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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Looking for a 2e adventure to run for 5e
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<blockquote data-quote="ruleslawyer" data-source="post: 6401469" data-attributes="member: 1757"><p>Hello; long-time FR DM here.</p><p></p><p>I tend to have found the setting better for adventure HOOKS than modules per se. (I use the old grey box as well; if you're thinking the REALLY old one it's from 1987, not 1994.)</p><p></p><p>The Avatar trilogy (which is I think the one you're thinking of; the modules are Shadowdale/Tantras/Waterdeep) is not worth it; it is railroad to end all railroads. Your PCs will spend 80% of their time as observers rather than actually doing anything. </p><p></p><p>If you're going with an adventure that's specifically Realms-ish, I would recommend one of the following:</p><p></p><p>-Halls of the High King (starts on the Sword Coast and moves out to the Moonshae Isles so pretty good for your purposes; made for 6th level PCs but assumes a large group so really balanced closer to 8th level)</p><p>-Ruins of Undermountain (more of a setting than an adventure per se but easily usable for multiple adventures)</p><p>-Mere of Dead Men/Vampires of Waterdeep series (if you have access to back issues of Dungeon magazine)</p><p></p><p>As others have posted, you can easily use modules that are not FR-specific and drop them into the setting. I've run Ravenloft, Egg of the Phoenix, Temple of Elemental Evil, Against the Slave Lords, and the Giants/Drow series (G1-3, D1-3), and a ton of old Dungeon adventures in the Realms with no problem. I would use the opportunity to delve into both 1e and 2e classics here; 5e is amazingly backwards compatible so you have numerous options.</p><p></p><p>If you really want to take the most advantage from the setting, though, I would comb the backs of the sourcebooks and turn the adventure hooks there into your own adventures. FR1 Waterdeep, FR5 The Savage Frontier, and of course the Undermountain boxed set have a ton of lightly-scripted adventure ideas that (in my experience) take less than 30 minutes to sketch out into full-on adventures. Run something like Halls of the High King and then just go from there; that adventure puts the PCs in conflict with some excellent recurring foes so you can build an entire campaign from it.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 6401469, member: 1757"] Hello; long-time FR DM here. I tend to have found the setting better for adventure HOOKS than modules per se. (I use the old grey box as well; if you're thinking the REALLY old one it's from 1987, not 1994.) The Avatar trilogy (which is I think the one you're thinking of; the modules are Shadowdale/Tantras/Waterdeep) is not worth it; it is railroad to end all railroads. Your PCs will spend 80% of their time as observers rather than actually doing anything. If you're going with an adventure that's specifically Realms-ish, I would recommend one of the following: -Halls of the High King (starts on the Sword Coast and moves out to the Moonshae Isles so pretty good for your purposes; made for 6th level PCs but assumes a large group so really balanced closer to 8th level) -Ruins of Undermountain (more of a setting than an adventure per se but easily usable for multiple adventures) -Mere of Dead Men/Vampires of Waterdeep series (if you have access to back issues of Dungeon magazine) As others have posted, you can easily use modules that are not FR-specific and drop them into the setting. I've run Ravenloft, Egg of the Phoenix, Temple of Elemental Evil, Against the Slave Lords, and the Giants/Drow series (G1-3, D1-3), and a ton of old Dungeon adventures in the Realms with no problem. I would use the opportunity to delve into both 1e and 2e classics here; 5e is amazingly backwards compatible so you have numerous options. If you really want to take the most advantage from the setting, though, I would comb the backs of the sourcebooks and turn the adventure hooks there into your own adventures. FR1 Waterdeep, FR5 The Savage Frontier, and of course the Undermountain boxed set have a ton of lightly-scripted adventure ideas that (in my experience) take less than 30 minutes to sketch out into full-on adventures. Run something like Halls of the High King and then just go from there; that adventure puts the PCs in conflict with some excellent recurring foes so you can build an entire campaign from it. [/QUOTE]
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Looking for a 2e adventure to run for 5e
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