I Am Heresy (SpellJammer Conversion Ideas)


Iron Gods

Grand Lodge

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The Heresy here isn't my request for ideas on how to convert this AP into a Spelljammer campaign, but rather it, as a result of my browsing vol.1 at the LGS and really liking the campaign background idea, is my acknowledgement of Iron Gods as a viable, really cool sounding Adventure Path.

I know, I know -- HERESY.

So, uh.... Any thoughts on turning Iron Gods into a Spelljammer campaign where it was a spelljammer ship that crashed in Numeria so long, long ago? You know, take out all the heretical, non-Pathfinder techno stuff (computers, lasers, guns, spaceships) and replace it with Spelljammer stuff.

That sounds like a heckuva (not Heucuva) campaign!


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I am glad you've assimilate W E Ray
:)

Grand Lodge

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Yeah, I'm gonna burn in hell for this.

But Iron Gods is a cool idea.

Really.
We just get rid of all the techno crap and make it a Spelljammer campaign.


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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I really like Iron Gods, but the biggest fan in our house was my wife who is genuinley excited to play, she's never excited:)
i dont mind the tech but wish they spent more time coming up with low-tech nicknames for it, a minor issue tho:)


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ya know if you're serious about it your best bet might be putting parts of spelljammer, S&S, IG and distant worlds in a big evil blender and see what comes out:)
thats what i'd do at least

Grand Lodge

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That actually sounds like it would be best.

I recently did a one-shot game with my buddy who just left our group to take a job at Paizo and, since he really likes Star Trek and SciFi stuff -- and since he couldn't game any of that while playing PCs in my games -- the one-shot I did for him was a Spelljammer version of The Moonscar. For me it was cool DMing Pathfinder at my friend's new place 1000 feet from Paizo HQ in Redmond an hour after meeting the Paizo staff. It was a great christening of my buddy's new place.

Plus, one of my other buddies DMed a Spelljammer Sandbox that we finished about 3 months ago, so Spelljammer is fresh in my mind.

I do want to go back and look at all my Spelljammer stuff and then I can probably turn Iron Gods into a proper D&D game.


SPELLJAMMER FOR LIFE! LONG LIVE GOLARION SPACE!


captain yesterday wrote:

I really like Iron Gods, but the biggest fan in our house was my wife who is genuinley excited to play, she's never excited:)

i dont mind the tech but wish they spent more time coming up with low-tech nicknames for it, a minor issue tho:)

agreed. I need to do some major reskinning as I will be running this after Kingmaker with my party's kingdom, the River Kingdom Collective, or some combination thereof do an expedition into numeria in light of evidence of a numerian conspiracy(technic league was arming king Irrovetti).


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@W.E. Ray, if you do this promise me you'll turn Kerdak Bonefish and his crew into space pirates:) that is all i ask


Sounds interesting.

Grand Lodge

LOL -- your wish is my command, Captain!

If (when) I do this it'll be a good ways away -- between DMing a great campaign (The Abraxas Gambit), getting PFS back up-and-running locally, playing in two campaigns (Wrath of the Righteous and Temple of Unified (Elemental) Evil), and finally, starting a PC in a brand new PBP campaign, I'm too full in gaming to add anything else, you know, what with a career and everything!

But one day....


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I think you'll lose something cutting out the tech (particularly the AIs), but I do love Spelljammer... so, some random thoughts.

The Engines
I'd establish early on some language for the power source for the ship. It reminds me a bit of the furnace (and artifact furnace) drives from Spelljammer, so I'll run with that.

So the lesser drives probably have some ancient magical items still being processed through (they were apparently really valuable). The dangers and random effects are from ages of magic stewing down in increasingly broken equipment.

Presumably certain rituals can pull magic from the furnaces from other uses, charging magical items from the ancient Spelljamming culture. This charge can be stored in crystals that are now used as currency in parts of Numeria.

The main drive, though, I'm betting was some sort of unique artifact furnace. The spirit of the artifact was the spirit of the ship as a whole.

The Gear
Wands (pistols), staves (rifles), and rods (heavy weapons) from the culture use their exotic magic rather than traditional charges. You can also find strange armor and non-combat items that use the same magic.

Most of them use the charge crystals (batteries), but others use more exotic materials like the clay that the ship molds into new creations (nanite canisters).

Locations
As described, a massive Spelljammer broke up in ages past and its fragments rained over what is now Numeria. It's made out of a strange metal, at least most of the parts that survived.

Any sails or rigging have been long destroyed, so the ship's metal husks seem quite mysterious to the Numerians. Internal controls were handled magically, drawing off the ship's power, so it's not strange to find fancy ritual chambers where different objects correspond to different systems (control rooms).

I'd be really tempted to build a symbolic language for players to apply throughout the adventure path, but you can always rely on stuff like Use Magic Device and Linguistics.

Adversaries
Robots are just a type of golem, sparked into life by the ship. That spark is attached to a core that's susceptible to well-aimed attacks and electrical damage.

Androids are just artificial people, not unlike simulacrums. They're a huge step up from robots, but still have life breathed into them by the ship's spirit.

Cheers!
Landon


I can work with the bulk of this. Needs some polishing, but a nice framework.


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As far as the AIs go, you could adopt a few approaches with them. They might have initially been developed as intelligent, self-powered spelljamming helms to spare the mages from using up their spells, or ways of controlling coordinated fleets of spelljamming ships to avoid the need for mortal crew (and spare lives in space wars.) The AIs could be bound elemental spirits (Hellion seems a natural for an efreet or the like, some kind of artificial psychic construct, a god or vestige (see the 3.5 Tome of Magic or Radiance House's Pact Magic books) somehow imbued into material objects, or simply an intelligent magical item able to project its personality across several different objects.

The crashed spaceship could be the Spelljammer or merely a failed attempt at copying it.


One thing that could be used to simulate advanced tech would be to make everything steampunk. Say based off of Space: 1889 type of tech. Or, go with a WWI/WWII vibe. Either way, instead of sails, the Spelljammer craft of the alien origin can be driven by aether props powered by helms. The props could be more efficient than standard Spelljamming, effectively doubling the regular speeds.

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