Newb DM Realms

Post/Author/DateTimePost
#1

zombiegleemax

Jan 04, 2005 21:00:05
So, i'm a new greyhawk dm i have at my disposal the following books to do with greyhawk:
Living Greyhawk Gazetteer

I'm wondering what are some good nations that provide the best info for a starting DM in the flanaess.

If it helps this is the adventure idea i have in mind:

A local monster hunter who is generally assigned to cleaning out the towns sewers and surrounding areas has gone away becuase his father is dieing of a deadly disease and he puts out a plead to anyone willing to do his work until he returns, he says thier payment is whatever loot they can find down there + an additional payment for being so kind to do his work for him.
#2

ivid

Jan 05, 2005 6:04:14
Just get IVID THE UNDYING from the WotC downloads or go for a Living Greyhawk region site.

Then You have plenty of options to choose from.

For your adventure, I recommend you to use the *Adri Forest* from ITU (also look out for the German LG web page.)

#3

thanael

Jan 05, 2005 6:12:24
The best version of Ivid is available in the Library of the acaeum:


http://acaeum.com/Library/Library.html (scroll down to WGRX)
#4

omote

Jan 05, 2005 9:08:39
Why not GREYHAWK CITY? 'tis full of sewers that could be in need of clearing out. However, GREYHAWK is a large metropolis but is a great starting point for such adventures. Greyhawk is not a nation per se, but is generally a very good aligned land to base you adventures.

All of the suggestions above are good (especially for the IVID THE UNDYING Free sourcebook). But there are really not that many "good aligned" lands within that supplement.

..............................Omote
FPQ
#5

zombiegleemax

Jan 05, 2005 21:54:40
I'll put in a second vote for Greyhawk City -- it's a big place, with a lot of sewer mileage. Who knows what might be lurking down there...

Maldin's Greyhawk site has a map showing some of the sewers:http://melkot.com/locations/cogh/cogh.html

There are also a lot of adventuring areas near the City (the Cairn Hills, Wild Coast, Bright Desert, etc.). My players are curently based there, renting a house in Clerkburg. (The owner of the place stressed to them to keep the outhouse door barred at night, lest something nasty crawl up from below...)
#6

zombiegleemax

Jan 05, 2005 23:15:35
I'm quite partial to Dyvers, myself. It is kind of a Greyhawk City Lite. It has sewers, political intrigue, the Nyr Dyv (for sea mods), Gnarley Forest (for wilderness mods), Kron Hills (full of Halflings and Dwarves) , and even some surviving ToEE factions. Unlike Greyhawk, it is an actual nation with some vassal towns, well-travelled country roads (for protect the goods mods), and enough empty space to build on when you get your own keep. There is a standing army, navy, city watch, guilds for each character class, plus some other generic groups. It's laws are some of the most liberal in the Flanaess and just about anyone can live there without too much grief.

Its location at the mouth of the Velverdyva River on the Nyr Dyv makes it a hub of trade, and transportation for your adventurers would be no problem. You can get to just about anywhere on land or sea from the City of Dyvers.

The LGG doesn't even begin to scratch the surface, but you can get a better idea from http://dyvers.living-greyhawk.com if you want to mirror your home campaign to that or you can just go it alone and create your own history.
#7

Elendur

Jan 06, 2005 9:54:28
This may be blasphemous, but try this. Open up the map. Let your gaze slide over the features without looking for anything in particular. If something catches your eye, examine it more closely. If a city or geographic feature sounds cool, start your adventure there. Use the LGG for background info, but I bet you'll find you won't have any trouble incorporating your adventuring idea(monster filled sewers works almost anywhere).

Alternately you can't go wrong with starting in Greyhawk City. That's where the original DM started after all. In fact change 'town sewers' to 'castle ruins' and you are playing the original campaign.
#8

ivid

Jan 06, 2005 10:54:35
But, with the stuff that is available, isn't a City of Greyhawk campaign a bit too complex for a newbie?

No offense please, I personally never dared to DM there... too much work to find out all the important details without a book available...

#9

Elendur

Jan 07, 2005 0:11:11
What I'm saying is, if he has the LGG, than all Greyhawk needs to be is a spot on the map and the page of text given. He can make it up from there. It doesn't have to conform to the City of Greyhawk boxed set or any other canon unless he's into that.

If the PCs are developing deep back stories more material might be helpful, but I don't think it's necessary.
#10

omote

Jan 07, 2005 12:07:56
Since Greyhawk city is a large, prolific metropolis it could be quite daunting to start a campaign there, especially if you want to be as detailed and as close to the source material as possible. However, There is a lot to leqarn about the city of Greyhawk. Start your adventure out with little info about the city, and inbetween each session of gaming read a little bit more about GH. Alternatively, as mentioned above you can game the Free City of Greyhawk anyway you like. Then possible add more elements for the source material as you go ~ that is another possibity.

There are always other cities that have "sewer sytems" or ruins beneith them. I say if worse comes to worse, pick any city from the LGG or the new maps from Dungoen magazine, make your own history of that place an go from there. As you go along and learn more about GH, you can always incorperate more info into your campaign.

I've been running GH for about 10 years or so and that is how I still approach the lands of the Flanaess! Learn as you go!

...................................Omote
FPQ