The 1e AD&D module U1 Sinister Secret of Saltmarsh has a plot that…
Coincidentally, the cover art of the 1e version of the module by David De Leuw depicts the mansion with bats flying out of it that is quite reminiscent of the spooky mansion with bats in the opening credits of Scooby Doo.
Are there any sources that verify this was a deliberate homage by the artist based on the plot of the module?
Scooby Doo opening credits:
I’m trying to remember a module, AD&D I’m fairly certain. They had a listing of rooms and what was there. A few of the rooms had rubble in them which could be searched for treasure with one of them instead hiding a cache of parasitic worms in the rubble which would attack any searching PCs (presumably to discourage Always Check Behind The Chair) with the mild twist that, after the worms were defeated, a second search found some valuable treasure (jewelry, I think). Anyone familiar with this module?
After looking at the listed answers, it sparked a bit of memory. The rooms being listed were along a corridor. It’s the weirdest thing, but my memory is that it’s a rough rock corridor, but it was houses on either side that were available to search. That suggests to me it was either a canyon or somewhere underground. They were dilapidated, but I am not certain if it was due to simple disrepair or if it was due to an earthquake.
While trying to trace down a vague memory of Boggles, I found the Secret of the Slaver Stockade module, but it does not seem to quite match up. There is a bit of rubble with vipers, but no double bluff with the second search finding treasure. That and it just doesn’t have that same feeling as the memory of something wormlike burrowing into the questing adventurers.
I have some players interested in airships. You’d think these rules existed somewhere in one of the campaign settings or a Dragon magazine. Do any?
I’m thinking of things like flight speeds, costs, size or weight, etc.
I’m trying not to go the Spelljammer route.
When I played AD&D 1e and 2e Orcs were listed as lawful evil in the Monster Manual. Lawful Evil as their alignment was consistent with other similar races like Goblins, Hobgoblins, and Bugbears. To my surprise the D&D 5e Monster Manual lists Orcs alignment as chaotic evil, with a description of how Orc tribes work. Why was the Orc alignment changed?
Plenty of AD&D 1e and 2e adventures had Orcs as mercenaries which fit the LE willingness to follow orders. Orcs as CE seem unsuited to organization beyond a tribe as they follow only the strong. The AD&D 2e Monster Manual even suggested that trade was possible with Orcs if you had a well defended enough settlement that trade would be easier than conquest.
I do not know the rules of AD&D 1st edition that were in effect around 1987. I own, however, a copy of the Forgotten Realms Campaign Set (TSR1031). I’ve just noticed (after all these decades :D) that its DM’s Sourcebook of the Realms has alternative rules for subduing a dragon (on p.15): it can’t simply be subdued, it must be awake and challenged properly, and it must accept the challenge before subdual as per the general rules can happen. So… there must have been general rules for subduing a dragon.
What were the general AD&D 1st edition rules for subduing a dragon, and how would those rules best be ported to D&D 5e, if they’re worth porting at all?
I just started playing D&D 5th edition at college with friends after playing AD&D for years with my family in a homebrew campaign. I just noticed that fighters don’t get any followers after getting to level 9 in 5th edition. Are there any mechanics for having followers in 5th edition?
I’m playing a noble dwarf so I was hoping to have a small army after level 9.
In AD&D, many spells have effects with areas that are a specified amount “per level”. From my understanding, this is the caster’s level. My question, is whether or not a spellcaster could choose to cast a weaker spell, to have a smaller area for example (and limit the destruction)?
I just rolled a 19 while searching for a familiar in ravenloft ad&d 2nd edition but I don’t know the stats for said imp what are they
Could anyone help me in finding an instruction on how to convert a character from AD&D 2E to D&D 5E?
I need to know details like: THAC0, attack and damage bonus, bonus on skills, saving throws, etc. (basically all the important details to be considered for converting). E.g. AD&D Longsword +4 to hit / +6 to damage with THAC0 10. How does it convert to 5E? (the +4/+6 values are related to the strength and dexterity of the character, it’s not a magic weapon) Or attribute value: strength 18/76-90. What is it in 5E?
What I’ve already found is a conversion table for armor class. Also I came across the PDF “Conversions to 5th Edition D&D” which unfortunately was not very helpful in my case.
I want to adapt several creatures from AD&D so I can use them in 5e. Is there an easy way to translate THAC0 (to hit AC 0) to the +Hit bonus in 5e? I’m looking for a formula or a chart if possible. Thanks.