AD&D Classics Campaigns

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Skywalker
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AD&D Classics Campaigns

Post by Skywalker »

I have recently picked up C&C and I really like it. I feel the urge to go back to my early days of gaming. In that line, I am currently considering two epic campaigns, entitled Dungeons and Monsters that include the following:
Dungeons - 12 modules

Temple of Elemental Evil (T1-4) - lvls 1-7

*Dwellers of the Forbidden City (I1) - lvl 4

*Hidden Shrine of Tamoachan (C1) - lvl 5

Ghost Tower of Inverness (C2) - lvl 7

Lost Caverns of Tsojcanth (S4) - lvl 8

Forgotten Temple of Tharizdun (WG4) - lvl 9

White Plume Mountain (S2) - lvl 10

Expedition to Barrier Peaks (S3) - lvl 11

Tomb of Horrors (S1) - lvl 12

*I1 and C1 are inserted in the middle of ToEE
Monsters - 14 modules

Saltmarsh Trilogy (U1-3) - lvls 1-3

Against the Slavelords (A1-4) - lvls 4-7

Against the Giants (G1-3) - lvls 8-10

Descent into the Depths (D1-2) lvls 11-12

Vault of the Drow (D3) - lvls 13

Queen of the Demonweb Pits (Q1) - lvls 14

This covers the following modules in the top 30 D&D modules as choasen by Dungeon magazine:
30 - The Ghost Tower of Inverness

29 - The Assassin's Knot

28 - The Lost City
27 - The Sinister Secret of Saltmarsh

26 - City of Skulls

25 - Dragons of Despair

24 - City of the Spider Queen
23 - The Forgotten Temple of Tharizdun

22 - The Lost Caverns of Tsojcanth

21 - Dark Tower
20 - Scourge of the Slave Lords

19 - Against the Cult of the Reptile God
18 - The Hidden Shrine of Tamoachan

17 - Ruins of the Undermountain

16 - The Isle of Dread

15 - Castle Amber

14 - Dead Gods
13 - Dwellers of the Forbidden City

12 - The Forge of Fury

11 - The Gates of Firestorm Peak

10 - Return to the Tomb of Horrors
9 - White Plume Mountain

8 - Return to the Temple of Elemental Evil

7 - The Keep on the Borderlands

6 - The Desert of Desolation
5 - Expedition to the Barrier Peaks

4 - The Temple of Elemental Evil

3 - Tomb of Horrors

2 - Ravenloft

1 - Queen of Spiders

Thoughts? CHeers of encouragement?

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Post by Harry Joy »

Awesome!

When do we start? I'm hoping your game will be somewhere in the general vicinity of Memphis? If not, start packing!

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Skywalker
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Post by Skywalker »

Harry Joy wrote:
Awesome!

When do we start? I'm hoping your game will be somewhere in the general vicinity of Memphis? If not, start packing!

I am in probably one of the most obscure places on Earth - Wellington New Zealand, and I ain't moving

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Post by Tadhg »

Heh, both campaigns seem absolutely fantastic.

Enjoy!
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Post by Treebore »

Skywalker wrote:
I am in probably one of the most obscure places on Earth - Wellington New Zealand, and I ain't moving

Man! What time zone is that? I think I am GMT -8. You've got to be around -15.

Anyways, I am running G1-3 for the second time under C&C for my Monday night on line game. We will hopefully "go all the way" through Queenn of the Demon web Pits with this group.

I am also running Sabre River for my family game.

Yes, once you figure out how you want to convert things it will definitely bring back a lot of memories.
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Post by Skywalker »

Rhuvein wrote:
Heh, both campaigns seem absolutely fantastic.

Enjoy!

As someone pointed out, playing Tomb of Horrors after Expedition to Barrier Peaks would be quite amusing; taking laser guns up against the Liche

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Post by Skywalker »

Treebore wrote:
Man! What time zone is that? I think I am GMT -8. You've got to be around -15.

I am travelling from the future - GMT +12 or so
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Post by Tadhg »

Skywalker wrote:
As someone pointed out, playing Tomb of Horrors after Expedition to Barrier Peaks would be quite amusing; taking laser guns up against the Liche

I so want to put S3 into my campaign world and will do so, when my group attains some higher levels!!
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Re: AD&D Classics Campaigns

Post by csperkins1970 »

Skywalker wrote:
I have recently picked up C&C and I really like it. I feel the urge to go back to my early days of gaming. In that line, I am currently considering two epic campaigns, entitled Dungeons and Monsters that include the following:

Awesome list

Thoughts? CHeers of encouragement?

NICE!!! The campaign titles could use a little work but I'd jump at the chance to play through them.

PS: I've always dreamed on living in New Zealand (even before the LotR movie trilogy). Sadly work and my wife get in the way of that.
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Post by serleran »

Should be fun. I find that I, personally, like to throw in stuff one would not expect, like a little C3 with some X1, and maybe some L1 just for kicks... but, I'm weird, so you can, and should, ignore me. Greasemonkey does the job well.

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Re: AD&D Classics Campaigns

Post by Skywalker »

csperkins1970 wrote:
NICE!!! The campaign titles could use a little work but I'd jump at the chance to play through them.

I agree. I originally was looking for two broad themes to help me explain why you wouldn't want Tomb of Horrors following Queen of the Demonwebs Pits.

In broad terms, the C, S and T series are dungeon focussed. In comparison, U, A, G, D, Q seem to be about antagonists. I know its not an infallible distinction but I think it works here nicely.

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Post by Craig C »

Ive been running a combination of AD&D/ modules (just finished Pharaoh and Oasis of the White Palm) coupled with homebrews & Dungeon adventures in my campaign over the past 3 years.

Currently heading towards Prism Keep (Dungeon 45) via the wilderness from Lost Caverns of Tsojcanth (which they might also stumble across).

Started with KoTB and Secret of Bone Hill (+ Dungeon Adventure set in Restenford), but have also run:

A1 Slave Pits of the Undercity

When a Star Falls

Vault of the drow (party captured in A1 and sold to drow then spent several moths escaping the Underdark) and ended up escaping via 3Es Rappan Athuk (boy were the players unhappy but cautious when they figured out where they were- having sworn to NEVER go anywhere near RA again).

They are currently placing three magical gemstones in various ruins to help ward off an undead army of Orcus- the first is located in Prism Keep (Dungeon #45), the 2nd may be in the Dungeons Return to White Plume Mountain and the 3rd will be in the Ghost Tower of Inverness.

Once that is completed there is a slight problem with Giants that needs to be addressed and sooner or later Orcus himself will need to be dealt with.

Lots of other modules been used or cannibalised as well.

As for obscure places- try Rural South Canterbury- Wellington is the big smoke to me.

Are you looking for more players? My brother is in Wellington, not sure if he is still keen for gaming but can find out if you need more recruits.

Craig

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Post by dutch206 »

I have the strongest sense of Deja Vu here. I have been organizing the same kind of campaign lately, set in the World of Greyhawk:

1) Temple of Elemental Evil (T1-4)

2) Scourge of the Slave Lords (A1-4)

3) Queen of Spiders (GDQ1-7)

4) the Boxed set of "Return to the Tomb of Horrors"

I was originally planning on throwing Retun to the Keep on the Borderlands in at the beginning, but I now realize T1 starts at first level.

This sounds like fun. I hope you have a great deal of success with your game.
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Post by thegraham7 »

I was running a 1st E campaign when I discovered C&C recently and was beginning to bring in the C&C rules a little at a time for my gamers and was really excited about it, but they are 3.5E converts and have decided to only play 3.5. I would love to be able to Do some old D&D stuff with C&C Rules.

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Post by Skywalker »

Craig C wrote:
As for obscure places- try Rural South Canterbury- Wellington is the big smoke to me.

But Kapiti is 1 hour out of Wellington, which makes it tougher
Craig C wrote:
Are you looking for more players? My brother is in Wellington, not sure if he is still keen for gaming but can find out if you need more recruits.

I am planning on running some one-offs first (UK4 and I6). If you think he would be keen, PM me his email.

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Post by Skywalker »

dutch206 wrote:
1) Temple of Elemental Evil (T1-4)

2) Scourge of the Slave Lords (A1-4)

3) Queen of Spiders (GDQ1-7)

4) the Boxed set of "Return to the Tomb of Horrors"

That would be the obvious path and a good one. I really wanted to get in much of the S series too, as well as run Slavers from the original 4 modules, so that meant two campaigns

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Post by Craig C »

I never really got T1-4- have run T1 several times but we tended to get bored half way through (or less) the temple proper and move onto other things- makes too long a time before I can start the Slavers too.

Skywalker, will e-mail my brother and if he's interested will get back to you

Craig

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Post by Skywalker »

Craig C wrote:
I never really got T1-4- have run T1 several times but we tended to get bored half way through (or less) the temple proper and move onto other things- makes too long a time before I can start the Slavers too.

I agree. T1-4 is best played with multiple interludes. I am planning in putting I1 and C1 in the middle of it.

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Post by 8bitjunkie »

Sounds fun
Some advice for your Dungeons campaign; I have noticed that the recommended levels in the classics (at the higher levels) are a tad bit high for C&C. I usually target about 2 levels lower.

We just ran Tomb of Horrors with four 10th level characters and it went about as well as TOH can go...we will be attempting White Plume with a party of four 8th level characters.

I am curious what others think on this subject, but so far for me the -2 levels seems about right, give or take.

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Post by Skywalker »

I know most people have moved away from this thread, but here is a progress update:

SPOILERS

The Dungeons campaign is being renamed Cabal Beyond the Veil.

I think I have found a way to put a single uberplot through the entire campaign (that is vaguely Planetary in inspiration) using Expedition to Barrier Peaks as the key
- Many years ago a ship designed to travel through the Planes crashed landed in the world of X. The crew had been wiped out by a virus.

- The virus is Zuggtmoy, a bio-organic nano virus of world killing power that gained sentience.

- Upon destroying the crew and starving for many years, Zuggtmoy left the ship after it crashed and entered a hybernative state in a jungle city.

- The local people constructed a shrine around her slumbering body and called it Tamaochan.

- A demi-lich called Acererak learned of the ship and Zuggtmoy. He wanted to obtain the vast power that both could offer him.

- However, he needed help to achieve this goal so he formed a Cabal of world X's greatest sorcerers of ages past, being Galap-Dreidel, Iggwilv, Keraptis, and Tharzidun. Acererak promised them a return to life if they assisted him.

- The Cabal gathered together their most powerful artifacts to power their return temporarily.

- Galap-Dreidel used the Soul Gem.,

- Iggwilv used the Prison of Zagig, the Demonomicon, and Daoud's Wondrous Lanthorn.

- Keraptis used Wave, Whelm and Blackrazor.

- Tharzidun used the Black Cyst.

- The first act of the Cabal was to awaken Zuggtmoy and relocate her to more secure location. They lured her to the Temple of Elemental Evil knowing that she would find contact with the Planes again to be comforting and worked behind the local forces of good to see her imprisoned.

- There she was imprisoned until the Cabal could find a group powerful enough to enter the ship at the Barrier Peaks and access its full power (which the PCs may unwittingly do).

So there you go. There is now an explanation of how the various disparate dungeons in the first campaign fit together

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Post by old school gamer »

Wow. That sound cool. Kind of an Ultimate Greyhawk setting. I wish I could be a part of that.

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Post by bighara »

Quote:
This covers the following modules in the top 30 D&D modules as choasen by Dungeon magazine:

30 - The Ghost Tower of Inverness

29 - The Assassin's Knot

28 - The Lost City

27 - The Sinister Secret of Saltmarsh

26 - City of Skulls

25 - Dragons of Despair

24 - City of the Spider Queen

23 - The Forgotten Temple of Tharizdun

22 - The Lost Caverns of Tsojcanth

21 - Dark Tower

20 - Scourge of the Slave Lords

19 - Against the Cult of the Reptile God

18 - The Hidden Shrine of Tamoachan

17 - Ruins of the Undermountain

16 - The Isle of Dread

15 - Castle Amber

14 - Dead Gods

13 - Dwellers of the Forbidden City

12 - The Forge of Fury

11 - The Gates of Firestorm Peak

10 - Return to the Tomb of Horrors

9 - White Plume Mountain

8 - Return to the Temple of Elemental Evil

7 - The Keep on the Borderlands

6 - The Desert of Desolation

5 - Expedition to the Barrier Peaks

4 - The Temple of Elemental Evil

3 - Tomb of Horrors

2 - Ravenloft

1 - Queen of Spiders

What?!? B10: Night's Dark Terror didn't make the list?!
Best adventure module ever. Period.

Fun idea though. I'm doing something similar, but not as extensive.
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Skywalker
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Post by Skywalker »

How about the following for the third campaign in the AD&D Classics campaign:
The Cold-Blooded Curse

Against the Reptile God (N1) lvl 1

Secret of Bone Hill (L1) lvl 2

Assassins Knot (L2) lvl 3

When a Star Falls (UK4) lvl 4

Tomb of the Lizard King (I2) - lvl 5

Ravenloft (I6) lvl 6

Pharoah (I3) lvl 7

Oasis of the White Palm (I4) lvl 8

Lost Tomb of Martek (I5) lvl 9

The House on Gryphon Hill (I10) lvl 10

It more new skool than the other too with most modules coming out of the mid 1980s.

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