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General Tabletop Discussion
*Dungeons & Dragons
Revising Castle Grayhawk for 5e
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<blockquote data-quote="Urriak Uruk" data-source="post: 7890014" data-attributes="member: 7015558"><p>So I'm going to put up a contrary opinion here; you can use parts of this module, at bare minimum the maps (the maps of each floor actually seem pretty good). I think what you can also do is maintain some of the encounters and where they're located.</p><p></p><p>Other pieces I don't find gravely insulting, even though they're ridiculous. There is a piece for example with "land sharks." Yeah that's silly, but it's honestly not that silly compared to the weirdest dungeons in D&D, including 5E's Dungeon of the Mad Mage.</p><p></p><p>Now, there is still a <em>lot </em>of other stuff that needs to be at minimum reskinned, or entirely stripped out. Starting with the opening paragraph;</p><p></p><p><em>The self-proclaimed Herzog Akitrom the Merely Worried is the latest in a long line of lords of Castle Greyhawk. He has initiated an intense campaign of advertisement meant to encourage worldly powers such as the Queen of Celene and the petty nobles of the Wild Coast to send daring settlers to the lands about the castle. </em></p><p></p><p>This is, top-to-bottom, dumb. The lord's title is dumb and his plan is dumb. But it's easy to fix. Take away the stupid title, change Herzog into a wizard who's gone mad, make the PC's goal the classic "We are going in to kill the wizard and plunder his treasure." Yeah that's classic and pretty unoriginal, but it's the simplest explanation for why there is so much weird s*it in this module.</p><p></p><p>From then on, you need to treat everything on a case-by-case basis. The really meta-stuff, like Dr. What, just strip that out. Other things I think work. Others need to be reworked, extensively or moderately.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 7890014, member: 7015558"] So I'm going to put up a contrary opinion here; you can use parts of this module, at bare minimum the maps (the maps of each floor actually seem pretty good). I think what you can also do is maintain some of the encounters and where they're located. Other pieces I don't find gravely insulting, even though they're ridiculous. There is a piece for example with "land sharks." Yeah that's silly, but it's honestly not that silly compared to the weirdest dungeons in D&D, including 5E's Dungeon of the Mad Mage. Now, there is still a [I]lot [/I]of other stuff that needs to be at minimum reskinned, or entirely stripped out. Starting with the opening paragraph; [I]The self-proclaimed Herzog Akitrom the Merely Worried is the latest in a long line of lords of Castle Greyhawk. He has initiated an intense campaign of advertisement meant to encourage worldly powers such as the Queen of Celene and the petty nobles of the Wild Coast to send daring settlers to the lands about the castle. [/I] This is, top-to-bottom, dumb. The lord's title is dumb and his plan is dumb. But it's easy to fix. Take away the stupid title, change Herzog into a wizard who's gone mad, make the PC's goal the classic "We are going in to kill the wizard and plunder his treasure." Yeah that's classic and pretty unoriginal, but it's the simplest explanation for why there is so much weird s*it in this module. From then on, you need to treat everything on a case-by-case basis. The really meta-stuff, like Dr. What, just strip that out. Other things I think work. Others need to be reworked, extensively or moderately. [/QUOTE]
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