Sunday, 14 November 2010

Old School Survival Tips for New Players

Given that my players are "new" to Old School, I had a brainstorming session and came up with a few tips to help them survive the Old School Play Style. I'll probably add to this list as more occur to me. Additional suggestions are more than welcome.

Survival Tips:

  • Make a map, make it a scale map, and take the time to update it it often. Mapping each room or corridor takes about ten minutes of " in-character “game time. Its worth it, especially if you get lost. When you're lost, once you stumble onto a room you've been in before, its easy enough to work out where you are and how to get home. That is, assuming you've been keeping a good map.

  • If you think your map is wrong DONT start rubbing it out and correcting mistakes. You could be wrong about it being wrong. Start a new map from where you are now and try to retrace you steps. You might have been fooled by a revolving room or a slow gradient.
  • Wondering Monsters (patrols, hunting party's and so forth) eat up resources (such as hit points and spells) and don't carry much in the way of loot. Sometimes fighting is not the smart option.

  • The deeper into a dungeon you get, the more dangerous they tend to be. But even on the “ground floor level” don't expect to be able to defeat everything you meet. The reverse is true for most towers - the higher the deadlier.

  • Running away is never a bad option.

  • Always find out as much as you can about a place; whether its a town, a dungeon or an area of wilderness before you go there. And don't forget to check back with your sources between visits. Just in case they've remembered something new or can provide hints on how to solve a puzzle you found on your last expedition.

  • Listen to rumours, but don't believe everything you hear.

  • There's no such thing as too much water, too many rations, too much rope or too many spare ten foot poles.

  • Establish a party marching order, some basic formations for common situations (such as opening a door) and some basic “plans” for dealing with ambushes, traps etc.

  • Set up a routine for frequent tasks: trap finding, listening at doors, searching for treasure/secret doors etc, setting watch and so on. Sure, Character X and character Y might be searching for traps, but what are the rest of you doing? If you're smart, some characters will be updating the map, but someone should also be standing guard.

  • There are 101 uses for a ten foot pole. At least one other person in the party should carry a spare.

  • Mules are handy for transporting loot. Hire a few mercenaries or handlers to look after them while your in the dungeon.

  • Manage your expendables very carefully. When your down to your last few torches, your last few spells, your last few rations and water-skins or your last few hit points, its time to go home. Most total party kills (TPKs) occur because the players couldn't resist trying “just one more room” before going home.

  • Elect a spokesman to make party decisions (like what room to explore next etc) and don't argue with him. If you and the other players are arguing and raising your voice, that means your characters are too. And if I can hear you argue, probably so can the local monsters. If you don't like the spokespersons decisions, you can boot him or her AFTER you leave the dungeon and elect a new leader.

  • Don't have your healer carry the magical healing potions. If he falls down a 100ft pit, you've lost your healer and your healing potions. That's a TPK in waiting.

  • Anyone can spot or disarm a trap if they play cleverly and describe appropriate actions through roleplaying. However, thieves, assassins and (sometimes) dwarfs can do it mechanically.

  • Always speak to any one armed men you find sitting in a tavern. Always.
  • Make friends with the locals. Especially the one's that can provide you with a service you need -healing, weapons, armour, supplies and the like.
  • Poison is deadly. A real-life poisonous centipede might not be very frightening, but imagine what the poison in a foot-long one can do.
  • Every character. Every character, should carry a missile weapon. Some of your foes can fly and some of them arn't stupid enough to come close enough to let you swing your sword at them.
  • Always remember, that nice shiny magical item you found might be cursed.
  • Never leave town without stocking up on food, water and ammunition.
  • Consider the humble hireling. Mercenaries bulk up your numbers, porters help carry loot and even the humble torchbearer frees up one of your hands for a shield, spell or other useful item.
  • Search for traps and secret doors. Search regularly, search methodically, search often.
  • Sometimes the most useful spells are the ones you won't be using in combat.
  • Always carry a back-up weapon. And makes sure it does a different type of damage from your main weapon. If you normally wield a sword, carry a club (not a dagger) as a back-up.

Saturday, 13 November 2010

OSRIC: Hyborian Character Generation Rules

Okay, I lied. This stuff forced it's way into my brain while I was in bed. I'm sure as hell not going to get any sleep till I write it all down so here it goes.

In the Hyborian Age, player characters must be human. A fact that will go without saying for anyone familiar with the setting. However, multi-class characters are very much a trope of Hyboria – Conan himself was fighter/thief after all, though it could be argued with some justification that he was dual-class character who dabbled in thievery for a bit before returning to his original fighter class.

Therefore, I'm initiating the following character generation house-rules for my Hyborian campaign:

  • All PC's must be human.They use the human stats and racial modifiers as listed in the OSRIC rulebook regardless of Hyborian cultural or ethnic background.

  • Human PC's may multi-class OR dual-class if they wish.

Multi-Class Rules:

Multi-class characters can pick up to two classes from the following four groups and combine them to create their character. However, no more than one option can be chosen from each group. For example, it is not possible to have a multi-class Magic-User/Illusionist or Fighter/Ranger. The one exception is the Houri class. The Houri class may, in fact, multi-class with another Rogue class.

Group One: Fighting Men - Barbarian, Fighter, Ranger (Note that while Paladins are a playable class they may not be multi-class characters).

Gp2: Rogues - Assassin, Houri, Thief

Gp3: Sorcerers- Demonologist (NPC), Illusionist, Magic User, Necromancer (NPC)

Gp4: Priests - Cleric. Druid.

All normal multi-classing rules apply with the following exceptions:

  • Weapon Proficiencies: Character may choose from all the weapons permitted to the multi/class characters classes. However, he receives a number of weapon proficiencies equal to that made available to his most restrictive class. (i.e. A Fighter/Cleric is not restricted to blunt weapons, but may choose only two weapon proficiencies, not 4) Note that multi-class fighters may not specialise.
  • Armour Proficiencies: A multi-class character uses the most restrictive of his character classes to determine which armour he may wear. Thus a cleric/thief is limited to leather and studded leather armour. A fighter/magic-user may not wear armour at all.

Weapon Specialisation:

Only single class (not multi-class) fighters may use the weapon specialisation rules. All other classes (including other, single-classed fighting men and multi-class fighters) may NOT specialise.

Intermission

Been working hard today, hence the absence of a proper blog article. Instead, I'm going to discuss the articles that will be appearing over the next few days or weeks. I plan on reviewing the Temple of the Ape's module I bought on Lulu,a long with several classic modules in my collection.

I've painted up some more of my Wargames factory Vikings, abandoning the whole mixed Saxon-Viking wargaming unit given that I'm going to need lots of viking types to represent the Vanir and Aesir. Similarly, I'll be converting a large number of the Saxon minaitures to represent tavern patrons, sailors, traders and other civilians. I've also acquired some of the old Grenadier barbarians (about 20, in fact) which I plan on painting up and introducing as a crew of Cimmerian mercenaries or pirates.

This in turn has given me the idea for a series of features on miniatures lines suitable for use as characters and foes in the Hyborian Age.

The main project taking up so much of my time in this last 36 hours or so has been creating the city of Tortage, built upon the sound foundations of Glavius's excellent wiki articles on Port Blacksand in the Fighting Fantasy Wiki.

Blacksand is, for me, the iconic Pirate port. I've collated and expanded the wiki articles and added locations heavily inspired by the eighties City Book series produced by Blade, a division of Flying Buffalo games. Which reminds me, I'll have to do a review on those old books as well.

When I've finished Tortage, which includes adapting the wonderful old Port Blacksand map to include all these new locations I'm adding, I intend to publish the city as a free downloadable PDF on this blog.

That won't be for some considerable time yet, as I still have a great deal of work to do. The wikki information is, of course, public domain, but since Glavius's work will be feature so strongly I'll also have to track him down too so he can be properly credited for his efforts.

That's where things stands for the moment. I still have to find more time to work through my module shortlist to decide what to put in the Hyborian Sandbox (and where) but I expect to see some progress soon. Ideally, I'll have my Temple of the Ape's review up at some point tomorrow. No promises though. So much to do, so little time (which reminds me: I really need to update my DragonAge campaign journal as well).

Finally, I intend to track down the old D&D Necromancer, Demonologist and Huari NPC classes from White Dwarf and adapt them to OSRIC. All three classes are very flavorful and ideally suited to a Hyborian themed campaign.

Thursday, 11 November 2010

OSRIC One-Shot: The Ghost of Lion Castle.

Given that we've been unable to get the group together to finish off our Dragon Age RPG campaign, my friend Silv has been getting his RPG fix by reading this blog. He's been just as keen to start playing “Old School Style” as I have been to introduce him to it. So, although the Harn sandbox is still months away from being play-ready, he came over to game a little tonight. My plan had been to put him through the solo module “Ghost of Lion's Castle”. Mostly because he already had a 1st level dwarf fighter/cleric ready to go. As a solo module, Ghost of Lion's Castle doesn't really need a GM as such, but I took on the role anyway. I got a delightful surprise when Aimee turned up to the game as well, having only expected Silv, so we set about rolling up an OSRIC character for her. This would be their first introduction to the Old School play style, so I dropped a hell of a lot more hints than I would have normally. Even so, neither character made it back alive. Want to know why? Read on.

The PCs:

  • Bogdin: Lawful Neutral dwarf male Fighter 1/Cleric of Siem 1.

  • Klara: Lawful Evil human female Assassin (Acolyte of Naveh) 1.

Having gotten themselves thoroughly drunk one night at an inn near Azademere, Bodgin and Klara stupidly agreed to draw straws for the “privilege” of mounting an expedition to Lion Castle. Trapped by their own bravado, the pair departed in the morning, equipped only with basic items and a magical journal in which to record events for the entertainment of the Inn's patron. According to the Inn-Keep, anything written in one would magically appear in the other.

The nine day journey through the hills and mountains passed without incident, leaving the two bemused adventurers to marvel at the sculpted, castle-sized Lion before them. Under the fading, red light of a spectacular sunset, it almost seemed that the grass around the lion was stained red with the blood. Faced by this dark omen and wary of a chance encounter with the ghost of Sargon, master of the Castle, they made camp until the dawn.

Perhaps unwisely, come the light of the day, the pair made straight for the Gatehouse in the Castles outer-curtain wall. While Bogdin stood guard, Klara searched the ground before the two ruined doors for any sign of traps. Confident that there was none, the two brazenly walked through the gates, only to be separated by a rapidly descending portcullis. Bogdin, having leapt forward into the gatehouse itself, quickly spotted and wisely stayed away from the murder holes in the ceiling. Meanwhile, Klara, having jumped back the way she had came, set about climbing the curtain wall, trying to gain entry to the portcullis mechanism from above. She warily approached the door leading into the gatehouse from the ramparts, again searching for traps and finding none. Entering, she found herself in an otherwise empty room with a spiral stair (leading up) and a chain suspended from a hole in the ceiling down to another hole in the floor. Looking down through the murder holes at her companion and not thinking to first check the room above for any threat (or, for that matter, a winding mechanism) she called for her companion to toss up his rope from below. This he did, weighting the end of the rope with a torch. Soon after tying the rope to the handle of the door she had recently come through, Klara watched as her companion climb up through the murder hole to join her.

Warily, the pair retraced Klara's steps back through the doorway and approached the nearest wall tower. Again a door was inspected and again no traps were found. The pair entered the room cautiously, to find it plain and unremarkable save for a spiral stair case. A stair case from which could be heard and odd clacking noise. The duo dithered about what to do, allowing a foot long giant beetle to gain surprise and press it's attack. Klara quickly went down under it's bleeding mandibles, nearly bleeding to death before Bogdin awakened her (at great risk to himself) with a quick cure light wounds. Though weakened and befuddled by her near death experience (I house- rule that any character who falls below 0hp and regains consciousness takes a cumulative -2 penalty to all dice rolls until resting for eight hours) Klara was determined not to be an idle spectator to this continued life or death struggle. Alas, she learned the hard way the folly of firing into melee, her arrow catching Bogdin in the arm-pit instead of striking true to harm the foe. In the end however, Bogdin healed himself with his final cure spell and thereafter slew the scurrying blight with a blow from his flail.

Together, the two descended by rope from the ramparts of the wall and retreated to a safe distance to rest. They returned at dawn the next day, Bogdin having already spent one of his two cure light wounds in order to restore his companion to full strength shortly after the dawn. They climbed back up the rope onto the undisturbed curtain wall and returned to the scene of their first battle. There, they were perturbed to find the beetle mostly devoured, with nowt remaining saving the shiny black carapace itself. With care, they descended the tower stairs and out through another doorway to the overgrown courtyard below.

This time, when the party detected movement in the undergrowth, they reacted with alacrity. Alas, they were faced only with the fearsome menace of a bunny, which Klara slew handily with her bow and declared the coming nights dinner. Finding themselves at the tail end of the Lion-shaped castle, they moved around it to the south, following the path from the gatehouse. Arriving at the Castle's paws, they took note of the many arrow slits visible in the paws and the pool of hardened lead beneath the beasts muzzle. Electing for a cautious approach, they hugged the “paws” and “front legs” of the stone beast, ducking beneath arrow slits and giving the patch of lead beneath the muzzle a wide birth. This proved a wise precaution, for two hatches where a true lions nostrils would be were quickly opened by unseen hands or means and a torrent of hot lead disgorged. Thankfully, neither character was close enough to be splashed by this molten rain. They were, however, by now close enough to spot the murder holes in the Lion's “jaw”. Taking shelter beneath Bogdrins shield, the duo ran for the open gates to the Castle situated in the Lions chest. A few boulders did fall upon them, but though Klara took a glancing hit to the shoulder Bogdrin himself remained unharmed. This time, when the portcullis fell above them, the two leapt forward, and found themselves in a short hall.

Cautious now, unsure whether to attribute the Castle defences to magic, mechanism or man, they began to explore the first level. In the blacksmiths shop, Bogdrin claimed a hammer to wield as a mace and (his mind on Klara's catch) a pot from the kitchen. The food store quickly prove itself to be empty, so they took one of the hallways two spiral stairs down into the castle basement.

Soon confronted by an odd shaped room, they left through a set of double doors to find themselves in a corridor with a second set of double doors before them and two doors on each wall. Each door bore the name of a hunting cat – Panther, Tiger, Lion and Mountain Lion. With some trepidation, the pair decided to explore the Mountain Lion chamber first, on the grounds that the mountain lion was the smallest species of the four. Confronted by three mummified beasts of that nature, the adventurers had a heart-stopping moment before they correctly observed that the “mummies” were not moving. Noticing that one had a gem embedded in it's chest, Bogdrin decided to take no chances and pounded the corpses head into mush before taking the gem. However, as he reached to take it they heard the pounding of footstep from the corridor. A hairy eight foot tall man-beast with a bats nose and ears burst into the room, demanding to know what was happening to the masters pets? He barely completed his angry demand before Klara's arrow stood proud in it's chest. With nary a sigh the beast crumpled to the floor. A relieved Bogdrin set about resuming his looting.

Next they tried the Panther and Lion rooms, finding again three mummies and a gem in each. On the four try, they spotted an even larger gem in the Tiger room -and two more of those infernal beetles. Judging the prize not worth the risk, Bogdrin shut the door on them. The beetles seemed content not to pursue at this time. Instead, the pair headed through the second set of double doors, coming across a hallway with four alcoves at one end. In one alcove, they found a small fire, a rickety chair and a bedroll, in which they discovered the slain guard's small treasure. A second alcove stank of the guards piss and offal, yet that did not deter Bogdrin from searching both it and the remaining two alcoves also, to no avail.

Retracing their steps, they elected to take the other spiral staircase back to the first level. However, upon entering the room that contained the stairs on the basement level, they spotted another room and decided to investigate. This chamber held a well, whose waters Bogdrin tentatively tested for purity, before the two re-filled their empty water skins. Catching sight of a strange rune in the wells inner wall however, Klara had herself lowered down by rope, only to disappear in a purple flash. Bogdrin, alarmed, threw himself in after his companion.

Klara re-appeared in one of the empty alcoves by the guard's camp and immediately set about returning to the well room. Bogdrin, on the other hand, found himself looking straight into the glass eyes of a mummified tiger -and the compound, less welcome eyes of a startled beetle. Luckily, he was able to exit the room, closing the door behind him, before the two angry beetles could react. However, this time the disturbed beetles began chewing through the door to reach them. Had he inadvertently stepped on their nest on the way out? He did not pause to find out. Instead he ran down the corridor (in the wrong direction, I might add) crashing into Klara coming the other way. The two recovered from their shock quickly however, and returned up the stairs before the creatures could return. Choosing another path, they entered several empty rooms before coming across an eight-bed barracks. Here, two more of the bat-men were dicing on one of the beds. Unwisely, Bogdrin decided to attack and engage only one of the beasts, leaving the other free to launch itself at the far less melee capable (and already wounded) Klara. Even as Bogdrin slew his foe, Klara once again fell to hers. The second creature roared it's desire for revenge and charged Bogdrin, who desperately tried to kill it before his companion bled to death. Finally, Klara's life near spent, he turned his back on the second creature and fled to his companions side. It failed to land a blow on the dwarf's retreating back, allowing the cleric to cast his last cure spell. It was enough to save her, but not enough to restore her to consciousness. At that moment, the surviving creature charged Bogdrin once again, felling him with a terrible blow to the back of the head.

Their adventure -and their lives- were now over.

Summary:

Despite the TPK (always a risk with just two characters) both players seemed to enjoy the pace of the game and the challenge of an “Old School” type adventure. Silv intends to have Bogdrin's brother, a Fighter Thief come to investigate the dwarf's disappearance. Klara's temple intends to send another of it's students to enquire after Klara. Hopefully, next time, they will come in greater numbers and with the PCs all the wiser for reading their predecessors fates in the Inn's Journal.

One thing I would comment on however, is the difficulty in DMing a module laid out with numbered entries in the manner of A Fighting Fantasy book. Flicking back and forth for the correct entry did slow down play a little and made it difficult to recall details about rooms the party had previously entered. This was not helped by the absence of map keys on the map provided. All in all though, it was a useful introduction to Old School Gaming for my two players. Neither was too disappointed at loosing their character. I had explained how frail 1st level D&D players were, with their single digit hit points, compared to the Dragon Age characters (30hp plus at first level) so they were well prepared for the likelihood that one or both of them would not make it back. In preperation for next time, I'll number the map properly with the various entry numbers and increase the number of monsters encountered to reflect the greater party size. I expect play should be smoother afterwords.


Wednesday, 10 November 2010

Digging the Sandbox: N-4 Treasure Hunt

Possibly one of the most inappropriately named modules to be produced by TSR, N4 became something of an experiment. To the best of my knowledge, it was the only module ever released for 0 level characters – though the “Players Guide to the Dragonlance Setting- also had optioned rules for beginning play as a O level character, at least in some classes.

The basic premise is that the characters begin play as typical nobodies – 0 level fighters taken by slavers only to be stranded on a deserted island. Beginning at -500xp, the choices made by the characters during the game help determined what class that character eventually becomes at 1st level. The module includes convincing enough mechanics and encounters to justify development into just about every character class in any Old School setting. There is even a convincing “religious epiphany” moment to justify a character suddenly “finding god” and wishing to become a cleric.

Refreshingly, given that the characters begin with nothing more than the clothes on their back (or, rather, loins. They are slaves remember) the module tends to reward players that either avoid combat altogether or else cunningly take advantage of the environment to even the odds. By the time the characters reach a point in the adventure where they positively have to fight, they should have advanced to first level and scavenged enough weapons and armour to have a reasonable chance of surviving.

Ultimately, of course, the goal is to abandon the island and return to civilisation. The module includes brief notes on an island archipelago (one which contains the N-4 Island) as a setting for further adventures. Successful exploration of the nearby islands is facilitated by the ultimate treasure to found in the module – a boat.

For me, one of the best features of the module is that is allows new players to work out what type of character they would like to play, through play. Thus a character who decides he really would prefer to be a cleric rather than a fighter has a convincing means to change from one to the other mid-scenario without having to roll up a new character. Another plus is the very setting itself. It's an island, you can place it easily in just about any campaign setting. As an introductory, basic level adventure, it also provides a convincing reason for a motley mix of character races and classes to adventure together -they are escaping from a life of slavery together. Such shared experiences might very well create strong bonds within and between a group of people that might otherwise hate and despise one another. After all, it's hard to actively dislike someone who has helped save your life.

Like any commercial product, the module has it's flaws. It can be a rail-road at times, but with new players unused to gaming this can be a useful thing in and of itself. The module focuses on only one way off the island, yet it hints at two others, both of which would be much, much more difficult for the party to survive. Finally, there is a certain encounter in a temple which I have alluded to earlier. Yes it makes sense given the circumstances, but veteran players might role their eyes at the interest of such a being in a low level party. Come to think of it, there are two possible encounters in the temple that might have veteran players roll their eyes. The second because of a potential “Dick-DM/Ass-Hat” TPK kill moment. An encounter where the creature in question is deadly enough, thank you, without playing out the encounter exactly as written, however sensible the tactics used by the foe.

One of the primary areas of concern for me with regard to module selection is the ease with which a module can be converted to Hyboria. Happily, N-4 cn be adapted with a minimum of effort. The island setting makes it especially easy to incorporate into the Barrachan Isles Sandbox. The slavers are a classic Hyborian foe -and can lead on the Slaves Lords series of modules at a later date. Finally, the main antagonists of the module consist of warring bands of orcs and goblins. Obviously, for those who know Hyboria, this isn't exactly an appropriate choice of foe. Easy enough, however to replace the goblins with Picts and swap out the orcs for a band of Pirates. Success. Module adapted in under thirty seconds.

Treasure Hunt is an undiscovered, unforgotten gem of a module lost amid the sheer cornucopia of other, equally good entry level modules produced by TSR. Yet it's unique features should help it stand out from the crowd. This is why I'm especially happy for the opportunity to use it as the opening module of my new Hyborian campaign. A cracking module which, despite it's flaws, I love to run again and again.

Tuesday, 9 November 2010

Digging the Hyborian Sandbox Part I: Module Selection

One of the most exciting (and thrilling) aspects of Sandbox creation is, to my mind at least, picking out what modules to place on the map. The great appeal of the Barrachan Isles as a specific Hyborian setting is, frankly, the sheer joy of being to peruse some of the more “out of the way” module settings that otherwise rarely make an appearance in my sandbox. Specifically, I'm thinking of such classic jungle and desert modules as Isle of the Ape, Isle of Dread, The Hidden Shrine of Tamochen and Drums on Fire Mountain. I just don't get to use them in my more medieval campaign settings, purely because the location is such a major feature of these modules that to transplant them away from the natural home is, to me, simply an aberration. A jarring waste, if you like, of a good module.

Having been unable to find a “canon” map of the Isles, I'm also really excited about the opportunity to shape the Isles in my own vision. In effect, I have free reign to create my own maps of the Island chain (assuming I include all the canon locations that do exist, for the benefit of my puritan “Conanites”) enabling me to enjoy the entire sandbox creation process from start to finish. Step one in this creation process has (for me at least) always been module selection. After all, I don't know what location and terrain features I'm going to steal from published modules (and the geographical relationship between them as outlined in a given module), how the hell can I go about creating a decent map? I can't anyway, not without a half-dozen edits and even an outright re-draw or two.

So here we are at stage 1 of sandbox creation. I have a number (a very large number) of modules short-listed for consideration. Fortunately the Isle's are a fairly large geographical setting, even if most of the main map is going to be water and many urban scenarios will fit comfortably into the city Tortage. Happily, this means I won't be savaging the list too much with cuts. More happily, it gives me a good solid source of semi-regular blog posts while I go through each module, weighing up the pros-and-cons, deciding whether or not it has a place on the Barrachan Isles. The presence such principle elements as suitable sword & sorcery flavour and ease of conversion to a Hyborian setting (and the Isle's in particular) will be the primary factors in determining whether a given module receives a yea or nay.

Good times.

Here's a link to the working short-list, in no particular order. Numbers in brackets are the suggested level range. If anyone has any comments or suggestions for additions or subtractions to the list they would be most welcome.

Hyborian Module Short List

Here are the modules under consideration for inclusion in the Barrachan Isles Hyborian Age sandbox campaign.

  • N4- Treasure Hunt (1st level)

  • J1- The Jade Hare (levels 1-2)

  • Idol of the Orcs

  • Dark Raiders of Misty Ridge

  • The Sarcophagus Legion (2-4)

  • A1-4 Scourge of the Slave Lords (7-11).

  • WG05 Isle of the Ape (12+)

  • X1 Isle of Dread (3-7)

  • X6 Quagmire (4-7)

  • X8 Drums on Fire Mountain (5-8)

  • X9 The Savage Coast (4-10)

  • X12 Skardas Mirror (5-8)

  • C-1 The Hidden Shrine of Tamochen (5-7)

  • C-3 The Lost Island of Castanamir (1-4)

  • I-1 Dwellers of the Forbidden City (4-7)

  • I-2 Tomb of the Lizard King (5-7)

  • I-7 Baltron's Beacon (4-8)

  • I-8 The Ravager of Time (8-10)

  • I-9 Day of Al'Ak'Bar (4-8)

  • I-11 Needle (8-10)

  • I-12 Egg of the Pehonix (5-9)

  • N1 Against the Cult of the Reptile God (1-3)

  • R4 Docs Island (6-10)

  • R2 The Investigation of Hydell (1-3)

  • S4 Lost Caverns of Tjocanth. (6-10)

  • UK1 Beyond the Crystal Cave (4-7)

  • UK4 When a Star Falls (3-5)

  • UK5 Eye of the Serpent ()

  • UK6 All that Glitters (3-5)

  • UK7 Dark Clouds Gather (7-9)

  • U1-3 Saltmarsh series

  • B1 In Search of the Unknown (1-2)

  • B3 Palace of the Silver Princess (2-4)

  • B4 The Lost City (1-3)

  • B5 Horror on the Hill ()

  • B6 The Veiled Society (1-3)

  • B7 Journey to the Rock (1-3)

  • B9 Castle Caldwell and Beyond (1-3)

  • B10 Nights Dark Terrors (1-30)

  • .CM6 Where Chaos Reigns (17-19)

  • GA2 Swamplight (7-9)

  • The Lost Shrine of Bundashtur (8-10)

  • CM1 Test of the Warlords (15+)

Finally, for the Acheronian Ruins (the sand-box megadungeon) I'm once again considering StoneHell Dungeon, Castle of the Mad Archmage and Ruins of Greyhawk.