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D&D 5E What would be your Greyhawk "Adventure Path"?

JeffB

Legend
Not for publication by WOTC- but rather, which published Classic TSR Greyhawk adventures/modules would you use to do a "path" from levels 1-15 or so for a 5E campaign?
 

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T1-4 The Temple of Elemental Evil
S4 The Lost Caverns of Tsojcanth
WG4 The Forgotten Temple of Tharizdun
WG5 Mordenkainen's Fantastic Adventure

Covers the levels.
 

Option 1: Temple of Elemental Evil>Slavers (A1-A4)_>Giants (G1-G3)-> Drow (D1-D3) -> Queen of the Demon Web Pits (Q1)
Option 2: Temple of Elemental Evil (T1-T4)->Lost Caverns of Tsojcanth (S4)->The Forgotten Temple of Tharizdun (WG4)
 

Already did it as my first 5E campaign. Started at level 3 and ended at level 18, but it could be modified to fit 1-15 fairly well.

Start at the Villiage of Hommlet, leading into the Temple of Elemental Evil. I would use a very restricted version of Zuggotmoy, since she's imprisoned.

Next, be asked by Veluna to investigate the Lost Caverns of Tsojcanth, before a rival party from Bissel can do so (no one knows what they're looking for, but if Bissel wants it, Veluna wants it first). Add in a side trek to the Forgotten Temple of Tharizdun, then recover Daoud's Wondrous Lanthorn.

Keoland had asked Bissel to recover the Lanthorn, because a divination revealed that it was necessary. Allied Sterich has fallen under siege by giants, and before an organized defense could be raised, the capital city of Istivin has fallen into unfathomable shadow. The Lanthorn is supposed to be able to banish the darkness, and either the party agrees to help because the rival group convinces them, or Veluna sends them as part of a diplomatic agreement (that greatly benefits Veluna).

While an archmage is going to use the Lanthorn to free Istivin, the party goes to fight the giants, as per Against the Giants. The events within lead to the knowledge of the drow interference, which leads Into the Depths of the Earth and the Vault of the Drow. Lolth is revealed to have been the source of the attacks in Sterich, as well as partly responsible for the Temple of Elemental Evil.

In the Demonweb pits, they find that the archmage of Keoland has failed, and been turned into a dretch (or whatever the lowest demon is). The Lanthorn has been taken by the denizens of the demonweb, which the party must recover. Once recovered, they can use the Lanthorn to face Lolth, and either kill her or (more likely) force her to abandon the Demonweb, as well as her plans for Oerth.

Adventure Path:
Village of Hommlet: levels 1-3
Temple of Elemental Evil: 4-8
Lost Caverns of Tsojcanth (with Forgotten Temple of Tharizdun): 9-10
Against the Giants: 11-13
Descent into the Depths of the Earth: 14-15
Vault of the Drow: 16
Queen of the Demonweb Pits: 17
 

More freedom at the low and mid levels: by my count, WG5, Q1, H1-3 and Tomb of Horrors are the only real high level 1E module.
 

Does Dungeon magazine count?

Hommlet to start with, perhaps with Valley of the Snails from Dungeon
Next would be a Tharizdun-oriented low-level adventure from Dungeon - there's one where the PCs get sent to rescue a merchant's pregnant daughter. (3-4)
Iriandel (4)
Then the Temple of Elemental Evil. (4-8)
Then GMPub's Rod of Seraillian, with Mandrazaal recast as a servitor of Incabulos who used to be a servitor of Tharizdun and Seraillian as an elven goddess. (8-9) Possibly Tag on Elfwhisper from Dungeon #90 if a follow-on quest is required.
Then Lost Caverns and Forgotten Temple and Scarlet Tide (9-10)
Then the Shadows over Istivin mini-campaign from Dungeon and Headless (11-13)
After that, there are plenty of scaleable high-level adventures such as Quadrapartite, The Throne of Iuz, The Lost Temple of Demogorgon, The Bane of Elfswood Forest, Bzallin's Blacksphere, and The Harrowing (14+).
At some point they should be ready to meet Azurax Silverhawk (from an early Dungeon).
Finish off by running Hellfire Mountain and a meeting with Shothragot (20th level).

I think players would appreciate call-backs to old adventures as much as the adventures themselves.
 

For low level (not in this order):

The Sinister Secret of Saltmarsh
The Secret of Bone Hill
Against the Cult of the Reptile God
Mad God's Key (Dungeon #114, by Jason Bulmahn)
 


I'm not familiar with the published modules, but an AP that lays out one of Iuz' efforts to conquer Furyondy, and ways for the PCs to frustrate his plans. He is devious and likes to work through others, so the PCs face giants, drow, pirates, frog gods &c - all intended to soften up the forces of Good before Iuz' hammer blow falls.
The Zagyg plotline from Return to Castle Greyhawk activates in the midst of the fighting. The PCs become aware of the dungeon where all the super-beings are imprisoned; Iuz has been sucked into that too and the PCs get to kill him dead or banish him to another plane entirely so he leaves Greyhawk alone.

Somewhere along the way, pass by the Keep on the Borderlands. Would Iuz hide reinforcements in the temple of evil chaos?
 


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