Escape from Arctu

Escape from Arctu

A hidden demon-made realm invaded by Purifiers. Trapped between rogue demons and angels, your party must survive Arctu and escape.

TYPE

Campaign

SYSTEM

LEVELS

2–20

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
2 NEEDED TO START
$15.00

/ Session

Details

Weekly / Thursday - 12:00 AM UTC

Session Duration / 2.5–3 hours

Campaign Length / 20–52 Sessions

1 / 6 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

1/6

About the adventure

Welcome to Arctu — a hidden demon-created realm where nothing is predetermined and every hero is homebrewed. This game is built for players who love crafting their own characters from the ground up. Instead of choosing a premade class or following a fixed story path, you’ll shape your abilities, invent your moves, and grow your power dynamically as you explore the realm. The setting is Arctu, a secret plane forged by demons who rebelled against their masters and carved out freedom for themselves. It’s a place full of strange landscapes, ancient sigils, rogue demon factions, and the looming threat of Purifiers—angelic hunters who have finally discovered this hidden refuge. Your goal is simple: explore, survive, and eventually find a way to escape. This campaign is driven by curiosity, exploration, and player choice. Want a combat-heavy run? We can make it brutal. Prefer story, mystery, and negotiation? We’ll focus on that. Want a mix? Easy. Your actions shape the tone and path of the adventure. Recommended for intermediate to advanced players, this game is a mix of homebrew and DnD 5e and it is highly flexible. You’ll unlock new abilities, discover unique powers, and evolve your character into the hero you imagine—one decision, one fight, and one discovery at a time.

Game style

Combat Heavy

Roleplay Heavy

Rule of Cool (RoC)

Meet the Game Master

Less than a year on StartPlaying

About me

Hi there! My name is Jacob, I have been playing DnD for over 10 years now and I have loved every second of it! From homebrewed adventures to published adventures, I’ve discovered that what makes this game special is how it gives everyone a chance to express themselves in a way that is true to them and have a genuinely fun time together. As a GM, I especially enjoy crafting homebrew adventures and helping players bring their custom characters to life. For me, one of the most rewarding moments is when a player tells me they’re EXCITED to play their character!! Outside of the table, I hold a PhD in Clinical Psychology, and I bring that background into my GM style. I strive to make sure all players feel heard and understood, and I approach any conflicts or disagreements with empathy and care. My goal is always to create a safe, engaging, and memorable experience where everyone has the chance to shine.

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Character creation

Creating your character

Character creation happens before Session 1. Players come in with a clear concept of who they want to play—personality, theme, abilities, fighting style, and the kind of hero they imagine becoming. From there, I help translate that concept into a balanced starting kit so the character feels powerful, fun, and fair for the whole group. This game does not use traditional classes. Instead, you tell me the abilities, style, and flavor you want, and I balance the mechanics around your idea. You’ll start with a small set of core moves that match your concept, and you’ll upgrade or expand them over time as the story progresses. New powers are earned through exploration, milestones, and player choice—not rigid level charts. Stats use a simplified standard-array approach. You’ll choose your strongest and weakest areas, but numbers stay clean and easy so your character concept matters more than min-maxing. No books required. Everything is fully homebrew, collaborative, and tailored to your vision. If you can imagine it, we’ll shape it, balance it, and make it work in Arctu.

What to expect

Preparing for the session

1. Join the Discord server. All communication, scheduling, and character discussion happens there. Once you sign up, I’ll send you the invite link. 2. Have access to Owlbear Rodeo. This will be our virtual tabletop for maps and combat. No download needed—just a browser. I’ll provide the room link before each session. 3. Come with a character concept. You don’t need mechanics or numbers yet—just the idea of who you want to play. A short description of your character’s vibe, powers, and style is enough for us to build from. 4. (Optional) Prepare your own character tracker. You can use any format you like—Google Doc, Notion, paper, whatever works. I’ll also keep a full version on my end to ensure everything stays consistent.

What Jacob brings to the table

As a GM, my goal is to make Arctu feel personal, dynamic, and driven by your characters. Every player’s backstory will matter, and each character will have their own arc woven directly into the realm. Escaping Arctu is the destination, but what your character learns, builds, and becomes along the way is just as important. I design enemies, encounters, and loot with intention. Challenges will feel tense and tactical, but always fair. Loot isn’t just “+1 gear”—it shapes the world, the story, and your character’s growth in meaningful ways. Expect character voices, ambient atmosphere, and high-energy moments. I use voices and tone shifts to set scenes, and combat can get fast, intense, and strategic. Most importantly, I play with a strong Rule of Cool mindset. Creativity, ingenuity, and player fun always come first. This is not a strict RAW game—mechanics support the story, not restrict it. The world may push back, and the journey may be tough, but it should always feel exciting, collaborative, and worth experiencing together.

Homebrew rules

This game uses D&D 5e as the backbone, but the majority of abilities, features, and powers are fully homebrewed to match each player’s character concept. Nearly all mechanics still feel familiar to 5e players, but the specifics are tailored to the story and the abilities you create. Most homebrew rules are light, flexible adjustments made to support fun, pacing, and player creativity. Some rules may be decided in-game based on player preference or what best fits the moment. A few consistent changes include: Lower AC values early on for both players and enemies, to speed up combat and reduce long sequences of misses. Custom powers and abilities that function like 5e abilities but are built collaboratively for each character. Rule of Cool priority: creative ideas are encouraged and often rewarded with narrative advantages or mechanical flexibility. If you know 5e, you’ll be right at home, just expect more customization and smoother pacing.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Jacob creates a safe table

Player safety is a priority at every stage of this game. Before Session 0, when I meet with each player individually to build and balance their character, we will also review Lines and Veils together. This lets each person set boundaries privately and clearly. During Session 0, I will present all the group’s Lines and Veils (anonymized as needed) so we have a shared understanding of what is and isn’t okay at the table. We’ll confirm tone, themes, and comfort levels as a group. After each session, I offer light debriefing for everyone, along with individual check-ins if needed. My goal is to ensure players feel safe, supported, and able to enjoy the story without discomfort or pressure.

Content warnings

Safety tools used

Frequently asked questions