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).

Start of Gameplay

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.

House Rules

In 5E, characters have a massive amount of "action economy" and healing, which can make them feel invincible. To shift my game Towards the grit of 3.5E, and more peril, my homestyle-based Greyhawk world has dangers that can't always be avoided; be mindful of your resources, as well as your character's sense of safety. Some dangers may spring out of nowhere. There will also be moments of tranquility.

1. I will be bringing back "negative HP" and Lingering Injuries (3.5E/Homebrew). In 5E, "Whack-a-Mole" healing is a problem. If a player drops to 0 HP, and then gets 1 HP of healing, he/she is back at 100% efficiency.

  • The 3.5E Buffer: Instead of 0 HP being a simple "save or die" state, use a negative buffer. If a player reaches negative HP equal to their Constitution Score, they die instantly.
  • Lingering Injuries: Every time a character is reduced to 0 HP or takes a Critical Hit, they must roll on a Lingering Injury table (found in the DMG). A broken rib or a scarred eye provides a mechanical penalty that doesn't go away with a simple Long Rest.

2. Use of "Gritty Realism" resting will be in place. The biggest reason 5E characters feel overpowered is because they get all their "God-powers" back every morning.

  • The Change: A Short Rest is 8 hours (a full night's sleep) and a Long Rest is 7 days in a safe haven (like in Greyhawk or a Fort).
  • The Peril: In the Amedio Jungle, you will rarely find 7 days of peace. You will have to survive on short rests and limited resources, making every spell slot a life-or-death decision.

3. Ability Score Damage & Drain (3.5E/AD&D). In modern D&D, monsters only damage HP. In older editions, they also attacked your stats.

  • The Peril: I will be introducing monsters that deal Strength or Constitution damage.
  • The Stake: If your Strength hits 0, you are paralyzed. If your Constitution hits 0, you die. This bypasses the HP "buffer" and makes players terrified of even low-CR creatures like Shadows or Stirges.

4. Zone-Based Danger & "Hard" Encounters (Sandbox Style). Since I will be ignoring CR, I will be using the 3E Concept of "Encounter Levels" rather than 5E's "Balanced Encounters."

  • Telegraphed Danger: You will given clear warnings (burnt-out wagons, massive footprints, local rumors). If you choose to stay on the road, you might face Level-Appropriate threats. If you wander into the "Deep Jungle," you might stumble into a CR 15 Dragon at Level 3. In some cases, you might be able to talk your way out.
  • The "Escape" Mechanic: 5E doesn't have great rules for running away. I shall be borrowing the Chase Rules from the DMG or the Skill Challenge system from 4E to make "The Great Escape" a mechanical encounter where failure means being captured or facing another type of setback/penalty.

5. Restricted Magic & Components (Old School). Magic in 5E is very "clean."

  • Enforce Material Components: If a spell requires a diamond or rare herbs, you must find them in my game world. You cannot just use a "Component Pouch" for everything.
  • Demigod Interference: In my game, some demigods can go rogue, where certain high-level spells, like Teleport or Revivify, require a "Willpower Save." Some situations may even require a special ritual.

6. Morale Checks (Basic D&D/3E). In 5E, enemies often fight to the death. In a sandbox, the world should feel more realistic.

  • The Rule: When a leader dies or half the enemies are down, I will roll a Wisdom (Morale) Save for the monsters. If they fail, they will flee or surrender.
  • The PC Side: I will force PCs to make a "Frightened" check when facing something out of the ordinary or gargantuan (like a demigod).

7. Flare-Ups, CON Drains and Recovery (Homebrew Rules).

  • Flare-Ups: Sometimes when you use high-level magic or lose a certain amount of HP, leaving a trail of blood, those associated with a demigod might become aware of your (approximate) whereabouts. In some areas, you are advised not to stay in one place for too long.
  • The Constitution Drain (The "Rot"): In 3.5E, certain undead and poisonous creatures didn't just take your health; they took your permanence. I will use this table for jungle diseases, venomous bites or flare-ups that occur.
  • Recovery: Unlike in 5E, these losses in the above table do not return on a Long Rest. They require a Lesser Restoration spell or 1d4 days of "Bed Rest" in a safe haven (like Greyhawk).

8. Lingering Injuries (The "Grim Reality" Table). In 5E, you are either 100% fine or unconscious. I will use this table whenever a character takes a Critical Hit or drops to 0 HP.

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]

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