The Halls of Halaster | A Mad Mage Adventure | 5.5e | Level 5-20
Think The Crystal Maze meets Jungle Run, Raven and Knightmare except the host is an immortal wizard and failure is not an option.
$25.00
/ Session
Details
1 player following this game
Weekly / Friday - 6:00 AM UTC
Session Duration / 2–2.5 hours
1 / 5 Seats Filled
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About the adventure
Welcome to Halls of Halaster, a ridiculous, dangerous and slightly unhinged descent into Undermountain, the legendary mega-dungeon beneath Waterdeep. Think The Crystal Maze, Jungle Run, Raven and Knightmare, thrown into a blender with classic Dungeons & Dragons. Halaster Blackcloak, the Mad Mage himself, has decided that adventurers are far more entertaining when they are treated like contestants, and you are his latest unfortunate line-up. Expect themed zones, strange challenges, timed puzzles, monsters, traps, treasure, terrible decisions and the occasional moment where somebody gets themselves locked in a room while the rest of the party decides whether they are actually worth rescuing. There will be plenty of combat, but this is not just about kicking down doors and clearing rooms. Exploration, problem-solving, roleplay, teamwork and spectacularly bad ideas will all be rewarded, and the dungeon will react to the choices you make. This game is for players who enjoy a mix of comedy and danger, who are happy to get involved, interact with the world and not take every moment too seriously. You do not need to be an expert at D&D, but you should be willing to work with the group, share the spotlight and embrace the chaos when plans inevitably go wrong. Underneath the game-show nonsense, Undermountain is still an ancient and genuinely dangerous place, full of rival factions, lost histories and things Halaster probably should not have been allowed to keep. So come for the crystals, prizes and questionable presenting. Stay because you have accidentally uncovered something much bigger than the show.
Game themes
Meet the Game Master
About me
Hey Chaps I'm Yore-Gm, I’m a story-driven GM with four years of experience running epic, character-rich campaigns in both homebrew worlds and published modules. I’ve introduced dozens of players to D&D, including helping bring the game to the Scouts—many of those young players now run their own games, which is one of the things I’m proudest of as a GM. My approach is all about collaboration, creative risk, and escapism. I believe the best roleplay comes from really knowing your character—and I love helping players grow into their stories, whether they’re veterans or just starting out.
View Profile →Character creation
Creating your character
Characters should be created before the first session at Level 5 using D&D Beyond, with Point Buy used for ability scores. Official D&D 5e character options are welcome; if you want to use anything homebrew, third-party or particularly unusual, just check with me first. When you sign up, you’ll be given a link to the Discord server, which we’ll use for game communication and voice during sessions, as well as a Roll20 link where the game itself will be played. Your D&D Beyond character can then be used alongside Roll20 during play. Most importantly, create someone who has a reason to descend into Undermountain and who can work as part of a team. Treasure hunters, glory seekers, scholars, thrill-seekers and people who absolutely should have read the waiver are all very welcome.
What to expect
Preparing for the session
Before the first session, please make sure you have a Roll20 account, D&D Beyond account, and Discord account. You’ll be sent links to the game and Discord server when you sign up. We’ll use Discord for voice chat during sessions and Roll20 for the game map, tokens and encounters. You’ll also need a working microphone and either a set of physical dice or a digital dice roller. Your character should be created in D&D Beyond before the first game and ready to use on the night.
What Yore-GM brings to the table
I run games with a strong focus on character, atmosphere and fun. Expect character voices, music and ambience, visual maps and plenty of NPC interaction, alongside puzzles, exploration and combat. For this campaign I’ll also be leaning into the game-show feel, with themed challenges, strange trials, prizes, ridiculous moments and Halaster doing his very best to make your lives difficult for his own entertainment. Combat will have enough challenge to make your choices matter, but I am not interested in trying to “beat” the players. I like creative thinking, teamwork and bold ideas, and I am very happy to use the Rule of Cool when something makes sense and creates a great moment. The rules matter, but they should support the story rather than stop it dead. I also like to make characters feel part of the world, so your backstories, relationships, fears and ambitions may find their way into the campaign. Expect a mix of comedy, danger, mystery and genuinely dramatic moments, with plenty of space for the party to take the story in directions I probably did not expect.
Homebrew rules
I use a small number of homebrew rules to make the game feel a little more dramatic and character-focused. On a natural 20, you deal maximum damage for the normal dice, then roll the dice again and add the result, making critical hits feel genuinely powerful. Natural 1s can be dangerous, with consequences depending on the situation rather than always being a simple automatic miss. I also use homebrew feats tied to character growth, so your character may gain unique abilities as the campaign develops rather than progression coming only from levelling. Alongside this is a Bane and Boon system, where major choices, magical influences, bargains or events can leave your character with lasting advantages, drawbacks, or sometimes both.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Yore-GM creates a safe table
Before play, I’ll provide an anonymous Lines and Veils document so everyone can flag any hard limits, softer boundaries, or themes they would prefer handled carefully without needing to explain why. We’ll also go over the important points before the campaign begins so everyone knows what kind of content is and is not on the table. During sessions we’ll use the usual X-card system for anything that needs to stop or move on immediately, and players are always welcome to message me privately if they would rather not raise something in front of the group. Comfort takes priority over keeping a scene going, and no one will ever be expected to justify a boundary.
Content warnings
Safety tools used
