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Incline Old editions D&D Adventure Modules Thread (OD&D, B/X, BECMI, AD&D)

Gargaune

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They're listed as "Classic PnP Conversion" and Sapphire Star even says so in its description, but maybe they're homebrew campaigns? The tag seems a bit vague, Curse of the Azure Bonds is also listed as a Classic PnP Conversion, but the description says it's adapting the Gold Box sequel to the Azure Bonds novel, but-but there was also the FRC2 PnP module adapting the videogame back to tabletop... Christopher Nolan could make a movie out of this stuff.

Anyway, it's no big deal, I was just curious whether there's a source to compare notes on.
 

Crispy

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I'm really late to this party but I happen to still own a shitload of these classic modules (along with just about every classic rulebook and accessory that existed back then, including figurines). They're in storage in my attic but I've been meaning to get up there and bring them all down, lay them out on tables, snap pics of them, then eventually... sell them? Maybe?

Don't hold your breath, though; I'm lazy.
 

Zed Duke of Banville

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Zed Duke of Banville or any of you other old timers, I'm trying to figure out what the original PnP campaigns were for a couple of NWN conversions - the first is Sapphire Star which was based on a module called "The Guardian", the other is GK1: The Fate of Daggerdale (though I don't know whether GK1 is the original's code or was added by the NWN builder). I haven't found them listed among either TSR pre-3E modules or WotC 3E+ adventures, do they ring any bells?

P.S. I know this isn't quite the topic, but it seemed like the closest thread around.
There isn't a single module with "Guardian" in the title, and that webpage states "based on a PnP campaign", which seems to indicate someone's personal campaign, not published material.

As already stated by Alex, adventure module FRQ3 Doom of Daggerdale was published in 1993; also module FRB1 The Sword of the Dales was published in 1995, so GK1 The Fate of Daggerdale could be linked to either or both of these. Note that the prefix GK was never used by TSR, and all Forgotten Realms material had prefixes beginning with FR or at least F, apart from a few items for Ravens Bluff the "living city". Aside from adventure modules, it could also be related to material found in FRS1 The Dalelands or Volo's Guide to the Dalelands.
 

DavidBVal

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I'm really late to this party but I happen to still own a shitload of these classic modules (along with just about every classic rulebook and accessory that existed back then, including figurines). They're in storage in my attic but I've been meaning to get up there and bring them all down, lay them out on tables, snap pics of them, then eventually... sell them? Maybe?

Well, I know I wouldn't sell them, but if they are meaningless to you... why not. There's many things I wish I had kept over the years, such as old game boxes and manuals, for instance.
 

Jackel

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I ran this adventure not too long ago, and it wasn't nearly as bad as I thought it would be, but there's still a lot to be desired overall.
To run over its main positives:
  • Does an excellent job of converting D2's ruleset. From utilizing AD&D's 2nd Edition "Kit" system by having kits for various classes.
  • Magical Items are decided either before-hand or on-the-fly through a complex table, that can also decide what the base item is in the first place. It's actually a lot of fun making these items up because it feels like you're designing your own D2 "mod" in a sense, and the couple dozen combinations you can get are commendable
Now, to run over its main shortcomings:
  • You *must* get creative with your encounter design, it's highly recommended in most campaigns but its essential in this adventure, because combat is mostly what you'll be doing, making it so each enemy encounter is creative and varied will stop the adventure from being dull, which leads me to my second issue...
  • It can get dull very quick. The story is just reworded from the original game, to fit DnD. So, as mentioned before; Combat is what most sessions will consist of, and very little storytelling will take place, so it can boring because Diablo (at its core) is doing the same action over and over until you get better at doing said action. This issue isn't present in the computer game because the game auto-calculates all the minutia for our own benefit, which doesn't translate well to a tabletop experience.

That's about it really, we had to take frequent breaks because most of the players just got bored, and we couldn't finish the adventure because we just couldn't be arsed. I read from someone online that they had to homebrew a lot of shit to make the adventure interesting and quite frankly; I don't blame them, the base edition doesn't give you a whole lot to work with, even the adventure book's maps are tiny and uninteresting from a design perspective.
 

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