The Last Light
The Sunwell in Greyhaven is dying. Forty thousand people need to not be there when it goes out.
The Sunwell beneath Greyhaven is not an asset. It is the reason a city of forty thousand people can exist at all. For nine hundred years it has held the dark at bay. Its light has dimmed by half in a week.
If it goes out, Greyhaven goes dark. Not difficult-to-see-in dark. Permanently dark. The darkness of the Blightlands, inside a city.
The Last Light is a three-session high-stakes crisis adventure for levels 17–20. The clock is real.
Overview
The Last Light is a race-against-time adventure at the highest tier of play. The Sunwell is failing, and the party has days — not weeks — to find out why and do something about it. The Sunwell is ancient, imperfectly understood, and connected to systems that predate the Sundering. The information needed to save it is scattered, some of it deliberately hidden, and the people who hid it had reasons.
The adventure rewards players who have accumulated knowledge and connections across prior sessions. It is designed to feel like the culmination of everything that came before — the mechanics, the setting, and the relationships the party has built. The outcome is not predetermined. Several things can be saved. Not everything can be.
What’s Included
- ▸Full adventure manuscript (3 sessions, 10–14 hours)
- ▸Greyhaven city map with Sunwell infrastructure and contamination zones
- ▸Sunwell investigation framework (three knowledge threads, multiple sources)
- ▸Evacuation logistics system (what can be moved, who can be saved, in time)
- ▸Pre-Sundering lore appendix (what the Sunwell actually is and where it came from)
- ▸New creature stat blocks: Void entities drawn to the failing light (Tier 5)
- ▸GM reference: crisis escalation timeline, encounter blocks, city collapse mechanics
- ▸Handout package: Warden historical records, a fragment of pre-Sundering documentation
Storefront Description
A three-session crisis adventure for levels 17–20. The Sunwell beneath Greyhaven — the reason forty thousand people can live there — is dying. Its light has halved in a week. The clock is real, the stakes are permanent, and the information needed to save it is scattered and partly hidden. Designed to feel like everything the campaign has been building toward.
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