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Challenge: Build a 5E campaign with classic modules
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<blockquote data-quote="Lanefan" data-source="post: 6223001" data-attributes="member: 29398"><p>One way to cheat a bit might be to use B10 Night's Dark Terror as the core of your setting and as your starting point, you can mine this module for enough mini-adventures (e.g. using each goblin lair as its own little standalone adventure, the mine as another, the ruins of Xitaqa as another, etc.) to get them levelled enough to go up the valley and finish.</p><p></p><p>After this (note that if they're still weak after B10 throw 'em into L1 Bone Hill first) you can dive into the Slavers series A1-A4.</p><p></p><p>From here you could jump to WG4 Forgotten Temple of Tharizdun and-or Judges Guild's Maltese Clue and-or S(?) Lost Caverns of Tsojcanth - around this level you've got loads of very good options.</p><p></p><p>The problem comes at the high end as "classic" modules tend to cap out, other than some chestnuts like Q1 and Tomb of Horrors. You could jump to some BECMI adventures in the C or M range but these tend to (in my experience) not be very good; you could also try some 2e adventures as I believe some of them get into the higher levels, but I don't know any specific ones to suggest.</p><p></p><p>That said, I don't know how 5e levels are going to line up with 1e levels in terms of relative strength thus I've no idea what level a 5e party would be after doing these.</p><p></p><p>Lan-"the above is the only way to make B-10 useful"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6223001, member: 29398"] One way to cheat a bit might be to use B10 Night's Dark Terror as the core of your setting and as your starting point, you can mine this module for enough mini-adventures (e.g. using each goblin lair as its own little standalone adventure, the mine as another, the ruins of Xitaqa as another, etc.) to get them levelled enough to go up the valley and finish. After this (note that if they're still weak after B10 throw 'em into L1 Bone Hill first) you can dive into the Slavers series A1-A4. From here you could jump to WG4 Forgotten Temple of Tharizdun and-or Judges Guild's Maltese Clue and-or S(?) Lost Caverns of Tsojcanth - around this level you've got loads of very good options. The problem comes at the high end as "classic" modules tend to cap out, other than some chestnuts like Q1 and Tomb of Horrors. You could jump to some BECMI adventures in the C or M range but these tend to (in my experience) not be very good; you could also try some 2e adventures as I believe some of them get into the higher levels, but I don't know any specific ones to suggest. That said, I don't know how 5e levels are going to line up with 1e levels in terms of relative strength thus I've no idea what level a 5e party would be after doing these. Lan-"the above is the only way to make B-10 useful"-efan [/QUOTE]
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