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Where Evil Lives

Image by David Revoy

Where Evil Lives

Delve into deadly lairs, survive brutal dungeons, and face unforgettable boss battles where smart tactics decide who lives.

TYPE

Campaign

LEVELS

2–20

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
FULL
$30.00

/ Session

Details

Weekly / Monday - 2:00 AM UTC

May 4 / Session 4

Session Duration / 3.5–4 hours

Campaign Length / 15–20 Sessions

5 / 5 Seats Filled

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Schedule

Mon, May 04 | 2:00 AM – Session 4

Mon, May 11 | 2:00 AM – Session 5

Mon, May 18 | 2:00 AM – Session 6

Mon, May 25 | 2:00 AM – Session 7

Mon, Jun 01 | 2:00 AM – Session 8

Mon, Jun 08 | 2:00 AM – Session 9

Mon, Jun 15 | 2:00 AM – Session 10

Mon, Jun 22 | 2:00 AM – Session 11

Meet your party members

5/5

About the adventure

This campaign is built for players who want hard fights, dangerous dungeons, and memorable boss battles. Using MCDM’s Where Evil Lives, each adventure throws the party into a monster’s domain and drives toward a brutal final confrontation. These are not loose, wandering sandbox sessions. This game is about entering hostile territory, surviving deadly encounters, and taking down powerful enemies in battles that are meant to feel like the main event. My GM style is strongly combat focused. I run tactical, high-pressure encounters where positioning, teamwork, resource management, and smart decisions matter. The enemies fight with purpose, the bosses are dangerous, and victory is something the party earns. There is still roleplay and exploration, but both primarily serve the action: learning what you are up against, getting into the lair, and deciding how to win. Players who enjoy efficient planning, mechanical play, and intense encounters will get the most out of this campaign. This game is a good fit for players who want D&D to feel sharp, lethal, and exciting. If you like tough combats, dangerous monsters, strong party coordination, and the satisfaction of beating a well-run boss fight, this campaign is for you. If you are looking for a heavily character-driven story with long stretches of social play, this is probably not the right table. This one is for players who want to get into the dungeon, face the enemy, and fight for the win.

Game style

Combat Heavy

Game themes

Meet the Game Master

5.0

(55)

DMs Guild Writer
Game Designer

4 years on StartPlaying

1301 games hosted

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

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. 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. Any creature that is more than 1 size larger than you cannot be toppled or made prone with any ability or effect (unless the rules say otherwise: ex. Goliath's Powerful Build). 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

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