What this AP needs…


Iron Gods


What this AP needs…

So despite being in Pathfinders generic world I started by describing Torch similar to an old-west boom-town with prospectors searching the hills for nuggets of tech and then refining it at the torch. Bars have saloon doors, the Silver Disk gambling hall had slot machines, pistols at noon is a way to settle disputes and the honor of a man can be found in the size of his hat. The barbarian tribes are somewhat Native American and the Technocracy would pass for ‘dirty businessman’ in any spaghetti western.

It transitioned really well into Scrapwall and Mad-Max on horseback.

I’m running ‘Choking Tower’ right now and am really under-enthusiastic about it. Idenveigh is largely Amish in flavor but the players found the well too quickly so all of that RP went out the window. Once they do the Aurora I’m really not that impressed with the choking tower itself. I can see why others thought to shorten it. I get who the Dominion of the Black is and their connection but I honestly doubt that my party will make the connection. Honestly the entire campaign seems like chasing 1 McGuffin to the next with no clue as to WHY it should be done…

So I want to do something fun in the middle and I was trying to think what would go well with Cowboys and Aliens in a world of Wizards and Paladins… Until it hit me! Dinosaurs! This game is missing DINOSAURS! Barbarians riding dinosaurs! Barbarians riding cyber-dinosaurs with laser-cannons!

Oh come on, you know that’s exactly what this AP needs. It’s already so off-the wall that we can add Thundar the Barbarian and the Herculoids without disturbing a thing.

So, where in the AP would it be best to add Barbarians on Cyber Dinosaurs?


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Everywhere my friend. Everywhere.


I've added mega-fauna to every random encounter table, so dinosaurs are not an uncommon occurrence, but IMO, The Felldales is where all the really gonzo stuff is, so that's where my Dino-Riding Barbies are going to live.

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I disagree.

This Adventure Path really needs ...

  • More Technic League. Yes, they form the backdrop of events, but they need to make more examples of the evil of the League. For people with the "Against the League" trait, a couple more combat encounters with lower level league lieutenants would by helpful.
  • More Mutants. While they appear on the encounter tables, they (like the Technic League) are frequently mentioned in the background materials. They need more of a visible presence.
  • More Kellids. The AP has too many "town" encounters, but this is supposed to be a barbarian land. Where are they?


  • Lord Fyre wrote:


    This Adventure Path really needs ...
  • More Technic League. Yes, they form the backdrop of events, but they need to make more examples of the evil of the League. For people with the "Against the League" trait, a couple more combat encounters with lower level league lieutenants would by helpful.
  • I could go either way, the whole reason to tone down the Technic League is to prevent players from following that hook and skipping the middle of the campaign. It's tough to throw nothing but flunkies at the PCs but then say "but don't go after them, they're too tough." You could throw an encounter intended to smackdown the PCs, but too many things can go wrong with that, otherwise it just feels railroaded.

    There is the argument for replacing the middle of the AP with "All Technic League, All The Time" but that's WAY more work than just random encounters

    Quote:
  • More Mutants. While they appear on the encounter tables, they (like the Technic League) are frequently mentioned in the background materials. They need more of a visible presence.
  • Yes, Please. All Mutants, All The Time. Every Mutant Right Here.

    Quote:
  • More Kellids. The AP has too many "town" encounters, but this is supposed to be a barbarian land. Where are they?
  • The Kellids are all in the only part of Numeria the campaign doesn't go, and the campaign doesn't go there because there's really nothing there except for Kellids. No Technic League, no gonzo annihilator robots, fewer technological ruins and many of what there is have been dug up and destroyed by Kellid Tribes.


    I believe there's an entire bio-dome inside of the Divinity which contains dinosaurs and Lashunta. I suppose it wouldn't be a stretch that some of these prehistoric beasts escaped those thousands of years ago and have bred in some of the more removed locations, such as the Felldales of the Scar of the Spider.

    Acquisitives

    Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
    Nargemn wrote:
    I believe there's an entire bio-dome inside of the Divinity which contains dinosaurs and Lashunta. I suppose it wouldn't be a stretch that some of these prehistoric beasts escaped those thousands of years ago and have bred in some of the more removed locations, such as the Felldales of the Scar of the Spider.

    it's not mentioned in the campaign setting book, but if iirc, the Dinosaur Cavern in Orv is pretty close to being under Numeria.

    No reason why a spaceship crash couldn't have opened up a fissure to the darklands, allowing dinosaurs (cyber and otherwise) to emerge from the earth to rampage.


    Yakman wrote:
    Nargemn wrote:
    I believe there's an entire bio-dome inside of the Divinity which contains dinosaurs and Lashunta. I suppose it wouldn't be a stretch that some of these prehistoric beasts escaped those thousands of years ago and have bred in some of the more removed locations, such as the Felldales of the Scar of the Spider.

    it's not mentioned in the campaign setting book, but if iirc, the Dinosaur Cavern in Orv is pretty close to being under Numeria.

    No reason why a spaceship crash couldn't have opened up a fissure to the darklands, allowing dinosaurs (cyber and otherwise) to emerge from the earth to rampage.

    It's not mentioned in the campaign setting, but it features pretty heavily in the 6th book of the Adventure. It wouldn't be a stretch that if the GM wanted to include dinosaurs in Numeria, they'd have come from there.


    I too would have preferred to see more Kellid/Barbarian interactions and more Technic-league then just gas-wizards who had left the league that no one was supposed to be able to leave or the occasional spy. Honestly they could have replaced the middle 2 books with encounters in the barbarian land EXACTLY BECAUSE the Technocracy doesn't go there, thus giving the PC's something to discover that the Technocracy hadn't. Casandalee could have set herself of as a barbarian princess and worker of great magics as she could taught the tribesmen not only how to defeat robots but how to use their technology against the league (by mounting the heavy guns on the backs of dinosaurs)

    Unfortunately 'The Dominion of the Black' really won't appeal to my players that much and it doesn't leverage my best DMing abilities either...

    Oh well, maybe I'll write something and send it in or post in online.

    Sean


    Mutant Dinosaurs! Nice! I was already planning on skipping the Choking Tower part of the Choking Tower and the following random Lovecrathee lemons of VBC felt way off.

    Valley of Gwangi with tentacled and laser-eyed dinos is MUCH better. ESpecially since I'm running a party of vengeful kobolds that just might like to wrangle a few giant radioactive lizards against the technic league...


    I'm going to include more Tech League encounters. After Book 1 my players will get a vehicle to drive around with (though heavily damaged and not more effective than a horse cart, but upgradeable throughout the campaign). But recovering that vehicle from a crashed spaceship part (maybe some kind of explorer craft) will be a race against the Tech League, which also has some excavation teams at the site.
    Additionally two of my SC have the trait "against the league" which will lead to an epic encounter with a League Lieutenant or Commander, who has killed the parents of one SC, and forced the mother of another SC into prostitution.

    After they upgrade the vehicle with some weaponry, I will add some vehicle encounters containing tech league vehicles and some dinosaurs.


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    MasterZelgadis wrote:

    I'm going to include more Tech League encounters. After Book 1 my players will get a vehicle to drive around with (though heavily damaged and not more effective than a horse cart, but upgradeable throughout the campaign). But recovering that vehicle from a crashed spaceship part (maybe some kind of explorer craft) will be a race against the Tech League, which also has some excavation teams at the site.

    Additionally two of my SC have the trait "against the league" which will lead to an epic encounter with a League Lieutenant or Commander, who has killed the parents of one SC, and forced the mother of another SC into prostitution.

    After they upgrade the vehicle with some weaponry, I will add some vehicle encounters containing tech league vehicles and some dinosaurs.

    I went extreme. I made the ruined small spaceship in Area P of Scrapwall repairable. The 7th-level party took two months digging it out and repairing it (they invested heavily in craft skills and magical repair and had Dinvaya's help). But the Technic League got word of it and a team of six 10th- and 11th-level League members showed up three days after they got it airworthy. The League chased two members of the party halfway across Scrapwall to have them board the spaceship with the others and fly off at 100mph.

    The party has neither abused nor armed the spaceship. Instead, it gave them a portable base that they park in a hiding spot miles from the action. And its fusion reactor recharges their silverdisk batteries and lets them smelt adamantine from glaucite. (Okay, that last is very abuseable, but my wife runs the dwarf who can do that, and she avoids abuse.)

    In yesterday's game, they returned to Scrapwall at 12th level. Only two of the six League members remained, but they had brought in several robots, including a myrmidon. And enslaved all the ratfolk to dig for more technological treasure where the spaceship had been. The party defeated the League guards and freed the ratfolk.


    All this AP really needs is . . .

    . . . a good blanket.

    hehehe

    Oh, Pat Morita! You have been missed!


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    Mathmuse wrote:


    I went extreme. I made the ruined small spaceship in Area P of Scrapwall repairable. The 7th-level party took two months digging it out and repairing it (they invested heavily in craft skills and magical repair and had Dinvaya's help). But the Technic League got word of it and a team of six 10th- and 11th-level League members showed up three days after they got it airworthy. The League chased two members of the party halfway across Scrapwall to have them board the spaceship with the others and fly off at 100mph.

    The party has neither abused nor armed the spaceship. Instead, it gave them a portable base that they park in a hiding spot miles from the action. And its fusion reactor recharges their silverdisk batteries and lets them smelt adamantine from glaucite. (Okay, that last is very abuseable, but my wife runs the dwarf who can do that, and she avoids abuse.)

    In yesterday's game, they returned to Scrapwall at 12th level. Only two of the six League members remained, but they had brought in several robots, including a myrmidon. And enslaved all the ratfolk to dig for more technological treasure where the spaceship had been. The party defeated the League guards and freed the ratfolk.

    Nah, I didn't want to give them something to fly. Would be too tempting to fly off to the other end of the world. On the other hand it would take too much time to learn how to fly such a thing.

    My "tank" (will be this) will be powered by a special solar generator, which has no option to recharge any technology. It is only capable of powering the vehicle's systems.
    The state they will find it in will be heavily damaged. No weapons or camera systems (they will be able to add weapons and thermal vision / night vision later), but more important the power banks are not functional. So the vehicle will only be able to use the power, the generator generates at this moment. Travel by night will be impossible, so they still have to rest, and travel in bad weather will be not so effective like on a sunny day (giving weather a slightly more important role in my game).

    Thoughts behind this: Traveling will be slightly faster, but in other terms not different than travel by horse. Also they can't use it in the dungeons, but on the other hand it offers some nice possibilities for vehicle encounters (anyone remembering the sand multiplayer exclusive dragon mission on a desert ship in Monster Hunter Tri on Wii? Something like that..).
    So they will have literally a tank with some non-gamebreaking extras, which is indeed not much more useful than a horse-cart. But I gave them a fu**ing tank..which makes me a killer DM for them :D

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