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Review of Forges of the Mountain King


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Dungeon Crawl Classics 54, Forges of the Mountain King, for 4ed DnD. Anyone familiar with the DCC modules will know that they seek to evoke the "golden days of roleplaying", when the PCs fought their way through dungeons, killing the monsters and stealing their loot. DCC 54 is a perfect example of the genre, consisting entirely of a dungeon full of monsters and traps for the adventurers to overcome. However it may have succeeded in emulating the adventure modules of the eighties and early nineties too well... but I'll come back to that later.

First of all, what you get: softcover, 40 pages, black and white. Those 40 pages don't include the 4 sheets of cut-out card models found in the center of the book, though they do include 2 pages devoted to/wasted by instructions on how to assemble them. These cut-outs can be used to create a few pillars, a door, some tombs, treasure chests etc. I think I would have preferred a battle map or a few more hand outs for the PCs, but some people might like them.

The artwork throughout is nice, evoking the old DnD style nicely, but not particularly useful. There are a few head shots of some of the NPCs and some monsters, but one of the best pictures is a two page scene depicting an event from the back-story of the module - an event that doesn't occur during the adventure, so won't be seen by the PCs. Again, I would have preferred more images that the GM could show the PCs and say "this is what you see". Still, not really a complaint so much as a personal preference.

Speaking of hand outs, there are three at the back of the book, depicting different scenes the PCs might come across. Again, they are quite well done, I just would have preferred more of them.

The adventure itself is designed for PCs of 1st level and they should be 3rd level by the time they reach the last few encounters. The Halls of the long-lost Tannheim Clan have been found. Once known as master weapon-smiths, the Tannheim Clan hold is bound to be packed with loot for any brave adventurers willing to enter the dungeon. Unfortunately, the halls have also been found by the Mountain King, an evil dwarven bandit lord, who has moved in with his band of thieves, goblinoids and gnolls. That's pretty much it as far as plot goes. The PCs can also roll on a rumor chart to see if they know anything else about either the Mountain King or the Halls, with Dwarfs and characters with the History skill getting extra rolls.

The dungeon itself is nicely laid out. After getting past a ruined tower watching over the approach to the main entrance of the Halls, there are three routes the PCs can take. One route is obvious, while the PCs will have to search for the others. Each approach leads to different difficulties and opportunities. The nature of the encounters inside will differ greatly depending on which route the PCs take. One route leads them straight into a series of bandit ambushes and prepared defensive positions, while the others may let them outflank the bandits, making the encounters far easier. These alternate approaches help remove any feeling of linearity from the adventure.

The encounters are interesting, with intelligent monsters using good tactics and some interesting defenses to their advantages. Some of these tactics may in fact be too good. If the players aren't careful and willing to retreat when necessary, they may find themselves overcome. There are a few encounters with less intelligent opposition, which are straight up monster-bashes. There are also plenty of traps, some of which the defenders use to their advantage when facing off against the PCs. All together a nice mix of interesting battles, so your players shouldn't get bored.

Problems: The Forges of the Mountain King does have a few flaws. The first of these is a small technical one. In some of the encounter descriptions, other location areas are referred to incorrectly. For example, the guards in location 1-4 supposedly retreat to area 1-9 and PCs following them run straight into the trap in area 1-8. Looking at the map and the other location areas, this clearly doesn't make any sense. It should read that the guards retreat to area 1-8 and the PCs fall into the trap in 1-6. This isn't too much of a problem, but it does raise some questions, as sometimes it is unclear whether the module is referring to the right location number or not.

A larger problem is caused by it's highly non-linear nature. As there are a number of routes the PCs could take through the dungeon, a band of 1st level adventurers could easily stumble upon an encounter that would be challenging for 2nd or even 3rd level characters. Usually this wouldn't be too big a problem. The PCs, once they realized they were in over their heads, would use their dailies then pull out, rest up for the night and come back in the morning, possibly trying a different route and picking up some more xp. Unfortunately, some of the encounters in this module are so difficult that using their dailies might not be enough and a total party kill could be the result. Not enough attention was given to locating some of the more difficult challenges in such a way as to avoid this kind of scenario. One of the worst examples of this is the guardian of one of the entrances to the dungeon, a giant skeletal snake. A ninth level Elite Soldier with an AC of 27 and 192 hit points, it could easily wipe out a party of 1st level PCs. Another problem is the encounter with the Mountain King. In the rounds after the battle starts any of his men from the nearby rooms who haven't been killed by the PCs join him. What would have been a challenging encounter for the adventurers quickly becomes an impossible one - and that's if they are 3rd level. Conceivably a band of 2nd or even 1st level adventurers could easily cut their way straight through to the Mountain King. This would be the worst possible outcome, as they would be both low level and have killed very few of his henchmen.

Another potential problem is with one of the more interesting traps. Used by the guards early in the adventure, it can very easily split the party into two groups, with those that fall into the trap being dropped into another part of the dungeon, while those that don't being left behind. Any experienced GM knows how much of a headache a split party can be. Unless the PCs retreat and regroup (thankfully not too difficult to do), they will be in real trouble. On the other hand, this trap does reveal one of the other entrances to the dungeon. Smart PCs will use the opportunity to rest, get their healing surges and dailies back, then try the new route, picking up valuable xp as they go.

But I've saved the biggest flaw till last. This isn't a 4ed dungeon. This module could easily be played with an earlier edition of DnD by simply replacing the trap and monster stats. While this may have been what Goodman Games were going for, the module doesn't take some of the realities of fourth edition play into consideration. For example - all the encounter areas are far too small. All of the corridors are a single 5' square across and many of the rooms are 3x3 or 3x4 squares. One encounter is with 9 goblins armed with crossbows. They are supposed to use hit and run tactics against the PCs, keeping their distance as much as possible. They are to be found in one of the 3x3 rooms, essentially filling every square. Any wizards in the party should have fun, as they'll be able to hit entire rooms with their attacks - assuming they can squeeze their way to the door so they can get see the target. At least two encounters seem impossible - each includes 5 fire beetles (1 square each) and at least 1 PC in an area 1 or 2 squares wide. Fire Beetles also have a Close Blast 3 attack, confusing matters further. If I was to run this module, I'd probably increase the size of the locations by turning every 5' square into a 10' square, though that might change the nature of some of the encounters (especially the traps) too much.

After reading the module, I felt that it would make a very good DnD adventure... for 2nd or 3rd ed. For 4ed, it needs some work, but is still salvageable. I really got the impression that it wasn't play tested, or at least not enough. Certain encounters seemed to be written by someone who doesn't have much experience with 4ed. The encounter with the skeletal snake is a good example - someone who read the encounter creation guidelines in the DMG might have thought it was an appropriate challenge for low level PCs, because technically it comes within the xp budget for an EL 4 encounter. But a level 9 soldier stretches the limit of what is a good challenge for a 3nd level party and is too tough for 1st level PCs. The issues with the sizes of the encounter locations should have been apparent to anyone who played the adventure even once, or even anyone who has played a few sessions of 4ed.

So, what score does it rate?

I'm going to give it a 4 for style, but only because I like the old DnD feel of the game. The cut-out terrain features are wasted on me, but I like the artwork, I like the map, the encounters are well written and easy to interpret.

For Substance, I'm going to give it a 2. It probably deserves more than that, as the encounters are interesting and well laid out, with easy to comprehend descriptions and all the monster and trap stats included (no need to flip back and forth through the monster manual). But the module has too many flaws to be used as-is. I'd give it a 2.5 if I could.

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