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Beyond the Crystal Cave - adapting to Torchbearer 2e
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<blockquote data-quote="pemerton" data-source="post: 9387570" data-attributes="member: 42582"><p>A conversation a couple of weeks ago prompted me to have a close read of my copy of Dungeon Module UK1 <em>Beyond the Crystal Cave</em>.</p><p></p><p>It's an interesting scenario, but I've really got no idea how it is supposed to be run in its official system, AD&D. It involves mostly social and puzzle-based encounters, for which AD&D really has no resolution method besides the GM deciding what the NPCs/creatures do in response to players' declared actions. (The reaction roll system isn't really robust enough, in my view, to do much work in the context of this scenario.)</p><p></p><p>However, <a href="https://www.enworld.org/threads/torchbearer-2e-actual-play-of-this-awesome-system.691233/" target="_blank">I'm currently GMing a Torchbearer 2e game</a>. Elves, and the fate of Elves, and Half-Elves, and the like, are all thematically pretty central to the game, and so I think Beyond the Crystal Cave could be interesting, given that its premise is the garden inhabitants' reverence for the love of a Half-Elf and a human, and that the garden is a secluded magical place something like the TB2e Elfhome.</p><p></p><p>I also really enjoy GMing Trickery conflicts in TB2e, and this module promises a good number of them.</p><p></p><p>The first step I've taken is to write up faeries and pixies as TB2e denizens:</p><p></p><p>[ATTACH=full]369696[/ATTACH]</p><p></p><p>Other, preliminary, thoughts that I've had:</p><p></p><p>In the Caves, keep the Mudmen (as spirits) but drop the poltergeists. I'm still thinking about how to do the waterfall.</p><p></p><p>In the Gardens, merge the frog, bear, and drake encounters with the random encounter tables to use as Twists (including for failed Pathfinder when moving off the paths). The two arbours would be Will- and Health-based.</p><p></p><p>I haven't though much yet about the Palace.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9387570, member: 42582"] A conversation a couple of weeks ago prompted me to have a close read of my copy of Dungeon Module UK1 [I]Beyond the Crystal Cave[/I]. It's an interesting scenario, but I've really got no idea how it is supposed to be run in its official system, AD&D. It involves mostly social and puzzle-based encounters, for which AD&D really has no resolution method besides the GM deciding what the NPCs/creatures do in response to players' declared actions. (The reaction roll system isn't really robust enough, in my view, to do much work in the context of this scenario.) However, [url=https://www.enworld.org/threads/torchbearer-2e-actual-play-of-this-awesome-system.691233/]I'm currently GMing a Torchbearer 2e game[/url]. Elves, and the fate of Elves, and Half-Elves, and the like, are all thematically pretty central to the game, and so I think Beyond the Crystal Cave could be interesting, given that its premise is the garden inhabitants' reverence for the love of a Half-Elf and a human, and that the garden is a secluded magical place something like the TB2e Elfhome. I also really enjoy GMing Trickery conflicts in TB2e, and this module promises a good number of them. The first step I've taken is to write up faeries and pixies as TB2e denizens: [ATTACH type="full"]369696[/ATTACH] Other, preliminary, thoughts that I've had: In the Caves, keep the Mudmen (as spirits) but drop the poltergeists. I'm still thinking about how to do the waterfall. In the Gardens, merge the frog, bear, and drake encounters with the random encounter tables to use as Twists (including for failed Pathfinder when moving off the paths). The two arbours would be Will- and Health-based. I haven't though much yet about the Palace. [/QUOTE]
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