Introduction
The Story So Far: Four years ago, you all met at the wedding of your mutual friend, Jarvik Hatzinger. He was a dreamer, obsessed with the "Temple of Amiritza" and the lost Valarian Empire. In February 568 CY, Jarvik vanished into the Amedio Jungle to find it.
Now, a raven has arrived with a frantic message: Jarvik has found something big. He needs you to meet his contact, Barliman Azimar, at the Sasquatch Inn on Growfest 4. From there, you would journey south into the unknown. What secrets did the Azure Sea hold?
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.
You all met in 564 CY at Jarvik's wedding, 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. Perhaps the lure was the promise of treasure. What did Jarvik find?
Back then, you were all just travellers, mercenaries, or scholars — 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.
Setting: Greyhawk
We will be playing in a "homestyle" version of the classic Greyhawk setting (The Flanaess). Expect a dangerous, sandbox world where the Azure Sea is shrouded by a mysterious magical barrier and the jungles are filled with relics of a lost age.
- Tone: High adventure, exploration, and mystery.
- Danger Level: High. The world does not "scale" to your level. Some fights must be avoided; some treasures must be earned through wit rather than steel.
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
Start of Campaign
In my 60+ day campaign, there is a brief railroad that leads to Voldrun, in the Principality of Ulek, 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.
The following is a list of "rules" that will be discussed in Session 0 (September 14th, 5pm - 9pm). The primary goal of my campaign is exploration, adventure, and fun in a dangerous world. The environment and creatures are not always balanced for the party. Smart decisions, caution, and creativity are often more important than raw combat power. The intent is not to punish players with excessive rules or bookkeeping. These guidelines exist to support the tone of the world while keeping gameplay smooth.
1. Encounters and Danger
The world is not scaled to the party’s level.
- Geographic Danger
Some areas are more dangerous than others. If you venture deep into unknown regions, you may encounter threats far beyond your level. - Telegraphed Danger
Serious threats will usually have signs: rumors, strange tracks, ruins, dead caravans, or frightened locals. These warnings allow the party to choose whether to investigate, avoid, or retreat. - Running Away is Always an Option
Fleeing, negotiating, or avoiding combat are legitimate strategies.
2. Combat Tone
Combat is dangerous but not intended to be a constant death trap.
- CR Is a Guideline, Not a Rule
Encounters will vary in difficulty depending on where you are and what you choose to pursue. - Morale Matters
Many enemies will not fight to the death.- their leader dies
- half their group is defeated
- the battle clearly turns against them
This helps combat feel more believable and less grindy.
3. Resting
Resting follows the standard 5E rules with one clarification.
- Short Rest -- 1 hour
- Long Rest -- 8 hours
However:
- Safe Haven Requirement
A full long rest generally requires a relatively secure location such as a town, fort, or well-defended camp. Dangerous wilderness may interrupt rest if the party is careless. (This keeps wilderness dangerous without drastically altering class balance.)
4. Magic and Spellcasting
Spellcasting follows standard rules with minimal bookkeeping.
- Component Pouches and Focuses Work Normally
Common spell components are abstracted as intended by the rules. - Rare or Costly Components Matter
If a spell requires a component with a gold value or that is consumed, the party must acquire it normally. For example: diamonds for resurrection magic.
5. Injuries and Recovery
To keep the game moving, the campaign will not use lingering injuries or permanent stat loss.
- Dropping to 0 HP works exactly as in standard 5E.
- Magical healing and long rests restore HP normally.
Serious setbacks will come primarily from story consequences, resource loss, and dangerous environments, rather than permanent mechanical penalties.
6. Wilderness Survival
Travel and exploration are important parts of the campaign.
In remote areas:
- Supplies, navigation, and planning matter.
- Getting lost or encountering hazards is possible.
- Safe resting places may be rare.
However, these elements will be handled narratively and simply, without excessive bookkeeping.
7. Player Agency
Players are always free to:
- retreat
- negotiate
- avoid fights
- find alternate solutions
Many threats cannot be solved purely by combat. Creative thinking is encouraged.
8. Tone of the Campaign
This campaign aims for a tone closer to classic adventure fantasy:
- Exploration
- Mystery
- Dangerous wilderness
- Meaningful choices
But the focus is still fun and cooperation, not DM vs. players.
Schedule & Logistics
- When: Mondays, 5:00 PM – 9:00 PM PST.
- Start Date: Tentatively September 14, 2026.
- Tools: We will use Google Meet for video, Foundry VTT for our tabletop, and D&D Beyond for PC character sheets.
- Progression: Level 1 to 12 via Milestone leveling.
Joining the Game
Step 1: Secure Your Seat To join the party (5–6 players max), you must:
- Email the DM: prior to September 7.
- Attend Session 0 (Mandatory to keep your spot.)
Step 2: Session 0 Details
- Date: September 14 | 6:00 PM - 8:00 PM PST.
- Location: Google Meet (Link provided via email/Discord).
- Goal: We will roll stats, discuss party composition, and establish table rules.
Step 3: Creating Your Hero We are using the D&D 2024 Rules.
- Starting Level: Level 1 (Progressing to Level 3 by Session 4).
- Races: All 2024 Player’s Handbook races are available. (Note: Rare Greyhawk races unlock at Level 5).
- Stats: To be rolled during Session 0 or our first 1-on-1.
- Backstory: Your character should have a reason to know Jarvik Hatzinger (the wedding in 564 CY) and a motivation to head south into danger.
Technical Checklist
Complete the following after joining Discord:
- [ ] Create a D&D Beyond account (You will get access to my shared books).
- [ ] Install the Beyond20 browser extension (Chrome/Firefox).
- [ ] Ensure you have a working webcam and microphone for Google Meet.
- [ ] Join the Discord: [discord.gg/7y7tMeTkDQ]