Is your game posted anywhere or the after reports? I'd love to see an old greyhawk game run with modern rules and see what you do. Sooner or later our Ptolus game is gonna end, and someone else is going to have to take over. I'd like to take it to greyhawk, since its such a wide open setting....
We don't post anything about it... But I'll give you the brief rundown.
The inspiration came from a Forgotten Realms game that I was playing under the
Pathfinder rules. Basically, the DM and I have been playing for decades, but the rest of the players have missed several things that we consider classic D&D tropes--a dwarf mine as a dungeon, fighting evil cults, a champagne villain that remains hidden behind the scenes, and even classic D&D monsters like owlbears, carrion crawlers, and so forth. Apparently, the "new wave" players haven't gotten to experience the same sort of old-school games that we enjoyed, and were curious as to why we dug it so much. Hence, my basic idea for the Greyhawk game.
My main idea is to make a campaign that features several D&D classics, couched in what I consider the ideal campaign setting for it. My main goal is to replicate the sort of game I enjoyed when I was new to D&D, not necessarily fidelity to the Greyhawk setting... Although it's certainly a great setting for it.
Our party includes a paladin of Heironeous who dreams of leading a grand crusade against Iuz, a "hometown boy done good" fighter that serves as a warrior for Pelor, a street urchin thief from the Free City of Greyhawk that insists that's she's a "treasure hunter", a sorcerer with the draconic bloodline that believes that Bahamut is speaking to her through her blood, and a druid from the Gnarley Forest who wants to atone for accidentally killing a sacred animal.
The campaign began in Hardby, where the characters are investigating orc raiders from the Wild Coast making camps for further raids. They battle the orcs and drive them out, then begin working for a new temple of Rao that is just getting established in Hardby. They want the characters to venture into the Cairn Hills and retrieve relics from an ancient temple site for the new temple.
From here, the plot revolves around a "plot coupon" artifact quest. The characters discover a mysterious golden tablet with celestial text engraved upon it in the undead-haunted ruins. The local priesthood of Rao has informed the party that the tablet is one of the six
tablets of Aradros, allowing them to incarnate a prophesied angel into the material plane and lead a great crusade against an evil demigod. Putting two and two together, they decide that the evil demigod must refer to Iuz, so they're off in a flash to find and assemble the other tablets.
To date, they have participated in the following "classic vignettes," each of which I've designed to serve as tribute to classic tropes rather than challenge them:
• Wild orcs threatening to invade civilized lands (along the Wild Coast around Hardby).
• Undead guarding ancient treasures within ruins (in the Cairn Hills).
• An urban excursion where the character thwart a plot of the Greyhawk Thieves' Guild by braving the sewers and fighting their agents there.
• Political negotiations between various factions of aristocrats and temples in the Free City of Greyhawk.
• Dealing with an infestation of wererats and dire rats in the sewers of the Free City of Greyhawk.
• Defending a border keep from monster incursions (lizardmen attacking Mistkeep).
• Assaulting a demonic temple in the wilderness (a temple devoted to Demogorgon within the Mistmarsh).
They'll hit 4th level at the end of the next session... They've already covered a lot of ground, and to date, the players have enjoyed it immensely.