Books : The Forge of Fury (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure)

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Author name: Richard Baker

 : The Forge of Fury (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure)
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Used Price: $3.58
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Type of bind: Paperback
Dewey Decimal Number: 793
EAN num: 9780786916443
ISBN number: 0786916443
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 32
Printing Date: November 13, 2000
Publishing house: Wizards of the Coast
Release Date: November 01, 2000
Sale Popularity Level: 321062
Studio: Wizards of the Coast




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Editor's Notes and Comments:

Product Description:
What waits in the ruined dwarf stronghold?

Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.

The Forge of Fury is the second in a series of eight stand-alone adventures for the Dungeons & Dragons game. It details Khundrukar's five extensive levels of fierce tribes, dangerous obstacles, diabolical traps, and monstrous creatures.

To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.




Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - Classic Good Times
Forge of Fury was one of my players' favorite adventures. It had everything you could want in a dungeon crawl: hack n' slash, tough tactical problems, and stuff you aren't suppose to really kill.

We had some of our classic all time battles in this one. The troglodyte cave was awesome, had a character drown in it. The dragon at the end was epic. Had a character get melted by it. But best of all was the roper. The "you're not suppose to actually fight this" creature. Of course my players took it on. And through a legendary set of circumstances, defeated it.

They always refer fondly to the Forge of Fury. It became a big part of my campaign.



Rated by buyers 5 out of 5 stars - Fair and Balanced
As with all modules ever created or that ever will be created, as a DM it is your responsibilty to change some things in this and future modules to your particular adventuring party. This adventure has an outstanding story to it. I droped Blasingdell into my campaign world and my players finished the crawl in about 12 hours actual playing time. I had to adjust the rewards and the plot hooks a bit to suit my friends and thier playing styles, but like I said, this is always a responsibilty I take on with any module. I would suggest this module to any DM who has PC's of level 2 or 3 that need to go up a few more levels.



Rated by buyers 2 out of 5 stars - Good for some players, but a bit too long for me
OK, so lots of people like this type of adventure - hundreds of caverns, sessions of dungeon-crawling, and no need to enhance your characters' personalities. But for me, I think this adventure is just too long.
My players spent around 9 hours on just PART of this adventure, and, as a DM, I found it highly tedious. There was simply no atmsophere! Just room after room of endless orcs, trogs and dwarves, with none having any special or memorable qualities. Like I said, some DMs relish the thought of not putting any role-playing into it - but for me, it just lacked creativity, and I was very relieved when we found an appropiate place to end it.
Also, it's not just the length of this adventure that makes it boring - factors like treasure and magical items are considerably weak, with PCs not gaining enough wealth to actually keep them up to standard with their appropiate levels. Or, they are given the appropiate amounts of treasure, but it's all in silver pieces and weighs a ton.
However, it's not all bad; the map is very well layed out, with plenty of winding tunnels and passages, and everything is very clear (no intense flicking through the monster manual for last-minute stats!). I particularly like the tactics that the orcs use, and the NPCs that Baker has created.
Well there you go; it seems that I have been quite disparaging of this adventure, but I don't want you to think it's all bad. I think at least one of my party enjoyed it, and it does give the DM a break for a while witinh regards to writing adventures.
Just buy it and decide for yourself!



Rated by buyers 3 out of 5 stars - Not For Every Party
As dungeon crawls go, this one is a bit better than Sunless Citadel, if only because players have a substantially wider range of options on where they assault and when -- rarely will they be forced into an encounter unless they walk/run/fall/swim into it.

Warnings/Spoilers:
- Players will face lots of creatures with special attacks, abilities and alignment/racial instructions. Larger, more diverse parties are more likely to survive if only by accidentally triggering the instructions.
- Players will encounter all manners of creatures -- Ropers, Succubi, Black Dragon -- but not necessarily very much treasure. Common sentiment (if played straight) will likely be "I went through *that* for *WHAT*?" [Another reviewer modded the treasures fairly extensively to make the party feel adequately rewarded.]
- And Players, expecting a exploratory dungeon crawl, will probably walk/run/fall/swim to their doom (critters have lots of special attacks) at least twice. Like Sunless Citadel, this is a good mod for sadistic DMs.



Rated by buyers 4 out of 5 stars - Fairly decent dungeon crawl
Overall, I'd have to say it took my group a good amount of time to get through. Most of the combat was not that challenging but the twists and turns in any decent dungeon crawl kept them busy. It took about 6 sessions for them to get through and everyone was happy with the adventure. I did have to modify it a little bit to make it a little bit more entertaining. I wouldnn't suggest going straight from the book, use your imagination.

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