kikai13
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I am currently running a gritty campaign set in the city of Greyhawk. I also have very little free time to work on writing new adventures, so I have borrowed a bit from Dungeon magazines. I have every issue, but I don't have time to go back and read through all of them looking for adventures that would go well in the city of Greyhawk. Does anyone have any suggestions for my campaign? I also have almost all first, second, and third edition published adventures. Thank you all in advance for your suggestions.
| Rezdave |
I am currently running a gritty campaign set in the city of Greyhawk.
{snip}
Does anyone have any suggestions for my campaign? I also have almost all first, second, and third edition published adventures.
Some "Urban" adventures (may require modest setting or tone adaptation):
#36 - Asflag's Unintentional Emporium
#38 - Pandora's Apprentice
#41 - Hopeful Dawn
#42 - Izek's Slumber
#47 - Assassin Within
#58 - Caveat Emptor
#62 - Ghost at Widder Smithers
#62 - Rat Trap
#62 - Wild in the Streets
#63 - Invisible Stalker
#68 - Artist's Loving Touch
#72 - No Stone Unturned
#72 - Plundering Poppof
#76 - A Day in the Market
#77 - Stage Fright
#80 - Sarfion's Collection
#81 - Skulking Below
#88 - Thirds of Purloined Vellum
#90 - Prey for Tyrinth
#91 - Rock and a Hard Place
#91 - Sloth
#105 - Stink
#114 - Mad God's Key
#117-119 - Istivin Story Arc
#121 - Styes
#126 - Menagerie
#128 - Shut-in
#129 - Murder in Oakbridge
#135 - Funeral Procession
#138 - Urban Decay
#140 - Fall of Graymalkin Academy
#141 - Vlindarian's Vault
HTH,
Rez
| Peruhain of Brithondy |
The Mad God's Key (#114) is a perfect kickoff for a Greyhawk campaign opening at 1st level--it's explicitly set in Greyhawk, so no work is needed. The Hall of Harsh Reflections (#127) and The Champion's Belt (#128) are set in Greyhawk ("the Free City") as well, and could be easily adapted to tie to the cult featured in MGK, providing a fairly coherent sense of mission for the campaign. (For that matter, so could the Three Faces of Evil (#125), which is set in a mining town near Greyhawk). (If you haven't already done so, you might consider just running the whole Age of Worms AP).
The Falcon series from 2nd ed. is likewised set there. A number of other 2nd ed. adventures are set in and around Greyhawk, including Return of the Eight. I'm told some of these are of dubious quality.
There have been a number of urban adventures published in the last two years of Dungeon that could be adapted to Greyhawk with some work, although several of them have rather strong Eberron or FR flavor.
You have Greyhawk: The Adventure Begins and the Living Greyhawk Gazetteer, I presume--these have tons of adventure hooks built into them that could easily be developed into urban roleplaying adventures--if you need a dungeon to go with the adventure, you can yoink one from your mag collection and retool it a little bit so that the main villain or main treasure is connected with your campaign. If you want examples of how to do this, check out F2K's campaign journal on this site--F2K has adapted all kinds of Dungeon materials to fit a campaign centered on the Hestmark Highlands between Sunndi and Alissa. There was also a lengthy discussion about putting together an "Adventure Path" based in Sterich and centered around the Shadows of the Abyss campaign arc published in 2004-2005. These sources can give you a hint of the ways other people have gone about adapting Dungeon adventure modules to the needs of a specific campaign. In many cases, all you have to do is retool the backstory a bit to tie the adventure to your campaign, or you can lift a section of an adventure and recontextualize it. An hour's work or less on a Sunday afternoon, and you're ready for the next several game sessions.
| GregH |
The Falcon series from 2nd ed. is likewised set there.
While I actually kinda like these three adventures, I'd hesitate before recommending them for a 3.x game. I tried starting a conversion years ago, and there are enough unique monsters/creatures in these adventures (and some of them kinda silly, actually) that it makes for a difficult conversion. If making up new monsters is your thing, then go for it. But if you're looking for a quick conversion, I'd recommend looking elsewhere.
Greg
Kosivo0121
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a great addition to the campaign would be to introduce some great item for arcane casters, like a wand of magic missle that has more than 12 charges on it. that would be sweet. you could give some more stuff to bradley, that would also be great. oh and mabey get the party out of the slums soon, its getting kinda bland, with all the poorness everywhere. and one last thing, you could make the rogue to stop asking everybody what his intelligence would want him to do, and not make a character smarter than himself.
| meomwt |
I also have almost all first, second, and third edition published adventures.
Do you have the 'Greyhawk Treasures' module - a collection of short adventures for varying levels. There are at least two which could be set in the Free City in there (I did so in my 2e campaign): one is a short adventure about a haunted dagger (lvl 2-3 IIRC), the second is called 'The Neogi Nest' and involves hunting down a group of Neogi Infiltrators.
kikai13
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kikai13 wrote:I also have almost all first, second, and third edition published adventures.Do you have the 'Greyhawk Treasures' module - a collection of short adventures for varying levels. There are at least two which could be set in the Free City in there (I did so in my 2e campaign): one is a short adventure about a haunted dagger (lvl 2-3 IIRC), the second is called 'The Neogi Nest' and involves hunting down a group of Neogi Infiltrators.
Ayup, I have that one and have been working on converting the Neogi Nest to 3.5. Great minds think alike! Thanks!
kikai13
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a great addition to the campaign would be to introduce some great item for arcane casters, like a wand of magic missle that has more than 12 charges on it. that would be sweet. you could give some more stuff to bradley, that would also be great. oh and mabey get the party out of the slums soon, its getting kinda bland, with all the poorness everywhere. and one last thing, you could make the rogue to stop asking everybody what his intelligence would want him to do, and not make a character smarter than himself.
I was actually thinking about making the party even poorer, except for the brilliant rogue, who I think I will make into the center of the campaign. Also, I was thinking about making Bradley have to get double experience points to raise levels. I also think that I will make the next 9 levels worth of adventuring just random encounters. Are you having fun now, Bradley?
Just kidding. Wait and see what coolness will happen next.
kikai13
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Yeah, I saw that. Very cool.
BTW--what did you think of yesterday's game? Not as much happened as I wanted, but we did only get to play mine for about two hours. Abe's "I only need one hour to get you where you're going" kinda turned into four hours. Oh well.
It was kinda hard trying to talk over the guitar playing, too.
Do you think that I should back off and just let him run until his campaign is over? I think that he might not be having as much fun in my campaign because it is, well, not his. It seems like he keeps trying to get his character to wander off from the party but he doesn't want the rest of the party to have equal time. If he's not playing solo, he seems to be bored. Did he do this in Martin's game and I just didn't notice?
Anyhoo, just let me know your thoughts.
Kosivo0121
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in martins game, abram was really a team player at the beggining, when he played Ray. he kinda changed to more of a solo player when he played Hatra and at the end all he wanted to do is die so he could play Ray, wierd. i think that the next time he pulls an "I want to run around by myself and not do anything with the party", just mabey dont kill him, but get him kidnapped or something, hit him with a poison that puts him in a coma for a few months, or i suppose you could just kill him, whatever. it just seems like he isn't intrested enough in your game, but i also think that everyone else, myself included dont have a pull towards your's or abram's game, so the best way to make eceryone happy is to make abram happy, if he wants to play his game then fine, let him, at least then he wont play the guitar or run off by himself and get killed.
I also think that abram has a story thats too open, its okay for a while but when we start going places (sima fort) just to go places because abram doesnt have any more story wrote then its just gets random. he neds to have a more linear story, but not like steves games where "you go here or you dont do anything" but also not "well lets go here because... were bored and want Stuff to plunder"
My vote is to let abram do what he wants which will probably be to play his game, so be it.
kikai13
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Five, actually. Most of which were doing mundane things. Considering we've only had four playing sessions, that's alot of dragons. And that's not counting the half dragons and stuff. I keep expecting us to just happen to wander by an ancient red digging a ditch or a gargantuan black sweeping the streets.
| Hastur |
What level are you at? Mad God's Key is certainly a great kick-off that lasts a couple of levels - you would do well to start there and see how it goes, picking further adventures based on how the group goes and what the players enjoyed. I also enjoyed running my group through And Madness Followed (EL 9, dungeon 134), making the main city the Free City, and the lesser towns an appropriate distance into the Cairn Hills. The Champion's Games was also a good one, as was the backdrop article in the same issue (dungeon 128).
In my current campaign, I actually started off with Mad God's Key and another couple of small adventures, then moved the group onto the Age of Worms, although that wasn't my intention whjen starting out, it just seemed to fit.
kikai13
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Thank you for the suggestions. I can continue to take recommendations on this thread, but I can't go too much into what's going on with the game since one of my players found the Paizo messageboards and will be watching closely for any possible clue of what is to happen. So far, let it suffice to say that the party has been hired by a locksmith, Theldrat, to find a key that was stolen from him. They just cleaned out the home of the Green Dagger Gang, and are converting it into their own place of residence.