Temple of the Iron Codex - 2: Poor
This is one of AEGs Adventure Keep Mini Modules. It is 16 half pages and sells for $2.49
I have almost all of the Adventure Keep Modules and so my rating of this product is partly reflective of this module's quality when compared to others in the Adventure Keep line.
First: The Price is right - for $2.49 you get an adventure that you can play in about 4 hours or less.
- - - - - - - - - - - - - - - Spoilers below - - - - - - - - - - - - - -
The Back cover of the module tells how the Iron Codex is a big bad book that brings evil where ever it. Suddenly an Earthquake rocks your city and a huge crevice is torn in the ground. Then all sorts of bad things start to happen. Some Clerics searching for the cause of the trouble find doors marked with the sign of the Iron Codex in the crevice and need your party to go in and re secure the tome before things get worse.
This Adventure is for 3-5 characters levels 7-10.
The center of the module has a 10 room 81/2 x 11 Map of the Temple of the Iron Codex. This map has no scale or grid lines.
It seems that long ago heroes banded together and locked the Iron Codex (a book which contains part of a Demon's soul) in a trap and puzzle filled Temple hoping to keep it secure there forever. The earthquake has knocked the Iron Codex off its protective stand and it's evil is leaking out.
The adventure is designs so that the party must transverse all the rooms in the Temple to finally reach the Codex. They must even split into at least three teams to actually find the Codex in the end.
I found the traps and puzzles to be dull.
Room 1 introduces you to the 10 heroes, or at least characters involved with the Codex…one is a Red Dragon, one a troll and one a big spider. The module never really gives any background on these figures.
Room 2 is a combat with a new creature introduced in the adventure, the Vesagos Gargoyle (which comes in a lesser and greater variety, but has no CR for either) in a room with illusion-covered pits.
Room 3 requires at least 7 DC 17 Reflex saves to cross through a series of blade traps or suffer 2d6 points of damage
Room 4 is a combat with more Vesagos Gargoyles in a chamber bisected with a lava river and with many normal statues that may confuse the party.
Room 5 is, by the text 60 x 120 and contains several bridges over a lava lake. The room is anti magic-ed and the party must go out on each pier, flip a switch and then go back through rooms 2, 3, and/or 4 to enter the room from those rooms and flip more levers to get a clear path across room 5. A note says that it is too hot in the room and that ropes strung between the bridges will burn through.
Room 6 is a library that gives the party background on the Iron Codex.
Room 7 is a fight with a Greater Vesagos Gargoyle
Room 8 is a lame riddle
Room 9 is several false Iron Codex choices and a magical sword.
Room 10 is the Codex's real resting place. Each room in the Temple is named after one of the heroes that locked the Codex away many years ago. Astute players may derive that having found 9 rooms; there must be a tenth room around somewhere. To get to this tenth room the party must touch gems found in rooms 7 and 8 to matching gems in the walls of those rooms at the same time, and also have someone standing in room 6 to watch a secret door open.
The whole touching gem routine seemed very video gameish to me, as did the rest of the adventure.
The Codex is detailed and is an artifact that allows the owner to speak all infernal, demonic and evil extra-planar languages and cast unholy sanctuary 3 times/day. Provides the holder 75% resistance to fire, cold and acid. (not sure how this % plays out, it should be some sort of DR). Grants the holder the ability to summon a single Glabrezu or 2 Succubi, once/week. However, mortals touching the Iron Codex must make a DC 20 Will save or be possessed by the soul of the Demon within the book.
The Codex allows the holder to plane shift to any of the infernal planes and back, but requires another DC20 will save to do so. Reading the Codex requires an additional DC 20 Will save, but each page successfully read allows the reader to summon another demon of random type once per week, but this power only lasts for a month per page read.
The Codex does have some bad points as well: All animals will attack the possessor of the codex and the possessor of the codex is considered to have a -25 CHA to all reaction rolls with animals or primitive races.
The Codex owner must also sacrifice a sentient being each full moon or have their Will save DC increase by one for each month that passes with out a sacrifice.
There are no CRs or ELs in the adventure.
I just found this whole adventure very Blah. The creatures weren't exciting, and the run the gauntlet of lame traps just left me uninspired to run the adventure. I would have liked an enemy party for the party to contend with, that is also after the Codex, but in 16 half pages I guess there wasn't space.
For the price it wasn't a rip-off, but any talented DM could probably do better.
It did help complete my Adventure Keep collection so it wasn't a total loss.
ASEO Out