Help! Classic module questions

sfgiants

First Post
I am planning on doing a kind of throwback summer for D+D with my gaming group. We are playing 3e and I am planning on converting and using some (one, maybe two) of the classic modules for this. Where I need help is deciding what modules to use. A couple things I am looking for:
1)must be downloadable from svgames
2)I use a homebrew setting and need something I can sort of integrate into the current game
3)I am looking for a game with levels in the 4-8 range or so.

Finally, the one I am most interested in is the classic Ravenloft Module. A couple questions: what levels does it cover? Is it entertaining and worth it?

Thanks for your help!
 

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The original Ravenloft adventure (I6) was for characters of levels 5 to 7, according to the cover. It was rewritten and re-released some years later as a 2nd edition module (maybe called House of Strahd??? Or did they still call it Ravenloft, I'm not certain) and it was upgraded to be aimed at 10th or 12th level characters, I think, at least partially because Vampires and some of the other critters had become tougher in 2e.

Ravenloft was a very cool and entertaining adventure. It's also a lot of fun to run, because the villain is moving around and doing stuff, spying the PCs, and occasionally attacking them, so if the PCs do something blatantly stupid, you get to lay the smackdown on them for it... When I last ran it some years ago, I had him playing mind games with them for a while, attacking them in non-lethal ways at first simply to show his complete superiority, then gradually upping the stakes with each attack he made on them, and they were really spooked. Some of the most fun I've had. I'm not sure how tough some of the challenges would have to become when revised for 3.5E rules, but I think it could be made to work.

You might also want to look at the original White Plume Mountain. That adventure used a lot of interesting terrain, a good mix of puzzles and combat, and some fun NPCs. It was aimed at PCs in the 4-7 range, I think. Some of the specifics may be a bit corny, but they're easily modified if you don't like them - and some of the Ravenloft adventure's bits were kind of corny and obvious too, but no one ever seemed to mind.

Anyway, I think either of these would work for you, I've had loads of fun with both.
 

Thanks a ton. I will check out White Plume Mountain. I don't mind modifying an adventure at all. I just like a framework to work with. Any other ideas?
 


Keep on the Borderlands is a lot overrated due to it being many folks' first module, IMO, and so I feel a responsibility to warn against it in order to keep some perspective...

Things it has going for it:
1) Cool font and layout. Cool bolding of keywords.
2) Simple and elegant - just a detailed base and a dungeon.
3) Generic in feel due to details such as no-one having a name and vague allusions to "The Realm" and such, and resultingly has a vibe of unlimited potential for the rest of the campaign.
4) Evocative artwork. Check out the back cover...woo.
5) Adaptable to almost anywhere in any D&D world, and probably launched countless homebrews.
6) The mad hermit is kind of cool.
7) The blue map of the Caves of Chaos is kind of cool.

Things it has going against it:
1) Dungeon is an uninspired, repetitive, dull, hack and slash affair with almost no variety.
2) No-one has a name, background, or personality to speak of (which could be considered a plus if you like improvising, but anyway). The setting and NPCs of this module have all the flavour of cardboard (which, again, could be considered a bonus when viewed in a certain light), which can result in boredom when in the wrong hands.

In the same ballpark, I think that Return to the Keep on the Borderlands is a far superior module to actually play out of the box, so to speak (if you iron out some of the wrinkles, such as a couple of the too-tough encounters), whereas the original module is superior for lifting the keep from and making it your own, or simply using as inspiration material. I wouldn't want to inflict that dungeon on players though; it's just kind of boring, and only lives up to the hype when viewed through glasses opaque with nostalgia.

The Secret of Bone Hill is a lot more interesting as a campaign launchpad, although it's not half as generic as the ubiquitous Keep is. Sometimes this is a Good Thing. I'd also echo the recommendations of Ravenloft and White Plume Mountain - they're simply a lot of fun to play, and not yawnfully dull or unplayably deadly like some modules usually deemed classic are.
 
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You also have the option of picking up the HackMaster versions of White Plume (White DOOM Mountain) and Keep (Little Keep.) The amount of expansion done in Little Keep compared to the original is really nice. There's probably enough for at least 6 sessions, probably more if you run shorter ones than the 6-8hrs we usually do.
 

Just to point out that SVGames is not the only option for downloading ESDs

RPGnew also sells them.
EDIT: Doh! that should be rpgnow


Not to make the choice for you...
 
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Desert of Desolation series is good if you have an arabian-type culture somewhere in your setting. It's three modules (the I3-5 supermodule is available, so it's only one $5 download), so it's much bigger.
 

sfgiants said:
I am planning on doing a kind of throwback summer for D+D with my gaming group. We are playing 3e and I am planning on converting and using some (one, maybe two) of the classic modules for this. Where I need help is deciding what modules to use. A couple things I am looking for:
1)must be downloadable from svgames
2)I use a homebrew setting and need something I can sort of integrate into the current game
3)I am looking for a game with levels in the 4-8 range or so.

Finally, the one I am most interested in is the classic Ravenloft Module. A couple questions: what levels does it cover? Is it entertaining and worth it?

Thanks for your help!
The 1st edition modules usually assumed a larger party. The Slaver modules (A1-A4) start out at level 4-7, which sounds perfect, but if you only have 4 players you might want to go with the high end of that level range.

The nice thing about the Slavers series is that you can pick and choose which parts to use. Since it was four modules originally, there's a lot to pick from. You can download the Scourge of the Slave Lords supermodule and get them all (plus some additional content) for $4.74. The supermodule blurb says "your campaign adventure can lead characters from 7th level all the way to 11th and beyond" whereas the blurb for A1 just says levels 4-7.
 

Personally, I'd like to recommend three modules, that are reasonably easy to convert to 3E and a lot of fun.

First, for a shorter adventure, try The Lost Island of Castanamir. It was designed as a tournament adventure, so it can run quickly if you want it to. It's got a lot of interesting things in it, as well.

Then, for a epic quest feel, try the pair of UK modules, The Sentinel and The Gauntlet. The latter includes a very fun and very scary keep defense fight against a force led by a Fire Giant...

My favorite 1E series is Against the Giants, but it's a difficult conversion. Giants are MUCH tougher than they were in 1E.
 

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