The Alexandrian

The Forge of Fury - Richard Baker (Wizards of the Coast)

An excellent module haunted by some unfortunate flaws.

Review Originally Published May 22nd, 2001

The Forge of Fury is the second in WotC’s Adventure Path series of modules for D&D – designed to take the beginning party all the way to 20th level, while still having each module function as an autonomous whole. (In other words, you don’t need to have played The Sunless Citadel – the first module in the series – in order to play The Forge of Fury. There is, literally, no direct connection between the two.)

Like The Sunless Citadel before it, The Forge of Fury demonstrates that WotC is more than capable of competing effectively within the open market they’ve chosen to create for the D&D game: High quality maps (possibly the best on the market today), an exacting attention to detail (even small things, like having the same adventurers pictured on the cover as were pictured on the cover of The Sunless Citadel), and exceptional production values all combine to make this an extremely attractive product.

Warning: From this point forward, this review will contain spoilers for The Forge of Fury. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

The Forge of Fury is a location-based module, set within the confines of Khundrukar – a dwarven citadel which fell before an orcish invasion two hundred years ago, and which has, since, become inhabited by the denizens of evil.

Like The Sunless Citadel before it, however, The Forge of Fury is not a “one note” dungeon by any stretch of the imagination. To the contrary, Khundrukar is possessed of a rich, detailed, dynamic history (involving dwarves, orcs, troglodytes, demons, duergar, magic, and a black dragon). Combined with a complex dungeon geography (involving a complicated, but logical, arrangement of five interconnected dungeon sections, ranging from natural caverns to dwarven passages) this provides a delightfully evocative, believable, and entertaining gaming environment.

There are four major sections to Khundrukar (along with a number of minor features, which I won’t take the time to explore in detail here): The orcs who have taken up residence in the Mountain Door (the first barrier the ancient dwarves set up to repel invaders); the troglodyte warren which inhabits the Glitterhame (a network of beautiful, natural caverns); the duergar who have invaded the Foundry in an attempt to discover the ancient secrets of the dwarven forge; and the dragon which has taken up residence in the Black Lake.

It is ironic, however, that a module which draws so many strengths from its attention to detail, should also have its primary flaw be a lack of attention to such details. The most noticeable weakness of this product is the plethora of errors which wander through its pages with wild abandon: Minor map details which don’t match the text, missing italics in a section of boxed text, incorrect and contradictory information regarding the carving of the orcish tunnel on pg. 18, and so forth.

A few other minor problems are also present: I consider the boxed text to be lackluster and, in places, sub-par – needing some definite improvement upon occasion in order to provide the polish necessary to make an otherwise excellent dungeon environment really shine. Similarly, the adventure hooks designed to bring the PCs into Khundrukar are simply lacking (a problem which The Sunless Citadel also possessed). An epic setting such as this needs something with a little more kick to it than “hunt down the orcs” or “I’ll pay you a bounty for magic swords”.

Far more worrisome are the “killer monsters” which lie in wait: A roper and a succubi have both been placed within Khundrukar. Both of these are far too powerful for the 3rd to 5th level characters who are supposed to be going through this adventure, and – although the succubi is given several escape hatches – the roper is a definite problem. Cautious DMs should also be aware that the black dragon, although a reasonable challenge for the PCs, can also be extremely deadly if they encounter it while in non-peak condition.

While these problems are annoying, however, they are only minor flaws which do not serve to noticeably mar in otherwise exceptional adventure. In short: The Forge of Fury, like The Sunless Citadel before it, is a module with an epic quality to it – which will fill many nights with gaming memories which will linger for years to come. Definitely check this one out.

Style: 4
Substance: 4

Grade: A-

Authors: Richard Baker
Company: Wizards of the Coast
Line: D&D
Price: $9.95
ISBN: 0-7869-1644-3
Production Code: TSR11644
Pages: 32

“A roper and a succubi have both been placed within Khundrukar. Both of these are far too powerful for the 3rd to 5th level characters who are supposed to be going through this adventure.”

Oh no. It’s me. I’m the problem. It’s me.

This complaint (that The Forge of Fury included monsters who were “too tough” according to the CR/EL guidelines in the DMG) had quickly become part of the meme-sphere back in 2001. As a reviewer, I either felt pressured to include this “everybody knows” criticism of the module or simply bought into the meme. The only problem? It wasn’t true. First, including these encounters was actually completely in keeping with the DMG encounter guidelines. Second, the entire concept of “every encounter must be carefully tailored for the characters’ precise level” was a toxic concept. (I’ve written about this at greater length in articles like Revisiting Encounter Design. And it’s still relevant to D&D and other RPG adventure design today.)

So, important lesson to take away from my younger self: If you’re going to be a reviewer, your job is not to simply parrot the “common wisdom.” (Nor to reject it as a reactionary.) It’s to develop your own point of view, reflect on that point of view, and present it to others in a way that’s useful and insightful.

The Forge of Fury is one of those modules that’s difficult for me to accurately assess: When I ran it, I did a big expansive remix, adding a bunch of extra levels plus additional factions with conflicts and agendas that were baked into my campaign world. It also played a vital role in the development of adversary rosters. Running the adventure was one of the greatest experiences I’ve ever had at the RPG table. But, perforce, it can be difficult to separate my memories of experiencing the adventure from my memories of the book itself.

What I can say, is that I honestly don’t know if I would be the GM I am today if not for this module. And I highly recommend it. It was adapted to 5th Edition in Tales of the Yawning Portal.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

 

14 Responses to “Ex-RPGNet Review: The Forge of Fury”

  1. Bruce C. says:

    I loved The Forge of Fury when I ran I it for my group after the Lost Mines of Phandelver, We used the 5e version in Tales of the Yawning Portal and I tweaked it as well.
    The players ended up allying with the troglodytes against the Roper, and got some distraction help against the Duergar. Factions are awesome to use in a ‘living dungeon’.

    I would love to read your expansive remix with the extra levels etc. These remixes are great! Thanks so much for your work, Justin.

  2. Alberek says:

    It would be interesting to hear about what sort of remix you did for FoF. Did you include the previous adventure and the others in the series or something else?

  3. Ben Ferguson says:

    Hi Justin

    I used a canabilsed 5e version of this in my Darkening of Mirkwood campaign. Used the first 2 levels along with an old AD&D Halls of the Dwarven Kings boxed set…. for a lost Dwarf home of one of the PCs ancestors. Great fun. Love stealing good parts of adventures.

    Thanks for resharing your review

  4. Alex says:

    That roper gave me one of my favorite moments of DnD. My monk blithely wandered into range before it revealed itself, and I was quickly strength-drained so badly I had no hope of escape. I dropped a tanglefoot bag on my foot to glue myself in place and buy a few rounds. I think it ended with me and the sorcerer leaping into the river, to use its current to keep it from reeling us in, until his summoned sharks gnawed though the tentacles and we were swept away (and somehow managed not to drown).

  5. Beoric says:

    I love Forge of Fury, and am ambivalent on Sunless Citadel.

    One thing I dislike about the organization of both these modules is the inconsistency in identifying treasure. Sometimes it is in the abbreviated monster statblock in the keyed entries. Sometimes it is in the “Treasure” section of the keyed entries. And sometimes it is in the “Possessions” section of the detailed stat blocks in the Appendix.

    I think FoF is somewhat better for this, IIRC in SC the treasure might also be found buried in the text of keyed entries.

  6. Sean says:

    Justin, I would love to hear about which of the cast of characters in FoF became part of your recurring adversaries roster!

  7. Alberek says:

    Since you probably have both versions of this adventures, the original of 3.0 and the 5e version from Tales from the Yawning Portal, it would be interesting to know if they made some considerable changes.

  8. Brent says:

    > Like The Sunless Citadel before it, The Forge of Fury demonstrates that WotC is more than capable of competing effectively within the open market they’ve chosen to create for the D&D game: High quality maps (possibly the best on the market today), an exacting attention to detail (even small things, like having the same adventurers pictured on the cover as were pictured on the cover of The Sunless Citadel), and exceptional production values all combine to make this an extremely attractive product.

    This cuts hard, 25 years on, when Richard Baker was let go in 2011, and the remade version of this in Tales of the Yawning Portal is no where near the same depth and quality.

  9. Sean says:

    @Brent what are the biggest failings of the TotYP version? I’m considering running for my players and I only have that version. Should I hunt down the previous publication?

  10. Sparky_McDibben says:

    Thanks for dropping this review – I’m actually dropping this into a small sandbox as a not-quite-megadungeon. Good to know my instincts were right to add it.

  11. AG says:

    The Forge of Fury is still one of the most memorable Dungeons we ran through. We have an ongoing Tales from the Yawning Portal campaign with rotating DMs, and the orc fight from this one is legendary and often talked about as the thing to achieve. Plus, we had the only character death there against the dragon (my dwarven paladin). Really great module, one of my favorites.

  12. errindel says:

    Forge of Fury is notable in my roster because it’s my only TPK. Back in 2003, I had just finished a big sprawling campaign and was looking to start something different, so I asked everyone to pick a theme, and we ended up with a group of Orcs from a Tribe in the Forgotten Realms north. The tribe heard about the Forge of Fury and sent the PCs. They didn’t even make it past the chasm. Every tactical mistake the group could have made to cross the chasm, they made. At least two PCs met Gruumsh on the bridge itself, falling when their enemies were shaking the rope bridge while cutting it. The other two made it across, but didn’t get through the doors in time before meeting their makers as pincushions to orc arrows. No regrets as to the TPK from anyone, but not something I’m eager to repeat as a GM either.

  13. Said Achmiz says:

    Maybe you don’t count this as “direct”, but there actually is a link between The Sunless Citadel and The Forge of Fury! In area #37 of the former (the Trophy Room):

    > Of particular note is a sealed scroll case carved of bone, carrying an inscription. Runes in the Dwarven alphabet spell out the word Khundrukar (translation: the Glitterhame). An old (about one hundred years) crumbling parchment lies within. Age and water damage have destroyed most of the parchment, but a short message in Dwarven remains: “. . . the remaining few. By order of Durgeddin the Black, we have created a secret dwarven redoubt. None shall find us; however,…” Though the information is piecemeal and makes little sense even to most dwarves, a sale of the entire artifact to any dwarven community fetches 100 gp.

    Presumably, the idea is that following up on this admittedly tenuous clue can lead the PCs to Khundrukar.

  14. Mark S says:

    Said – good point! My PCs followed this clue, did some research in some old archives in some of the bigger nearby cities, and found some references to a lost dwarven hold in the Pomarj (my campaign was set in Greyhawk). Off they went!

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