Weekly Megadungeon Crawl in the Abomination Vaults (5e)

Weekly Megadungeon Crawl in the Abomination Vaults (5e)

Gauntlight’s beacon flares—delve the Abomination Vaults beneath Otari and stop what’s waking in the dark.

TYPE

Campaign

LEVELS

1–11

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
3 NEEDED TO START
$30.00

/ Session

Details

Weekly / Sunday - 8:00 PM UTC

Session Duration / 3.5–4 hours

Campaign Length / 10–15 Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

In the seaside town of Otari, an eerie, landlocked lighthouse called the Gauntlight begins to glow again—an omen that something old and malicious is waking beneath the ruins of Gauntlight Keep. Your party takes the job to investigate, only to uncover a sprawling “megadungeon” of sealed vaults, forgotten experiments, and the remnants of a would-be army of monsters—still guarded by traps, beasts, and restless dead. This campaign is built around tight, map-forward dungeon exploration: room-by-room problem solving, tense encounters, and long-term choices as you decide when to press deeper and when to retreat to town to recover, resupply, and follow leads. Expect a steady mix of tactical combat, environmental hazards, secrets to uncover, and NPCs with useful information (and complications) tied to what’s happening under the lighthouse. Abomination Vaults is for players who enjoy dungeon crawls with a horror edge and a clear throughline mystery, starting at 1st level and running through an 11th-level conclusion. The adventure also explicitly flags mature themes (including suicide, ableism, body horror, and human experimentation), so we’ll set boundaries up front and adjust presentation as needed to keep the table comfortable.

Game style

Combat Heavy

Dungeon Crawl

Roleplay Lite

Tactical / Crunchy

Meet the Game Master

5.0

(53)

DMs Guild Writer
Game Designer

4 years on StartPlaying

1231 games hosted

Highly rated for: Knows the Rules, Visual Aid, Creativity

Average response time: Under 1 hour

Response rate: 100%

About me

Hi, I’m Darren Ruckle, a professional Dungeon Master with over 45 years of tabletop experience and 4 years as a full-time pro GM. I specialize in tactical, combat-focused campaigns that challenge players to think, plan, and fight smart. My tables reward teamwork, positioning, and smart resource management—where every encounter feels earned and every victory matters. All my games run on a custom-modded Foundry VTT setup with clean automation, dynamic lighting, and high-quality battlemaps built for fast, fluid combat. You’ll spend less time on setup and more time in the action. If you enjoy structured adventures, gritty dungeon crawls, and combat that actually makes you sweat, my tables are for you. I take pride in consistency, clarity, and professionalism—running on time, keeping communication clear, and delivering the kind of tactical experience that keeps players coming back. Let’s roll initiative.

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Character creation

Creating your character

Character creation discussion of the party makeup and options will be in discord in its on separate channel. Characters will be created in the FoundryVTT platform. A link to a DnDBeyond campaign with book sharing enabled for character theory crafting will be provided.

What to expect

Preparing for the session

Please have a working mic and discord downloaded and tested. Everything else is provided by the Game Master.

What Darren brings to the table

I have my own discord channel. I self host the FoundryVTT server on a great connection.

Homebrew rules

Abilities & Conditions Custom Player Backgrounds are allowed. You can have up to 2 Heroic Inspirations per character. Divine Intervention cannot be used to cast the Hallow spell. When you Grapple a target, you move into their space. While you have the target grappled, you share the same space. The Prone condition gives advantage to melee attacks (even with reach weapons) and ranged attacks that are within 5 feet. There is no disadvantage on other attacks. Stealth rules remain unchanged from PHB.14. Saving Throws: A 1 is always fail and a 20 always succeeds. If you are not proficient in a saving throw, you still get half of your proficiency bonus to the save. Anything that removes poison also removes disease. If a Dexterity Saving Throw was needed to avoid a specific condition (Blinded, Deafened, Paralyzed, Poisoned, or Stunned) is failed and repeated saving throws are allowed to recover from that condition, the saving throws switch to Constitution saves. Spells AOE spells that are not instantaneous (i.e. Grease, Spirit Guardians, Web, etc.) - The targets are under the effect immediately when the spell is cast, when they first enter the AOE, or when they end their turn in the AOE. You can only take the effect once per turn. Forced movement into the AOE is allowed and the effect should happen. Absorb Elements is banned. Forcecage has a DEX save. Otto's Irresistible Dance: Creatures that are immune to the Charmed condition are immune to this spell. Ray of Enfeeblement: if you succeed on the save, you get Disadvantage on the next Strength-based D20 Test. Simulacrums cannot cast the Wish spell. Combat New (old?) action added: Delay - You can delay your turn to another spot in the initiative order. Any summoned creature of yours will still take its turn after yours. You may convert your action into a bonus action. If you cast a spell or use an item that summons a creature: you only summon one creature and it always takes its turn right after yours. The only limit on casting more than one spell on a turn is built into Quickened Metamagic. This removes the bonus action casting rule from PHB.14 and the spell slot limitation in PHB.24 A character can only switch weapons once per turn. Escaping a grapple only takes one of your attack actions. Your off hand attacks include your ability modifier for damage. A character falls 200 feet per round. You gain one level of exhaustion every time your HP is reduced to 0. Advantage/Disadvantage stacks, but the final result is either advantage/disadvantage/even. (Example: firing at a restrained creature in magical darkness: advantage for attacking restrained, disadvantage for firing at a target you cannot see, advantage for firing at a creature that cannot see you = net results to advantage on the attack.) 3 advantages + 1 disadvantage = advantage 4 disadvantages + 2 advantages = disadvantage 2 advantages + 2 disadvantages = even

Equipment needed to play

Internet

Computer

Microphone

Safety

How Darren creates a safe table

Please expect descriptions of violence and there is a possibility of character death. I have the Safety Tools Foundry module enabled.

Content warnings

Safety tools used

Frequently asked questions