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Post by Charon on Aug 21, 2012 9:11:07 GMT -6
I'm thinking of using the old school adventures with AS&SH. Tomb of Horrors, Temple of Elemental Evil, Castle Amber etc. Advanced and basic, all placed somewhere in the Hyperborean setting.
I could just drop them in and change a few place names, but what with all the wonderful and weird stuff happening in Hyperborea, I was thinking of having the characters fall through vortexes, getting trapped in paintings, discovering portals under the sea, all depositing them in any number of old school modules.
Perhaps a sorcerer is looking for an artifact on another realm. Consider the 'Orb of Golden Death' in the Temple of Elemental Evil. The wizard can 'magic' them to outside the temple entrance and have at it.
Trouble, is how to stop the characters from wanting to explore 'Greyhawk' as a result. I could, as mentioned earlier, bring the 'Temple' to Hyperborea, but I'd rather transport the characters to the temple - much more exciting.
What do you think, any suggestions?
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Post by Ynas Midgard on Aug 21, 2012 9:16:35 GMT -6
I lack a certain familiarity with both the world of Hyperborea and ToEE, so my suggestion is based on mere generalization.
The Temple could be located in a remote area of the world - or in a pocket dimension, if you insist that a sorcerer transport the characters there. Although, I don't see the benefit of having a weird world AND teleporting the characters away from it.
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Post by Falconer on Aug 21, 2012 10:18:46 GMT -6
I have in the past used almost all of the Gygax AD&D adventures, set on a map of my own making (i.e. NOT the WOG map). The modules really are “modular” enough that it mattered not one whit. Your idea of vortices, portals, etc. is perfectly good for smaller adventures, but it won’t work for such a BIG module as ToEE. I would set that one on the main Hyperborea map.
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Post by Charon on Aug 21, 2012 11:51:06 GMT -6
I have in the past used almost all of the Gygax AD&D adventures, set on a map of my own making (i.e. NOT the WOG map). The modules really are “modular” enough that it mattered not one whit. Your idea of vortices, portals, etc. is perfectly good for smaller adventures, but it won’t work for such a BIG module as ToEE. I would set that one on the main Hyperborea map. Agreed.
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mythos
Level 3 Conjurer
Posts: 96
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Post by mythos on Aug 22, 2012 0:32:55 GMT -6
I have to agree with Ynasmidgard. I really can't see teleporting the characters out of Hyperborea. IMO, it would be better to run the adventures in the new setting and alter the tables/stats to reflect the flora and fauna of Hyperborea. That way any players who have expectations will be surprised.
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benoist
Level 5 Thaumaturgist
OD&D, AD&D, AS&SH
Posts: 346
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Post by benoist on Aug 30, 2012 16:16:20 GMT -6
I have in the past used almost all of the Gygax AD&D adventures, set on a map of my own making (i.e. NOT the WOG map). The modules really are “modular” enough that it mattered not one whit. Your idea of vortices, portals, etc. is perfectly good for smaller adventures, but it won’t work for such a BIG module as ToEE. I would set that one on the main Hyperborea map. I will third this. This is a perfectly sensible approach right there, and ToEE really deserves a special treatment amongst all others.
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