Side quests for Iron gods suggestions please!


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I am currently running iron gods for some friends. They are currently playing a Rogue, monk, wizard/technomancer, and a barb (who is a kasatha). I'm pretty new to the whole quest design thing and thought I would get some suggestions for some easy level 5ish side quests for them to do. I have an idea for a cyber monk monestary and I have no idea how to implement it. Any help would be greatly appreciated.


Here are a couple questions to help.

Why would they go to the Monastery? Have they been caught by a storm or were they directed to go there and if so why? Council or Loot?

Who are the monk are they LG, LN, LE. How do they feel about the visitors?

What is the layout of the Monastery? What is "public" access and what is limited to the monks. How do monks react when someone goes into the private area?

What kind of Cybernetics are the monk wearing. Why do they feel the need to augment themselves. Or is the Augmentation imposed by an external agent and the monk are really puppets of an AI?


WarlrodGorgutz wrote:
I'm pretty new to the whole quest design thing and thought I would get some suggestions for some easy level 5ish side quests for them to do.

You don't have to do any quest design for an adventure path. The adventure path contains enough challenges to level up the party at an appropriate rate using the medium character advancement rate.

Side quests still could come up naturally, as the PCs might want to investigate questions not resolved in the modules. But those are difficult to anticipate in advance.

If you still wish to design side quests, for fun or for practice, the first element of the side quest is the plot hook. Why are the players going on the side quest? At 5th level, the players will be in the middle of Lords of Rust inside the isolated ghetto called Scrapwall. They might have a reason to leave Scrapwall; for example, shopping is very limited there. But ordinarily they would remain there.

The back of the third Iron Gods module, The Choking Tower, has some suggestions for side quests. The Campaign Setting supplement, Numeria, Land of Fallen Stars, also has some quest suggestions.

WarlrodGorgutz wrote:
I have an idea for a cyber monk monestary and I have no idea how to implement it. Any help would be greatly appreciated.

Coincidentally, I added monks to Scrapwall. A group of chokers called the Thralls of Hellion has a role in Lords of Rust. Chokers are a small aberration monster that does not ordinarily speak Common. I decided on more conversation for that encounter, so I replaced them with evil grippli monks. I made up a backstory for them, that they had originally been influenced by kyton philosophy and believed in physical perfection through painful training and abusive discipline, and had called themselves Thralls of Pain before Hellion took over.

You could do the same thing with your monastery. The cyber monks could have been hiding in Scapwall because the Numerian Technic League attacks anyone who might break their monopoly on technology. Name them anything you want, and give them any philosophy you want, but ally them with Hellion so that the party has to encounter them. If you need a map of their monastery, you could use the map of the Thralls of Hellion territory, area N, map on page 28 and description on pages 30-31 of Lords of Rust.

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Mathmuse wrote:
WarlrodGorgutz wrote:
I'm pretty new to the whole quest design thing and thought I would get some suggestions for some easy level 5ish side quests for them to do.

You don't have to do any quest design for an adventure path. The adventure path contains enough challenges to level up the party at an appropriate rate using the medium character advancement rate.

Side quests still could come up naturally, as the PCs might want to investigate questions not resolved in the modules. But those are difficult to anticipate in advance.

"Monistary" doesn't necessarily mean "Martial Arts" monks.

Actually, what is your goal as a GM with this side quest?

  • If the monks are intended as allies: Are you opening up early access to bionics? (Reasonable, and the monks would have the feats and skills to install the enhancements.)
  • Are they intended as adversaries? If so, why? Mathmuse is correct, the AP does have enough Experience Points for leveling at the desired rate.


  • My advice for sidequest is yo tie them to PC's background.
    Does any of your players havea missing relative? Or is seeking revenge? Fleeing from an evil cult? Hates Technic League? Is looking for something or has some agenda? Was trained by a strange orgsnization? Has a nemesis?

    Use the background of one of your players and tie it to the cybermonks

    Liberty's Edge

    I have tied quests to hero backgrounds as well.

    I have a druid who took the Against the Technic League trait. Her parents were killed by one of the major Technic League antagonists when they were younger, she just doesn't know it yet.

    I also had a character who was a paladin of Brigh, which didn't quite match his alignment, so I was going to have him be courted by Bharnarol, with the goal of having them create something like a Holy Avenger-like weapon to be used against the BBEG. Sadly he just died to Numerian Fluids.

    He's thinking about playing one of the NPCs from module two (strangely enough, the Xill), since he has a feud with some barbarians, seems to me he's about to get a visit in coming months.

    Finally, I have an Android Psychic, and I have Meyanda having some sort of relationship with him from their past lives (mostly impressions and flashes of memory). It will turn out that the Psychic effects will come from Dominion influence, something that will probably come out in a later module.

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