Lord of the Iron Fortress
Written by Andy Collins
The criteria I use to evaluate a d20 adventure includes the following:
1. Interesting and varied encounters: I look for unique encounters, allowing for a variety of role and roll playing.
2. Motivations for NPCs and Monsters: or some detail of how they interact with their environment or neighbors.
3. Logical: the adventure should obey a sense of logic that clever players can use to their advantage.
4. Writing Quality: this includes foreshadowing, mystery, and descriptions that bring locations and NPCs to life.
5. Ease of DMing: Clear maps, friendly stat blocks, skill check numbers, player handouts and illustrations.
I don't give much weight to text density and cost per page... I'd rather pay a lot for a small clever mystery than pay a little for a huge repetitive monster bash.
I don't give much weight to new monsters, prestige classes, and magic items... they can add a little variety to an adventure, but I consider them to be only decoration.
THE BASICS: (not exactly spoilers)
The adventure is 48 pages long, cover price of $9.95 American.
Both inside covers used for maps
1 pages of credits/legal/advertising
6 pages of background, introduction, hooks, conclusion
28 pages of adventure, (3 pgs city, 10 wilderness, 15 dungeon)
8 pages of NPC and monster stats
1 page of pregenerated characters
4 pages of new monsters and magic
The adventure is designed for 4 characters of level 15, with the expectation that they will be 17th at the end.
The adventure involves planer travel. The background plot is a fairly interesting mystery, but the mystery is largely not meant to be solved by any means other than combat... Some interesting ramifactions of the mystery are undeveloped... it is as if someone thought of a really great idea, then turned it over to someone else who simply wrote a straightforward dungeon crawl.
Approximately 20 combat encounters
Approximately 6 non-combat encounters that could also be combat.
Approximately 2 simple trap encounters
Approximately 3 of the above encounters are in interesting environments
Approximately 7 exploring encounters (variations on the empty or mostly empty room)
The EL for all encounters are very close to party level. The adventure is fairly setting neutral and could be dropped into any world, The planer element must be considered, and the Outlands city described might be a something new in the DMs campaign world.
The adventure is designed for 3.0. It could update to 3.5 fairly easily, although many tactics used by opponents will have to be changed: Enlarge and Haste are not as powerful as they once were. Also, there are problems of creature size (big creatures, small rooms), which are magnified in the transition to 3.5. For example: One room has 3 large creatures. In 3.0, these creatures would be 1 large (tall), and 2 large (long). The creatures are all crammed in a 10' by 15' room. In 3.0, this is just barely possible. In 3.5, this is also possible, but a little ridiculous and the creatures are all going to have penalties for squeezing in too small of an area. There are also creatures 18 ft. tall walking around where ceilings are 15' high... and some huge creatures that even the author acknowledges have a hard time fitting through doorways.
THE SPECIFICS: (Some Spoilers Follow)
1. Interesting and varied encounters: (3/5) The adventure contains opportunity for both role play and combat, but there is no clue for the players to determine when they should negotiate and when they shouldn't. I don't know if the adventure writers assume that players will always have some variation on true seeing available... but the "opportunities" for role playing are somewhat thin, it seems as if the more gruff and uncooperative NPCs are, the more likely that they would have useful information for the party if the party tries to negotiate... in any case, all of the NPCs seem like cannon fodder, and the party can kill everything. There isn't much of a game-driven need to negotiate, nor is there much of an in-game penalty for killing stuff you shouldn't. There are even experience rewards suggested for saving a few monsters, but absolutely no reason to save the monsters in the first place, nor any expectation that the monsters are worth saving.
A lot of the monsters seem to suffer from template-itis. Take a regular monster, make it half of something else, or add a "fiendish" or "Axiomatic" template to it. I don't personally mind it, but I feel that templates and half-monsters should be used sparingly and for effect. When you have fiendish giants with Fiendish hydras in one area, and Axiomatic rocs in another area... it seems a little bit trite. I am sure that some DMs will have no problem with this, and it might just be my grumbling. Come to think of it, an outer plane might be the one and only place where a lot of creatures would have the same templates applied over and over.
Most of the rooms in the dungeon are typical barracks/bedroom/guestroom/torture chamber/kitchen… pretty much all by the numbers, with the exception of a huge blast furnace encounter.
2. Motivations for monsters and NPCs: (2/5) I addressed some of these complaints above... that there seemed to be little rhyme or reason for saving certain creatures, for negotiating with others, and killing others. Many of the monsters seemed to lack personality, though a few arch-villains hinted at some character. For most negotiation encounters, it seemed that the more gruff the NPCs were, the greater the odds that the players are supposed to find a peaceful solution, where the creatures that seem friendly at first, are the ones the party should kill. I'm not sure why this is the case.
3. Logical: (2/5) The ecology of the particular plane is a bit strange. It could be my lack of experience with planer adventures... In a world consisting of vast steel cubes, what exactly are Rocs and Formians doing? I would have expected them to need some sort of food source... perhaps they just eat each other? There are steel predator creatures, which eat metal... that seems to make some sort of sense on an all-metal world. I might have expected more creatures of this nature, or perhaps more constructs or creatures that don't need to exist in a food-chain. I am not a stickler for realism... Clearly you have to suspend your disbelief to play these games... but for almost every encounter, I found myself thinking "What the heck is that doing here?". The advantage to the mix of creatures is that it provides variety in the encounters... It seems like there might be a formula somewhere that says "with 20 encounters, you should have 2 animals, 2 undead, 2 vermin, 1 ooze, 4 outsiders, etc... This assures that you'll have plenty for all of the classes to do, but it is at the expense of logic.
The showpiece of the adventure, the dungeon, is nearly as illogical as I could imagine any fortress to be. There is basically only one path that can be followed through the 3 level fortress, it involves going from floor 1, to a lower floor, back to floor 1, and then to floor 2. There are parts of the first floor that cannot be reached from other parts of the first floor without going down and up a staircase to get there. Players are forced to hit all of the encounters in order. This makes things very easy on the DM (and I suspect the writers), but it screams "who the heck builds this mess... why didn't they put a door here?" The people that live on the 2nd floor have a long walk to get outside... they must first walk down into the basement before they can come back out on the first floor.
4. Writing Quality: (3/5) Each individual encounter is usually fairly well written. There seems to be a very neutral tone in the writing. There isn't much flair or "voice". I didn't see any errors, there were no skimpy sections, everything received adequate treatment. If you want very professional text, this adventure is perfect. Personally, I like to see a little more of the author's unique vision, this text was a bit clinical.
One encounter is titled "Raiders of the lost cube," it may have been intended to be humorous, but the allusion evokes high adventure, puzzles, traps... The encounter that falls under the heading "Raiders of the lost cube" is a fairly straightforward combat on an open battlefield. For me to have said that this was good writing quality, the context of the scene should have something to do with the allusion... A rolling boulder, poisoned figs, or spectres emerging from a lost artifact: (sure, the combatants were "raiders", but this is a cop-out). If you are going to use a clever title, it should mean something in the context of the adventure.
5. Ease of DMing: (4/5) I think everything is laid out simply for the DM. If you are a new DM but have been afraid to run a high level adventure, this is a great place to start. Everything is small, controlled, and contained. There is boxed (read-aloud) text. There are no player handouts or illustrations. Some of the ease of DMing comes due to railroading at the expense of logic (see #3 above), so take this 4/5 rating with a grain of salt.
FINAL WORD:
Although I've liked a few previous entries in the Adventure Path series, especially Forge of Fury and to a slightly lesser degree, Sunless Citadel. I had somewhat high expectations for a planer adventure, and this fell very short. It had the feel of an "adventure-by-committee" rather than by a single author with a vision. Perhaps this was over-edited, It just seems incredibly bland. The idea behind the adventure was great, there is just so much more that could have been done with it rather than reduce it to a simple dungeon crawl. Other than the background, there was absolutely nothing in the adventure that impressed or surprised me.