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Lord Of The Iron Fortress
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L Ord Of the I rOn F Ortress
Credits
Designer: A NDY C OLLINS
Editor: G WENDOLYN F.M. K ESTREL
Creative Director: E D S TARK
Art Director: D AWN M URIN
Cover Artist: T ODD L OCKWOOD
Interior Artists: D AVID D AY AND W AYNE R EYNOLDS
Cartographer: T ODD G AMBLE
Typesetter: E RIN D ORRIES
Graphic Designer: C YNTHIA F LIEGE
Business Manager: A NTHONY V ALTERRA
Project Managers: J USTIN Z IRAN , M ARTIN D URHAM
Production Manager: C HAS D E L ONG
Playtesters: Bruce R. Cordell, Steve Miller, John D. Rateliff, Ed Stark, Owen K.C. Stephens, Penny Williams
Based on the original D UNGEONS & D RAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new
D UNGEONS & D RAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be
reproduced in any form without written permission. To learn more about the Open Gaming License
and the d20 System License, please visit www.wizards.com/d20.
Sources include the Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan, the Stronghold Builder’s Guidebook by Matt
Forbeck and David Noonan , the Planescape campaign setting by David “Zeb” Cook, Planes of Law by Wolfgang Baur and Colin McComb,
Hellbound: The Blood War by Monte Cook and Colin McComb, and the Player’s Primer to the Outlands by Jeff Grubb.
This adventure is dedicated to the fans of the P LANESCAPE ® campaign setting.
Special thanks to Monte, for showing me how to do this, and to Gwendolyn, for giving me a reason to keep doing this every day.
Table of Contents
Introduction ...............................................................2
Preparation.............................................................2
Adventure Summary ..............................................2
Character Hooks ....................................................3
Planar Travel ...........................................................3
Beginning the Adventure ...........................................3
Powerful Divinations..............................................4
Moving the Action Along.......................................5
Part One: Rigus..........................................................6
Sidebar: City of Rigus ............................................6
Sidebar: Adventuring on the Outlands .................7
Part Two: Avalas .........................................................9
Sidebar: Slaad Alternate Form.............................14
Sidebar: The Hive ................................................17
Part Three: The Iron Fortress ..................................20
Sidebar: Unhallow Effects Highlights..................20
Sidebar: Blade Golems of Zandikar ....................21
Sidebar: Lydzin’s Symbols ....................................25
Sidebar: Zalatian, the Fallen Archon ...................31
Conclusions..............................................................34
Appendix I: NPC Statistics ......................................35
Appendix II: New Monsters ....................................43
Appendix III: New Magic .........................................46
Appendix IV: Pregenerated PCs ..............................47
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INTRODUCTION
I ntrOductiOn
“Fixed fortifications are monuments to the stupidity of
man. . . . Anything built by man can eventually be
destroyed by him.”
shards of the blade across the planes—its powers lost
for eternity.
Or so it was thought. Today, the Blade of Fiery Might
is being reforged by the warlord, Imperagon. The
son of a duergar prince and a mighty red dragon,
Imperagon rules the Iron Fortress of Zandikar, a
mighty stronghold built of scrap metal located on
the Infernal Battlefield of Acheron. Here he has
gathered the spirits of the greatest forgemasters of
history, stealing their very spirits from across the
planes. These slaves labor endlessly in the Pit of Toil,
channeling their great skills through Imperagon
himself in an attempt to recreate the blade.
Once completed, Imperagon plans to wield the
Blade of Fiery Might at the head of a great army in an
attempt to carve out a kingdom from the Material
Plane. To this end, he has sought alliances with other
powerful evil forces—including the drow, the illithid
city of Ilkkool Rrem, certain natives of Acheron, and
the hosts of Hell itself.
Now the blade nears completion, but Imperagon’s
need for slaves and materials grows ever stronger. His
fears of discovery have grown, and he eagerly seeks
the end of his preparations. Only a matter of weeks,
perhaps days, separates him from his destiny.
—General George S. Patton
In Lord of the Iron Fortress , player characters (PCs)
travel to the Outer Planes to stop a half-dragon war-
lord bent on conquering entire worlds with the help
of a reforged artifact of legend.
Encounter Levels: Lord of the Iron Fortress is
designed for a party of four 15th-level D&D® charac-
ters who should advance through 16th level by mid-
adventure and reach (or be near) 17th level by the
end. As always, a good mix of PC classes and races
works best, and though chaotic characters may find
Acheron a bit unfriendly to their nature, it shouldn’t
significantly hamper their activities.
Because of the extraordinarily deadly nature of
encounters at this level, Dungeon Masters with inex-
perienced or smaller groups may wish to modify
some encounters to give PCs a better chance of sur-
vival. On the other hand, larger groups should be able
to handle more difficult encounters, and the DM
should have no qualms about adding a few monsters
to encounters here and there.
ADVENTURE SUMMARY
The adventure begins when the PCs decide to investi-
gate the strange events surrounding local craftsmen.
Following the trail of these events leads the PCs to the
gate-town of Rigus, front door to the Plane of
Acheron. A bit of investigation in Rigus turns up ref-
erences to the Iron Fortress of Zandikar, located on
the layer of Acheron known as Avalas.
Once on Acheron, the PCs encounter a variety of
foes and potential allies, including formian settlers
from Mechanus, whose hive can serve as a base of
operations for the characters during their assault on
the Iron Fortress.
Golems and Imperagon’s steel predator servants
guard the Iron Fortress. Within its walls, the enslaved
forgemasters toil endlessly under the watch of their
azer overseers. Meanwhile, Imperagon entertains visi-
tors from other worlds and planes who have heard of
his path to power and contemplate alliance with the
would-be warlord.
If successful, the characters can throw down the
mighty Imperagon and destroy his works, preventing
him from establishing himself as a power to be reck-
oned with on the planes. If unsuccessful, they may
join the slaves in Imperagon’s Pit of Toil.
PREPARATION
As Dungeon Master (DM), you need a copy of the
three core D&D rulebooks to use this adventure:
the Player ’s Handbook , the D UNGEON M ASTER ’s Guide ,
and the Monster Manual . If you want to expand the
planar travels in this adventure, Manual of the Planes
would be useful, but it is by no means required to
run the adventure.
In the adventure itself, the shaded boxes provide
player information for you to paraphrase or read
aloud when appropriate. Sidebars contain important
information for you, including special instructions.
Information on nonplayer characters (NPCs) appears
in abbreviated form in any encounter in which the
PCs meet them; see Appendix I for full NPC statistics.
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Adventure Background
Ages past, the sultan of the efreet wielded a mighty
sword called the Blade of Fiery Might. This great arti-
fact served him well in his wars against the djinn
and other enemies of the City of Brass. Eventually a
daring jann and his allies, a band of adventurers
from the Material Plane, destroyed it, scattering the
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BEGINNING THE ADVENTURE
CHARACTER HOOKS
As the DM, you know best how to involve your
players and their characters in an adventure. Use
these adventure hooks as suggestions or spurs to your
imagination, modifying them as necessary to make
them appropriate to the characters’ interests.
by a steel predator. The more you can weave the
adventure into your campaign’s fabric, the more real
it feels for the players (and the more involved in the
plot they’ll be).
PLANAR TRAVEL
In this adventure, the heroes travel from the Material
Plane to the Outer Planes. While it’s unlikely that
this is the first time your PCs have ventured off the
Material Plane, planar travel probably isn’t something
with which they’re intimately familiar.
Some important basic differences exist between the
Material Plane and the Outer Planes. The Manual of
the Planes discusses these in detail—and if you plan to
run extensive adventures on the planes, you’ll defi-
nitely want to use this resource—but the product you
now hold provides all you really need to know to run
this adventure.
Both of the Outer Planes appearing in this
adventure—the Concordant Domain of the Outlands
and the Infernal Battlefield of Acheron—are relatively
simple to use in your game. Neither requires any
unusual protections to explore safely (although
Acheron’s environment slightly hampers chaotic char-
acters). For specific information on the Outlands and
Acheron, see Part One: Rigus and Part Two: Avalas.
Since the PCs won’t be on their home plane, some
spells that banish extraplanar beings don’t function
normally. For instance, banishment doesn’t work (since
it only forces extraplanar creatures out of your home
plane), nor does holy word and its variants ( blasphemy,
dictum , word of chaos ) banish such creatures (for the
same reason). Dismissal functions normally, as do
dispel chaos/evil/good/law , since they don’t depend on
you being on your home plane.
B eginning
• Dwarves attempting to raise a dead forgemaster slain
by an orc assault can’t locate his spirit. They might
seek out the PCs to determine the cause of this prob-
lem (particularly if there is a dwarf among the PCs)
or the PCs might simply hear of their plight.
• When the PCs try to have a magic weapon or suit of
armor made or improved, they find that the cre-
ator/forgemaster they normally visit has been killed.
His workshop is in shambles, but a Search or Wilder-
ness Lore check (DC 26) can find week-old clawed
animal prints (not unlike those of a great cat) on the
floor. The tracks can’t be followed out of the building
due to the other foot traffic in the town or city. Speak
with dead confirms that he was killed by a large cat-
like creature that seemed to be made of metal.
• Imperagon’s agents steal a shipment of adamantine
ore due from the city of Rigus. The heroes might
have been waiting for this ore to arrive for the con-
struction of a weapon or suit of armor, or perhaps
they simply overhear a merchant explaining to an
angry smith why the ore hasn’t arrived. Investiga-
tion reveals that the ore never left Rigus, and a guard
who survived the attack on the shipment relates
that just before he was knocked out, he caught a
glimpse of a great metallic lion. A Knowledge (the
planes) check (DC 20) reveals that the city Rigus can
be found on the Outer Plane of the Concordant
Domain of the Outlands.
• If any PC is a skilled weaponsmith (Craft [weapon-
smithing] skill modifier +15 or higher), a steel pred-
ator attacks that hero in broad daylight.
• If your characters take part in the adventure Deep
Horizon before playing this adventure, you might
plant a clue in the salamander forge located in that
adventure. Perhaps Imperagon’s agents contacted
the salamanders for assistance (or slaves), only to
be rebuffed.
the
Adventure
At some point, the PCs assemble the clues provided to
them (including those detailed in the Character
Hooks, above). They probably turn to divination
spells to assist them (see Powerful Divinations, below)
and should be able to determine that the trail leads to
the Plane of Acheron. A Knowledge (the planes)
check (DC 20) reveals that the most reliable path to
Acheron goes through the Outlands gate-town of
Rigus. A simple plane shift gets the PCs within 5 to 500
Ideally, you should strive to place this adventure
into your campaign without the characters realizing
that something significant is happening. Consider
dropping a couple of the hooks into ongoing events
without making much of them—perhaps a bard PC
picks up a rumor about missing forgemasters or
stolen ore a couple weeks before the PCs are attacked
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