The Fires of Creation (GM Reference)


Iron Gods

101 to 150 of 602 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

Pathfinder Adventure Path Subscriber

I've been writing up some stuff about Torch for my players before we start playing next Saturday, and I just got to location 16, the Chapel of the Wanderer.

What the heck is this? With a name like that, I'd like to have more to say to them than "this is the graveyard." Is it named for Triaxus? If so, why?

Silver Crusade

1 person marked this as a favorite.
Aurelian Greyfire wrote:

Ooo, I like the idea of having the brown mold spread. Excellent.

Given that they're likely to be adding a party member or two next week, it's definitely a good place to shoe in some town encounters that I can tie their introductions into before they have a chance to head back down. I don't think they're likely to prioritize investigating any other rumors at the moment, but I can probably tailor some of those sidequests into events that run into them while they're about town. I'm also planning on placing their invitations to Silverdisk Hall and their first encounter with Sanvil here, so hopefully between all those things, they'll wind up with plenty.

Might also want to take that opportunity to introduce them to Sanvil Trett, possibly curious at what they found from under blackhill. Given this is the only party to return other than Khonnir, he'll want to perhaps arrange a premium price for goods. More or less he'll plan to backstab as noted in torch event 3 after or before they sell anything to him. Makes it more than 'just a random theif/greedy-person' if it's a face they look forward to meeting (ie.. perhaps 75% sell value on tech equipment or silverdisks)

Silver Crusade

Misroi wrote:

I've been writing up some stuff about Torch for my players before we start playing next Saturday, and I just got to location 16, the Chapel of the Wanderer.

What the heck is this? With a name like that, I'd like to have more to say to them than "this is the graveyard." Is it named for Triaxus? If so, why?

I also wondered about this.. well not the Triaxus part, but the name. I just treat it as an oddly named funerary home


How does Meyanda use Deadly Aim with the inferno pistol's touch attack? Deadly aim specifically excludes touch attacks.

Liberty's Edge RPG Superstar 2011 Top 32

shuku wrote:
How does Meyanda use Deadly Aim with the inferno pistol's touch attack? Deadly aim specifically excludes touch attacks.

The firearms rules have an exception to the exception.


Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber
James Jacobs wrote:
Fraust wrote:
Not sure if I'm missing something, but that first encounter with the malfunctioning drone came across as pretty sad to me too...It's listed in the book as a CR1 encounter, but it consists of a single CR1/2 monster? When putting the encounter into Fantasy Grounds I just threw another drone in to put it up to CR1, but I really like Crustypeanut's idea of the extra hitpoints and shock...so what I'm going to do is keep both, add the extra hit points, and then rule that whenever someone hits one in melee the robot is zapped for 1d2 damage and the PC who hit takes 1d2-1 damage (all electric). If it's shot with a ranged attack a random creature adjacent to the drone is shocked.

The malfunctioning drone is indeed a CR 1/2 creature; the CR score at the start of the encounter is wrong.

It's not supposed to be a tough encounter for the PCs. It's supposed to be an easy first encounter, not one that has a chance at a TPK. Those come later. ;-)

Actually the group liked that first encounter more then most module first encounters. Reason being is it wasn't like a goblin with a low to hit and a low ac. All in all they enjoyed the fight. Especially since it could become the "only" fight for the day potentially. It also allowed them to see where they needed to fix things up party wise.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

I ran the repair drone encounter with only two of my five PCs, since I started the campaign with a party split (the two diplomatic PCs went to talk to Dolga, another went to check out black hill, and the fourth PCs went to Khonnir's house; PC #5 is Khonnir's apprentice/Val's "uncle". So that made it more interesting, but still an easy encounter.

The blindheim however... it got a surprise round, and every single PC failed their save. So the party got to fight it entirely blind. Surprisingly, no one died.

Since then they've made it through the habitat module (I... significantly increased... the number of skeletons. It was quite fun to have the PCs sneaking through the dark desert, trying to keep away from the dozens of glowing green eyes searching for them). They almost got murdered by the advanced ghalarn (3/5ths of the party was in the negatives at one point or another) and I was expecting the Kasatha chieftain to be a tough encounter.

The barbarian won initiative, charged, crit with her halberd, and did nearly 50 damage. Fight over.

Led to some great roleplay, though - one of my PCs (a scholarly type) freaked out over the barbarian destroying the intelligent zombie because "It had a MIND! A mind thousands of years old! We could have LEARNED from it!" "It was trying to kill us!" "We could have at least TRIED to capture it intact!"

Fun times. :)


What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!


Pathfinder Adventure Path Subscriber
GM 8574 wrote:
What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!

You beat me to the punch on that one. I've been trying to figure out easy ways for the players to simulate gambling that won't bog down the game if only a couple players want to do so.

Also, how long would y'all say it should take for the smith to make a masterwork weapon (per PC) in exchange for returning the body of Whatshisface? My math using the crafting rules says a 5th level Expert (smith's level unstated) super specked for crafting would take around 5 weeks per weapon. Seems kinda unviable to me. What do you think would be acceptible?


MaxAstro wrote:


Led to some great roleplay, though - one of my PCs (a scholarly type) freaked out over the barbarian destroying the intelligent zombie because "It had a MIND! A mind thousands of years old! We could have LEARNED from it!" "It was trying to kill us!" "We could have at least TRIED to capture it intact!"

Fun times. :)

Holy crap. That is amazing. How did you even convey the information that it was a flat out alien zombie that was thousands of years old? Or did the PCs kinda realize it on their own?

Nakteo wrote:
GM 8574 wrote:
What sorts of games of chance are folks using for Silverdisk Hall? I'm trying to think something up that's a little less typical than poker or Twentybone, and wanted to see what y'all had in mind. Thanks!
You beat me to the punch on that one. I've been trying to figure out easy ways for the players to simulate gambling that won't bog down the game if only a couple players want to do so.

This is exactly my problem. Silverdisk Hall seems A) Boring and B) Solely a distraction.


@Nakteo
Just have the smith make the normal weapons and then have him go use that spell.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Hobgoblin Shogun wrote:
Silverdisk Hall seems A) Boring and B) Solely a distraction.

On one hand, I agree. But I've gamed with players who would jump all over the chance to gamble at a casino, especially one that straight up Gives them money to gamble with. And I wouldn't want to sour that feeling for them by just writing it off as "You play games, you win/lose this much. Do you want to keep playing?" If players show an interest in it, I'd want it to be fun and exciting for them, though preferably in a way that is streamlined so the players who have no interest in doing so don't sit twiddling their thumbs in the meantime.

@leo1925
Neat spell, thank you. How did I miss that one?


Pathfinder Adventure Path, Companion, Starfinder Adventure Path Subscriber

Alternately: Pay a buck and use these crafting rules. http://paizo.com/products/btpy8ffg?Making-Craft-Work


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.


5 people marked this as a favorite.

It's pure luck based, and not exactly something quick...but forever ago I read a DarkSun book that had a casino, and learned the following game. Used it in game before not long after reading the book, but haven't messed with it since (other than playing for pennies at house parties...

x number of players each have a set of dice (d4, d6, you know the drill). Each round everyone puts coin into two pots, a game pot, and a turn pot, with the amount equal to the die used that turn. The first turn everyone rolls a d4 (so 4 coins from each player is in each pot) and the person who rolls the highest gets the turn pot. You mark down your totals, and the game pot stays. Next turn, roll a d6 and do it all again (so the game pot now has 4 times x and 6 times x). After the d20 is rolled and that turn pot is given out, the scores for all the rounds are totaled, and whoever has the highest there gets the game pot.

The real gambling aspect takes place between the players in the rounds, as they bet with eachother on who will win the round, though all the times we played it we never actually did any of that.

It doesn't work so well as a true casino game as is, being there is no benefit to the house. One fix for that is having the round go to the house unless the players get a specific score. For example, if you had enough players, you could say 1 less than the die max, so if no one scores at least a 3 in the first round, the turn pot goes to the house. You'd have to adjust it as the turns go up, but you get the idea.

There is also the issue of ties in the first couple rounds. I think the most I played this with was six or seven people...and the first two rounds saw the turn pot splitting upwards of four ways.


Nakteo wrote:

Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.

With both the Panic Suit and the ability to destroy the transmitter available as options, this isn't a problem. Should they use the panic suit, only one person needs to be in the room: The person disabling the reactor. Granted, this does run the risk of the panic suit glitching and losing all of its charges.

Should they take the second option.. well, only one person really needs to destroy the transmitter: Hopefully someone who hits hard! Like the last option, only one person needs to be in the room. Canny PCs can even find out others ways of destroying the transmitter, such as a few barrels of gunpowder (if they've got someone with Gunsmithing) or summons.

If those options don't work, weeeelllll then.... Meyanda gets her revenge afterall!


1 person marked this as a favorite.
Nakteo wrote:
Hobgoblin Shogun wrote:
Silverdisk Hall seems A) Boring and B) Solely a distraction.
On one hand, I agree. But I've gamed with players who would jump all over the chance to gamble at a casino, especially one that straight up Gives them money to gamble with. And I wouldn't want to sour that feeling for them by just writing it off as "You play games, you win/lose this much. Do you want to keep playing?" If players show an interest in it, I'd want it to be fun and exciting for them, though preferably in a way that is streamlined so the players who have no interest in doing so don't sit twiddling their thumbs in the meantime.

Would it be really out of setting to have them invited "downstairs", thinking they'll be betting on pit combat, but the pit fighters end up being really crude constructs? I don't want it to just feel like they are betting in Rockem Sockem Robots, but that's the idea that jumped into my head this morning and I think they'd get a kick out of it.

Maybe the risk to bet on a fight is pretty low, but if they pool their resources they could invest in a a local engineer who is trying to make it in the construct-combat world, and could win a bigger payout that way.

Might be too much, but what do you think? I think a few of my players would be more interested in this than RPing poker against what would end up being NPCs that I pull from the NPC Codex.


Pathfinder Adventure Path Subscriber

@Crustypeanut
Oh yeah, (Derp!) the Panic Suit give you ER 5 everything-but-Sonic. That would make smashing the transmitter a lot easier. Yeah, I'd just fudge that glitch so it doesn't become "2% chance that the PC's can't complete this objective." I'd think the barrels of gunpowder idea could potentially make the problem worse by further damaging the reactor, not a bad direction to take, though. I like the summons idea, though it might take a few days depending on the party's summoning ability.

I wonder, does anyone else think that the con drain is a little harsh at that level? Would it be reasonable that the town's healer eats the cost of a few Restoration spells to heal the PC's in gratitude, or would you make them pay for it?

@GM 8574
Honestly, the book is so silent on the activities in Silverdisk Hall, I'd say that if you think your players would get a kick out of it, go nuts! :)


Nakteo wrote:

Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.

Are you assuming they do all this in combat? I assume they'd just take down Meyanda and THEN do the DD check.

That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.


Pathfinder Adventure Path Subscriber
Hobgoblin Shogun wrote:
Nakteo wrote:

Also, anyone else think that flooding the room with radiation is kinda overkill? Considering that in order to fix the reactor and restart the "Torch," it will require someone to attack the transmitter attached to the reactor for several rounds (Hardness 15, 60 hit points) taking 2d6 electricity every time it takes damage (DC 15 reflex negates), or spend TEN MINUTES tinkering with it to deactivate it with a Disable Device check (DC 30 or 20 if you read the Androffan instruction manual next to it). My math says that even with the radiation being DC 13, the con drain will kill any PC working on this long before they succeed. Unless they use the Panic Suit, but that'll only protect one PC.

I'd personally limit its filling the room to a set time period, (between a few rounds and a minute) before a safety protocol walls off the damaged section of the reactor to maintain containment.

Are you assuming they do all this in combat? I assume they'd just take down Meyanda and THEN do the DD check.

That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.

I'm assuming they deal with Meyanda first and then figure out fixing Torch. But Meyanda's near-death act is to cover the room in radiation that will kill most anyone of mid-level or lower pretty quickly. (Including Meyanda if you think about it. Then again, she was trying to make the reactor explode so...) Obviously, if you have the panic suit, it should go to the person who can either beat the transmitter into the ground or shut it down. If not, there's really no way you're shutting that thing down without losing PC's to either con drain or electricity damage.

RPG Superstar 2009, Contributor

4 people marked this as a favorite.
Hobgoblin Shogun wrote:
That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.

Even fanaticism can be overcome with patience and care. Just remember that Meyanda was born into a world of fire and ruin. Hellion represented the first sense of stability and purpose and similarity to herself that she encountered. And the reinforcement of wielding the AI's divine power never allowed her to pause and question his doctrine or her role within it.

But, over time, and given the opportunity to witness the reasons behind why biological creatures behave the way they do (including emotions, relationships, etc.), it may wean Meyanda away from her fixation on mechanical "life" and help her identify more strongly with biological lifeforms (as her android physiology equally supports). It wouldn't happen overnight. Instead, redeeming her would have to be something that takes place between Chapters 1 and 2 of the AP.

If you want a more concrete idea, you could specifically create some interactions between the PCs, Khonnir, Val, and even Joram in front of Meyanda. Their interactions may lead her to ask questions about them. And, depending on how the PCs answer the android's questions, it could plant the seeds of redemption. In the end, it would still have the be the PCs' choice to trust her. And that, is probably the biggest step that would lead her to question her fanaticism and rethink her life.


Hobgoblin Shogun wrote:
That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.

Been trying to think about this as well. What's giving me hope for the possibility is the phrase, "In time" in her description. The challenge is knowing how much time will pass over the course of the AP. Thoughts on this?

RPG Superstar 2009, Contributor

2 people marked this as a favorite.
GM 8574 wrote:
What's giving me hope for the possibility is the phrase, "In time" in her description. The challenge is knowing how much time will pass over the course of the AP. Thoughts on this?

Ideally, you'd want it to happen between Chapters 1 and 2 so she could share information about Hellion and Scrapwall with them. There should be enough downtime between the two adventures to reasonably pull that off. The "time" variable will depend greatly on how much effort the PCs put towards interrogating her and how they interrogate her. It'll also depend on how much kindness they show her, despite what she knows were wholly careless, murderous acts on her part. She cared nothing for the people of Torch...or even the biological cultists under her command. So, if the PCs show her kindness and patience...and she observes some of the better interactions between them and those they care about in Torch (like Khonnir during his recovery and Val's devotion to him)...that should shorten things considerably in completing her redemption.

Paizo Employee Creative Director

2 people marked this as a favorite.
GM 8574 wrote:
Hobgoblin Shogun wrote:
That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.
Been trying to think about this as well. What's giving me hope for the possibility is the phrase, "In time" in her description. The challenge is knowing how much time will pass over the course of the AP. Thoughts on this?

There is no actual "timer" to this AP. As much time as you want to pass can pass. If the redemption of Meyanda is something your players are into... then by all means, take the time to play it out! :-)


Thanks, gents! Having just finished Legacy of Fire as a player, it'll be good to head into one with a little less time crunch, but less open-ended-ness than Kingmaker.


Neil Spicer wrote:
Hobgoblin Shogun wrote:
That said, I still want a good line of thinking for redeeming Meyanda. The Book says its possible. And I think killing her would be wasting a HUGE opportunity. But the Book also says she's a fanatic. Soooooo, I'm stuck.

Even fanaticism can be overcome with patience and care. Just remember that Meyanda was born into a world of fire and ruin. Hellion represented the first sense of stability and purpose and similarity to herself that she encountered. And the reinforcement of wielding the AI's divine power never allowed her to pause and question his doctrine or her role within it.

But, over time, and given the opportunity to witness the reasons behind why biological creatures behave the way they do (including emotions, relationships, etc.), it may wean Meyanda away from her fixation on mechanical "life" and help her identify more strongly with biological lifeforms (as her android physiology equally supports). It wouldn't happen overnight. Instead, redeeming her would have to be something that takes place between Chapters 1 and 2 of the AP.

If you want a more concrete idea, you could specifically create some interactions between the PCs, Khonnir, Val, and even Joram in front of Meyanda. Their interactions may lead her to ask questions about them. And, depending on how the PCs answer the android's questions, it could plant the seeds of redemption. In the end, it would still have the be the PCs' choice to trust her. And that, is probably the biggest step that would lead her to question her fanaticism and rethink her life.

Thanks, Neil. This is exactly the kind of discussion I was looking for.

This is sort of big picture for Meyanda's arc. But what about the short term? Are the PCs suppose to suddenly decide that murdering bad guys is wrong and try to take the high road by nonlethaling her into unconsciousness, then take her to prison? I suppose I could really drive home this theme to make the PCs doubt their actions.

That's a weird issue with D&Desque RP that I'll probably write about at some point-- how generally accepted murder is, as long as it's the PCs doing the murdering and its "self-defense". Robots, monsters, slimes, that's fine. But what about gang members? Big Bads? Doesn't it seem a little odd to just murder them and that morally that's okay "jus cuz they evil".

RPG Superstar 2009, Contributor

5 people marked this as a favorite.
Hobgoblin Shogun wrote:
This is sort of big picture for Meyanda's arc. But what about the short term? Are the PCs suppose to suddenly decide that murdering bad guys is wrong and try to take the high road by nonlethaling her into unconsciousness, then take her to prison? I suppose I could really drive home this theme to make the PCs doubt their actions.

That's ultimately up to you and how your players choose to handle it. Meyanda is clearly the BBEG in control of all those lower-level minions, and she's the source of the troubles plaguing Torch...from the extinguished forge-flame to the headaches her transmitter is causing the population. Even greater than that, her actions will ultimately lead to full-blown meltdown of the buried reactor and an explosion which will absolutely devastate Torch, blow up a large portion of its population, and draw immediate attention from the Technic League. So, given all of that, the PCs should have lots of obvious reasons to take her out.

However, characters more concerned with the long-term may get it into their heads that Meyanda herself must be serving a larger cause of some kind. Something lead her to Torch and the buried reactor. She obviously knows more about that kind of technology than anyone in Torch...and most people in Numeria. Consequently, she has a wealth of information stored in her brain. Getting her to part with some of it is the challenge. And, the first step in that would be subduing her rather than killing her. That certainly makes for a more difficult proposition, but most PCs are resourceful enough to stabilize an enemy at the end of a battle so they can capture and interrogate them. Many go on to execute their captives once they're done, but it's up to your players (and the PCs) to decide that course. On the wasteland frontier of Numeria, the law is strongest at the centers of civilization, but becomes far more murky the further out you go. The PCs can clearly choose to turn Meyanda over to the authorities of Torch. And, given the town's councilors already set them on the path of investigating the mystery in the Black Hill's caves, they'll likely be coming back to them for their assistance in understanding Meyanda's motives and connections.

So, if the players subdue Meyanda, they've got two choices: 1) interrogate her themselves before killing her or letting her go, or 2) take her back to Torch to be jailed, interrogated, and ultimately judged by the town council. Either way, they can get vital information out of her for Chapter 2 of the Iron Gods AP. But, if you really want to encourage the PCs to redeem her, they'd need to follow more of the latter course than the initial one, because it'll take far more time and social interaction among the flesh-and-blood people of Torch for Meyanda to come around than what a simple, on-the-spot interrogation laced with threats from the PCs could ever foster. Making her cooperative through interrogation is one thing. Making her into an active ally through redemption is another.

But that's just my two cents,
--Neil


@Neil

Awesome. Thank you again. This is definitely the sort of thinking I want to be on. I've already worked in to one of the android PCs back stories that he was friends with Meyanda and birthed from the same stasis pods before she "disappeared" (falling in with the Iron Gods), thus he has been tracking her ever since. Hopefully I can steer the PCs to be more contentious about wanton murder as well as simple information gathering. Thanks to the fascinating potential of the many new thematic elements of Iron Gods and Numeria in general, these are the sort of motifs I want to be playing with: the definition of "Life", whether or not it has inherent sanctity, the importance or existence of "souls", etc. This plays into alien life, undeath, Andriods v. Robots, the advancement of Technology as well as the Divine definition of the Universe, and, ultimately, the Iron Gods themselves.

RPG Superstar 2009, Contributor

All good stuff. Carry on. :-)


17 people marked this as a favorite.

My party just crossed the "desert" after a pretty rough skeleton fight. We had to stop just before the habitat control room and I was thinking about modifying it some. I have two PCs with the Numerian Archaeologist trait, so I want the room to have a big impact. In addition, there is a lot of interesting flavor with the regenerating Kasatha and their curse.

However, just pressing an obvious glowing button to reactivate everything just doesn't seem to have the right buildup. I am going to make the button repower the room into a standby state instead. The computer has been scrambled over the years and in order to get habitat back to its normal state the experiment parameters need to be put in again. This is a DC 25 Disable Device check, as Disable Device seems to be the UMD of machines, with the usual -5 penalty for lacking Technologist. This is pretty tough, but there are hints scattered over the room. There are bits of researcher notes scattered on flicking screens, a variety of datachip or disc devices to be inserted, and tech components to be reattached. In other words, a DC 20 Linguistics (to decipher the notes), Knowledge(Engineering) (making repairs), or Knowledge (Nature/Geography) (to determine what the parameters should be based on what was seen) taken before the Disable Device check each reduce the difficulty by 5.

On success, the weather and sky patterns return to normal as indicated in the AP. On failure, though, the habitat is amusingly calibrated to some utterly wrong setting. Maybe it starts snowing, or the sky is filled with quadruple the correct number of stars or something else completely out of place. The malfunctioning computer realizes the parameters are wrong even as the weather takes hold, spews an error message, and forces itself to reboot. The reboot takes 2d6 hours with an accompanying frustrating progress bar, and during this time the Disable Device cannot be reattempted.

What do folks think? An interesting alternative to encourage some skill use, or too convoluted for what was just flipping a switch?

On a completely different note, I was looking ahead to upcoming encounters. As far as I can see, Sanvil Trett is a veritable loot pinata with full PC wealth for his level. Is it expected the party gets everything on his person? If he gets away, should I throw in a few extra pieces of loot to the Engineering Deck to keep them on track for wealth per level? My party is small so they may need the help.


Very good ideas Angry Cow, i concur.


3 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Hobgoblin Shogun wrote:
Holy crap. That is amazing. How did you even convey the information that it was a flat out alien zombie that was thousands of years old? Or did the PCs kinda realize it on their own?

One of the PCs is an Investigator with the Stargazer campaign trait, and had previously made the knowledge check to figure out that the cave paintings were of creatures not of this world, so they knew the four-armed creatures were aliens. They also had already guessed the true nature of the habitat module when they accidentally reactivated it.

Of course, none of the PCs really know how old any of this stuff is, which is why that exchange came perilously close to tipping off the fact that

If you are in my Iron Gods game do not read!:
the "scholarly" PC is actually a member of the Technic League planning to betray the party before the book is over - the destruction of such a valuable find angered him so much he almost blew his cover. Luckily a couple other PCs took his side, so no one got suspicious.

Also: I have to say my favorite thing about this campaign is getting to be vague and mysterious about knowledge checks and the like. Instead of saying "These are the bones of an XXX, it has XXX abilities", I get to say things like "Well, judging by the skeletal structure of this creature, you would guess it was adapted to a desert environment. The shape of the skull also indicates that it may of had human-like intelligence."

And don't even get me started on how much I love the tech stuff. My PCs almost blew themselves up with a grenade before they knew what it was.


MaxAstro wrote:


** spoiler omitted **

If you are in MaxAstro's Iron Gods game do not read!:
I applaud your ballsy storytelling! The hard sting of betraaaaaaayal! A few questions. 1. Was it the PCs idea or yours? 2. This basically seem like a death sentence for the PC when the ultimate reveal comes around. Or else they try and escape. What would you do then? Have the PC play a villain? If they die at the hands of the other PCs, do you all just have a good laugh with a "gotcha!" then that player makes a new PC to play? Where do you see this going?

1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Still a spoiler!:
It was planned from the beginning, and it was the PC's idea. Basically, they wanted to play an android that had only just woken up - a sort of "blank slate" character. But to do that they'd need to be discovered by the PCs during the campaign. So my player came up with the idea of playing a villain who betrays the PCs, and then after that is resolved they discover his real character. I'm adding a couple rooms to the dungeon by having the elevator be able to access another floor - that is where they will find the android.

When the betrayal happens, I'll actually be taking over the member of the Technic League as an NPC - he has an escape plan in place and may end up becoming a recurring villain. I've already told my player that it would be ironic as heck if his "fake" character ends up killing his "real" character. :)


MaxAstro wrote:
** spoiler omitted **

Totally Super-Duper Still a spoiler::
Whoa, what a gnarly idea! I dig it. I love that sorta outside-the-box RP thinking, especially when it comes to presentation or dramatics. Great job!

I'm Gming this one here on the boards and I'd like to say that this thread is full of win. Thanks to Neil and James especially for the Meyanda stuff and Maxastro and Hobgoblin for some Technic League ideas. Angrycow, your ideas on the habitat reboot were awesome. Keep it up guys you are helping me tons!


GM Niles Iron Gods wrote:
I'm Gming this one here on the boards and I'd like to say that this thread is full of win. Thanks to Neil and James especially for the Meyanda stuff and Maxastro and Hobgoblin for some Technic League ideas. Angrycow, your ideas on the habitat reboot were awesome. Keep it up guys you are helping me tons!

What are your plans/ideas for the road ahead?


Well my players are all active board readers so I don't wanna spill too much, and I also obviously don't have the other 5 books yet so I'm not sure the details. That said, 3 of my 5 players have serious anti-Technic League motivations so I'll be playing that up. Also, the android doesn't know they are an android so the Meyanda angle will be fun, I'll have Meyanda do some proselytizing to the android in an attempt "convince" her that she is indeed a construct and that Hellion and the Iron Gods are the future for her race.

My players usually don't kill first/ask questions later so I'm expecting Meyanda to survive. We also have a Blight Druid that is focused on healing the damaged caused by leaking reactors in Torch, so I'm going to use some of Angrycow's ideas to allow him to "fix" some of the problems.


GM Niles Iron Gods wrote:
Well my players are all active board readers so I don't wanna spill too much

You can always

spoiler:
use spoilers.
GM Niles Iron Gods wrote:
Also, the android doesn't know they are an android

Other folks have said this before. I'm don't quite get how it makes sense. How can someone not know they're an Android if they're covered in purple circuits, have empty glassy eyes and lack emotions? Does the character just assume they have amnesia, weird tattoos, optical birth defects and autism? Or "they've just never seen their own eyes" :) Or no one's ever mentioned it to them. Too awkward a subject, I guess. And/or they've never happened to run into someone in Numeria who knew what a Android was.

GM Niles Iron Gods wrote:
My players usually don't kill first/ask questions later so I'm expecting Meyanda to survive

I guess being on a board allows people plenty of time to be contemplative. That's definitely a boon.


Honestly, its a Blade Runner thing imo....and self delusion is a powerful force.


I want MaxAstro as my GM. Awesome storytelling.


Pathfinder Roleplaying Game Superscriber

Aw, you guys are gonna make me blush. :p

I'm expecting Meyanda to survive in my version, also. I actually rewrote her as a Warpriest, although this was more out of necessity - One of my groups personal rules is that all of our Golarion campaigns take place in the same timeline, and the timeline has gotten a bit weird because of this. Short version is, there are no full casters anymore so I need to rewrite all of the wizards/clerics/druids as other classes.

Anyway, the main reason I expect her to survive is because I tweaked her backstory a bit after reading the android ecology. One of my PCs, in her backstory, was close friends with an android - and she doesn't know how the android lifespan works. Well, her android friend disappeared a decade or so ago, and she's going to be very surprised to learn that

Spoiler:
Meyanda is her old friend, post-renewal.

This is going to be very confusing for Meyanda, also, because the idea of an organic and an android being close friends doesn't really jive with her world view... not to mention the fact that her previous incarnation was very NG and would not be happy with her current life choices...


MaxAstro wrote:
Well, her android friend disappeared a decade or so ago, and she's going to be very surprised to learn that ** spoiler omitted **

Absolutely. Like playing with the past live stuff from Exalted, I have big plans for Android PCs and NPCs.


I was thinking about the reactor and the power relay and how the players might want to use them so i have a few questions.

1) The first that came to mind is whether you can use greater make whole in order to fix technological artifacts?:

Greater Make Whole
The "logical" answer seems to be "yes" since the "artifact" status of technological items is there because you can't put a price to them and you can't build them, but then again that way the PCs can get a fully working fusion reactor quite early that (by using the power relay) can help them power their gear in the second book and in the third.
Even if the above is a no there is still the question on whether you can use greater make whole to "reset" the power relay.

2) Assuming the reactor is repaired, will that means that the flame of torch will be put out? Can you activate the fail-safe if the reactor is funtioning normally and if yes then does the flame still burns or not?

3) When the fail-safe is active the generator doesn't transmit any power whether it has available yield or not, correct? If yes i assume that this happens because it's power trasmiter doesn't work while the fail-safe is in place, correct?

4) Can anyone re-route the power in the habitat module?:

I was thinking why didn't Meyanda powered down some other parts of the habitat module (or even nearly everything) in order to provide more yield for her to transmit. For that matter why didn't she simply stop the reactor from wasting power by trying to power destroyed parts of the habitat module.
In the same line of thought, wouldn't simply destroying the power nodes in D2 release some (if not most) of the reactor's yield?

5) Assuming the PCs somehow get more yield out of the reactor while the fail-safe is in place (so that the flame of torch still burn), can they hook the power relay directly to the reactor in order to transmit power?


Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber
leo1925 wrote:

I was thinking about the reactor and the power relay and how the players might want to use them so i have a few questions.

** spoiler omitted **
2) Assuming the reactor is repaired, will that means that the flame of torch will be put out? Can you activate the fail-safe if the reactor is funtioning normally and if yes then does the flame still burns or not?

I made it so the flame still burns, reason being is it always had been, the only one that caused significant damage to it was Meyanda.

leo1925 wrote:


3) When the fail-safe is active the generator doesn't transmit any power whether it has available yield or not, correct? If yes i assume that this happens because it's power trasmiter doesn't work while the fail-safe is in place, correct?

I would make it like this, it fails to work because it is considered to be "broken" which is what causes it. If you think about it Meyanda was originally trying to "harvest" the power, and unfortunately would have consequences should she have done so and fulfilled all of her goals.

leo1925 wrote:


5) Assuming the PCs somehow get more yield out of the reactor while the fail-safe is in place (so that the flame of torch still burn), can they hook the power relay directly to the reactor in order to...

Not with the fire burning, think of it as cause and effect. You can only have either the fire burning or the power. Now if you go for power, you will have the citizens of torch after you. You will be taking Meyanda's role in the adventure. Remember, there are higher level people within the town. A 5th level cleric, etc.

This be a spoiler:

Not only that, but if the Technic league found out you were doing this and cutting into their pockets(it's because of the flame being out that they are able to reap so much taxes from crafters, etc), they(whoever is doing this) would attract higher attention.


Oliver Veyrac wrote:


I made it so the flame still burns, reason being is it always had been, the only one that caused significant damage to it was Meyanda.

Ehm i am not sure i understand you, the reactor has been damaged well before Meyanda came.

Oliver Veyrac wrote:


Not with the fire burning, think of it as cause and effect. You can only have either the fire burning or the power.

So you are saying that when the fail-safe is in place then the reactor "makes" his available yield into the flame of the Torch?


Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber
leo1925 wrote:
Oliver Veyrac wrote:


I made it so the flame still burns, reason being is it always had been, the only one that caused significant damage to it was Meyanda.

Ehm i am not sure i understand you, the reactor has been damaged well before Meyanda came.

Oliver Veyrac wrote:


Not with the fire burning, think of it as cause and effect. You can only have either the fire burning or the power.
So you are saying that when the fail-safe is in place then the reactor "makes" his available yield into the flame of the Torch?

Correct. Reason being is by nature, before Meyanda messed with it the torch was active. We will call this Excess Energy. The fail safe would be active (as no one has been blown up).

When She Routed the Excess Energy, the Torch stopped. Now, chances are high the fail safe will be reactivated, and in which case we will once again have Excess Energy, aka the flame. Now it might take time to once again reach the point where the flame comes out again. That's the excess.


Hey guys. Old player/ new GM here and this is my first AP. My players and I are really excited about this and I love all the suggestions you guys have been throwing out, so thank you! I have a few dumb questions though. My Google-Fu can't seem to cough up whether AP's use the Medium or Fast Track for level progession. Fast seems to be the way to go, but could someone clarify?

Second, one of my players is a Techslinger and was curious about iterative attacks and Advanced Tech weapons. The rules concerning Full Attack Actions with semi-auto and auto are pretty clear, but nothing is mentioned about iterative attacks. I'm assuming yes considering other similar weapons allow them(repeating crossbow).

Third, Vital Strike and energy weapons? Seems reasonable, but not 100% sure.

Lastly, I'm considering allowing him to use Gunsmithing, Knowledge: Engineering, and Craft Alchemy to reverse engineer Advanced Firearms after a bit once he gains the Technoligist feat. Opinions?

Thanks!


Hey Voidrunner.

Usually assume Medium track. But ultimately, it's your job to scale up or down passed on what the PCs are doing. It's more instinct than anything. And it's fun! :) You'll get the handle for it.

Iterative attacks:
http://paizo.com/threads/rzs2mb9n?Iterative-Attacks-vs-Natural-Attacks

3: Vital Strike away, why not.

4: Also seems fine. Give him plenty of hurtles, I'd be fine with it. If you're smacking into RAW, make it yours. That's the point IMO.


@Voidrunner
All PF APs except Rise of the Runelords use medium track. All APs assume a party of 4 with 15 point buy.

Assuming you are making single shots yes you can use your iteratives (plus rapid shot plus haste) with technological firearms as long as you have enough charges left.

Yes you can use vital strike with technological weapons like with any other weapon but remember the limitations of vital strike, specifically it requiring an attack action.

I am not sure i understand, you want to have your gunslinger invent advanced firearms (shotgun, revolver etc) after he had a chance to study technological firearms?

101 to 150 of 602 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Iron Gods / The Fires of Creation (GM Reference) All Messageboards

Want to post a reply? Sign in.