As I may have mentioned previously, I've been on a gaming hiatus. My job has been more demanding than usual this past year, so I've taken a break for about six months. Although to be honest, there have been fitful, start-and-stop efforts since our last adventure back in December. However, summer approaches and new skies dawn ...
So, as you likely know, my current game is a 5e game, and my current players 5e players. I've been thinking, though, during this period of gaming quietude about ways to work in some of my preferences. After lots of searching I've found that Greyhawk Grognard has some excellent 5e Greyhawk resources. And several other sites, such as Greyhawk Online have useful information and ideas as well. And given that old school modules port fairly well into 5e, I've decided to run my summer 5e campaign in Greyhawk.
The player options I'll take from Greyhawk Grognard, which are quite excellent, by the way. And I love this little post at Greyhawk Online to set some of the tone for players new to the Flanaess. I am not entirely sure, but since Ghost of Saltmarsh was recently released by Wizards, I'll head back to my roots and run the original U series as an opening salvo.
U1 Sinister Secrets of Saltmarsh (Characters will likely be level 2-3 by the end)
S2 White Plume Mountain (finish at level 7-8)
From there the characters will hear of pleas that are going out from His High Radiance, Owen I, Grand Duke of Geoff at Gorna of strange creatures invading the western reaches of his lands. Thus the characters will be drawn into S3 Expedition to Barrier Peaks. At the end of which they will be around level 10-12.
S3 Expedition to Barrier Peaks
EX1 Dungeonland
EX2 Beyond the Magic Mirror
S1 Tomb of Horrors
After this, who knows? If we even make it this far. This is sort of a bucket list thing for me, to run the entire gamut of the "Special" series modules back to back. Not to mention to run both EX1 & 2, an opportunity which rarely comes up. Granted, it's in 5e, but truthfully my players are have little experience outside of 5e, and certainly haven't any familiarity with the modules above. We did run Tomb of Annihilation, but that adventure is enough unlike the original Tomb of Horrors that I'm not worried there. The biggest challenge is that old school adventures were notoriously large for the level ranges for which they are designed. So, though I detest it, I will likely use something like milestone advancement. And, about half way through the proposed campaign arc, given the fact that a number of magic items will have been gained, I'll have to beef up some the encounters. At least if past experience is any guide.
Of course you know what they say about the best laid plans ... I'm a little worried about White Plume Mountain, as I'm not sure what my players will do when and if they get their hands on the three artifacts. That could be problematic. Things could go off the rails. But if so, that's fine--I'll improvise.
Oh and in case your wondering, no, my players do not read my blog. I'm not even sure they know I have one :-)