Three ways to skin a module 1: from Chagmat to Dowanthal Peak
I have always enjoyed modifying adventures for cross-genre and cross-campaign use. My second article for Dragon Magazine back in January of 1991 was on reskinning adventures for cross-genre purposes. The basic idea is simple: identify the central characters, names, and items, and replace them with meaningful genre-specific replacements from your own campaign. The same works when using adventures in your own campaign that aren’t cross-genre. Most of the time, you can do this by printing out the PDF and scribbling in the margins (or, if you’re really old-school, by scribbling in the margins of the original).
In our last campaign, I re-used three adventures that were major enough to involve a serious reskinning: Chagmat•, The Fell Pass•, and The Caverns of Thracia. I re-used these as Dowanthal Peak, The Broken Road, and The Lost City.
Larry DiTillio’s original Chagmat was set in the town of Byr. In Dowanthal Peak (PDF File, 786.1 KB) I replaced Byr with Weaving, to add to the spider-motif. And it is right next to Michael Malone’s The Wandering Trees•, which is now set in the weaving wood, also playing on the name.
Because I’m skinning this adventure specifically for my group, it also uses player character names when appropriate—Alvin is the warrior of the group, and the obviously big man.
I’ve converted the language in the original to match the language of the underground in our game. This paid off in spades later, when the mage’s player took the time to decipher the code based on learning a similar language. He recognized that the symbols matched those from a different language, replaced the symbols phonetically, and successfully deduced the trigger words for the Belt of Walking! You can see more of this language in The World of Highland Guidebook.
There are several question marks throughout the reskin. These are things I didn’t need to know right away, either because they pertained more to The Wandering Trees—such as the notes on the Great Ash—or because I didn’t think it worth figuring it out right away. If the question marks are still there, that means I was right. The vision of the ground cracking beneath them, for example, eventually came to light in the mountains to the northwest when they met an ancient oracle.
Because there is no tradition of wandering adventuring bands who can be hired to perform great deeds, I had to come up with a different way to engage the player characters into wanting to save the kidnapped women. That’s what the bar scene is for. And because I found Cosmo a bit too silly, I replaced him with one of the kidnapped girls, making her the daughter of a Celt who was called to be a Druid. The rope in cavern 5 becomes her father’s rope (and the corpse, her father’s corpse). The Sakmat ritual no longer requires a Druid, and they don’t know what she is. I kept a Druid, however, both to keep interesting things where Cosmo’s stuff was to be found and to provide the PCs insight into a relatively unknown culture to the north of their known world.
This also ties into the whole area being near the Celtic lands and influenced by them, thus the foray into Celtic etymology, and renaming Little Boy Mountain to Dowanthal Peak. The Celtic bit was interesting enough that the player characters decided to head north following this adventure and see what was going on in the Celtic communities.
The Great Lizard is up from the underground, perhaps cluing them into the fact that dangers are rising from some great underground lair or cavern. That’s where the Sakmat are from, and the origin of the language they use.
Note that I also make extensive use of the Wandering monster chart assistant to make sure the numbers add up!
- Dowanthal Peak (PDF File, 786.1 KB)
- My reskinning of Chagmat as Dowanthal Peak in the world of Highland.
- Dragon Magazine 32• (magazine)
- This Dragon was slightly before my time; I wouldn’t start playing for about ten months, and in any case we had no gaming store until my cousins opened a gaming section of their parents dime store a year or two after that. This issue contains The Fell Pass, an adventure from a San Diego gamer that epitomizes old-school. It also contains cool articles on Druids—in fact and fantasy, weapons of the far east, and aquatic megaflora.
- Dragon Magazine 57• (magazine)
- This was the first issue of Dragon Magazine I’d ever seen. And it’s the best cover Dragon ever had combined with one of the best adventures Dragon ever had: The Wandering Trees. And the articles are among the classics: Modern monsters, History of the Shield. This issue, for me, set the bar for every gaming magazine since.
- Dragon Magazine 63• (magazine)
- This was the second issue of Dragon that I saw, and the second that I ever owned. These two issues were the best Dragon magazines, and the best magazines, ever. Issue 63 contained one of the best adventures TSR ever published: The Chagmat. It also expanded on the humanoid creatures that adventurers love to fight, and it told us about “Coins through the ages”, one of the most-reread Dragon articles in my collection.
- Retrospective: The Caverns of Thracia: James Maliszewski at Grognardia
- “The Caverns of Thracia by Paul Jaquays is a good example of why Judges Guild is remembered so fondly by so many of us who started gaming in the 70s.”
- Wandering monster chart assistant
- Use the encounter chart assistant to create wandering monster charts using percentages rather than ranges. Copy your tables into this tool to make sure they add up, adjust them, then copy them back out to your word processor. Never worry about missing or overlapping ranges again!
- The World of Highland Guidebook
- Highland provides a context for Gods & Monsters adventures. Highland is designed for the rural adventurer, where characters begin in small villages or remote areas and move in towards civilization as they learn more and more about their world’s past. It was designed as a version of the standard fantasy world imprinted on the American old west.
More adventures
- The Adventure Guide’s Handbook
- Weave fantasy stories around characters that you and your friends create. As a Gods & Monsters Adventure Guide you will present a fantastic world to your players’ characters: all of its great cities, lost ruins, deep forests, and horrendous creatures.
- Kolchak: The Wrong Goodbye (a Daredevils adventure)
- Kolchak and crew investigates strange murders during the 1976 Christmas season. Inspired by “real” Soviet research as reported in UFO magazines of the era.
- Kolchak: The Big Creep (a Daredevils adventure)
- Inspired by The Powers of Dr. Remoux, The Big Creep is a Daredevils adventure for The Night Stalker set in the autumn of 1976.
- Skin a module 3: Thracia to The Lost City
- The Judges Guild module Caverns of Thracia is one of the classics of the old-school. It’s also eminently reskinnable by changing the names of gods and expanding on some of the magic items hidden inside.
- Skin a Module 2: The Fell Pass becomes Mansio Solis
- Karl Merris’s The Fell Pass, from Dragon 32, became the border between dusty desert death and the lush green jungle of the new and magical world of the City.
- 14 more pages with the topic adventures, and other related pages
More How to skin a module
- Skin a Module 2: The Fell Pass becomes Mansio Solis
- Karl Merris’s The Fell Pass, from Dragon 32, became the border between dusty desert death and the lush green jungle of the new and magical world of the City.
- Skin a module 3: Thracia to The Lost City
- The Judges Guild module Caverns of Thracia is one of the classics of the old-school. It’s also eminently reskinnable by changing the names of gods and expanding on some of the magic items hidden inside.