This adventure starts out a little simple. The players were part of a small trade caravan traveling through the lands. The idea is that they took this easy job for free travel and some food while they wait for their stop.

At some point, when the caravan parks for the night, you hear noises and a faint yell from a nearby cave.
Through the cave they pass some golbins and a man on the brink of death. Through coughing blood he hands you a small crystal. He tells you to go to his friends up ahead. He tells you he needs you.

You go through the small hole in the cave wall and find yourself in a grand hollowed out chamber. Rain falls from the sky and water rapidly runs below you. At the end of the stone bridge you find a group of 3 people. They raise their weapons for a moment but lower them as you approach calmly.
They explain to you that they are from a slightly different world. One of them is wounded and a woman in white and red robes is tending to him. They tell you about a peril hitting their world. The wind has topped, the earth is rotting, the ocean boils and extreme heat from volcanic mountains is scourging all around it. They urge you to take their crystals and walk through the nearby doorway.

You pass through and a moment of disorienting darkness hits you. You open your eyes to green fields and a grand castle town surrounded by trees which have seen better days.
As a side note, this campaign made in Roll20 also features music by Kevin Mcleod! A lot of it is basic 8-bitty tunes, but it adds a fun dimension!

I have used some audio at the table before! For another campaign, Clear Skies, I would throw rain sounds over generic "fantasy" town ambience. Having a track run with woodland noises add a fun layer to the tabletop experience!
For those who have played it, here is where the campaign truly start. It's Final Fantasy 1 retold! The whole world is imported in Roll20 and I have set a few encounters all over the place. While generally it follows the plot of FF1, players can always go off the rails a little if they want.

Most NPC's will just give larger and extrapolated version of their FF 1 dialog. Some will mention the type of portal the party got here through, but wont be able to offer much insight.

They simply remark that people have gone missing and some that these portals have been seen here and there.
The heroes arrive in the town first and are greeted by land still mostly untouched by the worlds decay. It's residents still a little aloof about the dangers encroaching. They are directed to the castle. NPC's will remark how you look like a band of warriors strong enough to rescue the princess of Corneria.
The Castle itself has it's guards patrolling around and it's servants running their errands.
The players go to the top of the castle and speak to the king. He informs them about Garland, a knight who once fought for the kingdom but has changed over time. He has kidnapped the princess for an unknown purpose and the king is sending every one capable to get her back safely.

The king directs you to the north, to an old castle where Garland is holed up.
The heroes will trudge through the wilds to the north. A few Goblin encounters here and there later, they find the Temple of Fiends.

In it, Garland waits behind a door very close to the entrance and has a small group of monsters just off to the side to ambush careless players.

When confronted, Garland will mostly repeat what he said in FF1,
After what should be an easy victory, the party returns to town and delivers the princess back to her father. Much like in FF1, the King now has the bridge to the north finished. The party gets some time to rest or speak to everyone in the town or castle.

Soon they will find their way to the port town of Pravoka and run into Bikke the pirate and his crew.

Bikke will be arogant and boastful, needing only a slight nudge to start combat.

once defeated, he will hand over his boat in shame. He will come with you if no one in the party cares to pilot or maintain the ship.
The Elflands can be reached by boat and Bikke will help with directions if the party is lost.

The Elf will tend to have the same type of dialog from the original game, plus some extra about the portals. They heard one has appeared to the far West of the the Elf town.

The party will be lead to the dreadful Marsh Cave. There they must retrive the Crown of the Elf King.
Matoya offers a little more then a cry for help this time around! Once she has her crystal ball back, Matoya can enchant equipment! Only rarely will the party find definitive better gear in this world, they will find more elemental or status effective gear then things like "+2 Spiked/Barbed chain armor".

Matoya can also briefly look into the location of portals that may return the party to Faerun/Golarion/where ever. Or even ones that lead into other Planes!
Melmond rots. The poor little village is losing it's green look as it's residents turn sick, starve and perish. It's graveyard is a bit fuller in this version then it is in FF1.

The party is guided to the Cavern of the Earth. The townsfolk believe that the cave houses a Vampire that's causing this despair.

Once the party fights their way through the Cavern, they face the vampire and find the Star Ruby.
After traveling around a bit the party can come across the Titan's Cave. In it, a massive being guards a storeroom and the way to Crecent Lake and the Sage.

The Titan is unbothered by most things the players could tell him, but will ask for the Ruby if he noticed the party has it or talks about it.

He will move and allow passage to the party.

The party can return here every so often to hear the Titan talk about things he's seen. The Titan seems to know a little about the portals that appear and eludes to having met another group of adventurers only a short while ago.

From here, the party talks to the sage and learns of the Four Fiends. Powerful elementals that have returned and became restless for reasons unknown.