Challenge! An entire campaign of classic modules

Okay, this one may be a bit tough. :]

Let's say you have decided to run a campaign. This campaign will begin a 1st level. It may or may not reach 20th, but it must consist of at least 10 separate adventures/modules/what-have-you.

Here's the kicker. You may only use updated versions of modules published for older editions of D&D. (In this case, "older" means Basic/1E/2E. It does not mean 3.0.) Also, you may choose from world-specific modules (i.e. Forgotten Realms), so long as they can be tweaked to fit other worlds. You may not just choose an entire series, a la Dragonlance.

Remember, 10 modules, starting at 1st level.

What 10 (or more) modules do you run, and in what order?
 

log in or register to remove this ad

By "updated versions" you mean ones you convert yourself?

This is a toughie, as my fave modules tend to be ones that can be "lived" in. Village of Hommlet, The Lost City, and Dwellers of the Forbidden City come to mind. You can spend several levels in each of them.
 

tetsujin28 said:
By "updated versions" you mean ones you convert yourself?

Yeah, sorry if that wasn't clear. Or rather, it doesn't matter if you update them or if someone else does; the idea is simply that you're playing modules that were written for older editions.
 


Hmm. I'll try something moving away from the Giants/Drow/Slavers' series, but there aren't that many good high level games in older editions. Something like this, but some may have to be modified for levels and the like.

Village of Hommlet
Rahasia (Hey, I really liked this module even if many didn't)
Keep of the Borderlands
The Lost City
Isle of Dread
Ravenloft
Expedition to Barrier Peaks
Steading of the Hill Giant Chief
Glacial Rift of the Frost Giant Jarl
Hall of the Fire Giant King

Pinotage
 

Interesting idea. I tried it with 2.0 (right before 3.0 was coming out). It failed but not for reasons in anyone's control. For whatever reason three people from the seven person group suddenly moved away from my area and we decided to start over with a different game. To this day, I would love to revamp some of those adventures and start with some of the minor ones, move on to the Slavers series and then move on to the Giants series.
 

This is actually something I have always wanted to do: run an extended campaign using classic modules (although I'd want to slot in some adventures I'd written myself too, as glue).


The Silver Key
Dark Clouds Gather
Cult of the Reptile God
Power Behind the Throne (WFRP)
The Awakening
The Ritual (WFRP)
The Haunting Horror (WFRP)
The Great Modron March
Dead Gods
Black Spine
Die, Vecna, Die

Obviously, a couple of them aren't for D&D, but they are for a previous edition of WFRP, so they should squeeze in (;)). I haven't run (or in some cases, even read) a couple of these, so I'm only going on the blurb that looks cool.


glass.
 

To Hell and Back (from Well of Worlds)
The Eternal Boundary
Doors to the Unknown (might shuffle some individuals in later -- forgive me for cheating, books not at hand)
Harbinger House
Something Wild
The Deva Spark
Dead Gods
Squaring the Circle (from Hellbound)

:)
 

I'm doing this very campaign now:

Return to Keep on the Borderlands
A few Dungeon Modules
Scourge of the Slavelords (hitting level 10 by the end)
Ravenloft
Return to White Plume Mountain
Against the Giants
Descent to the Depths of the Earth/Vault of the Drow

If we were using standard 3.5 XP rules, I expect the players would have topped 20th level by this point. In fact, I've gone to a story award system to keep the PCs from leveling out of modules too early and even then, I'm adjusting the ends as we're playing to keep up.
 

U1 - Sinister Secret of Saltmarsh
U2 - Danger at Dunwater
U3 - Final Enemy

During those three make allusions to the Pirates of the Yellow Sails. Important that the PCs gain a ship for the continuation of the campaign. The Sea Ghost fits that nicely.

X1 - Isle of Dread - Combined with I1 - Dwellers of the forbidden city. Place the Forbidden City within the Isle of Dread. The plateau is a good a place as any.

Return from the Isle and confront the Slavers.
A1 - Slave Pits of the Undercity
A2 - Secret of the Slavers Stockade
A3 - Assault on the Aerie of the Slave Lords
A4 - In the Dungeons of the Slave Lords

Get totally bent. I'd actually combine two more adventures together.
N1 - Against the Cult of the Reptile God
WG4 - Forgotten Temple of Tharizdun

You've finished off the Slavers let's go take on some Giants.
G1 - Steading of the Hill Giant Chief
G2 - Glacial Rift of the Frost Giant Jarl
G3 - Hall of the Fire Giant King

Logical progression to the drow.
D1 - Descent into the Depths
D2 - Shrine of the Kuo-Toa
D3 - Vault of the Drow

I don't particularly like Q1 but you can cap off the campaign with it. I'd rather use some of the Dragonlance higher level adventures to finish the campaign.

Of course all these would be converted and highly modified to fit together into a cohesive story line.

You could also replace the slavers for the Desert of Desolation series. And I'd love to add I6- Ravenloft to the storyline somewhere. Maybe before the Giants Series.

Edit: Oh, and I'd try so set this all up within the Eberron Campaign Setting. Saltmarsh would be on the southern coast of Khorvaire, probably near Sharn. The slavers series would happen in Darguun or Droam. Isle of Dread would be an uncharted island off the coast of Xen'drik or Argonessen. Tharizdun would be some Cult of the Dragon Below, etc. Ravenloft would exist within The Mournland. The Giants series would have to happen in Khorvaire, maybe on the borders of Breland. The biggest change would be the drow but it can be made to work.
 
Last edited:

Remove ads

Top