One
of the things that has really struck me about the Iron Gods Adventure Path is
how PC-driven it is. A lot of adventures and adventure paths follow
the model where an NPC or group of NPCs hires the PCs or otherwise
sets them on their path. In an adventure path, these NPCs often
continue to reappear from one instalment to the next, helping to
guide the PCs to their next destination. Of course, this isn't
universally true and the degree to which it occurs varies from one
adventure or AP to another.
However, it tends to be true to some extent. Alternatively, various
events will occur that push or direct PCs along a certain course of
action.
With
Iron Gods, however,
the PCs have had to be mostly self-motivating. They still encounter
NPC allies, of course, but these allies don't really direct the PCs
in any way. Fires of Creation
has an initial set-up to draw the PCs in, but after that, they're
pretty much on their own. Each instalment relies on the PCs deciding
on their own to head into the next. This is particularly true of
Lords of Rust
and Valley of the Brain Collectors,
but even The Choking Tower,
the least sandboxy
of this AP so far, still relies on the PCs' self-motivation to get
started. The fifth instalment, Palace of Fallen Stars by
Tim Hitchcock is also no
exception. Of course, by this
point, the PCs are probably quite invested in seeing things through
to the very end. Motivating themselves shouldn't be that difficult.
Like
Lords of Rust and
Valley of the Brain Collectors
before it, Palace of Fallen Stars
is very much a sandbox adventure. How things play out is almost
entirely dependent on the actions of the PCs, from the order of
events, to their results, to which NPCs live and which die. It's even
technically possible to bypass this adventure and jump to the sixth
one before coming back and completing this one (albeit, that way
would likely be
considerably deadlier). The
text does a good job of accounting for the many different
possibilities and for how NPCs might react, while never forcing any
particular path. All in all, it makes for a very good adventure, one
that's going to be very different for every group that plays it.
The
premise of Palace of Fallen Stars
is fairly straight-forward. The PCs need to deal with the threat of
the Technic League by either gaining their cooperation or weakening
them enough that they no longer pose any threat. How they go about
this is pretty much up to them, although there are certain things
that will help them along the way. One way to achieve this is to get
the people of Starfall to rise up against the Technic League. There
are, similarly, a number of ways they can do this. They can free
Kevoth-Kul, the Black Sovereign from his addictions (the Technic
League has been keeping the ruler of Numeria drugged to control him),
which will cause him to lead his people against the Technic League.
They can face the Black Sovereign in combat and kill him, leaving
Starfall in a state of anarchy (which the Technic League will have to
expend resources to deal with). They can arrange for his consort
to wrest control from him and become the new Black Sovereign. Or
anything else they manage to come up with. They might also simply
decide to storm the Technic League headquarters right from the start.
It'll be tougher for them as the Technic League will have more people
and resources to throw at the PCs, but it can be done.
Along
the way, the PCs can make various allies, such as Kul-Inkit, the
Black Sovereign's aforementioned consort.
They might ally with Zernebeth, a Technic League captain who was once
the leader of the organization and is plotting to regain control from
the current leader, Ozmyn Zaidow. There
are various other factions detailed as well that the PCs might try to
gain the aid of. Alternatively, they might make enemies of any or all
of these people. They also might call on the aid of allies from
previous adventures.
There
are a few scripted events that occur based on the PCs' notoriety. As
the PCs do various things in Starfall (such as openly carrying
technological items or getting into public combat), they gain or lose
Notoriety points. When they reach certain amounts of Notoriety, they
trigger these events (specific actions can also trigger certain
events regardless of Notoriety). For the most part, however, these
events merely provide the PCs with an opportunity to meet influential
NPCs (such as Zernebeth). Successfully completing the adventure is in
no way contingent upon any of these events occurring. That
said, what exactly constitutes “completing the adventure” is as
open-ended as the rest of the adventure. It is essentially whenever
the PCs decide to move on to Silver Mount. This is probably after
they have dealt with the Technic League, but the exact timing is
really up to them.
In
my previous reviews for this adventure path, I've commented on the
importance setting plays in an adventure. The setting, after all, is
what helps to bring the game alive in the minds of the players.
Palace of Fallen Stars
takes the PCs to Starfall, the capital of Numeria and the Technic
League's seat of power. In particular, it brings them to the titular
Palace of Fallen Stars (the Black Sovereign's palace) and the Technic
League headquarters. Like Lords of Rust
and Valley of the Brain Collectors,
this adventure does a very good job of bringing its setting alive and
making it an intrinsic part of the adventure. The palace, for
example, is not just a collection of rooms for the PCs to explore. It
is a lived-in
location with NPCs that go about daily lives, have
their own plots, and group into their own factions.
If
there's one downside to Palace of Fallen Stars,
however, it's that its setting is much larger than that of any of the
previous instalments of Iron Gods,
and that makes it a lot harder to detail everything in
the limited space available.
For example, it does a good job of presenting some of the key movers
in the Technic League, such as Zernebeth and Ozmyn
Zaidow, but can only skim over the details of the numerous other
captains that reside there, providing only names and a sentence or
two of details, along with a generic “Technic League Captain”
stat block—even though these really ought to be unique individuals
with their own unique stats. If the PCs decide to interact with these
other captains, GMs will need to fill in a lot of the blanks on their
own. This is not something to hold against the adventure as it is
essentially unavoidable, but it is something GMs may want to think a
bit about before beginning the adventure.
The
first of the support articles in the volume covers Starfall, so this
helps to fill in missing details. Starfall, however, is a big city,
so the six pages here can only do so much. What I like about this
article, though, is that it is not as focused on being a list of
locations like most other articles of this type. It does contain an
overview of the city's districts, but it also manages to fit in a
sizeable section on city life—something so frequently glossed over
in Pathfinder products. I hope this is indicative of a change in the
style of presentation of these articles and not just a one-off thing.
The article also details the history of Starfall and has a brief
section on the city's guards, including a stat block for gearsman
battleguard robots.
The
second support article, written by Sean K Reynolds, details Zyphus,
god of accidental death. Like other articles in this series, it gives
an overview of the god's following, including priests' roles,
holidays, and relations with other religions. It also contains
obediences for the Deific Obedience feat introduced in Inner Sea Gods.
The
Bestiary for this volume contains the gammenore (a crab-like magical
beast), the gravedragger (a
skeletal outsider that may look undead, but isn't actually undead),
and a couple of new robots.
Overall,
Palace of Fallen Stars
is another strong entry in what is proving to be a strong adventure
path. I particularly like how open-ended it is. It plays to one of
the greatest aspects of roleplaying games: collaborative
storytelling. In a lot of adventures out there, the players can end
up feeling a lot like observers following along a predetermined path.
Sure, their PCs get to do things along the way—maybe even save the
world—but their actions can feel scripted to various degrees. In
Palace of Fallen Stars,
the players can actually feel like they have a hand in writing the
story itself. That can be a great feeling.
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