Ok, I thought I would post my Shenadun campaign. In doing this, I hope to get feedback, ask questions to more experiened GM's, and get adventure ideas.
I have four players in my group and we try to meet once a week. We use GURPS as our system. At first, we didn't plan on playing in Harn. The plan was to just do some old school dungeon delving. We made high level/high fantasy (150pts) characters. These are: A 1/2 ogre fighter; A 1/2 orc thief/scout, A wizard, and a cleric. After a discussion, and using Robin Laws book of good game mastering, it seems I have one storyteller, one power gamer, one casual gamer, and an undecided. I decided to use Harn World and modify some of the old TSR modules.
I'm using the Shenedun module in the Chybisa kingdom. The 1/2 ogre became an escaped gladiatorial slave from Tharda who joined the 1/2 orc thief/scout and ended somehow in Shenadun. The Pagaelin are an orc tribe rather than human. They are more like the classic D&D orcs, with Gargun being Gargun. The wizard is some how involved with the lord, and the cleric becomes the lords priest of Larani.
I started out with a couple of combats with Gargun vs. the 1/2 ogre and 1/2 orc, which the players seemed to enjoy. In fact, they kept a couple of the Gargun prisoner, hoping to keep them as slaves.
They are really quite deadly starting out at such high pts. This might be somewhat of a challenge in the future. I then used the Gargun cave in Pottage II. They are motivated by the $ so they can get some better equipment. They wiped out about 10 and quickly left the cave due to the spellcasters low on fatigue. This is were we left off at the moment.
Use a couple of the Shenedun module ideas involving the Pagaelin(orcs) since I have an 1/2 orc in the party.
Use the warrior's grave adventure.
Use Sophia's Peoni's Tear adventure that I have notes on.
Modify the TSR module Axe of the Dwarfish Lords. I thought this would fit in nicely since it involves a bunch of goblins(Gargun) and would be easier to justify monsters underground.