Adventure Path using 1e modules, 1e vets only!!


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I would run this "Adventure Path" a little different.

I'd use U1 The sinister secret of Saltmarsh as the beginning of the campaign. Once the character have acquired the ship I'd have them run into a storm at sea and end up in X1 The Isle of Dread. You can also have them complete the whole Saltmarsh Series before X1. Either way, when they return to the mainland have them run into X2 Chateau d'Amberville (one of my favorite modules of all time). By this time they might be ready to take on the Slavers. So run A1-A4 in order. When they finish there they will probably need some filler until they are ready to take on the Giants. Somebody mentioned the Lost Caverns of Tsojcanth and I agree. Follow that with the Giants Series G1-G3. Of course that leads to the PCs' descent in to the depths of the earth D1-D3. I personally don't like Q1 but you can cap the D Series with it. Follow this with S2 White Plume Mountain leading into S3 Expedition to the Barrier Peaks. By this time the characters will be of a high enough level to take on Bloodstone Pass H1-H4.

Of course X1 and X2 are not AD&D so you'd have to make some basic conversions but nothing extraordinary. On the other hand if you are planning to convert everything into 3e you'll have a boatload of work to do. I'd recommend that you use the modules mostly as they are, limit the treasure found and eyeball the challenges as much as possible. Don't try to balance everything up front. You'll drive yourself crazy. Conversion from 1e to 3e is seriously unbalanced. The Giants Series alone will get all your PCs killed if you follow the suggested encounters and trying to come up with a balanced conversion is better left to you as you play and figure out how challenging you want a specific encounter to be. You can do all the conversion up front but just the scope of the work might be discouraging.

Good luck and let us know how it goes.
 


I agree 100% with Wulf.

That is the progression I would use, except for Lost Caverns as filler. I'd recommend the S modules as Filler (Barrier Peaks, White Plume Mountain). If your party starts to get bored, I'd recommend Tomb of Horrors as a one-off game (great module, but characters are almost guaranteed to die unless the GM is very nice).

Wulf Ratbane said:
low levels (1st to 4th):
Keep on the Borderlands (could take quite a while and net quite a few levels)

mid levels (4th to 7th):
the Slaver series (A1-A4)

The high level stuff is the easiest--

Lost Caverns of Tsojcanth (if you need a filler in the 8th level range)

Against the Giants
Descent to the Depths of the Earth
Vault of the Drow
Queen of the Demonweb Pits
 

I'd start with either Village of Hommlet, Keep on the Borderlands or Sinister Secret of Saltmarsh. Village and Saltmarsh both lead off to sequel adventures, if one were so inclined.

I'm a big fan of Hidden Shrine of Tamoachan, myself. The Slaver series is big fun. The G-D-Q series, for all intents and purposes, IS the AD&D adventure path.
 

WizarDru said:
The G-D-Q series, for all intents and purposes, IS the AD&D adventure path.

Yet it's a somewhat uneven path... Going from fighting groups of giants with ~ 70-80 HP to groups of 2nd level drow fighters with 9 HP is likely to be a bit of a shock to the party. Don't get me wrong, there are some tough fights in the D series, but they tend to be the exception, rather than the rule.

The party could also get through most of Vault of the Drow without fighting, if they play things right. It's a pity the module didn't offer more help in fleshing out the Vault for roleplaying purposes.

That said, it's still a classic module series. I had much fun running it, back in the day.
 

Flexor the Mighty! said:
Thanks! I would be running them in 3e unless the players suddenly got a massive change or heart.

I think the characters are going to gain levels faster than they would have in 1e, right? If so, you can either run fewer modules or slow down the rate of XP gain.
 



Level Module
===========
1&2 B4 or B2
3-4 L1
4-5 L2
5-6 N1 (leave out the huge NPC, beef up as needed)
7-9 A1-A4 (will need to beef things up a bit)
10-11 Egg of the Ph. (if there is a paladin. You will want to cut the sword back more than a bit.) If no paladin it isn't too hard to modify.
11+ GDQ series
 

Let's see...

Village of Homlet
Secret of Bone Hill
Sentinal
Gauntlet
Slavers Series
Tomb of the Lizard King
White Plume Mountain
Tomb of Horrors

Yeah, that'd be cool...
 

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