Homebrew Campaign World Inspired by Soup, Let’s Explore Hell!

Homebrew Campaign World Inspired by Soup, Let’s Explore Hell!

What if Hell were a frozen Wild West, drenched in magic, deal making and breaking, and violence was its universal language? Will you survive?

TYPE

Campaign

LEVELS

1

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Weekly / Tuesday - 7:30 PM UTC

Session Duration / 3–4 hours

Campaign Length / 5+ Sessions

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

The following section is the TL;DR This game starts at level 1 in a fantasy world where magical places resurface and plunge into the sea. Excitingly, the land of devils has returned to the surface, and mortals are the fodder of the powerful to deliver packages to the Barons, Sheriffs, Judges, and Bandit Kings of Hell in exchange for whatever their heart desires. Taking inspiration from stories like Red Dead Redemption 2, Dragon Age Inquisition, and Fallout: New Vegas, the Freljord from League of Legends, the journey to Hell is just as dangerous as surviving there, and the bonds that you will make, betray, and reforge will be just as integral to the havoc you'll wreak to ensure you make it out alive. Tons of roleplay, tons of dynamic combat, and diverse exploration. Your choices will impact far beyond the frozen shores of Hell in this campaign. Still too long? Here's the elevator pitch You're trying to get to and survive Hell (a cowboy infested, frozen war zone) while delivering a mysterious package before Hell returns to the sea once more. The following section outlines the setting of this campaign Welcome to Tengcen, a world built like a soup bowl. The magical sea known as the Broth churns as primordial magma stirs from its base, spitting out and swallowing landforms and creatures that people call home. This world takes inspiration from D&D lore, but with fun twists! Featuring new options for classic ancestries; such as coral dwarf whalers that man submarines and harpoon giant monsters to get around, Kobolds that specialize in wormhole travel to skip the dangerous currents of the Broth, genasi borne from the broken bits of the World’s Rim that ooze with stabilizing elemental force. The best part, there’s plenty of space for you to introduce your own twists to a beloved ancestry, breathing new life into your favs. The following section describes the main thrust of the campaign. You have made a deal with someone or something to venture into Hell with a package in your possession. To go alone is certain death, so you have found other couriers and are banded together to find passage towards the frozen wildlands before it thaws and disappears into the sea once more. What is in your possession? Do you even want to know? What do you seek to gain on the slim chance you succeed? What skills do you bring? Are you a smooth negotiator? A rugged survivalist, a ruthless killer? These questions and more await you should you explore the world of Tengcen.

Game style

Combat Heavy

Roleplay Heavy

Rule of Cool (RoC)

Realm Building

Meet the Game Master

Less than a year on StartPlaying

Highly rated for: Storytelling, World Builder, Inclusive

About me

Hey! I'm Amateur Knight and I've been GMing and playing TTRPGs for around 8 years, starting with pretty narrative world building stuff like A Quiet Year (a very fun map building game) and other improv games where me and my friends invented characters that would later inspire multi-year campaigns (from DnD to Dungeon World and a few others!) with characters to this day we still talk about. My love of tabletop games stems from being a very imaginative kid, pretending I could teleport like Nightcrawler, crawling under hedges into my "wizard sanctum", and reading all kinds of books and imagining what it would be like to be thrown into situations alongside Percy Jackson, Hiccup Horrendous Haddock the Third, Eragon, and many others. That alongside with playing classic RPGs like Mass Effect, Dragon Age, Ultimate Marvel Alliance, KOTOR 2, made me into the perfect target for actual play podcasts like The Adventure Zone, which inspired me to dive into the hobby headfirst. Since then I've taken inspiration from plenty of amazing GMs and tried a bunch of systems, to this day digging into source books and imagining what I could do with them is still a hobby I can never get tired of. I'm really excited to meet people and create amazing stories together, to that end I'm always trying to learn new systems, try new ways of introducing, and running mechanics, and putting myself into other peoples' shoes, real or imaginary.

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Character creation

Creating your character

3 Simple Steps Come in with a character concept, ideally shoot for 2 minimum and 3 at the maximum, that you are excited to play. Some examples are: Boba Fett as a GOT style mercenary chasing down Mace Windu The mask seller from Majora’s Mask trying to recover his inventory Look into decisions such as class, ancestry, backgrounds and develop a prototype of the character. If you are not familiar with what this means, focus on having a strong character concept and a frame of reference for what this character wants to do/excels at. Some examples are Lizardfolk outlander barbarian I want to play Reinhart from Overwatch, I really want to shield my allies and charge into battle as a huge tank. Be prepared to make decisions in Session 0 on Roll20 and in a Discord call. We will be using the default spread/standard array for assigning stats. If your unsure of any decisions I will be there to provide context, give advice, and point you in the right direction for a fun time. An important note, third party content is permitted with prior approval. Additionally, once Session 1 begins, any decisions not finalized in Session 0 must be complete.

What to expect

Preparing for the session

Having a discord and Roll20 is all you need, I have a discord server for everybody and am ready to send invites, same with the Roll20. We’ll have a session 0 where all you need to bring is a character concept and/or questions about the world that will give you a direction to build a character that is exciting and fits the vibe of people at the table. This is key for my tables; it's much more fun to be aligned as a group than it is to be at odds or feel like the odd duck in the bunch.

What Amateur Knight brings to the table

I have premade options to choose from/take inspiration from. If you're excited to play, but don't know what mysterious object would be fun to have, there's a whole list of options. Same for ancestries, and all sorts of other goodies. I love homebrewing, if there's not an official option for what you're looking to play, I will put in the research to see if we can find something, and if that's a dead end then I'm more than happy to make something we're both happy with. I have a fun time with voices and recurring NPCs will have distinct voices from each other. I use the Rule of Cool in moderation, let’s keep things moving and keep it grounded by following the spirit of the good rules. I’m a big believer in combat being as dynamic and quick as possible. To that end I create combat encounters with different objectives, and design them to not kill momentum if you fail the encounter. Take big swings and see where we end up! My style of battlemap ranges from classical five foot squares to set piece battlemaps where distance isn’t fixed. In some fights and encounters you won’t have to worry about your movement per round, and it’s really fun to play! Pacing is my specialty, I love to keep momentum moving, and enjoy giving big moments the time they need to shine. I’m not precious with prep. This is a collaborative game, and I’m great at thinking on my feet if a cool idea presents itself. I’ve had smuggling missions turn into pirate galas, chase sequences turn into boss fights. Have fun. I can handle whatever comes my way. I'm on your side, I want you to feel cool and succeed, and I want to give you something compelling to hold onto even when you do fail. You can trust me with feedback of what you are and aren’t enjoying, because I love being part of your story, and want you to have fun. Whether you’re new and want to learn, or experienced and want to have a great time, I’m over the moon to be your DM^^.

Homebrew rules

Some staples at my table are as follows Modified crits: where you do max damage then roll again so your average crit is better Drinking potions as a bonus action: In parties where no one is interested playing a dedicated healer this is a must Don’t Worry About Components: I wave most component requirements of spells with rare exceptions. (Reincarnate, Scrying, etc. a good metric is that once you hit 5th level spells then it starts to matter more) None of these are rules I am compelled to enforce at every table, generally I have a low tolerance for cumbersome litigation, so as we play I will adopt and discard rules that smooth out the experience.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Amateur Knight creates a safe table

As a storyteller I have no problem with discarding content that makes people not have fun at my table, that being said, the content warnings I have chosen will be very difficult to remove and successfully tell the story. So please bear that in mind if you see something you don't like. Session 0 will have a discussion of themes that people have misgivings about, with the utmost respect and kindness towards those concerns, as well as things that people are excited about. In my experience I tend to prefer cutting things that people are worried about even if it's something myself or another player might be interesting so please voice anything you feel would limit your ability to engage and enjoy. The safety tools I have marked are all ones I use routinely (Lines and Veils, Breaks, X, N, and O cards, and Aftercare). It's important to me that we have tools before, during and after a session to ensure everyone is having a good time. To that end I have a link to my lines and veils document to send that my players can add to as they see fit, during a session I'm keeping a lookout for those cards popping up in the chat, making sure we have opportunities for breaks and checking in before we dive into heavy scenes, and at the end of a session there's time for aftercare, a check in to make sure everyone is OK and how people are feeling about the session. For aftercare in specific, hearing people's voices is very important to me!! I want make sure I can hear your tone and be on the same page.

Content warnings

Safety tools used

Frequently asked questions