Rating: [ 5.38 / 10.00 ]

Game Info

Title  X13: Crown of Ancient Glory
Author  Stephen Bourne
Book Type  Adventure
Rank: [ 613 / 5958 ]
Genre  Fantasy
Setting  Mystara / Known World
Other Tags 
Series 
Edition Info  TSR (1987)
Stock: 9218
ISBN: 0-88038-495-6
System  D&D / Basic 2
Parent: [ D&D / OSR ]

Game Summary

All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no one knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom.

Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster?

For characters levels 7-10.

Game Editions

Notes on This Edition
A 64-page book.

Game Editions

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# Title System Publisher Released Stock Status
1 X13: Crown of Ancient GloryD&D / Basic 2TSR 1987 9218 ---

Comments & Reviews

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Rating User Summary
3 + 4SevenBastard. An expert level adventure for the basic Dungeons and Dragons game, this adventure is wilderness, dungeon, seaborne, and political in nature.

All User Comments

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Rating User Comments
7 / 10PukakoRan this last month with some modified rules - end verdict was a good story with a plot, and some really good D&D parts. It needs some alterations, though, with an entire subplot of plotters near the start that without some incredible luck or paranoia will go completely unnoticed. Other parts have the same issue, with at one stage the players needing to prove that one of the members of a patrol is a traitor. Without any clues or interaction with him, they are supposed to find a secret message in his boot. The only way to do this is to kill him in cold blood, but I understand that's how 1st Ed D&D did work at times. Other issues - a little railroading, but not too badly done; every castle having a secret entrance at the water line (my players picked that up after the second); the main opponents being away from the sparkly bits (in one castle the evil priests are upstairs and the crown is in the basement, so little chance for interaction). And the number of main evil-doers impersonated by their servants gets confusing for everyone. But it's fun, and has parts where the different approach to play these days can be effective. I don't think it was designed that way, but with a few changes it's interesting, has a good mix of combat and social interaction, and there's some interesting magical loot, providing you take the law/chaos restrictions off.

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