Torgan |
I know you're looking for suggestions for intervening adventures, but like the others who've responded, I'm going to recommend that you reconsider.
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It's quite delicate in this case. My GH campaign has been running for nearly 20 years now, and I find it hard to change every fundamental in the world because D&D edition changes. Most of the new rules where introduced smoothly, except for the experience rules, which make me feel much like a video game.
I like to include training times, meeting mentors, and making levelling something players should be proud of, not only pumping off a charachter in the middle of a dungeon.
By the way, it look likes my old-style play is not the rule anymore :)
I'll try to find some tweakings, but I'd be happy to make the AP last at least 10 or 15 years.
BTW, how can a wizard learn new spells during the Age of Worms ? Or create powerfull magic items ? With no spare time, a wizard is really the class for the poor isn't it ?
Torgan