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[D&D} Running T1-4, A1-4, GDQ

Started by VectorSigma, October 15, 2009, 12:05:11 AM

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VectorSigma

Anybody done it?  In sequence, under any system.

I'm considering using Temple of Elemental Evil, the Slavers modules, and the GDQ series as the spine of my upcoming Pathfinder game.  No doubt some chunks will be altered beyond recognition, or dropped - that's a given.  We'll be using the 'slower' progression on xp to enable this whole thing.  I'm not worried about tenuous plot connections in the modules, that's my job as DM to take care of.

I've run the Slavers sequence once in the past, and run the G1-3 bit twice (again, it was years ago, under AD&D).

Any advice from folks who have run or played through these modules, especially in sequence?  I've heard that the Temple stuff beyond the Moathouse is not that great.  Anything else I should know before I start investing time in prepping these?
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Fiasco

Quote from: VectorSigma;338283Anybody done it?  In sequence, under any system.

I'm considering using Temple of Elemental Evil, the Slavers modules, and the GDQ series as the spine of my upcoming Pathfinder game.  No doubt some chunks will be altered beyond recognition, or dropped - that's a given.  We'll be using the 'slower' progression on xp to enable this whole thing.  I'm not worried about tenuous plot connections in the modules, that's my job as DM to take care of.

I've run the Slavers sequence once in the past, and run the G1-3 bit twice (again, it was years ago, under AD&D).

Any advice from folks who have run or played through these modules, especially in sequence?  I've heard that the Temple stuff beyond the Moathouse is not that great.  Anything else I should know before I start investing time in prepping these?

Honestly, I doubt you'd get through all of that.  The TOEE itself is an incredible slog.  Even if the party play smart and play factions off against each other it is very much enter room, fight things in room, move onto next room.  Pathfinder would make this worse as combats take so much longer than 1E.

I would use the moat hourse, skip the rest of the temple and pick a comple of other interesting low level mods before going into the A series and then GDQ.

estar

I agree you are better off using T1, A1 to A4, and then GDQ

Make the Lareth of the Moathouse an agent of the slave lord and when he defeated the slavers bag the PCs setting up the premise of A1.

This post by my friend refers to the adventure we ran between T1 and A1.

http://gothridgemanor.blogspot.com/2009/09/sea-adventures-and-micro-cultures.html

VectorSigma

Fiasco, Estar, that's kind of what I've been hearing generally.  That'll work; I have plenty of other classic modules that could fit at that level-spread as well.
Wampus Country - Whimsical tales on the fantasy frontier

"Describing Erik Jensen\'s Wampus Country setting is difficult"  -- Grognardia

"Well worth reading."  -- Steve Winter

"...seriously nifty stuff..." -- Bruce Baugh

"[Erik is] the Carrot-Top of role-playing games." -- Jared Sorensen, who probably meant it as an insult, but screw that guy.

"Next con I\'m playing in Wampus."  -- Harley Stroh

RandallS

Quote from: VectorSigma;338283I'm considering using Temple of Elemental Evil, the Slavers modules, and the GDQ series as the spine of my upcoming Pathfinder game.

I can't imagine getting through T1-4 in 3.x/Pathfinder/4e. Almost every room of the Temple is a battle, assuming around 60 minutes per battle and doing little besides slogging from one room to the next, you'd get through 4-5 rooms in a 4 hour session. At that rate, the Temple alone would take longer than most campaigns last. T1-4 was written with a much faster combat system in mind.

The Moathouse alone (the original T1) would probably work. The original T1 is the best part of the T1-4 supermodule anyway (IMHO).
Randall
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Windjammer

#5
Quote from: RandallS;338340I can't imagine getting through T1-4 in 3.x/Pathfinder/4e.

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There's a super large conversion file for that 3.0 module on the web, but as 90% of the fiddly bits rely on supplying monster stat blocks from the 3.5 MM, I say you can largely do without this.

Another attempt is to take the original T1-4 and supply 3.5 stat blocks, and alter the numbers and types of monsters to make for more variety. That type of file can be downloaded here, and is mighty useful even if you only want to do T1. The author discusses the problems of this approach here.

Further conversions of classic AD&D modules to 3.5 - including for G1, G2, and G3 - can be found here. (Beware, the color choice on that webpage is gonna hurt your eyes.) Updated cartography, and a partly useful commentary on running G1-3 in 3.5 can be found here, here (and elsewhere, just google for further instalment in the Lunchtime series). Further cartography - for G2 and G3 - can be found here. Finally, a nice documentation of using the updated maps and running G1 in 3.5 style (i.e. minis on battlemap) can be found here (note the author - Settembrini - used first edition when running it, not 3.5).
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VectorSigma

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Wampus Country - Whimsical tales on the fantasy frontier

"Describing Erik Jensen\'s Wampus Country setting is difficult"  -- Grognardia

"Well worth reading."  -- Steve Winter

"...seriously nifty stuff..." -- Bruce Baugh

"[Erik is] the Carrot-Top of role-playing games." -- Jared Sorensen, who probably meant it as an insult, but screw that guy.

"Next con I\'m playing in Wampus."  -- Harley Stroh

Fiasco

Here here, Windjammer.  I have used some of those conversions (I3, I4, I5, I6) and they are pretty useful, as a starting point if nothing else.

Xanther

Quote from: VectorSigma;338283Anybody done it?  In sequence, under any system.

I'm considering using Temple of Elemental Evil, the Slavers modules, and the GDQ series as the spine of my upcoming Pathfinder game.  No doubt some chunks will be altered beyond recognition, or dropped - that's a given.  We'll be using the 'slower' progression on xp to enable this whole thing.  I'm not worried about tenuous plot connections in the modules, that's my job as DM to take care of.

I've run the Slavers sequence once in the past, and run the G1-3 bit twice (again, it was years ago, under AD&D).

Any advice from folks who have run or played through these modules, especially in sequence?  I've heard that the Temple stuff beyond the Moathouse is not that great.  Anything else I should know before I start investing time in prepping these?

I've done T1, Caverns of Thracia, other stuff, A1, other stuff, G1-G3, S4, Halls of Beol Dur, Q.

I'd certainly think of nixing TOEE.

Running G2 now (after G1 of course)