Legends of the Sheldomar: The Missing from Moonwater
A great earthquake rocks the Sheldomar in Greyhawk. Sent as merchants to snare raiders, you uncover something far worse.
$10.00
/ Session
Details
Once / Saturday - 9:00 PM UTC
Mar 14
Session Duration / 4–5 hours
0 / 6 Seats Filled
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About the adventure
Set in the World of Greyhawk, this adventure unfolds in the quake-stricken Sheldomar Valley, where the earth’s fury has unsettled trade and emboldened those who test weakened authority. Dispatched in disguise as merchants to expose rising banditry near Moonwater, you expect a simple hunt. The signs you find suggest the matter is not so simple. The tremor was only the beginning. Something is organizing in its wake. This is Part I of a three-part arc introducing Legends of the Sheldomar, a grounded homebrew campaign rooted firmly in classic Greyhawk. Designed for 1st-level play (pregenerated characters provided), it rewards caution, tactical thinking, and players who understand that danger rarely announces itself plainly. It stands fully on its own as a complete one-shot, yet those who wish may carry their characters forward into the unfolding arc.
Game style
Tactical / Crunchy
Rules as Written (RaW)
Roleplay Heavy
Combat Heavy
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Knows the Rules, Storytelling, World Builder
About me
I have been running tabletop RPGs for over 40 years, starting at eight years old and never stopping. I’ve played and Game Mastered every edition of Dungeons & Dragons, Pathfinder, Call of Cthulhu, Shadowrun, and numerous other systems, with particular mastery in Pathfinder 1e, D&D 3.5, and the d20 ruleset. I am a rules-driven, high-preparation GM. I run tight tables with smooth pacing, high immersion, and meaningful stakes. My games balance strong roleplay with mechanically sound, tactically engaging encounters. I believe the rules matter, preparation matters, and player choices have consequences. My longest campaign ran three years, and I am currently running a deeply developed long-form homebrew campaign online approaching its one-year mark. I have also served as a Game Master for Pathfinder Society in St. Petersburg, Florida, earning organized play recognition during my time there. Professionally, I am an educator, which translates directly into my GM style: clear communication, structured sessions, strong facilitation, and the ability to manage different player personalities while keeping the game moving. I respect my players’ time and expect the same in return. If you’re looking for high adventure, real stakes, consistent rulings, and a GM who shows up prepared every session — you’ll fit in well at my table.
View Profile →Character creation
Creating your character
This adventure begins at 1st level. Fourteen customized and optimized pregenerated characters are provided, each built to showcase classic Pathfinder play within the Greyhawk setting. Players select from these characters at the start of the session. Each character includes a backstory hook tied directly to the Sheldomar Valley and the events of the adventure. No prior system mastery is required—everything needed to play is included. Players who wish to continue into Parts II and III of Legends of the Sheldomar may advance their chosen character forward.
I provide 14 fully prepared pregenerated characters at the start of the session. Each is mechanically sound and ready to play. This is an introductory adventure, and I will help you understand your character and the system as we go.
What to expect
Preparing for the session
This game is run on Foundry VTT with voice through Discord. Players will need: • A free Foundry account • A Discord account • A working microphone A private Discord server dedicated to the campaign will be provided prior to the session. All maps, character sheets, and game materials will be hosted through Foundry—no additional purchases are required. Cameras are encouraged to enhance table presence and immersion, but are not required. Please join the Discord server at least 15 minutes before the session to confirm audio and VTT access are working properly.
What Dungeon Master D brings to the table
Expect a focused, fully prepared session built entirely on custom content. Maps, artwork, tokens, handouts, and setting materials are original and crafted specifically for this campaign. I run immersive, tightly paced games with strong atmosphere and purposeful character voices. Combat is tactical and run by the rules. Clever play is rewarded. Poor decisions carry weight. The world responds. You can expect: • Custom maps and original artwork • Cohesive, living worldbuilding • Ambient music and sound design • Clear rulings and consistent mechanics • Meaningful choices with lasting consequences This is old-school in spirit. Player agency matters. Preparation matters. Danger is real. Heroic does not mean invincible.
Homebrew rules
This game is run Rules As Written (RAW). The system is treated as consistent and intentional. I do not use house rules that alter core mechanics.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Dungeon Master D creates a safe table
A Lines and Veils document will be provided prior to play so expectations are clear and boundaries are respected. Descriptions may be tense, but graphic detail is not the focus. If at any point a player is uncomfortable, they may message me privately or request a pause. Adjustments are made immediately and without discussion at the table. The goal is a game that feels dangerous in-world while remaining respectful and controlled at the table.
Content warnings
Safety tools used