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C&C Adventures: Forgotten Realms adaptable?

Posted: Tue Jan 30, 2007 4:24 pm
by irda ranger
Hey folks,

Quick "bird's eye view" question on the C&C modules available from TLG as I don't own any of them yet.

Simply put, how adaptable are they to a OD&D/AD&D 1e version of the Forgotten Realms CS? I know they are set in Erde, but how strongly does that come through in the writing? Can I play them "mostly as is", or will I need to rewrite a lot of the backstory?

Thanks!

PS - Yay! I'm a Hobgoblin! Woot for 2HD!
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Posted: Tue Jan 30, 2007 4:56 pm
by Rigon
I don't see any problems for using the modules mostly as is. You may have to change a little bit of the backstory and the deity references.

R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Posted: Tue Jan 30, 2007 6:47 pm
by Treebore
What Rigon said.

The toughest part is if you want to use the Unklar angle that is in the modules, which you will have to if you want to use the whole "A" series to their fullest potential. However I think you can replace all aspects of Unklar with the Zhentarim. With Fzoul Chembryl (sp?) as the ultimate antagonist.

The Haunted Highlands I think you can pretty easily adapt to the Dalelands area and several other areas.

The Goodman modules can be easily used almost anywhere.

Same with the others.

Posted: Tue Jan 30, 2007 8:12 pm
by Rigon
Treebore wrote:
The toughest part is if you want to use the Unklar angle that is in the modules, which you will have to if you want to use the whole "A" series to their fullest potential. However I think you can replace all aspects of Unklar with the Zhentarim. With Fzoul Chembryl (sp?) as the ultimate antagonist.

I don't know if I'd go with the Zhentarim, however, Bane would make a great substitute for Unklar. And Meiliki would work great for Wenafar.
Quote:
The Haunted Highlands I think you can pretty easily adapt to the Dalelands area and several other areas.

I would suggest on the northeastern side of the Sea of Fallen Stars, perhaps around Impultar.

R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Posted: Tue Jan 30, 2007 9:23 pm
by irda ranger
Perfect. The PC's are currently just a bit north of Melvaunt, by the Moonsea.
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Posted: Tue Jan 30, 2007 11:57 pm
by Treebore
Well, if they fail to stop Fzoul Bane will become a HUMONGOUS problem for a lot more than just the party. I suppose you could have an avatar be the one trying to return Bane to the realms instead of Fzoul.

Or have Fzoul just trying to summon an Avatar. Pretty much any angle can work.

Posted: Wed Jan 31, 2007 3:10 am
by Rigon
Treebore wrote:
Pretty much any angle can work.

Agreed.

R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

Posted: Wed Jan 31, 2007 4:18 am
by irda ranger
Quote:
Well, if they fail to stop Fzoul Bane will become a HUMONGOUS problem for a lot more than just the party. I suppose you could have an avatar be the one trying to return Bane to the realms instead of Fzoul.

Or have Fzoul just trying to summon an Avatar. Pretty much any angle can work.

That sounds like some pretty high-level play. Interfering with Fzoul Chembryl's plot to ... what? Incarnate Bane? That sounds more like the culmination of a major campaign story arc, and nothing that anyone less than 10th level should even think about (preferably 15th lvl+). The Black Network does not tolerate fools or interlopers lightly.

Right now the PC's (who are generally good-ish, even if no one's a Paladin or LG cleric) are having to deal with the fact that the Keep on the Borderlands may be human and "civilized", but as a feudal outpost of the Melvaunt, Loviatar is the official religion of the land. Are the orcs and goblins in the Caves of Chaos better, worse, or just a different kind of evil & fah! a pox on both their houses? The PC's took some prisoners wiping out the bandit camp, and the prisoners were summarily executed upon returning to the Keep.

I've also decided that the hermit is a Druid of Crothian, for those that get the reference.
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Posted: Wed Jan 31, 2007 9:58 pm
by Treebore
Well, in the "A" modules, A13 is the culmination. I imagine the level is going to be pretty high. At least 14th. The modules series is eventually going to draw the PC's into fighting the return of the god Unklar.

IF Unklar actually returns the world of Erde is screwed once again. Since the "A" series isn't being put out fast enough for my groups progress I have my group going through a "back up plan" which will involve bringing the "All Father" back to life.

Which will actually be higher than 14th level and involve my C&C adaptation of the d20 RuneMark of Erde, found in the "Winter RUNE" TLG module.