Advice for running The Forgotten Forge [Archive] - Wizards Community

Post/Author/DateTimePost
mhacdebhandia

07-11-05, 10:35 AM
Tips, tricks, anything. I should be running this in a few weeks. Share your experiences and advice!
MarkB

07-11-05, 10:50 AM
The map for the sewer encounter gives inaccurate positioning information.

Keith Baker has mentioned that the position he'd intended the warforged rogue to lie in wait is not the position shown on the map. When I last ran the game, I placed him in the central channel, just west of the second-from-right set of valves, covered with rags and lying in the sewage disguised as a corpse. That way, the encounter happened within the area with the valves, bringing their random flushings into play, making for a much more interesting (and tricky) encounter.
Save-vs-DM

07-11-05, 10:56 AM
Beware the Horrid Rats. They can take out a party that is unaware or unprepared.

Beware the Beetle Swarm. Players who don't heed the warning of alchemists fire might just get mashed by this thing.

Have fun!

Cheers,
Save vs DM
jonthegm

07-11-05, 10:57 AM
Don't pull punches. It's more fun when the party is near death. (Keyword: near. So you'll probably want to leave the rats out. They're much more deadly than the swarm because they're REALLY hard to hit.)
MarkB

07-11-05, 11:03 AM
Don't pull punches. It's more fun when the party is near death. (Keyword: near. So you'll probably want to leave the rats out. They're much more deadly than the swarm because they're REALLY hard to hit.)
Unless someone casts Sleep. I had a really tactical fight planned out too... :rolleyes:
jonthegm

07-11-05, 11:14 AM
Unless someone casts Sleep. I had a really tactical fight planned out too... :rolleyes:
My players are allergic to spellcasters. If they are one, they end up being evoker-monsters anyway.
LugWrench

07-11-05, 04:49 PM
The role of the DM is to present the challange to the players and let them figure it out. If part of that challange involves PCs dying, then so be it. Im not saying that you should go out of your way to wipe out the party, far from it. But, should a PC get killed, oh well.
Be ready for the players to do really really odd-dumb-outrageous-all of the above things. A player in my game got his artifacer tossed in the slammer for lipping off to the Watch Seargant.
Youll also have players that figure things out amazingly fast. Dont punish or penalize them for being quicker on the mental draw than the rest of the party.
Just run the module as best you can, and your players will have a good time.
cmanos

07-19-05, 12:33 PM
Am going to be running FF very soon and I have already decided in round 1 of the Bloody Bridge, I have a feeling someone is getting bullrushed off the bridge.
The Rooster

07-19-05, 01:01 PM
Remind your players to use their action points. My group had forgotten them until they wrere reminded. Without them, things can get tough.

Rooster
Missekat

07-19-05, 01:05 PM
also, it might be a good idea to have a couple of backup characters rolled up beforehand. I dont know if it's just my group who doesnt do that, but its a timekiller if u dont.