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Revisiting the Past (AD&D Modules.)

Started by Silverlion, March 02, 2013, 07:10:47 PM

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Silverlion

Lets say I want to revisit some old modules I've not read in years, notably:

Secret of Bone Hill
or the Sinister Secret of Saltmarsh (series)

Now, I won't be running these for AD&D/D&D, instead I may be picking up and adapting them to Dragon Age, and setting them in Mystara using the Mystara houserules someone wrote for AGE.

I might test out my own weird game Ogres and Oubliettes instead.

Which do you recommend most highly? I recall loving Saltmarsh but my memories of Bone Hill are somewhat strained.
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Akrasia

Quote from: Silverlion;633608Lets say I want to revisit some old modules I've not read in years, notably:

Secret of Bone Hill
or the Sinister Secret of Saltmarsh (series)

Now, I won't be running these for AD&D/D&D, instead I may be picking up and adapting them to Dragon Age, and setting them in Mystara using the Mystara houserules someone wrote for AGE.

I might test out my own weird game Ogres and Oubliettes instead.

Which do you recommend most highly? I recall loving Saltmarsh but my memories of Bone Hill are somewhat strained.

Why not just combine them?  U1 and L1 go together nicely, IMO. Just use Restenford in place of Saltmarsh (which is not detailed in U1 anyway), place the haunted house nearby, and you're good to go.  Indeed, you'll have nice low-ish level sandbox setting, with lots of adventure locations.
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Kuroth

#2
Quote from: zend0g;633606A1 - Slave Pits of the Undercity
   The aspis are nasty, nasty, nasty. High AC, high HD, multiple attacks, half or no damage from many spells. Running into more than one of them is brutal. They are walking TPK machines.  
A2 - Secret of the Slavers Stockade
   I really liked the infiltration feel to this module.
A3 - Assault on the Aerie of the Slave Lords
   The city really deserves to be fleshed out a LOT more.
A4 - In the Dungeons of the the Slave Lords
   A nice and memorable finale. It seems a shame to destroy the city.

C1 - Hidden Shrine of Tamoachan
   Awesome if you can fit a Mesoamerican ruin into your world. It's a tournament module that doesn't feel like a tournament module.
C2 - The Ghost Tower if Inverness
   It needs to be fleshed out, a lot. It's a tournament module that feels exactly like a tournament module. Oh, and your party wouldn't keep the Soul Gem now would they?
C3 - Lost Island of Castanamir
   I played this a few times in the the past and it always came across as really boring.

EX1 - Dungeonland
   Gygaxian adaptation of Alice in Wonderland. It can be tough to pull off depending on your players.
EX2 - The Land Beyond the Magic Mirror
   Gygaxian adaptation of Through the Looking Glass. Same comment as above.

G1-3 Let me say I liked all the giant series.  
G1 - Steading of the Hill Giant Chief
   Probably the easiest to map and handle.
G2 - Glacial Rift Of The Frost Giant Jarl
   Perhaps the best and toughest to map of the giant series.
G3 - Hall of the Fire Giant King
   Prepare for much loot to be had.

D1-3 and Q1 are good modules that never displayed their best form in a tournament setting. You really need more than a day hours to explore these modules and have fun.  
D1-2 - Descent into the Depths of the Earth
   The Shrine is so much fun.

D3 - Vault of the Drow
   Ah the infamous Drow and their city.

Q1 - Queen of the Demonweb Pits
   Very interesting and also dependent on how successful one thinks one should be when going to a god's home plane and trying to kill them.

I1 - Dwellers of the Forbidden City
   Awesome sandbox environment.

I2 - Tomb of the Lizard King
   Meh? I don't remember ever enjoying this module or even playing it all.
   
I3-5 - Pharaoh, Oasis of the White Palm and Lost Tomb of Martek
   I really enjoyed the Eqyptain theme for all of these.

I6 - Ravenloft
   Ah the infamous Strahd. The 3D castle map was a thing for its time.

For the other I* series modules I don't recall any of them as being really memorable.  

L1 - The Secret Of Bone Hill
   A fairly typical module.   

L2 - The Assassin's Knot
   A deadly murder mystery continuation of L1.

N1 - Against the Cult of the Reptile God
   Some really, really rich farmers and an end fight that can be a railroady.

I think the other N* module vary from the mediocre to horrible.

S1-4 modules were classics for their time, but are probably still too well known. You would probably need to make all new traps and riddles for Tomb of Horrors for example. Out of all of them, I think I liked S4 - Lost Caverns of Tsojcanth best.

T1 - The Village of Hommlet
   A classic.

T1-4 - The Temple of the Elemental Evil
   A classic bore. I have known GMs that have gone hoarse from reading its room descriptions out loud.

UK1-6 I think almost all the UK modules are excellent. A common small complaint is that some of them can feel a little plot heavy, but nowhere as bad as say Dragonlance.  
UK1 - Beyond The Crystal Cave
   The earliest UK and it doesn't really feel the same as the. Probably the weakest of the six.

UK2 - The Sentinel
   Excellent.

UK3 - The Gauntlet
   Sequel to UK2 and is also excellent. The castle siege is nice if it happens.

UK4 - When A Star Falls
   I loved this module.

UK5 - Eye of the Serpent
   I liked this module too.

UK6 - All that Glitters...
   Challenging. Resource management can make you its bitch.

UK7 - Dark Clouds Gather
   The only one that I never go to play or GM.

U1-3 were probably well known series modules aside from the giant and drow series.
U1 The Sinister Secret of Saltmarsh
   A nice introductory haunted house module. It can also be very deadly real quick.

U2 - Danger at Dunwater
   Some easy accidental death and dismemberment.    

U3 - The Final Enemy
   A very nice water theme and an enemy that probably doesn't get used much.

Thought I would bring zend0g's recollection over to this thread from Imperator's thread. [Edit: I don't necessarily agree with zend0g's recollection. In fact, I disagree on many, but others I do agree.  It was just posted so near the creation of this thread.]

Silverlion didn't I read somewhere on the forum that you like Treasure Hunt, the 0-level introductory adventure?  Your not going to modify that for your first?

Kuroth

If Dungeon Magazines are available, these are the 1-3 level AD&D 1 adventures in them.


Volume | Title
01        Assault on Eddistone Point
01   Grakhirt's Lair
03   Falcon's Peak
04   Trouble at Grog's
05   Lady of the Lake
05   The Stolen Power
07   Nightshade
07   The Matchmakers
08   Mountain Sanctuary
09   The Lurkers in the Library
10   Secrets of the Towers
10   Monsterquest
12   Huddle Farm
15   Roarwater Caves


Pairing these up with the 'low' level adventures from TSR can really help them, both in survivability and interest.


Secret of Bone Hill
5   Lady of the Lake
01   Assault on Eddistone Point
03   Falcon's Peak
   

Lankhmar: City of Adventure
07   Nightshade
09   The Lurkers in the Library
07   The Matchmakers


Secret of Saltmarsh
15   Roarwater Caves
05   The Stolen Power


The Village of Hommlet
12   Huddle Farm
10   Secrets of the Towers


01   Grakhirt's Lair
08   Mountain Sanctuary
Grakhirt's Lair and Mountain Sanctuary are intend to pair by the author, and they work well as a stand alone adventure of their own.  They could be added to the area around Hommlet, which would make a much more non-linear discovery of the power and players centered in the area. The first few towers from Secret of the Towers would be discovered during the other four scenarios.  So, a possible order would be: Huddle Farm, Grakhirt’s Lair, Mountain Sanctuary, Moathouse, with the towers discovered in-between these.

Silverlion

Quote from: Kuroth;633621Thought I would bring zend0g's recollection over to this thread from Imperator's thread.

Silverlion didn't I read somewhere on the forum that you like Treasure Hunt, the 0-level introductory adventure?  Your not going to modify that for your first?



Thank man. I've used it for a Dark Sun game for this group and don't want to repeat it.

As for combining them above, not a bad idea. Wonder if I can use Dungeon World for it. Hrms..
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Kuroth

#5
Some more suggestions.  These are two different 1-3 level AD&D 1 specific adventure series that combine those found in Dragon Magazine.



I. These are all low level adventures that would interest a group of experienced players, particularly Death of an Arch-Mage and Quest for the Midas Dragon Orb.  The base of operations is Barnacus.  The series includes the interlude Assassin’s Run that could be used immediately after Death of an Arch-Mage or Quest for the Midas Dragon.  Citadel by the Sea would be easy to tie to elements of either Death of an Arch-Mage or Quest for the Midas Dragon Orb. Citadel by the Sea may be used as part of a red herring during Death of an Arch-Mage.  Citadel By the Sea could also tie to aspects of Barnasus that would develop in the city during the other elements of the series.

Barnacus: City In Peril Dragon 80
Death of an Arch-Mage Dragon 111
Quest for the Midas Dragon Orb 61
Assassin's Run, The Dragon 64
Citadel By the Sea Dragon 78


II. So, you have C3 The Lost Island of Castanamir, and it has been sitting around for an age and a day.  Placing it within these adventures will make it a useful location in a larger series of adventures.  Narrion from The Pit of the Oracle would be the initial base of operations for this low level series, with it describing the major portion of the surrounding area, placing the Island of Castanamir in Loch Lakan. Castanamir in the loch surrounded by all the locations provided in the other portions of the series provides a lot of freedom for the characters to roam.  Though these are written for low level characters, incautious behavior by the characters in the surrounding countryside described in The Pit of the Oracle combined with The Wandering Trees will lead to deadly situations.  The series would start with The Pit of the Oracle and the later part of the series should target the later elements of The Pit of the Oracle, with the others in the series filling the middle portion.  I provide this order suggestion as a guide to difficulty.

The Pit of the Oracle Dragon 37
The Wandering Trees Dragon 57
Chagmat Dragon 63
The Lost Island of Castanamir Module C3



Silverlion, you could easily run Death of an Arch-Mage and Quest for the Midas Dragon Orb with High Valor, placing them in Cymrael.

Kuroth

#6
So, I was scrounging around through some old magazines, and I recalled the general positive comments folks have for the UK series of modules.  I always found them mostly to be pretty good too.  With the adventures Graeme Morris published in Imagine, it is very possible to do an all Graeme Morris  somewhat medium length campaign.

For the Honour of the Tribe (Graeme Morris) Imagine 02
The Mound in the Ring (Graeme Morris) Imagine 12
Jack of all Trades (Roger Hall & Graeme Morris) Imagine 06
The Sentinel (Graeme Morris) Module UK2
The Gauntlet (Graeme Morris) UK3
When a Star Falls (Graeme Morris) Module UK4
Beyond the Crystal Cave (David Browne, Tom Kirby, Graeme Morris) UK1 Module


With the other modules in the UK series, one may take the rest of the adventures that were published in Imagine to build a solid medium length campaign.  Start the campaign with a ship or some other long range travel method to make it more of a ranging campaign.

A Box for the Margrave (Mike Brunton) Imagine 03
Sethotep (Graeme Davis) Imagine 16
The Words of Go-guji (Mike Burton)
Tir Nan Og (Chris Barlow) Imagine 17
All That Glitters (Jim Bambra) Module UK6
The Guardian to the Key of Time (Mike Burton & Paul Cockburn) Imagine 08
The Taking of Siandabhair (Graeme Davis) Imagine 05
Thunder Craig (Ralph R. Ingrams) Imagine 10
One Fine Day (Paul Emsley) Imagine 27
The Necklace of Lilith (Phil Gallagher) Imagine 20
The Curse of Arivale (Chris Barlow) Imagine 23
Dark Clouds Gather (Jim Bambra & Phil Gallagher) Module UK7


I placed the adventures for both of these campaigns in an order that would progress from first level to the appropriate last level requirement.  It should be possible to run them as is right in a row, if one wishes.


Since Eye of the Serpent is a dm and one player adventure, I include the following as lead in to that one too.  Also, if one enjoyed these one on one adventures, there is the one on one for high level co-written by Moorcock.  Kind of cool.

Lyndum (Jim Bambra) Imagine 09 level 0
Eye of the Serpent (Graeme Morris) Module UK5

Earl of Aubec and the Iron Galleon (Michael Moorcaock & Mike Burton) Imagine 22 Levels 10+


These Imagine magazines can go for cheap when they are found for sale.  The cool city of Pelinore is described in a series that ran from 16-30, if anyone is keen for it.

Akrasia

Heh!

I was thinking of constructing a campaign and a campaign setting from the UK modules -- to be called 'Ukrasia' -- should I ever run 1e AD&D again (which obviously I hope to do).  

More precisely, drawing on all the UK modules -- plus U1-3, and I8 (the latter written by Graeme Morris and Jim Bambra, with a little 'Union Jack' beside the 'I8') -- I was going to try to take the places, peoples, and creatures described in the modules, and construct a setting based on them.  While some of the modules provide 'Greyhawk' locations, many do not, but instead describe different lands.  Also, the UK modules tend to make more use of Fiend Folio monsters than other TSR modules.  They also introduce a few new monsters.  

My thought was that the result would be an AD&D setting with a somewhat different flavour, and with a built in set of adventures (which I no doubt would tweak), allowing PCs to go progress up to level 10-11 or thereabouts.

I don't own any issues of Imagine, unfortunately.
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Akrasia

Quote from: Kuroth;634056...
Earl of Aubec and the Iron Galleon (Michael Moorcaock & Mike Burton) Imagine 22 Levels 10+
...
:eek:
Now this I think I'll need to track down...
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Fiasco

Was Imagine ever compiled on a CD ala White Dwarf or Dragon?

Kuroth

#10
Quote from: Akrasia;634153Heh!

I was thinking of constructing a campaign and a campaign setting from the UK modules -- to be called 'Ukrasia' -- should I ever run 1e AD&D again (which obviously I hope to do).  

More precisely, drawing on all the UK modules -- plus U1-3, and I8 (the latter written by Graeme Morris and Jim Bambra, with a little 'Union Jack' beside the 'I8') -- I was going to try to take the places, peoples, and creatures described in the modules, and construct a setting based on them.  While some of the modules provide 'Greyhawk' locations, many do not, but instead describe different lands.  Also, the UK modules tend to make more use of Fiend Folio monsters than other TSR modules.  They also introduce a few new monsters.  

My thought was that the result would be an AD&D setting with a somewhat different flavour, and with a built in set of adventures (which I no doubt would tweak), allowing PCs to go progress up to level 10-11 or thereabouts.

I don't own any issues of Imagine, unfortunately.

You're right! I was focused on the Imagine and UK modules I forgot about the I Modules.  I8 Ravager of Time is pretty cool too. One may have to adjust it to fit it after Beyond the Crystal Cave, but that is par for course with pre-made adventures anyway.  The U1-U3, UK modules and I8 certainly are an easier to obtain source for building a campaign.  I think it is a cool idea using them to pull the elements of the game world.


Quote from: Fiasco;634224Was Imagine ever compiled on a CD ala White Dwarf or Dragon?

I don't believe so, which makes them more difficult to use than the two better known magazines.  Part of my idea for the whole overview was to help those thinking of buying a few to decide which they should focus.  Was Polyhendron ever put into electronic form?  I have most of those in hard copy specific to AD&D 1 too.  There are a few well done adventures in them too.

Machpants

Quote from: Akrasia;634154:eek:
Now this I think I'll need to track down...

That is a one-on-one adventure where you Earl Aubrec of Malador himself, a Ftr 12. Munchkin rolls tho: 18/76, 13, 9, 17, 16, 15 ;)
Gloria Finis

Silverlion

Quote from: Akrasia;634153Heh!

I was thinking of constructing a campaign and a campaign setting from the UK modules -- to be called 'Ukrasia' -- should I ever run 1e AD&D again (which obviously I hope to do).  
.




Sounds awesome! You should do this and then share it with us..
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