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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.