Wicked Fantasy Factory #2: Against the Iron Giant (OGL)

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A Level 3 Adventure

In Against the Iron Giant, the heroes confront a gigantic, iron-shod, town-crushing, monster-smashing war machine. The Iron Giant, long dormant beneath the earth, is awake again. The driven Rayne Darklin now controls the Iron Giant from within, and the enormous construct contains an army of cultists and hired guns as well as defenses and traps almost as old as the world. The heroes sneak into the Iron Giant and battle their way through the great construct, finally putting the hurt to Rayne in the giant’s mechanical brain.

Your adventures are already exciting... characters explore dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. Maybe you want adventures that are things of legend. Maybe you want adventures that are wicked sick. That’s what Wicked Fantasy Factory gives you: axes hacking, spells exploding, and blood spewing.

Don’t just crawl through dungeons... make them sorry they ever met you!

Writer: Luke Johnson
Cover Artist: Slawomir Maniak
Graphic Design: Alvin Helms
Interior Art: Nick Greenwood
48 pages

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Pathfinder Roleplaying Game Charter Superscriber

Can anyone shed some light on how this plays? Is it rules-agnostic or does it work better with a particular ruleset?

The Exchange

Pixie Rogue wrote:
Can anyone shed some light on how this plays? Is it rules-agnostic or does it work better with a particular ruleset?

Haven't played it, but it read better than the other two. Temple of Blood I've forgotten, Rumble in the Wizard's Tower is disappointing since it is more of an abandoned wizard's tower the bad guys are using, and I was hoping for a rumble with a Wizard. This one has a better story, an interesting concept dealing with the gods, and the setting is, as it states, inside the giant Iron Giant. I plan to run this one some time in the future (which could still mean over a year from now).

It is a typical fantasy adventure as far as the bad guys go - it doesn't introduce Tech or Steam, just uses magic. I will expand it since there should be more rooms and bad guys for my group, but as written probably can be done by a competent group in one evening. The special magic items are nice because they only work inside the Iron Giant and only as long as it is operational. It is d20 so 3.5/Pathfinder, bad guys have 3.5 core classes or NPC classes only. The first few pages of each adventure tells how to take WFF adventures "over the top" which I don't wish to do and will ignore, but you might want to keep in mind for the Big Bad Guy - a few additional levels should be added if you don't believe in spontaneous full ressurrection.


Pathfinder Roleplaying Game Charter Superscriber

So you've had access to the module? That works.

It's one of the items on the Great Golem Sale, so I am considering a purchase. Thanks for the insight.


Where's Hogarth when you need him?

In fact, I may make a character up based off of Hogarth just for this adventure...

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