FREE GAME! The Cost of Staying: A Candela Obscura Escape Room

FREE GAME! The Cost of Staying: A Candela Obscura Escape Room

Trapped in an impossible masquerade, your Circle investigates a broken reality in a structured, long-form horror campaign where endings are negotiable

TYPE

Campaign

SYSTEM

Homebrew Game

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
2 SEATS LEFT
Free

Details

Play by Post (Asynchronous)

Billed Weekly / Thursday - 12:00 AM UTC

Feb 5 / Session 2

Session Duration / 1–2 hours

3 / 5 Seats Filled

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Schedule

Thu, Feb 05 | 12:00 AM – Session 2

Thu, Feb 12 | 12:00 AM – Session 3

Thu, Feb 19 | 12:00 AM – Session 4

Thu, Feb 26 | 12:00 AM – Session 5

Thu, Mar 05 | 12:00 AM – Session 6

Wed, Mar 11 | 11:00 PM – Session 7

Wed, Mar 18 | 11:00 PM – Session 8

Wed, Mar 25 | 11:00 PM – Session 9

Wed, Apr 01 | 11:00 PM – Session 10

Meet your party members

3/5

About the adventure

You are invited to an extravagant masquerade at a private manor. It is opulent, immaculate, and wrong in ways that are hard to name. The guests never arrive. Time slips. Food spoils as you watch it. The house begins to fail, slowly at first, then all at once. A silent masked host drifts through the rooms, never intervening, never explaining, never leaving. This is a Candela Obscura inspired campaign rooted in atmospheric horror, psychological tension, and slow-burn dread. The focus is not on combat or optimization, but on choice, consequence, and the cost of holding a broken world together. The horror here is subtle and accumulative. Nothing explodes. Reality simply erodes. And the more you understand, the heavier it becomes. Play at this table is deliberate and immersive, but accessible. You do not need to perform, do voices, or write florid prose to enjoy the game. Players who thrive here are curious, thoughtful, and willing to sit with uncertainty. Puzzles, hidden patterns, and layered mysteries reward patience and attention, while impulsive certainty often carries a price. This is an asynchronous, text-based game designed for steady momentum and long-term play through contained narrative arcs. Consequences are real, but never arbitrary. Communication is open, and the game is run with care for pacing, clarity, and player experience. This campaign is for players who enjoy grimdark fantasy, cosmic horror, and stories that linger long after the scene ends. Survival is possible. Escape is possible. But in this manor, nothing, not even death, means quite what you think it does.

Game style

Play By Post

Rule of Cool (RoC)

Theater of the Mind

Game themes

Meet the Game Master
Veteran
Disabled
Neurodivergent
Published Writer
Artist
Teacher/Educator

Less than a year on StartPlaying

Highly rated for: Inclusive, World Builder, Rule of Cool

About me

I’m a therapist by day, grimdark author by night, and a prolific daydreamer in all the in-betweens. I run a mobile blacksmith wagon to teach all ages the wonder and beauty of smashing things with a hammer and throwing them in the fire… not in that order. I specialize in immersive, narrative-driven tabletop RPGs with a strong focus on roleplay, atmosphere, and psychological tension. I’m passionate about creating vivid fictional worlds with depth, complexity, and dark surprises that feel obvious after they come to pass. I’m down-to-earth and care far more about the shared experience at the table than getting my way. If it’s possible to have no ego, that’s me. I love mysticism, magic, grimdark fantasy, cosmic horror, storytelling, and impossibly complex puzzles. If you play with me, buckle up!

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Character creation

Creating your character

Character creation will happen before the first session, with guidance and support as needed. We’ll use the standard Candela Obscura character creation rules; no homebrew mechanics, no hidden restrictions. You don’t need prior system experience to build a character that works well in this game. Characters begin play fully formed and competent, not as novices. There are no levels in Candela Obscura; progression happens through experience, consequences, and the scars your character accumulates over time. Stats and action ratings are assigned during character creation as outlined in the core rules. I encourage players to create characters who feel grounded and human, rather than optimized or extreme. This campaign rewards adaptability, curiosity, and emotional authenticity more than raw competence. Characters don’t need to fit a party “role.” In fact, overlapping strengths and imperfect preparation often make for better stories here. All characters should be created using official Candela Obscura materials. I’ll provide resources, answer questions, and review characters before play begins to make sure everyone starts on equal footing and understands the tone of the game.

What to expect

Preparing for the session

This game is run play-by-post on Discord. All gameplay, dice rolls, character sheets, and campaign resources will live inside a private Discord server created specifically for the campaign. You’ll receive an invite after joining. Dice rolls will be handled through a transparent dice bot, so all rolls and outcomes are visible to the table. This keeps play fair, consistent, and low-friction—no private rolls or external tools required. The game follows a weekly posting cadence. Players are expected to make at least one meaningful post per week, with posts due by Monday evening. I’ll advance the world on Wednesdays, responding to player actions and moving the story forward. This isn’t a speed game—thoughtful, intentional posts matter far more than rapid replies. Character sheets, notes, and shared materials will be kept directly in Discord. You don’t need to own the Candela Obscura rulebook or download any additional software. All necessary resources will be provided, and I’m happy to help players new to play-by-post or the system get set up. Consistency and communication matter more than posting frequency. Silence and hesitation are valid choices—but the world will continue to change.

What Dante Winters brings to the table

I provide a carefully paced, atmospheric experience built around story, emotion, and consequence rather than tactical combat or mechanical mastery. Expect vivid descriptions, slow-burn tension, and moments that are meant to linger rather than resolve cleanly. I don’t rely heavily on character voices or theatrical performance. Instead, I focus on tone, imagery, and psychological weight. When music or ambient elements are used, they’re subtle and intentional—never distracting, never constant. Silence is just as important as sound in my games. I run rules-as-written where it matters, especially for fairness and consistency, but I’m not interested in punishing creativity or clever play. Narrative logic and emotional impact take priority over optimization. If something feels right for the story and fits the world, I’ll usually find a way to support it within the system. Combat is rare, dangerous, and never the point. This is not a tactical or combat-forward game. Tension comes from choices, misunderstandings, and the accumulation of consequences—not from winning fights. Players who enjoy puzzles, layered mysteries, moral pressure, and character-driven decision-making will get the most out of this experience. Above all, I provide a table that values trust, curiosity, and shared ownership of the story. I’m invested in making sure every player feels seen, respected, and meaningfully affected by what unfolds—without needing to compete for attention or control the narrative.

Homebrew rules

This game uses rules-as-written Candela Obscura mechanics. I don’t add new subsystems, alter dice resolution, or modify core rules like advancement, success tiers, or consequences. That said, Candela Obscura is intentionally light on rigid procedures and heavy on interpretation. I apply the rules consistently and transparently, while letting narrative context shape how consequences appear in the fiction. The rules stay stable; the world responds. If I ever make a situational ruling to preserve tone, pacing, or fairness, I’ll explain it openly. Nothing is hidden, nothing is arbitrary, and nothing changes midstream. In short: no homebrew mechanics—just careful application of the system to support atmosphere, tension, and player agency.

Equipment needed to play

Internet

Computer

Safety

How Dante Winters creates a safe table

Player safety and emotional comfort are a priority at my table, especially given the themes explored in this game. Before play begins, all players will be asked to review and submit a Lines & Veils document so we have clear, shared boundaries around content. These boundaries are treated as firm and respected without debate. We’ll cover expectations, tone, consent, and communication norms during Session 0, including what kinds of horror are on the table and what isn’t. No one will ever be surprised by subject matter they didn’t agree to engage with. During play, we’ll use digital safety tools suited to play-by-post. Players can privately message me at any time to flag discomfort, request a pause, or redirect a scene—no explanation required. I also pay close attention to tone shifts and participation patterns and will check in proactively if something feels off. After intense scenes, I build in decompression and aftercare—sometimes explicitly, sometimes subtly—so players have space to step back, reflect, and return to themselves. Horror should be meaningful, not overwhelming, and no one is expected to push past their limits to “perform.” I’m a therapist by profession, and I take that responsibility seriously. This table is a place where we can explore dark, strange, and unsettling stories with trust, consent, and care.

Content warnings

Safety tools used

Frequently asked questions