The
final instalment of an adventure path brings with it high
expectations. Not only does it need to present an enjoyable
high-level adventure (something that can be difficult on its own),
but it must also bring together all the threads of the previous five
adventures to a satisfying conclusion, while accounting for the
myriad different things different groups of player characters might
have done along the way. All things considered, it's a rather
monumental task, one that may not actually be possible to do
perfectly. As such, it's perhaps not surprising that the final
instalments of many adventure paths often don't seem quite as good as
the instalments that came before them. They can never quite reach
those lofty expectations.
The Divinity Drive by Crystal
Frasier does a better job than many of reaching those unreachable
goals. It's a good adventure in its own right and, as the finale of
Iron Gods,
it provides a suitably climactic resolution, as the player characters
(hopefully) save the world from a unique and rather terrifying
threat. That said, it is a surprisingly linear adventure compared to
how open-ended most of Iron Gods
has been (with The Choking Tower
being an exception). It also comes across as something of a lengthy
combat-fest, with only limited opportunity for diplomacy and
roleplay. There are fewer shades of grey than in the other
adventures; enemies are enemies and allies are...rare. Its more
linear nature also means that it makes a number of assumptions about
how the PCs have progressed through the previous adventures, and
gives gamemasters little to no guidance on what to do if things have
progressed differently. This is particularly unfortunate in such an
open-ended adventure path.
In
The Divinity Drive,
the PCs proceed to Silver Mount and into the crashed starship
Divinity, on their
quest to find and destroy the iron god Unity. Not
surprisingly, this adventure is a dungeon crawl through and through.
The entirety of the adventure is spent exploring Divinity's
many decks. But as dungeon crawls go, The Divinity Drive
is one of the better ones, as the Divinity's
various decks are presented
more as settings than as collections of rooms with monsters (or, in
this case, robots) to kill. For the final couple of decks leading to
the confrontation with Unity,
the adventure even drops the standard location-based layout of
dungeon crawls (used in the rest of this adventure) and instead
presents the
decks
as complete encounters. This makes it a lot easier for GMs to create
a dynamic and epic climax to the adventure path that rises well
beyond static room-by-room encounters.
Of
course, Divinity is a
huge ship—far too big for this adventure to detail all of it. As
such, the adventure limits itself to only a relatively small portion
of the total number of decks. The massive damage the ship took in the
crash centuries ago has resulted in many of the transportation
systems that once connected the various decks being broken an
inoperable. The adventure also employs the
trick of suppressing dimensional travel, meaning that the PCs can't
just teleport straight
to their final encounter with Unity or to any of the other
inaccessible decks.
It
is this limited access to other decks—caused by broken monorails,
the dimensional lock
effect, and so on—that
creates the rather linear nature of the adventure. The PCs have
little choice in which directions they can go to reach the final
encounter. It's not entirely a straight line—the secondary
engineering deck, for example, provides ways to proceed to both
Habitat Pod 1 and the Security Sector—but for the most part, there
will be little variance in the journeys different groups take through
Divinity.
I
do feel it's unfortunate that the adventure employs the dimensional
lock trick to limit PC movement
so extensively. Teleport
can, admittedly, be a difficult thing to deal with in high-level
play. While
it makes sense that people in the world would come up with defences
against them and using these defences in adventures provides
challenges and obstacles for the PCs to overcome, the PCs have worked
hard to get their abilities and they should have the opportunity to
use them. The balance here
can be hard to find (and can
also be a matter of opinion). However, I would personally prefer that
things like dimensional lock
be used on a smaller scale, rather
than affecting the entirety of this mega-dungeon. The
in-game explanation is that it is a side effect of the titular
Divinity Drive, the device that gave Divinity
the ability to open wormholes to travel great distances through
interstellar space and that's
why it affects the entire ship, but really, this is a contrivance for
the adventure. If the dimensional lock
were limited to just the Computer Core (which is where the PCs have
to reach in order to get to the Godmind, the digital
world where they confront Unity), I think things could work much
better. Yes, the PCs could teleport
to just outside the Computer Core, but they would also not accomplish
the various things they need to do to weaken Unity first. That really
ought to be enough to get them to explore other areas of the ship.
Of
course, GMs are free to detail additional levels themselves if they
wish to allow their PCs access to them (or the PCs come up with
clever ways of getting to them). The “Continuing the Campaign”
article, which follows the main adventure, contains an overview of
the entirety of Divinity
(complete with a cross-section of the entire ship showing its many
decks) that can help with this.
The
adventure begins with the PCs entering Divinity
at the Secondary Engineering Deck, which is located at the rear of
the ship and is close to the surface. The entire ship is angled
downwards into the ground, but its artificial gravity still works, so
once inside, the PCs don't notice any angle to the floors. In the
Secondary Engineering Deck, the PCs encounter the majority of the
remaining Technic League forces in Divinity.
After the events of Palace of Fallen Stars, Unity turned on
the Technic League forces in rage and flooded much of the deck with
radiation, although those areas have been closed off. The surviving
Technic League forces have barricaded themselves into a small section
of the deck while they try to find a means of escape.
There
are a lot of things I really like about the set-up of this level. In
particular, I like that within the radiation-flooded area resides
the “Overlord Robot”. This robot contains a portion of Unity's
mind and if it is not destroyed before confronting Unity, then Unity
can flee into it upon its own destruction. In such a case, the PCs
would end up having to effectively
fight Unity twice. Getting to
the Overlord Robot right away, however, will be quite difficult. If
the PCs manage to rid the area of radiation, Unity will just reflood
it. The PCs must travel deeper into Divinity
in order to switch off Unity's ability to flood the region with
radiation. Of course, crafty PCs might find ways to get at the
Overlord Robot right from the start anyway, in which case they're in
for a tough fight. I like the idea that the PCs might have to
double-back during the adventure to take care of the Overlord Robot.
It's one thing that helps the adventure avoid being too linear in
nature.
Unfortunately,
this deck also makes a large number of assumptions about the previous
adventure—including that the PCs have been through that adventure.
While it's likely that they have, it's also possible that they
haven't. Indeed, the previous adventure even claims that The
Divinity Drive “presents all
of the information needed to run adventures in Silver Mount,
including advice on how the PCs' efforts might meet more resistance
if they leave enemies undefeated in Starfall” (Palace of
Fallen Stars, p. 8). No such
advice appears in The Divinity Drive,
nor even the acknowledgement that things can happen differently in
different campaigns. The assumption is entirely that the PCs have
defeated the Technic League, and Ozmyn Zaidow (who was a puppet of
Unity) has been killed or otherwise removed from power. If this
hasn't happened, then presumably the situation on the Secondary
Engineering Deck would be completely different, but the adventure
provides no information on what the situation was like before
Unity flooded half the deck with radiation.
In
all likelihood, this information was cut from the adventure due to
space reasons. This is unfortunate and it's also unfortunate that the
text of Palace of Fallen Stars
wasn't altered (or perhaps couldn't be because it was too late),
since the text quoted above sets up certain expectations for GMs. In
most adventure paths, this really wouldn't be that big
a problem, but given how
open-ended this adventure path has been, I really think something
else should have been cut rather than assume previous adventures
played out in a specific way.
After
the Secondary Engineering Deck, the PCs move on deeper into Divinity
to decks such as Habitat Pod 1, the Security Sector, the Recreation
Deck, the Command Deck, and Astrogation. Each deck is its own little
mini-setting, with robotic and even living inhabitants carrying out
lives mostly separate from (and even sometimes unaware of) other
decks. Habitat Pod 1 is inhabited by lashunta (whose ancestors were
taken from Castrovel long ago) ruled over by a former Technic League
Captain who has been hiding out here for many years and is now a
puppet of Unity. The Recreation Deck is inhabited almost entirely by
androids. Unity has been running a long experiment in building a
religion with these people through an avatar called “Deacon Hope”.
As
the PCs travel through Divinity
and complete certain tasks, they acquire “victory points”. As
they gain more victory points (as many as 15), they weaken Unity in
various ways, such as weakening the avatar of Unity that they will
eventually face in the Godmind or removing some of Unity's abilities
to control the ship. The more victory points the PCs gain, the easier
their final task will be.
Eventually,
the PCs reach the Computer Core. From this deck, they can gain entry
to the Godmind, a digital world created entirely from the thoughts of
Unity. Within the Godmind, Unity appears as an angelic being (the
exact kind depends on the PCs' victory points, with no victory points
meaning an advanced solar) and has several digital outsider servants.
If the Overlord Robot has been destroyed, then Unity can be
completely destroyed by defeating its angelic avatar here. If the
Overlord Robot has not been destroyed, then Unity can transfer its
mind into the Overlord Robot after being defeated in the Godmind. The
PCs will then have to destroy the Overlord Robot to finish off Unity
completely.
Most
of Iron Gods has
required the PCs to be self-motivating and by the time they reach
this final adventure, the PCs should have many reasons of their own
for wanting to destroy Unity. But that doesn't mean that Unity
doesn't have evil plans that need stopping and also add an extra
motivation for the PCs to win. Unity has been experimenting
for a long time with controlling the minds of others, but its success
has been limited. However, it
has now developed a form of contagious control that it plans to
unleash upon the world. It is also intending to use one of Divinity's
shuttles to launch itself and the Divinity Drive into orbit. From
there, it can ascend to full godhood and finally be able to affect
things beyond Silver Mount, thus achieving its desire to be
worshipped by everyone (not understanding that the type of worship it
will acquire is really just slavery). What I like about this plan is
that it not only sets the stakes very high, but
it's also
rather original as evil plans
go. Many evil tyrants want to rule the world, but few attempt to do
so in quite this way. What
makes it particularly terrifying is that, if Unity succeeds, everyone
in the world will actually believe they are worshipping Unity by
choice as they will have completely lost their free will. I
personally can't think of very many worse fates.
As
The Divinity Drive is
the final adventure in the Iron Gods
Adventure Path, the first support article in the volume is a
“Continuing the Campaign” article, providing suggestions on what
GMs and PCs can do to keep playing in a world where Unity has been
defeated—or even one where Unity hasn't. The section on “What If
the PCs Lose?” is brief, but it does provide an interesting idea
for an adventure where the PCs must find a way into orbit to
infiltrate Unity's shuttle.
Most of the article, however, is devoted to three things:
The first, “An Iron Goddess” discusses the possibility of
Casandalee taking Unity's place and becoming a deity herself. It
provides information on what the PCs can do to make sure she doesn't
become corrupted into a form that mimics Unity. Through their
actions, they can determine the kind of deity she becomes and what
domains she provides her clerics. The second section is a gazetteer
of Divinity with an
overview of the various decks and a cross-section map of the entire
ship. The final section provides
information (including full game stats) on Alling Third, a
cyborg-lich that could provide a suitable enemy for high-level PCs
adventuring in Numeria. Additional information on Alling Third can
also be found in Numeria, Land of Fallen Stars.
The
next article, written by Greg A. Vaughan, is on “The Ecology of the
Robot”. As well as looking at how robots are created and organized
in the Golarion setting, it also provide an interesting way for GMs
to alter any existing construct in the game into a robot simply by
applying the robot subtype. This isn't a template, of course—just a
subtype—so it doesn't
really change the stats of the construct in any way. Instead, GMs can
simply rework the fluff descriptions of the construct's abilities
(such as changing spell-like abilities into various technological
enhancements). It provides a great way for GMs to include lots of
different kinds of robots without
having to do a whole lot of work creating stats for them. The article
also contains a Craft Robot feat and several new robot
augmentations—special abilities that GMs can give robots, such as
force fields and integrated weaponry.
This
volume's Bestiary contains a couple of new robots as has been typical
throughout Iron Gods,
as well a new magical beast, a new animal, and a new kind of
inevitable, the yarahkut. Yarahkuts are tasked with keeping magic and
technology from falling into the wrong hands, a task, it occurs to
me, they fail at quite a bit. After all, if they were successful at
their jobs, there wouldn't be much need for adventurers on these
various adventure paths.
And
that brings to a close Iron Gods.
Overall, I think it is a very successful adventure path, one that
blends science and technology into a fantasy game quite elegantly. It
has its weak moments and moments of filler (The Choking
Tower is the weakest
instalment), but I am very impressed by how open-ended the adventure
path is as a whole. It tells a complete story while allowing the PCs
a wide variety of options. Players will certainly feel as though
their characters are creating this story just as much as, even more
so than, the NPCs are.
The
Divinity Drive makes a fitting
end to the adventure path. High-level dungeon crawls are not easy to
do, but this adventure pulls it off pretty well. There are some flaws
that I've outlined above, but I do really like that there is an
active ecosystem in this “dungeon”. It's more than just a
succession of rooms with monsters or robots to fight. That said,
there is a lot of combat in this adventure and I wish there were a
bit more opportunity for non-combat interactions with the inhabitants
of the ship. But a good GM can easily add that in. By
the time the adventure (and the adventure path along with it) is
complete, I think the players will have many great memories of a
great campaign.
“Whispers
in the Wastelands”
In
Mummy's Mask,
the fiction in Pathfinder Adventure Path
took a huge turn for the better. In my review of it, I declared
“Shadow of the Sands”
(review at the end of the linked post) by Amber E. Scott to be the
best story (of those I've read) to appear in
Adventure Path volumes
so far. Well, Amber E. Scott
is back with the fiction for Iron Gods,
and while I would still consider “Shadow of the Sands” to be the
better story,
“Whispers in the Wastelands” is a close second. It shares many of
the strengths of the previous story, particularly strong and subtle
character development. By the end of the story, readers
truly care about the fates of
its principal characters, Sidek, Eirian, and Tryg.
“Whispers
in the Wastelands” did take me longer to get into than “Shadow of
the Sands”, though, and it's because of this that I don't rate it
quite as highly. The dialogue in the first part feels somewhat
stilted—indeed, that's kind of true of the later parts too,
although, by then, I had adjusted to it. I also didn't really start
to get a feel for the story's narrator, Sidek, until the second part.
In the first part, he feels a bit like a generic barbarian. It's not
until the second part that the complexity of his character starts to
become more apparent. By the end of the second part, the story had me
hooked.
As
with “Shadow of the Sands”, I like how Scott provides us with the
narrator's background as it becomes appropriate rather than just a
lump retelling of the character's history at the beginning of the
story. My issues about the first part aside, we learn about Sidek
through what he does rather than what he tells us. He goes from that
generic barbarian in the first part to a fully realised, complex
character with believable motivations and desires. This is a mark of
a great story.
The
other main characters
come across similarly well. There's a touch of Data from Star
Trek: The Next Generation to the
android Eirian, yet she is still her own unique person, and in many
ways, she's much more relatable. By the end of the story her silences
really do speak “more..than most people's words,” as Sidek puts
it. The relationship between Sidek and Eirian also develops in a
fully believable way, and once again, Scott does not shoehorn in a
romance where one isn't needed.
Then
there's Tryg. Perhaps it's just because we're socialised to fall in
love with cute little animals, but regardless, Tryg is the stand-out
character of the story. Of course, Tryg isn't a cute little animal,
but a cute little robot, but the allusions to a dog (most notably
Sidek naming him after his childhood dog) pretty much seal the deal.
What's particularly impressive is how sympathetic a character Tryg
becomes despite doing very little in the story as a whole. It's
generally the little things, though (when
done well),
that make a great character—Tryg's unrelenting desire to complete
his mission, his initial struggles against Sidek that are then
replaced with simple acceptance and finally a perceptual longing for
Sidek, and so on. Like Eirian, Tryg says more with silence (having no
lines of dialogue at all in the story, presumably due to not being
capable of speech) than most people do with words.
It
really is the characters that make “Whispers in the Wastelands”
work so well. When you actually care about the characters, you care
about what happens to them, regardless of what is happening. I hope
this trend towards better fiction in Pathfinder Adventure
Path continues.
Very nice review. This AP is one we've come close to playing but hasn't made it to the top of the list yet.
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