Sorry for the late post this week—yesterday I partook of my
twice-a-year pilgrimage down to Portland to sample the finest brewpubs to be
found. I make the trip with a whole gang of engineers from a major aerospace
manufacturer that shall remain nameless, and I’ve been doing it for something
like three or four years now. Anyway, I was out of the house all day on
Tuesday, so I didn’t get the blog posted.
Speaking of Portland and beer, the discovery of the day for
me was The Commons Brewery, which I had never visited before. I had the Walnut
(an excellent dark ale) and the Biere de Garde (a “French farmhouse ale,” also
excellent). If you’re in Portland sometime, I’d heartily recommend the place. I’ll
even post their website to be a thoughtful guy:
Okay, now to carry on with my tour of RPG adventures I’ve
worked on during my career. This week, we’re almost at the halfway point!
#14: Forge of Fury
I’ve never had the chance to investigate the actual sales
numbers, but I am pretty sure that Forge
of Fury is far and away the best-selling of all the adventures I have
worked on. As the second adventure to be published for the wildly successful 3rd
Edition Dungeons & Dragons game, Forge
of Fury was purchased and played by a vast audience compared to some of my
2e or 4e adventures. It’s one of those adventures that it seems *everybody* has
a story about. I’m happy to have played some small part in setting the scene
for those tales of adventure!
Forge of Fury was
the second entry in a series of eight adventures that came to be called “the
adventure path.” Early on in the series, we didn’t have any strong mandate to
establish common elements between the adventures—they were a “path” only in the
sense that the level progression would support playing them in order, and they
were not remotely intended to contribute to some kind of overarching narrative.
(This is in direct contrast to the approach Paizo uses with its Pathfinder
adventure paths.) So, I very consciously avoided ties back to the Sunless Citadel.
As far as the adventure itself, I approached Forge of Fury with the determination to
build a good, old-fashioned dungeon crawl. If you’ve been following along with
this series of blog posts, you know that I worked on a number of story-based
adventures toward the back end of 2nd Edition D&D. Well, part of
our whole plan with 3e was “back to the dungeon,” so I set out to write
something that would be an interesting and challenging place to explore without
much in the way of story overhead for the DM to worry about. Plus, 3e was new
enough that I didn’t want to try anything too fancy—I wanted to present a
meat-and-potatoes dungeon, not a gourmet adventure. Forge of Fury is what it is; the world will neither know nor care
if your PCs take one look at Khundrukar and decide to go do something else.
(Easter egg: I used the name again in my novel City of Ravens for a macguffin called
the Orb of Khundrukar. Jack Ravenwild hears the name only once, so he garbles
it into the Orb of Kundugar when he tries to name it later.)
I seem to recall that I suggested the title, which is something I didn't get to do very often. (Might be wrong about that, it's been a while.) I picked the title to fit the basic premise the D&D team had settled on: A dungeon crawl highlighting "dwarf settings" in some way. Moria was
out—hey, it’s only 32 pages!—but I was reminded of the secret stronghold of Mîm
the dwarf from Tolkien’s Silmarillion
(it’s in the story of Túrin Turambar), so I took a little inspiration from Amon
Rûdh. When I sat down to plan out the dungeon, I decided that I wanted to
feature a lot of verticality, and create a maze where navigating from level to
level really meant something. The
cross-section map in the adventure is there because I went and begged Ed Stark (D&D team leader at the time) for an
extra quarter-page map to help the DM grokk how these levels stacked on top of
each other.
I started off by working out the XP and treasure budgets for
the adventure. This was fairly new tech in 3e, and it took quite a lot of
planning to figure out just how many monsters needed to be in the adventure to
provide a good expectation of leveling to 4th and 5th
during the adventure. The treasure budget was also problematic because I had a
hard time fitting magical weapons into the adventure, and the basic concept for
the Forge suggested that there ought to be a good number of them present. I
eventually cobbled together a workaround in which I assigned a “get chance” to
some of the more well-hidden treasures. My thinking was that most parties would
miss a treasure or two. So, it’s not really over-treasured, unless the DM is
really going out of his way to make sure the players don’t miss anything.
I’m sorry about the roper. We decided
that it was important for the early adventures in the Adventure Path to teach
people how to be good D&D players, and one of the lessons I was asked to
impart was “you don’t have to fight every monster”—sometimes you can just run
away. So, I looked for a monster that would be too strong for a low-level party
but *slow*, so that the PCs could get away when the time came to flee. The
roper seemed like a good answer for that . . . but, of course, a roper grabs
you and *prevents* you from running away. I should’ve seen that coming. (If you
happened to get washed down the underground river to die a terrible death in
icy, lightless water a few hundred yards downstream, you may find it
interesting to know that I was thinking of the Whirlpool Death from the old
arcade game Dragon’s Lair when I wrote that part.)
Idalla the succubus isn’t actually my design. My editor,
Miranda Horner, observed that the adventure was full of things to fight, and
not a whole lot that might decide to talk to you or trick you instead of
killing you. So, she removed the encounter I’d written for that room, and
replaced it with the succubus. (A vestige of my original encounter remains as
the note about the wizard who died in that room.) I think she was right about
the need for a change of pace somewhere in the dungeon, although I wish we’d
done more to “fit” the succubus into the rest of the dungeon ecology.
Nightscale the dragon is in the adventure because I was
given the marching orders right up front: There *had* to be a dragon in the
adventure. In all the stories I’ve heard about Forge of Fury over the years, Nightscale is responsible for a truly
impressive number of character deaths. She might be the single most effective
monster (in terms of total kills scored) of any monster I’ve ever put in any
dungeon. We had a great playtest group in the office going through the
adventure, and I distinctly remember Curt Gould’s gnome sorcerer using levitate
to get up out of reach, then riddling the dragon with magic missiles. Well,
Nightscale got tired of that real fast, so she burst out of the lake and flew
up to maul the gnome in mid-air . . . where he slowly bled out to –10, bobbing unconscious
30 feet up in the air where the cleric had no chance to reach him. Good times,
good times!
All in all, Forge of
Fury seems to have been well received by a lot of folks. I’m proud of the
interesting map and sheer density of adventure crammed into that 32-page
booklet. Hope you enjoyed it as much as I enjoyed writing it!
Next Week: A
long-delayed return to Dungeon Magazine, “Rana Mor.”
3rd Edition is my preferred version of D&D, and I've stuck with it, but I've never really figured out what to do with the generic stuff of 3e.
ReplyDeleteSome stuff seems to be Greyhawk, and I've seen it called "Greyhawk lite", but other stuff seems to not be part of Greyhawk.
Is Forge of Fury and the other stuff from "the adventure path" supposed to fit into Greyhawk, or did you design the area as something that might have turned into 3e's answer to Nentir Vale?
Forge of Fury was definitely intended to be setting-less, a generic locale you could drop into any campaign. The mandate to explicitly feature Greyhawk as the default world came along later, so a lot of the flavor text I wrote for the various "splat" books started featuring Greyhawk organizations or lore.
Delete