Forge of Fury in Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
themind

10-30-04, 05:52 PM
Ok, I'm going to be running the 3rd Edition D&D adventure, the Forge of Fury in my Eberron game coming up soon. I'm using the adventure cause it fits in with the overall story of the campaign, and I needed an adventure that would put the PC's at or very close to the 5th level. I'm still in the process of converting to 3.5, almost done actually.

I've already decided that I'm going to have the dungeon in the adventure somewhere in the middle of Breland, away from major cities and the Lightning Rail. The hook I planted was the map that is found in the vault at the end of the Forgotten Forge adventure in the ECS. It will lead to the mountain dungeon where the adventure takes place.

What I need help with is just some ways to make it fell more like Eberron. Like symbols in certain spots maybe, any monsters I should switch out for something else, etc. I do want to keep the black dragon at the end in there, however.

That's all I can think of right now. Any suggestions i would appreciate. Thanks.
Lara Flynn

10-30-04, 07:49 PM
Gna, it's a typical dungeon crawl which means it's somewhat of a challenge to make it eberronesque.

First of all I would change it from a dwarven dungeon to a more appropiate location like for example a broken creation forge. And I'd place it at the Brelish border to Droaam. Thus it provides explanation for the brutish orcs and it blends in well within the storyline of the Eberron Adventure Path.
Finally, I'd make it a task to find out why the orcs have overtaken the fortress and the broken forge and so on.

It's the best you can do without altering the adventure completely - which of course is possible.
Ohtar Turinson

10-30-04, 10:34 PM
The black dragon would be be a tad hard to explain though. Essentially, you'd really wind up needing to cut... nearly everything. The mountain door may still be somewhat usable, but the rest will need overhauling to an extreme degree- so much so that they would no longer even remotely resemble the original dungeon.

It would be fun to do it though. If I was DMing in Eberron, I just might try it... make it Indiana Jones style.
Korhal IV

10-31-04, 02:39 AM
I'm doing the exact same thing with Forge of Fury - here's a link to my thread on the topic (which got all of one response):
http://boards1.wizards.com/showthread.php?t=329712

Substitute the dragon for an aberration of some sort - those like to live in deep dank caves, and fit the theme of Eberron rather well. The artifact hunt theme from the Baron should still fit in well in Eberron, that could be a motivating tool.
Perhaps you can run the mini-adventure in the campaign book first, and substitute for the schema a map to the schema's location, and place the schema within the Forge of Fury. That makes for a nice lead-in, and you can throw in other encounters with the Lord of Blades' forces during the Forge. For example, some warforged might follow the PCs to the Forge, or one could try and convert a warforged party member to the LoB's cause, or at least make him friendly enough to contemplate handing it over.
themind

10-31-04, 08:12 PM
Thanks for all the suggestions. I have started them in the Forgotten Forge in the back of the ECS. They found the Schema for Lady Elaydrin and the map for an old scholar who asked for the PC's assistance. The Scolar than asked them to seek the location on the map and possibly return with anything they may find of value. Which basically leads them into the FOrge of Fury. Since I placed the dungeon near Droamm, like was suggested above, the PC's had a lot of ground to cover. So I gave them some instances to help people and stuff like that to help level them up to 3rd so they are ready for the dungeon.

This is what I plan to do for the adventure, I at least plan on keeping the Dragon at the end for overall story purposes. I want to keep the majority of the orcs, cause I've already eluded that Orcs were there.

My only problem is just making the adenture feel a little more like Eberron. Not a total overhaul, just some minor changes, like switching out certain monsters for others. The Warforged band idea seems nice. But what else?
Gurv

10-31-04, 08:56 PM
Well, I don't know if you've set the reason for the dungeon being there in the first place. The destroyed creation forge seems like the best idea.

Flavor
The Dungeon
Make sure that you describe the walls, floors, and ceilings differently than you would a typical dungeon. Say they are strangely smooth, or organic, or layered in soft rubbery material. Whichever fits the origional purpose of the dungeon. Use the words 'wire', 'cable' and 'plating' to describe anything that could be made of them. Anything that moves (doors, secret doors, traps, etc.), describe it as mechanical as possible.

Inhabitants
Have the orcs and other sentients act more Eberron-like. Describe their equipment as "distinctly Droaamish manufacture" (make that up), and give a few of them byeshk weapons and/or jewelry (since the stuff comes from Droaam). When they have the chance, have them tell the players "The Daughters of Sora Kell will eat your heart for this". Replace the name with any of the other powerful local rulers, as desired.
Lastly, any time the orcs are aware of the adventurers before they are attacked (rare, as I recall the adventure), have them try to deal at least some nonlethal damage. If the fight is going their way, have them make comments about how much they will fetch on the slave market.
themind

11-01-04, 02:27 PM
Now that I've had the time to think about it more, I think the old Creation Forge is a good idea.

Let me know what you think of this.

Let's say that this used to be an old Dwarven Forge 2000 years ago, as the original background of the adventure says. They were then ransacked by Orcs and slaughtered. The Orcs took everything they could find and left.

Then at some point during the Last War, House Cannith discovered this location and decided to use it as one of their Creation Forges at the beginning of their project to make Warforged. After the Treaty of Thronehold, they destroyed the Forge and left.

And within the last 2 years, a group of Orcs sent by the Daughters of Sora Kell to find anything of use that may have been missed 2000 years ago, or that left behind by House Cannith.

Now, like Gurv suggested, the dungeon looks different. At least the first 2 levels were redone to the House Cannith standards of the time. Doors are more mechanical, as is traps and the like.

What do you think?

If it will seem better, I think I can cope with switching out the Dragon for something else, but what? At least a couple different suggestions so that I may decide which I feel is better for the situation.