Monte Cook Presents: Iron Heroes: Song of the Blade

Crothian

First Post
Welcome to Iron Heroes! You are about to enter a world where skill, cunning, and tactics are far more useful than a +3 sword. The perils your characters face here can only be overcome with steady nerves and cold steel. Mysterious relics from an inhuman race have been found in the forest, and with them come great danger. From giant spiders to corrupted cultists and dreaded alien races, strange menaces abound. If the innocent are to be saved, if the treasure is to be won, if the monsters are to be slain, the situation demands -- iron heroes.

Song of the Blade is an introductory Iron Heroes module that takes a group of four beginning PCs to approximately 4th level. Along the way they become familiar with the town of Axenbough, as well as the nearby Meanderwood Forest and perhaps the foothills of the Godsfang Mountains. Axenbough is a cheerful community on the surface, reaping the bounty of the forest, but a vile presence is beginning to make itself felt. A spidery race called the Aatarkhop ruled this land eons ago. Now the actions of a few heedless cultists are calling the wicked arachnoids from their slumber.

Features:

* The first published adventure for Monte Cook Presents: Iron Heroes, showing beginning players how to guide their characters through this action-packed world
* An adventure designed to highlight the new rules variants of Iron Heroes, including combat locations designed for amazing stunts
* Two new monsters for your Iron Heroes campaign

Produced under license from Malhavoc Press.

Writer: Matt Sprengeler
Cover Artist: Jim Pavelec
Interior Artists: Ilya Astrakhan, Kennon James, Brad McDevitt, Lee Anne Seed, Grey Thornberry
Editor: John Cooper

GMG5500; 64 pages; $15.99.
 
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Song of the Blade



Song of the Blade is a beginning adventure from Goodman Games for Monte Cook Presents: Iron Heroes*. For those who aren't familiar with it, Iron Heroes is a D&D variant. Basically it's D&D, but with different classes and a magic system. I actually don't have Iron Heroes, but from what I can tell, it seems to place an emphasis on physical combat and swashbuckling as opposed to magic. While it seems to have magic, it's very rare and completely different from the traditional D&D fire & forget system.


That said, there seems to be little that would keep this module from being used for D&D or just about any other d20 game. The main difference in the stats seems to be that in this, armor provides damage reduction, not an improved AC, the same basic tack that Conan and Spycraft (among others) take. While the classes are different, they can be quickly converted, or used as is, since the stat blocks provide most of the relevant info on abilities.




The Module Itself...

The module itself is also a departure from the typical D&D scenario. It's more dark fantasy, or really, almost a horror scenario. It starts off innocuously enough. The PCs are asked to investigate the origin of a mysterious artifact. It seems the local mayor of the town the PCs are in (Axenbough it's called) just acquired this mysterious hat from a woodsman, who says he found it in some ruins in the forest. Since the mayor is fond of strange hats, he wants them to investigate the site and see if it has any more. Presumably the PCs agree.


The place the woodsman found it in turns out to be an ancient ruined hillfort. It seems the area used to be inhabited by a race of really evil arachnids. So the PCs presumably explore this ruined fort and find more mysterious objects. This bit is pretty much just a dungeon crawl (and a relatively short one).



The second part (the module is divided into three parts) is where it starts to differ from the typical D&D type scenario. It deals with the revelation that there is an evil cult who worships these mysterious ancient hat wearers. They first must locate a mysterious NPCs with the improbable name of "Grandmother Hickory" (sounds like a coffee) and win her trust in a somewhat amusing encounter. Then they need to learn more about the cult and the mysterious race they worship.



The last part is basically the big showdown with the evil cult. In true action movie fashion, the bad guys have stolen an npc, and it's up to the PCs to rescue him. And of course, the showdown takes place in a fairly dangerous area.

It's actually sort of a two part showdown. They have to storm one stronghold (of sorts) then discover the real villain, and then go storm the real stronghold.

I really like the final showdown. If the players are smart, they should be able to handle it okay, but if they rush into it blindly, they will get killed. In a way it reminds me of how combat in Guild Wars (or perhaps any online RPG), where you have to sort of pull groups of critters away from each other, to take them on a few at a time. And beyond that, the major villains have a surprise up their sleeves (or should I say heads, though they don't know that), which is gruesome but good.



Since I don't own Iron Heroes, I can't vouch that the stats are correct. But the editor is apparently a staff reviewer for a certain site who happens to have a reputation for knowing d20 like , er, well, someone who knows d20 really really well, producing reviews that contain huge lists of stat mistakes. So any stat errors are likely printing errors.

Also, presumably an Iron Heroes standard thing, is listings of possible "stunts" that PCs can do in various combat locations. Swing off of rafters, jump on tables, that sort of thing. Again, I don't know how they work, but there's a large number of them listed, at least in the major combats.



Physically, it's a somewhat spartan looking book. They tried to mimic the design style of Malhavoc Press, which I personally never cared much for. Too much white space, it's like reading bird prints in the snow. But many seem to like it. The art is okay, some of it is a bit amateurish looking, but others are excellent.




Final Thoughts

It's a pretty good module. I liked how the author tried to avoid railroading the PCs. On the downside, I really thought it should have some details about the village it's set in, Axenbough. Surely the PCs will want to spend some time there, and so the DM will have to do quite a bit of work fleshing it out (which sort of defeats the purpose of a module). Similarly, if the PCs get to know the townies, there should be a small chance of them realizing that perhaps there is a sinister cult amongst them. Especially since around 3% or so of the town seems to be a member.

Of course, conversely, by not including any information about the town itself, the adventure itself is longer. Just a guesstimate, but I would say it would take about 6 game sessions of 3-4 hours each to play. (about 1 1/2 for the first part, 2 1/2 for the 2nd, 2 for the third), which is about on par with a 96 page module. On the other hand, once the module is run, it's pretty much no further use, unlike a module with a developed town.

So this is perhaps a preference issue. I fall on the side of having a fully developed (or at least somewhat developed) town.

Also, some of the names are somewhat out of places. I mean, you have 2 NPCs named Jakkel and Hyid. Then there is the name of one NPC, "Sammael", which pretty much is a dead give away that he is notable. In this day and age you can pretty much find an unlimited number of "fantasy" names either on the web or from free programs. Resorting to puns and a major, major, major bad guy from Judeo-Christian theology (or worse yet, a Robert Jordan series) is just silly.


While I joked a bit about them, I did like the mysterious ancient race. They remind me a lot of the critters from the excellent "Quatermass and the Pit", only in this case they are spider like, not preying mantis like. Some might find spiders a bit over done in the d20 fantasy arena, but this provides a common theme to tie in all those many spider monsters.

Iron Heroes is designed for action, and Song of the Blade delivers plenty of it. But perhaps at the expense of role-playing. So I give it a B+. It's almost good enough to round up to a 5, but not quite.




* It's actually apparently by Mike Mearls, not Monte Cook, but presumably Monte Cook's name on a product sells better than Mr. Mearls. Which really shouldn't be the case, as Mr. Mearls is generally considered to be one of the top d20 designers around, but I guess it's like how Quentin Tarentino gets his name on movies from Asia he had nothing to do with. At least Mr. Mearls doesn't have to direct Jean-Claude Van Damme movies (or write RPGs based on them).
 

One of the things I noticed right off is that the adventure includes alignments. Iron Heroes does not use alignments.

Generally, this is an interesting adventure, with a definitely different feel to it than normal D&D adventures. I think it has to do with the lack of magic, and the emphasis on combat-oriented classes.

Overall, I dug it, but I'd like to see a high-level adventure done for IH, to see how this new paradigm works in d20.

Pretty good review. Now go get Iron Heroes! ;)
 

Yeah, the alignments were part of the stat blocks as written, and my D&D-trained eye didn't pick them up as something out of the ordinary. It was ultimately my responsibility to have caught them, and I didn't. Fortunatley, their inclusion in the stat blocks don't make the stat blocks unusable in an Iron Heroes game, and might even be helpful for those wanting to convert the module back over to D&D (not that that was the plan or anything).
 

Personally, I didn't mind the presence of alignments. It helps make for a good transitional or crossover product, that could help introduce IH to the broader D&D audience.
 

Song of the Blade

[imager]http://graphics.drivethrurpg.com/images/GMG5500minicover.jpg[/imager]

Song of the Blade is the first module for the Iron Heroes rule set. The Module is published by Goodman Games one of the best companies for producing modules. The adventure was written by Matt Sprengeler. The module is designed for first level characters using the Iron Heroes system. The softbound book is sixty four pages long, black and white, and easy to follow.

The module itself is a nice site based adventure. It allows the characters to move around and run into encounters as they come across them or as some encounters find them. It is a nice mix of role playing and combat oriented encounters. There are plenty more combat oriented encounters though. There is a bit of nice mystery to be solved as the players learn more about what is going on.

The module while it is for Iron Heroes does not always seem like it. I think that is more because the differences in Iron Heroes and d20 is more in the characters then in what encounters and how adventures are going to be made for them. The book does of errors in it like using alignment which Iron Heroes does not use. But errors like that are small and not a big deal. In fact that could help DMs figure out more easily who the good and bad guys are and what dispositions people have. The module can easily be used for normal D&D with few if any real changes.

One nice part of the module is there are encounters designed to use stunts and other combat maneuvers in them. These combats have nice sidebars in them with some suggests on what players could do in these encounters. They are not the only things that can be done but it can help with the DM advising players what to do if they are not used to this kind of game with the all the interesting options Iron Heroes presents.

There are over three dozen encounters in the book that range from an encounter level of one to four with a few variable ones in there. There is a single encounter level of six encounter but it is strictly a role playing encounter. There are a nice variety of things to kill in here for players that like that sort of thing. There are two new creatures in here. The first is a Dire Skunk and the second is a Tomhnoddi a type of shape changer.
 

Hmmm, I guess I liked it a lot more than you did. But then, I don't have Iron Heroes. I actually plan on converting it to Spycraft 2.0 and set it in Arkham when I run it.
 

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