The Fires of Creation (GM Reference)


Iron Gods

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Scarab Sages

So as always my players did the unthinkable. After successfully retrieving Gerrol and Khonnir Baine, they used the resurrection scroll from the reward to resurrect Gerrol. I wanted to reward my players with some exp for this. Initially I thought 1600 since that was the amount for khonnir. But with more thought this was a very selfless act and with them using a 7th level spell scroll.

Do you guys think this is enough exp or not enough? Or should I add in an extra different reward?


Albornzine wrote:

So as always my players did the unthinkable. After successfully retrieving Gerrol and Khonnir Baine, they used the resurrection scroll from the reward to resurrect Gerrol. I wanted to reward my players with some exp for this. Initially I thought 1600 since that was the amount for khonnir. But with more thought this was a very selfless act and with them using a 7th level spell scroll.

Do you guys think this is enough exp or not enough? Or should I add in an extra different reward?

Ah, in my campaign, the players were mosty residents of Torch, and they returned the scroll of resurrection to the town. I forgot to mention that in my belatedly-written chronicles (Iron Gods among Scientists, comment #30), but I did mention:

Iron Gods among Scientists wrote:
Councilor Bazlundi Otterbie paid Boffin for the recovery of Khonnir. Boffin was startled, for she had misheard the reward as 400 gp, not the full 4000 gp. Boffin and Val donated their shares, 800 gp each, to Councilor Otterbie's niece, Emelia, to help Gerrol's resurrection.

I had changed Gerrol Sonder to a gunslinger. In their backstories, Gerrol was the friend who had taught Boffin and Val to shoot. Emelia Otterbie was gathering donations from friends and family to pay for a Raise Dead for Gerrol. The local clerics were donating Gentle Repose spells for free to give her time to take the body to a big city with high-level clerics.

I didn't give my players any reward for that, except that they became extra lucky in Torch. Everyone liked them, no-one was suspicious of them, because they were such good people. Their reputation was ironclad. The party liked to return to Torch for downtime and do their crafting there.

My players don't care about loot or XP for their characters. They like narrative control, the ability to shape their characters' stories in their own way.


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Invented a new gambling game for Silverdisk Hall called Torched Sevens. It's a craps-lite game that's thematic to the setting, and it should be easy for the PCs to grasp.

The game uses 2d6. Each round, the players place their bets (minimum 1cp, maximum 50gp). The roller, one of the players referred to as "The Smelter", is then given the dice by the croupier, and rolls them. Bets are won or lost based on the result of the dice.

The possible bets and their payouts are as follows:

Roll is a 2: 29 to 1
Roll is a 3: 14 to 1
Roll is a 4: 9 to 1
Roll is a 5: 13 to 2
Roll is a 6: 5 to 1
Roll is a 7: 4 to 1
Roll is an 8: 5 to 1
Roll is a 9: 13 to 2
Roll is a 10: 9 to 1
Roll is an 11: 14 to 1
Roll is a 12: 29 to 1
Lower than a 7: 1 to 1
Higher than a 7: 1 to 1
Pits (any 1 on the dice, representing the torch fire pit): 2 to 1
Carts (any 6 on the dice, representing the carts that carry materials to the torch): 2 to 1

The last bet that can be placed is the Torch fire bet (maximum 1gp). This bet can only be placed if the previous roll was not a 7. The bet stays on the table until a non-7 is rolled, or if four consecutive rolls are 7, at which point the bet is taken off by the dealer, and the highest applicable payout is awarded. Payout of the Torch fire bet is as follows:

Two consecutive 7's: 30 to 1
Three consecutive 7's: 200 to 1
Four consecutive 7's: 1000 to 1

When two consecutive 7's are rolled, onlookers and players commonly say "The dice are on fire!" When four consecutive 7's are rolled, onlookers and players yell "TORCH!" and it's customary for the winners to give a free drink to the Smelter, or for the Smelter to buy a round of drinks for the table if the Smelter placed a fire bet. After at least two consecutive 7's and upon completion of the Torch fire bet, a new Smelter is selected.

PCs can attempt to cheat by past-posting, or by rigging the dice. Either attempt requires a DC 15 Sleight of Hand check to fool the dealers and the boxperson (The Ropefists are in charge of the game, but they have to watch all of the players as well as the PCs).

Past-posting requires no additional check; on a successful past-posting attempt, a PC can move a bet any PC has placed on the table to an adjacent spot (a bet on 6 can be moved to 5 or 7, for example). For every 5 that the PC exceeds the DC, they can either move another bet to an adjacent spot, or move the original bet two spaces away. Consecutive attempts to past-post increase the DC by 2 per consecutive attempt (and goes down by 2 for each subsequent round the PC does not attempt to cheat), and may require Bluff checks to act dumb in front of the dealers.

Rigging the dice requires the PC to be the Smelter and pass a DC 15 Disable Device check, and the check must be made before the dice are rolled. A success means the PC can reroll one of the dice after the roll is made. If the PC exceeds the DC by 5, they may set one of the dice to any face after the roll is made. If the PC exceeds the DC by 10, they may set both of the dice.

If three consecutive 7's are rolled, all eyes are on the Smelter and the table to see if the "torch flares up". Any attempt to influence the dice must attempt opposed Sleight of Hand checks against the three Ropefists controlling the game, and against Garmen Ulreth (make this roll secretly).

If a PC fails a Sleight of Hand check to rig the dice, or if that PC fails three past-posting attempts, then some time during the night, one of the Ropefists appears to escort the PC to the "VIP room", promising fine wine, girls, etc., located in the back of the hall. Waiting for that PC in the back room is four more Ropefist thugs ready to rough up the offending PC. If the PC is knocked out, the thugs strip them of their chips, and kick the PC out the back door into the streets.

At your discretion, the dealer can attempt to introduce loaded dice into the game once three consecutive 7s are rolled. The PCs can spot this with opposed Sense Motive or Perception checks. If these dice are rolled without being tampered, reroll any result of 7.

PCs can also come up with their own creative ways of cheating the game. Determine the effects, risks, rewards, and consequences for these.


That’s interesting I’m working on a set of 6 games for the card house in my future campaign I’ll have to share it here once I’m done.

Silver Crusade

I'm a first time GM and have chosen Iron Gods to be my first game. I made a mistake and trapped myself and am now having problems coming up with a solution to undo it. It isn't big but I would like the fix to feel organic.

Basically, when the group got through the cavern one of the members started going through the doors heading into the habitat while the others were still fighting off the Gremlins. The AP mentioned the group getting the Silverdisk Hall invite before heading into the habitat so I tried pushing hints at the 6hr time limit but really they had been rushing through the cavern so the time limit wasn't a real issue. So, I did this dumb thing and said the second door into the habitat was closed. Now I don't know how to give them incentive to go back and fix the closed door issue.

Thoughts?


Googalabosh wrote:
I'm a first time GM and have chosen Iron Gods to be my first game. I made a mistake and trapped myself and am now having problems coming up with a solution to undo it. It isn't big but I would like the fix to feel organic.

My own party took the events in Fires of Creation heavily out of written order themselves. Though I am an experienced GM, I had to call a break to read ahead when they jumped ahead in the first game session. See Iron Gods among Scientists. My players are so creative that they routinely derail campaigns with clever solutions: they were even more surprising in the second game session.

Googalabosh wrote:

Basically, when the group got through the cavern one of the members started going through the doors heading into the habitat while the others were still fighting off the Gremlins. The AP mentioned the group getting the Silverdisk Hall invite before heading into the habitat so I tried pushing hints at the 6hr time limit but really they had been rushing through the cavern so the time limit wasn't a real issue. So, I did this dumb thing and said the second door into the habitat was closed. Now I don't know how to give them incentive to go back and fix the closed door issue.

Thoughts?

I am not 100% clear on "the second door into the habitat." We have a doorway at A8, The Metal Wall, that goes into section B, Habitat Dome, and a doorway at A11, Jazvit’s Lair, that goes to a long hallway to section D, Engineering Deck. I guess that the second door into the habitat is the one between B1, Rubble-Choked Hall, and B2, Guardian on Standby.

You have several options.
1) You could have the party find an e-pick. You could easily add one to Jazvit’s Lair (A11), perhaps hidden inside other loot to explain why they didn't see it immediately. Finding one in the rubble in the Rubble-Choked Hall (B1) is also barely plausible. Then if someone in your party can pick locks, he or she can open the door.
2) A black market technology dealer in Torch could sell the party an e-pick or an access card.
3) Val Baine could give them an access card from her father's secret stash of technology.
4) Someone who speaks Androffan could talk to the Repair Drone in B2 through the door and ask it to open the door.
5) The door is unlocked but stuck. A Strength check designed to be within the Strength of the strongest party member can open it.
6) I switched the reward for retrieving Gerrol Sonder's body from masterwork weapons to an adamantine pickaxe. That can cut through the door.

An excuse for the door being closed despite Khonnir Baine's second expedition going through it is that the repair drone could have closed it.

I don't understand the "incentive to go back" part. Don't the players want to finish the quest? Some might want to save Torch. Some might want the reward. Some might want to rescue poor Khonnir Baine, especially if cute, helpful Val Baine begs them. Some might want to see more alien technology.

The time limit on the Water Breathing spell turns out to not be serious. Once the underwater caves are mapped out, returning to the surface of the Weeping Pond is an easy swim check. My players calculaed the difficulty when they had to get unconscious Khonnir Baine through the water.

Silver Crusade

Out of curiosit, has anyone created a rogue-ish NPC for AP 1? I'm looking for something around level 2 or 3 that could potentially be a NPC the group could ask for help. I'm sure I could find something in the codex but was curious if anyone built something more specific for this AP.

TIA!


Pathfinder Adventure, Adventure Path Subscriber

My party ended up skipping the Silverdisk Hall invitation altogether - they were already at war with Garmen and the Ropefists halfway through the second session, so it never came up.


Googalabosh wrote:

Out of curiosit, has anyone created a rogue-ish NPC for AP 1? I'm looking for something around level 2 or 3 that could potentially be a NPC the group could ask for help. I'm sure I could find something in the codex but was curious if anyone built something more specific for this AP.

TIA!

Its not an NPC, but one of the PCs in my game is a human Numerian scavenger rogue. I can ask the player if he is Ok with me sharing his character for use as an NPC. The group is 9th level, but writing up his second level stats shouldn't be difficult.

Silver Crusade

RedRobe wrote:
Googalabosh wrote:

Out of curiosit, has anyone created a rogue-ish NPC for AP 1? I'm looking for something around level 2 or 3 that could potentially be a NPC the group could ask for help. I'm sure I could find something in the codex but was curious if anyone built something more specific for this AP.

TIA!

Its not an NPC, but one of the PCs in my game is a human Numerian scavenger rogue. I can ask the player if he is Ok with me sharing his character for use as an NPC. The group is 9th level, but writing up his second level stats shouldn't be difficult.

That would be awesome if he is ok with that. Thanks!

Silver Crusade

Just wanted to share this little bit of flavor I added in my game.

End of Part 3, AP1:
During the fight with Hetuath, one of the players nearly died.
Fortunately, another player was able to administer cure light potions and save him. However, during his unconscious near death experience he took a ride through the eyes of Hetuath. It ends when Hetuath is confronted by Kohnir and his team. Check this out:
------------------------------------------

While Unconscious-Dream
While unconscious and nearing permanent death, you experienced a kind of out-of-body moment. However, this wasn't an experience that felt like it was the present day or even on the same planet you have come to know.

It begins with you waking up in your hut as the chieftain of your tribe. As you get up you prepare yourself for an important speech. Then you exit your hut to face the people waiting for you eagerly outside, however, they look different. These four armed alien race with large heads hold their friends, family, and children close as you begin to address them.

The scene then appears to fast forward and as you wake up lying on the ground you (or the new you) realize you are in an unrecognizable place. As you emerge from the cave, the land you are at is similar to your home but somehow you are unable to travel as far as you once could as if you are a fish caught in a bowl. You look up and you see the red sun from "your" home world.

The time fast forwards once again and while sitting down having a casual conversation with a few of your tribe members, the small world around you you have come to know begins to shake and tremble. The sky oddly flickers and eventually goes out as if it wasn't even there to begin with. You all embrace each other and pray to your God as you all fear the end of times has finally come.

Fast forward again and you are with your tribe in the large desert room as the "real you" found it when you first arrived. You are passing out rations to the few survivors of your tribe of the event you have come to call The World's End. These seemingly edible items were found in the areas with the large glowing table and the room with 4 large pillars. Days later, you and the last of your tribe begin to slowly die from some unknown sickness. In a fit of anger you shake your 4 fists and yell out towards the sky in some language you have never heard before.

Fast forward one last time. You are sitting in the room with 4 pillars brooding over the fate that has been bestowed upon you and the last of your tribe. A fate to live a never ending undead life, however, while the few of your tribe get to live mindlessly, you are tormented by the knowledge that all of this is somehow your fault. You then look up as the door opens and see this man.

-Insert picture of Khonir-

You smile as you rise from your seat and prepare to kill this stranger. You raise your arms to strike then...you wake up seeing your friend holding an empty vial and the recognizable taste of cure light potion rests on your lips.

Silver Crusade

So, I know it's easy to give a player a magical item that evolves over time (i.e. staff with spells the caster gains access to as they level up) but is there a way to do this same concept with tech? Anyone done this or have ideas of how this might work?

TIA!

RPG Superstar 2009 Top 32

Googalabosh wrote:

So, I know it's easy to give a player a magical item that evolves over time (i.e. staff with spells the caster gains access to as they level up) but is there a way to do this same concept with tech? Anyone done this or have ideas of how this might work?

TIA!

While the concept of a "level" doesn't work directly, you could tie it to ranks in a skill say "Knowledge (engineering)". The idea being that someone can get more use out of an item the better they understand it.

For example: anyone can use a computer. But someone with skill in programming can get more out of a computer.

Silver Crusade

Lord Fyre wrote:
Googalabosh wrote:

So, I know it's easy to give a player a magical item that evolves over time (i.e. staff with spells the caster gains access to as they level up) but is there a way to do this same concept with tech? Anyone done this or have ideas of how this might work?

TIA!

While the concept of a "level" doesn't work directly, you could tie it to ranks in a skill say "Knowledge (engineering)". The idea being that someone can get more use out of an item the better they understand it.

For example: anyone can use a computer. But someone with skill in programming can get more out of a computer.

Interesting. So maybe make a device like a "tablet" which grants them access to other functions as they add knowledge (engineering) ranks?

Would need to figure out how to limit it's uses. Hmmm. Oh! Maybe make it solar powered. Takes 8 hours to charge in direct sunlight? This gives it so many charges (times it can be used) before it needs to be recharged.

RPG Superstar 2009 Top 32

Googalabosh wrote:
Lord Fyre wrote:
Googalabosh wrote:

So, I know it's easy to give a player a magical item that evolves over time (i.e. staff with spells the caster gains access to as they level up) but is there a way to do this same concept with tech? Anyone done this or have ideas of how this might work?

TIA!

While the concept of a "level" doesn't work directly, you could tie it to ranks in a skill say "Knowledge (engineering)". The idea being that someone can get more use out of an item the better they understand it.

For example: anyone can use a computer. But someone with skill in programming can get more out of a computer.

Interesting. So maybe make a device like a "tablet" which grants them access to other functions as they add knowledge (engineering) ranks?

Would need to figure out how to limit it's uses. Hmmm. Oh! Maybe make it solar powered. Takes 8 hours to charge in direct sunlight? This gives it so many charges (times it can be used) before it needs to be recharged.

Or, make it use batteries. A limited resource.

Also, since Starfinder does use levels for restricting equipment, there is president for treating the item just like magic.


Hello All,

I could use some help with my campaign building. I feel a bit overwhelmed at the moment campaign building wise as I would like to give a more worldly feel and complexity but I feel a bit at a loss.
Currently the part has gone through part of ship, rescued Khonnir, neutralized Garmen, and are pretty trusting of Sanvil Trett.
They have garnered a favorable reputation among the towns folk and city council.
I'm a bit stuck on how to give them loot as the book doesn't drop it often and balancing town politics and money things. Part of the solution I've come up with is once they clear the first floor of the ship they will get a lot of salvageable stuff so they can make weapons (they have a transmuter and crafter in the party) and an amount of silver disk.
However overall, I feel like I am missing an edgy or perhaps cohesion for world building and story telling.
Any Advice??
(I apologize if this isn't specific enough this is my first time GMing and only my second year playing pathfinder)


When I played and then ran Iron Gods, I felt that it dropped plenty of loot and had several characters that wound up with more tech gear than their wealth by level. If you feel like your players are below the WBL guidelines, you can drop loot wherever you feel the need.

One thing to remember is that Sanvill Trett is an informant for the Technic League. If they trust him, then that is great. You can continue to leave him as a confidant, but once they gather a significant amount of technology or after they shut off the power converter/projector whatever it is called, you may want to have Trett try to steal it from them or confront them.

If your players have rescued Khonnir, then they should be ready to hunt down the power transmitter. Start playing up the headaches in town if you haven't already. Trett wants the players to find good technology, so if they aren't picking up on the clues to find the transmitter in town, you can use Trett to encourage them to track down Garmen's warehouse.

My advice through all of this is to keep Sanvill Trett in the background as an ally, doing as little as possible, if he ever accompanies the PCs. Once the PCs find the warehouse (follow the information on page 42 of the adventure), Trett can continue to encourage them to find the "purple-haired woman/android".

I had Trett offer to help the PCs during the end of the module to get them to go back into the ship beneath the city. Keep in mind, he is a full encounter on his own, so I had to have him ambush the players once they got beneath the town again and before they had an encounter with anything too dangerous below to avoid a potential party wipeout.

They should fight Trett and then want to push on to discover the "purple-haired woman/android". If they don't know about her, then you need to start dropping hints about people having seen her at the warehouse or by the lake or something to that effect.

If your party decides for whatever reason that they have no motivation or reason to go back beneath the city, then you can have Mayanda and her remaining thugs emerge from the ship and seek them out to recover the power transmitter.

Here is a piece of dialogue I used in her final encounter, "My master Hellion is one of the Lords of Rust. They are what you fleshlings might call deities or demigods. Think of them as. . . Iron Gods. . . for a new age."

If you've made it this far, keep pushing! You're almost there.


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I've invented two more games for Silverdisk hall.

First one is a variation of Hold-em poker with a press-your-luck element: Burning Cards.

Rules: The object of Burning Cards is to forge the best 5-card poker hand from the two hole cards and any three community cards. Rounds consist of Burns where new community cards are dealt, while the dealer adds rolled dice to the Torch. If the sum of the dice in the Torch ever exceeds 21, the Torch flares up, and all players who are not Standing at a safe distance forfeits the hand.
Ante: To ante, each player Pushes one chip into the pot. Each player is then dealt two hole cards. Starting to the left of the dealer, each player decides to either Fold or Push one chip into the pot.
1st Burn: After the ante, the dealer rolls three dice. These dice and all subsequent dice rolled by the dealer make the Torch. The dealer then places the three dice in the corresponding spots on the board and deals three community cards face up below the placed dice. A betting round then takes place.
Betting Rounds: Starting with the first active player to the left of the dealer, each player must do one of the following:
Fold: The player discards their hole cards facedown and forfeits the hand.
Push: The player puts one chip into the pot.
Stand: The player places their personal marker below the card of the current burn, and places one chip into the pot. That player is now a Standing player; they may not use any community cards beyond where they have placed their marker. Each burn, they MUST place one chip into the pot on their turn. Standing players are not at risk from the Torch and are not considered active.
Subsequent Burns: After 1st Burn, each burn will start with the dealer and all Standing Players rolling a die. The dealer adds their die to the Torch. If a Standing player rolls a 1, they also add their die to the Torch, placing it above the dealer die for the current burn. The dealer then deals one more community card to the center. A betting round then occurs, after which more Burns are played until the hand ends.
Ending a Hand: A hand can end in one of two ways:
1) All players stand: At the end of a Burn where all players have decided to Stand, every standing player reveals their hole cards. The player with the best five card hand using their hole cards and the community cards they can use takes the pot. In the case of a tie, the pot is split evenly between the tied players.
2) The total value of all dice in the Torch exceeds 21: All Standing Players win immediately and split the pot evenly between themselves. All other players forfeit the hand.
At the end of the hand, players discard their cards and the dealer button passes to the left.
Running out of chips: If a player runs out of chips in the middle of the hand, that player is forced to Stand upon placing their last chip. A side pot should then be made with all chips placed into the pot starting with the next Burn. If that player wins the hand or ties for winning the hand, they are only entitled to chips in the main pot (which is split separately from any side pots if necessary). The side pots are awarded among remaining players as normal.

Up to six players can play, but to simulate a game, the GM should control the opposing players' actions. Any PCs involved in the hand can make opposed Bluff/Intimidate/Diplomacy checks to influence the actions of their opponents (with secret modifiers/penalties depending on how good/bad the target's hand is). Sense Motive can also be used to gauge the strength of an opponent's hand. Only one check can be made by each PC per burn (to expedite the hand. You may allow the PCs to make more checks if you want).

PCs can cheat by marking the cards (Sleight of Hand + Disable Device), or by signaling to each other (Bluff to pass a secret message). PCs can find other creative ways to cheat, with checks and DCs as determined by the GM.

The second game is something every casino should have; a slot machine!

To play, the PC puts in one chip (denomination determined by GM, but we'll assume a silverdisk). The PC then rolls 3d10, and 1d20. The payout table is as follows:

Any 7: Pays 2
Any two 7's: Pays 5
Any 3 odd numbers: Pays 5
Any 2 odd numbers AND one 7: Pays 10
3 of the same odd number: Pays 10
2 of the same odd number AND one 7: Pays 20
2 7's AND one odd number: Pays 40
3 7's: Pays 200 (adjust the jackpot as you see fit)

Weighting: if the PC rolls a winning combination, check the d20. If the roll is below an 11, change one of the d10s so that the winning payout falls at least one step (optionally, change the d10s so that there is no payout). Change the weighting value at your discretion: currently, the weighting at 11 and downgrading winning combinations will produce a house edge of around 2-5%.

PCs can cheat by using Disable Device to trick the machine into giving a winning result. The DC is 15 vs. a technological device (no E-pick imposes a -5 penalty). On a successful check, the PC can set one d10 before the roll. For every 5 the PC exceeds the check, they may set another d10. In any case, a successful check also negates the d20 roll. The PC must also succeed at an opposed Sleight of Hand check vs. onlookers, including Garmen Ulreth.

I'm about to run Silverdisk hall with my PCs soon. Our rogue dropped out before the start of the campaign, and 4/5 players are NG, so I don't really expect any cheating from the party. Hopefully they like these games!


My PCs just beat the repair drone and I had it self destruct because it had been an easy first fight. The kobold bard now wants to gather the scrap and take it to the techno fence Sanvill Trett to sell.

How much would the very destroyed remains of a droid be worth?

How would you take advantage of the party interacting with Trett for the first time?


Personally I would not give them much money for the scrap. Scavenging can fund a life but shouldn't make you rich.
I would play Sanvil as helpful, maybe paying a slight bonus on top of anyone else, but making it clear he is a businessman not a charity. That makes him believerable but also encourages the party to return to him.


Seems like, as with many APs, the players quickly outgrow the purple gem of the plains Torch. As usual I over think these things, and the way the last session ended leaves me several directions to go. Sanvil was captured by the party after a failed ambush in the Black Hill Caves. Turned over to the Torch Guard he now sets in a cell. His future in currently unknown.
The Council doesn't know what to do with him for one reason, The Black Sovereign. Still ruled and heavily taxed by the palace 200 miles away put Torch in a tricky place. They were just interesting enough to tax but not enough for anything else. The habitat module and Sanvil put all that in play. If The Black Sovereign (Technic League) learns there is a large artifact under Torch they would surely level the town just to access it. How does the community access this boon of resources without alerting those that would take it from them?
With Sanvil his fate can also complicate this. If he is just put to death it could be seen as the cover up it is. If they hold a trial evidence would be shown to the Numerian judges who would tell their leader. Letting him go may eventual expose the artifacts existence as well.
The Habitat Module could be a great addition to Torch with it's secured protected space could be useful but would need to be kept a local secret.
Any ideas on how this could play out?


Voadam wrote:
How would you take advantage of the party interacting with Trett for the first time?

Trust is the best advantage Sanvil has. Give him wants but have him respect the PCs. That way when you do betray them it will be totally unexpected.


Voadam wrote:

My PCs just beat the repair drone and I had it self destruct because it had been an easy first fight. The kobold bard now wants to gather the scrap and take it to the techno fence Sanvill Trett to sell.

How much would the very destroyed remains of a droid be worth?

How would you take advantage of the party interacting with Trett for the first time?

Nothing. In pathfinder, bots and constructs are slagged unless it says something different in the creature entry.


Russell Akred wrote:

How does the community access this boon of resources without alerting those that would take it from them?

The torch itself is an exceptional hot burning forge, the description says lots of starmetal smiths come there to do their work, so do smiths that work for Technic League. With plenty of decks of the main debris of the Divinity to explore and the taxes they grab from Torch Technic League does actually see no reason to change this status quo at all. Additionally Divinity should be full of habitat module size reactors and even bigger reactors up to the drive that creates wormholes.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i have a player that has decided to play a staff magus, i know there are some effective staves to add in, but i want to create a staff that has some of the spells from the technology guide that also acts as adamantine, any suggestions

RPG Superstar 2009 Top 32

serithal wrote:
i have a player that has decided to play a staff magus, i know there are some effective staves to add in, but i want to create a staff that has some of the spells from the technology guide that also acts as adamantine, any suggestions

Is it a large staff, or just a publicist and a girl Friday?

Check out page 13.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lord Fyre wrote:
serithal wrote:
i have a player that has decided to play a staff magus, i know there are some effective staves to add in, but i want to create a staff that has some of the spells from the technology guide that also acts as adamantine, any suggestions

Is it a large staff, or just a publicist and a girl Friday?

Check out page 13.

thank you


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My staff magus player has a kasatha character, and we're about to enter the habitat dome, I had the idea of having her trigger some serious rage in Hetuath, but would love some ideas of what he would say to her


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

When the gearsman weapon says plus resonance is it the weapons ability or is it the ability from the gearsman himself, basically I'm asking if the gearsman is using the charges in the neural inhibitor


serithal wrote:
When the gearsman weapon says plus resonance is it the weapons ability or is it the ability from the gearsman himself, basically I'm asking if the gearsman is using the charges in the neural inhibitor

I think "plus resonance" is referring to the gearsman's Charge Weapon ability. So the neural inhibitor deals the 1d6 bludgeoning plus the additional 1d6 electricity damage.


serithal wrote:
My staff magus player has a kasatha character, and we're about to enter the habitat dome, I had the idea of having her trigger some serious rage in Hetuath, but would love some ideas of what he would say to her

Maybe something about the PC being a traitor to their kind since Hetuath and the skeletons were experiments of a sort, while the PC is obviously not.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Is the Gearsman in area D7 shut down when the robot command core reboots, because it doesn't say it


serithal wrote:
Is the Gearsman in area D7 shut down when the robot command core reboots, because it doesn't say it

To save on having to reread the module, where is the robot command core?


RedRobe wrote:
serithal wrote:
Is the Gearsman in area D7 shut down when the robot command core reboots, because it doesn't say it
To save on having to reread the module, where is the robot command core?

Found it. It's in D6 Robotics Lab. It says only drones and collector robots deactivate.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I've searched without success. Sorry if I missed answers to what I'm going to ask.

The Otterbies are a succeful family in Torch. Presumably there is a bunch of them, but we don't have a lot of details.

We have Bazlundie Otterbie, granddaughter of one of the founders, Orm Otterbie. She's one of the five town council members. N Female Human, aristocrat 3/expert 2.

Then we have Emelia Otterbie, a woman who was engaged to ill-fated Gerrol, whose remains can be found in the Black Hills Caves. Emelia's father is an unnamed weaponsmith who might reward the party if they bring back Gerrol's body.

Do we know:
- How Emelia and Bazlundie are related?
- Anything about the (even approximate) ages of these npcs?
- Emelia's father's name?

I can create my own answers; I just enjoy following the presented material when possible.
Thanks in advance for any help.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

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Hi, Ben...the short answer is no. As authors for these adventures, we often paint in broad brush strokes, particularly with side NPC references. Only a small part of our word count goes towards that kind of stuff, and we intentionally leave a lot of it undefined so that GMs are free to adapt and adjust that extra material however they want as their campaigns progress. Many such NPCs never get used in any meaningful way (for some GMs and their players), whereas others become very meaningful due to PC interaction with them...and there's no way for us to anticipate how anyone's campaign will necessarily play out in that regard. So, we leave it undefined...and that's really just gray area where you can create your own answers to enhance and react to the story your game table is experiencing.

Hope that helps,
--Neil


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Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

It super helps because I can stop searching :)

I totally appreciate the approach you're describing. I do have a plan.

Still, I wonder how you interpreted it in your game! (Or anyone else, in yours).

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