Post/Author/DateTime | Post |
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#1zombiegleemaxMay 24, 2004 17:19:39 | I know these: Temple of Elemental Evil Return to Temple of Elemental Evil Vecna Lives! Die Vecna Die Im sure that there is more... And if it possible provide the dates when they have place (in CY) |
#2cwslyclghMay 24, 2004 17:35:33 | Ghost tower of Inverness Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Against the Cult of the Reptile God The Secret of Bone Hill The Assassins Knot Deep Dwarven Delve The Lost Caverns of Tsojacanth The Forgotten Temple of Tharizdun Isle of the Ape Tomb of Horrors Return to the Tomb of Horrors White Plume Mountain Return to White Plume Mountain Return to the Keep on the Borderlands Greyhawk Ruins The Forbidden City Five Shall be One Treasures of Greyhawk and many more... I am sure others will come alonmg to fill in the gaps... very few of them have actual dates attached to the modules in any way. |
#3avfanaticMay 24, 2004 17:55:03 | WGQ1 Patriots of Ulek (no specific date but it happens during the Greyhawk Wars when Turrosh Mak is beginning his invasion of the Principality of Ulek) EDIT: WG5 Mordenkainen's Fantastic Adventure |
#4zombiegleemaxMay 24, 2004 23:18:17 | Oh I see Indeed a lot... What about "epic" modules like Vecna Lives? Is there others of this scale? And can you tell about modules that have date? |
#5grodogMay 24, 2004 23:59:22 | http://www.cmc.net/~rtaylor/greyhawk/product_chron.html The closest module to 3e epic level play is WG6 Isle of the Ape. |
#6mortellanMay 25, 2004 1:59:00 | And if it possible provide the dates when they have place (in CY) Most Greyhawk adventures can reasonably be played during any CY. A few are specific to the current politics, like Patriots of Ulek, Liberation of Geoff, but more or less they involve regional problems that have existed for years and will likely continue for many more. |
#7zombiegleemaxMay 25, 2004 20:49:18 | Originally posted by grodog WOW thanks alot by the way there are no Recent products as Temple of Elemental Evil. You know most offical modules for Ravenloft have a fized date in world Ok is there adventures with Iuz? Maybe about his imprisioning in Greyhawk Tower? |
#8zombiegleemaxMay 26, 2004 3:32:40 | Nope sorry, No Modules directly involving Iuz. The best you will find is WGR5 "Iuz the Evil (the sourcebook describing all of Iuz's land right after the Greyhawk wars) and WGR6 "City of Skulls" in which a party tries to invade Dorakaa and free a prisoner. Also of note would be Chapter 11 (I think) in the WG8 Fate of Istus module, set in Verbobonc and involving a High Priest (possibly even the son) of Iuz and written by Rob J. Kuntz (recently enjoying an upswing of popularity due to DUNGEON 112). As far of encountering Iuz while locked under Castle Greyhawk, he was released years before any material was dated for the setting so that is unlikely. There is the Zagyg's Castle series that EGG is currently working on, maybe the OLD ONE will still be in stasis when that comes out. |
#9hesparexMay 30, 2004 3:33:39 | Lord Robilar.... that rascal |
#10binky_farnsworthJun 02, 2004 19:04:58 | Here's some more Beyond the Crystal Cave The Sentinel The Gauntlet The Slavers series (A1-4) The Giant series (G1-3) The Drow series (D1-3) Expedition to the Barrier Peaks Dwellers of the Forbidden City (set in Hepmonaland) and of course the GREATEST MEGA-ADVENTURE OF ALL...... Castle Greyhawk :D |
#11lincoln_hillsJun 03, 2004 16:08:46 | While we're at it, let's warn him which ones to stay the heck away from! A1-4: The Slavers. 1st edition modules which received rave reviews! A late 2nd edition remake, Slavers, isn't so much a module as a bunch of disconnected and second-rate campaign information. Crypt of Lyzandred the Mad: I had high expectations for this 2nd-edition module, for I'd heard much about the life and times of Lyzandred. I strongly suspect that it would reach at least third on the "Most Hated" list... but its sales were so terrible that not many people know about it. Die, Vecna, Die!: Like its buddy, Vecna Lives, this module is regarded by many Greyhawk fans as the murder of innocent trees for no good reason. No personal experience with this one. EX1: Dungeonland and EX2: Beyond the Magic Mirror: I've read through the first, but not the second. Moderately goofy fun - like Isle of the Ape, it's based on a demiplane to minimize the freaky campaign complications. Answers the question that's always plagued you: What would 'Alice in Wonderland' be like if the Mad Hatter had been a tenth level monk? G1-3, D1-3, Q1: Giants/Drow/Queen: The only real first edition "mega adventure". If you only play one first edition campaign in your lifetime, it should be this one. Ghost Tower of Inverness: This one will strike you as all too simplistic: the location is quite noteworthy, but the initial module was a bit too simple-minded. This one begs to be rewritten for new adventures! L1: The Secret of Bone Hill: This has a replay value that approaches the Keep on the Borderlands. It's solid, not great, but solid. 1st edition. N1: Against the Cult of the Reptile God: This nearly-forgotten 1st edition module ain't half bad! Lots of swamp-slogging mayhem. Deserved a sequel. Return to the Temple of Elemental Evil: One of the first 3rd edition "mega dungeons", it has good elements and bad. If you must choose between this and the original - choose the original. Return to White Plume Mountain: A fine, fine "Return" series which opens up whole new levels of the classic S2: White Plume Mountain, introduces a variety of horrible fates for players to suffer, and has possibly the most fantastic finale I know of... though some will consider it over the top. Late 2nd Edition. S1: Tomb of Horrors: Players grow pale and DMs laugh themselves sick at the very memory of this dungeon. It is badly campaign-balanced, but great if your 18th-level characters are starting to think 'they bad'... S3: Expedition to the Barrier Peaks: WIDELY reviled for the introduction of science-fiction accountrements to the World of Greyhawk, this dungeon is huge and filled with color-coded keycards, berserk android swordsmen, and the dreaded Froghemoth. You can see why it would rub many folks the wrong way. You will love/hate it (choose one). Star Cairns: Five dungeons, identical in origin but differing in design and function: essentially five fairly good mini-adventures. 2nd edition. T1-4: Temple of Elemental Evil: 1st edition: classic Greyhack. Worth your while. U1-3: Sinister Secret of Saltmarsh, etc. The first module is top notch! The next two are forgettable. UK1: Beyond the Crystal Cave: HARD to find! A 1st edition module which... get ready for this... you can defeat without EVER engaging in combat! Yes, I said 1st edition. An entertaining change of pace, even though it only poorly meshes with the World of Greyhawk. Vecna Lives!: Second edition. I'm told that it's gawd-awful - possibly the third most hated Greyhawk module ever. WG6: Isle of the Ape: Not technically "Greyhawk", as it takes place on a demiplane. Any module with an Ape God is a good thing: any module where you must face the Ape God in righteous battle is a GREAT thing. WG7: Castle Greyhawk: The height of goofy camp, ideal if the 60s Batman TV show was to your taste. Outdoes even Wonderland in sheer Gomer Pyle-ism. Second most hated Greyhawk module. WG8: Fate of Istus: A 2nd-edition module which wins out (in the face of staggering competition!) as the most hated of Greyhawk modules. Is it that bad? Just ask and watch the flames fly! Aw, geez. My fingers are getting tired, and there are still dozens of modules to review. Anybody care to take over? (This post has been corrected in accordance with posts you will see below.) |
#12zombiegleemaxJun 03, 2004 17:50:58 | The Ghost Tower was rewritten for LG but I don't have any personal experience with it so I don't know if it is even passable. |
#13zombiegleemaxJun 03, 2004 18:59:37 | Originally posted by Lincoln Hills Actually it's UK1 not EX1 (EX1 is Dungeonland which you also mentioned as Wonderland) and it can be easy to find, say if you were to look here for example. :D Now that's some shameless plugging of an RPG Marketplace thread if ever I saw one. Also included in the thread is info on getting other GH stuff and might be of interest to any GH fans. |
#14zombiegleemaxJun 03, 2004 20:06:21 | Originally posted by Lincoln Hills The first edition A1-A4 isn't bad at all though, it simply reprints the individual modules and ties them together, although a bit high handed while doing so. The start of A4 is the classic Evil DM move of all time. Fate of Istus: A 2nd-edition module which wins out (in the face of staggering competition!) as the most hated of Greyhawk modules. Is it that bad? Just ask and watch the flames fly! Are you joking?!?!?! MOST HATED EVER?!?!?, Castle Greyhawk wins that hands down. What about Child's Play, Gargoyle, Doomgrinder, heck even the Falcon series. Granted, this one isn't a classic. The attempt to tie the whole thing together was weak and the Oriental Monks are universially ignored, but I doubt this makes the top five of most hated. Alone, the write up of 10 cities (including Verbobonc, Rookroost, Jurne, Wintershaven, Rauxes and Chendl off the top of my head) makes it of some value. G1-3, D1-3, Q1: Giants/Drow/Queen: The only real first edition "mega adventure". If you only play one first edition campaign in your lifetime, it should be this one. You got this one dead on. S1: Tomb of Horrors: Players grow pale and DMs laugh themselves sick at the very memory of this dungeon. It is badly campaign-balanced, but great if your 18th-level characters are starting to think 'they bad'... S3: Expedition to the Barrier Peaks: WIDELY reviled for the introduction of science-fiction accountrements to the World of Greyhawk, this dungeon is huge and filled with color-coded keycards, berserk android swordsmen, and the dreaded Froghemoth. You can see why it would rub many folks the wrong way. You will love/hate it (choose one). These are fair reviews, but why leave out S2: White Plume Mountain? Another one to humble high level adventurers (10-12 or so). T1-4: Temple of Elemental Evil: 1st edition: classic Greyhack. Worth your while. This is a lacklaster review. If G1-3/D is the penultimate Mega-adventure, this is close to a low-level equivalent. Ok, I'll grant the Nodes aren't the greatest, but they are a different idea and the rest of the Temple is very well put together. Making a party side with evil for a while to succeed is always great fun. WG6: Castle Greyhawk: The height of goofy camp, ideal if the 60s Batman TV show was to your taste. Outdoes even Wonderland in sheer Gomer Pyle-ism. Second most hated Greyhawk module. MOST HATED, and its WG7 to boot. Isle of the APE is WG6 oh and by the way Fate of Istus was WG8. WG8: Isle of the Ape: Not technically "Greyhawk", as it takes place on a demiplane. Any module with an Ape God is a good thing: any module where you must face the Ape God in righteous battle is a GREAT thing. ok another one you got right. I'll add a one of my own WGR2 Treasures of Greyhawk. About 15 short (3-4) page adventures, with maps on pages. It covers 2nd to 20th level adventures, but most of them are unbalanced and not well done. A few make good side adventures, but if the budget is an issue, I'd avoid this one. |
#15bdunn91Jun 04, 2004 8:30:46 | Originally posted by rostoff I understand why it's most hated, but I think people are also being very unfair to it. It came out around the time Paranoia and Toon were pretty popular and, as a humor module, it isn't bad. It's not Greyhawk. And I think that's people's main problem with it. There's a certain amount of snobbery about anything bearing the Greyhawk label without 'really' being Greyhawk. |
#16max_writerJun 04, 2004 15:56:32 | I think its because even then not much for Greyhawk was being produced. I picked it up back in the day with the hope that it would add to my Greyhawk Campaign. I didn't hate it but was very disappointed. |
#17lincoln_hillsJun 08, 2004 13:28:53 | Giants: The Liberation of Geoff: A re-presentation of modules G1-3, with a surprise twist - a good one to spring on the characters if they're all familiar with the "traditional" ending to G3. Also includes some interesting sites/encounters for travellers in giant-ruled Geoff. Good - not great. Late 2nd edition. I1: Dwellers in the Forbidden City: I haven't been able to find a copy of this little gem, which - am I right on this, folks? - introduced grung, yuan-ti, and the Olman deities to the setting of Greyhawk. See also The Scarlet Brotherhood, below. The Scarlet Brotherhood: This was a poorly-planned late 2nd edition offering - an accessory, not really an adventure. Superb info on the Scarlet Brotherhood's culture, aims, and what-not: 2nd edition versions for the assassin and monk classes. Unfortunately, instead of going on to present an array of characters, items, and adventures for the SB, the book broke its own theme to start in on the Amedio and Hepmonaland regions. The information was useful, but it didn't belong in the same book as the SB... S2: White Plume Mountain: A widely-played 1st edition classic for mid-level characters, this dungeon is noted for a variety of devious rooms: lots of ugly tactical situations. I saw this one AFTER seeing its Return incarnation, which is a shame: they should be examined in the order of publication. Contains a giant crab fight, which is not as good as a giant ape fight, but still not bad. S4: Lost Caverns of Tsojcanth: A very solid Greyhawk adventure: it has Iggwilv in its background (though she does not appear in the dungeon) and solidly helps PCs "feel" Greyhawk. I have successfully converted this module to 3rd edition with excellent results, though I warn you that the final treasure haul needs to be pared down a little. (How does a book of stat improvement +1 of EACH variety, a spellbook crammed with high-level arcane spells, two minor artifacts, and a major artifact strike you? A little too much loot for an EL 12 encounter? Yeah, I thought so too.) WGR1: Greyhawk Ruins: This was the "serious" version of Castle Greyhawk, released well after Gygax had left the firm - I believe it was early 2nd or late 1st edition. An unremarkable offering: perhaps someday E.G.G. will release the version he has in his own campaign (presumably under the title "The Castle That Is Not Called Greyhawk Due To Legal Complications, Yet Which Happens To Have Exactly The Same Floorplans, Monsters, And Puzzles As The Dungeons Of A Castle Which Once Existed In My Greyhawk Campaign.") (Lord, I screwed up the module numbers again! Edited duly.) |
#18cwslyclghJun 08, 2004 14:59:16 | not bad reviews...I haven't been able to find a copy of this little gem, which - am I right on this, folks? I thuroughly enjoyed Dwellers... so I will agree with the gem notion ;) S3: White Plume Mountain: A widely-played 1st edition classic for mid-level characters, this dungeon is noted for a variety of devious rooms: lots of ugly tactical situations. I saw this one AFTER seeing its Return incarnation, which is a shame: they should be examined in the order of publication. Contains a giant crab fight, which is not as good as a giant ape fight, but still not bad. nice review of my favorite 1e module... White Plume Mountain is S2 however (S3 is Expedition to the barrier peaks). WGA1: Castle Greyhawk: WGA 1 is Falcons Revenge, a 2e module that takes place in the city of greyhawk (1st of a trillogy of adventures)... I believe you are thinking of WGR1: Greyhawk Ruins, which despite not actualy having the same name as WG7 (Castle Greyhawk) does infact present a serious version of that famous dungeon. |
#19max_writerJun 08, 2004 15:07:05 | Return to the Tomb of Horrors — an excellent adventure that builds upon the original tomb. It's been a while since I read it but I remember it had a very weird, other-worldly, C'thulhu-esque feel to it. You don't just tramp around Oerth but go to a nasty little demi-plane as well. Very deadly (even more so than the original). It also continued the storyline with the assumption that word about the original tomb got out and a cult dedicated to Acererak arose. The background about Acererak was also interesting. All in all it was well done and I enjoyed it more than the Rod of Seven Parts boxed set. |
#20HalberkillJun 08, 2004 17:38:07 | Originally posted by Lincoln Hills I think you need to make another edit, it was called "Greyhawk Ruins". Halber |
#21bluebomber4evrJun 08, 2004 22:37:25 | Yep, it's "Greyhawk Ruins" alright. I still have it. I found it to be a rather deadly dungeon if run properly. True, it's not Gary Gygax's original dungeon, but it's a far better offering than WG6 was. Another old 1st edition module set in Greyhawk was C1: The Hidden Shrine of Tomoachan. Which introduced the Olman culture. This dungeon, too, was pretty deadly...especially if you used the tournament rules with the buildup of poisonous gases in the tomb. |
#22lincoln_hillsJun 10, 2004 12:10:05 | Can somebody who's read the modules offer some critiques of Five Shall Be One, the Falconmaster module trilogy, The Lost Temple of Tharizdun, and WG5: Mordenkainen's Fantastic Adventure for our benefit? - And I wouldn't say no to a few reviews of the "Greyhawk-yet-generic-enough-to-fit-elsewhere" modules of 3.0 (Lords of the Iron Fortress, The Speaker in Dreams, etc.) |
#23telasJun 14, 2004 15:27:43 | I DM'd a Greyhawk campaign back in high school (1980-1985), and have pretty much been away from the game until recently. This whole thread has been like visiting a long-lost friend.... Thanks for the memories. Now it's time to make some more memories. Also: Originally posted by Max_Writer "That's a bold statement" - Vincent Vega, Pulp Fiction :D Telas |
#24MortepierreJun 15, 2004 2:24:00 | Originally posted by Lincoln Hills Five Shall be One: my favourite part of the two modules (the second being Howl from the North). The scope of the adventure is a bit limited because: a) being a northern barbarian is (almost) a prerequisite to participate b) I dislike the fact that the end has already been decided no matter how well the characters do That said, it allows us to discover an under-explored portion of the Flanaess, learn more about the Suel barbarians and their enigmatic god, and introduces some nifty magical blades that can gain a fair deal of influence world-wide thereafter. The visit of an orcish city wasn’t bad either and I liked the way they handled the number of guards encountered. In fact, the way they presented the orcish leaders gives you a taste of how monsters would be handled in 3E. Forgotten Temple of Tharizdun: Some people will tell you it can only be played in conjunction with Lost Caverns of Tsojcanth but I disagree with that. Certainly, the potential to link both adventures exists but methink the temple deserves its own separate treatment. Given the recent comeback of Tharizdun as the “Evil” behind the scene in GH, that module takes a whole new importance. A crafty DM could easily turn it into the hidden center of power for that cult or as a lost shrine the current cult leaders are desperate to locate to increase their powers. The way I handled it in my own GH campaign was that the cult needs to “re-activate” a number of important shrines in order to allow their god to escape its prison. One was the Forgotten Temple, another was the shrine on the shore of the underground sea described in Night Below. I actually based that campaign on the Gord the Rogue novels. I decided the cult would be divided on the issue. One half would scramble to re-unite the 3 parts of the Artefact of All Evil (as per the novels), while the other half would try to “awake” the “lost shrines”. While Gord & Cie were taking care of the first half, my players had to deal with the second. Made for a long and interesting campaign. As for the module itself, you’ll have to do a fair amount of conversion to 3E but nothing insurmountable. Mordenkainen Fantastic Adventure: an intriguing dungeon to say the least. 15 years ago, I would have been happy to trap my players in it. Nowadays, thanks to Dungeon issue #112, another opportunity presents itself. Actually, given the Dungeon “update”, I think it’s better to present Maure Castle as a place Mordenkainen himself explored once. That should motivate any player worth his salt to go take a look. And if the players enjoy any link whatsoever to the Circle of Eight, then they are in for a warm welcome indeed! Be aware that it’s no picnic though. The module (whether the original or its sequel) will challenge your players both physically and intellectually .. IF handled properly by a good DM. It’s too easy to turn it into a death-trap but that would destroy the flavour IMHO. Thanks to R. Kuntz’s sequel (did I mention Dungeon #112 yet?), you now have all the info you could possibly want to link it to: the lost Suel Empire, the Scarlet Brotherhood, demon cults, etc… |