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Two part question.
Me and my group have decided to start up a second edition campaign for nostalgia's sake and play through as many of the classic modules as progression will allow.

The problem is we have an eye towards several adventures which were designed for 1st Edition.

So my first question is thus: Is it possible to convert modules from 1st to 2nd, how difficult is it generally, and has anyone already done the legwork? If it just isn't feasible we'll figure out what to do from there (likely play 2nd ed modules).

Second part is can anyone recommend adventures to look for? If you suggest an adventure please list is level range (or relative level range if it needs conversion). We have some in mind, but I'm sure we missed a few good ones.


Adam500 wrote:

Two part question.

Me and my group have decided to start up a second edition campaign for nostalgia's sake and play through as many of the classic modules as progression will allow.

The problem is we have an eye towards several adventures which were designed for 1st Edition.

So my first question is thus: Is it possible to convert modules from 1st to 2nd, how difficult is it generally, and has anyone already done the legwork? If it just isn't feasible we'll figure out what to do from there (likely play 2nd ed modules).

Second part is can anyone recommend adventures to look for? If you suggest an adventure please list is level range (or relative level range if it needs conversion). We have some in mind, but I'm sure we missed a few good ones.

Its extraordinarily easy. To the point where I basically did not bother adjusting the modules really at all. Characters changed between the editions but the changes to the monsters outside of a handful like Giants and Dragons were very minor. The statblock for monsters remained essentially the same between the two editions.


This is great to know. Many thanks from our DM! Original Temple of Elemental Evil (& Village of Hommlet) here we come!

Thats just for starts though, any suggestions on where to continue when we finish it?

Qadira (RPG Superstar 2010 Top 16)

Adam500 wrote:

This is great to know. Many thanks from our DM! Original Temple of Elemental Evil (& Village of Hommlet) here we come!

Thats just for starts though, any suggestions on where to continue when we finish it?

Everybody seems to love the "Against the Giants" series, but, honestly, I think that's more nostalgia than sincere affection. There's some very wonky design there. (The 25th Anniversary edition tried to clear up a lot of it, reasonably successfully, I thought.)

If you're playing in Greyhawk, WGR5 "Iuz the Evil" and WGR6, the City of Skulls, make a great adventure for characters of level 10 or so.

Or it might be fun to go from the Temple of Elemental Evil to Planescape or Ravenloft.

Silver Crusade (Paizo Superscriber, Pathfinder Battles Case Subscriber)

I really liked the "desert of desolation" series. I think the modules were called Pharoh, Oasis of the White palm, and The lost tomb of Martek. In the Lost tomb of Martek, there is a part where the players have to cross a sea of glass, on an "Ice Runner" type boat. Good times.


for the beginnning, i'd highly recommend N1 against the cult of the reptile god...a slight deux ex machina touch towards the end, but i love how challenging that one proved to be. a mid level one, the tomb of the lizard king had some nice ideas, though i didn't play it straight through.

the u1-u3 level one to three trilogy was good, though your party will be tired of lizard men and sahuagin by the end of that one...so it's a good read, but you'll probably want to pass.

the slavers and the classic gdq series are always good, but borderline 'old hat' they dovetail nicely though, and you can play them back to back and make a pretty efficient mid to high level campaign out of them. again...because of the 'theme' elements, the giants part can get a bit tedious.

if you really want to throw the party, look at some 2e stuff, but mix n match...tinker with and put some planescape modules in the prime material, bring some dark sun elements into your main campaign world. players with some variety in their past will get a simultaneous freak out and nostalgia as they try to work with the changes. having said that, a few of the ravenloft modules are pretty good too (night of the walking dead, a very low level one proves to be a serious challenge for a party of less than third level)

just my two coppers worth


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