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Post by Drexlorn on Aug 29, 2004 21:00:48 GMT -5
Greetings,
I just gave a look at falconer's Greyhawk web site and I'm wondering how much modules could you fit together in a cohesive manner, to get the maximum number of them ?
I guess they weren't not meant to all link together but perhaps with little effort, some of them could be put in the mix.
The most popular ensemble I know is this one (correct me if I'm wrong, I'm still discovering Greyhawk...):
T1-village of Homlet T1-4 the temple... S series G series D series Q1
What about WG4, WG5, WG6, EX1, EX2 and the others ?
What is the biggest ensemble one could use for a campaign ?
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Post by Scott on Aug 29, 2004 21:45:59 GMT -5
I'm thinking you could probably make three good campaigns from the modules, each taking a party from 1st to 10th + level with the existing modules. It'll take some thinking to put some story lines together. I'll post my ideas in a day or so. Scott
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Falconer
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Post by Falconer on Aug 30, 2004 7:03:15 GMT -5
Here's my overall plan. Note that I've already skipped S4/WG4/Ghorkai, due to my party being so powerful, so it's not going completely to plan (but one does have to be flexible):
B2 The Keep on the Borderlands 1-3
T1 The Village of Hommlet T1-4 The Temple of Elemental Evil 1-8
S2 White Plume Mountain 5-10
S4 The Lost Caverns of Tsojcanth 6-10 WG4 The Forgotten Temple of Tharizdun 5-10 The Revenge of Ghorkai 8-10
G1-2-3 Against the Giants 8-12 D1-2 Descent Into the Depths of the Earth 9-14 D3 Vault of the Drow 10-14 Q1 Queen of the Demonweb Pits 10-14
S1 Tomb of Horrors 10-14
WG5 Mordenkainen's Fantastic Adventure 9-12 Garden of the Plantmaster 6-12
City of Brass 7-10
Dark Druids 9-12
EX1 Dungeonland 9-12 EX2 The Land Beyond the Magic Mirror 9-12
S3 Expedition to the Barrier Peaks 8-12
DA2 Temple of the Frog 10-14 DA3 City of the Gods 10-14
WG6 Isle of the Ape 14+
The idea was that Q1 was to have been one climax of the campaign. After that (following an idea by Scotty), the adventures are to be sporadic affairs involving individuals or just parts of the party, and their henchmen. At that point they will have all the options available to them, and they can pursue whatever interests them. As many of them are extra-planar, the vehicle for that will be the eight-pointed star in WG5. Meanwhile, the players will be building their own castles and dungeons, and in general raising their forces and participating in larger events in the world. The idea is to run a Chainmail campaign, and have the players war against each other and against the other forces of the world.
Another thing that can happen is the players will roll up a new generation of characters. These will be to adventure in the abovementioned castles and dungeons that they will be DMing for each other (and for me!), and also at this point it looks like they will get to take on S4/WG4/Ghorkai.
WG6 is to be a finale of sorts, reuniting the original party. But who can foresee how long the campaign will last and what form it will take? Who can plan for how many players one will have in the future, and how long each module will take and what people will be interested in...? At best one can vaguely outline. Regards.
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Post by Drexlorn on Aug 30, 2004 18:08:06 GMT -5
Here's my overall plan. Note that I've already skipped S4/WG4/Ghorkai, due to my party being so powerful, so it's not going completely to plan (but one does have to be flexible): B2 The Keep on the Borderlands 1-3 T1 The Village of Hommlet T1-4 The Temple of Elemental Evil 1-8 S2 White Plume Mountain 5-10 S4 The Lost Caverns of Tsojcanth 6-10 WG4 The Forgotten Temple of Tharizdun 5-10 The Revenge of Ghorkai 8-10 G1-2-3 Against the Giants 8-12 D1-2 Descent Into the Depths of the Earth 9-14 D3 Vault of the Drow 10-14 Q1 Queen of the Demonweb Pits 10-14 S1 Tomb of Horrors 10-14 WG5 Mordenkainen's Fantastic Adventure 9-12 Garden of the Plantmaster 6-12 City of Brass 7-10 Dark Druids 9-12 EX1 Dungeonland 9-12 EX2 The Land Beyond the Magic Mirror 9-12 S3 Expedition to the Barrier Peaks 8-12 DA2 Temple of the Frog 10-14 DA3 City of the Gods 10-14 WG6 Isle of the Ape 14+ The idea was that Q1 was to have been one climax of the campaign. After that (following an idea by Scotty), the adventures are to be sporadic affairs involving individuals or just parts of the party, and their henchmen. At that point they will have all the options available to them, and they can pursue whatever interests them. As many of them are extra-planar, the vehicle for that will be the eight-pointed star in WG5. Meanwhile, the players will be building their own castles and dungeons, and in general raising their forces and participating in larger events in the world. The idea is to run a Chainmail campaign, and have the players war against each other and against the other forces of the world. Another thing that can happen is the players will roll up a new generation of characters. These will be to adventure in the abovementioned castles and dungeons that they will be DMing for each other (and for me!), and also at this point it looks like they will get to take on S4/WG4/Ghorkai. WG6 is to be a finale of sorts, reuniting the original party. But who can foresee how long the campaign will last and what form it will take? Who can plan for how many players one will have in the future, and how long each module will take and what people will be interested in...? At best one can vaguely outline. Regards. COOL ! ;D That's a big plan ! How many month or years of play could it take with a 5 hours per two weeks of playing (10 hours per month) ? I think it's the time I'll have for my next campaign, 10 hours a month approx.
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Falconer
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Post by Falconer on Aug 31, 2004 1:07:20 GMT -5
Well, B2 took about nine months of irregular play (probably 10 hours per month on average, less at the beginning and more at the end), and T1-4 took about nine months of weekly 6-hour sessions. The rest will be quicker, though, I predict. I'm hoping for three more full years of regular playing.
After this stuff, if I still have time (while still living in the area), there's plenty of other non-AD&D materials by Gygax (Necropolis for Dangerous Journeys, Hall of Many Panes for Lejendary Adventures, and Castle Zagyg for Castles & Crusades, to name the biggies), as well as Kuntz's Maze of Zayene series.
I'm also interested in running some converted MERP (Middle-earth Role Playing) modules from ICE (Iron Crown Enterprises), and I'm even open to trying out the original Dragonlance series (DL1-14) and possibly some 2e stuff by Carl Sargent and Monte Cook. Hey, I'm open-minded, right? I'll try anything once. Just don't overlook the fact that my players swear by the Great God Gygax! Regards.
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Post by Scott on Aug 31, 2004 20:25:35 GMT -5
This Might be a nice little campaign series for you.
N1 Aainst the Cult of the Reptile God U1 The Sinister Secret of Saltmarsh U2 Danger at Dunwater U3 The Final Enemy X1 Isle of Dread A1 Slave Pits of the Under City A2 Secret of the Slavers Stockade A3 Assault on the Aerie of the Slave Lords A4 In the Dungeons of the Slave Lords C1 The Hidden Shrine of Tomoachan S2 White Plume Mountain S4 Lost Caverns of Tsojcanth WG4 Forgotten Temple of Tharizdun S3 Expedition to the Barrier Peaks G1 Steading of the Hill Giant Chief G2 Glacial Rift of the Frost Giant Jarl G3 Hall of the Fire Giant King D1 Descent into the Depths of the Earth D2 Shrine of the Kuo-Toa D3 Vault of the Drow Q1 Queen of the Demon Web Pits WG5 Mordenkainen’s Fantastic Adventure S1 Tomb of Horrors
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Post by Drexlorn on Sept 1, 2004 0:33:09 GMT -5
This Might be a nice little campaign series for you. N1 Aainst the Cult of the Reptile God U1 The Sinister Secret of Saltmarsh U2 Danger at Dunwater U3 The Final Enemy X1 Isle of Dread A1 Slave Pits of the Under City A2 Secret of the Slavers Stockade A3 Assault on the Aerie of the Slave Lords A4 In the Dungeons of the Slave Lords C1 The Hidden Shrine of Tomoachan S2 White Plume Mountain S4 Lost Caverns of Tsojcanth WG4 Forgotten Temple of Tharizdun S3 Expedition to the Barrier Peaks G1 Steading of the Hill Giant Chief G2 Glacial Rift of the Frost Giant Jarl G3 Hall of the Fire Giant King D1 Descent into the Depths of the Earth D2 Shrine of the Kuo-Toa D3 Vault of the Drow Q1 Queen of the Demon Web Pits WG5 Mordenkainen’s Fantastic Adventure S1 Tomb of Horrors All of them in that order, characters beginning at level 1 ? How many characters needed on the average for all modules ? Are all those modules inside the World of Greyhawk ?
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Falconer
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Post by Falconer on Sept 1, 2004 4:44:33 GMT -5
All those modules are set in the World of Greyhawk and are for Advanced (the relationship was pretty standard), except for X1 which was for Moldvay/Cook Basic/Expert and introduced a new world ("Known World") where all BX modules were set thereafter.
As for number of players, all those old modules more or less assume 6-8 players. Due to the freeform nature of the game, however, I would hardly call that a requirement. Regards.
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Post by Scott on Sept 1, 2004 8:42:25 GMT -5
All of them in that order, characters beginning at level 1 ? How many characters needed on the average for all modules ? Are all those modules inside the World of Greyhawk ? Yess, all in order and starting at level 1. 6 characters is probably the average. As Falconer said, all except X1 were placed in Greyhawk, but they can just as easily be placed in any setting you choose. Scott
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Post by Scott on Sept 1, 2004 9:47:21 GMT -5
Actually, I would probably cut Tomb of Horrors of that list. I have another idea for a series of adventures that includes The Lost City of Gaxmoor (which I've placed in Sunndi) and Rob's Zayene series. I was planning on using S1 in that series. Scott
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Post by Drexlorn on Sept 1, 2004 17:33:18 GMT -5
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Post by Scott on Sept 1, 2004 17:37:25 GMT -5
Well, S3 is a fantasy/sci-fi crossover thing. You're party is sent to investigate what turns out to be a crashed spaceship. If the genre mixing isn't your bag, you might want to skip it. Scott
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Post by Drexlorn on Sept 1, 2004 18:27:26 GMT -5
I want to thank you a LOT guys!!
With your help, a new Greyhawk campaign will soon be born !
;D
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Post by Scott on Sept 1, 2004 18:34:12 GMT -5
Well, feel free to post some campaign stories here. Scott
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Falconer
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Post by Falconer on Sept 1, 2004 19:27:28 GMT -5
The latest Dragon magazine has tips on where to set Isle of Dread in the World of Greyhawk. If your players enjoy S3, you might want to check out DA2 Temple of the Frog and DA2 City of the Gods by Dave Arneson. The mix of fantasy with Star Trek-like science fiction was typical in the early days, particularly in Arneson's campaign, where (rumor has it) "magic wands" were actually laser guns and in general everything that the characters accepted as magic was understood by the players to be actually technology. Regards.
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Hadit
Prestidigitat
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Post by Hadit on Sept 4, 2004 2:24:52 GMT -5
Well, Drexlorn, your list is cool up to the part between T4 and G1. You can't simply run the entire 'S' series in this slot... you have to pick one or two. They aren't sequential. I suggest S4 and WG4. (Personal favs.) After that, rock on into the G series and what follows. During the climax of Q1 (which should be altered to taste... picture the very surreal and deadly), use EX1 as an escape route for Lolth through her magic mirrors. There you go.
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Post by jaycrockett on Jan 12, 2005 11:55:09 GMT -5
Here's my campaign: B2 A1-4 G1-3 D1-3 Q1
We are currently entering G2. Here's my problem: Due to filler adventures and the generally faster pace of advancement in 3e, my players will be about 17th level after Q1. Where do they go from there? I want to run S2 and S3, do you think those are easily upgraded?
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Post by Scott on Jan 12, 2005 12:19:22 GMT -5
I'd say S2 would be tough to bump up that much. Parts of S3 would have problems, but for the most part it would work. Personally, rather than alter them that much, I'd reccomend saving them for the next campaign. Scott
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