Adapting early D&D Adventures
One of my favorite old adventures for D&D is Palace of the Silver Princess by Jean Wells (and re-written by Tom Moldvay). I want to focus on Jean’s adventure, because it is really good and introduces a role-playing element that was missing for those first half-dozen years of D&D, a story.
The controversy surrounding this adventure deserves mention, and it has been the subject of a huge volume of articles and analysis over these past four and a half decades. I won’t rehash it here. It involves that mix of Satanic Panic, Sexual Panic, and Mysogyny that was sweeping the MidWest in 1980 and would consume the country for the next decade. It got Jean’s original published adventure pulled from shelves, then rewritten by tom with some controversial illustrations removed to appease the angry moralists (who wouldn’t ever play D&D because they got far more satisfaction from displaying Moral Fiber).

A cropped image of Illusion of the Decapus by Laura Roslof.

Art by Erol Otus. Soup’s on fam!
I can feel my “moral fiber” fraying at the ends… Again, if you want to explore this early controversy in D&D, there are a lot of very detailed and attributed articles out there.
The thing I like about Palace of the Silver Princess, and why I choose it to adapt it to 5th edition and run it for the new generation of gamers is what Jean Wells brought to D&D through it. Palace of the Silver Princess is a Fairy-Tale Romance. With a hidden valley, a lost princess and a bold knight all under a wicked curse that a group of heroes can break.
I also believe that this is what a woman’s perspective (in 1980, when beardy wargaming dudes were arguing over whether or not a Bec-de-Corbin was more effective against Field Plate than the Bohemian Ear Spoon) brought to role-playing games. The effort was both well appreciated by this blogger, and well punished by executives.
Getting to the Point
When I adapt these adventures to play in 5th edition D&D (but, these principles can be adapted to the game system you prefer) I start with the source material. Most of these old adventures can be found as pdfs for cheap all over the internet. What you’ll need most is a notebook or text file to jot down notes.
First, read through the adventure. For most of these early adventures it’s not much. 32 to 64 pages, anything longer would normally be called a “supermodule” even then, Temple of Elemental Evil is only 128 pages long. Read through the whole thing, take notes.
Next, compare the encounters to the resources in the rule set you want to convert to. Most adversaries have stat blocks in the rules you are using. Orcs, for example can be found in every edition of D&D (even the 2024 monster manual see my article about it). For most adventures, the balance of the encounters doesn’t change all that much in the context of the rules. If anything, many encounters get easier. Going back to Orcs for a moment, in first edition AD&D and BECMI, orcs are a hard fight for a first level party, one-to-one. They often have more hit points than most first level classes, and equal hit points to a fighter. They fight like a fighter, and have equivalent armor and weapons. By the time 3rd edition and later, the balance swings towards the player-characters. Same holds true for most other creatures in these early versions.
Adjust the encounters. after reading through the adventure and noting all the encounters as written, take a look in the context of the adventure’s plot. If it looks too hard, adjust some details to make it easier. If it looks too easy, beef it up a little. Don’t just consider the raw stat blocks, look at the context of the encounter. Is it an ambush? Is the adversary asleep, or distracted, or can they be easily fooled. All encounters are not toe-to-toe combats. Consider the encounter’s challenge in light of what it is supposed to do for the adventure. This is also your opportunity as Game Master to tailor the adventure that is published for a wide audience to your group of player characters.
Don’t be afraid to change things. Does one of the characters have a flaw that drives them to hate a monster type, but that monster doesn’t appear in the adventure? Add them in. It’s really easy to take an Orc encounter and make it a Hobgoblin encounter. Do your players not like fighting Zombies? Replace them with a construct of a similar CR. Does your setting not have flashy magic? Change that spell from fireball to a pot of flaming oil that drops in the same spot. Tailoring an otherwise generic adventure to your specific party of player-characters will make the adventure a lot more impactful and memorable.
Finally, take all these notes and make them easy for you to reference during game play. You don’t have to rewrite the whole thing. Just look at the notebook you wrote all these thoughts down on and put it on a format that will help you run the adventure at the table. Don’t rely on having the books at the table, then at the start of the encounter, flip back and forth. That will kill all the momentum that the adventure is building and frustrate both you and your players. My point here is to make it easy on yourself in the way that’s easiest for you to understand. If you are brand new and haven’t developed this skill, don’t worry. Use the format that is printed in the adventure as a guide. As you run more adventures in D&D, you’ll discover what works best for you.
Old Adventures are a Great Resource
There is now a fifty-year library of content for Dungeons and Dragons now. Not just Dungeons and Dragons published by Wizards of the Coast and TSR before that. There are adventures and content published by dozens (if not hundreds) of third-party companies going back to the beginning. There is an inexhaustible supply of adventures that we can choose from.
Lots of these early adventures were touchstones for the D&D community. Adventures like Keep on the Borderlands, Sinister Secret of Saltmarsh, Village of Hommlet, Slave Pits of the Undercity, Vault of the Drow and so many others were run and played at countless table, and it formed a common reference for players. It didn’t even matter that your table didn’t play in the supported campaign world, you could plug the adventure into your home setting and play it nearly out of the box. When you use these adventures at your table, for your players, who may have not even heard of it, you connect yourself to this legacy.
One More Thing
Converting these old adventures also teach you skills that can be used in your Game Master career. By reading and analyzing adventures, you are teaching yourself how they are designed. You can learn what elements of adventure design appeal to you and use these skills in creating your own adventures.
This is a technique taught to art students for centuries. Go to where the masters’ works are on display, bring your supplies and reproduce it. The student’s effort probably won’t look like the masterwork, but it will teach the student to apply the same techniques and learn skills that their instructor couldn’t teach.
Converting the early adventures for fantasy roleplaying into a modern system will improve your GM skills. They might even inspire you to design your own unique adventures.

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