12/17/2022 0 Comments Epic war 5 iron fortressOnce on the cube containing the fortress, a number of encounters are laid out for the party to deal with. Of course, if the players confront the drow, it is not too certain how they will find the cube for which they are searching.Īssuming they can locate the right cube, PCs must fly or teleport there. Assuming the PCs don't immediately engage the drow, she has some useful information she might be able to offer the players about their final destination. The first encounter once the party reaches the plane is to bump into a drow riding a giant spider. ![]() Once it is done in Rigus and finds the gate, the party can make its way to Acheron. The PCs might, if they decide to be friendly, be able to get a scroll and some information from an efreet merchant. Only one clue points the PCs to Rigus, plus there is the assumption that somehow the players are going to find it desirable to go to Rigus before they go to Acheron.Īssuming the party ever makes it to Rigus, it might get in a scrap with some mercykillers (overly judicious law-enforcers from the Planescape setting) or track down some of Imperagon's servants. The supposed track that the characters are supposed to take is to plane shift or use some other means of transit to travel to Rigus, a gate-town on the neutral plane known as the Concordant Domain of the Outlands that leads to Acheron. This dwarf dwells in a fortress on one of many huge iron cubes that fill the void on the plane of Acheron, and he has a devil friend who is helping him abduct the souls of great smiths to labor away on restoring the blade of fiery might. The essential premise is that there is a powerful and ambitious half-dragon dwarf by the name of Imperagon who wishes to reforge a sword known as the blade of fiery might, a blade once wielded by a powerful lord of the efreet. Essentially, the hooks and lead-in boil down to one simple observance: many great smiths are being murdered, and for some reason, some of them cannot be raised from the dead. There are a number of ways that the characters can get involved in this adventure. (Warning: This section contains spoilers.) Given the text density and price, this adventure delivers a fairly good value. The margins are actually a little large by my eyes, but there is not much wasted whitespace or overly gratuitously sized artwork. The cartography is by Todd Gamble, and all of the maps are clear and attractive.Īs with most WotC products, the typeface is fairly small. Day is a decent artist, but I don't find his work quite as interesting as that of Wayne Reynolds. Most of the illustrations are by David Day (whose work you may have been exposed to in Masters of the Wild), though there is some recycled work by Wayne Reynolds. The front cover by Todd Lockwood depicts adventurers under attack by some metallic monstrosities in front of a harsh looking fortress. ![]() The cover has the blue-rimmed styling similar to many GM-oriented 3e D&D books. This is actually fairly good for products of a similar size or price by other d20 publishers. ![]() Lord of the Iron Fortress is a 48-page, staple-bound soft cover booklet. Lord of the Iron Fortress is an adventure for 4 15th-level characters. Not only am I an unabashed Planescape fan, but the plane that the adventure is set on is one of my favorite spots to run an adventure on the great wheel. When I heard about Lord of the Iron Fortress, though, I knew I had to get it. Most of them seemed a bit too formulaic to me, and the one that didn't seemed pretty poorly executed. I have to come straight out and admit that I have pretty much steered clear of Wizards of the Coast modules to date.
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