The Last Light of Halruaa
A doomed, roleplay-heavy D&D 5E campaign set in Halruaa in the final days before the First Sundering.
$20.00
/ Session
Details
Weekly / Friday - 11:00 AM UTC
Session Duration / 3–4 hours
0 / 6 Seats Filled
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About the adventure
The Last Light of Halruaa A doomed campaign of love, legacy, and the final days before the First Sundering Long before the famous northern empires of the Forgotten Realms, in the far south stood Halruaa, a land of wonder, a cradle of high magic, a place of sky-dreamers, spellships, and star-scholars. One day, the scattered survivors of this fall will shape the Halruaa that rises after the Sundering. This is their story. And it is a story with an ending. The world is changing. The Weave trembles like a living thing in pain. The stars flicker. Animals flee inland. The air tastes of lightning and prophecy. No one can explain it, not the priests, not the archmages, not the wisest elders, but everyone feels it. Something vast is coming. Something ancient. Something final. You will not stop it. You cannot stop it. But you can choose what your last days mean. You will play the last generation of Halruaans, the final heroes of a brilliant magical nation. Your names will not survive the Sundering. Your cities will fall. Much of your magic will be lost. But your choices will echo across millennia. What This Campaign Is About Love in the Last Days Romances that bloom under a dying sky Friendships forged in crisis Old wounds healed because there is no time left to carry them Heroism Without Victory You cannot save the world. But you can save someone. A village. A child. A library. A single, fragile truth. A spark of hope carried into the next age. A World Breaking Apart Arcane storms and tidal waves The Weave tearing open, magic twisting into wild new forms The land itself reshaping beneath your feet Legacy Instead of Triumph Your characters will not live to see the new world. But they will shape it. Their sacrifices become the myths that the reborn Halruaa is built upon, the whispered prayers of future mages who fear another catastrophe. A Beautiful, Tragic Ending The final session is not a simple boss fight. It is a moment of choice. A moment of meaning. A moment where your characters decide how they meet the end, together, defiant, compassionate, unforgettable. This is not a campaign about winning. It is a campaign about mattering. If you want a story that will stay with you for years, a story of courage, connection, sacrifice, and the last light before the world breaks, then step into the final days of Halruaa. The Sundering is coming. But so are you.
Game style
Roleplay Heavy
Game themes
Meet the Game Master
About me
Hi, I’m Lew. I’ve been GMing for about 11 years, and I’m all about roleplay, character moments, and stories that actually go somewhere. I’ve run a whole mix of systems over the years and I love jumping between different genres and rulesets. Epic fantasy, gritty drama, weird experimental stuff. I’m happy to shape the game around the players at the table. My GM Style Roleplay first, but combat still counts. I love getting into character, digging into motivations, and letting your choices drive the story. When combat happens, it’s there for a reason and it should feel tense, fun, and important. Rules that support fun, not block it. I know the rules and I use them, but I’m a big fan of cinematic moments and the “rule of cool.” If you pitch something awesome that isn’t exactly in the book, I’ll usually try to find a way to make it work. Tone that fits your group. I can go full serious and immersive, or keep things lighter and more relaxed. We’ll talk about it in Session 0 and decide together what kind of vibe you want. A Bit About Me GMing for 11 years across a bunch of different systems Spent the last 2+ years introducing new players to D&D and helping them get comfortable at the table GM for Lads, Lasses & Liches (stream/YouTube) Appeared as a player on BardShots Heading to UKGE this year I’m very used to mixed groups, brand‑new players and veterans at the same table and I do my best to make sure everyone understands what’s going on and gets moments to shine. Content, Safety & Table Culture We always start with a Session 0 to talk about tone, themes, and boundaries I use safety tools and regular check‑ins so everyone feels comfortable Mature themes and language can absolutely show up, but only if the group is on board Tech & Tools All my games run on Foundry VTT, hosted via The Forge, so it’s super easy to join: No software to buy No downloads needed Just a browser and a decent internet connection I handle all the maps, handouts, tokens, and tech, so you can just log in and play. Campaigns & One‑Shots I love long campaigns where characters grow, form relationships, and leave a mark on the world. That said, shorter arcs and one‑shots are also great for trying new ideas, systems, or vibes. If you want a GM who will invest in your characters, respect the rules without being ruled by them, and shape the game around your group, I’d be very happy to have you at my table.
View Profile →Character creation
Creating your character
Characters will start at level 7 and should be created before Session 1, with at least a clear concept in mind for Session 0. You are already an established adventurer with real experience and a history of doing things that matter. Even though the world is ending, your character is not someone who shrugs and says “why bother.” They want to make a difference, no matter how small, and they care enough about people, places, or ideals to keep trying in the face of the coming Sundering.
What to expect
Preparing for the session
Having discord and the ability for webcam & microphone is a must. We will use Foundry VTT, that will be hosted by The Forge, so an account (free) with The Forge will be needed.
What Lewis brings to the table
You can expect a cinematic, character driven game with a strong focus on roleplay, mood, and meaningful choices. I lean into the emotional weight of scenes, give your character space to feel things and make hard decisions, and then back that up with clear stakes in the world. I use ambient music and description to set the tone, and I do character voices where it helps distinguish important NPCs, but I always prioritize clarity over performance. Rules wise, I follow the core rules of 5E, but I am not interested in arguing over technicalities. I aim for rulings that are fair, consistent, and in service to drama. I embrace the Rule of Cool when a bold idea fits the fiction and the moment, and I will often reward creativity with advantage, inspiration, or narrative impact. Combat will be present and can be intense when it matters, but this is not a tactical war game. Fights are there to reveal character, raise stakes, and force choices, not to bog us down in grid micromanagement. I provide a Session 0 to align expectations, discuss themes, and connect your characters to one another and to Halruaa. I also use basic safety tools and check in with players to make sure the tone remains intense but comfortable. My goal is to give you a story that feels personal, collaborative, and memorable, where your character’s decisions genuinely shape how this world ends and what survives into the next age.
Homebrew rules
Drinking potions as a bonus action, feeding to another is an action. Flanking is not included in my games. Death saves will always be blind, seen by just the GM
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Lewis creates a safe table
This campaign deals with heavy themes, so we will use clear safety tools from the start. Before Session 1, I will send a simple Lines and Veils form so you can privately mark what content is off-limits or should be fade-to-black only. In Session 0, we will go over tone, themes, and boundaries, and you will always be free to revise your preferences later. During play, we will use an X, N, O style system via chat or voice (whichever you prefer): you can call a quick pause, ask to adjust or skip a scene, or steer away from something without needing to justify it. If anything feels too intense, you can also just say you need a break and we will take one. After sessions with particularly emotional or high-stakes moments, I will do a brief debrief to check in, let people share how they are feeling, and make sure everyone leaves the table grounded and comfortable.
Content warnings
Safety tools used