OD&D DMs Guild Treasures: 5 BECMI Modules That Deserve the Big Book Treatment

There are a number of players, old and new, who have affection for the original Basic and Expert (and more) B/X or BECMI rules and modules. Already, Goodman Games has given both Keep on the Borderlands and Isle of Dread a modern shake, converting the modules into big book versions with 5E conversions and reprints of the originals. This got me thinking about five other modules that could get...

There are a number of players, old and new, who have affection for the original Basic and Expert (and more) B/X or BECMI rules and modules. Already, Goodman Games has given both Keep on the Borderlands and Isle of Dread a modern shake, converting the modules into big book versions with 5E conversions and reprints of the originals. This got me thinking about five other modules that could get the same kind of treatment, which could be of some interest to players inside and outside of the BECMI venn diagram.

Goodman Games has also done Expedition to the Barrier Peaks, but that is an AD&D module and we are not talking about those here. It should also be noted that B1 In Search of the Unknown is already reprinted in Into the Borderlands. Note: I did not use science or sales as measures, just what I think are the interesting adventures to the modern audience. Also, I may cheat by combining two or more modules.

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B7 Rahasia

I never played this one but the reception seems positive on it. It was written (and re-written) for TSR by Tracy & Laura Hickman. You may recognize the names as the authors of I3 Pharoah and I6 Ravenloft. They also had something to do with a barely remembered property named Dragonlance, you likely never heard about it. Just for being some early work by the Hickamn’s I think Rahasia should be in consideration.

B4 The Lost City

I did play through this one and have run it as well. Right away I was captivated by this module as it is far more than just a huge dungeon crawl. There are politics and factions here and the inverted natures of the dungeon is a lot of fun to play with. I can say The Lost City is a great time to play and to run. Note: As someone reminded me, this module is on the list for conversion.

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X2 Castle Amber

Quirky, weird, and a little French, Château d’Amberville is a fun-house style of adventure that has cosmic horror themes seeded in it. Tom Moldvay wrote this one and it was remade into the Mark of Amber boxed set. Castle Amber is one of those modules folks shake their head when mentioning, but in general it was well received. Some of its inspirations might be tricky to license, if indeed they need to be, and are a touch problematic. But I think those issues could be overcome.

X4-X5: Master of the Desert Nomads & Temple of Death

If you are not sold on these modules by the names alone, I dunno what to tell you. David “Zeb” Cook wrote these two modules about a war in the arid lands of Mystara and the dangerous mastermind behind a rampaging army. As a campaign for more military minded players, these modules would work well. There are many wilderness encounters, which make for a great change of pace.

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CM1-CM4: Test of the Warlords, Death’s Ride, Sabre River, Earthshaker!

Are you a fan of MCDM’s Strongholds & Followers or their Kingdom’s & Warfare? It is possible that you were also a fan of the original Companion Rules as well. The adventure CM1 Test of the Warlords was the first Companion level adventure and it lands 15th level characters in Mystara, where the King of Norwold has called the player-characters to serve that kingdom. Success can mean being given lordship over land and people to rule as you will. The other modules continue this theme in the same part of the world. The Pathfinder game has done adventure paths with this theme and I think updating the CM mods to 5E might find a significant audience.

Honorable Mention: B3 Palace of the Silver Princes

While I think this could be a great module to update, I suspect the odd publishing history might work against it. The original release was marred by a controversy over some of the content and an infamous landfill conclusion. The fact that there are two versions would be interesting as whoever was doing could restore both. Would they then update both versions to 5E? Good question.
 

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Sean Hillman

Sean Hillman

The Glen

Legend
Complete copy with the map, double cover and the chits goes for about $150 according to most auctions I see. In shrink I've see it go for as high as $500. The demand is still high, just not that high.
 

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Sadras

Legend
So after all the praise for B10 Night's Dark Terror, I skimmed it, but nothing really leapt out at me. Can those who like it help me out by pitching it to me? What makes it a standout, in your opinion?

I'm not nearly eloquent enough to sell it as it should be sold, but the adventure has everything you could possibly want in an adventure (plenty of social encounters, mass combat, time frame, weather conditions, various wilderness encounters, city/town encounters, npc stats, dungeon crawls, maps a-plenty, numerous competing villains).

As DM, the competing villains and time frame is where the real fun for me is. I'm currently running it in a 5e game with some modifications and we have potentially 5 major BBEG. The PCs are in the last chapter of it and are still deciding how to play it out, but with their resources (food and abilities) running low and things coming to a head with all the various competing parties they are feeling the pressure mounting.
 



The Glen

Legend
In mint condition maybe. But seriously this module does need the 5th edition treatment. If they need a copy to make an official 5th edition variant I will gladly sacrifice mine
 

atanakar

Hero
I played several of these modules in the 80s. Read them again a year ago. Other than taking bits here and there - the best ideas - to use in my home-brew campaign, I don't see myself running any of these from beginning to end.
 

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