Bastion of the Fallen | D&D 5e 2014 | Survive the End of Worlds

Bastion of the Fallen | D&D 5e 2014 | Survive the End of Worlds

A thousand dead worlds, one last city of iron. In the ashen ruins of Tharro, the Sentinel's light is all that stands between you and the Inheritors.

TYPE

Campaign

LEVELS

1

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Monday - 10:30 PM UTC

Session Duration / 3–4 hours

0 / 5 Seats Filled

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

Your world is gone. The fight has just begun. Across the multiverse, they are known as the Inheritors—beings of immense power who wield the very fabric of reality as a weapon. They are the controversial successors to a forgotten, cosmic power, and their reign has brought about an age of ashes. But something fights back. A silent, unseen power—known only to a few as The Sentinel—scours the multiverse for souls of impossible will. It seeks the 'Embers': those who, in the final, hopeless moment of their world's end, refuse to break. They are the defiant few who burn brightest as the darkness closes in. You are one of these Embers. For your defiance, you were pulled from the brink of annihilation and brought to the city of Tharro, the last bastion. Here, you and your fellow survivors have a new name for your new tribe: you are The Fallen. About the Campaign: A Player-Driven Sandbox "Bastion of the Fallen" is a long-term, sandbox-style "West Marches-lite" campaign. This means you, the players, are in control. Player-Driven Exploration: You and your fellow players will decide where to go, what mysteries to investigate, and which threats to face. The world is a hex map full of danger, secrets, and discovery. A Living Hub World: Your actions will have a direct and visible impact on the city of Tharro. Your successes and failures will shape the fate of this last bastion. High Stakes, Deep Lore: The overarching goal is clear—find a way to defeat the Inheritors. But the path is long and shrouded in mystery. Uncover the secrets of their power, the history of the disastrous "Sundered Offensive," and the ultimate truth behind the "Progenitor" who came before them. Tone & Inspiration The world of "Bastion of the Fallen" is heavily inspired by the grim atmosphere, challenging encounters, and deep, environmental storytelling of video games like Dark Souls, Elden Ring, and Bloodborne. This is a world where history is a ruin to be explored and every major victory feels hard-won. While your character can come from any kind of world, they should be a character who can believably adapt to this new, unforgiving reality. This is a game for players who enjoy taking on a serious challenge and finding hope in a world shrouded in shadow. Gameplay & House Rules To best suit the gritty, defiant nature of this campaign, we will be using a few key house rules that differ from standard 5e. Armor & Defense: We use an alternative armor system focusing on Damage Reduction and Evasion Class (EC) rather than a simple Armor Class (AC), making combat feel more visceral. Heroic Inspiration: A dynamic, player-driven system replaces standard Inspiration, rewarding you for actively pursuing your character's goals and flaws. Experience & Progression: This campaign uses a custom XP system, not milestone leveling. Try Before You Buy: SESSION 0 / PLAYER ONBOARDING AND SESSION 1 ARE FREE. I want to ensure that this game is for you before committing.

Game style

Combat Heavy

Hexcrawl / Exploration

Realm Building

Rule of Cool (RoC)

Sandbox / Open World

Tactical / Crunchy

West Marches

Game themes

Meet the Game Master

Less than a year on StartPlaying

About me

Greetings, adventurers! My name is Grant, and I have been fascinated with telling stories since I was in 5th grade (almost 20 years ago, gosh I'm old). I started picking up D&D 5e about eleven years ago, and have been DMing since then. Since I started playing, my style of play has evolved into something I really love. I am very new player friendly, and am happy to introduce them to the game. I love to heavily homebrew my games to really tailor it to the group’s tastes and desires.

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Character creation

Creating your character

Character creation will happen at our Session 0, or if you join later, in a player on-boarding brief. Players will use the Generous Standard Array of 17, 15, 13, 12, 10, 8 for stat generation. We will begin this adventure at level 2. Characters will be created on our FoundryVTT server. I only have a few hard no's on character creation, which I go over in our Session 0, and Character Creation Guide document. The Hard No's Are: - No Custom Lineage (Tasha's) - No Mystic (UA) Due to the nature of this game having its heroes be from across the multiverse, players have nearly unlimited options for Race, Class, Subclass, Backgrounds, etc. I provide Valda's Spire of Secrets, as well as different class supplements I have collected over the years. You can make almost anyone you want, however they must have a few key attributes. Characters must be adventurers, eager to collaborate as a team, and open to pursuing story hooks in the world. They don’t need to be fearless, perfectly cooperative, or chase every hook, but should be motivated to explore, work together, and engage with the narrative. Characters must also be able to adapt to the setting. You can be from a world where puppies eat rainbows, and butterflies flutter everywhere, but they must be able to realistically, or believably, adapt to a dark setting with cosmic level threats. Also, I make it a point that if you, at any point in the campaign, are not having fun with your character, you are able to change. We come to the table to have fun, and if your main vehicle isn't fun to operate, you're not going to have a good time. You can use this feature as many times as you want, so long it's not being taken advantage of, or it is a weekly thing.

What to expect

Preparing for the session

Just ensure you have access to Discord, have a decent microphone, and a stable internet connection. I understand technical difficulties happen. We will be using Foundry as our VTT.

What Grant brings to the table

My GM style borrows from a lot of older mindsets, but has some modern takes as well. These are listed in the Player Manifesto document, but I'll lay it out. I do use character voices for NPCs. But I apologize if my voice acting isn't top tier, I try my best nonetheless. I let my players have the option if they wish to use music. I play it for myself on my end, but music isn't something I provide. By nature of the world, and combat systems in place, I aim to make combat fair, but challenging. Monsters, enemies, and everything in between is also in a fight for its life, so it will do what it takes to survive. Because of this, I do not typically have the most prettiest looking static maps, I prefer to stick to Dynamic Sketching. Reason being, it allows for both players and enemies to change the battlefield (flip over a table, break down a wall, start a fire, etc.). Not that I don't use them, I just use them sparingly. I have an Open Table Policy. Simply, I roll all of my dice in front of the players. Instead of trying to fabricate drama, I let the dice do the talking. I let the players drive the narrative, following the jobs and leads you want to take. Because of this, I focus more on creating the world, dungeons, and points of interest; I don't focus on every step to and from. I utilize the Lazy Dungeon Master method to ensure the world feels alive and chaotic, not pre-scripted. I am also rule of cool, though I do not throw the rules out entirely. Usually, rule of cool has a cost associated, but you are always able to try. I allow players to barter with me, be it XP, spell slots, or even a level, to do something "impossible." There is still cool, but there are also consequences. I also have some personal and professional boundaries. - No Pay-to-Win: I do not take bribes for character advancement or “plot armor.” Your growth is determined by your choices and the dice. - The Open Door: I do not negotiate under duress. If a player threatens to leave to force a narrative outcome, I will respect their decision to walk away. - Mutual Respect: I expect engagement, responsiveness, and clear communication. We resolve issues through respectful adult conversation.

Homebrew rules

There are plenty of homebrew rules as this game is heavily homebrewed. I'll hit on the big ones: - Evasion Class and Armor Class with Armor Reduction, allowing for armor to have a stark difference and allowing tanks to be tanks. - Heroic Inspiration allows players to have up to 5 inspiration points per session. The more you spend at once, the more things you can do with it. 1 will let you re-roll, while 2 will let someone else re-roll, etc. - Hybrid XP/Milestone - Used to allow for fair pacing, and narrative weight. At different tiers, level ups will require a Grand Act to get to the next level - Stone Inventory System - Instead of tracking weight, items are valued by stone. Most races can carry half their STR score in stones. Typically one-handed items are 1 stone like a sword or shield. Small items like rations are 1 stone in sets of 5. - Potions consumed as a bonus action have creatures roll while drinking as an action gives full amount. 2d4+2 versus 10 HP recovery. - Attunement slots are based on proficiency bonus. It only takes an action to attune, and it takes 10 minutes to unattune. - ADV/DisADV stacks, rewarding a +/-2 depending on the stack consecutively. - Resting Changes: - Short Rest is 10 minutes long. Can only take 2 Short Rests per 24hr period. - Long Rest is 8 hours, does not fully heal as you roll hit dice, but regain up to half at the end of the 4 hour period, and the second 4 hour period you gain full benefits of Long Rest. - Full Rest is 24 hours, and it must be spent in a place of safety (city of Tharro) not out in the wilderness. There are a whole plethora of combat changes that would be too long, just know they increase Martial character's abilities to do more than just swing their sword on their turn. Most of these rules are found in one of the supplements we use called "Alkander's Almanac of All Things" by Dungeon Coach as well as "Valda's Spire of Secrets" by Mage Hand Press These rules aim to enhance the experience and tactical gameplay this world demands. I understand some of these rules aren't for everyone, and that's okay.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Grant creates a safe table

We will be using the Lines & Veils safety system to ensure the game is enjoyable for everyone. This campaign may explore mature themes such as cosmic horror, body horror, existential dread, and the tragedies of war. Content warnings will be used, and open communication is always encouraged. I have an open door policy, if anything is bothering you be it content or else, I am always willing to have a conversation with you. We go through all of this in our Session 0, and new player on boarding. I also have at least 1 break during the halfway mark of the game.

Content warnings

Safety tools used

Frequently asked questions