Greyhawk: The Adventure Begins

Post/Author/DateTimePost
#1

Amaril

Jan 27, 2006 10:00:09
I just received a new [condition] copy of this book, and I have to say that I like it a lot. I never realized how much information it had concerning The City of Greyhawk and its environs. Even section on the various cities of the Wild Coast answered so many questions I had about the are.

It also came at a very opportune time in my campaign. My campaign started last year in The Free City of Greyhawk with Mad God's Key. It then moved to Hommlet for Return to the Temple of Elemental Evil. We've been playing that since then, but have found it rather tedious for me as a DM and for them as players. I decided to end the adventure at the Fire Temple, and bring the party back to Greyhawk for some more urban adventures. (I also plan on eventually running the Istivin campaign arc from Dungeon Magazine).

I don't know how others feel about this book, but I can't help but feel it's the perfect supplement to the material I have so far.

I have several players who have characters that come from the City of Greyhawk or the Wild Coast. TAB will definitely come in handy.

As an aside, I'm curious about opinions of Player's Guide to Greyhawk.
#2

Mortepierre

Jan 27, 2006 10:36:19
For those unfortunate enough never to have purchased the City of Greyhawk boxed set, this was the next best thing. Personally, I have both and loving it!
#3

OleOneEye

Jan 28, 2006 0:35:16
The Players Guide gives a brief overview of the Flanneass. At the time it came out, I read it solely to see how they updated the post-Wars history. I haven't looked at it in years, as nothing is covered in depth. It would be most useful if you had a player who knew nothing about Greyhawk, but was willing to read a 32-ish page long book to learn the basics.
#4

Amaril

Jan 28, 2006 9:23:57
Hmmm... maybe I can convince my players to pick up copies. They could definitely use something like that.
#5

grodog

Jan 28, 2006 22:10:33
I liked TAB, though I wish it had done more to create mysteries and adventure ideas---stuff more along the lines of the Isles of Woe map fragment.
#6

mortellan

Jan 29, 2006 1:27:43
My favorite aspect of the TAB book and the coG box set is the legal system of Greyhawk. There is nothing I love more than flaunting and trumping up legal charges on players. It's worse than fighting a dragon I swear!
#7

Amaril

Jan 29, 2006 8:52:20
I was just looking at that last night. I like the laws against using destructive magic in the city and wielding weapons in town.
#8

Amaril

Jan 29, 2006 16:37:07
Already having The Adventure Begins and the LGG, would I find any use for Player's Guide to Greyhawk as a DM? I'm already recommending it to my players.
#9

Mortepierre

Jan 30, 2006 3:36:55
would I find any use for Player's Guide to Greyhawk as a DM?

As a DM? Doubtful. Everything in it is already printed elsewhere. For players though, it's a must have (well, perhaps not, depending on which year your campaign begins..)

- nice color map of the world
- very nice color map of the Wild Coast area (though with too many spoilers IMHO)
- everything you need to know about the races, calendar, knightly orders, deities, etc...
#10

Amaril

Jan 30, 2006 7:34:45
Cool, thanks. The current year in my campaign is 591CY, with 592 approaching in a few months.
#11

Mortepierre

Jan 30, 2006 8:57:55
Good, then that accessory is perfect given it's dated 591 CY
#12

extempus

Feb 05, 2006 2:58:33
I've gotten a lot of mileage out of The Adventure Begins so far. The "Chaos in the North" section (pp. 21-22) inspired a very long adventure where the players, allied with the Wolf Nomads, launched a northern offensive against Iuz during the war; they also helped them recover the remains of their ancestors and the treasures from the Wegwiur Thralls caverns and removed them to Eru-Tovar for reinterment.

When the Right Honorable Sir Fenward Lefthanded ended patrolling the thin sliver of territory Verbobonc claimed in the Kron Hills (pp. 36-37; see Atlas of the Flanaess, pp. 47, 58, in the From the Ashes boxed set), my players annexed it.

They visited Dark Gate, journeyed to the Sea of Dust and explored Zinbyle (p. 38), and ended up travelling back in time to the Suel Imperium in 5094 SD, a mere 28 days before the Rain of Colorless Fire.

After the war ended, they held a joint expedition with Furyondy and explored some of Hyboria (p. 10), travelled a little ways into the interior for a short time (yes, Oerth is hollow IMC; I incorporated the basic ideas from the Hollow World boxed set), and later clashed with the empire far to the west of the Flanaess in northwestern Oerik (p. 38).

Some time later, a time-travelling druid used the powers of the Stone Ring (pp. 74-75) to alter history; he was not happy with how the civilizations he had influenced over the centuries had turned out (he had been around a very long time), and so decided to undo things. The players were protected from the changes as they were in the Stone Ring just before the druid and his cronies vanished into the past, and they finally travelled far back into the prehistory of the Suel Imperium where they encountered a chronomancer who helped them figure out how, where and when to undo the alterations and set history back on course.

With some of the treasure they accumulated over the years, they've helped fund the University of the Flanaess (p. 99), and have befriended Ral, the half-orc bartender at the Roc and Oliphant Tavern (p. 98-99); not much has come of these last two things thus far, however. They do not yet know that Ral is in reality Quij, the orcish former henchman of Robilar. Once they figure that out, things will get really interesting...