearsman would not be a huge problem.

Remember also, that the Gearsman is an optional fight, the PCs don't need anything in that room.


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What's the party composition, and how much have they learned from previous robot fights? It can make a big difference.


I allowed my party to shoot machinery and terminals to create electric discharges, damaging it with additional damage. I really like using the environments in a fight, maybe you can encourage them to do so

Sovereign Court

I leveled them up to 4 at the end of the adventure. They were a party of 5, and took advantage of the corridors to make sure the gearsman couldn't get to squishies. It was a tough fight but CR 4 against 5 L3 PCs isn't unreasonable. Some classic "barbarian with 2H attacks while cleric heals barbarian" action got them through.


Party consists of:
Tiefling Witch with healing patron
Human Barbarian
Aasimar sorcerer with elemental bloodline
Android Rogue 2/fighter(Cad) 1
They have learned that some of the robots have resistances and I think they've picked up on the fact that they don't follow them outside into the hallways. They don't have adamantine weapons but do have pretty much every type of weapon covered.

I like the using the environment as a way to deal electricity but unfortunately no one has a bow to make a lot of use for it. But The rogue does have a pot that they use to throw so maybe that could work.


I generally wait until they rest and level them up then. Doesn't always work perfectly, but all the players I've seen seem to have had a knack for resting shortly after clearing a level-up milestone.

The gearsman, iirc, my party faced at level 3. They had a hell of a difficult time, but defeated it by piling into a grapple, wrapping the thing up in ropes, then spending almost two straight minutes delivering coup-de-graces.

Tough fight. Our samurai forgot to use his challenge, but I'm not sure that would have made it a lot easier (challenge would have pushed his average damage up to 10.5).


I take it the Sorcerer isn't electrical in nature, which is too bad. If the Barbarian uses a two-handed weapon and the Rogue/Fighter can get an adamantine dagger in Torch and they can flank the Gearsman the fight should be doable at 3rd, especially if the Witch can debuff it.


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CharlieIAm wrote:
I take it the Sorcerer isn't electrical in nature, which is too bad. If the Barbarian uses a two-handed weapon and the Rogue/Fighter can get an adamantine dagger in Torch and they can flank the Gearsman the fight should be doable at 3rd, especially if the Witch can debuff it.

Nope, The sorcerer likes his fire spells (Which he's been enjoying this book /so/ much). And the rogue is the makeshift scrapper archetype so she uses a robot arm and frying pan for weapons. And the witch doesn't debuff but buff's and heals. But on the plus side the barbarian is using a two-handed greatclub. I think I might throw in an adamantine dagger in one of the encounter treasures since they are entering the engineering deck right now.

Sovereign Court

I wouldn't give away adamantine for free. It's a major game-changer, I'd make it something they actively strive towards for a while. It's a 3000GP item, that's not spare change.

Rather, give them more consumable healing, buff and debuff resources. If they can keep the barbarian going (heal almost as fast as the gearsman pounds him) and slow down the gearsman with tanglefoot bags for example. That way they'll feel like they took it down primarily with their own strength and not with a magic button that you gave them.


Ascalaphus wrote:
I wouldn't give away adamantine for free. It's a major game-changer, I'd make it something they actively strive towards for a while. It's a 3000GP item, that's not spare change....

My wife said that items found in a dungeon are not free, they are paid for in blood.

However, if Ascalaphus means that the party should not be given a 3,000 gp item in addition to the items already found in the module, my game replaced other expensive gear with the adamantine weapon. Page 17 in Fires of Creation describes a possible story award from Emelia Otterbie: four masterwork weapons. I asked about that award in this forum (link), because custom-made masterwork weapons would be finished well after the party would want them. Lord Fyre suggested substituting a single adamantine weapon.

I chose the wrong weapon for my substitution, an adamantine chakram made from an adamantine circular saw blade for a character who was trying to use chakrams but eventually gave up on them. An adamantine pick would be most believeable.


Ascalaphus wrote:

I wouldn't give away adamantine for free. It's a major game-changer, I'd make it something they actively strive towards for a while. It's a 3000GP item, that's not spare change.

Rather, give them more consumable healing, buff and debuff resources. If they can keep the barbarian going (heal almost as fast as the gearsman pounds him) and slow down the gearsman with tanglefoot bags for example. That way they'll feel like they took it down primarily with their own strength and not with a magic button that you gave them.

Ah yeah that is a good point...

If only they had went back to the room where Khonnir was held they could have had all of his stuff. That would have helped them a lot. But they didn't want to tango with the collector bot again,

Mathmuse wrote:

My wife said that items found in a dungeon are not free, they are paid for in blood.

However, if Ascalaphus means that the party should not be given a 3,000 gp item in addition to the items already found in the module, my game replaced other expensive gear with the adamantine weapon. Page 17 in Fires of Creation describes a possible story award from Emelia Otterbie: four masterwork weapons. I asked about that award in this forum (link), because custom-made masterwork weapons would be finished well after the party would want them. Lord Fyre suggested substituting a single adamantine weapon.

I chose the wrong weapon for my substitution, an adamantine chakram made from an adamantine circular saw blade for a character who was trying to use chakrams but eventually gave up on them. An adamantine pick would be most believeable.

That would have been a great solution...if they had found him and informed Emelia. As soon as they attempted to rid the spores with fire and almost all got knocked out by the spreading, they haven't gone anywhere near that room.


I'm somewhat confused about the doors for D8 (Navigation Control Room).

The map looks like there are doors to D5 and D6 but then the rooms doesn't make sense to me. If they are doors, then the stairs going up to D9 aren't accounted for in the other rooms unless there is some odd slope. Perhaps all the doors but the ones to D2 are under the balcony?

Also why have D2 be hard to get into with a white access if you can just go through the other doors? Perhaps they are also white access?


LoneDwarf wrote:

I'm somewhat confused about the doors for D8 (Navigation Control Room).

The map looks like there are doors to D5 and D6 but then the rooms doesn't make sense to me. If they are doors, then the stairs going up to D9 aren't accounted for in the other rooms unless there is some odd slope. Perhaps all the doors but the ones to D2 are under the balcony?

Yeah, that map has errors.

The steps in the center of D8, the Navigation Control Room, should mean that the railed off section next to the doors to D2 is lower than the rest of the room. That means that the doors to D5 and D6 are higher than the doors to D2, but there are no stairs outside of D8.

When I played that section, I told my players that the curved hallways that surround D8 had a slight upwared slope. But that is an error, too, because that would force D3, the Loading Dock, to also have a sloped floor. A sloped floor on a loading dock would be dangerous.

Another solution is that the floor in D2 slopes downward. But even simpler would be to erase the stairs from the map and make all floors level.

LoneDwarf wrote:
Also why have D2 be hard to get into with a white access if you can just go through the other doors? Perhaps they are also white access?

I had missed the line in the description of D1, "The doors to area D2 are locked (white access)." Meyanda had set up D2, the Power Distribution Hub, as a trap. She would almost be tempted to leave the doors open.

Perhaps the access restriction is for versimitude. The original Androffan crew could have restricted access to the Power Distribution Hub due to the high voltage hazard.

One question I have wondered about was why does D8 have pairs of doors connected by a small corridor as if they were airlocks. I decided that they were designed to act as airlocks if a radiation leak spilled over from D9 to D8. To annoy my party, I decided that Meyanda had set them to act in airlock mode: only one door of a pair could be open at any time. This ruined their plans to rush into D8 together.


Glad I'm not the only one that found it all odd.

Mathmuse wrote:


One question I have wondered about was why does D8 have pairs of doors connected by a small corridor as if they were airlocks. I decided that they were designed to act as airlocks if a radiation leak spilled over from D9 to D8. To annoy my party, I decided that Meyanda had set them to act in airlock mode: only one door of a pair could be open at any time. This ruined their...

That is a great idea that I might use. I was also considering turning them into viewing portals (windows) or Photoshoping them out all together.

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I am beginning to prep Iron Gods and I dont give out EXP I level at certain points I know their is a rough guide at the start of the adventure but does anyone have any really solid places to level the group.

I was thinking before the Desert for 2nd level but im not sure for third level because they can go either way on the science level.


I cant find the value of Silver Discs what is their GP value thanks


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Joey Virtue wrote:
I cant find the value of Silver Discs what is their GP value thanks

Fully-charged silverdisks are called "batteries" under Technological Gear.

Batteries wrote:
A destroyed battery is worth only 10 gp. The bulk of "silverdisks" in circulation today are destroyed batteries; one can tell a functional battery from a destroyed one by the way the circuitry seems to shimmer slightly when reflecting light. The circuitry in a charged battery glows with a soft blue radiance equal to that of a candle.

Charged batteris are called "shimmerdisks," but I can't find where I learned that. Maybe I made it up myself from the Technology Guide describing charged batteries as shimmering.

A fully-charged shimmerdisk is worth 100 gp, a unchargeable silverdisk is worth 10 gp, and an uncharged but rechargeable battery has no listed price. I treated them as indistinguishable from the unchargeable silverdisks, except by the Technomancy spell, which gave my party a steady supply (10%) of fresh uncharged batteries in their change from shopping in Torch.


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I'm starting Iron Gods Wednesday of next week, very excited! I love coming in late and having all the thoughts and resources that everyone else has already created--so a big thank you to everyone who shares on here!

I'll post up everything eventually, but for now, I wanted to share the two gambling games I've made for Silverdisk Hall. I have a player who goes to the casino regularly so I know he'll enjoy this so I'm really looking forward to it.

These are just luck based games, "6 Light Blitz" and "Ride of the Black Sovereign"

6 Light Blitz! (essentially slots)

Read-aloud text
"In one corner of Silverdisk Hall you spot a strange contraption resting upon a circular table. The device is a dark grey octagonal cylinder roughly 4 feet in length and 1 foot high. Strange angular piping pokes out at each end, giving you the impression that the device used to be connected to a larger complex machine. At the midpoint on one side of the device a series of blinking lights holds the attention of the crowd gathered around it. You see the man who appears to be running this particular game hand a slender metallic stick to the current player. The player taps the 3 panels of lights in quick succession. The lights flash, the crowd cheers quickly followed by an intense quiet as the lights begin turning off one at a time."

Description: There are 3 panels with roughly 20 LED indicator lights on each panel. Once an electrical charge is applied to the one of the 3 panels, all lights on that panel light up brightly. This is generally done with a zip stick but any electrical source, including spells, activate the device. Once the third panel is activated random lights begin turning off until, for whatever unknown reason now, only 1 and 6 lights remaining on each panel. The lights blink twice once the pattern is completed. If anyone looks at the back side of the device read the following:

"On the back of the device a series of strange markings, perhaps letters in a foreign script, stand out starkly against the dull grey sheen of the material."

Written in Androffan "WARNING: DO NOT DISCONNECT"

Cost to Play: 10 gp for a set of 3 rolls
Mechanics: Roll 3d6, if you roll a set of three of a kind, win 10 times that amount. After a roll, if the player rolled a pair of numbers, they can make a DC 15 Intelligence or Dexterity check and if successful can reroll the third die. This represents the player being either quick or smart enough to follow the pattern of dice and tap the device at the correct time.

Notes: Slots are terrible odds, so I could have kept it at 10 gp for one chance, however, I wanted my players to feel like they had a better chance plus everyone likes rolling dice!

Ride of the Black Sovereign (Card Game)

(Sorry no read aloud for this one)

This game is a variation of blackjack.
The players are playing the role of the tribes of Numeria.
Dealer is playing the role of the Technic League. This game is not legal in Starfall and in other areas where the League has a strong presence.
Game uses cards 9 through King.
The King of Spades represents the Black Sovereign.
Jacks are "Officers"
Queens are "Lieutenants"
Kings (Hearts, Diamonds, Clubs) are "Captains"
9's are called "The tribes"
10's are called "The people"
Game is players vs dealer, whoever has the highest hand wins, can play up to 4 players at once.

Players and dealer are dealt 2 cards each. No face up cards.
Values of the card depends on who's hand:

Player Card Values
9 = 9
10 = 10
Jacks, Queens = 0
King of Hearts, Diamonds, Clubs = 0
King of Spades is an automatic win for the player. Player flips over the Black Sovereign card and shouts "He Rides!". All other players get their bets back (no payouts even if they would have beat the dealer).

Dealer Card Values
9 = 0
10 = 0
Jacks = 10
Queens = 10
Kings (all but Spade) = 10
If Dealer has the King of Spade, dealer shouts "Captured" and all players lose their bets.

Cost 10 gp to play. After looking at cards, player can bet an extra 10 gp. Winnings payout 1 for 1.

If Black Sovereign card is not in play, then compare the values. If players win, double their bet. If dealer wins, house takes bet. If tie, player gets their bet back.


Thanks for these ideas - I was not very creative and just had one armed bandits and electronic Roulette tables for them. But if they go back I'm gonna steal those games!
Especially the Card game flavour is a nice way to get some Background info to them without infodumping.


TerraZephyr wrote:

Cost to Play: 10 gp for a set of 3 rolls

Mechanics: Roll 3d6, if you roll a set of three of a kind, win 10 times that amount. After a roll, if the player rolled a pair of numbers, they can make a DC 15 Intelligence or Dexterity check and if successful can reroll the third die. This represents the player being either quick or smart enough to follow the pattern of dice and tap the device at the correct time.

Notes: Slots are terrible odds, so I could have kept it at 10 gp for one chance, however, I wanted my players to feel like they had a better chance plus everyone likes rolling dice!

Let's calculate the expected payoff.

Out of the 216 possible rolls of 3 dice, there are 6*1*1 = 6 ways of rolling a triple, 6*1*5 + 6*5*2 = 90 ways of rolling a pair, and 6*5*4 = 120 ways of rolling 3 distinct numbers. 6 + 90 + 120 = 216, so we covered all cases.

The average payoff of a triple is (10gp + 20gp + ... + 60gp)/6 = 35gp. The chance of turning a pair into a triple depends on the character's attributes. Let p be the chance of getting the reroll. A reroll has only 1/6 chance of forming a triple, so the payoff of a pair is (35gp)(p)(1/6) = (5.83gp)(p).

Hence, the average payoff of the game is (6/216)(35gp) + (90/216)(5.83gp)(p) + (120/216)(0gp) = 0.97gp + (2.43gp)(p). At best, with p=100%, that would be 3.4gp, a payoff of 34% of the wager. Assuming no bonus on the Intelligence or Dexterity roll, p=30%, the average payoff would be 1.7gp, 17% of the wager. Assuming an 18 stat in Intelligence or Dexterity, p=50%, the average payoff would be 2.2 gp, a 22% payoff.

According to Wikipedia, "slot machines are typically programmed to pay out as winnings 82% to 98% of the money that is wagered by players." Likewise, classic casino games typically pay off between 90% and 96%. The Blitz game takes the player's money at such a fast rate that only suckers would play it. The payoff percentage should be better.

Suppose TerraZephyr changed the wager to 3gp. The break-even bonus on a Intelligence or Dexterity roll could be calculated by 0.97gp + (2.43gp)(p) = 3pg, which gives p = 84%, almost 17/20. Round that down to 16/20 to give the house an advantage, and a player ought to be able to reroll a d6 die on a d20 roll of 5 or higher on the die. Assuming an 18 stat in Intelligence or Dexterity, that would be DC 9.

Suppose TerraZephyr changed the wager to 2gp. The break-even bonus on a Intelligence or Dexterity roll could be calculated by 0.97gp + (2.43gp)(p) = 2pg, which gives p = 42%, which we round down to 8/20. A player ought to be able to reroll a d6 die on a d20 roll of 13 or higher on the die. Assuming an 18 stat in Intelligence or Dexterity, that would be DC 17.

Compare Blitz to the three-dice casino games Chuck-a-luck and sic bo and cee-lo.


In doing my probability calculations on Light Blitz, I treated it as a casino game and forgot about Adventure Path concerns. TerraZephyr and DerNils are right that Silverdisk Hall needs some actual games.

Page 21 of Fires of Creation presents TORCH EVENT 1: INVITATIONS TO SILVERDISK HALL. Garmen Ulreth invites the heroes to Silverdisk Hall to attract a crowd and gives them 100gp in gambling chips to attract the crowd to the games. The module refers us to pages 240–241 of the Pathfinder RPG GameMastery Guide. I don't have a print copy of the Gamemastery Guide and never found those pages in the online PRD. Gambling and Games of Chance in www.d20pfsrd.com might copy those pages, but they provide only an overview of games without the games themselves.

I made a simple Intelligence check represent the gambling, where a roll greater than 10 had winnings that grew exponentially, such as 1gp for 11, 10gp for 15, and 100gp for 20, and a roll less than 10 had losses that also grew at the same rate. It was dull but fast, since I wanted to focus on the socializing with the townsfolk. All the PCs had Int 14 or higher, so they won big: enough to pool their winnings and buy a Wand of Cure Light Wounds.

Fires of Creation wrote:
The games at Silverdisk Hall are, of course, rigged so that the house usually wins. Feel free to let the PCs spend as much time as they want here, but if their winnings exceed 500 gp, they’re graciously asked to leave the establishment with a vaguely threatening, “How’s about you leave some luck to the regulars?” delivered by a burly, impatient-looking bouncer.

As a GM, I felt it best that the PCs leave Silverdisk Hall with more cash than when they entered. They need to buy stuff to survive in the caves. Letting them convert 100gp in gambling chips into 50gp in gold pieces would be a good goal.

By the way, when my party returned to Torch from The Choking Tower, Garmen's heirs had divided up his property and put Silverdisk Hall up for sale. The PCs were rich enough to buy the building and its furnishings and rehire its employees. Their ulterior motive was creating a cover for illegal technology sales--they hired a loyal manager with underworld connections--so that they could easily sell their technological loot. Nevertheless, the skald in the party cleaned up the place. She removed the illegal gambling, moved the legal gambling to a side room, and made it a dance and music hall.


I played the first few books of Iron Gods and I just finished running Fires of Creation for a group of new players. Going into it, I decided to make two additions. First, I decided to let them play with Mythic rules, so I added a short introductory scenario by having the players encounter Pathfinder agent, Alahazra, in the midst of a quest. Second, I wanted to increase the threat of the Technic League.

I let the players start in Hajath Hakados, so they could attend the Tarnished Halls black market. This let them get an early look at technology, as well as introduced the idea of the Technic League as an ever present threat. When I played through Fires of Creation, we pegged Sanvil Trett as the Technic League agent right away, so I wanted to introduce another agent early on to take some of the heat off of Sanvil when the time comes.

When Alahazra comes running into the market with a pair of small robots on her heels, the black market shuts down as everyone flees the imminent arrival of Technic League agents. The PCs helped Alahazra and then agreed to help her complete her quest.

I ran the “Crash Site” section of the Silverhex Chronicles as Alahazra’s Pathfinder quest. When the PCs retrieved the items from the crash site, I added a small container that broke open when they touched it, releasing a mercurial liquid that coated them and invaded their bodies.

When they regained consciousness, they discovered that they had mythic abilities. This was a surprise to the PCs and the players, as I had not foreshadowed this in any way. They did not know we were going to run Mythic.

The PCs then continued on to Torch to begin the adventure as written.

Later, in the book, after their first trip into the Black Hills Caves, the PCs encountered the Technic League agent that had been chasing Alahazra since Hajath Hakados. This accomplished the job of making Sanvil seem a bit more trustworthy by comparison rather than the obvious Technic League agent.

For the Mythic subplot, I decided that the strange liquid that turned the PCs mythic was actually used by Jungle Predators also known as Yautja to turn their prey mythic to make the hunt more compelling. Somewhere near the middle of the book, the PCs were ambushed in an alley of Torch by a lone Predator that tried to kill them. I used the stats for a “Jungle Predator” from Monster Movie Matinee by Fat Goblin Games.

They were really surprised by this and enjoyed the encounter quite a bit. I decided to bookend the adventure with a second predator encounter, as they had to deal with two more on their final journey out of the Black Hills after defeating Meyanda. They started to put two and two together then and realized that the Predators were indirectly responsible for turning them mythic in order to make them the ideal prey.

And that’s how we ended it. I established the threat of the Technic League by adding an agent early on and then gave them a mythic subplot of fighting Predators.

All in all, they enjoyed it and we all had a blast with the funny reactions to standard Predator action in a Pathfinder game.


I also want to mention that the continuing confusion over silverdisks and batteries is a real cluster-F. I just threw out batteries and made all silverdisks contain charges unless used, at which point, they became useless.


Mathmuse wrote:


Let's calculate the expected payoff.

Out of the 216 possible rolls of 3 dice...

Ha! You definitely live up to your username huh? (:

Thanks for the stats breakdown, I vaguely knew enough that I could probably have figured it out but gave up trying when I created the game, so I appreciate seeing the numbers!

For context, the game isn't suppose to be remotely fair. For me, it was "how might people use pieces of discarded technology that they don't really understand in interesting ways" scene. That's why I have two games, one that focuses on the barbarian vs technic league side of Numeria and then the other having to do with Tech. It's more of a playing to see the pretty lights machine than a try to win money machine and I assume they'd make more money off of non-Numerian natives who are awed by technology.

I also, don't want my players spending in real time 2-3 hours playing gambling games, which would happen if they won more.

But with the breakdown of the numbers, I think I'll likely allow 5 attempts but maybe with a catch that you only keep the best result.


What valid ways are there to cure Khonnir? The book mentions a black nanite hypogun as well as sanvil's vitality serum, but neither of those items actually act as the spell remove disease, so my players are thinking they don't work. Is that something the book just says it'll work for story purposes? or are you supposed to get lucky with Joram Kyte and/or find a white nanite hypogun later on?


NJigglypuff wrote:
What valid ways are there to cure Khonnir? The book mentions a black nanite hypogun as well as sanvil's vitality serum, but neither of those items actually act as the spell remove disease, so my players are thinking they don't work. Is that something the book just says it'll work for story purposes? or are you supposed to get lucky with Joram Kyte and/or find a white nanite hypogun later on?

Don't the functioning sterilization chambers before the habitat module allow for curing him? I seem to remember when I ran that I had to rewind the story back to when they left the ship the first time to take him back because I forgot that detail.


NJigglypuff wrote:
What valid ways are there to cure Khonnir? The book mentions a black nanite hypogun as well as sanvil's vitality serum, but neither of those items actually act as the spell remove disease, so my players are thinking they don't work. Is that something the book just says it'll work for story purposes? or are you supposed to get lucky with Joram Kyte and/or find a white nanite hypogun later on?

Good eye noticing that two of the solutions offered on pages 41-42 offered to cure Khonnir Baine don't work. In my game, the PCs returned to the medical lab to scavenge all the medical gear they could find, but the next morning Joram Kyte rolled high on his Remove Disease spell, so they never tried the technological solution. The module does not provide a white nanite hypogun.

You could handwave that the black nanite hypogun has an undocumented feature that it also cleans up old nanites, so it will remove the nanite-based disease. Maybe Joram Kyte knows of this feature.

The vitality serum, in contrast, works against radiation, so it is useless against nanite disease.


Pathfinder Starfinder Society Subscriber

I'm currently midway through running Book 1 with my players. I've made a few changes here and there, but nothing too drastic. Here are some of my comments about changes and our experience so far:

Entering the Caves:
Water breathing doesn't seem very necessary here, as anyone swimming can hold their breath for at least 10 rounds before having to start making saves. Plus, with how often my players entered and left the caves, sweating over the swim checks would have massively bogged down the game. The sickness effect was great flavor the first time they went in though!

Blindheim:
I really didn't like the idea of the hardest encounter in the caves being this random mutant frog pet thing. It feels a little unfair to fight and has high potential to make the rest of the caves anti-climactic.

I replaced it with an advanced giant frog, which had a good time trying to swallow one of the PCs but was otherwise dispatched without a huge ordeal.


Jinkins:
In a party with three melee players, the gremlins served very little threat as written. I added an ability to them such that they automatically flank creatures of +2 size if they share their square. This made them very slightly more threatening, but not critically so.

I managed to get two over-eager PCs to trigger tripwires while chasing gremlins, which I feel was a big success in terms of flavor :>


The desert:
I tweaked the ghelarn mechanics slightly, changing entrap save to Reflex, keeping the flavor as goopy sand (removing the ability to attack the goop to free yourself) and adding the ability to escape artist to free yourself. I also removed the possibility of becoming helpless, as I limit save-or-don't-play abilities to bosses as much as I can.

I gave the kasatha skeletons back their desert stride racial trait which proved to be a good choice for making the desert feel threatening.


Habitat Reboot:
Rather than just have PCs hit a button, I upgraded rebooting the habitat dome into a mini puzzle. I put it into my notes as follows.
The control room B12 has a functioning screen stating in androffan “Habitat Dome control system malfunction A83-G1192. Reboot required. Systems malfunction details dumped to disc L4.” The console includes an array of slots, many fused shut by damage, one disc is currently ejected. Pushing the disc back in causes the screen to display “Loading systems failure log 01:1102:399432H…” followed by a lot of technical jargon. Knowledge engineering DC20 (technologist needed or DC24) reveals that that power passes through some wires that were broken in a panel in another room (“Observation Room” B13). Fixing those wires is a DC20 Disable Device (technologist needed or DC24) with failures (missing by 5 or more) dealing 1d4 electricity damage. Returning to the control room shows “System malfunction restored, press any key to reboot control system.”
While my PCs were able to read the error (one has androffan) and understand what to do, they chose not to do anything in fear of something unpleasant happening. *shrug* Oh well.

Hetuath:
This fellow is no joke. Knocked one PC unconscious, and brought two others low before being destroyed. They brought the body back to the surface though... so they unknowingly set themselves up for an unpleasant surprise in 26 hours.

Vegepygmies:
After some of the desert threats, these things are very weak. I added a couple more, just for that horde experience, and they dispatched them all with ease. Its unclear to me where their spears came from though... if I ran it again I'd arm them all with light hammers.

An Androffan Love Story:
One of my additions was a environmental side-plot to explain some of the 'convenient' item placements in the area. Basically, the black access card was left with a message in androffan from one crew member to his or her paramour in another area of the ship, smuggling them the card to allow them to visit them on the science deck.
In the science deck I gave the weird dead-end corridor some purpose by putting a notice there from ship security that service corridors are not to be used for off-hours trysts.
And in the lab room I left a half-penned note to the paramour vaguely suggesting an incoming crisis for the ship, foreshadowing future events.

Silver Crusade

Cellion wrote:

I'm currently midway through running Book 1 with my players. I've made a few changes here and there, but nothing too drastic. Here are some of my comments about changes and our experience so far:

** spoiler omitted **

Just remember, regarding

Hetuath:
that the sun from the habitat module isn't the only sun that can destroy him permanently. Any of the kasatha can be destroyed if their remains are struck by Golarion's regular rising sun. So even if your players took Hetuath's remains with them, there's a chance that he'd just disintegrate the next morning.
RPG Superstar 2009 Top 32

Daniel Yeatman wrote:
Cellion wrote:

I'm currently midway through running Book 1 with my players. I've made a few changes here and there, but nothing too drastic. Here are some of my comments about changes and our experience so far:

** spoiler omitted **

Just remember, regarding Hetuath:

Spoiler:
that the sun from the habitat module isn't the only sun that can destroy him permanently. Any of the kasatha can be destroyed if their remains are struck by Golarion's regular rising sun. So even if your players took Hetuath's remains with them, there's a chance that he'd just disintegrate the next morning.

Spoiler:
For drama, have Hetuath awaken, attempt to speak to the party (he only knows Kasatha), and then disintegrate.
RPG Superstar 2009 Top 32

Did people itemize the Jinkin Gremlins (areas A10 and A11)?

As written they have no treasure, but they supposedly have been stealing from the Skulks, so they should have something. :( Fortunately, I needed to add some treasure (five player group), so I put most of it there.

What did other GMs do?


Lord Fyre wrote:

Did people itemize the Jinkin Gremlins (areas A10 and A11)?

As written they have no treasure, but they supposedly have been stealing from the Skulks, so they should have something. :( Fortunately, I needed to add some treasure (five player group), so I put most of it there.

What did other GMs do?

I didn't specifically give them anything as I missed that they had been stealing from the skulks. However, if the party looted the skulks, then they got what the jinkins would have taken anyway. Looking back in my notes, the skulks gave the party 49 silver disks and 5 brown-striped key cards.

Side note, I am really missing this campaign! I can't wait to resume after two years off with adventure 4!

RPG Superstar 2009 Top 32

RedRobe wrote:
Lord Fyre wrote:

Did people itemize the Jinkin Gremlins (areas A10 and A11)?

As written they have no treasure, but they supposedly have been stealing from the Skulks, so they should have something. :( Fortunately, I needed to add some treasure (five player group), so I put most of it there.

What did other GMs do?

I didn't specifically give them anything as I missed that they had been stealing from the skulks. However, if the party looted the skulks, then they got what the jinkins would have taken anyway. Looking back in my notes, the skulks gave the party 49 silver disks and 5 brown-striped key cards.

Side note, I am really missing this campaign! I can't wait to resume after two years off with adventure 4!

But, the Technology rules don't appear compatible with PF2!


Lord Fyre wrote:
RedRobe wrote:
Lord Fyre wrote:

Did people itemize the Jinkin Gremlins (areas A10 and A11)?

As written they have no treasure, but they supposedly have been stealing from the Skulks, so they should have something. :( Fortunately, I needed to add some treasure (five player group), so I put most of it there.

What did other GMs do?

I didn't specifically give them anything as I missed that they had been stealing from the skulks. However, if the party looted the skulks, then they got what the jinkins would have taken anyway. Looking back in my notes, the skulks gave the party 49 silver disks and 5 brown-striped key cards.

Side note, I am really missing this campaign! I can't wait to resume after two years off with adventure 4!

But, the Technology rules don't appear compatible with PF2!

I won't be switching to PF2 for this campaign. I want to see what the finished product looks like. Even then I will probably wait until more options have been released to decide.

I have been exploring D&D 5e lately, and have toyed with the idea of a conversion. However, I have decided I will just stay with PF1 and see what options I can bring in from Unchained.


From Unchained I am giving all the PCs background skills and Im considering giving each character at 5th 10th and 15th Skill Unlocks


Lord Fyre wrote:
RedRobe wrote:
Lord Fyre wrote:

Did people itemize the Jinkin Gremlins (areas A10 and A11)?

As written they have no treasure, but they supposedly have been stealing from the Skulks, so they should have something. :( Fortunately, I needed to add some treasure (five player group), so I put most of it there.

What did other GMs do?

I didn't specifically give them anything as I missed that they had been stealing from the skulks. However, if the party looted the skulks, then they got what the jinkins would have taken anyway. Looking back in my notes, the skulks gave the party 49 silver disks and 5 brown-striped key cards.

Side note, I am really missing this campaign! I can't wait to resume after two years off with adventure 4!

But, the Technology rules don't appear compatible with PF2!

Lord Fyre, remember that we reverse engineered the technological items back in 2017: Technology: The Wires Behind The Magic. The key to pricing a technological item was treating it as an adapted magic item. Simply redo that with PF2 magic items and we can make any technological item fit PF2 rules.


Joey Virtue wrote:
From Unchained I am giving all the PCs background skills and Im considering giving each character at 5th 10th and 15th Skill Unlocks

I am considering whether background skills would be worth introducing to a 9th level campaign. Also, I like the idea of skill unlocks, but we have an Unchained rogue, and I don't know if I should allow everyone to use them.


RedRobe wrote:
Joey Virtue wrote:
From Unchained I am giving all the PCs background skills and Im considering giving each character at 5th 10th and 15th Skill Unlocks
I am considering whether background skills would be worth introducing to a 9th level campaign. Also, I like the idea of skill unlocks, but we have an Unchained rogue, and I don't know if I should allow everyone to use them.

The Rogue would get double the skill unlocks


Ran my second session of Fires of Creation last weekend, and had to share this.

The first session ended with the players encountering the Jenkins gremlins for the first time. The gremlins got some lucky rolls, and dropped a PC. The whole party was stretched on resources at this point, so they retreated back to town and we ended for the day.

Second session comes around, and the players are convinced that they're completely outclassed... by gremlins. They're certain that if they just go back at them, they'll get slaughtered. So they decide to hire some muscle to help them win the fight. Where can you hire muscle in Torch? Well, there's this gang, called the Ropefists...

They go to Silverdisk hall and meet a guy who says he can hook them up, and they should show up at a certain spot in the warehouse district in a few hours. I'm already considering if I should have it be a doublecross and have the Ropefists just try to rob the PCs... and then they spend the three hours until the meeting going all over town asking about this pink haired woman who showed up recently.

So, Garmen hears about this, and the meet-up/maybe robbery turns into a full on assassination attempt, with about twenty Ropefists ambushing them in a tight ally. The party wins, killing about half the thugs and sending the others running. They then spend an hour debating how much of Torch they feel justified in burning down as part of their revenge against the Ropefists.

Luckily, there's one player who's not a murder hobo (and also took the background trait that made them local to Torch) who talked them down, and they went back to the caves and fought the gremlins by themselves. And completely rolled over them, 'cause they're effin' GREMLINS!


Jaegermonster General wrote:

... Second session comes around, and the players are convinced that they're completely outclassed... by gremlins. They're certain that if they just go back at them, they'll get slaughtered. So they decide to hire some muscle to help them win the fight. Where can you hire muscle in Torch? Well, there's this gang, called the Ropefists...

They go to Silverdisk hall and meet a guy who says he can hook them up, and they should show up at a certain spot in the warehouse district in a few hours. I'm already considering if I should have it be a doublecross and have the Ropefists just try to rob the PCs... and then they spend the three hours until the meeting going all over town asking about this pink haired woman who showed up recently.

Interesting example of how different GMs make different decisions based on different goals.

Our Iron Gods campaign gained a 4th player right after the party defeated the gremlins and celebrated at Silverdisk Hall. The others convinced the new player to play a fighter and he agreed that he was a caravan guard beforehand. Then I needed an excuse why this caravan guard joined the party so late.

I declared that the fighter was an honest man working on one of Garmen Ulrech's caravans. Garmen wanted to spy on the party, so he sent the fighter to join the party and asked that the fighter give him daily reports on everything the party did. (Iron Gods among Scientists, January 31, 2016)

The fighter began lying to Garmen out of loyalty to the party, not realizing that Garmen had other information sources, so Garmen fired him and blacklisted him from ever working in Garmen's businesses again. Which did not matter much since the fighter earned much more as an adventurer. Garmen did not take more violent revenge because the party had already rescued Khonnir Baine and proven themselves too deadly, resourceful, and well-connected.


How does Garmen react if the PCs put their 100 GP voucher on something foolproof (like split it on red+black+green) and walk away with most of it in cash?


deuxhero wrote:
How does Garmen react if the PCs put their 100 GP voucher on something foolproof (like split it on red+black+green) and walk away with most of it in cash?

I view Garmen Ulreth inviting the PCs to Silverdisk Hall and awarding them a certificate for 100 gp worth of gambling chips as an advertising ploy. He is willing to lose the 100 gp per player. The text on page 22, indicates that he is not willing to lose much more.

Fires of Creation, page 22 wrote:
Feel free to let the PCs spend as much time as they want here, but if their winnings exceed 500 gp, they’re graciously asked to leave the establishment with a vaguely threatening, “How’s about you leave some luck to the regulars?” delivered by a burly, impatient-looking bouncer.

In my campaign, Garmen invited the PCs after they killed the gremlins, and the smiths of Torch had a big celebration at Silverdisk Hall to mark the end of that troublesome nest of gremlins. Silverdisk Hall was crowded that night, so even with giving away 400 gp, Garmen would have made a profit. However, the party members had some lucky gambling rolls and left Silverdisk Hall with a total of 1,000 gp. Due to the celebration in their honor, Garmen did not ask them to leave. Thus, Silverdisk Hall lost money that night, but Garmen gained some influence among the smiths, so he was satisfied. The party pooled their winnings and purchased a wand of Cure Light Wounds. They lacked a cleric, but the skald could activate the wand. That made them bolder in the caves, so I was satisfied, too.

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