Tuesday, August 9, 2016

The Lost Mines of Phandelver AD&D 2nd Edition Version


When you get a module or a campaign from one system to use with another system, then you need to tune it and modify it to fit your game.

I am currently using the Lost Mines of Phandelver in my current campaign. How did I drop it in and what did I do to tune the encounters to 2E you ask?

Firstly, I took out the main characters and replaced them with Father Angus (Previously known as Marc Otter) and a grave digger henchman, Gildenstern. 

Rosencrant and Gildenstern are two part time grave diggers working under Father Angus. The players semi-hired them as henchmen to help explore the dungeons beneath the monastery because if you remember from a previous post, I told you how there were only two players when we first started playing.

Well, Father Angus and Gildenstern rode on ahead after asking the players to escort the cart to Phandalin which I renamed to Stratford.

But what about the part of the map? Hmm, yes, there are so many angles to play on this point. How did Father Angus find this map? 

Perhaps he found it in the dungeons while he was down there with the players and pocketed it without the players noticing. Maybe it has been hidden in the church for some time and he had sent word to another priest about it because the map mentions a holy artifact of great power, maybe even enough power to help the golden dragon close the breach to the nine hells.

Whatever the reason, Father Angus has it, and the dark powers being what they are, found out about its and now the ambush from part 1 has led the players to Cragmaw Hideout.

Using the stats for the goblins and bugbear in the 2E MM is easy, just jot those stats down on some notes, and as for any traps along the trail to Cragmaw hideout, just allow your thief to declare he is looking for traps and break it up, so for example, in our game he declared he was going to search for traps, his first role succeeded and so I said in a mile in you find a snare and then he disarmed it.

He declared again but didn't succeed and I said after a few miles you fall into a pit you didn't see.

He took damage and the players carried on. 

So as you can see, you can adjust a module to fit your campaign. Make the background of the module your own story so that it fits your campaign. Adjust creature stats and encounters (traps etc) as needed and things will flow together.

Of course you can't help it if your players make bad choices or bad rolls. Some game days are better than others.

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