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Book One

The End is the Beginning



  • Chapter 1 In which WE MEET OUR HEROES, a MOTLEY CREW, having had some success in the past, now COOLING THEIR HEELS in a fine old tavern known as THE KING’S CUP.
  • Chapter 2 In which OUR HEROES FLEE THE CITY in an UNGRACEFUL MANNER.
  • Chapter 3 In which the HEROES ARE EMBARRASSED to FIND THEMSELVES LOST; a SILENT TEMPLE, LONG ABANDONED; and a CASE of MISTAKEN IDENTITY.


    An adventure for five to six players, level 2-3. The story takes place in the city-state of Grun, which borders on the Sea of Starfell; a custom campaign world. Core & Essentials D&D races and classes are allowed with DM approval.
*Playable Races*
The following are Playable Races in this Campaign, and are acceptable without modification.
Human, Halfling, Half Elf, Elf,
Dwarf, Dragonborn, Gnome, Goliath,
Tiefling, Bugbear
Limited Races
The following races must be modified to fit in the campaign world.
Drow, Eladrin

Other Races
Other races not listed here require DM approval.

*Deities*
Pelor, Sehanine, & the Raven Queen
Other Gods

*Clerics, Templars and Paladins*
Clerics of Pelor
Paladins of Pelor, Templar
Clerics of Other Religions


The story begins one Autumn day inside the fortified coastal city-state of Grun. The uncomfortable "troubles" of monarchical succession, which lasted two decades, are now six years in the past. The years of peace have begun to overwrite the terrors brought on by squabbling for the throne.

The city of Grun has grown prosperous again, and the dock-yards are bustling with merchant traffic bound for Grun’s sister cities. The gates are clogged with wagons bringing goods to market, and the business is booming. Needless to say, times are rough for a mercenary.


The adventure log for this chapter can be found here.

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