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Title: Good concept, poorly executed
Review: I owned and ran this book at one point and time, and my players detested it. The Iron Kingdoms and some of its unique culture and flair offers some nice flavor and possibilities, but my players absolutely felt the adventure way too linear, and too prone to highly restricting free will. The plot line plods along without possible tangents or opportunities or guidance to the DMs out there to go "off track" due to player choices, and defaults too much into antagonist confrontation situations where players have no hope to win and achieve victory. Obvioiusly there will be moments in games where players can't win the battles, but there should be glimmers of moments where highly creative groups have at least the slimmest chance and this book didn't offer that. People were selling this book at one point here for over $100, and that's just nuts. To me, it's worth the base $10 if nothing else for the content to add to a campaign environment.
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