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A question on AD&D modules

Started by Imperator, February 28, 2013, 03:19:39 AM

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Imperator

A very nice thing happened to me yesterday.

One of my players bought the AD&D reprints, after much pestering from me, and he's fallen in love with the game, specially the DMG. He's decided to run a campaign but, lacking experience as DM, he wants to try his hand running some classic module and maybe linking several to create a campaign. So far, so good, as I'm itching to play in that game. The guy is a very fun and creative guy, I'm sure it will be a blast.

Now, I'd like to ask the experts on the site about AD&D 1e modules, so I can make some recommendations to my friend. Which are good? Which are crap? What would be the best way to link them to create a campaign? My friend asked me to make a bit of research as he knows I frequently post on gaming boards and "you are in contact with all those grognards who know AD&D inside out" :D

So, which modules would you recommend?
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

Kuroth

#1
I don't know if you would like suggestions for only TSR adventures or not, but since your friend bought the reprints, I provide an adventure order suggestion with that constraint.  I don't actually think that The Village of Hommlet is a good choice for a first adventure.  It is better suited to a higher level team than 1st, closer to 3rd for 4 players.  It does have a good place in this list, though, as a replacement for Dwarven Delve, which is a plus-minus adventure in my opinion.  Others will have other lists.  I find this to be a pretty good list from what is available at dndclassics.com.  This would be a good list to modify for a 3-4 player group too.

N1 Against the Cult of the Reptile God

L1 The Secret of Bone Hill

L2 The Assassin's Knot

L3 Deep Dwarven Delve Alternatively T1 The Village of Hommlet


Another option possible from dndclassics

N1 Against the Cult of the Reptile God

U1 The Sinister Secret of Saltmarsh

U2 Danger at Dunwater

U3 The Final Enemy


If there is a Gygax fan situation about to happen, this is a list of adventures that Gygax suggested as an order of his published ones.  It is a pretty hard campaign!  So, fair warning.  It is the one he suggested, though.  Here, the DM needs to complete some conversion on his very first adventure, with Keep on the Borderlands, but it is pretty easy.  Also, the party level would not be up to some of these in this order, without modification or other adventures inserted in-between. The final adventure was from the game Dangerous Journeys, which he suggested converting.  I include it for completeness, since it was one he suggested for the last.

I.   Keep on the Borderlands
II.   Village of Hommlet
III.   Dungeonland
IV.   Land beyond the Magic Mirror
V.   Lost Caverns of Tsojcanth
VI.   Forgotten Temple of Tharizdun
VII.   Steading of the Hill Giant Chief
VIII.   Glacial Rift of the Frost Giant Jarl
IX.   Hall of the Fire Giant King
X.   Mordenkainen's Fantastic Adventure
XI.   Tomb of Horrors
XII.   Descent to the Depths of the Earth
XIII.   Shrine of the Kuo-toa
XIV.   Vault of the Drow
XV.   Isle of the Ape
XVI.   Necropolis (final portion).

Melan

Hidden Shrine of Tamoachan and Dark Tower are the greatest of the classics, but the former is more of a one-shot module and the second is an epic, high-level death-fest that requires practice both to run and play.

For a "we want to play some AD&D" campaign, the following are pretty good:
U1 Sinister Secret of Saltmarsh: Good low-level campaign starter.
B2 Keep on the Borderlands: It's Keep on the Borderlands.
L1 Secret of Bone Hill: Low-level mini-setting and dungeon; needs some work, but it is very easy to customise and you can integrate all kinds of extra modules into it. I think the second module is also considered good, but I have not personally had any experience with it.
X1 Isle of Dread: Tropical island, more of a mid-level thing.
A1-A4 Slavers modules: Not bad for a mid-level campaign arc. The theme is, well, slavers.
This stuff (minus B2) would make for a decent coastal/island-based setting/campaign.
Now with a Zine!
ⓘ This post is disputed by official sources

Exploderwizard

For mid level play Dwellers of the Forbidden City is pure gold. There is so much that can be done with the city as its own mini-sandbox.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Kuroth

#4
Some suggestions for The Keep on the Borderlands.

If you choose to run The Keep on the Borderlands under AD&D 1, one of things I find annoying is making up all of the names during play.  I mean, that is something that one does all the time, but the place seems to need a more consistent heritage for the names, since the place is quite isolated. The titles are those mentioned in the module.  So, the characters meet the “provisioner” Jan van der Roe, or the characters attempt to discover local information through the "wanderer" Venicia Freidlander at the Keep Tavern. Anyway, I thought someone else may find useful the names I gave to the people of the Keep, with a selection of watchmen, guardsmen and a few others that made sense, such as wives, daughters and sons.
   
Spoiler
Baliff, Claesekijn Dahm
Baliff’s Scribe, Coen Galle
Baliff’s Scribe’s Wife, Alijt Galle
Baliff’s Wife, Agnes Dahm
Bank Clerk, Oelard Vliese
Bank Guard, Otto Wiese
Banker, Matheus Veer
Banker’s Daughter, Aeile Veer
Banker’s Daughter, Gheile Veer
Banker’s Wife, Gheertruud Veer
Captain of the Guard, Maurits Evers
Captain of the Guard’s Wife, Bianca Evers
Captain of the Watch, Pieter Zelle
Captain of the Watch’s Wife, Isabella Zella
Castellan, Anthonius van Noort
Castellan’s Advisor, Gelarfaerdil Merevoledel
Castellan’s Daughter, Beatrix van Noort
Castellan’s Daughter, Katharina van Noort
Castellan’s Daughter, Saskia van Noort
Castellan’s Scribe, Boyke Tersteeg
Castellan’s Son, Bartholomeus van Noort
Castellan’s Son, Harmannous van Noort
Castellan’s Wife, Roosje van Noort
Corporal (First) of the Guard, Eelke Quasten
Corporal (First) of the Guard’s Wife, Famke Quasten
Corporal (Second) of the Guard, Kobus Kaeckle
Corporal (Second) of the Guard’s Wife, Iris Kaeckle
Corporal of the Watch, Arend Berghem
Curate, Jurian Markgraff
Curate’s Acolyte, Baltus Thyssen
Curate’s Acolyte, Frans Botha
Curate’s Acolyte, Joris Claar
Guardsman, Kees Blacu
Guardsman, Nys Hackenbroch
Guardsman, Jillis Bakhuysen
Guardsman, Lieve Muskens
Guardsman, Mewis Kepper
Guardsman, Powles Wessels
Guild Clerk, Bertus Leenhoff
Guild Clerk, Helmar Horenbout
Guild Guard, Antonis Groote
Guild Guard, Leendert Vorster
Guild Guard, Nandor Cuyler
Guild Guard, Nelis Hoekstra
Guild Master, Arnout Noorlander
Guild Master’s Daughter, Machteld Noorlander
Guild Master’s Daugther, Margaretha Noorlander
Guild Master’s Son, Mattias Noorlander
Guild Master’s Wife, Lijsbet Noorlander
Guild Servant, Diederick Tiele
Guild Servant, Maria Tiele
Innkeeper, Kestecen Douw
Jewel Merchant, Coppijn Hals
Jewel Merchant’s Daughter, Eilburg Hals
Jewel Merchant’s Son, Danckaert Hals
Jewel Merchant’s Wife, Annen Hals
Mercenary, Balt Teerline
Mercenary, Gysbert Tanchel
Mercenary, Henni Bester
Mercenary, Joord Edelinck
Mercenary, Marcus de Klerk
Mercenary, Piet Poeze
Merchant, Bernadette Ledoux
Merchant, Frieda Aartsen
Merchant, Gysbert Somer
Merchant, Ingo Fenwick
Merchant, Jeronymus Brugmans
Merchant, Mannon Verken
Merchant, Wilhelmus Luytens
Priest, Dirk Krom
Priest’s Acolyte, Eduard Meyer
Priest’s Acolyte, Frankrijk Ooms
Provisioner, Jan van der Roe
Provisioner’s Wife, Elen van der Roe
Sergeant of the Guard, Arie Patinir
Sergeant of the Guard’s Daughter, Eva Patinir
Sergeant of the Guard’s Wife, Trude Patinir
Smith Apprentice, Gillis Somer
Smith Apprentice, Hendrick Tilborch
Smith, Gerrit Rienks
Tavern Barkeep, Renger Smit
Tavern Scullion, Nico Dudok
Tavern Serving Wench , Rika Naude
Taverner, Zoete Jonge
Taverner’s Daugther, Katerine Jonge
Taverner’s Son, Giel Jonge
Taverner’s Wife, Johanna Jonge
Trader, Klaas van Leuven
Trader’s Wife, Filippa van Leuven
Wanderer, Ewa Wozniak
Wanderer, Venicia Freidlander
Wanderer, Volkmar Hauser
Wanderer, Zoltan Galambos
Watch Scribe, Lodewyk Brink
Watchman, Barent Wouterson
Watchman, Hugo Brouwer
Watchman, Japic Krige
Watchman, Mart Fruyiers
Watchman, Staaf Siemerink
Watchman, Tonnis Swart

Imperator

Great and useful answers, as usual. Many thanks :)

Kuroth, my friend Hermes is not limiting himself to TSR modules, as he's not very into such distinctions. He'd like to start with a time-tested classic, so to speak, but he's open to other modules. He wants to make an informed choice, so his first experience is not sucky. He's looking for a module that really showcases old-school play, and that is easy to run, so to speak. Also, not a case of Gygax fan (he neither know nor care about that).

Your suggestions are very useful, as Hermes is very interested in modules he can acquire through dndclassics. :)

Melan: I'll pass the ideas to him. Actually, the guy is a bit of a sailor himself, so maybe a sea campaign will be the best for him.

What about Against the Giants, Drow Queen and other classics? Too high-level? The guy is really psyched, he says he wantsto run the campaign for as long as possible.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

bryce0lynch

For lower levels I would suggest the following. Darkness Beneath, Stonehell, ASE, Kramer-ville, Barrowmaze are all long enough to sustain play for a long time.

Darkness Beneath, from Fight On. The lower levels are especially good, having been done by Sham.

Anomalous Subsurface Environment. Gonzo to the core.

Stonehell. One of the few good megadungeons in existence.

Rappan Athuk. The closest thing to the platonic ideal of a megadungeon.

Beneath the Ruins. A great OD&D feel in a small package.

The Shadowed Keep, The Shattered Skull,Ychyrn The Tyrant. Crap! I mean four people! Kramer writes good adventures and has TOP NOTCH layouts. He creates very evocative setting.

Shadowbrook Manor. This has to be an homage to Tegal with the same goofy, fun, and deadly environment.

Barrowmaze. A large dungeon featuring LOTS of undead.

Tomb of the Iron God. There's two gods and like 500+ monsters in this FIRST level adventure. Good Stuff!

Voyage to Plague Island. A Weird and wonderfully idiosyncratic adventure.

Gone Fishin'. Great folk tale feel and free to boot!

Monastery of the Order of Crimson Monks. Good expansion of the sample dungeon in the 1E DMG.

Ironwood Gorge. OBJECTIVLY better than B2, despite what Benoist says.

The Ruined Hamlet/Terror in the Gloaming. Interesting situations and evocative detail.
OSR Module Reviews @: //www.tenfootpole.org

Kuroth

#7
If I may cherry pick from this cool list, of these I think I would choose The Bone Hilt Sword Campaign, by James Kramer. The link I provide is to the bundle that includes all five.  

1. Yrchyn, the tyrant
2. The Shattered Skull
3. The Shadowed Keep
4. Valen'cya's Horde
5. In the Halls of the Mage-King

While not classic, these are written with 35 years of time with AD&D, with all the experience that implies.  They are really meant to be played with AD&D too, since they are under the Osric publication method.  There is absolutly no conversion needed for AD&D 1.  This is a good option for Hermes too, that’s for sure.

thedungeondelver

Quote from: Imperator;633141What about Against the Giants, Drow Queen and other classics? Too high-level? The guy is really psyched, he says he wantsto run the campaign for as long as possible.

GDQ is a great way to cap off any campaign.  I'd avoid the GDQ1-7 "Supermodule" TSR put out in the late 80s; it's strung together kind of poorly.  As to level...IIRC G1 says "levels 5-10", but honestly unless you've got 10-15 players at the table, I wouldn't send anything less than an average 8th level party into that - and that's strong 8th level characters, too (e.g., not a 4/4 f/mu for example).

If he's running sea-themed modules then having the bandits of A1-4 as pirates and their strongholds in A2 and A3 be isolated islands off of, say, the coast of the Pomarj would work.  With some work he could likewise throw X1 into that mix.
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

Melan

Yeah, GDQ has great potential, but it requires not just high-level characters, but a lot of system familiarity (and the ability to work with masses of opponents).
Now with a Zine!
ⓘ This post is disputed by official sources

Exploderwizard

Quote from: thedungeondelver;633175GDQ is a great way to cap off any campaign.  I'd avoid the GDQ1-7 "Supermodule" TSR put out in the late 80s; it's strung together kind of poorly.  As to level...IIRC G1 says "levels 5-10", but honestly unless you've got 10-15 players at the table, I wouldn't send anything less than an average 8th level party into that - and that's strong 8th level characters, too (e.g., not a 4/4 f/mu for example).


I believe the whole giant series was recommended for levels 8-12. A 5th level party (even a large one) would be severely outmatched in the majority of confrontations in the steading.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Haffrung

If he wants a classic TSR dungeon experience that he can run from 1st to 8th level, with a well-developed town as a kicking-off point, then Temple of the Elemental Evil is a good choice. An even better choice is Caverns of Thracia by Judges Guild, though it's a little tougher to run because of the dramatic variance in monster power in the dungeon.

As others have mentioned, the U series is a solid option. Starts at level 1, good mix of outdoor, investigation, and dungeon adventures.

A good standalone that showcases the magical, self-contained puzzle environment of some early AD&D modules is Ghost Tower of Inverness. It's a lot of fun, but is maybe better used as a one-off than as part of a campaign. Same applies to White Plume Mountain. In both cases, you'll want minimum level 6 PCs.
 

thedungeondelver

Quote from: Exploderwizard;633181I believe the whole giant series was recommended for levels 8-12. A 5th level party (even a large one) would be severely outmatched in the majority of confrontations in the steading.

Sorry; just checked the module text.  It suggests 6th as OK level if you have a lot of players.
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

Exploderwizard

Quote from: thedungeondelver;633226Sorry; just checked the module text.  It suggests 6th as OK level if you have a lot of players.

I wonder if it changed between printings? Interesting.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

T. Foster

#14
For a "taste of AD&D" one-off where character level doesn't matter Ghost Tower of Inverness, Mordenkainen's Fantastic Adventure, and White Plume Mountain are all good choices. The Abduction of Good King Despot is an even better choice, but it's not (AFAIK) officially available on pdf so you'd have to scour ebay for a copy. All of these ooze old-school AD&D flavor and can probably be played through in 2-3 sessions.

For a campaign-game starting at 1st level Temple of Elemental Evil is the way to go. That'll take at least a few months to play through (and likely will be abandoned before it's actually finished, because it sort of peters out and the latter parts aren't as good as the earlier ones) and get the party up to 6th level or so (even higher if they actually play it out to the bitter end). From there the next stop is The Lost Caverns of Tsojcanth and its companion The Forgotten Temple of Tharizdun - Dark Tower would also fit well into this slot (same level-range). After getting through either of those, if the players haven't gotten bored with AD&D and want to keep going, the party should be ready to take on the Giants and Drow.
Quote from: RPGPundit;318450Jesus Christ, T.Foster is HARD-fucking-CORE. ... He\'s like the Khmer Rouge of Old-schoolers.
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