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The Forge of Fury (Dungeons & Dragons Adventure)

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Title: The Forge of Fury (Dungeons & Dragons Adventure)
by Richard Baker
ISBN: 0-7869-1644-3
Publisher: Wizards of the Coast
Pub. Date: November, 2000
Format: Paperback
Volumes: 1
List Price(USD): $9.95
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Average Customer Rating: 3.94 (17 reviews)

Customer Reviews

Rating: 5
Summary: Fair and Balanced
Comment: 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.

Rating: 2
Summary: Good for some players, but a bit too long for me
Comment: 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!

Rating: 3
Summary: Not For Every Party
Comment: 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.

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