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Expedition to the Ruins of Greyhawk (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure)

Expedition to the Ruins of Greyhawk (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure)

  • Hardcover
  • Author: Jason Bulmahn, James Jacobs, Erik Mona
  • Publisher: Wizards of the Coast
  • Release Date: August 2007
  • ISBN-10: 0786943580
  • ISBN-13: 9780786943586
  • List Price: $34.95

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Summaries and Customer Reviews provided by Amazon

Summary

Expedition to the Ruins of Greyhawk is a Dungeons & Dragons super-adventure, designed for characters of level 8-13, that revisits Castle Greyhawk and the classic dungeon beneath.

This adventure is usable as a mini-campaign on its own, a story arc in a Dungeon Master's regular campaign, or as a series of small side adventures with a big payoff.

Like other adventures in the "Expedition" series, this product takes a classic Dungeons & Dragons location, updates it for D&D v.3.5, and incorporates many new twists and surprises. This adventure also includes useful source material for players and a combat encounter format designed to make the DM's job easier.

Customer Reviews

Average Rating: Score = 4.5 Score = 4.5 Score = 4.5 Score = 4.5 Score = 4.5

One of the best...

Rating: Score = 5 Score = 5 Score = 5 Score = 5 Score = 5

Expedition to the Ruins of Greyhawk is probably one of the best 'campaign'-style adventures (adventure path is the popular term now) that WotC published towards the end of their run of D&D 3.5. The buyer should note that the authors are all on staff with Paizo Publishing who continues to put out works for 3.5 and are developing their own 3.5 compatible system.

One of the great adventures

Rating: Score = 4 Score = 4 Score = 4 Score = 4 Score = 4

This book contains everything you need to run the campaign. The maps are easy to read, the encounters contain everything you need to run the monsters without having to open the monster manual, there are plenty of NPCs built into the adventure for fleshing out time in the city. I really recommend this book to and DMs out there who want to save some time but run an in-depth campaign.

fantastic module

Rating: Score = 5 Score = 5 Score = 5 Score = 5 Score = 5

I have purchased several of the new modules produced by Wizards of the Coast,including Expedition to Undermountain,Expedition to the Demonweb Pits,and Expedition to castle Ravenloft.This module is the best among all of those.The encounters are believable,the story plot is plausable and intriguing,and the recommended character level suggested seems to actually match the encounters unlike the previous mentions.
There is a wealth of information inside and plenty of story hooks to run side adventures without deviating to far from the original story goals.
I highly recommend this module,it should provide several months of play if used for a 4-6 hour session per week.

Greyhawk, at last!

Rating: Score = 5 Score = 5 Score = 5 Score = 5 Score = 5

This is a great book, full of very good material and not only for old Greyhawkers like me.
"Expedition to the Ruins of Greyhawk" is an adventure, basically, but it's also an unvaluable Gazetteer of the city of Greyhawk, bringing back to life the city with its places (from the "Green Dragon Inn" to Castle Greyhawk) its characters (from Zagig to Robilar) and its glorious history.
Even if you don't want to delve into the dungeons of the castle and into the plot you can find plenty of ideas and cues suitable for your home-made adventures.
Focusing on the adventure, the plot is not flawless, in my opinion: there are some strained situations where the motivations for the PCs are weak, but the overall impression is not bad. I appreciated the innovative managing of the encounters through sort of index-cards including maps and stats: a very good concept.
Finally, the edition is high quality: paper, art, maps are excellent.

Expedition to the Ruins of Greyhawk

Rating: Score = 4 Score = 4 Score = 4 Score = 4 Score = 4

As an old D&Der, I had played in this module many years ago and always loved it. Now with this new update to the old dungeon, and in the 3.5 format, I can once again return to a favorite "Dungeon Crawl" adventure.

Pro's: Well written and well thought out. Easy to use, Encounters referenced by page and section, Specific encounters published at the end of each chapter.

Cons: Having the old original module I was dissappointed that more of the dungeon wasn't mapped out (Spoiled by the old TSR adventure) for a DM to use. Some grammatical and spelling errors, but not many. As I said before, I was spoiled. But that's it for the Cons so far.

If you want a pre-written adventure, then this will last a DM a long time and provide great ideas for side treks.