The Fires of Creation (GM Reference)


Iron Gods

251 to 300 of 637 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

leo1925 wrote:
Vlad Koroboff wrote:
leo1925 wrote:
Vlad Koroboff wrote:

I have a question.

** spoiler omitted **
We have discussed that in this thread and it's true that only memory of function can repair it.

Actually,i did some digging,and it isn't

Finally,something that mechanically explains proliferation of magus class among Technic League.
Are you talking about the reforge ability?

Correct.

While reforging destroyed....costly big object that is the focus of adventure is for all intents and purposes impossible,repairing it is relatively easy and free.Except like 150 arcana pool points.

Dark Archive

Pathfinder Adventure Path Subscriber

Spoiler:

Did you really call a fusion reactor a "simple object?"


Misroi wrote:
** spoiler omitted **

Spoiler:
It's simple compared to the dragon's hoard of rules from the last 15 years
Paizo Employee Creative Director

1 person marked this as a favorite.

Although it's an interesting idea... actually repairing...

Spoiler:
...the damaged reactor under Torch should NOT be a simple task. It should be, if anything, something that would require several adventures to go on. The reactor is a technological artifact, and that means that like with ANY artifact, it should be a significant thing to fix. A miracle or wish might do it. Memory of function probably wont, though, since there are parts of the reactor that are missing/destroyed. A quest to recover replacement parts for those missing pieces before casting memory of function at the end would be a good way to handle the repair of the reactor.

And remember... the reactor isn't INTENDED to be repaired during the course of the Iron Gods Adventure Path. In a way, repairing it would significantly change the way things work in Torch, since suddenly being able to control the fires would not only give those who control the reactor more power, but it would swiftly draw the increased attention of the Technic League.

As a result of all that... I would put repairing this reactor as something that should probably happen in the campaign's timeline as occurring at the end of the 5th adventure, either before or during the 6th adventure. And having the PCs keep an eye out for additional missing parts throughout the length of adventures 2, 3, 4, and 5 would be a pretty cool way to keep that story thread going in a campaign.


James Jacobs wrote:

Although it's an interesting idea... actually repairing...

** spoiler omitted **

The way i see it,

Spoiler:
finding 11-lv magus with very specific archetype that is most likely restricted to Technic League,without attracting attention of said league,then convincing him to be silent about the fact that he just repaired priceless techno-artifact is BY NO MEANS a simple task and,arguably,far harder than buying a wish scroll,and,obviously,could be the focus of multiple adventures.
Along with the fact that reactor isn't even remotely the only thing broken under Torch means that someone,namely,my party,will have their hands full.


James Jacobs wrote:

Although it's an interesting idea... actually repairing...

** spoiler omitted **

Why wouldn't the 10000gp version of memory of function repair the fusion reactor?

Dark Archive

Pathfinder Adventure Path Subscriber

Mechanics:

Let's turn this around for a moment. If your party found the Machine of Lum the Mad, and it was as badly damaged as the fusion reactor, would you let an 11th level magus be able to fix it?


Misroi wrote:
** spoiler omitted **

Well,crafting and repairing is kinda all the class does,and ability is pretty high-level.

Why not?Any wizard 17 can cast Wish,why can specialized unit can't replicate some of the ability 6 levels earlier?
leo1925 wrote:


Why wouldn't the 10000gp version of memory of function repair the fusion reactor?

Any pieces missing remain missing.

So reactor is technically repaired,but because someone ate the keyboard,we have no precise control over it.


Did e-mail this through more than 2 weeks ago, but apparently nobody bothers to reply:

Hi, the two final maps in the adventure (the warehouse and Engineering) appear to be missing markers- where are the unsealed doors and the crate? Where is the weak pipe?

Thank you

Paizo Employee Creative Director

leo1925 wrote:
James Jacobs wrote:

Although it's an interesting idea... actually repairing...

** spoiler omitted **

Why wouldn't the 10000gp version of memory of function repair the fusion reactor?

Because that particular fusion reactor isn't complete. It's missing parts. That said, if you want it to work in your game, that's fine as well. The Iron Gods AP plays out the same as written regardless.

Paizo Employee Creative Director

4 people marked this as a favorite.
pgholland wrote:

Did e-mail this through more than 2 weeks ago, but apparently nobody bothers to reply:

Hi, the two final maps in the adventure (the warehouse and Engineering) appear to be missing markers- where are the unsealed doors and the crate? Where is the weak pipe?

Thank you

Unsealed Doors:

Spoiler:
Both doors that open directly onto the staircase in the west.

Crate:

Spoiler:
It's the one just north of the southernmost double doors.

Weak Pipe:

Spoiler:
Not sure what encounter area you're talking about.


Irnk, Dead-Eye's Prodigal wrote:
fine_young_misanthrope wrote:
What's a good day in the Golarion calendar to start this campaign?

As Arodus corresponds with August in the Golarion Calender and, with the exception of Reign of Winter, the assumption has been that the AP's generally begin at the same time of year as they first come out, any day in Arodus, really.

The chief festivals acknowledged on Arodus are:

Arodus
6th. First Crusader Day (Mendev):
Honors the continuing crusade against the Worldwound.

9th. Day of Silenced Whispers (Ustalav): Celebrates Ustalav’s freedom from the Whispering Tyrant.

16th. Armasse (Aroden, Iomedae): Day to train commoners in combat and learn from history.

Last Sunday. Silverglazer Sunday (Andoran): Two-part fishing festival involving swimming contests and huge puppets.

So, not really anything that particularly would be important in Torch.

This is fantastic, and I'd love to incorporate the holidays in my campaign. Where did you get this, and is there more? My google-fu is weak on my mobile. Thanks!


Question:How old is

Spoilers!:
Meyanda?Reason behind question would be that the younger she is,the less established her personality are->the easier she is to convert or at least confuse in combat.What's her experience(as in,combat experience.I know that she is 6th level and all,but she could get it kicking ratfolk in the Scarwall)?Is this her first big mission for H?


The weak pipe in the final encounter...


Question:
Can you use a lower level e-pick to unlock a higher level lock without penalty?
For example:
Can you use a brown e-pick to unlock a white lock without any penalty?

Shadow Lodge

E-pick colors just designate what bonus they give to checks.

Silver Crusade

leo1925 wrote:

Question:

Can you use a lower level e-pick to unlock a higher level lock without penalty?
For example:
Can you use a brown e-pick to unlock a white lock without any penalty?

Yes, you just need an E-pick to not suffer the penalty, that's detailed on the technology guide. Having a higher grade e-pick just grants a greater DD circumstance on the check. It's not like access cards.


That's what i read also but for some reason i kept thinking that you need the right color/level of e-pick.


So I've warned my players that this AP can be kind of deadly based on some of the stories here. I'm having them build three characters so if one character dies, the next character can jump right in.

One of my players is building an android gunslinger, and wants to bring the exact same character back after death, so he'll play an identical character three times in a row. The character's name is MegaMan.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
bookrat wrote:
Irnk, Dead-Eye's Prodigal wrote:
fine_young_misanthrope wrote:
What's a good day in the Golarion calendar to start this campaign?

As Arodus corresponds with August in the Golarion Calender and, with the exception of Reign of Winter, the assumption has been that the AP's generally begin at the same time of year as they first come out, any day in Arodus, really.

The chief festivals acknowledged on Arodus are:

Arodus
6th. First Crusader Day (Mendev):
Honors the continuing crusade against the Worldwound.

9th. Day of Silenced Whispers (Ustalav): Celebrates Ustalav’s freedom from the Whispering Tyrant.

16th. Armasse (Aroden, Iomedae): Day to train commoners in combat and learn from history.

Last Sunday. Silverglazer Sunday (Andoran): Two-part fishing festival involving swimming contests and huge puppets.

So, not really anything that particularly would be important in Torch.

This is fantastic, and I'd love to incorporate the holidays in my campaign. Where did you get this, and is there more? My google-fu is weak on my mobile. Thanks!

Pretty sure I pulled it off my PDF of the ISWG.


Irnk, Dead-Eye's Prodigal wrote:
bookrat wrote:
Irnk, Dead-Eye's Prodigal wrote:
fine_young_misanthrope wrote:
What's a good day in the Golarion calendar to start this campaign?

As Arodus corresponds with August in the Golarion Calender and, with the exception of Reign of Winter, the assumption has been that the AP's generally begin at the same time of year as they first come out, any day in Arodus, really.

The chief festivals acknowledged on Arodus are:

Arodus
6th. First Crusader Day (Mendev):
Honors the continuing crusade against the Worldwound.

9th. Day of Silenced Whispers (Ustalav): Celebrates Ustalav’s freedom from the Whispering Tyrant.

16th. Armasse (Aroden, Iomedae): Day to train commoners in combat and learn from history.

Last Sunday. Silverglazer Sunday (Andoran): Two-part fishing festival involving swimming contests and huge puppets.

So, not really anything that particularly would be important in Torch.

This is fantastic, and I'd love to incorporate the holidays in my campaign. Where did you get this, and is there more? My google-fu is weak on my mobile. Thanks!
Pretty sure I pulled it off my PDF of the ISWG.

Found it! I was looking for numerian holdays; not general golarion ones. Thank you!


bookrat wrote:

So I've warned my players that this AP can be kind of deadly based on some of the stories here. I'm having them build three characters so if one character dies, the next character can jump right in.

One of my players is building an android gunslinger, and wants to bring the exact same character back after death, so he'll play an identical character three times in a row. The character's name is MegaMan.

LOL! Does he wear blue clothes/armors?

Paizo Employee Creative Director

Vlad Koroboff wrote:

Question:How old is

** spoiler omitted **

She is...

Spoiler:
... about 25, and yes, this is her first big mission for Hellion. Her personality is well established, in any event.


Would everybody Please stop posting in spoiler tabs. this is a GM thread and if players are poking around in here they"re probably looking for spoilers anyway.


Nitro-13 wrote:
Would everybody Please stop posting in spoiler tabs. this is a GM thread and if players are poking around in here they"re probably looking for spoilers anyway.

That is one use, to other is to reduce the amount of scrolling needed.


True, I agree with that but there are a few examples of it happening for just a sentence and I guess I should just deal with it. People can do what they want. scrolling over and clicking isn't that difficult, its just been bugging me lately in GM threads particularly.


Nitro-13 wrote:
True, I agree with that but there are a few examples of it happening for just a sentence and I guess I should just deal with it. People can do what they want. scrolling over and clicking isn't that difficult, its just been bugging me lately in GM threads particularly.

Sometimes, one sentence questions require the answer to be an essay.

And I think some do it out of habits.

There is also spoiling a future/later book and/or something from a different AP.


The blue box in page 24 mentions that using disable device (to open doors) without the technologist feat incurs a -4 penalty but the technology guide says -5, which is right?

Paizo Employee Creative Director

leo1925 wrote:
The blue box in page 24 mentions that using disable device (to open doors) without the technologist feat incurs a -4 penalty but the technology guide says -5, which is right?

Go with the Technology Guide—the adjustment from –4 to –5 was one that happened late in the Tech Guide's development/editing, after Fires of Creation was already well on its way.

That said, the difference is super negligible, so if you prefer –4, that's okay too.


I remember reading that part of the mission of Divinity was to bring religion to other planets, what kind of religion?

Paizo Employee Creative Director

4 people marked this as a favorite.
leo1925 wrote:
I remember reading that part of the mission of Divinity was to bring religion to other planets, what kind of religion?

Not quite.

Their primary mission was...

Spoiler:
... to bring the advancements of civilization to societies on the cusp of it... to transform tribal societies into more modern societies. This included introducing technology and sciences and the like, to basically help train up developing societies on planets to be more technologically advanced. Religion wasn't really a part of it, although in many cases, the crew POSED as religious sendings in order to help establish initial peaceful contact. They would often present themselves as deities to alien races since it was usually easier for them to accept "angels" coming down to teach them than it was aliens.

In a lot of ways, their mission was the exact opposite of Star Trek's "Prime Directive."

There WERE religions among the crew, though, and some of them would be recognizable to modern Golarion, such as the faith of Desna. Others would be unrecognizable. These elements do not play a role in the Iron Gods AP though, since I felt it would complicate things too much when we were trying to focus on the Iron God religion itself.


Thanks James.
Am i to assume that the bringing the gift of religion on the adventure background is another thing that slipped during development?

Another question, how come the human leader of the worshippers of Brigh group carried a small +1 light hammer?

Dark Archive

Pathfinder Adventure Path Subscriber

Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).

Paizo Employee Creative Director

leo1925 wrote:

Thanks James.

Am i to assume that the bringing the gift of religion on the adventure background is another thing that slipped during development?

Nah, they did bring religion here and there, but it was only one of the things. Might have been better stated as "used religion as a method to ease the fears of first contact" or the like.

Dark Archive

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

I'm getting the feeling that the Androffans had a severe case of pride, and it was this hubris that led them to their ruin, back on Androffa Prime and on the Divinity in particular. How much of that will be answered by the end of the AP?


Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).

You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?


My party recently finished Fires of Creation. They had an impressive stomping spree on the Engineering Deck. They fixed the elevator and had enough XP to reach level 4 if they chose to rest. Instead, they pressed on and ended up making a mess of the whole floor. This included rebooting the robots and inadvertently summoning Meyanda. Despite having worn through all their resources, they squished her too. The Bloodrager, even without rage, was just too much damage to handle. She healed over 50 hit points via a fighting retreat, but it just was not enough.

On a minor note, there seems to be a discrepancy regarding Torch's five member council. Kyte, Baine, Feddert, and Otterbie are four of them. The town description on pg. 63 lists a one Serantha Olandir as the last member, but pg. 11 says Soceal Murgrave is #5. It didn't have much of an effect on the campaign but it would be nice to know which is which.

Paizo Employee Creative Director

Misroi wrote:
I'm getting the feeling that the Androffans had a severe case of pride, and it was this hubris that led them to their ruin, back on Androffa Prime and on the Divinity in particular. How much of that will be answered by the end of the AP?

Not much, but you're not wrong.

This adventure isn't really about Androffa, though, and keeping things relatively mysterious is valuable, since you want the PCs to be focused more on current events in the adventure than getting too distracted by things that are 10,000 years old.

Paizo Employee Creative Director

1 person marked this as a favorite.
Angry Cow wrote:
On a minor note, there seems to be a discrepancy regarding Torch's five member council. Kyte, Baine, Feddert, and Otterbie are four of them. The town description on pg. 63 lists a one Serantha Olandir as the last member, but pg. 11 says Soceal Murgrave is #5. It didn't have much of an effect on the campaign but it would be nice to know which is which.

In a case like this, it's best to go with the information in the actual adventure.

RPG Superstar 2015 Top 8

leo1925 wrote:
Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).
You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?

I just assumed the a light warhammer could be wielded by a small creature as a warhammer (martial, 1 handed). Since Vrilldet's has fighter levels, he's proficient with 1 handed martial weapons.

I do that with all sorts of weapons. Small creatures can wield medium short swords as long swords, etc.. It helps players running small PC races use the magic items that they find during an adventure.


moon glum wrote:
leo1925 wrote:
Misroi wrote:
Actually, he didn't. The weapon does 1d4 damage, which means it's a Medium light hammer. As a result, Vrilledt's attack bonus is wrong. The actual number is left as an exercise to the reader (I would do it, but I don't have access to my book at the moment).
You are right, i was thinking of the light mace which at medium size has 1d6. Then yes his attack should be +7 instead of +9. I think that i will make the whole party halflings or at least the leader, is there a correlation about the size of the body infected and the number of vegepygmies spawned?

I just assumed the a light warhammer could be wielded by a small creature as a warhammer (martial, 1 handed). Since Vrilldet's has fighter levels, he's proficient with 1 handed martial weapons.

I do that with all sorts of weapons. Small creatures can wield medium short swords as long swords, etc.. It helps players running small PC races use the magic items that they find during an adventure.

Could also rule that having bigger hands help.


2 people marked this as a favorite.

Thats what she said!


1 person marked this as a favorite.
captain yesterday wrote:
Thats what she said!

:|


Actually Vrilledt (the vegepygmy leader) should have an attack of +10 if the light warhammer was small sized and +8 if it was medium sized, instead of the +9 that's written. I had forgotten to calculate the size bonus to attack roll in my previous post.

@moon glum
Light warhammer isn't a weapon (light hammer is) and those aren't the rules for weilding weapons of inappropriate size.

@Guy St-Amant
Vegepygmies have no ability that could work like the titan mauler's massive weapons.


James Jacobs wrote:
Angry Cow wrote:
On a minor note, there seems to be a discrepancy regarding Torch's five member council. Kyte, Baine, Feddert, and Otterbie are four of them. The town description on pg. 63 lists a one Serantha Olandir as the last member, but pg. 11 says Soceal Murgrave is #5. It didn't have much of an effect on the campaign but it would be nice to know which is which.
In a case like this, it's best to go with the information in the actual adventure.

Duly noted, I will keep that in mind in the future. Thanks.

Grand Lodge

I've tried to find more details on the source of the russet mold that the fourth expedition succumbed to. All I've found is that they encountered the russet mold in area C1. Maybe I just missed reading the back story somewhere. My questions --

How did it get to C1 in the first place? A security desk seems like a strange place to keep it. Did it originate in one of the labs, and if it did, why isn't there still a mold hazard in the lab?

Thanks!

Dark Archive

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

It is a bit vague on what happened. The mechanics for the game suggest that vegepygmies make for great low-level encounters, but sheer perniciousness of russet mold means that a patch of the stuff is a death sentence for 2nd level PCs. The weakened version that Vrilledt is infested with is about right - dangerous, but not deadly.

The original batch has got to be in C1, and it grew there from a sample that got out of hand somewhere in C6-C8. Presumably it was in C1, as that's where we see some reddish patches of mold. The Brigh worshippers must have blundered into it and breathe in the spores. They die horribly over the next minute, and a day later the vegepygmies come on the scene. They take over the southwestern section of the science deck. Khonnir's team return a day later, and they recognize the danger the mold presents once Gerrol stumbles into it. Khonnir blasts it with acid over and over, destroying it, but he attracts the attention of the robots as he does. Gerrol flees and gets as far as the skulk caves. They chase him into the cavern with the brown mold, where he begins to die from having his body heat leeched from him. In an effort to stay warm, he tosses out a flask of alchemist's fire at the stuff, covering the room and himself with the fungus. He then dies.

I'm not exactly sure how something that grew in C6-C8 got out into C1, but it's the only logical place this all could have happened. Ventilation systems connecting C1 and C6, maybe?


Hello, I will be GM for first time in a couple of weeks. We decided on Iron Gods. Our group is pretty new, so we are still learning.

I'd had few questions regarding Black Hill Caves

1)The melee attacks for Jinkin Gremlin reads as short sword +6 (1D3-4) & Bite +1 (1D2-4). Now is the damage roll 1D2 minus 4 & 1D3 minus 4? This would mean they can't do any damage or is this typo?

2)One of Blindheim melee attacks is 2 claws +5. Is this a double attack or more of description that he has claws on both hand but only attacks w/ one arm at a time?

3)Skulks have special attack (sneak attack) How do GM move Sef for example w/o the players know a enemy is sneaking up on them? Do you rollD20 + 23 stealth versus that players perception roll? If so, is this a one time roll or must inform the player to roll each time Sef moves in stealth?

Please forgive me if this is not correct message board for these questions.


1 person marked this as a favorite.

1) minimum damage is 1, even if the modifiers would put it in negatives.

2) regarding natural attacks, with a full round action the creature can use all of its attacks. If it only has a standard action, it can only make a single attack. Does that make sense?

3) if you write down your players perceptions modifiers you can make secret rolls. Or you can just ask for perception checks from players and if they do not succeed, you don't have to tell them what it was for.


1 person marked this as a favorite.
Carter Lockhart wrote:
1) minimum damage is 1, even if the modifiers would put it in negatives.

Actually minimum is 1 nonlethal if the damage is at zero or negatives.

1 to 50 of 637 << 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.