Pathfinder Module: Wardens of the Reborn Forge (PFRPG)

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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 Adventure Subscription.

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I hope you like being trapped

5/5

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

3/5

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!

5/5

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

4/5

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

2/5

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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The Exchange

I'm running it (dragon's demand) in campaign mode for pfs credit and my group is having a blast. I hope they're sanctioning this in campaign mode as well, because I've already planned the character I want to play...


Seems mine hasn't shipped yet, makes me wonder if the "We Be Goblins Too!" book that was in my sidecart is creating the delay or not...


1 person marked this as a favorite.
roysier wrote:
The issue with Dragons Demand is PFS players I know don't want to play pieces of it, nor do they want to play it in campaign mode so it simply doesn't get played anywhere in the PFS public that I have seen in the entire Bay Area. I know players who would play it if the whole thing was sanctioned in PFS mode.

What exactly is stopping it being run in campaign mode with PFS rules for credit if the players want to run through the whole thing?

Most of the chronicle sheets in DD cover the critical areas and if it was done in campaign mode you'd get 4 chronicle sheets anyway. It is just going to be a function of the new format, which unfortunately doesn't allow for a single day to complete one like doing so at a convention or game store. The Dragon's Demand also throws loot like candy in order to power you up through 7 levels which has some issues along with the some pretty grindy dungeon crawls to get players there.

After continuing to read Wardens of the Reborn Forge I really hope it gets sanctioned like the Dragon's Demand did, but perhaps break it up even further with chronicles so more parts can be included in smaller play sessions.

This 12+ content is badly needed as an alternative to running Eyes of the Ten in PFS and I hope more people purchase this module to show demand and desire for higher-tiered adventures.

Sovereign Court

Pathfinder Adventure Path Subscriber

Paper Minis for this set are available here!

Link.


1 person marked this as a favorite.

Woot, just got my PDF today, so happy! You rock, Patrick Renie! :)

Liberty's Edge

I don't want specifics, just verification that there's a bucket of source material for Alkenstar, the Mana Wastes and Golarion steampunk play. Anyone?
Definitely gonna pick it up if it has even a little bit of the above.


Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.


Syntaxed wrote:
roysier wrote:
The issue with Dragons Demand is PFS players I know don't want to play pieces of it, nor do they want to play it in campaign mode so it simply doesn't get played anywhere in the PFS public that I have seen in the entire Bay Area. I know players who would play it if the whole thing was sanctioned in PFS mode.

What exactly is stopping it being run in campaign mode with PFS rules for credit if the players want to run through the whole thing?

I have been thinking about something like this. Have the players use exact duplicates of their PFS characters, use PFS rules and have characters advance at the same level the equivalent PFS character would.

But actually play it in campaign mode so the entire adventure is used.


Pathfinder Adventure Subscriber
AbsolutGrndZer0 wrote:
Woot, just got my PDF today, so happy! You rock, Patrick Renie! :)

Envy! Envy! ENVY!!


What new stuff is in it? Monster and crunch-wise?


coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.

The glue definitely seemed stronger than usual.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

If you get the PDF do you get the map as well? Or is it hard copy only?


zergtitan wrote:
If you get the PDF do you get the map as well? Or is it hard copy only?

Speaking as a subscriber, my download included PDFs of the module itself and the poster map.

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.

The map glue was surprisingly strong. I had to be really careful not to damage the map or the book.

Lantern Lodge RPG Superstar 2014 Top 4

Also, was the entire geography of Alkenstar city changed?

I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.

Now the bridge is a half-finished highway?

Was I visualizing that all wrong or was that an issue of retconning the city design a little?

Liberty's Edge

Now reading the pdf, I find an Alkenstar gazetteer in addition to many encounters within Alkenstar and the Mana Wastes. Ahm'onna be'onest and say I'm glad I own it though I await the Paizo steampunk/gunslinger release we all await.


thejeff wrote:
coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.

The glue definitely seemed stronger than usual.

Same for me as well.

Scarab Sages

Pathfinder Adventure, Companion, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Maps, Starfinder Roleplaying Game Subscriber
selunatic2397 wrote:
thejeff wrote:
coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.

The glue definitely seemed stronger than usual.

Same for me as well.

Same here. Ripped mine.

Paizo Employee Developer

Robert Brookes wrote:

Also, was the entire geography of Alkenstar city changed?

I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.

Now the bridge is a half-finished highway?

Was I visualizing that all wrong or was that an issue of retconning the city design a little?

The details you're thinking of were revised between the Campaign Setting and the Inner Sea World Guide when the timeline of the city and the history of firearms were also brought more in line with the emerging gun technology we wanted for the setting.

Dark Archive

Pathfinder Adventure Path Subscriber
Mark Moreland wrote:
Robert Brookes wrote:

Also, was the entire geography of Alkenstar city changed?

I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.

Now the bridge is a half-finished highway?

Was I visualizing that all wrong or was that an issue of retconning the city design a little?

The details you're thinking of were revised between the Campaign Setting and the Inner Sea World Guide when the timeline of the city and the history of firearms were also brought more in line with the emerging gun technology we wanted for the setting.

Actually from what it says in the inner sea guide

Cloudreaver Keep stands on the
westernmost banks of the Ustradi river near the Nexian
border, and is connected to Dongun Hold and Alkenstar via
an impressive roadway known as the Bridge of the Gods that
often spans gulfs and ridges along the river’s ragged bank.
It was originally built to guard the duchy’s northern border,
and the fortification bristles with powerful bombards and
well-trained firearm snipers and musketeers. All trade
upriver from Nex must pass through Cloudreaver Keep.
Dongun Hold: The nearly 2,000 dwarves who live in

Lantern Lodge RPG Superstar 2014 Top 4

Ahh! So I was thinking of the old Campaign Setting, gotcha. I thought some of the details felt altered (and thanks for pointing out the firearms timeline change as well, Mark!).


A question for those who have it:

Spoiler:
is there an airship in there? James Jacobs said yes a while ago, but...


Belle Mythix wrote:

A question for those who have it:

** spoiler omitted **

Spoiler:
Yes, but only as a ride from the city of Alkenstar to the area where the adventure takes place.

1 person marked this as a favorite.

I'm sorry to say, I'm not that impressed with this one. It's a dungeon crawl. A dungeon crawl in a neat setting, so you get mutated monsters and more guns & tech than normal and the primal magic effects to deal with, but it's a dungeon crawl nonetheless.

Almost everyone you meet (after the mission briefing and the trip to the site) is just an enemy to be killed. There's an interesting potential ally in the first section, which had my hopes up there'd be more throughout, but other than some slaves you can rescue in the second section that's it. You'll be spending most of 3 levels in a couple of dungeons with only enemies to kill. Not my preferred style.

It also raises the question of supplies and the like. I guess the PCs are high enough level to teleport to the city and back, assuming the primal magic doesn't interfere, but there's no suggestion of it in the module or any mention of how to handle teleport or any of the other high-level non-combat tricks in the module.

Silver Crusade

What clockwork info is in this? Want to buy this mostly for info on the clockwork & gun tech in this module.

Paizo Employee Developer

Danubus wrote:
What clockwork info is in this? Want to buy this mostly for info on the clockwork & gun tech in this module.

There is a new clockwork monster and a new gunpowder monster, but there are no new rules for either in the general sense. You can find the clockwork creature subtype in Bestiary 3 and the rules for firearms in Ultimate Combat.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pathfinder Accessories, Rulebook Subscriber
Michael Dorn wrote:
selunatic2397 wrote:
thejeff wrote:
coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.

The glue definitely seemed stronger than usual.

Same for me as well.
Same here. Ripped mine.

After seeing all these, I hatched a cunning plan for my map extraction. The glue becomes much more pliable when warm, so I basically wrapped it up in a blanket with me while I watched some TV.

After a couple of hours, the glue was much more yielding, but I still had to patienly work the map free. Realizing there were TWO globs also helped, since lifting it from the spine side out freed it from one glob. Patience and a bit of scratching got the other one. The map was freed without a blemish.

More enterprising individuals might try a hair dryer for faster results with a higher temperature.


Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!

Paizo Employee Developer

1 person marked this as a favorite.
Syntaxed wrote:
Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!

The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.


WampaX wrote:
Michael Dorn wrote:
selunatic2397 wrote:
thejeff wrote:
coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.

The glue definitely seemed stronger than usual.

Same for me as well.
Same here. Ripped mine.

*snips excellent advice I wish I had seen*

I ripped mine too. :(


Maybe I'm dense, but I'm confused about Alkenstar's topography. Where does the river drop? And is the river 500 feet below New Bridge? Is the river framed by steep cliffs in the north? Why isn't there another waterfall at the Hellfallen Cliffs?


coyote6 wrote:
Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.

yup me too


1 person marked this as a favorite.
Pathfinder Adventure Subscriber

Yeah, definitely the strongest glue I've ever encountered in this context.


Yeah, Paizo please go back to that sticky gel and not the glue you used with this. While I realized how strong it was and was able to remove my map without ripping anything, I am not surprised at so many that failed, as I was on pins and needles the entire 20 minutes I spent sloooooowly removing the map.

Shadow Lodge

John Compton wrote:
The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.

I'm curious. How will this work with PFS? I can't really seem to find a clear answer on how Magic-using classes will be handled. I have glanced through the book a bit, and I'm not really seeing any rules in the ISWG. Some people say it's only Arcane Magic that is affected, other all magic. It seems like a really poor option to include in PFS, (much less as a retirement arc) if half the classes will be forced to sit back and do nothing the whole time. Also, Primal Magic (Wordcasting) and Spellblights are not legal for PFS <at least for players>, it at least seems that there would need to be a huge change to make this viable for PFS along the lines of a full rewrite.

(which might not be true, just what I'm trying to figure out.)


Pathfinder Adventure Path Subscriber

It's odd that some people had glue/gel that was too strong. My copy had none at all. A QC issue it seems!

Paizo Employee Developer

1 person marked this as a favorite.
Rimethorn wrote:
Maybe I'm dense, but I'm confused about Alkenstar's topography. Where does the river drop? And is the river 500 feet below New Bridge? Is the river framed by steep cliffs in the north? Why isn't there another waterfall at the Hellfallen Cliffs?

The only waterfall on the river near the city is located right where the Screw is, so several hundred feet recessed into the gorge that runs perpendicular to the Hellfallen Cliffs. By the time the water gets to the cliffs, it's already level with the bottom of the cliffs. There are cliffs surrounding the river on both sides above the waterfall, but they're not 500 feet tall. Probably closer to 50 feet.


John Compton wrote:
Syntaxed wrote:
Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!
The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.

Is there any estimate on when it might be sanctioned?

I'm turning in to a Mana Wastes Mutant and the only cure is chronicle sheets!


DM Beckett wrote:
John Compton wrote:
The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.

I'm curious. How will this work with PFS? I can't really seem to find a clear answer on how Magic-using classes will be handled. I have glanced through the book a bit, and I'm not really seeing any rules in the ISWG. Some people say it's only Arcane Magic that is affected, other all magic. It seems like a really poor option to include in PFS, (much less as a retirement arc) if half the classes will be forced to sit back and do nothing the whole time. Also, Primal Magic (Wordcasting) and Spellblights are not legal for PFS <at least for players>, it at least seems that there would need to be a huge change to make this viable for PFS along the lines of a full rewrite.

(which might not be true, just what I'm trying to figure out.)

The actual adventuring bits aren't actually in Alkenstar, they're in the eastern Mana Wastes, where it's wild magic, not dead magic.


Considering the next module in the line is coming out this month and Wardens still doesn't appear to be PFS sanctioned, is there any estimate on when it will be?

I hope you guys can get the module lines sanctioned a little bit faster going forward but I understand you can only do so much. It would be nice to get the modules and have people get a chance to run it for PFS and not wait 3-4 months.


I'm preparing to run this for my family, we're looking forward to the steampunk feeling.

Paizo Employee Developer

Syntaxed wrote:

Considering the next module in the line is coming out this month and Wardens still doesn't appear to be PFS sanctioned, is there any estimate on when it will be?

I hope you guys can get the module lines sanctioned a little bit faster going forward but I understand you can only do so much. It would be nice to get the modules and have people get a chance to run it for PFS and not wait 3-4 months.

This post is my most recent update regarding the sanctioning of Wardens of the Reborn Forge.


I'm unable to locate the Guild of Brass on the Alkenstar poster map. Anyone know where it is?


1 person marked this as a favorite.

This sounds awesome. I really wish they would made this into an AP

Sczarni

Can this please be legalized for pfs. Or can paizo start pumping out high lvl stuff they will make legal for pfs.

I am betting if you pfs legalize these, you will sell more of them. Especially high level stuff so people can still play characters past 12/13.

Webstore Gninja Minion

Ulfen Death Squad wrote:

Can this please be legalized for pfs. Or can paizo start pumping out high lvl stuff they will make legal for pfs.

I am betting if you pfs legalize these, you will sell more of them. Especially high level stuff so people can still play characters past 12/13.

Per John's post earlier this thread, sanctioning "Wardens of the Reborn Forge" is on the to-do list, but we don't have a release date yet.

Sczarni

I must have missed that by accident. Thank you for the update. I will look forward to possibly GMing this when the sheets come out.


I hate to sound like a broken record. I kept asking for dragons demand. I understand with the lead up to paizocon and getting all those scenarios ready and finishing the development of the first batch of season 6 scenarios on top of emerald spire on top of mummies mask... etc I know John is busy.

I have been holding off scheduling to run this for some of our many players that have more then one high level chracter that have already put a character through eyes to wait for the chronicles.

I did not get a chance to catch John in a free moment at paizocon but any chance for an update for the chronicles? Some of us are still waiting on this.

Grand Lodge

Chronicle sheets for the recent novels and modules got pushed back. I'm fairly certain that it's been mentioned on the PFS general discussion forums more recently, but, again, it's still on the back burners.

I'm patiently waiting, too.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
John Compton wrote:
Syntaxed wrote:
Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!
The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.

John it has been 7 1/2 months since this post and 8 1/2 since the module came out.

What part of the process is making it slow for these chronicles to come out and what is Paizo doing to ensure that is not going to be the case in the future?

Same questions for the Novels.

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