Introduction

I began working on this hybrid campaign over 3 years ago, and since then, it has grown beyond what it was originally. Initially based on Tolkien’s Middle-Earth, playable races in my campaign are listed on pp. 186–196 of the Player’s Handbook. To me, your character’s race is less important than its class, but it could come into play regarding your backstory, especially if you decide to go beyond the bounds of the 10 listed PHB races.

On p. 17 of the Greyhawk Campaign Guide, note that there are 9 additional races listed than what appear in the 2024 Player’s Handbook. These races will be available to you once level 5 is reached; with regard to your choice of race, let me know your intentions ahead of time. (Note: In my homestyle world, not all areas are free from discrimination.)

About the Campaign

In my 60 day campaign, there is a brief railroad that leads to Voldrun, in the Principality of Ulek (Greyhawk), but from there, players could go in any direction. The campaign is centered around the Azure Sea and the Amedio Jungle, lying far to the south of Gryrax. In recent years, rumors and tangible proof alike have begun to surface — items of great power, relics of lost empires, and signs of immense wealth have found their way northward into Gryrax’s markets and vaults. These treasures are said to originate from the southern reaches of the world, beyond the known trade routes, in lands long shrouded by jungle, ruin, and secrecy. Your friend Jarvik got himself caught up in all this.

Start of Gameplay: Voldrun

Travelling from different parts of Oerth, you all promised to meet at the Sasquatch Inn on Growfest 4. Expecting to depart for Gryrax two days later at 10am, you all faced a journey of six days to reach your destination -- and needed supplies to reach it by 5:30pm (food, water, etc).

Players will need to decide together what is best. In my campaign, players 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 dangerous 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" (Source: The Lord of the Rings).

Gameplay Overview

Starting on March 16, 2026, tentatively, each session, is 4 hours from 5pm to 9pm PST each Monday. 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. This old D&D world has a lot to offer -- and I have used it as a base for all my homebrew content.

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 4; using D&D Beyond, send me a PDF of your completed character. By session 4, your character will be at level 3. By session 60, you will be at the end of level 9. By that time, level 10 will just be around the corner. The campaign will end at level 12.

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. The "inner core" is a homestyle world.

There are some things that your character is well aware of, like the barrier around a newly found landmass; 4 years ago, your character heard of sailors who encountered a strange magical barrier around an archipelago in the Azure Sea; some never returned.

  • 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. Survivors who made it to Fort Easthook reported that the inner seas were home to Krakens and other monsters. As a result, many sailors refused to venture into the heart of the Azure Sea. Despite the danger, however, some sailors persisted and managed to return with treasures.

Like in Ghosts of Saltmarsh, you will be going out to sea. You will find a lot of information online associated with Greyhawk, including Anna Meyer's Maps, as found at Greyhawk Online. The background that you come up with should be associated with this Flanaess region of Oerth. As of late, items of great power and signs of great wealth were flowing into Gryrax from the southern areas. Perhaps Jarvik was onto something; “Get rich quick,” he always said. “I hope you are all doing well, and are staying out of trouble. As I always said, heading out to sea has its own particular challenges. Enjoy your stay in Gryrax. May you all experience safe travels after departing Gryrax!”

Significant Events

  • 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 first 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 Gryrax, 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 travellers, 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 & 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. Starting with his wedding in 564 CY, Jarvis brought you all together.

Over the years, you all crossed paths again and again, whether in taverns, trade routes, distant battlefields 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, each of 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. Jarvis was always in the back of your mind; the 20 day, 560 mile voyage to Fort Blackwell was acceptable to each of you.

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 Blackwell, 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 Blackwell 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. Once you are in Gryrax, seek out Barliman Azimar at the Selkar Inn (distance from Voldrun: 108 miles; 36 hours @ 3 mph). Once you are there, meet him on Planting 4 at 7pm. He will provide you with necessary funds to sail to Fort Blackwell. Make sure you are well-prepared for the Amedio Jungle. I will expect you on Planting 27."

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?


Bound for Gryrax, near the Azure Sea, for many of you, this would be the furthest south you have gone. 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?

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