View Full Version : D & D modules
From my years of playing DDO it seems that DDO has a broad base of PnP gamers or ex-PnP gamers. Now that we have access to Faerun has any thought been given to porting over some old D&D modules? I know there are intellectual property issues and such, but I think a lot of us would love to see some of that stuff come over so we can play through with our toons
kittikatgurl
02-20-2013, 07:03 AM
I'm not sure of the logistics of intellectual property issues either, but I do know that DDO can't touch anything in the area that Neverwinter Online is located.
pizzandew
02-20-2013, 07:26 AM
You have travelled for many days, leaving the Realm and
entering into the wilder area of the Borderlands. Farms and
towns have become less frequent and travellers few. The
road has climbed higher as you enter the forested and
mountainous country.
You now move up a narrow, rocky track. A sheer wall of natural
stone is on your left, the path falling away to a steep
cliff on the right. There is a small widening ahead, where
the main gate to the KEEP is.
cdbd3rd
02-20-2013, 07:31 AM
... There is a small widening ahead, where
the main gate to the KEEP is.
Thereafter, you travel farther. You spy a large palace in the distance, and sneaking a peek in one of the lower windows, you see;
http://blackmoor.mystara.us/img/temp_img/b3ubues.jpg
(One of the illustrations from the recalled orange-cover B3, Palace of the Silver Princess.)
Postumus
02-20-2013, 07:34 AM
You have travelled for many days, leaving the Realm and
entering into the wilder area of the Borderlands. Farms and
towns have become less frequent and travellers few. The
road has climbed higher as you enter the forested and
mountainous country.
You now move up a narrow, rocky track. A sheer wall of natural
stone is on your left, the path falling away to a steep
cliff on the right. There is a small widening ahead, where
the main gate to the KEEP is.
Ah Keep on the Borderlands. Good times. I think I still have that module.
Ralmeth
02-20-2013, 03:09 PM
You have travelled for many days, leaving the Realm and
entering into the wilder area of the Borderlands. Farms and
towns have become less frequent and travellers few. The
road has climbed higher as you enter the forested and
mountainous country.
You now move up a narrow, rocky track. A sheer wall of natural
stone is on your left, the path falling away to a steep
cliff on the right. There is a small widening ahead, where
the main gate to the KEEP is.
Ah...Keep on the Borderlands:) I was thinking of this exact module when I read the OP. I have fond memories of my first D&D character, a 1st level magic-user, dieing in the pit in the entrance. I think I remember getting over the pit, seeing lots of kobolds, running away as I was alone, and then falling down into the pit as I tried to jump across. Ah, the good old days;) Imagine if soloing in DDO was that tough? I would love to play through this module in DDO. So...
/Signed
squishwizzy
02-21-2013, 11:53 AM
I've spent the last few days playing the Neverwinter Nights (original PC game), specifically a translation of module B1 In Search of the Unknown.
Wow, was that enjoyable to play. Kinda creepy, spooky, lots of stuff to investigate, a few things to kill here and there. Plus it had a great storyline.
Then I take a break from that to run some frickin' quest in DDO for the sixtieth time.
Those old quests aren't legendary because they were te first ones out there. They are legendary because they were actually well-designed, and fun to play.
Kilbar
02-22-2013, 01:00 AM
Dungeonland.
/thread
Getting the legal right could be a problem plus some of the best modules werent in the realms they were set on Greyhawk(temple of elemental evil and actually the giants through the demonweb modules were originally set on greyhawk) So was keep on the borderlands.
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