train to Jigoku
Imperial Japanese Steampunk inspired fantasy. Restless spirits and yokai, twisted by necromantic technology.
$20.00
/ Session
Details
Bi-weekly / Wednesday - 6:00 PM UTC
Dec 17 / Session 11
Session Duration / 3.5–4.5 hours
Campaign Length / 60–120 Sessions
3 / 5 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
Train to Jigoku year 1640 DW (Divine War) land: Kosen Consider Yōkai as the spirits, monsters, and supernatural beings that inhabit Kosen. They're not merely "monsters" in the conventional sense. They often reflect the natural world, embody the souls of the fallen, or represent the forgotten remnants of the past, all twisted by unnatural means. This diverse group ranges from mischievous pranksters to terrifying beasts. You are a yokai Karu, spirit hunters. Walking down this path may stem from an inherited duty, a personal need to give peace to restless souls, or a creative use of your supernatural abilities to earn a quick coin; whatever the case, you are all the new recruits of the Tamashii no Shakai. They are an underground society of community leaders (another term for gangsters) that manages and supports Yokai Karu. Bizarre spirit revivals plague the newly constructed steam-powered train line connecting Sakura to Jigoku. The train itself, the Kusanagi-Maru, is a marvel of engineering, but whispers suggest it might be haunted or possess unique properties that are somehow linked to the necromantic activity. Lady Hana Sato, a shrewd and ambitious businesswoman who has amassed a vast fortune through trade and industry, has assigned your group its first real job. She has commissioned you to investigate these strange occurrences and put an end to them, in whatever way does not diminish profits.
Game themes
Meet the Game Master
1 year on StartPlaying
173 games hosted
Highly rated for: World Builder, Storytelling, Creativity
Average response time: Under 1 hour
Response rate: 100%
About me
Greetings adventures, To tell yah about little ole me, i am a story-teller, artist and a guy that makes funny sounds with my voice. i work very closely with my players to dive deep into their characters and help them tell their stories. i make intricate worlds, complex societies, deep mythology, but most importantly, fun scenarios. i want to build brilliant narratives with you, and throw you into combat encounters that would keep you at the edge of your seat, and have you praying in tongues to the dice gods. with you i want to tell stories that would inspire, stories that would make you make you cry, make you love, make you rage, and make you laugh. make you have simple, honest, fun. So come now adventures! there are monsters that needs slaying!
View Profile →Character creation
Creating your character
We will be using point buy system, to where you have more control on how your character is shaped in this campaign. We will go through all the rules and restriction we will have in a session zero. you can use roll20 or dndbeyond to create character and you are free to make what ever character using what ever official dnd 5e book you want, mix and matching is allowed.
What to expect
Preparing for the session
You need a discord account, A dndbeyond account. a pc or tablet you foundryvtt. A mic, good internet, and the readiness to chew ass and kick gum.
What shermal brings to the table
We will play using dndbeyond, and foundryVTT. for those that are new, I am more than willing to guide you along the character creation to VTT handling process. I also use discord for where we will meet to use our voices and listen to ambient music. i use beautiful animated map and scene to fully immerse you into my world. i also have a detail world map so you never like your lose. We have access to many books, so you can make the character of your dreams with cool items, races, and abilities. this is a rule of cool campaign in your favor, to the point where i changed spells like true strike, guidance, resistance to all be reactionary spell. I also made grappling into bonus action. so it's all about fun in my game.
Homebrew rules
Spell changes: hastes gives you an additional full action, not a hasted action. spells that are now bonus actions but can be cast as a reaction: resistance. true strike. guidance. (from touch, now 30 feet) it may give you all a chance to better help out your fellow teammates. you can cast 2 leveled spells on a turn as long as it fits in the action economy. (I.E. misty step (B.A) fireball (A) guidance (R) movement/ in any order.) DEATH Mechanic change: revivals. Once a character or NPC is fully dead and is about to be revived, the player that is casting the spell must roll a percentile die. on a 25 and higher, the dead is revived successfully. rolling lower than a 25 means the dead remains dead. the percentile die's roll can be repeated, but the DC goes up by 25 each time. if casters roll 3 times and fail each. they can roll a fourth time, if they fail to roll a 100 on their percentile die, the character or NPC that is being revived can never be revived by any means. Actions during death save Move up to 10ft You focus all of your energies on moving, allowing you to crawl on your hands and knees in any direction that permits prone movement. Make an Attack With whatever weapon you have to hand you can attempt one attack on a creature within range. You still get your weapon proficiencies and DEX/STR modifier to add to the attack. Cast a Cantrip Spells of Level 1 and higher are too taxing for your mental and physical energy levels, however, cantrips are fortunately simple and almost second nature and can be cast as normal. Taunt Make an intimidation (STR or CHA) check against an opponent within 60ft. If your roll is greater than their Insight (WIS) check, any attack they make against a creature that isn’t you for the next round has disadvantage. If you beat their check by 7+, they are compelled to move to and attack you on their turn. Blaze of Glory Should you reach the point of making Death Saving Throws and want to go out fighting, at the beginning of your turn you can choose to forfeit the roll, take the final failed Saving Throw, and embrace death for your character. However, before their time comes they regain all of their abilities and actions from before they dropped to 0hp and have a full turn they can act out. The are considered a dead PC walking though, so unfortunately any potions and healing will have no effect. Once their turn is finished, so are they. Reactions Parry If an enemy hits your character you can attempt to dodge or deflect the strike. When the roll is called you can opt to add your DEX or STR mod to your AC for that one attack. Martyr When an ally within 5ft of you is hit with an attack you can dive in front of the blow to spare them from any damage. As a result though you suffer 2 failed death saving throws from the strike if it was melee, or 1 failed saving throw if it was ranged.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How shermal creates a safe table
Session 0 would not only be use for character creation and rules assessment, but to also understand what everyone at the table enjoys and dislikes. We will do our best to understand each other and have fun. When things becomes too overwhelming in the game, we will, assess the issue or concern, and talk about it. if they recover we will resume. if it is too severe we will end the session early and refund you for the session.
Content warnings
Safety tools used
