D1-3 AD&D Experiences

Chaldfont

First Post
I have been reading through the AD&D drow modules (D1-3) recently. I never had these as a kid when I was playing AD&D (though I did play G1-3).

I was wondering if anyone out there would care to share their experiences in playing or DMing these adventures.

7-9 10th level characters!? Dozens of foes at every turn!? Cursed magic items transporting victims to the elemental plane of water to be judged by the Kuo-Toan Goddess!?

That must have been a blast!
 

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I can't speak from a player's standpoint, but I can assure you thet the many times I DMed those modules, I had a balst...and the PCs of veteran players seemed to do very well.

As a matter of fact, I intend to write three colums essays for DRAGON dealing with the D series, things that didn't go so well for the players, and one that went wrong for me. Anyway, that why I am saying no more about those adventures here ;)

Gary
 

Hmm, my group have had many experiences with the G and D series. These classic adventures can be recycled and altered for hours upon hours of fun.

In one run of the D series, we had forged an alliance with two largely neutral drow houses (connected to an NPC and a PC). So we had the joy of doing raids for our ally. The trade arrangements proved profitable. (Even in the Deep Earth, there are always a few pragmatic individuals.)

One time, the party had to wait a week for someone to give the Kuo Toa their toll payment in pearls.

In another scenario, another group was trying to set up the drow as responsible for the giant raids. They were not too happy about that.

The funniest incident came during one run on the Stedding of the Hill Giant Chief (G1). Someone complained that the giants would not have their weapons at dinner. So the DM had the giants use makeshift weapons, including a side of beef.:D

(Some of you might get a few chuckles out of the Industrial Revolution thread in the In Character forum. Set in the World of Greyhawk. It is a lot of fun.)
 

I played a Druid in the frost giant game, who did well with fire and temperature raising stuff, but whose real triumph came from a well placed "trip" spell that sent numerous giants into the rift.

I played a powerful wizard in the fire giant game, and the wizards in the party were the movers and shakers, killing giants left right and centre while the poor fighters hardly killed any. They just couldn't cause damage at the same rate us wizards did.

I ran the shrine of the Kuo-Toa, and had a TPK. Someone was killed in their sleep by a slithering tracker, someone was killed by the monk KuoToan bargeman, I was going to let the others go easy in the temple but someone jumped right up onto the top of the altar. The Kuo Toans linked hands and started chanting, and the party of 12 formed a line pointing at the Kuo Toans (true!). The huge lighting bolt killed two thirds of the party. The others ran to engage the Kuo Toans and someone created a "prismatic sphere" around the party and some of the kuo toans and then let loose a big fireball. Sadly it completely filled the enclosed area inside the prismatic sphere and the helm of brilliance failed its ST on a 1 detonating all remaining fireballs and walls of fire. Remaing party members all died. Even without that, there was no chance that the remaining party members would have survived their full on confrontation with the entire temple.

Ah well.

Cheers
 

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