I'm talking to one of my players right now. And she wants to adventure in Furyondy. The campaign will use Rolemaster (RMSS/RMFRP) as the rules set. I have the Marklands, I just haven't read it yet.
While it's obvious that I can read the Adventures in Greyhawk section for some adventures set in Furyondy, I still have to ask. Is there any classic adventures that can be set in Furyondy you all can recommend?
I got N1 Against the Cult of the Reptile God, and Temple of Elemental Evil. I also got Dwellers of the Forbidden City (and I managed to get that one in print!). I figured there is a lot of Living Greyhawk stuff set in Furyondy, but I'm not too impressed with it. After looking at the Nyrond stuff, I felt that LG adventures are wasted material.
Also, I got a lot of D&D Gazetter books, and I'm itching to use one in Furyondy (The Principalities of Glantri).
What year do you plan to begin this Furyondy campaign?
If it is after the Greyhawk Wars, you are correct to check with any Living Greyhawk websites you can find.
If you intend to begin before the Greyhawk Wars, you can probably convert just about any of the classic modules to fit. Heck, you could place Expedition to the Barrier Peaks in the southeastern Yatil Mountains, if you wanted. But, here are a few more reasonable examples.
My own The Keep on the Borderlands campaign is always set in the northeastern Vesve and pits the PCs against clerics and other agents of Iuz in the Caves of Chaos. This gets the PCs into direct conflict with Iuz from the beginning of their careers and only encourages them to focus on the evil demigod as their main target. Having a party base their operations in Furyondy in that effort would be perfectly reasonable.
Quest of the Mist Golem I, II, and III, by Brian Dougherty (Braggi), are set in Furyondy and the eastern Vesve Forest.
I was going to list Child's Play and Puppets, but they are probably listed in the "Adventures in Greyhawk" tab along with The Village of Homlet and Temple of Elemental Evil.
Border Watch was meant to be mid-580s, but 591 might work. You just have to modify the "cold war" aspects to make it a flat out hot war, which I don't think would be that hard. Everything else is pretty much the same, except I seem to remember a 1990s Dungeon Magazine adventure located in Furyondy...
We did, yes. But that applies to D&D. This is a Rolemaster campaign. My D&D campaign is a heroic one where Iuz will be defeated. This Rolemaster campaign is decidedly different.
A Rolemaster campaign is typically more dangerous (depending on the dice, of course). My Fremen player wants to play a mentalist. I was discussing the campaign with her, and I thought I'd get some advice on which classic module to try with them.
While my D&D players will defeat Iuz, and they will be acting like swashbuckling daredevils . My Rolemaster players will be playing in a campaign that's much more realistic.
However, there may be a chance that they want to try some Swashbuckling action as well. But I typically run Rolemaster without a lot of swashbuckling action. D&D is where I typically encourage such actions because there is less chance of death. Rolemaster is typically more realistic and deadly. If there are heroic actions in Rolemaster, it's not taken lightly.
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