[Spoilers] Adding THUNDAR THE BARBARIAN Flavor to Iron Gods


Iron Gods

RPG Superstar 2009 Top 32

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This is loosely inspired by the Adding Star Wars Flavor to Iron Gods thread.

I would like to reproduce the "feel" of the classic 1980s cartoon Thundar the Barbarian. For the most part, Iron Gods does this quite well, however, the AP needs more "Evil Wizards."

I would like to rewrite The Choking Tower, with the following changes ...

  • Furkas Xoud is alive and a League Captain in good standing.
  • An occupying force, lead by Furkas Xoud from the techic league has conquered Iadenveigh, and the PCs must liberate the town. Taking the heroes from Level 7 to 8 The PCs will encounter, but not defeat Xoud in the town during the fighting (he will flee before seriously threatened).
  • Once the town has been freed, the greatful town folk will tell the heroes that Xoud has taken refuge in the secret ruin beneath Iadenveigh.
  • The PCs will find that Xoud has been repairing the Andriod foundry (talk about moral dilemmas for any Android PCs), after battling to him, they will halve to face both Xoud and the Though Harvester robot. Taking the PCs from Level 8 to 9 Xoud will have just recently harvested Casandalee's memories.

I would then run Nick Logue’s Scorpions of Perdition to get from Level 9 to Level 10.

What I need input on is "What am I missing?"

Scarab Sages

I feel like the AP, and Numeria itself, are already very much in the vein of Thundarr, but I like your ideas. Rescuing the town of Iadenveigh is a good idea, but it doesn't have to be a living Furkas Xoud. Just add in an advanced mage construct to the existing caster robots that is the 'evil wizard' mastermind.

That way you get to keep the creepy undead cloud aspect of Furkas, but still have the party save the town from wielders of forbidden knowledge.

Or, have Furkas be alive in the town, and after he is defeated there the party has to then fight his ghost in the tower!

RPG Superstar 2009 Top 32

Belabras wrote:
I feel like the AP, and Numeria itself, are already very much in the vein of Thundarr, but I like your ideas. Rescuing the town of Iadenveigh is a good idea, ...

I was not a fan of how quickly the people of Iadenveigh revealed their darkest secret to outsiders. Where as, having to pursue an enemy that has taken refuge in the ruin would be much more "motivating" for these people.

Belabras wrote:
... but it doesn't have to be a living Furkas Xoud. Just add in an advanced mage construct to the existing caster robots that is the 'evil wizard' mastermind.

And, stamping out this hotbed of resistance would be the Technic League's motivation to be there.

Belabras wrote:

That way you get to keep the creepy undead cloud aspect of Furkas, but still have the party save the town from wielders of forbidden knowledge.

Or, have Furkas be alive in the town, and after he is defeated there the party has to then fight his ghost in the tower!

Of course, I am not a huge fan of the tower/dungeon. That's why I was looking at moving the final battle to the wreck.

Another option would be to move the ghost Furkas Xoud, the thought harvester, and some of the choice minions to the Android Foundry (the trap on Casandalee's corpse would still have killed him, just more recently). That way he could still pop-up as a ghost in the town, but putting him to rest would just require (a) the destruction of his robot apprentices and losing control of Casandalee's corpse.

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