Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Best old style AD&D dungeon crawlers ever
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pming" data-source="post: 5650127" data-attributes="member: 45197"><p>Hiya.</p><p> </p><p> One of the best "dungeon crawl" modules for me is a toss up between D1-2/D3 (Decent into the Depths of the Earth / Vault of the Drow) and Basic D&D module B2 (The Keep on the Borderlands). </p><p> </p><p> D1-3 gives the players two key things that really bring the idea of "were not in Kanses anymore...". </p><p> </p><p> First is that there are miles (as in potentially hundreds) of tunnels spiderwebbing all over the place....drow, duegar, pech, kua-toa, mind flayer, etc. check points, lost dwarven cities now infested with some hiddeous creature from beyond the pale (that everyone in a 50 mile radius avoids), hidden crypts, submerged dungeons created by some mad wizard, etc. Pure adventuring gold! </p><p> </p><p> Second is that if/when the PC's ever actually get to the Vault, it is a decidely Chaotic Evil city. Demons, mind flayers, were-creatures, assassins, etc. wandering the streets and having 'drinks' in the bars...all under the watchful eyes of the warring drow houses. Walking into a bar in the Vault shouldn't have your PC's thinking "huh, may end up getting in a bar brawl here..."...they should be thinking "huh, I give our odds of leaving this bar alive 4:1 against...". Pure alien terror and paranoia!</p><p> </p><p> </p><p> With the Keep on the Borderlands...again, we have potential for DOZENS of sessions. I once ran a year long campaign for BECMI where the PC's never even left the Keep and it's environs...and they still hadn't explored every dungeon, cave or location on that single map page showing the keep and it's environs. Freeking huge pile of awesome, drizzled with awesome sauce, complete with a side order of awesome snaks and a big ol' bottomless glass of awesome-juice to wash it all down. Awesome!</p><p> </p><p> </p><p>Another one worth mentioning is another personal favorite of mine, L1, The Secret of Bone Hill. Small, *very* indipendant fishing village surrounded by rolling, wooded hills. Nearby is Bone Hill...a hill where atop it sits a small ruined castle where strange lights and chilling noises have been heard by those passing by to closely. The hill is rocky, with small patches of dead grass here and there, and misshapen grey trees. Worse, skeletons of animals and humanoids seem to walk from shadow to shadow on the Hill. Of course, there is an evil wizard living there now conducting experiments. His helpers and bodyguards infest the ground level, the two-level dungeons underneath are mostly avoided by the sorcerer...</p><p> </p><p> </p><p> Now that I think of it...just about any 1e adventure is good. Back in the day...man I'm getting old...adventure module writers did all the hard work and left the campaign-level creativity mostly up to the individual DM. That is, those modules had maps and maps and maps, encounter tables for various areas, keyed areas of each room written out, etc. That's the time consuming part of writing an adventure. Comming up with a plot, a few sub-plots and various NPC motivations is the easy part...most can actually be done "on the fly". Each module had an overall story that held it all loosely together...but the exact shape and color of the plots were up to the DM to use, discard or whatever. So...yeah, just about any 1e adventure can be a good 'dungeon crawl'.</p><p> </p><p>^_^</p><p> </p><p>Paul L. Ming</p><p> </p><p>(check out <a href="http://www.powersandperils.org" target="_blank">Powers and Perils - Index</a> for a nice, old-style frpg).</p></blockquote><p></p>
[QUOTE="pming, post: 5650127, member: 45197"] Hiya. One of the best "dungeon crawl" modules for me is a toss up between D1-2/D3 (Decent into the Depths of the Earth / Vault of the Drow) and Basic D&D module B2 (The Keep on the Borderlands). D1-3 gives the players two key things that really bring the idea of "were not in Kanses anymore...". First is that there are miles (as in potentially hundreds) of tunnels spiderwebbing all over the place....drow, duegar, pech, kua-toa, mind flayer, etc. check points, lost dwarven cities now infested with some hiddeous creature from beyond the pale (that everyone in a 50 mile radius avoids), hidden crypts, submerged dungeons created by some mad wizard, etc. Pure adventuring gold! Second is that if/when the PC's ever actually get to the Vault, it is a decidely Chaotic Evil city. Demons, mind flayers, were-creatures, assassins, etc. wandering the streets and having 'drinks' in the bars...all under the watchful eyes of the warring drow houses. Walking into a bar in the Vault shouldn't have your PC's thinking "huh, may end up getting in a bar brawl here..."...they should be thinking "huh, I give our odds of leaving this bar alive 4:1 against...". Pure alien terror and paranoia! With the Keep on the Borderlands...again, we have potential for DOZENS of sessions. I once ran a year long campaign for BECMI where the PC's never even left the Keep and it's environs...and they still hadn't explored every dungeon, cave or location on that single map page showing the keep and it's environs. Freeking huge pile of awesome, drizzled with awesome sauce, complete with a side order of awesome snaks and a big ol' bottomless glass of awesome-juice to wash it all down. Awesome! Another one worth mentioning is another personal favorite of mine, L1, The Secret of Bone Hill. Small, *very* indipendant fishing village surrounded by rolling, wooded hills. Nearby is Bone Hill...a hill where atop it sits a small ruined castle where strange lights and chilling noises have been heard by those passing by to closely. The hill is rocky, with small patches of dead grass here and there, and misshapen grey trees. Worse, skeletons of animals and humanoids seem to walk from shadow to shadow on the Hill. Of course, there is an evil wizard living there now conducting experiments. His helpers and bodyguards infest the ground level, the two-level dungeons underneath are mostly avoided by the sorcerer... Now that I think of it...just about any 1e adventure is good. Back in the day...man I'm getting old...adventure module writers did all the hard work and left the campaign-level creativity mostly up to the individual DM. That is, those modules had maps and maps and maps, encounter tables for various areas, keyed areas of each room written out, etc. That's the time consuming part of writing an adventure. Comming up with a plot, a few sub-plots and various NPC motivations is the easy part...most can actually be done "on the fly". Each module had an overall story that held it all loosely together...but the exact shape and color of the plots were up to the DM to use, discard or whatever. So...yeah, just about any 1e adventure can be a good 'dungeon crawl'. ^_^ Paul L. Ming (check out [url=http://www.powersandperils.org]Powers and Perils - Index[/url] for a nice, old-style frpg). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Best old style AD&D dungeon crawlers ever
Top