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Greyhawk fans - How to fit older modules with Age of Worms
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<blockquote data-quote="MerricB" data-source="post: 9560090" data-attributes="member: 3586"><p>Honestly, if you run all of Age of Worms, that should be all you run. It's a BIG campaign. (I think it'd much better run in 5E than 3E - there are some design decisions that make the end of AoW incredibly unfun. Like, let's make the final boss immune to sneak attack and also have resistance to +5 or lesser weapons... the poor rogue in my group got to do 3 total damage in the final combat).</p><p></p><p>TSR, of course, created their own big campaign from the original adventures - Temple of Elemental Evil, followed by Scourge of the Slavelords, concluding with Queen of Spiders.</p><p></p><p>When you take the central Greyhawk area and look for the classic TSR-era Greyhawk adventures in the region, it's not as many as you'd think!</p><p></p><p>Anyway, let's go through the classics:</p><p></p><p>T1-4 Temple of Elemental Evil (2 adventures! Sort of). Levels 1-8, in Hommlet and nearby. Not far from Greyhawk. But a starter campaign, not a side venture. Unless you're Robilar, going to see what all the new characters are up to.</p><p></p><p>U1-3 Sinister Secret of Saltmarsh, etc. (3 adventures). Levels 1-5. The originals don't specify the location that much (leaving a lot up to you). Just give a fishing village near an ocean. Assumes new characters, though.</p><p></p><p>L1-2 Lendore adventures (2, maybe 3, maybe more). Levels 1-4. Very dependent on Lendore lore, IMO - so a long, long way from Greyhawk.</p><p></p><p>N1. Against the Cult of the Reptile God. (levels 1-3). Doesn't fit in with Age of Worms at all, but it's a well-regarded adventure that I personally don't care for.</p><p></p><p>I1 Dwellers of the Forbidden City (levels 4-7). Far, far afield from Greyhawk. I like this one, but it fits better with Savage Tide. </p><p></p><p>C2: The Ghost Tower of Inverness (levels 5-7). Pretty easy to insert. Does trippy things. Honestly, not really an adventure I like.</p><p></p><p>A1-4 Aerie of the Slave Lords (4 adventures, later republished and revised in Scourge). Levels 4-9, in the Pomarj - not that far from Greyhawk. Very conceivable that the players get involved from a local lord wanting help against the slave menace.]</p><p></p><p>S2: White Plume Mountain - very insertable into any Greyhawk campaign. Someone hires you to find the weapons. Go, have fun in a funhouse dungeon!</p><p></p><p>S3: Expedition to the Barrier Peaks (8-12)- insertable. But wow, will probably take a WHILE to run and frustrate your players with mapping. I like it, but last ran it on a VTT with a very nice map, and streamlined exploration a lot. Quite a long way from Greyhawk.</p><p></p><p>S4. Lost Caverns of Tsojcanth (levels 6-10). Very important for lore, but the impact of the dungeons relies a lot on the Brand New Creatures - which are bog standard these days. It's fine. It's also a long way from Greyhawk.</p><p></p><p>S1 Tomb of Horrors - for when you want to end the campaign. (If run in original rules. Much more of a cakewalk in 5E revisions). Easy insertion anywhere, just put an item in the hoard that the party want.</p></blockquote><p></p>
[QUOTE="MerricB, post: 9560090, member: 3586"] Honestly, if you run all of Age of Worms, that should be all you run. It's a BIG campaign. (I think it'd much better run in 5E than 3E - there are some design decisions that make the end of AoW incredibly unfun. Like, let's make the final boss immune to sneak attack and also have resistance to +5 or lesser weapons... the poor rogue in my group got to do 3 total damage in the final combat). TSR, of course, created their own big campaign from the original adventures - Temple of Elemental Evil, followed by Scourge of the Slavelords, concluding with Queen of Spiders. When you take the central Greyhawk area and look for the classic TSR-era Greyhawk adventures in the region, it's not as many as you'd think! Anyway, let's go through the classics: T1-4 Temple of Elemental Evil (2 adventures! Sort of). Levels 1-8, in Hommlet and nearby. Not far from Greyhawk. But a starter campaign, not a side venture. Unless you're Robilar, going to see what all the new characters are up to. U1-3 Sinister Secret of Saltmarsh, etc. (3 adventures). Levels 1-5. The originals don't specify the location that much (leaving a lot up to you). Just give a fishing village near an ocean. Assumes new characters, though. L1-2 Lendore adventures (2, maybe 3, maybe more). Levels 1-4. Very dependent on Lendore lore, IMO - so a long, long way from Greyhawk. N1. Against the Cult of the Reptile God. (levels 1-3). Doesn't fit in with Age of Worms at all, but it's a well-regarded adventure that I personally don't care for. I1 Dwellers of the Forbidden City (levels 4-7). Far, far afield from Greyhawk. I like this one, but it fits better with Savage Tide. C2: The Ghost Tower of Inverness (levels 5-7). Pretty easy to insert. Does trippy things. Honestly, not really an adventure I like. A1-4 Aerie of the Slave Lords (4 adventures, later republished and revised in Scourge). Levels 4-9, in the Pomarj - not that far from Greyhawk. Very conceivable that the players get involved from a local lord wanting help against the slave menace.] S2: White Plume Mountain - very insertable into any Greyhawk campaign. Someone hires you to find the weapons. Go, have fun in a funhouse dungeon! S3: Expedition to the Barrier Peaks (8-12)- insertable. But wow, will probably take a WHILE to run and frustrate your players with mapping. I like it, but last ran it on a VTT with a very nice map, and streamlined exploration a lot. Quite a long way from Greyhawk. S4. Lost Caverns of Tsojcanth (levels 6-10). Very important for lore, but the impact of the dungeons relies a lot on the Brand New Creatures - which are bog standard these days. It's fine. It's also a long way from Greyhawk. S1 Tomb of Horrors - for when you want to end the campaign. (If run in original rules. Much more of a cakewalk in 5E revisions). Easy insertion anywhere, just put an item in the hoard that the party want. [/QUOTE]
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