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Classic Modules Today: I13 Adventure Pack 1 (5e)Click to magnify
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Classic Modules Today: I13 Adventure Pack 1 (5e)


DMs, do you wish you had more time to put together fresh, innovative adventures for your players? Have you ever been stuck for a new plot line, but been unwilling to delve into the reading and preparation required by full-length modules? 

Here is a AD&D game accessory designed for the DM who wants variety and challenge for player characters. Adventure Pack I contains 12 short modules, each a complete stand-alone adventure. The scenarios are unique and unusual; they will intrigue characters of all levels, and offer a variety of settings and plots for the DM to choose from. 

These adventures are suitable for one-time play, or can be inserted into your campaign at any time. Each module includes one or more maps,* background for the DM, NPC capsules, and complete encounter descriptions. The scenarios are designed for a specific range of player character levels, and can easily be made more or less difficult if necessary. Now, with a minimum of preparation, you can give your player characters a challenge that will last for as little as one day of game time or months of it. DMs are sure to find Adventure Pack I convenient, innovative, and invaluable!

I13: Adventure Pack I (1987), by Scott Bennie, Anne Brown, Deborah Christian, Jennell Jaquays, Harold Johnson, Anne Gray McCready, Steve Perrin, Warren Spector, Rick Swan, Ray Winninger, and Allen Varney is the thirteenth intermediate-level adventure for the AD&D line. it was released in May 1987.

Continuing the Intermediate Adventures. Because it was focused on level, the "I" series of adventures was always somewhat motley. It included modules in a variety of genres and for a variety of settings. The previous two modules, I11: "Needle" (1987) and I12: Egg of the Phoenix (1987) had both been loosely connected RPGA adventures. Adventure Pack I took the next step: it was a totally unconnected anthology of adventures by a variety of authors.

A History of Anthologies. RPG adventure anthologies date back to at least Mayfair's "Dark Folk" (1983), which detailed a variety of monstrous races and provided adventures for them. A few years later, TSR got into the anthology business with B9: "Castle Caldwell and Beyond" (1985), a very loosely collected series of adventures that had come in as an unsolicited manuscript — something that was very rare at TSR at the time.

In more recent years, TSR had experimented internally with anthologies of two types. First, they produced a few single-author adventure anthologies of their own, such as Zeb Cook's OA1: "Swords of the Daimyo" (1986). Second, they tested out super-short "lairs" books created by a variety of diverse hands, such as REF3: The Book of Lairs (1986) and REF4: The Book of Lairs II (1987).

Adventure Pack I, however, represented something new — and something closer to Mayfair's experiment of several years previous. It was a book of longer adventures, but without a coherent plotline and by a variety of authors. At the time some reviewers thought it should have been "REF5", but that didn't reflect how different Adventure Pack I was from the Lairs books that TSR had been producing.

This new style of adventure anthology would explode in the next year with DL15: Mists of Krynn (1988) and OP1: Tales of the Outer Planes (1988), as well as a few slightly more connected anthology books such as WG7: Castle Greyhawk (1988) … and I14: Swords of the Iron Legion (1988).

Adventure Tropes. Though the adventures in Adventure Pack I weren't linked, they were carefully organized into categories like "intrigue", "mystery", and "competition". This made it obvious that there was a wide variety of adventure types in the book. Though there were hack-and-slash adventures, there was also a lot more, with a variety of styles and tones.

Predictably, the adventures by Jennell (Paul) Jaquays and Allen Varney were among the best received.

About the Creators. Adventure Pack I was largely the product of freelancers, showing another way that times were changing at TSR. In olden days, adventures had been almost entirely the creation of the Design Department, but now TSR was seeking more writers — which was probably another reason for the sudden advent of anthology adventures.

This conversion guide allows DMs to run the 12 adventures in the original module with 5th Edition rules and provides new monsters and magic items!

To use this conversion guide you will need a copy of I13 Adventure Pack 1, originally available in hard-copy and now for sale in digital format here.

Visit for instructions on creating your own classic module conversions and selling them on the DMs Guild!

* This conversion guide contains no maps. Maps are included in the required copy of I13 Adventure Pack 1.

Click here to find other titles by R P Davis!

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File Last Updated:
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This title was added to our catalog on May 29, 2017.