Legends of Greyhawk
A D&D 5e Adventurers League campaign.
The Free City of Greyhawk sits at the center of a world with a long memory. Old temples get repurposed by worse things than their original tenants. River towns operate under law that doesn’t answer to any king. Spies go dark in the swamp and no one asks too many questions about why. The work tends to involve finding people who don’t want to be found, in places that don’t want to be visited, alongside guards who don’t want to be bribed — and usually some combination of all three.
The party started in Hommlet, where the trouble was organized enough to have a hierarchy. Now they’re in Nolb, where the Pirate Queen keeps the peace by being the most dangerous thing in it. The spy they’re looking for hasn’t come back from wherever the Queen sent her. The south road is iced over in summer. Something is waiting in the dark at the end of it.
Sessions
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A Village Called Hommlet (May 9, 2026) — A Village Called Hommlet: The party uncovers a hidden cult and captures a spy in the village of Hommlet, earning the trust of the local militia.
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Havoc and the High Seas (May 30, 2026) — Havoc and the High Seas: An orca in the breeding ground, a stinger gone missing, a cabinet that fights back. The Tallyho made it through the Laughing Skull Atoll. Barely.
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Session 1 (May 23, 2026) — Concussive Charisma: A Perception nat-20 springs a trap before it springs itself. The Pirate Queen wants her dogs. The dwarf tied to the tree has something moving under his skin. And at the bottom of the cave, a gnome with white hair and a green streak.