You can't go back. Or can you?

PaulGreystoke said:
Hmmm... Well, Tsojcanth might not be your best bet. The bulk of the module is the party wandering the caverns - fighting a different (at the time of publication) "new" (& IMHO lame) monster in each self-contained room & opening a series of doors that (once all were opened) would allow them to go the the "boss" level. Very CRPG. But with the proper mindset, I imagine you can find a way to make it work.
It's all coming back to me now...the behir on the cover was a new monster at that time, right? How many (if any) of those beasties were converted to 3.X?

I'm trying to find a pregen extensive dungeon/cavern complex complete with underworld ecology in case my campaign ends up heading in the underdark direction. Are there any "classic" D&D modules that would fit the bill besides Tsjocanth? If not, what about any current ones?
 

log in or register to remove this ad

Running through B10, Night's Dark Terror, as I love the beginning. Had to ramp some things up for it, and will be using my own adventure past page 10 or so, as converting all 64 pages would be annoying. That and one of the players used to own the module, so I'm glad things will be changing soon. The maps and details are great so that PCs not only get gold, they acquire actual items that might mean something more than 'gem #7 - 200 GP'. Most of the old adventures are written well, except that you never know when someone might have it...
Without adding modifications to it, there are plenty of encounters that follow a lot of the 3.5E special rules now, and estimating how much it affects encounters and XP is a little difficult at times.
But I went back to start out the campaign, and now going forward to go beyond the module.
 

Remove ads

Top