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Lord of the Iron Fortress (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 15th Level)

Lord of the Iron Fortress (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 15th Level)




Great Danger Wrought in Secrecy

Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan.

Lord of the Iron Fortress is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual.

Lord of the Iron Fortress is the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). Lord of the Iron Fortress contains an additional 16 pages of content for the same price as earlier adventures.

User Ratings and Reviews

3 Stars good source material
This is a standard WOTC module release,not fantastic and not dull either.I recommend it mostly as a great source material for Archeron.It does have some enjoyable encounters in it and it is an enjoyable module side adventure for characters who have been gaming together in a continuing storyline for a while.I would recommend trying to find this for a price under 10 dollars if possible,to spend anymore than that would be better spent on one of the more recent hardbound WOTC adventures(except for undermountain;see my other reviews)

3 Stars AN OK MID TO HIGH LEVEL ADVENTURE
Lord of the Iron Fortress is a 48 page, soft cover adventure booklet from Wizards of the Coast. It’s geared for 15th level or so characters. The very thin plot centers on some forgemasters who have died and they are unable to be risen from the dead. Now why the characters would be concerned about smiths, and why they’d be deserving of being brought back to life is beyond me. But hey…if that’s what it takes to get adventuring then so be it. The book uses four different chracters as samples that can be played if you don’t have characters of 15th level. Never in over 25 years of playing has anyone ever used the stock characters…what’s the point? They are good to use for the DM to see how the actual PC’s compare and then tailor the difficulty of the adveture accordingly.

This is a plane-hopping adventure so be prepared to visit the first level of Archeron where the party will travel to the Iron Fortress. If you’re not all into plane-hopping, I supposed you could just as easily set this somewhere on your own world whether it’s the Forgotten Realms or one of your own creation. At the fortress it becomes a decent, but relatively standard dungeon-crawl from there. There’s a couple of new monsters and magic items as well as one new spell. The art is very good as our the maps. Not the most original adventure in the world but a fairly decent way to waste a couple of nights playing.

3 Stars Nice concept; so-so execution
I’ll try to summarize:

1) the adventure idea is excellent, full of nice ideas.

2) the opponents are nicely conceived and well built using the 3rd edition rules

3) the maps are small and hard to use, and the staircases connecting the various levels of the fortress don’t match.

4) the ‘petitioner’ forgers lack dramatic flair and interest

5) the fortress seems too mundane, given the fantastic nature of the idea.

Recommended as a source of ideas: I’d keep the concept, the characters, and design my own fortress and petitioner resolution.

Regards,

Alix

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