Lords of Rust (GM Reference)


Iron Gods

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Acolyte of Mushu wrote:
It's stated on page 56 under Hellion's special ability "Inherited Divinity" that his holy symbol is a mechanical talon and that his favored weapon is the spiked gauntlet. His holy symbol is also depicted on page 36 on the shield of the acolyte of Hellion.

A more ornate version of the symbol is on Nalakai's chestpiece on page 42. You might also notice that most of the Lords are portrayed with a spiked gauntlet of some sort- Draigs is presented with a particularly scavenged looking version on 51, and Kulgara has a set of very spiky ones in her character art on 58, even though neither of them wield it as a weapon.

I'll be using the loudspeaker idea as the party explores the open areas of Scrapwall, kind of like how it's used in Mass Effect or Dishonored to tell how things are developing as a result of the party's actions. Should be properly cinematic.


Acolyte of Mushu wrote:
Ayanzo wrote:
Hellion's holy symbol is Meyanda's Spiked Gauntlet.
It's stated on page 56 under Hellion's special ability "Inherited Divinity" that his holy symbol is a mechanical talon and that his favored weapon is the spiked gauntlet. His holy symbol is also depicted on page 36 on the shield of the acolyte of Hellion.

Noted and thanks.


2 questions:
1) Hellion does get a DC 20 will save if the PCs use the inhibitor memory facet at S3 (in the computer room) in order to debuff Hellion, correct?
2) Does anyone have made stats for Hellion's chassis with the inhibitor facet in effect?

Silver Crusade

1.) Yep.
2.) No, I reduced his charisma based abilities by 2 (since it's a nice easy 4). He doesn't really lose any spells since he uses them all as spell-like abilities. That as well as the listed -4 on skills and saves.


Ayanzo wrote:

1.) Yep.

2.) No, I reduced his charisma based abilities by 2 (since it's a nice easy 4). He doesn't really lose any spells since he uses them all as spell-like abilities. That as well as the listed -4 on skills and saves.

It's the attacks and saves that worry me, i fear that i would forget them if i don't have them in a statblock, i might have to write the changed statblock myself in the end (if i do i will post it here).

Anyway what sort of action(s) would it take if the characters wanted to try to instal the inhibitor facet in the robot chassis during combat?


KILL!


Just noticed an error in Draigs (the ettin) stats, she should have +12 with each spiked chain and not +11, it's BAB +7, STR +6, mwk +1, WF +1, -1 size, -2 innapropriate size = +12.
That's without the rage spell, with that it's one higher for a total of +13.

EDIT
Here is Draigs full statblock, i am not sure how power attack works for off-hand when a creature has superior two weapon fighting and i went for the -1/+1 ratio for the off-hand.

Since we are talking about Draigs, how do you think it would take her to enter room S4 when/if summoned by Hellion? 6 rounds (acting at 7th)?

Silver Crusade

Depends if the players used the inhibitor since that cuts off Hellion from calling reinforcements. The inhibitor in itself is almost optional to have so it's not assumed the players will have it, but it's a nice boon to have. You can make up the time, perhaps even just do a dexterity check to see how long it takes them to install it using their E-Pick. Perhaps the Draig will get there in time; I personally just had it happen since they went on a monitor smashing spree.

If Hellion is still connected to the network, just use her speed and calculate how long it would take her to double move there.

I'm not even sure they can, it's like trying to put a CD in a CD drive where you don't have control of the ejection button. The CPU core in the excavator is one thing since they can ply away panels and such. A robot that's trying to kill you is a bit insane.

I thought about it for book 4 when "Cassy" comes into play as I figured she could 'assume control' until I realized how fragile the AI core is, notwithstanding a memory facet no less. That compounded with the difficulty of finding somewhere to plug it in. It's not like all robots have a giant port that says "INSERT FACET HERE".

When disabled, I assume yes with the appropriate engineering/perception check. Hellion can, if the core is still up and running, pull his conscious out of it if he knows the shell is disabled.


Ayanzo wrote:


Depends if the players used the inhibitor since that cuts off Hellion from calling reinforcements. The inhibitor in itself is almost optional to have so it's not assumed the players will have it, but it's a nice boon to have.
If Hellion is still connected to the network, just use her speed and calculate how long it would take her to double move there.

I lost you with that, is this about Draigs?

Ayanzo wrote:


I'm not even sure they can, it's like trying to put a CD in a CD drive where you don't have control of the ejection button. The CPU core in the excavator is one thing since they can ply away panels and such. A robot that's trying to kill you is a bit insane.

I thought about it for book 4 when "Cassy" comes into play as I figured she could 'assume control' until I realized how fragile the AI core is, notwithstanding a memory facet no less. That compounded with the difficulty of finding somewhere to plug it in. It's not like all robots have a giant port that says "INSERT FACET HERE".

When disabled, I assume yes with the appropriate engineering/perception check. Hellion can, if the core is still up and running, can pull his conscious out of it if he knows the shell is disabled.

I assume that this is about the inhibitor facet.

I haven't read book 4 yet (i haven't even finished book 3 yet) so i don't really understand the AI fragile part, can you explain?
I understand what you say about not being able to do it to an active hostile robot but i think that it might be cool for the heroes to try to do it during combat, you know wrestling with the arachnid robot and trying to "jam it in already" the inhibitor facet.

Silver Crusade

leo1925 wrote:


I lost you with that, is this about Draigs?

I assume that this is about the inhibitor facet.
I haven't read book 4 yet (i haven't even finished book 3 yet) so i don't really understand the AI fragile part, can you explain?
I understand what you say about not being able to do it to an active hostile robot but i think that it might be cool for the heroes to try to do it during combat, you know wrestling with the arachnid robot and trying to "jam it in already" the inhibitor facet.

About the Draig, for some reason I thought you meant summoning the Draig to T3 as reinforcements to the scrapyard bots. I edited it not long after to augment it unless you meant the CPU core as well. So yea, you can installing the facet take some time, granting a window for the Draig to get there. My players smashed the monitors, but Hellion with his omnipresent monitors can move his forces pretty freely so long as the CPU is active. If he sees the players making a move for it, no doubt he'll summon at least an additional goon other than the Chuul over.

For the facet, yes, the inhibitor facet (type of memory facet).

I was referring to book 4's Casandalee which comes in a compact AI core which is pretty fragile. I brought in that example since given her value and the fragility of it, who's want to risk that in combat? Memory facets, the inhibitor included are fragile things. But sure you can let your players do it, but Hellion's a pretty smart AI making it a sunder target.


I was talking about summoning Draigs to the control room (S4, it's the huge room).

Good to know about Casandalee, it really puts things into perspective.


I re-write Hellion's Chassis statblock and i have written a statblock with the effect's of inhibitor's facet, anyone who wants it can find it here.

By the way, did anyone else noticed the 1st level clerics who have power attack as one of their feats?


Is it just me, or do the Lobotomites pose ABSOLUTELY no threat with their -2 attacks?

I know they're supposed to be weak, but by then most of my playtest characters (which are leveled-up versions of my actual players' characters) have 18+ AC. Not a single Lobotomite got a hit in. Free Exp?

I'm thinking giving them back proficiency in their greatclubs, although even then it would only be a +2. Still better.. but not quite.

Still, the lobotomites are interesting if only for story purposes. I almost want to replace them with actual zombies, though. Same CR, better chance at hitting things, same intelligence, arguably better defense due to the DR.


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Ragnarok Rose wrote:

I'll be using the loudspeaker idea as the party explores the open areas of Scrapwall, kind of like how it's used in Mass Effect or Dishonored to tell how things are developing as a result of the party's actions. Should be properly cinematic.

I like that idea too. I was going to have more Paranoia Alpha Complex style announcements. But tracking party progress I am going to steal.

Separate question how are DMs going to present Kargara's journel assuming players kill her? Seems like a big info dump at the end of the adventure. I was thinking of actually rewriting it as a journal and turning it into a handout. This way the players can read it and draw their own conclusions as opposed to me me just handing the the info to them. But that's going to be a bit of work.


Crustypeanut wrote:

Is it just me, or do the Lobotomites pose ABSOLUTELY no threat with their -2 attacks?

I know they're supposed to be weak, but by then most of my playtest characters (which are leveled-up versions of my actual players' characters) have 18+ AC. Not a single Lobotomite got a hit in. Free Exp?

I'm thinking giving them back proficiency in their greatclubs, although even then it would only be a +2. Still better.. but not quite.

Still, the lobotomites are interesting if only for story purposes. I almost want to replace them with actual zombies, though. Same CR, better chance at hitting things, same intelligence, arguably better defense due to the DR.

I managed to get a single hit at that encounter with a nat20.


I.. uh just found a rather nasty encounter, actually. It seems so innocent..

The Poltergiests in the Haunted Wreck. Over the course of the battle, all 3 Concussion Grenades were thrown. Just had my first death of book 2. One could assume that if one is detonated, the others were detonated, but I didn't use it like that - even so, all three were thrown and our sorceress died.

Oof.

Edit: Forgot to mention, it was a Playtest of Book 2, although it was using my players' characters leveled up.


Okay, I can't tell if I'm being phenomenally poor at reading comprehension here, but I can't for the life of me figure out how you're supposed to determine if the PCs get into an altercation with the roving gang members (aside from the "they leave you alone if you've got enough scrapworth" stuff). Is there supposed to be a particular percentage chance of a fight or is it just "if you go here, you get jumped"?

The Exchange

EndgamerAzari wrote:
Okay, I can't tell if I'm being phenomenally poor at reading comprehension here, but I can't for the life of me figure out how you're supposed to determine if the PCs get into an altercation with the roving gang members (aside from the "they leave you alone if you've got enough scrapworth" stuff). Is there supposed to be a particular percentage chance of a fight or is it just "if you go here, you get jumped"?

I thought it was like 50% in the beginning, which drops to 20% I think at scrapworth 4, then 0% at Scrapworth 5+. I don't have my book on me at the moment though, so I can't clarify that with 100% certainty.


Codanous wrote:
I thought it was like 50% in the beginning, which drops to 20% I think at scrapworth 4, then 0% at Scrapworth 5+. I don't have my book on me at the moment though, so I can't clarify that with 100% certainty.

Same on the "don't have the book" front, but I'll check when I get home. Thanks!

Silver Crusade

Random encounters are still 20% per hour, at scrapworth 6 it's 10%. Fighting a scrapwall gang (as noted in the regions) is only a 5% chance 95-100 on the die for the encounter table.


Crustypeanut wrote:

I.. uh just found a rather nasty encounter, actually. It seems so innocent..

The Poltergiests in the Haunted Wreck. Over the course of the battle, all 3 Concussion Grenades were thrown. Just had my first death of book 2. One could assume that if one is detonated, the others were detonated, but I didn't use it like that - even so, all three were thrown and our sorceress died.

Oof.

Edit: Forgot to mention, it was a Playtest of Book 2, although it was using my players' characters leveled up.

You do realize that this was a very unlucky battle (it's only 10%), i didn't get one grenade in 6 rounds of battle when my players were on the haunted canyon.


It's accumlative 10% so after 6 rounds you would be unlucky to not get at least one go off.


How did you all run the rhu-chalik encounter in terms of stalking the players?


leo1925 wrote:
Crustypeanut wrote:

I.. uh just found a rather nasty encounter, actually. It seems so innocent..

The Poltergiests in the Haunted Wreck. Over the course of the battle, all 3 Concussion Grenades were thrown. Just had my first death of book 2. One could assume that if one is detonated, the others were detonated, but I didn't use it like that - even so, all three were thrown and our sorceress died.

Oof.

Edit: Forgot to mention, it was a Playtest of Book 2, although it was using my players' characters leveled up.

You do realize that this was a very unlucky battle (it's only 10%), i didn't get one grenade in 6 rounds of battle when my players were on the haunted canyon.

3 Poltergeists throwing 3 bits of junk per round is 9 chances per round of thrown grenades per round. Telekinesis allows you to throw 1 item per caster level (total weight not exceeding 25 lbs per caster level) as a violent thrust, dealing 1 damage per 25 lbs for less dangerous objects or 1d6 per 25 lbs for more dense objects.

Each Poltergeist was using the Violent Thrust to throw three bits of junk at the players per round - I was using that the objects were not more dense, thus did 1 damage per object, even when that object was a grenade. The grenades, when thrown, then detonated dealing the additional 5d6 damage in a 20ft spread (DC 15 Reflex for half, of course!). Luckily I didn't have them wake the skeletal technicians, even though I probably should have heh.

Unless its just a flat 10% per round, not per attack? o.O The wording could go either way, but the wording made it seem like it was only one attack per round.


Solomani wrote:
It's accumlative 10% so after 6 rounds you would be unlucky to not get at least one go off.

Its actually not cumulative as far as I can tell.

Solomani wrote:
How did you all run the rhu-chalik encounter in terms of stalking the players?

Haven't ran it yet with my playtest, but in all likelyhood, my players will tromp around in there, it'll hear them long before it sees them, go invisible, then stalk them, detecting their thoughts and whatnot, observing them - it will follow them until they bed down to rest, even if by then they've killed Hellion. When they do, it'll attack, attempting to incapacitate all of them (Starting with the most dangerous first) for memory transfer, then leave them be.


Solomani wrote:
It's accumlative 10% so after 6 rounds you would be unlucky to not get at least one go off.

No it's not.

Solomani wrote:
How did you all run the rhu-chalik encounter in terms of stalking the players?

Skipped because it's a trash encounter that can't realistically do anything to the players.

Crustypeanut wrote:
leo1925 wrote:
Crustypeanut wrote:

I.. uh just found a rather nasty encounter, actually. It seems so innocent..

The Poltergiests in the Haunted Wreck. Over the course of the battle, all 3 Concussion Grenades were thrown. Just had my first death of book 2. One could assume that if one is detonated, the others were detonated, but I didn't use it like that - even so, all three were thrown and our sorceress died.

Oof.

Edit: Forgot to mention, it was a Playtest of Book 2, although it was using my players' characters leveled up.

You do realize that this was a very unlucky battle (it's only 10%), i didn't get one grenade in 6 rounds of battle when my players were on the haunted canyon.

3 Poltergeists throwing 3 bits of junk per round is 9 chances per round of thrown grenades per round. Telekinesis allows you to throw 1 item per caster level (total weight not exceeding 25 lbs per caster level) as a violent thrust, dealing 1 damage per 25 lbs for less dangerous objects or 1d6 per 25 lbs for more dense objects.

Each Poltergeist was using the Violent Thrust to throw three bits of junk at the players per round - I was using that the objects were not more dense, thus did 1 damage per object, even when that object was a grenade. The grenades, when thrown, then detonated dealing the additional 5d6 damage in a 20ft spread (DC 15 Reflex for half, of course!). Luckily I didn't have them wake the skeletal technicians, even though I probably should have heh.

Unless its just a flat 10% per round, not per attack? o.O The wording could go either way, but the wording made it seem like it was only one attack per round.

I am pretty sure it's meant to be a 10% chance per poltergeist using telekinesis per round.


Well woops, I'll remember that when my actual players go though. Heh.


Solomani wrote:
It's accumlative 10% so after 6 rounds you would be unlucky to not get at least one go off.

That's what happens when you don't have the adventure in front of you! My bad.

I think the rhu-chalik could be played as an interesting encounter so long as it stalks the characters and not outright assault them. It's also could be use dot for shadow the Bahrain collector adventure.


Solomani wrote:
It's also could be use dot for shadow the Bahrain collector adventure.

I hate auto correct!

"It also could be used to forshadow the brain collector adventure"


Shhh!
its supposed to be a surprise!


Hm I have a question. (Two, actually)

In Redtooth's Warren's entry, it mentions Redtooth wanting to collapse both the Reciever Array and Scrapmaster's Arena via explosives if she can get her hands on more - with the PCs being able to find 3 charges of Cylex in the Haunted Wreck, and the Reciever Array only requiring 1 charge (if they place it right), is there a way for the players to attempt to also collapse the Scrapmaster's Arena?

I don't see anywhere in that area's entry about them being able to do that. In my playtest of Lords of Rust, my playtest PCs were able to successfully identify the Array's weakspot and blow it up with a single charge - they have two remaining, as a result. In addition, they're stuck at 7 Scrapworth, having not allowed any orcs to flee during Birdfood's encounter. I'd like to find a way for them to get 1 more Scrapworth for that epic showdown with Helskarg - but as-is, its impossible to do so unless they let an orc successfully flee. Many groups won't be interested in letting that happen, I'd say.

Anyone have any ideas? In my playtest I could simply rule that they did let an orc get away, purely for play-testing purposes so I can try out that chariot battle, but in my actual game would the players just have to be stuck at 7 Scrapworth if this happens? And what about the remaining charges of Cylex and Redtooth's idea of collapsing the arena?

-----------------------------------------------

Edit: I realize that the Arena is 400 feet in diameter, and blowing THAT up with only 2 charges of Cylex would be impossible. And I also notice that blowing up the only significant structure in the Arena, Helskarg's Stage, would effectively mean the players can't continue. ("Woops, we just buried the main villain alive. Uh.. time to go find something else to kill!") So this makes using the last remaining charges of Cylex to increase Scrapworth somehow a bit tougher. Hmm..


@Crustypeanut
I don't think that the arena can be blown up and this plan of Redtooth is nothing more than a dream (at least with only 2 cylex charges remaining), anyway that's how i played it.
About the scrapworth issue, i had the same issue myself when the party was at that point and i simply lowered the requirement from 8 to 7 in order for the story to continue as written, the other solution would be to have your PCs wander in the scrapwall and hope for an encounter that can give them that one scrap worth point.


Solomani wrote:
How did you all run the rhu-chalik encounter in terms of stalking the players?

In my campaign, the players started hearing noises in the scrap, little rumblings and so on, for a few days. From time to time I would use Detect thoughts on them and they never managed to hit it with a color spray (it took them some time to realise that the thing was flying). After that, the Rhu-Chalik followed them into Redtooth's lair, where he waited until most of the PCs were asleep. The only victim left was our Wizard Android who was scribing scrolls and wanted to rest afterwards. The Rhu-Chalik used his plethora of abilities on him and unlocked some memories of his former lives. Fascinated by them, the android let the Rhu-Chalik's magic work, because he couldn't process what was going on. So the Rhu-Chalik has practically got the whole memory from one party member and is still stalking them. I think he is going to follow them out of the scrapwall, until they manage to catch it.

On a different note: My players want to shrink every technological artifact or piece (like the receiver) and take it with them. Any suggestion on how to say "No" in a creative way?


Pretty certain the Reciever is too big to shrink.. and most things are built into the walls or wherever they're found. I don't think you can shrink structures or their components, can you?

I'd say let them try, but let them realize they can't shrink an entire building or structure.

Silver Crusade

Gratz wrote:
Solomani wrote:
How did you all run the rhu-chalik encounter in terms of stalking the players?
On a different note: My players want to shrink every technological artifact or piece (like the receiver) and take it with them. Any suggestion on how to say "No" in a creative way?

Lots of stalking. Eventually once everyone's thoughts were collected, I had it try to move in for the copy-consciousness ability and what a surprise when one woke up with tentacles wrapped around his head, good times, good times.

As far as the shrinking entire structures, that involves powerful magic they don't even have access to. when in doubt, vast and powerful magic is a good answer.


Solomani wrote:
Solomani wrote:
It's also could be use dot for shadow the Bahrain collector adventure.

I hate auto correct!

"It also could be used to forshadow the brain collector adventure"

Yes i feel bad about missing that opportunity but since i felt that the encounter required rewrite to work for my and i didn't have the time before that session, that opportunity is lost.

My real fear is that they won't have a clue on how to continue the adventure on book 3 because they don't talk with Hellion. I really worry about that.


leo1925 wrote:
My real fear is that they won't have a clue on how to continue the adventure on book 3 because they don't talk with Hellion. I really worry about that.

Well, you can hand them any essential information they might have missed in form of notes from Kulagara's diary or from Nalakai's prayer book.


Gratz wrote:
leo1925 wrote:
My real fear is that they won't have a clue on how to continue the adventure on book 3 because they don't talk with Hellion. I really worry about that.
Well, you can hand them any essential information they might have missed in form of notes from Kulagara's diary or from Nalakai's prayer book.

Why would either of them have info on candalee (whatever her name is spelled) and Iadenveigh (again whatever it's name is spelled)?

I am not being negative here, i am really asking.

Silver Crusade

It's mentioned in in Kulgara's diary as well as notes about sightings of an android matching Casandalee's description. She's also working on mounting an invasion of Iadenveigh to search for clues for Hellion's Sister.


Thanks for the rhu-chalk info. So you have it attacking invisibly and ask the players to roll ? I assume it materializes when it attacks though making it a sitting duck.

For Kulgara's I actually converted the information in a diary to print out and hand out to the players. Happy to share if anyone is interested. But it's nothing fancy :)


Hey guys, question about Hellion and its monitors. Looking at the maps for Hellion's Domain, are the small brown rectangles located on many of the walls the locations of the monitors? From what it looks like, those are them - and if so, there are, if I'm counting them right, about 54? Unless you count the rectancles on each of the pillars in S4, which add another 19 for 73 monitors total. Plus two holograms.

Am I looking at it right?

And if I am, it appears Hellion has relatively easy access to alerting Zaagmander in S11 and the Dark Creepers in S7 for defense of the CPU room, though neither are mentioned being called for aid, unlike Draigs.

Thoughts on this?


There all monitors I beleive. Zagmander smashed her monitor and doesn't seem like the most loyal Lord. I would leave her as is.

Ditto on the creepers/tatterface they seem like only half-hearted believers and I can't see them going against a party of adventurers who seem to be successfully taking on Hellion unless cornered.


How is Whiskifiss able to control Chirpus or have it fear him? Curious about the monster training aspects with an aberration. How would a PC Hunter class learn such techniques from Whiskifiss.


They're certainly not completely domesticated. Redtooth's character information mentions that after Whiskifiss was captured, their stable of rust monsters became incapable of being controlled and quickly escaped. I'm unsure as to how you would go about taming monsters mechanically, as I feel like this example is incredibly specific- Whiskifiss focuses entirely on using rust monsters due to the environment of Scrapwall and the beasts' potential as a weapon. It works in the story.

The Exchange

Hey, did any one have much difficulty with the Haunted Wreck? I worry an Advanced Wraith in such cramped quarters could really pose a problem for a group. Especially with that 1d6 Con Drain and being able to create spawn.


Codanous wrote:
Hey, did any one have much difficulty with the Haunted Wreck? I worry an Advanced Wraith in such cramped quarters could really pose a problem for a group. Especially with that 1d6 Con Drain and being able to create spawn.

Play it without sound tactics so that it nevers hits the same PC more than once (maybe twice), i went with the "hits the last one who hit him, if able", my players (by round two) figured it out and coordinated their actions so that they control who hit, it still was a very fearful encounter because crits happen.


My test players had one highly-dextrous player 'tanking' the encounter and it went surprisingly well. They had problems with the poltergeists throwing the grenades, however.. XD


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We had our second session of LoR last Saturday and it went totally differently than I expected. Which, as a DM, I love when characters go off the rails.

First up, the characters were interrogating Hatchet Hands who I played as a little crazy -talking to himself the entire time. I did not expect them to hit the DC required for him to reveal the secret entrance since I had determined (as a 5e game) that I would only reveal that with a combination of creative RPGing and a natural 20. Of course they did both. So they ended up taking the back entrance into Scrapwall, taking out Marrow in a titanic fight which had multiple KOs, and then running the rest of the gang out of the hideout and taking over (naming themselves the Crimson Lotus).

The entire party also decided not to deal with the ghost except the dwarven fighter who decided to try and help the ghost out - alone. As the rest of the party made there way to Scrapwall he stayed behind to wait for nightfall and in he went. I had decided in advance that if any of the two female characters went in I would give them one opportunity to deceive the ghost into thinking they were Justinia.

Unfortunately our dwarf was a male. Fortunately he had just picked up a cursed item along the way to Scrapwall (I ran a mini adventure on the river) of A Belt of Oni (giant) Strength which also changed his gender and ethnicity - he was now a small asian woman. On top of that he made his deception test with a convincing natural 20.

To reward risk taking I awarded him the entire XP for the event solo. So he is now one level ahead of the rest of the party.

Great stuff.


What to do next type of question.

The Crimson Lotus has taken over the Smilers base and I wasn't sure how the rest of the gang would react. Marrow, Hatchet Hands and Gunshy are dead and the four smilers that were in the hideout at the time did the runner.

I was thinking either the smilers just give up and become a minor gang or they try and assault the hideout with Birdfood at the head. Not sure how to play it. Leaning towards the later.

Could have Birdfood turn up with a half-a-dozen smilers for one final showdown.

Silver Crusade

@Solomani

Birdfood is now a servant of hellion, he's an ex smilier. Chances are they'll diminish in stature and if whiskerfiss is released, put the party on good rapport with Redfang's Raiders. This should be an easy cameo into the receiver array and ghost wreck quests (ghost wrecks to get cylic explosives, the receiver array to blow it up.. as well as investigate the power receiver)

At scrapworth 2 Divayana should come knocking, I had her (in both my groups) grant the manticore slaying quest as a chance prove their prowess, in addition to getting an 'Optical Receiver' which she saw the creature grab and take to it's nest when she went scavenging.

Divayana and Redtooth (if they don't kill her gang out of misunderstanding) are both good points to push them to the arena to try and publicly kill a lord of rust.

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