Greyhawk's Crooked Moon
A mining crew in the Cairn Hills has gone silent, and their last reports mentioned unusual crystal.
$15.00
/ Session
Details
1 player following this game
Weekly / Thursday - 5:00 PM UTC
Session Duration / 4 hours
Campaign Length / 11–20 Sessions
1 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
The Impossibility Matrix — A Greyhawk Campaign It is 576 CY, and the Free City of Greyhawk is doing what it has always done: turning movement into money. The river brings ships, the roads bring merchants, and the Cairn Hills to the east bring ore, gems, and the occasional adventurer who has decided that a three-thousand-year-old tomb is really more of a business opportunity. It is a good city to be competent in, and a dangerous one to be careless in, and the difference is usually decided before you notice a choice was on offer. Then a mining concern stops reporting. Twenty-three workers are unaccounted for, which would ordinarily be a matter for the owners, the Watch, or somebody whose job already involves being crushed by falling rock. Except that Vi — artificer, investigator, and your patron — has instruments pointed at that hillside, and they have stopped agreeing with one another about whether the mine is occupied, abandoned, collapsed, intact, older than the hill it sits in, or not yet constructed. One of them has begun answering questions she never asked. She has disconnected it. It continues. She would like some competent people to go and look, and she has written to you, because she knows your names. This is a campaign about understanding something, not just killing it. Expect investigation, ancient dwarven engineering, negotiation with people who are not automatically your enemies, environmental puzzles, vertical spaces, guild politics that follow you underground, and combat that matters because it was chosen rather than assumed. The tone is classic Greyhawk with a dry sense of humor — the world is absurd in places and entirely willing to kill you in others, and it does not consider those two things to be in tension. Not every creature is hostile, not every ally is right, and not every villain thinks of themselves that way. Who it's for. Players who like mysteries, like asking questions before drawing steel, and enjoy a setting with real history and real consequences. We start at 3rd level using the revised fifth-edition rules, so you already have a few dangerous jobs behind you — bring a character with a homeland, one connection to Vi, and one connection to another player. You don't need to know a thing about Greyhawk; a full player's guide is provided, and everything you need is in the first three pages of it. We run a session zero, agree on lines and veils, and anyone can call for a scene to change at any point without explaining why. Nothing in this campaign is worth a bad evening.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Organized Play
Game themes
Meet the Game Master
About me
Hi, I’m DM Asmo – I specialize in crafting custom campaigns tailored specifically to each group’s unique style and preferences. Over the years, I’ve developed a passion for designing immersive adventures where every session is personalized and memorable. My approach is collaborative and detail-oriented: I work closely with you to build a rich narrative and dynamic challenges that reflect your group’s play style. Whether you’re seeking a story-driven epic, a gritty survival quest, or a quirky, offbeat adventure, my custom campaigns are designed to keep every player engaged from start to finish. I bring extensive experience, a love for innovative storytelling, and a commitment to quality that ensures every campaign is as unique as the heroes who undertake it. Let’s work together to bring your next unforgettable gaming experience to life! I look forward to forging epic tales with you
View Profile →Character creation
Creating your character
Character Creation in Custom Campaigns Starting Level Characters typically begin at Level 1, but this can be adjusted depending on your group’s desired tone and experience. Whether you're fledgling apprentices, disgraced nobles, or unlikely allies pulled into something bigger, starting small makes your growth—and your choices—feel earned and impactful. Session 0 & Creation Timeline All character creation happens during a dedicated Session 0, where we align your backstories with the world, build meaningful PC relationships, and customize the campaign to reflect your party’s motivations and goals. Whether you want noble intrigue, supernatural horror, or full-blown pirate chaos, it all begins here. Stat Generation Choose between point buy or standard array—both encourage balance and intentional builds. If you're aiming for a more heroic or gritty feel, we can tweak this system during Session 0. Character Sheets & Tools We’ll use D&D Beyond for character management and Foundry VTT for immersive, digital play—with full integration. If you’re new to the tech, I’ll guide you through it step by step. Sourcebooks & Content Rules All official WOTC content is welcome (Tasha’s, Xanathar’s, MotM, etc.) UA, third-party, and homebrew content is by request only—if it fits your character’s story and the campaign tone, we’ll talk it through Homebrew options may also unlock through play, based on story progression Narrative Focus Every campaign is tailored to your party’s emotional and thematic core. Whether your characters are bound by vengeance, duty, ambition, or fear, I’ll weave your arcs into the world. Characters with clear motivations, strong ties, and space to evolve thrive in these custom stories.
What to expect
Preparing for the session
Tech Requirements Microphone: Required — clear audio is essential for roleplay, teamwork, and horror immersion. Webcam: Optional — not required, though welcome if you enjoy face-to-face play. Up to Date Brower & Stable Internet: We’ll be playing through Foundry VTT for maps and gameplay, and using Discord or Google Meet for voice chat.
What Pacts & Polyhedrals - Asmo brings to the table
🎲 Gameplay Environment Platform: Foundry VTT — fully integrated, atmosphere-rich experience with dynamic lighting, soundscapes, and journal entries. Voice Chat: Discord or Google Meet, whichever fits the group best. Session Length: 3–4 hours per session, with story-focused pacing. Player Level: 1 to start, progressing to level 8+ by the finale. 🗺️ What I Provide Custom Maps: Original Handouts & Artifacts: Rich Lore & Worldbuilding: Session Recaps: 🎭 My GM Style Tone: Starts grounded and eerie, evolves into paranoia, dream-horror, and full-blown existential dread. Voices & NPC Flavor: Yes, I do character voices. Expect whispers, gurgles, and cryptic messages. Ambient Music & SFX: Composed and Curated audio landscapes that match each scene. Combat: Tactical and meaningful—every fight matters. Rule Style: Rule of Cool > RAW when it enhances story or player creativity. That said, I do know the rules and can run tight encounters when needed. 🧠 What I Expect from Players in Custom Campaigns Collaborative Storytelling: You don’t need a five-page backstory—but you do need to bring curiosity and care. These campaigns are built around your characters, so who you are (and who you become) will shape the world. Consent & Safety First: Whether you want intense horror, heartfelt drama, or chaotic comedy, your comfort is key. We’ll set clear boundaries together and use group-voted safety tools to ensure everyone has fun. Session 0 Included: Every custom campaign begins with a collaborative Session 0. We'll workshop characters, align themes, and lay narrative groundwork to make sure everyone has meaningful personal arcs. Final Vibe Check My goal is to build a campaign that feels like your story—not just another module. Whether you want emotional depth, corporate satire, or eldritch terror, we’ll design the tone and pace together.
Homebrew rules
House Rules (Mechanics) Next, review any house rules or custom mechanical tweaks your table will be using. This ensures everyone understands how you’ll handle certain situations differently from the D&D 5e core rules. In our game, we’ll be using a few house rules to amp up the fun and keep things flowing. Powerful Critical Hits: We’re using a variant to make critical hits more exciting (and deadly). Whenever you score a natural 20 on an attack, instead of the normal “roll damage dice twice” rule, you maximize the damage dice and then roll them once. In other words, a crit automatically deals the maximum damage your weapon or spell could do, plus you get to roll the damage dice and add that on top. (We still add any relevant modifiers at the end as usual.) This way, critical hits feel truly powerful – a reward for your heroic strikes! Example: If you crit with a longsword (which normally does 1d8+STR damage), under this house rule you’d deal 8 damage (max of 1d8) + roll 1d8, + your STR mod. Blind Death Saves: To heighten the tension of those moments between life and death, we’ll be rolling death saving throws “blind.” This means when a character is unconscious and making death saves, the outcome won’t be immediately public. One way to do this is the DM rolls the death saves in secret (or the player rolls but doesn’t announce the number). The table will only know if the character ultimately stabilizes, remains unconscious, or dies – not the exact count of successes or failures in the moment. This simulates the uncertainty of hovering at death’s door; your character wouldn’t know how close to the light they are, and it keeps everyone on edge. (Don’t worry – the DM will keep track honestly. If you’re at 2 fails, your character certainly feels an ominous chill!) Potion Handling: Gulping down a healing potion in the heat of combat should be quick. Our house rule is: drinking a healing potion yourself is a Bonus Action, while administering a potion to someone else is still a full Action. This encourages clutch self-heals without completely sacrificing your turn. Additionally, to keep things fast, we’ll stick with standard healing roll results (no max-heal freebies unless a feature grants it). For example, if you have a healing potion, you can quaff it on your turn as a bonus action and still attack, but if you want to feed it to a fallen ally, that takes your action (since you have to fumble with pouring it down their throat).
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Pacts & Polyhedrals - Asmo creates a safe table
In Session 0, we'll establish clear boundaries and expectations to ensure a respectful and enjoyable experience for everyone. We'll use Stars & Wishes as a regular tool to reflect on what’s working, what could improve, and what players are excited to see more of. We'll also outline and discuss any content sensitivities, and build a shared understanding of the game’s tone. Open communication is key—if at any point a player feels uncomfortable or needs to adjust something, I’m always open to feedback and additional safety tools. My goal is to create a game space that supports immersion, creativity, and trust—where we can explore horror and mystery without ever sacrificing comfort or consent.
Content warnings
Safety tools used
