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Curse of the Azure Bonds - your experiences?

I ran it the module. Our group's paladin wound up being compelled to strangle someone to death with his bare hands and thus lost his paladinhood until he completed a quest, said quest being to destroy those who enslaved him. Trouble was, we were using those optional experience things in 2nd edition where you got bonus XP. Fighters got it for putting the killing blow in on a creature. Even without his paladin powers, he was still the most powerful character and got most of the "kills", infuriating the other fighters because he was "wasting" their bonus points :)

We did enjoy the adventure though.

Allen
 

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It's really interesting to see how many folks played this as a computer game. This is how I first played it as well, and enjoyed it so much that I got the module. (I also foolishly bought the Ruins of Adventure module as well, which I found needed huge amounts of work to knock into shape - although I know that for others it clicked right away).

I found the module plenty of fun - some strong villains, good locations and interesting twists and turns along the way (the forced "assassination" of Wyvernspur, Ginali and his torture room, the beholder and Fzoul coming through the wall, the dragon at Haptooth hill and the dead avatar were all memorable encounters for all the groups I ran this for).

I was a bit wary of the strong railroad elements in the adventure, but for me this adventure stood out from other "A to B to C to D to BBEG" modules in that its railroad hook (the eponymous bonds) was logical to the plot and that it managed to be compelling and enjoyable along the way. The players really wanted to ride that railroad, just to get rid of the bloody bonds. Not a plot device you could use more than once, but just the once did the trick.

It was also the adventure that ended DM-controlled adventures for me forever. At a certain point in the adventure, my players charged wildly off-track (in a fashion that made sense to them). Their actions, while completely at odds with the plot, actually worked better than the printed adventure. I embraced it wholeheartedly (after a few moments of blind panic) and the ramifications of that single encounter are still felt in my games today, 15 years later. I had always favoured player choice over DM control before then, but the success of realising that "there is no spoon", so to speak, was a liberating experience of an unprecedented level. Never going back. Player control all the way, baby.
 


I played in the tabletop game. It was crap.

As much as I can recall it, you almost literally were just following the stars of the novel around helping them do the stuff from the novel.

I seem to also recall a journey to Shadowdale to ask Elminster for some salient advice, and getting two pages of babbling "Elminster-Speak" for our trouble (the theme of it was "I'm not going to do anything")
 

Played the Gold Box game, which was possibly the best of that noble breed. Never played the tabletop module because, well, it seemed like it would be a waste of time when everyone I gamed with had played it on the PC or C64.
 


el-remmen said:
I played it on my C64. ;)

Me too!

Plus, I figured out that on the C64 the computer never officially recorded where you were in the story except by whole party. So, all you have to do was take your party through enough of the adventure to gain XP and then start a new game. Import all but one of the old characters and make up a new one. Start the game over ... go through the initial sequence so that the computer logged a new place, and then start the game over with the complete old set of characters. You would start the whole game over again ... but with all the XP intact. :) Ah ... cheating before you needed cheat codes to cheat. Isn't it grand?

[Oh, this trick worked on Secret of the Silver Blades, as well. And, what's more ... if you unequipped all you party's equipment and stored it in the vault, left the vault, and then quit the game without saving you could use the "New Game" trick from above to restart the adventure and then go to te bank vault and reclaim duplicates of all of your equipment! Plus, you started over ... so the first few levels were like free XP! :) Ah ... more cheating before cheat codes were necessary! ]
 

Like many others, I only played the Gold Box game. It was a lot of fun, although not as good as Secret of the Silver Blades (which was the best of that series).
 


Mark Hope said:
(I also foolishly bought the Ruins of Adventure module as well, which I found needed huge amounts of work to knock into shape - although I know that for others it clicked right away).

Yeah, it's writing is absolutely horrible and it totally cannot be played the way it is written (in any sensible fashion)... but I like it as a foundation for a campaign (using it HERE; mostly the rough story outline and the locations... making up pretty much anything else myself, though). :)

As for the Curse of the Azure Bonds, I only played in a game here, which didn't get very far. ;)

Bye
Thanee
 

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