So much to respond to! I'd like to clarify a few thoughts vis a vis our particular game setting, my particular character and class, our use of Spout Lore (especially by Maraqli the know-it-all), and the use of endangering puppies, etc. which will hopefully shed light on some of the questions mentioned above.
Maraqli was created as a research librarian (class: wizard) and as such constantly looked to increase her knowledge. To wit, she kept a highly detailed notebook (which I the player kept up and often referenced) of things that
had happened along the journey. In preparation for the dangerous trek up the enormous mountain next to the Library (Pilgrim's Landing on the map
@Manbearcat posted earlier), she purchased several new tomes, namely a book on dangerous, possibly mythical lizard-type creatures (eg. dragons); the history of the local area; myths and legends pertaining to Snowmist (this mountain in question); flora and fauna of Snowmist and its environs; and a few others, while Sir Alastor hired a guide and stocked up on rations and ammunition. These books were
Maraqli's store of "weapons," since she had few martial skills, something to fall back on when her spells were used up, insufficient, or non-existent (curiously, I never chose fireball, nor did I choose any other offensive spells initially). Spout Lore, then, became part of her arsenal of actions (that is, a way for her to access her vast amount of knowledge without simply saying "I'm Maraqli: I know [
this] stuff!), as much as Sir Alastor the Paladin's weapons, pieties, prayers, and presence were his.
The camps listed on the map (Camps 1-5) were stages for climb attempts on an Everest style mountain, obviously seriously increasing in difficulty and danger as the number progresses. Even by Camp 2 (the Dinosaur/Dragon Dig Site), it was pretty freaking tough. There were not
many dig sites (due to the difficulty of terrain/climate/fauna/resources/etc.), but there were clear
possibilities of more sites in a landscape that had been already established as having a heck-ton of history and legends (not insignificantly was one about Frost Giants, which ended up playing a role in the Dwarven Forge, the dwarf in question having long ago died of old age and thus less than helpful to our fair heroes). Therefore, Maraqli's having a memory of having read or heard about a legend of a dwarven forge fit in with the setting and her character's qualities.
As has been alluded to by others, this information did not mean it was easily won, nor do I think it would have made more sense for us to have built a forge: a librarian armed with her research and her brain and a paladin armed with his sword and his courage were far more likely to (perhaps foolishly) follow the legend, particularly when it had already been established that Maraqli thought nothing of endangering herself in the pursuit of knowledge. Even if a failure meant that the forge she believed in did not exist, she probably would have pursued it, to be honest. But instead, they both believed it to be true (as it turned out to be) and ventured into dangerous terrain to find it. A failed roll sent Maraqli careening down a crevasse in the glacier, tumbling to arrive alone (initially) at the forge's gate. We expended the resources of time, health, rations, and safety on this side journey, so we definitely "paid" for the success - no freebies.
With regard to endangering puppies to which one poster alluded, I must assert that, yes, puppies were endangered by our rolls.
@Manbearcat used some of our failed rolls and limited successes - and even successes - to introduce interesting philosophical dilemmas with regard to killing animals protecting their young, particularly in that wyvern side adventure he mentioned. We had to weigh the pros and cons of killing the mother (which would have killed the young who would not have survived without her) and find creative solutions within our bag of tricks, also enabling us to organically further develop our characters.
Earlier I used the term "narrative" with respect to
@Manbearcat's description of our trek out on the ice: I think "fiction" might have been a better term to use. What I meant was that his knowledge of the terrain and of adventurous hiking, etc., lent a certain immersion to his framing of our journey. In fact, when he described what we had to do to get to the wyvern's nest I honestly had to overcome a sense of vertigo since Maraqli had none! I loved these moments of immersion, and I equally loved the (many) moments of collaborative story-telling in DW and the other PbtA game that I've played (Blades). I also love playing 4e D&D quite a bit, but I feel that the collaborative nature of PbtA games gives me more a sense of both immersion and agency. If that's your jam, I highly recommend it!