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<blockquote data-quote="grodog" data-source="post: 4537140" data-attributes="member: 1613"><p>Based on what you have, I'd run something like this:</p><p></p><p>1. T1/B1/B2 in combination: use Hommlet as the nearest settlement, B2 as their initial base, and B1 as the Caves of Chaos or as another outpost of Elemental Evil, perhaps; use the plot from T1 to bind the modules together</p><p></p><p>2. Then you'll be stuck for mid-level modules, so you'll want to create some homebrew adventures based on the follow-ups from the T1 plots; or, see below</p><p></p><p>3. eventually you'll be able to segue into the G/D moduldes, and then perhaps conclude with S1</p><p></p><p>If you're looking for recommendations for what to do at #2 instead of making up your own stuff, then I'd go with something like this (multiple modules are grouped generally, not in order within a step):</p><p></p><p>1. T1/B1/B2</p><p>2. N1 (ditch the NPC MU by this point, since your players won't need him)</p><p>3. L1/U1/A1/U3/A4 </p><p>4. S2/WG4/S4</p><p>5. G1-3/D1-3</p><p>6. S1</p><p></p><p>For more info on modules in general, see <a href="http://www.acaeum.com/library/addmodchart.html" target="_blank">AD&D Mod Chrt</a> and <a href="http://www.acaeum.com/library/ddmodchart.html" target="_blank">D&D Mod Chrt</a> along with <a href="http://home.flash.net/~brenfrow/dd1/dd1.htm" target="_blank">TSR Dungeons & Dragons Archive: Advanced Dungeons & Dragons</a> (and other pages on the latter site, if you want more info/detail on other modules/settings to consider picking up).</p></blockquote><p></p>
[QUOTE="grodog, post: 4537140, member: 1613"] Based on what you have, I'd run something like this: 1. T1/B1/B2 in combination: use Hommlet as the nearest settlement, B2 as their initial base, and B1 as the Caves of Chaos or as another outpost of Elemental Evil, perhaps; use the plot from T1 to bind the modules together 2. Then you'll be stuck for mid-level modules, so you'll want to create some homebrew adventures based on the follow-ups from the T1 plots; or, see below 3. eventually you'll be able to segue into the G/D moduldes, and then perhaps conclude with S1 If you're looking for recommendations for what to do at #2 instead of making up your own stuff, then I'd go with something like this (multiple modules are grouped generally, not in order within a step): 1. T1/B1/B2 2. N1 (ditch the NPC MU by this point, since your players won't need him) 3. L1/U1/A1/U3/A4 4. S2/WG4/S4 5. G1-3/D1-3 6. S1 For more info on modules in general, see [url=http://www.acaeum.com/library/addmodchart.html]AD&D Mod Chrt[/url] and [url=http://www.acaeum.com/library/ddmodchart.html]D&D Mod Chrt[/url] along with [url=http://home.flash.net/~brenfrow/dd1/dd1.htm]TSR Dungeons & Dragons Archive: Advanced Dungeons & Dragons[/url] (and other pages on the latter site, if you want more info/detail on other modules/settings to consider picking up). [/QUOTE]
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