Setting
is an important part of any roleplaying campaign. Different people
may like different levels of detail, but there is always, at the very
least, an implied setting, a place where everything is happening—even
if it's just the dungeon the characters are currently adventuring in.
Setting grounds the characters in a certain reality. It creates
certain expectations and lays down certain limits. It helps define
where the characters come from, who they are, where they're going,
and what they want. Generally, a well-defined and memorable setting
paves the way for memorable adventures.
Adventures
can use settings in different ways. Sometimes, the setting is little
more than window-dressing, with little effect on the adventure
itself. It might also be a relatively generic setting, one that can
be easily modified or inserted into another more detailed setting.
It's important that there be adventures like this. Gamemasters often
need adventures that they can grab on a moment's notice and use with
little to no adjustment. These adventures need to fit in regardless
of the setting any particular GM needs.
But
sometimes, adventures are tied much more closely to their setting, to
the point that the adventure really couldn't happen anywhere else—not
without some major changes, at any rate. Obviously, adventures like
this will only work if the GM is using the particular setting, and
they're not the sort a GM can just grab at a moment's notice. They
need to be a planned part of the campaign. Yet, these adventures are
often amongst the best and most memorable of adventures. That's not
to say adventures with a more generic setting can't be great and
memorable—just that those with a highly detailed setting enjoy a
bit of an edge in the race.
Lords of Rust by Nicolas Logue,
the second part of Iron Gods
is an adventure where the
setting is all important. It is a sandbox adventure in pretty much
the truest sense of the term (something that is difficult to do in an
adventure path). The player characters can pretty much proceed
however they want and the setting is almost entirely what drives the
action. A poorly detailed setting could break the whole adventure.
But this adventure doesn't have a poorly detailed setting. Instead,
it has one of the most memorable settings I've seen in a fantasy RPG
adventure, and it makes for what will likely be an extremely
memorable adventure for any group of players.
I
should clarify what I mean by setting for this particular adventure.
All Pathfinder Adventure Path
volumes are set in the world of Golarion, so of course they all have
a setting, and they pretty much all make a concerted effort to use
their setting to full effect. But the various Pathfinder
Campaign Setting supplements can
only do so much, and often in a broader fashion than is needed for an
adventure path or individual adventure. Each adventure has a much
more localised setting and thus needs
to do further development of its
own.
Lords
of Rust is set primarily in
Scrapwall (apart from a brief opening section of the PCs travelling
there), a town in Numeria. People
who have read my review of Numeria, Land of Fallen Stars will
know that, while I think there's a lot of good stuff in that
supplement, it doesn't do a very good job of describing what it's
like to live in Numeria. Lords of Rust
goes a long way towards rectifying that—if just for the town of
Scrapwall. In the pages of this adventure, Scrapwall becomes a
living, breathing place, full of detailed individuals, all with their
own conflicting goals and desires. What's particularly impressive is
that it does this without the benefit of having a support article
about Scrapwall later in the volume (and Scrapwall only gets a single
paragraph of description in Numeria, Land of Fallen Stars).
In fact, it
does it better than many adventures that do
have support articles later in the volume (Torch in Fires of Creation, for
example).
The
adventure opens with the
adventurers setting out from
Torch with the intention of tracking down where Meyanda (the villain
of Fires of Creation)
was sending the town's leached energy to. Now, I should point out
that this adventure does require a group of PCs that are relatively
self-motivating. If they aren't, GMs will have to do a little bit of
extra work to get the PCs started and to keep them motivated
throughout. The adventure does include a few possible hooks to get
the PCs started (including
some options to make sure they know the next destination is
Scrapwall), but overall, the
PCs don't have much reason at this point to continue the adventure
path other than their own personal reasons. I don't think this is
necessarily a bad thing, just something GMs need to be aware of in
advance.
On
their way to Scrapwall, the PCs make a brief stop at Aldronard's
Grave, an old fort run by crusaders of Sarenrae. However, the fort
has been attacked and taken over by bandits. The PCs defeat the
bandits, rescue the prisoners and possibly also put to rest a ghost
that has long haunted the fort. The main purpose of this brief
section is to provide the PCs with some information about Scrapwall
(NPCs in Torch suggest to them that they stop here to get
information). As such, some
groups may well choose to skip it (as there really isn't a whole lot
of reason to go there), but if they do, it won't really impede their
progress. They'll miss out on a bit of information and a few
experience points, but they can find both those things easily enough
in Scrapwall.
When
the PCs reach Scrapwall... Well, from there, just about anything can
happen. The adventure becomes entirely directed by their actions. Who
they talk to, who they fight, who they ally with are all determined
by the PCs and their actions. Because adventure paths have an
overarching plot that needs to move forward, the more sandboxy AP
adventures still tend to have a list of events that occur even while
the PCs otherwise go about things in their own ways. Lords
of Rust is unique (amongst
adventure paths) in not having such a list (at least, I can't recall
off-hand any others that do). There are no predetermined events at
all.
What
Lords of Rust does
have is detail on the various gangs that operate in and run
Scrapwall, including the titular Lords of Rust, servants of the AI
god, Hellion, the principal villain of this adventure. Some
of these gangs, such as the Lords of Rust, will almost certainly be
enemies of the PCs. Others may just ignore the PCs. Some the PCs may
even make into allies. But nothing is guaranteed to go in any
particular direction. Redtooth's Riders, for example, are the group
that the PCs will probably have the easiest time allying with, but
even with them, they're just as likely to end up as enemies depending
on how the PCs approach them. And what is particularly great is that
the adventure's resolution is not dependent on the PCs becoming
allies or enemies with any particular group.
The
adventure does include a “scrap-worth”
mechanic (named after Scrapwall slang), which measures the PCs'
reputation in town. Various actions earn the PCs points towards their
scrap-worth,
and their total scrap-worth influences how NPCs and groups react to
them. PCs who rush to face the Lords of Rust with only a little
scrap-worth, for example, will actually face more
opponents (not to mention also having less experience when they do
so), whereas groups who wait to gather more scrap-worth before
confronting the Lords of Rust will find that some of their potential
opponents have actually fled out of fear of them. The scrap-worth
mechanic is a good way for the players to see tangible results from
their actions.
The
idea of a town run by warring gangs may not be the most original
concept ever, but there's more that makes Scrapwall really memorable.
On top of a diverse selection of detailed, interesting NPCs, the town
also has a rather unique visual appearance. Its name is actually
quite literal, as Scrapwall is built out
of a junkyard of old, discarded technology and other debris. It's
like one big wall of densely packed scrap. “Buildings” are built
into this wall, which completely surrounds the town and marks off
regions and “streets” within. Combine this with the mishmash of
science fiction and fantasy, such as orcs carrying chainsaws, and
Scrapwall ends up leaving a vivid image in the mind, one that players
won't soon forget.
Although
there are numerous ways they can get there, the PCs will eventually
go after the Lords of Rust and Hellion itself. Hellion, through the
Lords of Rust, is in the process of excavating an old, buried
excavation robot that it hopes to transfer its intelligence into and
use to attack Silver Mount and Unity, the artificial intelligence
that originally created Hellion (and has also gained divine power).
One problem that can often occur in fantasy roleplaying adventures is
that the PCs don't get much opportunity to interact with the villain.
Generally, once they meet the villain, they fight and either the
villain dies or the PCs do. This means that, no matter how
interesting and detailed the villain might be, the PCs frequently
never learn that. However, Lords of Rust
makes use of its science-fiction elements to get around this problem.
As the PCs move through the excavator to defeat the Lords of Rust and
reach Hellion, Hellion frequently appears to them on monitors
throughout, giving itself a demonic appearance (thus the PCs might be
surprised when they end up facing a robot that looks very different).
Hellion uses these appearances both to taunt the PCs and also to
learn about them. The PCs similarly can talk back to Hellion. This
allows the PCs to actually form a relationship of
sorts with the adventure's villain before actually facing it. This is
one of my favourite touches in the adventure just because this is
something that, by the game's very nature, can so rarely happen.
Throughout
the adventure, the PCs will hopefully also acquire clues that will
lead them on to the next parts of the Iron Gods Adventure
Path, particularly information about Hellion's sister, Casandalee.
Given the open-ended nature of the adventure, however, GMs will have
to do a little bit of work to make sure this information becomes
available. Otherwise, the PCs could conceivably finish Lords
of Rust with no idea what to do
next.
As
I mentioned, this volume does not have a support article about
Scrapwall, something that one might normally expect. However, it
really doesn't need a support article as the adventure details the
town well enough. What the volume has instead is an article on the
Technic League, the behind-the-scenes rulers of Numeria. The Technic
League doesn't actually play a role in this adventure, although it
will undoubtedly do so in later parts of the adventure path. However,
the shadow of the Technic League does hang over Scrapwall as it does
everywhere else in Numeria (one of the NPCs who is a potentially
important ally could actually end up being an enemy if the PCs give
her
the impression they are from, or sympathetic to, the Technic League).
This article, written by Jim Groves, gives a good insight into the
workings of the League, including how people become members and rise
through the ranks, and what the overall goals of the League are.
The
second support article is another in the series of articles on the
gods of Golarion, this one focusing on Brigh, goddess of invention.
She is one of the more minor gods, but is particularly appropriate
for Iron Gods as
technology and clockwork fall under her purview. Also, one of the
NPCs in the adventure is a cleric of Brigh. I've always found Brigh
one of the more interesting gods and its nice to get greater detail
about her here. I like that she favours
the detached type of person who is more at home with her work and
creations than with other people. This article also includes
obediences for followers of Brigh who take the Deific Obedience feat
(introduced in Inner Sea Gods).
Finally,
this volume's Bestiary contains some new robots, an aberration, and a
new type of undead called a rust-risen. Rust-risen are kind of like
zombies merged with technology. Good fun.
Setting
really is an important thing. While there is an important place for
more generic adventure locales, often the adventures that players
will talk about for years afterwards are the ones intrinsically tied
into a strong setting with interesting and memorable NPCs. Lords
of Rust has all these things
while also managing to be
a true sandbox in the middle of an adventure path. It is a very
impressive adventure.
I'm so glad you are reviewing again. Welcome back!
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