
Greyhawk’s Hidden Treasures: Choosing Locations for Exploration in a West Marches Campaign
The Greyhawk setting is a vast, lore-rich playground for Dungeon Masters, making it an ideal backdrop for a West Marches campaign like the Common Ground Guild of Greyhawk at Common Ground Games in Dallas, TX. Its variety of terrains, hidden dangers, and storied locations make every session a unique experience. Here’s how I’m selecting some of the best areas for exploration in my campaign, including a mix of iconic sites and overlooked gems.
Why Greyhawk Works for West Marches
Greyhawk’s modular design allows for open-world exploration, a hallmark of West Marches campaigns. With diverse regions to explore, players can set their own goals, form their groups, and tackle challenges at their own pace.
Top Locations for Exploration
1. The Gnarley Forest- Why It Works: This ancient woodland is teeming with druidic mysteries, dangerous wildlife, and remnants of forgotten civilizations.
- Example Quest: Players may discover an abandoned druidic shrine corrupted by dark magic and decide whether to cleanse it or harness its power.
- Resource: From the Ashes boxed set (TSR, 1992).
- Why It Works: The Mistmarsh is a dangerous swamp inhabited by lizardfolk tribes, strange monsters, and hidden ruins. Its fog-shrouded terrain adds suspense and mystery to any expedition.
- Example Quest: A local noble hires the party to investigate rumors of an ancient artifact guarded by a lizardfolk shaman deep within the swamp.
- Resource: Greyhawk Adventures hardcover (1988).
- Why It Works: These rolling hills are scattered with ancient tombs and hidden cairns, perfect for dungeon crawls and treasure hunting.
- Example Quest: A group of miners unearth a sealed tomb, inadvertently awakening a spectral guardian that terrorizes the region.
- Resource: The City of Greyhawk boxed set (TSR, 1989).
- Why It Works: These vast plains are deceptively peaceful but hold dangers like roving bandits, wandering monsters, and ancient ruins. They’re an ideal low-level exploration zone.
- Example Quest: Players must track down a missing caravan rumored to have been attacked by an unusual beast.
- Resource: The Adventure Begins (TSR, 1998).
- Why It Works: The Free City serves as the campaign’s cultural and economic hub, offering intrigue, politics, and a bustling marketplace for adventurers.
- Example Quest: Players might infiltrate a thieves’ guild to recover stolen goods or uncover a conspiracy involving the city council.
- Resource: The City of Greyhawk boxed set (TSR, 1989).
- Why It Works: This arid region is home to extreme challenges and unique enemies, making it a test of endurance for any adventuring party.
- Example Quest: The players hear rumors of a buried treasure guarded by an ancient sphinx and must solve its riddles to claim the prize.
- Resource: Rary the Traitor (TSR, 1992).
- Why It Works: Known for its humanoid warlords and lawless wilderness, the Pomarj is a land of danger and opportunity.
- Example Quest: A local militia hires the group to investigate the Pomarj’s growing alliance of hobgoblins and ogres.
- Resource: The Scarlet Brotherhood (TSR, 1999).
- Why It Works: This remote, little-documented area offers a blank slate for new adventures, with exotic creatures and hidden civilizations.
- Example Quest: An old sailor’s map leads to an ancient ruin said to contain the secret to controlling the tides.
- Resource: Greyhawk fan maps and homebrew supplements.
Tips for Choosing Locations
- Balance Danger Levels: Make sure your map includes zones for all tiers of play so players can progress naturally.
- Provide Variety: Use terrain features, unique NPCs, and diverse enemies to keep exploration fresh.
- Use Rumors and Lore: Seed the campaign with tantalizing hints about these locations to draw players in organically.
Resources for Greyhawk DMs
- Greyhawk Online: Offers fan-created maps and detailed location guides.
- Canonfire!: A Greyhawk-specific repository of lore, including community-created content.
- DMs Guild: Find official and homebrew Greyhawk content to expand your campaign.
Conclusion
The Common Ground Guild of Greyhawk gives adventurers an open invitation to explore one of D&D’s most storied worlds. With regions like the Mistmarsh, the Cairn Hills, and the Great South Peninsula, your players will have no shortage of intrigue, danger, and discovery. By mixing iconic landmarks with less-explored areas, you’ll ensure every session feels fresh and exciting.
Which locations from Greyhawk inspire you most? Let’s discuss in the comments or at Common Ground Games!