Path: ...!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!eternal-september.org!.POSTED!not-for-mail From: Zaghadka Newsgroups: rec.games.frp.dnd Subject: Re: 10 Best Classic D&D Adventures That D&D 2024 Should Bring Back Date: Fri, 10 Jan 2025 14:08:57 -0600 Organization: E. Nygma & Sons, LLC Lines: 46 Message-ID: References: Reply-To: zaghadka@hotmail.com MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Injection-Date: Fri, 10 Jan 2025 21:08:58 +0100 (CET) Injection-Info: dont-email.me; posting-host="c99c79e2d7a62287cc24c381d255b26f"; logging-data="239767"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+Hm46n48LZkZrh7/yfUAu35rbrvrPTzHw=" Cancel-Lock: sha1:SXuGkmdtjZg+/E5KUoQNeBg/v9Y= X-Newsreader: Forte Agent 3.3/32.846 Bytes: 3196 On Thu, 09 Jan 2025 12:36:23 -0500, Ubiquitous wrote: >The revised rules for Dungeons & Dragons have created a quasi-new edition of >the game, not quite 5th edition, yet decidedly not a complete restructuring >of the game. Still, with new rules come new adventures, and often, for >Wizards of the Coast, a look back at previous modules from earlier versions >of the TTRPG. Some of the best 5e adventures are lifted directly from 3.5 and >first edition, and there's no reason why this trend of restructuring old >modules will stop now. > >Many existing adventure modules have official remakes for 5e, but there are >some which have been left out. Fan favorites from across the years deserve to >be experienced by new players, and including them in future books using the >revised rule set would be a great way to do that... [snip] 1) The Sinister Secret of Saltmarsh 2024 2) The Ghost Tower of Inverness 2024 3) Expedition to the Barrier Peaks 2024 4) Scourge the Slave Lords 2024 (A1-A4) (I found a WoTC 2014 version) All 1e classics in their own right. We're playing the 50th anniversary edition of "Lost Caverns of Tsjocanth" rn, complete with 5e conversion and Roll20 maps, and it's a hoot. However, it smells distinctly of Gygax, and it's fun that I still understand how to deal with him. Despite opinions to the contrary expressed in this group, I still think Gygax was arbitrary, unfair, and brutal as a DM. There's so much, "Either you're smart [in his opinion, it's a particular way of thinking], or you straight up die or suffer a terrible curse for little to no reason with little or no warning," in this adventure. (Our sorcerer got cursed with what we called "boneitis" for the entire first level because of an enemy we fought with a high "all or nothing" Constitution save DC. He was practically crippled as far as movement went. Remove Curse didn't help (our GM graciously gave us a DC, but that's not what was written). If it had happened to my monk, my character would have become nigh unplayable. No warnings. Just f*** you.) -- Zag This is csipg.rpg - reality is off topic. ...G. Quinn ('08)