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New D&D Campaign - Mixing L and U series and adding A series
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<blockquote data-quote="howandwhy99" data-source="post: 6253485" data-attributes="member: 3192"><p>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. </p><p></p><p>2. I think you have more than enough to start. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>I had a character who worshiped Wee Jas' brother, Hugh Jas. He was a big fella. </p><p>Also, if you're sticking to Greyhawk, you'll want to work the dragonborn in somehow. Best to ask the player.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6253485, member: 3192"] 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. 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. [/QUOTE]
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New D&D Campaign - Mixing L and U series and adding A series
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