GreyWolfLord |
Red Hand of Doom was pretty fantastic and deserves it's place as one of the iconic modules from 3rd Edition. Also, the credits page has a few familiar names...
This was the first one that came to mind for me, as it is from the 3.5 era and is perhaps one of the most fondly remembered modules of that time period.
Antariuk |
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Yeah, another vote for Red Hand of Doom. There is a massive GM's Handbook on the Giant in the Playground Forums with lots of tips on how to make this thing go smooth at the table (and some Pathfinder advice), so a lot of work is already done.
If you want to start a game at 1st level, then another iconic adventure would be The Sunless Citadel, the first volume of 3.0's "adventure path". It is a great little module with all the iconic game aspects in it, and you can easily link it to RHoD if you want to:
Gullyble Dwarf - Lvl 7 DM |
The Shining Fool |
I'd vote for "Shackled City." It was a great campaign, even if there are some obvious "issues" that the team learned to fix in later paths.
Failing that, I'd second "Red Hand of Doom." It had an awesome feel, and being thrust into the midst of a war is always great fun.
My third bet would be "City of the Spider Queen." It was ranked 24th greatest adventure of all time. It has Drow. It has a war. it has the Realms. What's not to love?
Nimon |
There are a lot of 3rd Party APs that are well written. I think Way of the Wicked is a refreshing concept.
The legend of the five rings modules are fairly well written and the setting could easily be converted into a Tien city. The mechanics are different, though I think there was a d20 version at some point that might be helpful.
idilippy |
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With just "outstanding" to go on, and no idea what your group in particular finds outstanding, I am going to suggest a number of different potential adventures.
First to mind, with the Iron Gods AP looming, is the excellent Expedition to the Barrier Peaks. Deadly, slightly (ok, more than slightly) crazy, and lots of fun, this adventure blends sci-fi elements in so if that's a turn off for your group you probably want to steer clear. Originally designed for AD&D.
Next are a pair of classic linked modules that make for pretty decent adventure paths when run together, Scourge of the Slavelords (A1-A4) and the massive Queen of the Spiders (GDQ 1-7). In the first your party works to stop the predation of slavers, and features a very challenging but fun (for some) 4th adventure. If your players get twitchy when you do things like sunder, use rust monsters, or otherwise separate their characters from their belongings, they might be less than pleased with the path of the modules towards the end (in which case I'd say run it and wrap up early, you'll know when). In the second the characters fight raiding giants before finding out that a worse evil is behind it all, potentially culminating in an epic showdown with a powerful demonic being. Originally designed for AD&D.
The Temple of Elemental Evil (T1-4) is another obvious seeming choice. A fun and deadly location that isn't just a dungeon crawl, lots of room in this for solutions other than killing everything if the Party and GM want something aside from hack and slash. Originally for AD&D.
Keep on the Borderlands (B2) is still a fantastic adventure starting point for 1st level parties. With a keep for a home base the wild Borderlands are open for exploration, dungeon crawling, diplomacy, and monster slaying as the keep just so happens to be close to a monster infested area. Perfect for starting parties with loads of room for a DM to branch them out into a wider sandbox from this more limited start. By adding a few hooks for their own adventures (or other published adventures) and building on any hooks players put into their backstory, by the time the players have completed this module they might have a multitude of other leads for further play. Originally for Basic D&D. Also notable for already having an excellent Pathfinder conversion done by another member who has a thread on this forum Here
There are loads of other excellent adventures out there, and it is certainly easier to convert a module designed for 3e or 3.5e like some of the other suggested modules have been, but you did mention any system so hope pointing out a few of the classics of older D&D editions works.
noblejohn |
Thanks for the suggestions here. There are a lot of great ideas. I love the idea of going old school and converting to PF. I can start running and see if the players can figure out what it is.
I may just start with Keep on the Borderlands for grins, then maybe the red hand of doom or temple of elemental evil.
thanks again.
Lord Fyre RPG Superstar 2009 Top 32 |
pachristian |
There are a lot of good suggestions here.
Check out Dungeon Crawl Classics:
“Prince Charming, Reanimator” (FT 0 - Purple Duck Games)
“Bride of the Black Manse” (DCC 82 - Goodman Games)
Also check out GRAmel's
"Amulet of the Dogskull" - absolutely not for lawful-goods! (Savage Worlds system; you'd have to take the storyline, and do the encounters on your own).
For adventures that will take less conversion, check out Goodman Game's 3E line - most are only $3 as pdf's.
I have converted a large number of D&D 1st through AD&D 2nd adventures, and I've never really found a problem with encounter levels. But you have to remember, in the older adventures, it was given that some encounters were going to be pushovers, and some were going to be encounters that the players should avoid or flee - knowing when to hold'em, and knowing when to run was just part of character survival.
Cuchulainn |
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One big difference between 1E/2E and Pathfinder: ORCS.
Old school orcs were mooks. They were the TIE fighters of the Monster Manual.
Pathfinder orcs are much, much more dangerous to a group of first level characters. Orc ferocity can be very difficult to overcome.
Keep on the Borderlands, for example, has a lot of orcs (2 full tribes). Make sure to adjust the encounters accordingy.
Itchy |
For an old school feel without any conversion, you could take a look at Frog God Games' catalog.
Slumbering Tsar is a massive sandboxy dungeon.
Rappan Athuk is all dungeon, all the time (and also quite deadly).
Razor Coast is a giant pirate sandbox.
From old 3.5 stuff: My group had a lot of fun going through Barrow of the Forgotten King, The Sinister Spire and Fortress of the Yuan-Ti, but we did that all under the old 3.5 rules.
Nimon |
I really can't agree with Tomb of Horrors, though. It is rather incomprehensible why people think it is such a great adventure.
I totally agree, it is maybe fun for sadistic GMs that like to punish players, but it is not a well written adventure by any account. I think it gets put on lists for nostalgia sake alone.
Sissyl |
3 people marked this as a favorite. |
Precisely.
There. You can excommunicate me now.
Friend of the Dork |
One big difference between 1E/2E and Pathfinder: ORCS.
Old school orcs were mooks. They were the TIE fighters of the Monster Manual.
Pathfinder orcs are much, much more dangerous to a group of first level characters. Orc ferocity can be very difficult to overcome.
Keep on the Borderlands, for example, has a lot of orcs (2 full tribes). Make sure to adjust the encounters accordingy.
They were quite dangerous back then. Remember, max hp at 1st lvl was a house rule, and you needed to roll a 15 Con or higher to get 1 more. Ad&d Orcs would pne-shot wizards, a a group of 4 could take down the party fighter quickly with a little luck.
If the Mage had used his only sleep spell and the party met 6+ orcs at once they were likely screwed.
Joshua Goudreau |
1 person marked this as a favorite. |
Hellbound: The Blood War (AD&D/Planescape)
Utterly awesome - explore sigil, deal with elder evils, fight battles on dead gods, trek the planes, take the ability to teleport from every evil outsider in existence !!!
The Field of Nettles remains one of my most fondly remembered adventure sites. I harried and demoralized many a player character on that battlefield...
Cuchulainn |
1 person marked this as a favorite. |
Castle Amber is a great adventure to convert. I actually converted it when 3rd edition first came out years ago, and ran it for my players. They still talk about it.
The Scourge of the Slave Lords (A1-A4) series would be another good choice.
The Desert of Desolation series.
Expedition to the Barrier Peaks
The Lost Caverns of Tsojcanth
The Hidden Shrine of Tomoachan
Bwang |
The little micro adventures of a dozen years ago were great one-offs. I have run Jerimond's Orb about eight times, using zombies at least twice, once at 4th of July as a game for the kiddies (disturbingly aware of all manner of zombie movies) till the rain quit. Most are geared for one evening and easy to swap foes without major problems. Just do not use the same map without changing serious features. I also keep a notebook of changes that scale the adventure to various levels and themes. Just by switching 'types' can upset the players that 'read ahead'. I had 2 players actually read a Fey monster while I was setting up the game in with I used that monster as an Undead. Neither has realized my replacement since.
ParagonDireRaccoon |
The adventures from World of Krynn convert pretty well, and there is a conversion of Daargaard Keep to 3.5 on one of the Dragonlance websites (that one is pretty brutal). Along the same lines, Expedition to Castle Ravenloft is really good (I've never played Castle Ravenloft, which is probably better, but it's easy to convert EtCS from 3.5 to PF).
Lincoln Hills |
Almost all the adventures I've rebuilt date from 1st Edition AD&D. To me, at least, it's only a rare 2nd or 3E adventure that matches them - I have no idea why. Were authors encouraged to follow known successful patterns instead of breaking new ground? Was it the increased focus on 'plausibility' over 'creativity', putting an end to upside-down dungeons and rockets to the moon?
But I digress. I'll tell you which adventures impressed me enough to do the heavy lifting for conversion:
U1-U3: The Sinister Secret of Saltmarsh / Danger at Dunwater / The Final Enemy: Starts out simply and encourages intelligent play throughout. Leeroy Jenkins will die horribly: others will prosper.
B2: Keep on the Borderlands. Not the best adventure in any way, but with some redesign of the politics in the Caves, it can follow a more linear campaign progression. Too well-known not to play.
Return to White Plume Mountain. Much "deeper" than the original White Plume Mountain in both senses, and voted 'Most Likely To Give My Character PTSD' by my players. Treasure-light for the first 95%, then ends with the players receiving some of the best stuff in the CRB.
G1-G3: Against the Giants. Mentioned by others after its later incorporation into GDQ1-7, but I feel the later parts are too Greyhawk-specific to be suited for total transplant. The Giants trilogy taken by itself is epic-scale and memorable. The 'secret end bosses' can be rewritten if they don't fit your world. Again, Leeroy Jenkins will die horribly.
X1: The Isle of Dread. The odd thing about this one is that even though it was published as a 'module', it's really more of a mini-campaign setting. Easy to build a central plot and final boss for if that's your style.
One recommendation I've seen that I have to warn you about is X2: Castle Amber. It is quite memorable!... but mainly for its random-seeming structure and totally-out-of-nowhere plot twists. You might be better off converting Dungeonland, where the insanity is at least a nod to the source material it is homaging:
Alice: But I don't want to go among mad people!
Cheshire Cat: There's no helping that. We're all mad here...