Low-level Adventure Path

After two years of DMing my group in 4e, I've decided that our group is going to shift to AD&D 2nd Edition.

Our group has all the same general problems as everyone else seems to have. Namely, it's more difficult to roleplay and see the world through your character's eyes when you're staring at a plastic miniature on a grid-based map. Combat is slow and takes away from the game in 4e.

While AD&D 2nd Edition isn't perfect, it has it's own quirks, it has a lot of fluff and style. I think my group will enjoy it once they get the hang of it.

SO! Now I need your help. We're wanting to roll new characters and start at level 1. Which modules (or adventures in Dungeon magazine) for AD&D 2nd Edition are best for a group of 6 or 7 level 1 player characters? And then what modules could I follow it up with?...
 

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T1, B1, and B2 are usually considered the classic 1st level adventures. They're for 1e and Basic, but they're compatible with 2e. Any other 1e/2e/Basic 1st level adventure out there is going to be similar to those anyway.
 

Here is something to get you stared:

Dun 77 "Visiting Tylwyth lev. 1 A spurned witch and her kobold henchmen make life difficult for poor Uncle Tylwyth



Dun 81) A Race Against Time (AD&D, lev 1-3) A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice?

Dun 79)Bad Seeds (lev 1-3) A brief stopover at the Hawk’s Shadow Inn turns into an unforgettable encounter with the Enclave of the Twisted Roo


Dun 68) The Artist’ Loving Touch (lev 2-4; 9 p.) Romero Selejian, the renowned but aging sculptor, uses gloves of petrification to create new sculptures from living people.




Priestly Secrets (dun 71) lev. 2-4; 20p.) A plague of giant rats is the least of Restenford's worries.
[PCs have to solve a problem and a mystery.]


Dun 68 Witches Brew (FORGOTTEN REALMS; 3-5; 20 p.) An herbalist needs brave heroes to retrieve some magical potion ingredients, all of which are found in the woods around Woody Glen.



Dun 31)
Beyond the Glittering Veil (3-6) A gateway has opened, and death is pouring out

[Good tie in if you plan to allow psionics]




Side Treks (to help bump the PC a level or good transition/on the road)
One Winter Night (dun 68) L1

Stage Fright (dun 77) L1-2


There is also the Mere of the Dead Men series mini-Adventure path (issues 69-73 which covers starts with PC at 3rd and brings them up to 6 level)
 

Thanks for those suggestions! Very helpful.

This may be a stupid question, but I'm new to AD&D so I'll ask.

Generally you would have to spend time converting a module or adventure from 3.5 rules to 4e rules.

But in AD&D, are all the rules similar enough that they don't have to be converted?
 

Thanks for those suggestions! Very helpful.

This may be a stupid question, but I'm new to AD&D so I'll ask.

Generally you would have to spend time converting a module or adventure from 3.5 rules to 4e rules.

But in AD&D, are all the rules similar enough that they don't have to be converted?

I came from 1e, so 2e was always "1e Enhanced" for me. I never took a lot of time to learn the 2e quirks -- just used the style and a bit of the rules (kits and all that). The two editions are similar enough that you can handwave it as you play (a 1e module in a 2e world).
 

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