WGS1: Five Shall Be One: Difference between revisions

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[[Lorraine Williams]] commissioned this in her bid to tear apart everything [[Gygax]] and the 1970s-80s generation ever worked for. [[Carl Lynwood Sargent]] wrote this one, sort of a job-interview for [[From The Ashes]].
[[Lorraine Williams]] commissioned this in her bid to tear apart everything [[Gygax]] and the 1970s-80s generation ever worked for. [[Carl Lynwood Sargent]] wrote this one, sort of a job-interview for [[From The Ashes]].


In it the Suloise barbarians of the far northeast unite under their god come to Earth, Vatun. They wreak havoc. SURPRISE Vatun is an agent of [[Iuz]]. There's more in the WGS line, for all anyone cares, but it's all to culminate in the [[Greyhawk Wars]].
In it you start at Rookroost in the Bandit Kingdoms. The five ancient "Blades of Corusk" can, the northmen agree, become a bigger and badder blade if they are merged together. Off we go to hunt MacGuffins, in places like the Lair of the Shadow Dragon. This culminates in the orc city Garel Enkdal in the Griff range - as in, under it, Misty Mountains style.


WGS1 is, therefore, one of those tiresome modules done to force a change in canon, like [[Dead Gods]]. This means the players' characters are patsies who cannot change the outcome. You may as well read a book so why buy the railroad-ticket? Once 1e Greyhawk fans figured this out, they didn't want to play it either.
Pretty basic S-/WG-series treasure-hunting in short, except for DUN DUN DAA the Prophecy. There's more in the WGS line, and TSR is going to make sure it happens. It's all to culminate in the [[Greyhawk Wars]]. Suffice that the Suloise barbarians of the far northeast unite under their god come to Earth, Vatun. They're to wreak havoc. SPOILER (or not) Vatun is an agent of [[Iuz]]. But you can ignore that stuff; in which case, feel free to stick with the looting, as God and Gary (would have) intended.
 
The hungerswords in the first [[Eldritch Might]] book, and in the [[Ptolus]] setting, use a similar trope as the Five Blades.


[[Category: Dungeons & Dragons]] [[Category: Modules]] [[Category: Greyhawk]]
[[Category: Dungeons & Dragons]] [[Category: Modules]] [[Category: Greyhawk]]

Revision as of 21:06, 16 January 2021

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Five Shall Be One is a second-edition module for Greyhawk, whose residents have no idea what's coming. It is tagged WGS1, a portmanteau of the WG and S lines, in part to evoke S4: Lost Caverns of Tsojcanth and WG4: Forgotten Temple of Tharizdun.

Lorraine Williams commissioned this in her bid to tear apart everything Gygax and the 1970s-80s generation ever worked for. Carl Lynwood Sargent wrote this one, sort of a job-interview for From The Ashes.

In it you start at Rookroost in the Bandit Kingdoms. The five ancient "Blades of Corusk" can, the northmen agree, become a bigger and badder blade if they are merged together. Off we go to hunt MacGuffins, in places like the Lair of the Shadow Dragon. This culminates in the orc city Garel Enkdal in the Griff range - as in, under it, Misty Mountains style.

Pretty basic S-/WG-series treasure-hunting in short, except for DUN DUN DAA the Prophecy. There's more in the WGS line, and TSR is going to make sure it happens. It's all to culminate in the Greyhawk Wars. Suffice that the Suloise barbarians of the far northeast unite under their god come to Earth, Vatun. They're to wreak havoc. SPOILER (or not) Vatun is an agent of Iuz. But you can ignore that stuff; in which case, feel free to stick with the looting, as God and Gary (would have) intended.

The hungerswords in the first Eldritch Might book, and in the Ptolus setting, use a similar trope as the Five Blades.