Type of bind: Paperback
Dewey Decimal Number: 793
EAN num: 9780786926527
ISBN number: 078692652X
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 48
Printing Date: 2002-01
Publishing house: Wizards of the Coast
Release Date: January 01, 2002
Sale Popularity Level: 271457
Studio: Wizards of the Coast
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Editor's Notes and Comments:
Product Description:
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.
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Rated by buyers
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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)
Rated by buyers
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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 tailour the difficulty of the adveture accordingly.
This is a plane-hopping adventure so be prepared to visit the very 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.
Rated by buyers
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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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