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Adventure Path using 1e modules, 1e vets only!!
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<blockquote data-quote="D'karr" data-source="post: 979370" data-attributes="member: 336"><p>I would run this "Adventure Path" a little different.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Good luck and let us know how it goes.</p></blockquote><p></p>
[QUOTE="D'karr, post: 979370, member: 336"] 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. [/QUOTE]
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