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Pathfinder Module: Wardens of the Reborn Forge (PFRPG)

***½( ) (based on 7 ratings)
Pathfinder Module: Wardens of the Reborn Forge (PFRPG)
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Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?

Wardens of the Reborn Forge is a deluxe super-adventure for 12th-level characters, and includes 64 action-packed pages of adventure filled with mechanical machinations, new monsters, a beautiful double-sided and full-color poster map of Alkenstar, and an important miniatures-scale battleground!

Players can expect to reach 15th level by the time they complete this epic adventure—if they manage to survive the machinations of the clockwork constructions of the reborn forge!

By Patrick Renie.

ISBN-13: 978-1-60125-555-6

Pathfinder Modules are 64-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, a double-sided poster map, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

Wardens of the Reborn Forge is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (398 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9543


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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

***½( ) (based on 7 ratings)

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I hope you like being trapped

*****

My group loved this adventure. The hazard is real and the fight with the undead is a topic of conversation still, 6 months after we played it.


Repetitive, generic, and occasionally setting appropriate

***( )( )

If you want an indication of how the module was written, look no further than the included pull-out map on the print edition. Rather than include any area with machinery, it's a generic flip of a fortress wall, an interior stream, and what amounts to a run-off structure.

The module takes place in 3 areas over 4 acts - two of these are generic mines, with 1 sq = 10 ft scaling and constant squiggles. When the mines aren't completely generic, they're kind of fun. There's some nice RP with a few mutants, a couple likable NPCs, an absolutely hilarious encounter that is shoehorned in, and little else. Could have happened anywhere.

Act 3 has a primal magic event system with a few claw-out-my-eyes moments, including the need to create elementals that have 4+ templates to reach the likely CRs necessarily for the mana storm. I didn't realize that elementals pretty much stop progressing at CR 11. There are use-activated items of CL 17 and characters who could reasonably be casting at CL 19, meaning custom generation of elementals, up to and including adding templates to Gozreh's herald just to fit a poorly thought out table. It is my hope that the Bard Creature + Fighter Creature + Giant + Advanced Elder Earth Elemental I had to generate (CR 17) comes out and starts attacking with dance moves. Note that Act 3 is not part of the sanctioned content for PFS, unless running the Seeker Arc rules.

Act 4 happens in a place that is befitting of the Mana Wastes - a huge factory...just large enough to fall off the edges of a single map. Assuming the final BBEG can act, it can be wonderfully evocative and interesting. This is unlikely, however, based on a number of factors, not least of which is his abysmal initiative modifier. This is the most setting-appropriate section of the adventure, but also the most likely to be derailed, assuming that players did Act 3.

It's a grand romp, otherwise, but it really didn't feel very specific to the Mana Wastes.


A mutated weird west pathfinder adventure!

*****

Of the many pathfinder adventures I have read, this is one that I keep thinking about. The mana storms and dangerous wasteland mutants form a unique and threatening environment that will loom over the characters, while the adventure itself contains fun elements like mine carts, and one of my favorite monsters monsters from H.P. Lovecraft: the gug. What do you call 3 or more gugs? Not a gaggle, but a guggle.


Don't be dissuaded

****( )

A player review.

This was incredibly fun. The monsters had us in a constant sense of what and why in the dungeon. Stepping back into my GM shoes for a minute, I thought the monster builds were incredibly creative and subverted what the players expected to be playing against.

I had a lot of fun. It might not be what we expected but I think that ended up being why we had so much fun. It was a bit of a combat slog, but that I think was in the scope of our expectations.


Bland is being polite

**( )( )( )

I will admit going into this module with somewhat low expectations (not a fan of pathfinders firearms rules or their take on steampunk) but even then I was underwhelmed.

As previous posters have stated it's a long dungeon crawl with low RP, steady combat slog and a somewhat paper thin plot. Now it does have some unique creatures to encounter including my favorite 4-armed creature in significant numbers the tactics and usage of most of the opponents doesn't seem effective for high level play.

On the crunch side I was hoping this being the first official module with gunslingers in it would be a good example of how to handle them in a standard game but that was the weakest part of the setup. None of the common gunslinger builds where in evidence and most of the gun using opponents seem to have gone out of their way to avoid the feats/attributes that makes guns dangerous (large sized creatures with dumped Dexterity and no fast reloading or feats to increase fire rate or damage).

Overall I have to admit a serious disappointment with this module. I expected better.


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