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New D&D Campaign - Mixing L and U series and adding A series

ShaneLeahy

Explorer
One of my gaming groups have decided to start a new campaign using D&D Next. I had first decided to run U1 to get the campaign started and see where it goes from there. While searching for ideas, hints, etc I came across a couple of posts and such that suggested mixing U1 with L1, which got me interested because I had been considering L1 also. Some more research lead me to posts suggesting instead of Lendore Isle, set L1 on the Wild Coast and then include the A series when the party is ready.

While I keep searching, digging up old books, finding pdfs, maps, etc. I have the following questions for those that may be in the know.

  • Any pitfalls with doing this that I should be aware of?
  • Any further suggestions on things to add to the mix?
  • What year should I start in? (576 CY, 582 CY, or later?)
  • After you run a similar campaign, how did it go?

Not sure if it matters but the characters currently are:
  • Human Priestess of Wee Jas
  • Human Fighter (dex based)
  • Human Pirate (Rogue)
  • Dragonborn 'Storm' Mage
 

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While I keep searching, digging up old books, finding pdfs, maps, etc. I have the following questions for those that may be in the know.

  • Any pitfalls with doing this that I should be aware of?
  • Any further suggestions on things to add to the mix?
  • What year should I start in? (576 CY, 582 CY, or later?)
  • After you run a similar campaign, how did it go?
1. U1-3 and L1+2 are all very good. L3 is a miss. Don't even bother. L4 and beyond are on Dragonfoot by Len Lakofka if you want to look at them. A1 isn't playable until mid levels, or mid-single digit levels in D&D Next. A2-A4 are a mid-level campaign, but fit right into the history or current events of Greyhawk's Wild Coast if your players stick around there.

2. I think you have more than enough to start.

3. I prefer the classics, but go with whatever year you want. The Living Greyhawk Guide is the best work I know of for all the extra Greyhawk material over the years if begin later rather than earlier. Adding more setting details can bog down the work of what you need to know, but some use it as adventure material too. It depends on how you DM.

4. L1 & L2 are town and dungeon locales. They are well balanced. U1 should be too, but you don't get a town. DMG 2 3.x made Saltmarsh into a large town/city, if you want. U2 & U3 are pure dungeons / army outposts. Either is difficult to overcome without a ship or access to one and reliable and powerful home bases. The whole point is, for a balanced campaign setting you'll want allies in equal force, so think about adding more towns or a city to back up the towns in L1 and 2.

The wild coast is a coastal setting. That means ship travel is going to come into play very early. That also means leaving your campaign setting quickly will also come early. Long ship travel is by trade routes usually and even then it's dangerous. Don't build beyond the next session because of this. Deal with the sea and what is up and down the coast.

And of course the trouble with the coast is the slavers, and those buggers in U2 and 3. But even the waters have allies. Oceanus comes from somewhere. His folk can help your players and their "lands" are another place to explore and gain from like a city. Remember, most underwater exploration is difficult for core races, but almost all the monsters and life occur within the first 100' of the surface. Deep water and far from shore water is more dangerous with deadlier creatures. Use your ship as a castle to judge difficulty if/when players head away from land.

Human Priestess of Wee Jas
Human Fighter (dex based)
Human Pirate (Rogue)
Dragonborn 'Storm' Mage
I had a character who worshiped Wee Jas' brother, Hugh Jas. He was a big fella.
Also, if you're sticking to Greyhawk, you'll want to work the dragonborn in somehow. Best to ask the player.
 

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