Looking for advice, another old modules thread.


3.5/d20/OGL


I just recently found the .pdf downloads for the old modules/setting information and all that for 1e D&D. This has inspired me, though it has been sooooo long since I did anything in that edition I don't really remember what is what anymore.

Since a game I'm playing is likely to end soon, plus the fact that I'm getting kinda burned out on 3.5e... well, I am planning on running a campaign of my own. My idea is to dust off my old 1e AD&D books and run a campaign through the old 'Classic Modules' such as Against the Giants, Vault of the Drow, Lost temple of Tajosca (Or however you spell that). Nobody in my groups has played 1e in years, so we're all pretty rusty.

I need some help though. What modules/adventures would people here reccomend as a path through a campaign? I would like to start at 1st level, so we all have a chance to relearn the system again.

The Against the Giants/Vault of the Drow (Demonweb pits, or whatever) set start at 8th level I believe. What would be good to run in order to level people up for the modules?


Blubbernaught wrote:

I just recently found the .pdf downloads for the old modules/setting information and all that for 1e D&D. This has inspired me, though it has been sooooo long since I did anything in that edition I don't really remember what is what anymore.

Since a game I'm playing is likely to end soon, plus the fact that I'm getting kinda burned out on 3.5e... well, I am planning on running a campaign of my own. My idea is to dust off my old 1e AD&D books and run a campaign through the old 'Classic Modules' such as Against the Giants, Vault of the Drow, Lost temple of Tajosca (Or however you spell that). Nobody in my groups has played 1e in years, so we're all pretty rusty.

I need some help though. What modules/adventures would people here reccomend as a path through a campaign? I would like to start at 1st level, so we all have a chance to relearn the system again.

The Against the Giants/Vault of the Drow (Demonweb pits, or whatever) set start at 8th level I believe. What would be good to run in order to level people up for the modules?

U1-3 (Sinister Secret of Saltmarsh) makes a good run through about 5th level. Saltmarsh is located on the coast of Keoland near the Hool Marshes.

UK2-3 is also a good choice, running through a similar set of levels (though I think the Sentinal (UK2) starts at 2nd level, so you may need something else introductory level for that run.

N2, the forest oracle, is from the "novice" line and might help you get back up to speed... it is for very low level character. N1, also a very low level module, is also purported to be excellent (it made the top 30 adventure list in Dungeon, and was one of very few on that list that I never got to run through).

If you don't mind conversion, B4, the lost city, has always been one of my favorites, but it was based around basic D&D.

Hope these ideas help.

- Ashavan

Liberty's Edge

When all the old chromatic/pastel modules were repackaged into their "super-module" versions, they were designed to link to each other. Temple of Elemental Evil (T1-T4) segued into Against the Slavelords (A1-A4) which finally segued into the GDQ1-7 super-module. Each book had a couple pages of material to help the segues to work. If I ever went back to 1E, this is what I'd likely run.

The U-series was a great series to run and with Saltmarsh being fully detailed in the DMG2, there's even more incentive.


Currently, I am running Night Below on RPOL for a band of six adventurers. This mega-module is designed to bring characters from 1st level to (I think) 14th level.

On-line adventuring takes forever and a day. We've been playing for almost a year, and we're only on day 6; however, the players keep posting, so there must be something about the adventure.

It's got many opportunities to role-play and to hack-n-slash.

It's a mystery, a dungeon-crawl, and has so many colorful characters. While it has some of the traditional Underdark denizens, it doesn't have ANY drow--so if you feel that race has been done to death, you needn't worry about them showing up.

The other nice thing about it is that there is so much room to add other "side-quests" to the adventure. I've added about three different sub-plots (one dealing with a Goodman Games adventure and one dealing with an WOTC free, on-line adventure).

It also asks players to go beyond the normal "stereotypes" of creatures. Just because something is a goblin doesn't necessarily mean it is something that should be wiped off the face of the earth. It also presents the players with scenarios where a sword and a spell will not help them out of a jam, they'll need to rely on roleplaying. . .

Overall, I am really enjoying the module.


I'd recommend getting familiar with the rules, first, before running ANY campaign! I'd also recommend B1-9, In Search Of Adventure; by the time you finish B4, your Players' Characters should all be at LEAST 4th-6th level! (You can get the originals, if you have them, or the well-packaged supermodule that included ALL of them in one neat "mini-boxed" set, along with a sidebar adventure to run, as well!) U1-4 is an excellent way to "build-up" your Players' PC levels, as well; Saltmarsh is both easy, yet provides plenty of challenge for even a veteran!


Well my blubberbrother,

Try starting out at level 0 with the old module (N1, I think)'Treasure Hunt'. The characters litterally start with nothing, so starting over 1st Edition will be quite easy and fast - Choose race, roll stats, roll hit die, and you're off!! An interesting Survivor/Lost module that I usually use with players that have never played before... It's not hard to role-play a commonner.

Then, as mentionned above, a few adventures in the B1-9 series would be a good way to follow up. Not too complicated, pretty straight-forward dungeon crawls. Specially the B1 (In Search of the Unknown) and B2 (The Keep on the Borderlands).

Finish that off with (X1) The Isle of Dread, and you can't get more classic than that.

If you can find a way to knit these adventures together, it would be bliss. Have the players find Rory Barbarosa's journal (X1) somewhere in the mansion in Treasure Hunt. When the players leave the Island in Treasure Hunt (N1), have them reach land somewhere near the entrance to the Quashqueton Complex (B1). Inside, the players could find an old map wich shows them the way to the Keep on the Borderlands (B2). Then, somewhere in the Caves of Chaos (B2), they find a map to the Isle of Dread (X1) which promises hoards of treasure. By the time the players finish the Isle of Dread, they should be somewhere around 5th, 6th or even 7th level, depending what you serve them on the island.

Ah, the memories...

Ultradan


Why do some threads (like this one) end up in the archives??? Can anyone answer this?

Ultradan


Pick & match real-oldie paths:

LOW LEVEL (pick one module or module series):

U1-3 Saltmarsh series (Levels 1-3, 1-4, 3-5)
or
N1 Against the Cult of the Reptile God (Levels 1-3) and
L1 Secret of Bone Hill (Levels 2-4) and L2 The Assassin's Knot (Levels 2-5)
------
Followed by MID-LEVEL (pick one module or module series):

A1-4 Slave Pits series (Spans levels 4 - 7)
or
I1 Dwellers of the Forbidden City (Levels 4-7)
or
C1 Hidden Shrine of Tomoachan (Levels 5-7)
or
I2 Tomb of the Lizard King (Levels 5-7)
------
Followed by HIGH MID-LEVEL (pick one module or module series):

I3-I5 (Desert of Desolation) series (Spans levels 5 - 9)
or
S1 The Lost Caverns of Tsojcanth (Levels 6-10*) and WG4 The Forgotten Temple of Tharizdun (Levels 5-10*)
------
You can follow all this with the G1-3 Giant series, D1-3 Descent series, and finally Q1 Queen of the Demonweb Pits
or
WG5 Mordenkainen's Fantastic Adventure** (Levels 9-12)
------

If that won't keep your players occuplied for a while, I don't know what will!

There's also the whole Temple of Elemental Evil path, although I've found that the danger jump from levels 2 to 3 of the Temple can be considerable. A short side jaunt between Temple levels might be advisable.

*If run correctly these can be pretty deadly -- consider them at the upper end of the spectrum (and WG1 is meant to be run after S1 despite the easier level rating).
**Unless your group has already experienced the 3.5e version of Maure Castle.


Rexx wrote:

When all the old chromatic/pastel modules were repackaged into their "super-module" versions, they were designed to link to each other. Temple of Elemental Evil (T1-T4) segued into Against the Slavelords (A1-A4) which finally segued into the GDQ1-7 super-module. Each book had a couple pages of material to help the segues to work. If I ever went back to 1E, this is what I'd likely run.

The U-series was a great series to run and with Saltmarsh being fully detailed in the DMG2, there's even more incentive.

I have to agree with Rexx on this one. Using the ToEE to move into the "Slavers" series would be the way for me. Having played both years ago I recomend them heartily.

As a side note, many people here have posted recomending the "Saltmarsh" series of adventures. Were they good? Would it be worth my time picking them up to run in my current campaign? (Set in the Principality of Ulek.)


Rothandalantearic wrote:


As a side note, many people here have posted recomending the "Saltmarsh" series of adventures. Were they good? Would it be worth my time picking them up to run in my current campaign? (Set in the Principality of Ulek.)

I have never run them, but they seem to be quite good, IIRC from reading them. According to Canonfire, the modules are set in the Hool Marshes, in Southern Keoland. That should be not too far from Ulek.

Stefan


Thanks, I am running the "Rappan Athuk" modules from Necromancer Games. I suspect that my players will need a break from the "dungeon crawl" part of the adventures, and since Saltmarsh was featured in the DMG2 I hope to give them a bit of a change of pace if they want. Does the whole set take place in Saltmarsh or do they travel very far away?
I only skimmed the first modules briefing when looking in the paizo store.

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