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Ashes of the Last Delve
Adventurers are all but extinct and magic is dying. Welcome to the last generation of heroes—if you fall, the world falls with you.
$15.00
/ Session
Details
Weekly / Monday - 11:00 PM UTC
Session Duration / 2.75–3.25 hours
5 / 5 Seats Filled
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Schedule
About the adventure
Fifty years ago, a civil war split the Adventurers' Guild in two. At its heart: a bitter moral divide over the use of living sacrifices to empower the world's dungeon-born magic. Once a guild 10,000 strong, only a rumored hundred remain—hunted, hiding, or worse. The gods are silent. The dungeons are unstable. Magic is unraveling. You are among the last. Retired adventurers or untested apprentices, cast across the world by the God of Dungeons in a desperate gamble. Your journey begins in a land you've never heard of, among ruins of a lost civilization, where the last threads of magic are fraying. With nothing but a spark of power and a whisper of destiny, you must delve, survive, and rebuild what the world has lost. Ashes of the Last Delve is a grim, mythic, post-fantasy campaign inspired by Knights of the Old Republic, Darkest Dungeon, and Dark Souls. Expect a world in decline, brutal dungeon crawls, deadly choices, and complex companion NPCs who may change your fate. This is a rogue-lite D&D experience with permanent consequences, evolving challenges, and player-driven progression. This game is for experienced players who enjoy emergent gameplay, tough moral decisions, layered storytelling, and unpredictable dungeon delves. You don’t need to optimize, but you do need to think. There is no chosen one—only those who remain standing. NOTE: Part of the reason I have created this game is to playtest a couple modules that I have been developing, so feedback on those is definitely appreciated! I normally charge $25-30 per session, but have discounted this game because of this reason.
Game themes
Meet the Game Master
2 years on StartPlaying
194 games hosted
Highly rated for: Creativity, Storytelling, Rule of Cool
About me
In my time as a Game Master (GM), I have developed a distinct and engaging approach to storytelling in the realm of tabletop role-playing games (TTRPGs). My journey in this captivating world began with a deep-seated passion for rich and immersive narratives. This passion drove me to delve into a wide array of games, ranging from high fantasy epics to complex modern mysteries. At the core of my GM style is a commitment to player-centric storytelling. When creating campaigns, I aim to put the spotlight on the characters' backgrounds, ambitions, and development, ensuring that every player feels integral to the evolving story.
View Profile →Character creation
Creating your character
Session 0 required – character creation will occur before the first session. This will be done one-on-one leading up to the first session Starting Level: 3 Stat Generation: Modified Standard Array: 16 14 14 12 10 8. No ability can be higher than 18 at session one, including the addition of racial bonuses. Allowed Content: All officially published Wizards of the Coast content No homebrew classes/races without GM approval Custom backgrounds encouraged (especially to tie into the fallen Guild or moral sides of the civil war) Tone Fit: This is a campaign about survivors, legacy, and moral decay. Edgy loners are fine, but party cohesion is not optional. Play your character, but also play the game with your party members. I believe that all players are equally responsible for the fun of every other player at the table. Themes: Betrayal, desperation, lost knowledge, divine manipulation, mythic consequences Players must select one of the following character types: 🛡️ Retired Adventurer – grizzled, skilled, once great 📜 Apprentice – newly inducted, potential yet to bloom 🧪 Survivor – not trained, but touched by fate and clinging to life Or, if none of these suit your fancy, we can talk about it in our session 0 and come up with something that does.
What to expect
Preparing for the session
You will need a webcam and mic as well as an account for Discord. You should be familiar with the rules, and can either approach me with a character already created during our session 0, or we can create one together. If you are approaching with a pre-made character, know that there might be some things that we have to tweak, but I will try my best to honor the "spirit" of the character.
What Kaleb brings to the table
I will provide rules documents for our homebrew, the best voices I can (which will be mediocre at best), and libraries of music. Choices will matter, combat will be tactical and impactful, and dungeons will be plentiful and interesting. I definitely lean more towards the Rule of Cool side of things, at least in the moment. I prefer a more "yes, and" style of DMing as much as possible, and believe that most rules debates or discussions should happen outside of game time. I ask that for the most part we just go with whatever ruling is made in the moment, and if needed we can talk about it after the game if something needs to be tweaked. Dungeons and Dragons is a hobby, and I, like any other player, am always learning!
Homebrew rules
This campaign uses custom-designed roguelike mechanics to create a deadly and dynamic delving experience: Dungeon Progression is Node-Based – Each dungeon is semi-randomly generated using modular “nodes” (e.g., puzzle, elite battle, ambush, rest, treasure, boss). Players must choose their path wisely. XP Only Comes from Dungeons – Mystical braziers at the end of each dungeon offer experience in exchange for loot or in recognition of accomplishments. Exploration and roleplay yield story benefits, but not levels. Death is Permanent (Though by no means should it be often) – Character death is real. I believe that without the potential for character death, there are no stakes in the game, and so no choice matters. That being said, I do not aim to kill player characters, and firmly believe that any player character death should largely be up to the player whether by willing, memorable sacrifice or by a string of very bad decisions that lead to an ultimate demise. Evanescent Items – Powerful rewards granted in dungeons, but fade after the dungeon ends unless special conditions are met. They often house Bound Spirits—sentient echoes of past heroes and monsters. Camp Companions – Build up your own mobile sanctuary. NPCs join over time and offer crafting, boons, lore, or even join delves. Players choose who to bring and who to leave.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Kaleb creates a safe table
I will provide a link to the Monte Cook consent document.
Content warnings
Safety tools used
