Introduction

I began working on this hybrid campaign over two years ago, and since then, it has grown beyond what it was originally. Initially based on Tolkien's Middle-Earth, the playable races were initially restricted to those associated with the trilogy, but this has since grown to include those associated with Greyhawk, including Dragonborne and Tiefling; for some species, your origin will be unconventional and provided to you. Note: In my homestyle world, not all areas are free from discrimination.

Once upon a time, only the basic races were present in Greyhawk; now there are more. See p. 17 of the Greyhawk Campaign Guide for information on the races present in Greyhawk (2024 edition). For those wishing to delve into past versions of the setting, it can be viewed here. This document dates back to 1983 (42 years ago). There have been a lot of changes since then.

About the Campaign

The campaign is a brief railroad that leads to a sandbox-based campaign. In the game, there is an initial storyline that leads to Voldrun in the Principality of Ulek, but from there, players could go in any direction. All of you will need to decide together what is best.

In my campaign, you will need to determine friend from foe and act accordingly. I tend to ignore CR and will not “balance” the game for the sake of any player; the world is what it is, and can be dangerous in some areas. As not all battles are winnable, characters should be smart enough to run away at times.

Gameplay will involve delving into dungeons, chasing or being chased, doing investigations as well as dealing with magic items now and then. Connected by a storyline, combat and ongoing roleplay will be involved; danger could be lurking just around the corner. “It's a dan-gerous business going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.” Though not always free from danger, in Voldrun, things will start off rather peacefully.

Festival at Voldrun

Each year, thousands travel to Voldrun to celebrate the Festival of the Red Dragon, commemorating those who defeated the beast that once terrorized the town. The event is held during Brewfest and features strong ale, great food, and lively carnival games. This year marks the 25th anniversary — and with record attendance expected, it promises to be a celebration to remember.

Overview of Gameplay

Tentatively, each session is 3-4 hours from 9am to 12pm / 1pm PST each Wednesday. If someone is late, I will only wait 10 minutes before starting gameplay. Try not to be late. Note that a session will be cancelled if I can't make it, or if more than half the players will be absent, as indicated on Discord. Gameplay will be sandbox-based and start in Greyhawk.

Besides using Google Meet each game session, we will be making use of D&D Beyond, Beyond20 and Foundry VTT. Note that you will need to finalize your character prior to the start of session 3.

Setting: Greyhawk

Created by Gary Gygax in the 1980s, Greyhawk was the main setting for D&D for many years. In the 2024 edition, it has resurfaced, with some alterations to the map itself. When I decided to make use of it, I made further changes, extending upon the setting with homestyle content. There are some things that your character is well aware of, like the barrier around a newly found land-mass.

  • Barrier in the Azure — In 564 CY, a group of sailors discovered a mysterious circular barrier in the Azure Sea, north of the Olman Islands. Many speculated that it was somehow controlled from the Amedio Jungle, but the western side of the barrier was too distant to confirm. Over the next six years, numerous attempts were made to cross the barrier, but many who tried ever returned.
  • Barrier in the Azure - The barrier was deemed a peril to all who encountered it, with high winds often tearing ships apart. Despite the danger, some sailors persisted and managed to return with treasures. Survivors who made it to Fort Easthook reported that the inner seas were home to Krakens and other terrifying monsters. As a result, many sailors refused to venture into the heart of the Azure Sea.

The campaign is centred around the Azure Sea and Amedio Jungle. Like Ghosts of Saltmarsh, you will be going out to sea. The background that you come up with should be associated with the Flanaess region of Oerth. You will find a lot of information associated with Greyhawk, including the one at Greyhawk Online. For those seeking Anna Meyer's maps, it also can be found at Greyhawk Online.

Significant Dates

  • 564 CY — Treasure & Slaves from the south arrived in the Flanaess. The party meets for the first time at a friend's wedding.
  • 568 CY (February) - In February, your mutual friend, Jarvik, headed southward in search of "treasure." Who would be crazy enough to risk such a journey southward in February in 568 CY? Answer: Your Mutual Friend, Jarvis. Was he on to something regarding the Azure Sea? What was so important about the Valarian Empire?
  • 568 CY (April) - You set off on your second adventure together, southward, like your mutual friend. Aware of the dangers ahead, you knew Jarvik’s proposed journey wouldn't be easy. Nevertheless, you all marched onwards. "In Voldrun, seek out Barliman Azimar. He'll provide you with funding."

Initial Storyline

You all met in 564 CY at the wedding of a mutual friend, Jarvik Hatzinger, in the Free City of Greyhawk. At the time, none of you imagined that the bond formed over wine, music, and laughter would lead to an expedition into the Amedio Jungle four years later. Back then, you were just travelers, mercenaries, scholars, or wanderers—drawn to Greyhawk for different reasons, but brought together by circumstance and one eccentric groom who couldn’t stop rambling about lost empires and ancient secrets. Jarvik, ever the dreamer, fancied himself the Indiana Jones of the Flanaess. His enthusiasm was infectious, and his charisma kept you loosely connected even as you each pursued your own paths.

Over the years, you all crossed paths again and again, whether in taverns, trade routes or back-alley dealings. You sought out opportunities wherever they arose, often doing whatever it took to get ahead. Some of you even resorted to theft. Whatever your reasons, you became adventurers — driven not just by coin, but by something deeper: purpose, pride or the simple desire to see what lay beyond the next hill.

The jungle to the south, once dismissed as deadly and impenetrable, was now a beacon for treasure-hunters, backed by wealthy sponsors and reckless ambitions; many expeditions departed weekly. The allure of the southern region proved irresistible and was often the subject of gossip. The question was who would reach it first.

In February of 568 CY, Jarvik vanished into that unknown. He had received word from one of his students about a newly discovered ruin hidden in the Amedio Jungle — a structure tied to the long-forgotten Valarian Empire, an ancient seafaring civilization believed to have ruled the Azure Sea nearly 10,000 years ago. Jarvik believed this temple, referred to as the “Temple of Amiritza,” was part of that lost world. While most sane folk wouldn’t venture southward in the dead of winter, he couldn’t be stopped. He left his wife and children behind and boarded a ship bound for Fort Easthook, a remote outpost at the edge of the Hook Peninsula.

By March, another message arrived, delivered by a black raven to the post office box in Greyhawk that you all checked into occasionally, out of nostalgia. The scroll was sealed in wax and written in Jarvik’s familiar, hurried hand:

"Untold riches wait for you near Fort Easthook in the south. Once you get here, you’ll venture inland with a friend of mine named Delkar Manulet and descend into the newly discovered temple. You should see the large entranceway. I was told there is gold inside. Even the trap I found is covered in gold. Once you are in Voldrun, seek out Barliman Azimar. He’ll provide you with additional funds. Make sure you are well-prepared for the Amedio Jungle. I will expect you in seven days."

Jarvik always had a flair for the dramatic. You remembered how he exaggerated stories at his wedding: treasures tenfold, dragons the size of mountains, and magical tomes buried beneath pyramids. But even so, something about this felt different. Maybe it was the specifics: the name of the temple, the inclusion of a guide, the mention of an empire thought to be myth. Or maybe it was just the look in his eyes the last time you saw him: focused, serious and more driven than you’d ever seen before.

Where exactly did he venture off to?

When he contacted you, he suggested that you go to Festival of Voldrun before heading to Gryrax. “Once you reach the Sasquatch Inn, an associate of mine named Barliman Azimar will provide you with funds to buy equipment. Meet him at the Sasquatch Inn upon arrival. Make sure you are well-prepared for the Amedio Jungle. I’ll expect you in 1 week per your itinerary.”

  • Brewfest 5 / 7pm — Arrival at Sasquatch Inn
  • Brewfest 7 / 11am — Depart Sasquatch Inn
  • Patchwall 1 > 11am - 7pm (Day 1)
  • Patchwall 2 > 11am - 7pm (Day 2)
  • Patchwall 3 > 11am - 7pm (Day 3)
  • Patchwall 4 > 11am - 1:40pm (Day 4)
  • The ship leaves at 3pm (Day 4)

Voldrun is town 75 miles from Gryrax, in the Principality of Ulek. Gryrax, on the other hand, is a bustling seaport where dwarven merchants, human mercenaries, and elven traders gather.


Bound for Voldrun, near the Azure Sea, for many of you, this would be the furthest south you have gone. Aware of your surroundings, 4 years ago, you’d heard of sailors who encountered a strange magical barrier around an archipelago in the Azure Sea; some never returned. As of late, items of great power and signs of great wealth were flowing into Gryrax from the southern areas. Everyone wanted in. Everyone wanted a piece of this wealth. Perhaps Jarvik was onto something; “Get rich quick,” he always said. “I hope you are all doing well, and staying out of trouble. As I always said, heading out to sea has its own particular challenges. Enjoy your stay in Voldrun. May you all experience safe travels after departing Gryrax!”

Even knowing the dangers, you were all ready to head out to sea. Jarvik had never let you down before — and despite his habit of embellishment, he’d always delivered something worthwhile. Perhaps this temple was filled with riches. Perhaps the Valarians had left behind secrets worth uncovering.

What could possibly go wrong?

Character Creation

With respect to creating your D&D 2024 character, start with Character.pdf and reference the Player's Handbook whenever necessary. Even though you have many official resources available to you once you join my campaign, the Player's Handbook is perhaps the best place to start anything related to character development. You are also advised to attend Session 0 on August 27, so that you can discuss your choice of character options with other players. If you wish, you can also make use of 2014 character classes. Even though 2014 characters are less powerful than 2024 characters, they are still viable with some adjustment.

Even though 2014 characters are compatible with Wizards of the Coast's 2024 changes to a certain degree, I think that they have made both PCs and monsters in the Monster Manual more powerful. With agreed upon changes to 2014 characters (part of Session 0), we can all come to a consensus on what needs to be changed. With regard to character development, bring everything you have created to Session 0 (9am - 12pm PST), and send a PDF generated via D&D Beyond to me before Session 3. As found online, you are welcome to make use of alternate class definitions (including for the ranger as shown below). Feel free to contact me before of after Session 0.

Character development is something that should not be done in isolation from other players. Even the ranger can benefit from input from other players, whether experienced or not. Pay attention to when Session 0 starts and all that follows it. Note that your seat at the table is on a first come, first serve basis; first you will need to reach out by e-mail and then you will need to attend Session 0.

Important Dates / Times

To secure your "seat" at the table, you must send me an e-mail prior to Aug. 27th and attend Session 0 as specified below. Note that only 5 player seats will be available. Gameplay starts a week later on September 3.

Session 0
August 27th
9am - 11am PST

Pay attention to when the next gameday is. Tentatively, I am scheduling gameplay on Wednesday mornings between 9am to 12 pm / 1pm. Note, however, that this schedule is subject to change as my availability sometimes changes. I initially thought I was going to host gameplay in the evening. Not all people necessarily like playing D&D in the morning.

Each session will be preceded by a 10 minute video call (Google Meet), and then gameplay will start at 9:10am (Foundry VTT, D&D Beyond). Note that character creation will commence before Session 0.

Session 0: Aug 27th

You are advised to attend Session 0

Use of Discord

Join your fellow players via Discord: discord.gg/7y7tMeTkDQ

Your character will be part of a party of five adventurers. After you have sent an e-mail to me in order to reserve a seat, attendance at Session 0 is highly recommended (August 27th). During that session, it’s a good idea to communicate with other players about your choice of race, class, and equipment. We’ll be using a combination of Discord, D&D Beyond, Beyond20, and Foundry VTT (in addition to this website) during the campaign. We'll also make use of Google Meet.

Use of Foundry

Please download Foundry VTT ahead of the campaign. It’s a reliable, well-supported virtual tabletop that we’ll be using throughout gameplay. All dice rolls — unless specifically requested live — will be handled through Foundry VTT using the Beyond20 extension.

Although Foundry offers character creation tools, you’ll be building your character in D&D Beyond, where you’ll have access to 20 official Wizards of the Coast sourcebooks. When you send me an email to join my campaign, as noted above, you will receive an email with your Foundry account/password, a link to the campaign itself and instructions on selecting a 3rd party player token.

Intro to Foundry VTT

The Player's Guide to Foundry — A helpful walkthrough for getting started.

Use of Beyond20

Beyond20 is a browser extension for Chrome and Firefox that seamlessly connects your D&D Beyond character sheet with Foundry VTT, Roll20, and even Discord. It allows you to roll dice, display spell cards, show features, and share item details directly in the VTT chat.

Once installed, Beyond20 adds roll buttons to your D&D Beyond character sheet — abilities, skill checks, saving throws, weapon attacks, spells, and more—making virtual gameplay smooth and interactive.

How to Install Beyond20

Visit the Chrome Web Store or Firefox Add-ons and search for "Beyond20." Click "Add to Chrome" or "Add to Firefox" to complete the installation.

The following resources are also useful with respect to use of Beyond20:

Levelling Up: XP?

XP progression is the same as standard D&D except that level 11 starts at 82000 instead of 85000. The early levels progress faster than the higher levels. Advancement will follow milestone-based XP thresholds, not the default 5E XP chart.

Session 1 >> Level 1, Level 2, Level 3
Session 2 >> Level 3, Level 4
Session 3 >> Level 4 ...

About 3-4 hours of gameplay will take place each session. In my campaign, levels are milestones in themselves. XP-based events/encounters are “fitted” within this framework. XP is awarded for more than just combat.Throughout the campaign you will all be rewarded XP and level up together.

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