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Forge of Fury: Deathtrap? (spoilers)
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 1462224" data-attributes="member: 5868"><p>Let me suggest a change I made to <em>Forge</em> when running it for my group. I happen to like adventures whose pacing can be broken up a bit with a variety of encounters -- combat, rp, traps/tricks, etc -- so that players with different preferences can all be satisfied. When they were playing <em>Forge</em>, it was pretty heavy combat after the orcs (hobgoblins IMC) and trogs, so I felt they needed a bit of a breather (see diaglo's Banewarrens d20 story hour if you want the details).</p><p></p><p>I inserted a small myconid colony at the back of the Glitterhame -- actually, a single Myconid king whose circle had been wiped out by the trogs. He'd been a resident there for a long time, knew a bit about the history and residents of the place, needed some help, and was willing to provide some assistance himself in the form of fungal infusions (think potions of <em>bull's strength</em> or <em>cat's grace</em>, only with shorter durations, and some bizarre side effects).</p><p></p><p>It seemed a good fit -- the party enters the glowing, fungus forest, and encounters a giant animated mushroom blowing spores at them. Luckily they refrained from going into sushi mode, and had a great RP encounter with a bit of humor, which loosened some of the tension, before going on to the more involved encouters in the Forge area itself.</p><p></p><p><em>Forge of Fury</em> is my single favorite published adventure for 3E -- I love the combination of classic dungeon crawl elements with some challenging encounters, a reasonable background, and of course the potential for a climactic ending.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 1462224, member: 5868"] Let me suggest a change I made to [i]Forge[/i] when running it for my group. I happen to like adventures whose pacing can be broken up a bit with a variety of encounters -- combat, rp, traps/tricks, etc -- so that players with different preferences can all be satisfied. When they were playing [i]Forge[/i], it was pretty heavy combat after the orcs (hobgoblins IMC) and trogs, so I felt they needed a bit of a breather (see diaglo's Banewarrens d20 story hour if you want the details). I inserted a small myconid colony at the back of the Glitterhame -- actually, a single Myconid king whose circle had been wiped out by the trogs. He'd been a resident there for a long time, knew a bit about the history and residents of the place, needed some help, and was willing to provide some assistance himself in the form of fungal infusions (think potions of [i]bull's strength[/i] or [i]cat's grace[/i], only with shorter durations, and some bizarre side effects). It seemed a good fit -- the party enters the glowing, fungus forest, and encounters a giant animated mushroom blowing spores at them. Luckily they refrained from going into sushi mode, and had a great RP encounter with a bit of humor, which loosened some of the tension, before going on to the more involved encouters in the Forge area itself. [i]Forge of Fury[/i] is my single favorite published adventure for 3E -- I love the combination of classic dungeon crawl elements with some challenging encounters, a reasonable background, and of course the potential for a climactic ending. [/QUOTE]
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