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<blockquote data-quote="grodog" data-source="post: 3948838" data-attributes="member: 1613"><p>I am never far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>However, just FYI, I only sublet the <a href="http://www.greyhawkonline.com/grodog/" target="_blank">http://www.greyhawkonline.com/grodog/</a> area of GHO, which is owned by Theocrat Issak (not me): he provides server space for me and various other GH folks (most notably the WoG comic strip @ <a href="http://greyhawkonline.com/wogcomic/" target="_blank">http://greyhawkonline.com/wogcomic/</a> which just rocks!).</p><p></p><p>In terms of the adventure path you're built, you can easily combine U1 by relocating it to the Wild Coast and making the pirates there part of the slavers' raiding/capturing/harvesting efforts --> A1 --> U2/U3 [or skip them, though I am fond of U3] --> A2-4. I've never been too fond of linking T1-4 to A1-4/GDQ1-7 so take the following with some grains (boulders?) of salt <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> In particular I would drop T1-4 and then pull the drow into the plot much earlier via A2's passages, and the Ool Eurts treasures in A3, and make some connections between A4 and the drowic underworld (which collapse in the A3/4 earthquakes/volcanic eruptions, naturally).</p><p></p><p>If you want to play a more piratey/slaver-ery game, then U1-3 --> A1-4 works well, after which you can go wherever (including GDQ), or start a new campaign/etc.: I've just never particularly liked the shoe-horning of A1-4 into GDQ. The late 2e GH adventure/sourcebook Slavers expands upon a lot of material in A1-4, and advances some of the timelines, and is a great resource to flesh out a full Against the Slavers campaign. (You can also easily throw in a lot of Freeport stuff from Green Ronin, obviously). Some other possible GH follow ups to U1-3/A1-4 could be:</p><p></p><ul> <li data-xf-list-type="ul">C2 Ghost Tower of Inverness (located north of the Wild Coast and South of Greyhawk/Hardby): close by, near the coast, easily also moved to just about anywhere</li> <li data-xf-list-type="ul">WG5 Mordenkainen's Fantastic Adventure (also nearby; Maure Castle levels published in Dungeons 112, 124, and 139 add further to this)</li> <li data-xf-list-type="ul">Return of the Eight (drop the railroady plot elements, and place Tenser's castle wherever you desire; even better, make it an evil NPC citadel and have the PCs assault it as a high-level challenge!)</li> <li data-xf-list-type="ul">Rob Kuntz's Cairn of the Skeleton King/Tower of Blood (the latter of which could also be a good tie-in/lead-in to the drowic underworld, or be a feature within it)</li> </ul><p></p><p>There are also several great adventures set in GH in Dungeon (including Wolfgang Baur's Kingdom of the Ghouls in Dungeon 70 [and his recent Kingdom of the Ghouls sequel, of sorts @ <a href="http://wolfgangbaur.com/opendesign/empire_ghouls.aspx" target="_blank">http://wolfgangbaur.com/opendesign/empire_ghouls.aspx</a> and both of these are also good options to add to the drowic underworld, too), and Erik Mona's Whispering Cairn in Dungeon 124 [which kicks off the Age of Worms AP too, but it's also great stand-alone, and is also in the Cairn Hills around GH city, in the same vicinity as most of the above; it's low-level, but also has a tie-in to a sequel adventure via a gate in it that you could easily use to convert it into a higher-level adventure]). For some other ideas from Dungeon, see my (still in need of updating) index @ <a href="http://www.greyhawkonline.com/grodog/gh_dungeon_adventures.html#dungeon" target="_blank">http://www.greyhawkonline.com/grodog/gh_dungeon_adventures.html#dungeon</a></p></blockquote><p></p>
[QUOTE="grodog, post: 3948838, member: 1613"] I am never far :D However, just FYI, I only sublet the [url]http://www.greyhawkonline.com/grodog/[/url] area of GHO, which is owned by Theocrat Issak (not me): he provides server space for me and various other GH folks (most notably the WoG comic strip @ [url]http://greyhawkonline.com/wogcomic/[/url] which just rocks!). In terms of the adventure path you're built, you can easily combine U1 by relocating it to the Wild Coast and making the pirates there part of the slavers' raiding/capturing/harvesting efforts --> A1 --> U2/U3 [or skip them, though I am fond of U3] --> A2-4. I've never been too fond of linking T1-4 to A1-4/GDQ1-7 so take the following with some grains (boulders?) of salt :D In particular I would drop T1-4 and then pull the drow into the plot much earlier via A2's passages, and the Ool Eurts treasures in A3, and make some connections between A4 and the drowic underworld (which collapse in the A3/4 earthquakes/volcanic eruptions, naturally). If you want to play a more piratey/slaver-ery game, then U1-3 --> A1-4 works well, after which you can go wherever (including GDQ), or start a new campaign/etc.: I've just never particularly liked the shoe-horning of A1-4 into GDQ. The late 2e GH adventure/sourcebook Slavers expands upon a lot of material in A1-4, and advances some of the timelines, and is a great resource to flesh out a full Against the Slavers campaign. (You can also easily throw in a lot of Freeport stuff from Green Ronin, obviously). Some other possible GH follow ups to U1-3/A1-4 could be: [list] [*]C2 Ghost Tower of Inverness (located north of the Wild Coast and South of Greyhawk/Hardby): close by, near the coast, easily also moved to just about anywhere [*]WG5 Mordenkainen's Fantastic Adventure (also nearby; Maure Castle levels published in Dungeons 112, 124, and 139 add further to this) [*]Return of the Eight (drop the railroady plot elements, and place Tenser's castle wherever you desire; even better, make it an evil NPC citadel and have the PCs assault it as a high-level challenge!) [*]Rob Kuntz's Cairn of the Skeleton King/Tower of Blood (the latter of which could also be a good tie-in/lead-in to the drowic underworld, or be a feature within it) [/list] There are also several great adventures set in GH in Dungeon (including Wolfgang Baur's Kingdom of the Ghouls in Dungeon 70 [and his recent Kingdom of the Ghouls sequel, of sorts @ [url]http://wolfgangbaur.com/opendesign/empire_ghouls.aspx[/url] and both of these are also good options to add to the drowic underworld, too), and Erik Mona's Whispering Cairn in Dungeon 124 [which kicks off the Age of Worms AP too, but it's also great stand-alone, and is also in the Cairn Hills around GH city, in the same vicinity as most of the above; it's low-level, but also has a tie-in to a sequel adventure via a gate in it that you could easily use to convert it into a higher-level adventure]). For some other ideas from Dungeon, see my (still in need of updating) index @ [url]http://www.greyhawkonline.com/grodog/gh_dungeon_adventures.html#dungeon[/url] [/QUOTE]
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