D&D General Greyhawk fans - How to fit older modules with Age of Worms

While I ran all of Age of Worms, I gave up half way through Savage Tide, as it wasn't clicking with the group.

Savage Tide is one of those APs where I actually didn't want them to leave the superbly detailed origin city (Sasserine) - I would have much rather a campaign set there rather than what occurred later (ditto my players!)

Always a problem when you detail the player origins too much and then abandon them!

Cheers!
True, Savage Tide is effectively three campaigns: Sasserine, Isle of Dread and Abyss, and there is certainly a bait and switch in the change between the first two.

I think when I run Savage Tide with this group I will do a few things:

1) Add in a few more adventures before they leave Sasserine
2) Try to encourage backgrounds that are not too tightly tied to Sasserine
3) Have any NPCs from Sasserine they have been interacting with move to Farshore or join the Sea Wyvern crew.
 
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True, Savage Tide is effectively three campaigns: Sasserine, Isle of Dread and Abyss, and there is certainly a bait and switch in the change between the first two.

I think when I run Savage Tide with this group I will do a few things:

1) Add in a few more adventures before they leave Sasserine
2) Try to encourage backgrounds that are not too tightly tied to Sasserine
3) Have any NPCs from Sasserine they have been interacting with move to Farshore or join the Sea Wyvern crew.
I think the sea voyage to the Isle of Dread is the best part. I would a lot more side adventures to that, and I’m inclined to cut or reduce a lot of the high level stuff.
 

I think the sea voyage to the Isle of Dread is the best part. I would a lot more side adventures to that, and I’m inclined to cut or reduce a lot of the high level stuff.
I've seen people play truncated versions that end after the demon ruling the Isle of Dread is killed, seems like a good place to finish it if you don't want the high level stuff. The other option is ending with Vanthus' first death.
 

I am not sure what to do with the older AD&D modules and how they would conflict, which I want to incorporate.

I know @Snarf Zagyg and @grodog are local Greyhawk afficiandos, paging them for some ideas. Pretty sure @haakon1 runs a lot of Greyhawk and in the same edition as me.

Thanks for ping (and @haakon1’s kind words too) :) ). I’ve multi quoted some thoughts below that I hope are useful.

I’m slowly (for years) reading every issue and taking notes in a searchable/filterable Excel spreadsheet, which is how I discovered some missing Greyhawk geography in the past.

Not sure how I will share it when I’m done. You get first dibs if you want it, Anna. :) 32/150 issues to go.

Sounds like a very worthwhile resource, @haakon1 ! Have you done all of AoW already, or are you working chronologically? How does one request a copy? :)

Note that there are some excellent GH-specific indexes of Dungeon adventures over on CF! at Canonfire! and at Canonfire! - Content in case they might save you some time/effort.

Well, basically I started with AoW but want to run a larger, longer GH campaign but I want to be able to use the wealth of AD&D stuff that was published for it, particularly the modules. But with AoW being so late in the timeline I'm afraid there may be major stuff in this adventure that will conflict in huge ways with early modules.

I suppose I am just trying to get ahead of what changes that might mean on the grand scale before they bite me in the ass down the line! Thanks again.

Given your biases, do you run your campaign with AD&D?

I’m also currently running a few 1e Greyhawk campaigns too (also starting in 576CY) , and while AoW is one of the campaigns I’ve considered running in the past (with some liberal splicing in/out of content), for the current games I’m more likely to peel off interesting parts to use as they catch my eye/fit into the players’ shenanigans.

I don't intend to make it a part of one long running storyline, rather I want to be able to drop these adventures in my campaign with different adventuring groups and/or players. [snip]
I am lucky to have a gaming group of around 15 players from the past 20+ years willing players though so I want to start getting other groups into the world on different days of the month.
Sounds like a lot of fun! I had high hopes of running multiple concurrent campaign parties in 2020 when I kicked two off, and while COVID killed the in-person local campaign, my son Henry’s solo campaign isn’t too far off from the current play group’s activities and some NPCs have crossed over between the groups to date.

In addition to the modules that I folks have mentioned, these stand out to me as interesting to consider using as part of AoW:

  • Rob Kuntz’s Maure Castle/WG5/Lost City of the Elders and other Lovecraftian-themed scenarios from his El Raja Key Archive collection
  • Erik Mona’s LG modules “ River of Blood” and “As He Lay Dying”, which also tie into Maure Castle
  • Return of the Eight has a great set-piece site in Tenser’s keep, and can be expanded into in AoW if desired; Roger Moore also wrote a fun scenario in Greyhawk City called “The House on Summoner Court” that was published in the Oerth Journal and in Shadis (with some differences between the two!) that can fit in with the Co8 further (and Iggwilv if desired!)
  • You can potentially swap out Vecna for Kyuss if you want to expand a bit on more machinations (or go the other way and swap in Vecna, which is likely what I will do if I run AoW; there’s a recent fan-history of Vecna that rebuts his treatment in Vecna Eve of Ruin if this catches your eye: http://www.canonfire.com/vecna/VecnaGenesisofaLegend.pdf [and my Book of Eyes coming in OJ#37 would tie in there too, perhaps])
  • Carlos Lising’s modules involving Iggwilv, the werecats of Mt. Felnarix, and others are also worth consideration as insert opportunities: casl Entertainment

Allan.
 

Thanks for ping (and @haakon1’s kind words too) :) ). I’ve multi quoted some thoughts below that I hope are useful.



Sounds like a very worthwhile resource, @haakon1 ! Have you done all of AoW already, or are you working chronologically? How does one request a copy? :)

Note that there are some excellent GH-specific indexes of Dungeon adventures over on CF! at Canonfire! and at Canonfire! - Content in case they might save you some time/effort.



I’m also currently running a few 1e Greyhawk campaigns too (also starting in 576CY) , and while AoW is one of the campaigns I’ve considered running in the past (with some liberal splicing in/out of content), for the current games I’m more likely to peel off interesting parts to use as they catch my eye/fit into the players’ shenanigans.


Sounds like a lot of fun! I had high hopes of running multiple concurrent campaign parties in 2020 when I kicked two off, and while COVID killed the in-person local campaign, my son Henry’s solo campaign isn’t too far off from the current play group’s activities and some NPCs have crossed over between the groups to date.

In addition to the modules that I folks have mentioned, these stand out to me as interesting to consider using as part of AoW:

  • Rob Kuntz’s Maure Castle/WG5/Lost City of the Elders and other Lovecraftian-themed scenarios from his El Raja Key Archive collection
  • Erik Mona’s LG modules “ River of Blood” and “As He Lay Dying”, which also tie into Maure Castle
  • Return of the Eight has a great set-piece site in Tenser’s keep, and can be expanded into in AoW if desired; Roger Moore also wrote a fun scenario in Greyhawk City called “The House on Summoner Court” that was published in the Oerth Journal and in Shadis (with some differences between the two!) that can fit in with the Co8 further (and Iggwilv if desired!)
  • You can potentially swap out Vecna for Kyuss if you want to expand a bit on more machinations (or go the other way and swap in Vecna, which is likely what I will do if I run AoW; there’s a recent fan-history of Vecna that rebuts his treatment in Vecna Eve of Ruin if this catches your eye: http://www.canonfire.com/vecna/VecnaGenesisofaLegend.pdf [and my Book of Eyes coming in OJ#37 would tie in there too, perhaps])
  • Carlos Lising’s modules involving Iggwilv, the werecats of Mt. Felnarix, and others are also worth consideration as insert opportunities: casl Entertainment

Allan.
There's definitely a link to Maure castle - Dragotha's horde in Age of Worms has one of the triangle pieces from the teleporter in Maure Castle.
 

Sounds like a very worthwhile resource, @haakon1 ! Have you done all of AoW already, or are you working chronologically? How does one request a copy? :)
If you have a good place to post it, let me know. PM here should work.

I worked from issue 70-150, so yes, including AoW (though I skipped one adventure), then started with issue 1 and I’m up to issue #38.

From issue #1, I started to get more comprehensive in my notes, which I think will prove more useful. And I’m powering through every word there, not skipping deathly boring stuff (which I did in ~1 adventure per 5 issues at the start of my journey).

Originally, I just had the basic info - title, author, pages, edition, level including notes like must include a Druid, type (including Side Trek and being in a series or something with sequels), my rating, setting description, and Notes that include a synopsis.

Now in the notes, I give spoilers about the hook, major events, interesting NPC’s you could steal, and collateral like new monsters and gear. Oh, and in Setting I include mentions of books they recommend having, which became common with 2e - typically setting or things like Complete Psionic. I also have a Good & Bad set of things called out for each, on the theory it might help people choose.

I am Greyhawk centric, so I’m generally deeper in Greyhawk stuff.

Note that there are some excellent GH-specific indexes of Dungeon adventures over on CF! at Canonfire! and at Canonfire! - Content in case they might save you some time/effort.
Hehe, that’s the opposite of the point! I do check my reviews against Ten Foot Pole, though, and it’s interesting to see where can agree completely on some adventures but differ dramatically on others
  • Return of the Eight has a great set-piece site in Tenser’s keep, and can be expanded into in AoW if desired; Roger Moore also wrote a fun scenario in Greyhawk City called “The House on Summoner Court” that was published in the Oerth Journal and in Shadis (with some differences between the two!) that can fit in with the Co8 further (and Iggwilv if desired!
Those were very good!
 

If you have a good place to post it, let me know. PM here should work.

I worked from issue 70-150, so yes, including AoW (though I skipped one adventure), then started with issue 1 and I’m up to issue #38.

From issue #1, I started to get more comprehensive in my notes, which I think will prove more useful. And I’m powering through every word there, not skipping deathly boring stuff (which I did in ~1 adventure per 5 issues at the start of my journey).

Originally, I just had the basic info - title, author, pages, edition, level including notes like must include a Druid, type (including Side Trek and being in a series or something with sequels), my rating, setting description, and Notes that include a synopsis.

Now in the notes, I give spoilers about the hook, major events, interesting NPC’s you could steal, and collateral like new monsters and gear. Oh, and in Setting I include mentions of books they recommend having, which became common with 2e - typically setting or things like Complete Psionic. I also have a Good & Bad set of things called out for each, on the theory it might help people choose.

I am Greyhawk centric, so I’m generally deeper in Greyhawk stuff.


Hehe, that’s the opposite of the point! I do check my reviews against Ten Foot Pole, though, and it’s interesting to see where can agree completely on some adventures but differ dramatically on others

Those were very good!
Tenser's appearance in Age of Worms is very clearly modelled after the art in Return of the Eight, I also notice.
 


I'm running a multi-game campaign:

Game 1 - I am combining the Sasserine and Isle of Dread elements of "Savage Tide" and linking them to most of the parts of Tomb of Annihilation and setting the final (ToA) location in the Amedio Jungle near the basin of the Xatalati River. Also changing the shadow pearls from 'demonic' to 'necromantic' to coincide with Acererak's plan to inundate Oerth with undeath.
Also adding the Hidden Shrine of Tamoachan, because it's mentioned in the Savage Tide adventure path and is literally on the way. LOL
This one was the easiest one to merge.

(This game will end soonest and will transition to Game 4 - Age of Wyrms when an otherwise "neutral" lich (who was helping the G1 party initially) decides there's enough of a power vacuum (with Acererak gone) to decide to ramp up her own dreams of omnipotence...)

Game 2 - I am setting in the city of Cauldron (renamed San Citlan) and combining the non-demonic elements with a long-game of a slavery-smuggling ring (the Slavers series A1-A4) under the city as well as individual "flavour" elements from the Radiant Citadel and Golden Vault books (the Fiend of Hollow Mine and the Shard of the Accursed respectively) all of this leading to a necropolis-like destroyed city (Elatalhuihle in the Amedio Jungle) and a Spirit Naga with delusions of grandeur (Explictica Defilus, unless I can come up with a cool enough name) seeking to attain divinity through dark rituals by her yuan-ti and human cultist slaves... whose plan will kick into high gear when Game 1's finishes by ending the Soulmonger and killing a serpent avatar when confronting the Yuan-ti in THAT adventure path who are trying to resurrect Dendar the Night Serpent... all of this will lead to a final confrontation beneath the ziggurat at the heart of the necropolis in a 'serpentine' version of the demiplane that is Q1 Queen of the Demonweb Pits.

Game 3 - Ghosts of Saltmarsh (capturing the Sea Ghost will disconnect Saltmarsh from the slavery ring) and then connecting to a "deeper" (pun intended) plot with the Call From the Deep adventure path (DMsGuild) leading to an overall plot by an Obsidian dragon to attain divinity/immortality/great wyrm ascension ("Dragonglass" from DMsGuild) that will finish with the party confronting the dragon in a necrotic ruined post-apocalypse city in a long-dried cenote in the Sea of Dust.

AFTER THAT... one of the supplements describes a player race/species option as a "Tzinacanteca' (essentially bat-people)... and the Scarlet Brotherhood supplement describes Telaneteculi as a city-state controlled by a benevolent dictator spellcaster type who was cursed by the god of bats for trying to save his people from a plague... instead of making him a lycanthrope, I'll just make him a bat-person and keep the vampirism... essentially... "Curse of Strahd", but mezoamerican bat-people instead of the problematic "Vistani"/Romani people.

Whew.

Naturally with other side-quests and adventure hooks to not make the players feel railroaded (the WG1-3 Falcon series being set in Monmurg for Game 3, for example, as well as the Tomb of the Lizard King, Baltron's Beacon, "The Mud Sorcerer's Tomb" from Dungeon magazine, etc... and other adventures).

I'm using quite a few 'mezoamerican' stylized supplements by Legendary games, and other sources from DMsGuild (as well as my players) in addition to bits from TSR's "Maztica" to flesh out the regional stuff.
 

I'm running Age of Worms, and I've had to make some changes to some of the adventures. The PCs in my campaign live in Greyhawk. They're either natives or have otherwise lived there for many years with one of them being part of a noble family. One of the adventures makes the assumptions the PCs aren't based in Greyhawk. Some corrupt guard's are supposed to attempt to shake the PCs down when they come into town, but one of the PCs is a noble who wears his family crest proudly so I skilled that. The adventure also assumes the PCs will need a place to stay, so it suggests a significant portion of the adventure revolve around this specific inn, so I had to change that as well because the PCs have their own homes in Greyhawk.

All in all it's been pretty easy to adapt to 5th edition. There have been some minor differences and some of the creature types and their abilities have changed since third edition though. Nothing insurmountable though.
 

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