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 Post subject: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 10:44 am 
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Ill-Fated Peasant

Joined: Tue Jan 22, 2013 10:38 am
Posts: 9
http://www.wired.com/geekdad/2013/01/dndclassics/

I haven't played some of these in over 10 years. Anyone else planning on converting a few gems over to DCC?


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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 4:36 pm 
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Wild-Eyed Zealot
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Joined: Mon Jun 11, 2012 7:59 am
Posts: 96
Location: England
I am planning to have a go at DCC#0 Legends Are Made, a fine module which I picked up recently and maybe in the future a shot at B1: In Search of the Unknown, both starting with 0 level meatgrinder characters.

I am also considering B2: Keep on the Borderlands but I think that will be harder to convert. I think that it may be unsuitable for 0 level village fuckwit PCs, armed with fruit knives and pointy sticks. Maybe reserve that one for 1st level characters. Probably have to do more work on the wilderness encounters and monster lairs for that one.


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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 5:28 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
Against the Cult of the Reptile God seems like it would be a great DCC adventure.

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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 5:43 pm 
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Cold-Hearted Immortal
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
anyone have opinions on U1-3?

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 6:38 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
beermotor wrote:
anyone have opinions on U1-3?


Ive played them all a long time ago. What do you want to know?

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To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 6:54 pm 
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Cold-Hearted Immortal
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Joined: Mon Jun 25, 2012 8:01 am
Posts: 1200
Location: Atlanta, GA
Blood Axe wrote:
beermotor wrote:
anyone have opinions on U1-3?


Ive played them all a long time ago. What do you want to know?


Um... opinions? Fun or Sucky or what?

_________________

RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: Classic D&D Modules
PostPosted: Tue Jan 22, 2013 7:30 pm 
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Mighty-Thewed Reaver
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Joined: Mon Jul 11, 2011 12:58 pm
Posts: 313
Fun. Low level 1 to 3. Somewhat aquatic theme. Coast, pirate, swamps, lizardmen, etc. Google some reviews out there. I can give you a basic run down of each adventure from memory if you like.

_________________
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.


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 Post subject: Re: Classic D&D Modules
PostPosted: Wed Jan 23, 2013 12:11 am 
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Hard-Bitten Adventurer
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Joined: Sat Apr 02, 2011 9:06 pm
Posts: 141
Plan on segueing current campaign into G1-2-3 in the near future. The party has their own castle now, so it should be easy to hook them in by having them come home to find all their stuff smashed up with boulders and some giant footprints heading off to the northwest...

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 Post subject: Re: Classic D&D Modules
PostPosted: Wed Jan 23, 2013 1:57 pm 
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Cold-Blooded Diabolist

Joined: Mon Feb 09, 2009 11:14 am
Posts: 467
Location: Cube Farm of Alien Geometry
Aplus wrote:
Plan on segueing current campaign into G1-2-3 in the near future. The party has their own castle now, so it should be easy to hook them in by having them come home to find all their stuff smashed up with boulders and some giant footprints heading off to the northwest...


Cool, I had the same idea. What level are your players' characters?


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 Post subject: Re: Classic D&D Modules
PostPosted: Wed Jan 23, 2013 9:00 pm 
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Hard-Bitten Adventurer
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Joined: Mon Jul 30, 2012 2:40 pm
Posts: 184
Location: West Palm Beach, Fl
beermotor wrote:
anyone have opinions on U1-3?


Loved these modules! If you don't own them they are available at rpgnow.com. Looks like the Wizards are unclenching the death grip. These 3 modules would make a great campaign starter, U1 could easily start as a funnel and end with the group being 1st or almost 2nd level. Then move up accordingly.

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