Lord of the Iron Fortress An Adventure for 15th Level Characters in the Dungeons and Dragons Game. Written by Andy Collins.
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This is the sixth of the Stand Alone Adventures D&D published to take characters from first level to Epic Characters. Lord of the Iron Fortress is a planar adventure, taking the characters across the planes of existence in pursuit of a powerful artifact.
As always when reviewing game modules; if you are a Dungeon Master, there is no such thing as spoiler. If you are a player, stop reading here and mark this review Very Helpful.
This Module is like the others designed for ease of play. Setting it in other planar sites adds a level of complexity and this is reflected in the 48 page length as opposed to the normal 32 pages.
The Introduction shows the expanded material, in addition to the usual Adventure Background and Adventure Summary the Character Hooks to integrate the characters are more numerous and more detailed than usual, and there is a section on Planar Travel to remind DMs of some spells that work differently off the Characters home plane. Beginning the Adventure deals with the mechanics of moving the characters to the adventure site, and a brilliant section called Powerful Divinations addresses what the characters can learn from various powerful information gathering spells. It details which ones wont work, which ones are blocked, and what exactly the ones that do work can reveal, so the DM does not give away too much. There is also a section on Moving the Action Along that looks at the villains time table, and how this will impact characters who waste time, or choose the war of attrition chipping away at Imperagons forces.
Part One: Rigus takes the characters to a city in the Concordant Domains of the Outlands. Here, the characters must interact with the locals to locate the Portal that will take them to Acheron.
Part Two: Avalas lands the Characters on the outer layer Of Acheron. Here giant iron cubes float through the eather, crashing and colliding, filling the air with a distant din. Much closer are the sounds of battle from the endless war between the Heavens and the Hells. The Adventurers must locate the correct cube, Kolyoral, and make there way there. Once there they must navigate between the natives, Formian Hives, and Steel Predators, overcome Dragons, Undead and other assorted threats until they reach
Part Three: The Iron Fortress. Here in Zandikar the heroes must run a gauntlet of devils, traps and golems to reach their objective; Imperagon a half-red dragon, half-duergar warlord who intends to reforge the Blade of Fiery Might, an ancient artifact. Can the characters stop him? If he has the blade, what hope do they have to defeat him? And do they destroy the artifact or claim it for their own?
The Conclusion explores the consequences of these outcomes, and if the characters fail.
There are several Appendices, each one useful. The first details the named nonplayer characters for Rigus, the Second the threats of Avalas and the third, The denizens of the Iron Fortress. These stat blocks make fights go much easier, detailing equipment, attack bonuses and spells. As always, these can be recycled in other places when you need a quick nongeneric threat.
Appendix II details new monsters, introducing the Axiomatic Template. Axiomatic creatures are infused with the forces of order, being perfect examples of their species. Bladelings are soldiers of law, and the Steel Predator are fearsome hunters with a startling array of abilities. Characters who have never seen one before can be caught off guard, and this can be a very challenging monster.
Appendix III covers new magic, two spells, two new magic items, a new substance, Baatorian Green Steel, and the Blade of Fiery Might, an ancient efreeti artifact of great power and evil.
Appendix IV gives regenerated characters. Personally, I think this is a mistake. This is not an introductory module. Players need to start smaller, and build to this level. Still, they make useful NPCs.
As always the inside covers are dedicated to maps. The front details the Cube of Kolyoral, and the back the Iron Fortress of Zandikar.
At $9.95 for 48 pages this module delivers a bit more than the others. The NPCs in this module can make great villains for lower level adventures, and the fortress map is a great setting anywhere.
The alien nature of the planes, and the advanced templates and character classes of the NPCs make this adventure more challenging and more memorable than the others before it. Its a great jump point into the wonderful world of Plane Travel.
In fond Memory of Gary Gygax, Father of Dungeons and Dragons.
27 July, 1938 -4 March, 2008
You enriched my life.
Please look at these Piazo Modules:
Seven Swords of Sin
Gallery of Evil
Check out each installment of these Introductory Modules from Wizards of the Coast for Third Edition.
The Sunless Citadel
The Forge of Fury
The Speaker in Dreams
The Standing Stone.
The Heart of Nightfang Spire
Lord of the Iron Fortress
Keep on the Shadowfell
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Amount Paid (US$): 9.95