Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6) (PFRPG)

****( ) (based on 7 ratings)
Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6) (PFRPG)
Show Description For:

Add Print Edition $22.99

Add PDF $15.99

Add Non-Mint $22.99 $17.24

Facebook Twitter Email

Dark Clouds Gathering

The Lords of Rust and their strange Iron God have been defeated, but the victory of Numeria's newest heroes has uncovered a threat to the land much greater than a mere gang of bandits. A mightier Iron God is rising in power in the enigmatic Silver Mount—but before the heroes can confront it, they must recover the legacy of this strange deity's first worshiper. Clues lead to the technophobic town of Iadenveigh, a farming community near the mysterious Choking Tower of technomancer Furkas Xoud. What role will this knowledge-obsessed "smoke wizard" play in this unfolding threat? Will the heroes be ready in time for their inevitable clash with Numeria's greatest Iron God?

This volume of Pathfinder Adventure Path continues the Iron Gods Adventure Path and includes:

  • "The Choking Tower," a Pathfinder adventure for 7th-level characters, by Ron Lundeen.
  • A look at the insular, agrarian city of Iadenveigh, by Ron Lundeen.
  • Three exciting encounters in the wilds of Numeria to add to your Iron Gods campaign, by Patrick Renie.
  • A journey-turned-mystery in the Pathfinder's Journal, by Amber E. Scott.
  • Four fearsome new monsters, by Paris Crenshaw, Mark Garringer, and Ron Lundeen.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder Roleplaying Game and the world's oldest fantasy RPG.

ISBN-13: 978-1-60125-688-1

"The Choking Tower" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (874 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path 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


See Also:

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

Average product rating:

****( ) (based on 7 ratings)

Sign in to create or edit a product review.

Good ideas, lacks execution

***( )( )

The choking Tower assumes that the PCs are looking for the remains of the deceased android Casandalee and all the information she had when she died. They are, after all, searching for the entity called "Unity" and they know that Casandalee knew a lot about Unity's defenses and that she ended her days in a starship under what now is the town of Iadenveigh.

The search for Casandalee in that location is doomed because somebody did that very same mission a few years before the PCs. A Furkas Xoud was able to penetrate the ship's defenses, recover Casandalee's body and bring it to his own place, a technological laboratory he liked to call "The Choking Tower". When the PCs find out all this stuff, rather than get discouraged, they are supposed to enter the tower, brave the ghostly spirit of Furkas Xoud, his crazy experiments and creatures and get Casandalee's information.

The plot is extremely linear, allowing the PCs very little in the way of deciding what the next step should be. If ever, as written, the whole adventure can be skipped. If the PCs are really after Unity - whose location is already known - they can just go ahead instead of derailing their own mission looking for Casandalee and her elusive brain database.

Once everything is said and done, the PCs will know the answers to six questions that Furkas Xoud asked Casandalee's android brain before she stopped functioning. The info is scarce, it just tells the PCs that they should look for Casandalee's neurocam being held somewhere else, which is - of course - next book's location. If this doesn't discourage the PCs, nothing will. The plot of the AP at this point starts to look like a Russian doll with inane mission that leads to another inane mission that leads to...

Actually, if you overlook the stupidity of the module's plot and the linear sequence of events, the adventure has many good things going for it. The trust-missions in the beginning are okay, especially the "find the spy", with all the investigation parts. The dungeon that leads to dungeon is pretty underwhelming but as dungeons go, they aren't bad at all. An old malfunctioning abandoned starship is a pretty cool locale. The tower is a more classic setup but the thematic labs are nice, especially the last section in the underground dungeon. Perhaps running everything as written could be tiresome but there are certainly many good ideas here.

Read my full review here

My rating: 3 stars. It's not a bad module. Actually, it has a lot of good ideas but they feel disconnected. The linearity of the plot and the Russian doll feel to it make this one to rewrite or skip.

A bit of filler

***( )( )

Read my full review on Of Dice and Pen.

The Choking Tower is certainly not a bad adventure. It will likely provide hours of entertainment for any group. But there's also little about the adventure that really stands out. On the whole, it's run-of-the-mill, with a fairly linear plot and NPCs who are mostly forgettable (although the main villain is a notable exception). It also lacks the vibrant setting of its immediate predecessor, presenting instead a setting that is pretty standard despite its science fiction trappings.

ups and downs

***( )( )

The town was bad, the dungeon was good. The tower was good conceptually, but it dragged in the middle. Meh.

Farmers, Wizards, and Robots, Oh My!


A challenging and exciting part of the Iron Gods Adventure Path. You'll meet with technophobes (remember all that tech you've been collecting/not keeping?), fight mutants and creatures of the deep woods, and square off with an insane wizard-ghost in his tower (several times!)!

This was an adventure that challenged my players tactically, and they found some nice stuff and made some interesting friends/enemies. There was nothing I didn't enjoy!

Very good blend of sci fi and fantasy


Wrote a lenghty review but the system ate it.
Long story short it's a good module, good asthetics, good dungeon ecology, interesting story but keep watch because it comes very close to having it's battles being a boring cakewalk.

1 to 5 of 7 << first < prev | 1 | 2 | next > last >>