OD&D DMs Guild Treasures: 5 BECMI Modules That Deserve the Big Book Treatment

There are a number of players, old and new, who have affection for the original Basic and Expert (and more) B/X or BECMI rules and modules. Already, Goodman Games has given both Keep on the Borderlands and Isle of Dread a modern shake, converting the modules into big book versions with 5E conversions and reprints of the originals. This got me thinking about five other modules that could get...

There are a number of players, old and new, who have affection for the original Basic and Expert (and more) B/X or BECMI rules and modules. Already, Goodman Games has given both Keep on the Borderlands and Isle of Dread a modern shake, converting the modules into big book versions with 5E conversions and reprints of the originals. This got me thinking about five other modules that could get the same kind of treatment, which could be of some interest to players inside and outside of the BECMI venn diagram.

Goodman Games has also done Expedition to the Barrier Peaks, but that is an AD&D module and we are not talking about those here. It should also be noted that B1 In Search of the Unknown is already reprinted in Into the Borderlands. Note: I did not use science or sales as measures, just what I think are the interesting adventures to the modern audience. Also, I may cheat by combining two or more modules.

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B7 Rahasia

I never played this one but the reception seems positive on it. It was written (and re-written) for TSR by Tracy & Laura Hickman. You may recognize the names as the authors of I3 Pharoah and I6 Ravenloft. They also had something to do with a barely remembered property named Dragonlance, you likely never heard about it. Just for being some early work by the Hickamn’s I think Rahasia should be in consideration.

B4 The Lost City

I did play through this one and have run it as well. Right away I was captivated by this module as it is far more than just a huge dungeon crawl. There are politics and factions here and the inverted natures of the dungeon is a lot of fun to play with. I can say The Lost City is a great time to play and to run. Note: As someone reminded me, this module is on the list for conversion.

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X2 Castle Amber

Quirky, weird, and a little French, Château d’Amberville is a fun-house style of adventure that has cosmic horror themes seeded in it. Tom Moldvay wrote this one and it was remade into the Mark of Amber boxed set. Castle Amber is one of those modules folks shake their head when mentioning, but in general it was well received. Some of its inspirations might be tricky to license, if indeed they need to be, and are a touch problematic. But I think those issues could be overcome.

X4-X5: Master of the Desert Nomads & Temple of Death

If you are not sold on these modules by the names alone, I dunno what to tell you. David “Zeb” Cook wrote these two modules about a war in the arid lands of Mystara and the dangerous mastermind behind a rampaging army. As a campaign for more military minded players, these modules would work well. There are many wilderness encounters, which make for a great change of pace.

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CM1-CM4: Test of the Warlords, Death’s Ride, Sabre River, Earthshaker!

Are you a fan of MCDM’s Strongholds & Followers or their Kingdom’s & Warfare? It is possible that you were also a fan of the original Companion Rules as well. The adventure CM1 Test of the Warlords was the first Companion level adventure and it lands 15th level characters in Mystara, where the King of Norwold has called the player-characters to serve that kingdom. Success can mean being given lordship over land and people to rule as you will. The other modules continue this theme in the same part of the world. The Pathfinder game has done adventure paths with this theme and I think updating the CM mods to 5E might find a significant audience.

Honorable Mention: B3 Palace of the Silver Princes

While I think this could be a great module to update, I suspect the odd publishing history might work against it. The original release was marred by a controversy over some of the content and an infamous landfill conclusion. The fact that there are two versions would be interesting as whoever was doing could restore both. Would they then update both versions to 5E? Good question.
 

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Sean Hillman

Sean Hillman

Oofta

Legend
I played several of these modules in the 80s. Read them again a year ago. Other than taking bits here and there - the best ideas - to use in my home-brew campaign, I don't see myself running any of these from beginning to end.

Yeah, I think there are a lot of nostalgia-colored glasses out there. It's not that they were bad per se, just that they weren't that fantastic either.
 

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CleverNickName

Limit Break Dancing
Yeah, I think there are a lot of nostalgia-colored glasses out there. It's not that they were bad per se, just that they weren't that fantastic either.
I heartily agree...I own several pairs of those nostalgia-tinted glasses. My favorite adventure module, "The Isle of Dread," is downright cliche by today's standards, what with the pirates and dinosaurs and ancient temples. But back in the day, it was one of the first adventures to use that combo. It also came free with the Expert Rules Set, so it got played a lot more than most. Heck, The Isle of Dread is probably one of the biggest reasons why the "pirates and dinosaurs" cliche exists in the first place.

An adventure that doesn't get very much love is David Cook's "The Treasure of the Hideous One," which came free with the accessory AC2, Combat Shield. It's just a simple little one-shot adventure with a straightforward plot and a (very simple) mystery to solve, and the whole thing can be played from start to finish in a single evening. It's not fantastic...hell, it wouldn't even get noticed by today's gamers...yet it was a favorite with my high school gaming group.

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Oofta

Legend
I heartily agree...I own several pairs of those nostalgia-tinted glasses. My favorite adventure module, "The Isle of Dread," is downright cliche by today's standards, what with the pirates and dinosaurs and ancient temples. But back in the day, it was one of the first adventures to use that combo. It also came free with the Expert Rules Set, so it got played a lot more than most. Heck, The Isle of Dread is probably one of the biggest reasons why the "pirates and dinosaurs" cliche exists in the first place.

An adventure that doesn't get very much love is David Cook's "The Treasure of the Hideous One," which came free with the accessory AC2, Combat Shield. It's just a simple little one-shot adventure with a straightforward plot and a (very simple) mystery to solve, and the whole thing can be played from start to finish in a single evening. It's not fantastic...hell, it wouldn't even get noticed by today's gamers...yet it was a favorite with my high school gaming group.

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Yeah, I may or may not have considered pirates riding dinosaurs with lasers wands of scorching ray attached to their heads.

It's not that the old mods didn't have some fun ideas, just that those concepts and ideas they came up with are no longer unique and can easily be applied to new adventures. I'm currently considering whether to do a hex crawl (pirates yes, sadly no dinosaurs with or without lasers) in my next set of sessions. But I don't need Isle of Dread to do that.
 

atanakar

Hero
Yeah, I may or may not have considered pirates riding dinosaurs with lasers wands of scorching ray attached to their heads.

It's not that the old mods didn't have some fun ideas, just that those concepts and ideas they came up with are no longer unique and can easily be applied to new adventures. I'm currently considering whether to do a hex crawl (pirates yes, sadly no dinosaurs with or without lasers) in my next set of sessions. But I don't need Isle of Dread to do that.

SPOILERT ALERT

I recently reused the Lost City in B4 and the weird inhabitants. But instead of making the city far underground after a long back breaking dungeon crawl, I put the city in a Lost Valley the PCs stumbled upon while tracking an evil wizard. Turns out it is ruled by a demon that poses as a God (the original had a creature posing as a god). The wizard has a manor in the city and he as an arrangement with the demon.

One of the things I really liked about the pyramid-tomb was the rotating corridor leading to 8 areas of that tier. Instead of a tomb, I reused that idea in a secret location. The evil cabal use the 8 rooms as permanent teleportation circles to roam the good kingdoms and cause mischief and misery. The location can be accessed by a secret room in the wizards manor. IF they PCs find it, it could be a major breakthrough in understand how the evil cult operates.
 

The Glen

Legend
A major issue with older modules is that in their day they were groundbreaking what they've been copied so many times they come across as cliche. The newness has worn off for older players and younger players discovering the old classics aren't going to understand what made them groundbreaking in their heyday
 

atanakar

Hero
A major issue with older modules is that in their day they were groundbreaking what they've been copied so many times they come across as cliche. The newness has worn off for older players and younger players discovering the old classics aren't going to understand what made them groundbreaking in their heyday

Also, when you read the old modules, are well read in sword & sorcery and pulp stories of the 50-70s you can see the inspiration for many of these. For exemple, B4 was in part inspired by a Conan story called Red Nails in which two groups of a devolved civilization are in constant warfare inside an underground city. You can read about this here on page 8 of the PDF. http://www.pandius.com/B4_campaign_sourcebook.pdf
 

Whizbang Dustyboots

Gnometown Hero
Also, when you read the old modules, are well read in sword & sorcery and pulp stories of the 50-70s you can see the inspiration for many of these. For exemple, B4 was in part inspired by a Conan story called Red Nails in which two groups of a devolved civilization are in constant warfare inside an underground city. You can read about this here on page 8 of the PDF. http://www.pandius.com/B4_campaign_sourcebook.pdf
The forthcoming Goodman Games OAR reissue specifically discusses this in an essay. (It's also a trope used by Leiber in Lankhmar.)
 

"The Lords of Quarmall," so good!

I think nostalgia is definitely a big part of our fondness for this or that adventure. Sure, some are objectively great works. But others, sometimes it's about when and where and who we were, just as much as the adventures themselves.

The Red Box's first adventure for example, which really barely even qualifies as a Choose Your Own adventure, still lives large in my imagination.

The forthcoming Goodman Games OAR reissue specifically discusses this in an essay. (It's also a trope used by Leiber in Lankhmar.)
 

Whizbang Dustyboots

Gnometown Hero
I think nostalgia is definitely a big part of our fondness for this or that adventure. Sure, some are objectively great works. But others, sometimes it's about when and where and who we were, just as much as the adventures themselves.
I'm looking forward to running my tabletop group through the OAR books over the next year. I know I wasn't much of a DM in middle school, and it'll be interesting to see how these run with my modern -- and much more experienced -- DMing brain.

I'm guessing the ones with the best bones will still run well, although I already know I'm going to trim some of the endless exploration in some of them. Dyson Logos has made a trimmed down Expedition to the Barrier Peaks map, for instance, that I'll likely use, since I don't think the players going though a dozen empty rooms is compelling game play for 2020.

But Isle of Dread? That's still going to be great, especially when I need a quick adventure for friends on vacation and such, particularly paired with the appropriate sound effects tracks.
 

The Glen

Legend
"The Lords of Quarmall," so good!

I think nostalgia is definitely a big part of our fondness for this or that adventure. Sure, some are objectively great works. But others, sometimes it's about when and where and who we were, just as much as the adventures themselves.

The Red Box's first adventure for example, which really barely even qualifies as a Choose Your Own adventure, still lives large in my imagination.
Every edition needs a intro adventure that has a charismatic and loveable expository character that explains the rules and how to play and then gets brutally murdered by Bargle who gets away scot free.
 

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