Two centuries ago, a great dwarf smith and his clan were forced to flee their home by a horde of fierce goblins. After years of wandering, they settled the hills and named their home 'Ur Akith' - the Hearth of Wrath.
Ever thought of adventuring through a Dwarven fortress in a TTRPG? Now, you can! This is a total conversion of DnD's "Forge of Fury" into Dwarf Fortress. By building the dungeon in Fortress mode, construction was influenced by the needs of natural fort dwellings - Dormitories, storage areas, and access tunnels are added in areas that were lacking in the original design, while the dungeon itself is created as faithfully as possible while also conforming to geological structures.
The idea is to run a game of DnD from these maps, while running Dwarf Fortress to look around and see specifically what items, furniture, engravings, etc. are in the area.
Get the save file here! (https://dffd.bay12games.com/file.php?id=15664)
Maps
The Mountain Door
(https://i.postimg.cc/MTyL3Gk7/Mountain-Door.png)
'The Mountain Door' is recreated here, rotated 90 degrees clockwise, and surrounded by new areas:
Dumps (Outside)
Before the fortress proper lay a great number of narrow arms and armors, indicating the presence of an army. The party should take note and tread carefully.
Stockpiles (West)
Rooms are filled with centuries old loot, most of which rotted with age. The party may still get lucky and find the odd gold or platinum goblet in here.
-Roll random treasure as if for a small hoard. Or, open the save file and look around whatever room the party's in, roll randomly among items found there.
-For the classic experience, edit out the doors to this area and blank it out.
Secret Passage (In Fortification hall North of stockpiles)
-These stairs are hidden and lead to the Crypt, which is a new addition.
Dormitories (East)
Rooms are garrisoning an army. Doors are barred shut from the other side, but party could either force their way in (DC 20 Str) or find a secret passage to the back entrance. Roll randomly to determine which rooms are occupied and with what; Rooms contain random treasure, can use game save to identify what specifically is in rooms. Alternately, edit out the door to preserve the classic dungeon layout.
Fortified Hall (Replaces Chasm)
The rope bridge over the chasm has been moved to another area of the dungeon. In its place is a hallway with arrow slits. A secret room gives passage to a hidden compartment where archers lie in wait.
Before reaching the bridge, the party may spot the alcove in the southern section. There is a 25-foot gap between the path the party is on, and a ledge with a ramp that goes up to a secret room. This room contains a bag with some treasure, and a passage into the Secret Tunnels below.
Farms
(https://i.postimg.cc/5tQTv3nk/Farms.png)
Hidden behind the farms is a switch that reveals a secret passage. This square-cut tunnel was dug by orcs a hundred years ago to breach the fortress, and has since been repurposed into a hidden hunting route. This passage leads to the North stairs in Glitterhame B2.
Windmill
(https://i.postimg.cc/520Z91vJ/Windmill.png)
This windmill is 20 feet high and includes a maintenance shaft which runs all the way down to the Pumpworks in The Sinkhole.
Crypt
(https://i.postimg.cc/4xxTKVDr/Crypt.png)
Entry is only possible through the secret door in the Northwest fortification hall of the Mountain Door, or through the hidden stairs coming up from the Secret Tunnels. The stairs first exit to a room in which crossbows and bolts are stored. The passage to the North continues on to the Watchtower. The passage East leads into the Crypt. This crypt was dug out after the Sepulcher in the Glitterhame, during a period when the dwarves had more time to respect the dead.
Random trinkets can be found around the crypt. Use the game save to determine what the party finds.
Behind the armor stand is a lever which reveals a secret door. This passage leads to the Secret Tunnels.
Watchtower
(https://i.postimg.cc/m2Tvq7gt/Watchtower.png)
This watchtower stands 20 feet above the front yard, overseeing the Mountain Gate. Its only point of entry is underground through the Crypts.
The Glitterhame
Level 1:
(https://i.postimg.cc/ydq5TZG6/Glitterhame-B1.png)
Level 2:
(https://i.postimg.cc/wTFCd31F/Glitterhame-B2.png)
Level 3:
(https://i.postimg.cc/j5PVVXfJ/Glitterhame-B3.png)
'The Glitterhame' is recreated as-is, with some deformation with respect to path of natural underground river.
Tunnels (Above/Connected to B1)
(https://i.postimg.cc/Y0zJ0Cbr/Sinkhole-Passages.png)
These secret passages provide access to the different caves of the Glitterhame's upper level without having to cross the river, which is flowing swiftly to the North.
Level B2 has a passage in the north which leads to an orc-carved passage, leading out to the Farms.
The Sinkhole
(https://i.postimg.cc/L8YPLCZP/Sinkhole.png)
'The Sinkhole' is recreated as-is, with some deformation with respect to path of natural underground river. The river flows swiftly to the North.
Pumpworks (North)
The river has been channeled into a passage leading to a screw pump. A secret door grants access to a lever that can disable the pump (use "Dry" version of Foundry, if the artificial river is disabled here). Ladder leads up to a Windmill on the surface, which serves as an alternate way into the dungeon.
Tunnels (Above)
(https://i.postimg.cc/zDwm0x5s/Sinkhole-Upper-Pass.png)
These tunnels connect the Southern area of the Sinkhole. A secret door in the north links to a tunnel featuring a series of grates - These lead down into the flooded chambers below, and could provide the party with a way of navigating the hazard without setting foot in the diseased water.
Tunnels (Below)
The stairs hidden in the stalagmites in the Northern area lead down to the Secret Tunnels.
Secret Tunnels
(https://i.postimg.cc/gjmTCPdf/Secret-Tunnels.png)
These tunnels connect to various areas of the fortress. Access to this level is only possible through secret doors.
Nest (Northwest)
These caverns were burrowed out by some type of creature. Create an encounter here - this makes a good hiding spot for one of the fortress's Artifacts.
Shrine (West)
A statue sits at the end of this tunnel. A bin rests before it, filled with offerings. The party may loot this crate.
Bags (throughout)
Each bag contains some random bit of treasure.
Chest (near expended gem clusters)
Contains rough milk opals
Secret door (South-center)
The ramped enclosure here connects the Mountain Door to the Glitterhame. Eagle-eyed adventurers may spot this secret door on the way down.
Secret stairway (West-center)
These stairs connect with the secret stairs in the Crypt, which require pulling the hidden lever to reveal.
Secret stairway (Center)
These stairs are the back entrance into the Dormitory area in the Mountain Door.
Secret doors (North)
A series of secret doors hide access to the Chasm, and secret doors within the secret passage lead to the Black Lake via Unib's Mad Maze (This maze was randomly generated by rolling a d8 for direction for d6x2 spaces). This maze was dug by a Legendary Stonecrafter who trapped himself during a dig and failed to find his way out before starving to death. Unib's body can be found in the wide room at the Southern end of the maze with stonecrafter's tools and whatever else is on his person in the game save. Unib could be holding an artifact as well.
Secret doors (South)
These secret doors connect to stairways concealed within stalagmites in the Sinkhole.
Chasm
(https://i.postimg.cc/sgHC51y1/Chasm.png)
The Chasm separates the Glitterhame from the Foundry. Instead of orcs, duergar make camp on the offshoots part-way across and attack via the archery slits or by running out and attempting to shove the party off the bridge.
The Foundry
Wet:
(https://i.postimg.cc/0NLgH3zs/Foundry-Wet.png)
Dry:
(https://i.postimg.cc/mrcfjR2j/Foundry-Dry.png)
'The Foundry' is created as-is, rotated 180 degrees. The river flowing through the forge area can be disabled by a switch in a secret room of the Sinkhole.
The Black Lake
(https://i.postimg.cc/jSFBL9Q7/Black-Lake.png)
'The Black Lake' has been molded to fit around a natural underground lake.
Unib's Mad Maze (North)
This is a series of twisting passages carved by a Stonecrafter who trapped himself on the wrong side of the lake and failed to dig himself free before starving to death. It connects with the Secret Tunnels.
Secret door (South)
This door leads into the Secret Tunnels, into an area that should be very difficult to find from either end.
If you'd like to use these maps for your own game, here's a collection of creature tiles! (https://drive.google.com/file/d/1aVYk_3hMW2mzRqKmqtFH2Iqx6QJUks8D/view?usp=sharing).
If you're running Tales from the Yawning Portal, you'll want to start with The Sunken Citadel, (http://www.bay12forums.com/smf/index.php?topic=179153.0) a recreation of the Sunless Citadel.
5th edition, I used 'Tales from the Yawning Portal' as a reference when building this. I'm considering doing more, depending on how well this turns out. I've currently got most of these in Roll20 with dynamic lighting set up, but the fun part will be creating pixelized tokens for the players and creatures.
I'm attempting to float a campaign over Severedcoils, my community fort that's gone far too long without a proper ending. I've replaced the Yawning Portal with my fortress, importing all the major dwarves as NPCs and setting the players towards collecting artifacts from each of the Yawning Portal's dungeons, gradually angling the players towards discovering the events that have taken place over the course of Severedcoils' history. The players will eventually decide how Severedcoils ends.
(https://i.postimg.cc/FRfH5F4F/r20teaser.png)
What I've done is brought the game to a point in time I'd like to use as a reference, paused it, and kept it open while directing the DnD campaign. Then, I can use the paused game as a reference for item descriptions, NPC descriptions and attitudes, even the physical location of the NPCs themselves.
Some examples from the first night:
-When the party met their contact in the fort, I [l]ooked at that character and described their clothing straight from their inventory
-What do we have to drink? Let's check the [z]stocks! Hm, we actually have a drink shortage at the moment, but we have plenty of Sewer Whiskey!
-A kid is running the market. He has a +talc bracelet+ for sale. The barbarian bought it to be polite and has added it to his character description.
-What's that on the wall? Engravings of the fort's leader ascending to power... except this one, which seems to depict the release of a demon. What's that about?
-Is that a freaking dragon tied up by the main gate? You say it's been tamed?
The results were promising, but short-lived. The party doesn't want to sit around town (and explore my beautiful fortress), they want dungeons to delve! So, if I want the party to really explore a Dwarf Fortress fortress, it'll have to be a dungeon. And what better way to test the waters than the dungeon that is, canonically, already a dwarven fortress?
One thing I plan to do with this dungeon is make magic items out of all the artifacts created while the dwarves were building this fort. Some of the odd nooks and crannies you'll notice around the map are meant as hiding places for these artifacts, though I did not make a hiding place for every artifact (or even decide what goes where). One of the quirky things about this map is the Sinkhole is actually positioned above the Glitterhame, because of the shape of the underground river with respect to what I needed to map out. This positioning (as well as the fortunate positioning of the underground pool, which became the Black Lake) also lead to the creation of the artificial river through the Foundry, and the lever which gives the players a fun way to control part of the dungeon if they find it. It was challenging to fit everything, but that created a lot of new features to play with.
Oh yeah, I almost forgot: the world map!
(https://i.postimg.cc/m2jb0xSw/World-Civs2.png)
Using History mode, I traced the world civs over the map export straight from the game, added a new civ to house non-Dwarf Fortress races, and scaled it such that it would take at least a couple of weeks to get from home base to the dungeon, and a couple of weeks back. Why so much distance? So I have time to build new stuff! In the off-time between sessions, I'm going to play the game and continue telling my story, but only as long as the party has been away from base. During that time, I'll construct new projects for the party to come back to. Eventually, the party will be allowed to influence buildings by making requests, and their interactions will become part of the story too.
This wouldn't be a 'community fort' without some players involved, right? Adapted from the Guybrush tileset, here's the cast of this campaign:
Alefgard Tantagel
(https://i.postimg.cc/RFccTKQM/alefgard64.png)
A cowardly human wizard who dropped out of magic school. His spells often go haywire, and he doesn't know his own limits. Forced into adventuring by his roommate, Edward, Alefgard prefers to stay out of trouble and shrink away to the back of the group if possible.
Bubb
(https://i.postimg.cc/MHS58TM7/bubb64.png)
A smelly warforged cleric. No one knows where it's from, or why it's constantly surrounded by flies (actually, that probably has to do with the stench of rotting meat emanating from its metal frame). Whenever something stinks, this strange machine prefers to rub whatever it is all over itself.
Edward
(https://i.postimg.cc/5y5SFnPR/edward64.png)
A courageous human bard. Edward set out for adventure to find new stories to tell, but he wasn't about to let Alefgard bum around his home while he was gone so he made his roommate come with. Edward is at the ready to buff the party when trouble arises.
Ratnarok the Unstoppable
(https://i.postimg.cc/1348qstG/ratnarok64.png)
A feisty meadowguard barbarian. This rat man carries a great axe too large for his size, but doesn't let that stop him as he flies headlong squeaking into battle.
Sergei Bloodscale
(https://i.postimg.cc/hGQ1zxV8/sergei64.png)
A steadfast dragonborn fighter. Suited in heavy armor and wielding a sword and a shield with an eye emblazoned onto it, Sergei uses breath and board to ignite the enemy and tank for the party.
Space Pants
(https://i.postimg.cc/029nWzqx/spacepants64.png)
A troublesome felis sorceror. This cat has a serious hatred for elves, and looks for every opportunity to instigate and frustrate the enemy with illusions and gaslighting.
Zumies
(https://i.postimg.cc/dtnBzJqC/zumies64.png)
A stealthy half-elf rogue. Zumies serves his role as a scout and a trap disarmer, though he lives only to serve his wallet. He has already proven himself deadly efficient at assassinating targets in silence, but how far can the party trust him?
And special guests:
Meepo
(https://i.postimg.cc/C55y1Fpd/meepo64.png)
A pitiful kobold cleric. Meepo joined the party within the Sunless Citadel, hoping to recover his clan's pet dragon wyrmling. Whether he stays with the party beyond that adventure, or leaves to be replaced with another party member later, depends on the party's actions.
Zeke Barrens
(https://i.postimg.cc/gkmB6MSY/zeke64.png)
A transient T'zenian fighter. Wielding a sword that glows with plasma energy, this badger man is not a member of the party, but rather a traveling merchant who appears within the dungeon to trade treasure for magic items. This badger comes from another world with advanced technology, and he can slip in and out of dangerous areas via a teleportation device. Zeke requires treasure to fund an effort to put a stop to the organized crime ring run by his brothers, enough so that he's willing to break a few intergalactic laws to pawn some electronic "junk" to a lower-tech world.
---
The party is currently at the start of The Sunless Citadel, and we play every two weeks. It'll be some time before the party is ready to delve into The Hearth of Wrath, but when they do, I'll use this thread to narrate the party's adventure, like I've done with Severedcoils (in fact, this will become a part of Severedcoils canon and exist as sort of a satellite story).
(https://i.postimg.cc/9fnB8bYq/Fo-F-entry.png)
The dead Duke in the Glitterhame map was unintentional, but left in as a sort of signature referencing Severedcoils
