D&D General Good Golden Vault Adventures?


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I've run a couple of them. It should be noted that this doesn't really do anything to address D&D stealth-mission problem (especially for a typical combat focused party), and in the first one (Mirkmire) the alarm was raised and most of the party were arrested, although one did escape with the McGuffin. You need to be prepped for "fail state" on these adventures. It's also worth noting that the the Victorian-style museum isn't a good fit for some D&D settings. There are no suggested settings in this book.

I also ran Reach for the Stars, which works much more like a conventional dungeon bash. Although if the party pay attention to the map they receive early on they can go straight for the boss, making it a short adventure. My players approached it video game style and cleared the entire house before going down to face the boss! Note that some of the ceiling heights don't make sense on this map (work out how steep the stairs are).

That's all I've done so far, but I have Heart of Ashes and Concordant Express coming up.
 

Zardnaar

Legend
I've run a couple of them. It should be noted that this doesn't really do anything to address D&D stealth-mission problem (especially for a typical combat focused party), and in the first one (Mirkmire) the alarm was raised and most of the party were arrested, although one did escape with the McGuffin. You need to be prepped for "fail state" on these adventures. It's also worth noting that the the Victorian-style museum isn't a good fit for some D&D settings. There are no suggested settings in this book.

I also ran Reach for the Stars, which works much more like a conventional dungeon bash. Although if the party pay attention to the map they receive early on they can go straight for the boss, making it a short adventure. My players approached it video game style and cleared the entire house before going down to face the boss!

That's all I've done so far, but I have Heart of Ashes and Concordant Express coming up.

Concordance express caught by eye for a Eberron game.

Distracted atm so haven't read it to much.
 


Zardnaar

Legend
It uses a lot of modrons and other planars, which I felt meant a lot of changes to adapt it to Eberron (which I considered). It's very Planescape.

I'll have to have a closer read. Generally I can adapt on the fly with adventures from 1E/& B/X through to OSR, 5E and Pathfinder
 
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I'll have to have a closer read. Generally I can adapt on the fly with adventures from 1E/& B/X through to OSR, 5E and Pathfinder
It's easy enough to adapt a generic fantasy adventure to a different ruleset if they are tonally similar. But Concordant Express is jokey and OTT (see: Time Bandits). So, you could easily replace modrons with human staff, but their lawful stupidity wouldn't be funny in the same way.
 

pukunui

Legend
It's easy enough to adapt a generic fantasy adventure to a different ruleset if they are tonally similar. But Concordant Express is jokey and OTT (see: Time Bandits). So, you could easily replace modrons with human staff, but their lawful stupidity wouldn't be funny in the same way.
Why would you need to replace the modrons for an Eberron game? Modrons still exist in the setting. (They’re native to the plane of Daanvi.)
 

Why would you need to replace the modrons for an Eberron game? Modrons still exist in the setting. (They’re native to the plane of Daanvi.)
They don't run the lightning rail though. And a train between Eberron's Moons/Planes doesn't seem like a good fit lorewise or tonally.

And each carriage on the Concordant Express is a kind of planar vignette. No problem mechanically, but you lose a lot of the sense of it without Planescape lore.
 

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