The "Classic Campaign"

Re: S1 The Tomb of Horrors

Endur says

S1 was what it was supposed to be. A gigantic death trap to slaughter adventurers.

There aren't supposed to be any survivors if you play S1.

Why play S1 when you can just cancel the campaign, then? Silly me! I had assumed the purpose of modules was to continue campaigns, not end them.
 

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Fusangite Says:

Thank you for reminding me about N1. It is a superb adventure. Were any sequels ever produced? They would be most entertaining.
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There were other N Series modules (N2 The Forest Oracle is another of my all time favorite modules) and they were all designed for low level adventuring. Plenty of good stuff in N1 and N2. Good plot hooks and interesting villians that you could expand on.
 

Though I recognize that it's not the greatest module TSR ever put out (and isn't even technically AD&D), since Isle of Dread & Keep on the Borderlands were mentioned, I gotta give the shout-out to B1: In Search of the Unknown, the ORIGINAL starter module. :D

Oh, & I'll second X1: Isle of Dread.
 

Re: Re: S1 The Tomb of Horrors

fusangite said:
Why play S1 when you can just cancel the campaign, then? Silly me! I had assumed the purpose of modules was to continue campaigns, not end them.

It helps put it in perspective to know that Tomb of Horrors was a tournament module originally, and meant to test the thinking skills of players who bragged over their "big and powerful" D&D characters.

The reason TSR released it was because it had a legendary reputation on the convention circuit in the late 70's and early 80's.

The insidious part about that module is the set-up: there's no time limit, there is no princess in danger, and there's no evil wizard threatening the world. Nothing particularly compels PC's to explore the darned place, except their own pride - it was a roach motel with a chewy cookie center. :)
 

This is a great idea that I'd thought of doing myself from time to time - I've got pretty much all the old classic modules, save T1-4 and U1 and U2. Still, if I were to do it I'd probably just step back and run it with 1E. Conversion to 3E is more trouble than it's worth, IMO, and I might as well max out the nostalgia by using the old rules.

Lost Caverns of Tsojcanth and Forgotten Temple of Tharizdun would be two that I'd definitely include, as well as Against the Cult of the Reptile God and Dwellers in the Forbidden City.
 

I'd like to thanks everyone for the suggestions. The reasons I can't run U1-3, mush as I'd like to, is their are several players playing through it right now in the current DM's game. As for switching back into 1e for the game, I have a bunch of players new to the game, or 2e players who have not played in a very long while, as well as 2 players who will be starting fresh and want to learn 3e...so its going to have to be a conversion. I am kind of looking forward to the conversin though.

My other option is to use currently produced supplements nad string something together that way, and that might be easier. I have a baby on the way and I expect time to get tight.

Again, thanks for all the responses.

Thull
 



Re: Re: Re: S1 The Tomb of Horrors

Henry said:


It helps put it in perspective to know that Tomb of Horrors was a tournament module originally, and meant to test the thinking skills of players who bragged over their "big and powerful" D&D characters.

The reason TSR released it was because it had a legendary reputation on the convention circuit in the late 70's and early 80's.

The insidious part about that module is the set-up: there's no time limit, there is no princess in danger, and there's no evil wizard threatening the world. Nothing particularly compels PC's to explore the darned place, except their own pride - it was a roach motel with a chewy cookie center. :)

The story I heard was Gygax wrote this module to defeat his son, who had beat every other thing he'd been able to throw at him. That was the idea behind the demilich and its impossilbe-to-guess weaknesses.

I also heard that it didn't work.
 

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