Best pre-3E adventure you converted to 3.X?


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I'm planning on running an 'updated' White Plume Mountain adventure sometime in the future. By 'updated' I mean 'totally reimagined' as I find WPM to be a pretty cheesy place overall, but I really like some of the areas and the background (namely the Keraptis, Dragotha, and Volcanic Ruin parts) of the dungeon, so I'll be reimagining most of the maps and the encounters, while retaining the name of the place. :)
 

Tough to choose just one. I think my most successful conversions (not counting Dungeon magazine) would be:

1) Keep on the Borderlands
2) Gates of Firestorm Peak
3) Night Below
4) Return to the Tomb of Horrors
5) GDQ1-7 Queen of the Spiders

I found the above to be (relatively) easy conversions, while still getting to include some of the more interesting aspects to 3e (eg. prestige classes that really fit into the original adventure).

If I were to count Dungeon magazine, my entire top 5 (heck, top 20) would be from that source (most of them are really good adventures that are laughably easy to convert and run).

Garnfellow said:
My basic conversion philosophy is somewhere between WotC and Necromancer Games. I want to be true to the feel of the original, but not have a strict, slavish aping of the source text. I have freely altered the numbers of monsters and treasures to better fit a 3.x game. So if a "newer" monster better fits the feel or level of the adventure than what was in the original, I will use that instead. If the original text had 16 goblins in a 20 x 20 room, this translates to an EL 5 encounter if you use a strict one-for-one conversion. I would have no problems, though, converting that encounter as 6 goblin warriors 2 -- still EL 5, but more playable and a maybe little more logical.
That's how I've done all my conversions as well.
 

I would have to say my current campaign, which is a conversion of X4 Master of the Desert Nomads, and X5 Temple of Death. I am using a lot of supplemental information and raising the threat levels a lot. The original adventure was for 10th level at most and my group is 10th-11th now and have just arrived in the land of Hule. They should be about 14th-15th level by the finale.
 

Keep on the Borderlands
To learn D&D 3.5 just after I bought it, I ran an "all night of hack-n-slash D&D and eating pizza". All I did was use KotB and once they ran across monsters just pulled out the also new Monster Manual for stats. Had 8 1st level characters and everything ran smoothly although the first encoutner they had was with the ogre and I pulled punches (it threw javalins instead of going into melee) there or it probably would have killed half if not all of the party. The only things that really caused an issue was the clerics which took a bit to stat out and give feats.
 


I converted Dwellers of the Forbidden City to Eberron. I renamed it "Pral Xesh", set it in Xen'drik, upped the scale (it was a giant city), and substitued drow for the bugbears. I added a sprinkling of campaign specific stuff (alchemy beetles, ancient artifacts, Horan and Kwarino are now cultists of the Dragon Below), but otherwise kept everything the same.

My players should enter the city proper next session - so far so good.
 

Isle of Dread would probably be my least successful conversion... though I did the conversion before Dungeon came out with theirs. The biggest problem was that the adventure was written assuming nobody but a theif would be able to scale the cliffs, thus funneling the PCs through the native village. In 3.5, this isn't the case anymore...

One the fly converting Undermountain (after giving up converting everything by hand after the first level) is probably my most successful.
 


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