New GM with new players. Best adventure?

JonnyP71

Explorer
You seem to be trying to make my point for me. While the poison isn't 'save or die', IIRC, most of it is 'save or suck' to the extent of it being 'retire your character from the game' type stuff. Yellow Mold and Rot Grubs are save or die (or just die) traps at a level where the party has no resources to deal with them and a new player is going to feel like they are in a slasher film, which has its charms, but may not be the way to sell the game to everyone.

Imho both Rot Grubs and Yellow Mold, while nasty, do teach important lessons (tread carefully playing 1e/2e!) - and both can be easily avoided.

And you greatly over dramatise the poison:
- the snake - save or fall asleep for 4d4X10 minutes
- spider and centipedes - save or lose 25% of strength for 1d4 days - this will have minimal effect on most characters!
- 2 spiders - save or be incapacitated for 1d6 hours

Hardly save or suck!

Regarding you point on DL, to quote you earlier, you make my point for me :p. The OP is a new DM. Yes, the dungeons in the series are well done, the maps are exquisite, yes the setting is very good, BUT to follow your advice takes both experience and time. A new DM is going to struggle to extract the good bits from the nonsense, and is better served using a module which does not require that level of butchery.

U1 into T1 into UK2 into UK3 - the perfect sequence imho to bring a party to level 5, and get them ready for the meatier mid-levels. Differing styles of adventure, all well written and easy to run, an interesting array of adversaries, T1 provides an excellent base, U1 a great plot, and UK3 has one of the best encounters ever devised for a module of those levels - the assault on the Keep.
 

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Lwaxy

Cute but dangerous
Thank you all for such quick responses! l'll look into those adventures. I must have remembered 4e from the many times I wanted to pick up & play again over the years (husband played as a kid but has no interest in playing any more. Maybe he will of the kids are playing). I can't say how many times I'd pick up the new books when I took the kids to the comic book stores but realized I didn't have time (I'm not a "girls night out" type so life is pretty much work and kids. We rarely even go on "dates" without them).

Depending on their age, they could also try out kid friendly online games.
 

billd91

Not your screen monkey (he/him)
If you can find a copy of Return to the Keep on the Borderlands, it's worth checking out. Not only does it revisit the B2 adventure, but it also includes a lot of tips on GMing. Well worth reading it even if you don't play it.
 

agree with B2:Keep on the Borderlands. You have brand new players, it's the ultimate in beginner adventures. Plus, it's just a heck of a lot of fun, it has a nice place to crash in between raids on the Caves of Chaos, and it's very simple...
 

Depends on how you run it. It you treat it as word of God, and that the players have to have the exact experience with the game the designers are trying to convey you could be in for trouble. If you treat it as a massive toolbox and campaign setting with tons of resources for the DM and some of the coolest dungeons ever drawn, then it can be a great game.

I have run the original DL series of modules at least 5 times, and I agree that a lot depends on the DM.
But to be fair, not all modules are "railroads"; only a few of them, actually (two or three out of 14, I'd reckon, are the worst offenders.) And even in the "worst" ones, only some parts of the modules are really railroads, but a DM worth his name should really have no problems adjusting.
In my experience, the bad reputation comes from these single instances, but a lot of people will claim that the whole series is s**t without having really read all the material; which is a pity, because taken as a whole, it's just brilliant. All the best TSR modules have some sort of underlying story to tell; the DL series just happens to tell a very long and complex story.

Some points worth considering, in case the OP decides for the DL series (although as she seems to be a newbie, it's probably not optimal in this sense):

1) The pre-made PCs have very thin ties to the setting; they can be easily changed to the players' own PCs (as my groups did more than once.) No two groups performed the same; some of them completed the series with very different outcomes. You might find that your players completely skip some modules; and that's OK, as the material lends itself very well to a sandbox approach.

2) The modules don't necessarily follow the novels. In fact, even the final goals of the series can be adjusted, and they need NOT match the novels. A lot of NPCs which have specific roles in the novels CAN (and will most likely have) different roles in the modules (the modules themselves given plenty of suggestions and guidelines.)

3) The few railroad elements in some of the modules can be very easily reworked (I don't want to spoil anything, so I won't enter into the details.) Just keep in mind that the series describes the start and evolution of a war, and the PCs can be involved in it in many ways.

4) The modules introduce the setting during play; the DM doesn't have to have any previous knowledge, apart from the assumptions of the AD&D rules. There are only two changes: steel replaces gold as monetary unit; and halflings receive two bonus abilities (and are called kender.) Apart from this, the setting is a full-fledged AD&D setting. If you want to use the later Dragonlance Adventures hardback, I'd suggest you use it only as an overview of the setting, but ignore the rules; the series works best with the core AD&D rules (no Unearthed Arcana content is necessary.)

5) Dragonlance invented the "points of light" concept before the idea even existed. It is a somewhat gritty setting, where nations are trying to recover from an apocalyptic event; where magic-users are controlled and policed by a very powerful "guild"; where elves and dwarves are xenophobic; where people are trying to find their faith.

6) I'd suggest trying to find the original modules, not the 2e mega-modules; they did a really bad editing job (many parts missing), and the 2e dragons make most of the dragon encounters practically impossible, whereas in 1e they are supposed to be very tough, but winnable even if at a cost in lives of some members of the party. There's also a further 2e/SAGA "Anniversary" mega-module, which I would avoid as it's written essentially as a book; very hard to navigate and use the contents for gaming purposes (and again, lots of material and maps missing.)
 
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BUT, considering you have AD&D 2e already, AND you like Forgotten Realms and are familiar with it, I'd suggest this:

http://www.drivethrurpg.com/product...?term=haunted+halls+of+even&test_epoch=0&it=1

Written by Ed Greenwood himself, it's a self-contained module with a very nice, tough dungeon (designed to be expanded by the DM), a city, lots of NPCs, new spells and new magic items. Strongly recommended!

In terms of rules: if you already have 2e, don't bother with 5e; it's way, way more complex than 2e; just look at all the special abilities that each class gets; the whole action economy system; the resource management aspects (healing hit dice, different types of rests etc.) 2e may have some idiosyncratic aspects, but overall it's very simple, and it works.
 
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Celebrim

Legend
BUT, considering you have AD&D 2e already, AND you like Forgotten Realms and are familiar with it, I'd suggest this:

http://www.drivethrurpg.com/product...?term=haunted+halls+of+even&test_epoch=0&it=1

Written by Ed Greenwood himself, it's a self-contained module with a very nice, tough dungeon (designed to be expanded by the DM), a city, lots of NPCs, new spells and new magic items. Strongly recommended!

I also consider it one of the worst modules ever printed. The module Ed Greenwood wrote and intended to be published was severely truncated, losing about half of its intended content, and I've heard that he disavowed the published product. And that's not even getting into a conversation on Greenwood's limits as an author, however good of a GM he is. So, YMMV on this one.
 

I also consider it one of the worst modules ever printed. The module Ed Greenwood wrote and intended to be published was severely truncated, losing about half of its intended content, and I've heard that he disavowed the published product. And that's not even getting into a conversation on Greenwood's limits as an author, however good of a GM he is. So, YMMV on this one.
Definitely YMMV (as always, after all). I have run it many times and always to good effect. Could have been bigger but as it stands it provides an incentive for the DM to expand.
 

Dorian_Grey

First Post
I can't speak to any of these, but there are a ton of adventures here: http://www.purpleworm.org/content/index.php/downloads/net-books/adventures/6-levels-0-to-3.html

You can take a look at them and see if you like any. Additionally, Dungeon Magazine had a bunch of great adventures. You can usually find them fairly cheap (I found a ton at Half Price Books actually, all nicely discounted). They might be damaged but you can still get the adventures and that's the important thing.
 

TBeholder

Explorer
However, I don't know what to do about a campaign. I want a premade campaign for lower level characters.
Not sure there are any larger than series of 3 modules.
At which point you could try a warm-up module with more or less fitting theme while searching for more? If you want plot hooks and ideas, read articles on WotC site by Ed Greenwood ("Forging the Realm" series, etc) - not all survived shuffling around, but all are cool. And take a look at the archive articles for the areas you want and around.
If you also got the free downloads (before they were shuffled around to death), there are some great materials.
Can I use a modern campaign with old rules?
Probably, unless something relies on a game feature (Chinese elements, Cuteness Is Magic, etc) for the sake of relying on a game feature. In which case that's unlikely to be a good adventure, anyway.
Are there good campaigns written by gamers your recommend?
No, but if you want for a specific setting, you have a better chance at a specialised fan sites. So if you want more people who know FR adventures, try to ask on Candlekeep. It's alive. Not sure about other settings.
Am I making a mistake with going with 2e instead of the new edition?
Probably no. For one, AD&D2 is not Hack&Slash oriented. :)
 

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