In Need of a Module, pref old

APGM

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I am in need of a module. I am looking for something low key, but emotionally hitting. The characters are low level and just starting out it a prosaic little non-descript hamlet. I am looking for something that will give the town personality and the NPCs depth. I want to forge a feeling of connectedness between the characters and their environment before I kick start the main storyarch.


I know the early modules for DnD were extremely varied and rich in detail, most importantly though, they followed a logical progression that reflected aims and ambitions on the part of the NPCS which came off as genuine. and I imagine there has to be one fitting this general description out there. Unfortunately, I didn't get into the game until 3.5 and am not familiar with much of what came before. And I really haven't cared for many of the modules and material I've seen for 3.5 and after. Situations seem irrational, plot twists implausible and villains like something from a poorly budgeted Bond movie.

So. . .help?
 

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I'm not sure you're going to find older modules much better in that regard - but I would suggest my favorite low-level module, Sinister Secret of Saltmarsh - if you're in a coastal town, anyway. It has a nice feel to it. Haunted house, smugglers, logical motives and set-up.
 


U1: Sinister Secret of Salt Marsh is ok, but it does have its problems. To begin with, the followup modules are ok to read, but tend to be not so good in actual play. Secondly, for a low level module, U1 has far too much poisonous monsters. It actually plays a bit better converted to 3.5 than it did in 1e, but even so, I'd tone down the poison just a bit.

Some of the best modules for low level characters are actually in 3e. I'd strongly recommend 'Of Sound Mind' and 'The Whispering Cairn'. Both have some issues that you may or may not need to deal with.

'Of Sound Mind' is an incredibly well done mix of encounters with a setting that manages to be epic at 1st level. However, you may find the psionic theme offputting. It is possible to convert the theme from psionic to necromantic/arcane without too much effort, and it should be fairly obvious how you fill out some of the less well detailed areas of the map. However, there are some more difficult issues. The clues are thinner than the should be, and unless you prod its very hard to reach the writer's desired climax. Tossing the problem off a cliff is going to strike most as a more logical solution.

'The Whispering Cairn' also has a really well done mix of encounters, and unlike 'Of Sound Mind' tends to flow readily. On the other hand, its pretty darn lethal at times and might not be a good choice for inexperienced players. Additionally, it's the beginning of an adventure path which is uneven and largely uninspiring as a whole. My advice here would be to use this as a launching point for a story of your own design rather than following the AP.

Another good possibility is 'Mad God's Key'. You may need to refluff it to suit your campaign world but that is pretty easily done, and it is a good intro module to whatever larger plot you intend to have. It's also a bit on the short side.

If your group tends to the hack and slash side of things, you can get good milage out of the old modules, T1: Village of Homlet and B2: Keep on the Borderlands. In my opinion, both require a very skilled and experienced DM to pull off well as they are extremely bare bones. B2 in my opinion also benefits from just a bit more structure than the stock map gives it. I'd guess I'd need 20-30 hours of preperation time to run B2 the way I'd want to run it. If you want a module that requires even more preparation time to run well, go for B4: The Lost City.

If you don't have any time to prepare and aren't particularly good at it, one of your best bets is the campaign length 'The Lost City of Barakus' for 3e. No conversion necessary. Sufficiently detailed to run without a lot of time invested other than reading the book.
 
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Are you looking for a town in trouble, or one just about to get in trouble?

N1, Cult of the Reptile God is good, but the town is already screwed. Same for Ironwood Gorge, which starts with an Orc attack. Blood Moon Rising doesn't have a lot of town but it does have a nice bucolic fair feel. Ruined Hamlet/Terror in the Gloaming is very good also.

Everything but N1 is 'new' old school. New products but with an old feel And I don't mean that fake old school feel either, like DCC.
 

I have been running a low-level campaign for some sessions now using '
GOBLIN’S TOOTH PART I
', 'Moonless Night' . I like the setting, although I had to write the characters into the backstory myself. (the adventure assumes they are travelling towards the village instead of starting as residents)
 


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