B11 and B12

Post/Author/DateTimePost
#1

Legendarius

Mar 28, 2010 15:15:08
I recently read through these older modules (Kings Festival and Queens Harvest) for the first time and they look pretty good as starter adventures for a campaign, in particular one set, at least initially, in Karameikos.  Who has played these modules or DMed them back in the day?  What did they like or dislike about them?  If you were going to run them in either 3.5/PF or in 4E what types of changes would you consider - to the encounters, the NPCs, the map, the story, whatever?  What would you add to make it even more solidly Mystara?  I'm assuming if I run these some day I'm going to set them in the Grand Duchy in AC 1000 before the Wrath of the Immortals.

L
#2

agathokles

Mar 29, 2010 12:59:39
I DMed B11. It's a rather simple module, but is well linked to the setting. Linking the evil priest with one of the entropic cults (Leptar, Orcus, etc.) would help.

In 4e, you might need to adjust the dungeon to work as a smaller set of larger encounter areas, as is typical of 4e tactical management (vs OD&D's strategic resource management on a longer string of individually weaker encounters). You might also want to make terrain more relevant through traps and hazards.

Other than that, B11 is not that different from your typical introductory adventure -- certainly better than the one in 4e DMG1.

B12 is even better from the point of view of the setting, introducing new NPCs connected to the existing ones from the GAZ. I haven't played it yet, so I have no advice to run it in 4e (or OD&D, for that matter).

GP
#3

Legendarius

Aug 06, 2010 8:14:37
Long time getting back to this.

Thanks for the comments Agathokles.

A few of my friends and I are thinking of running a campaign, possibly at least in part online, and I'm thinking of maybe sticking with the original RC rules or a homebrew modified version of them.  I definitely like trying to link it strongly to the Mystara setting.

L
#4

MarauderX-

Aug 24, 2010 9:48:39

I'm of the opinion that an even better starter module would be B10.  There are enough plot hooks to get the party going in any direction they choose, and perhaps they only get throught the first 1/2 of the very long adventure.

#5

lostanddamned

Dec 28, 2010 11:45:12
B12 was a complicated one to pull off, as it involved trying to break into a castle, quite a tough challange for low level characters!
#6

havard

Jan 13, 2011 10:11:47
This topic was sort of touched upon in a discussion at the Piazza as well, where I suggested starting with B11+B12 and then going on to B10. I am fascinated by many of the characters introduced in B11 and B12, such as Queen Illyana and Kaerin Penhaligion.

-Havard
#7

HobbitFan

Apr 20, 2011 0:21:36
It's been several decades, remind me again what the plots of B11 and B12 were?
#8

Huscarl

May 26, 2011 12:23:29
In their very most basic form:

B11 -- rescue a cleric from some orcs.
B12 -- infiltrate a dead wizard's sanctum to retrieve the dingus.

Running them in 4E would mean swapping monsters and filling in details on traps and hazards, which 4E treats in much greater detail. The rest of it you could make up on the fly. At least, that's how I would do it.

Steve
 
#9

Legendarius

Jun 16, 2011 12:54:53
I actually ended up running a party of six characters through the first half of adventure B11 (the dungeon is kind of broken into two parts).  We played using the 1991 Rules Cyclopedia rules, with a modified home brew skill system and using minis and tiles.  It was fun playing with the old rules again.  The next time I tag up with that group I hope we can finish that module and maybe have time to play B12 as well.  I hope to keep adding some more Karameikos elements to it from GAZ1 and over a long time (meet these players rarely) run it as campaign to name level or so.

L