Paul Farquhar
Legend
The design of Hidden Shrine was that the party (of three pregens in the original) were not expected to survive to the end (time limited - if they ran out of time the poison gas got them) - they scored points based upon how many challenges they managed to overcome. I think it's a shame they didn't include the scorecard and pregens. When I ran it, my players weren't above pulling a few gotchas themselves: "poison gas? I'm an air genasi, I don't need to breathe". Since I put it on a mysterious floating island my players landed on following an airship crash, the cultural stuff wasn't a problem. I don't think the OP issues actually matter. The hermit crab, crayfish, slug etc are spelled out as special creatures - technically, they would be awakened in 5e, but it doesn't matter in terms of the adventure. The vampire? Doesn't matter what his stats are, since there is no way the players are waking him!I’ve wanted to run Hidden Shrine, but this conversion has too many problems (as outlined in the OP) and too many old school gotchas for my taste. I also found it too hard to integrate into any settings because of its psuedo-Aztec trappings.
As for White Plume Mountain, it’s just too old school random dungeon for my tastes.
But for me, old school was the appeal, I ran them first in the early 80s.
Last edited: