Four Chairs

Role-playing game · a campaign in the Dimension of the Eternal Flame

Love in a Game of Charades

Will you find freedom? And will you find love?

You have been captured by efreeti and you are about to be sold on the Dirty Market. By any means necessary, escape.

Ask for a seat
The Dirty Market at the edge of a sea of fire: prisoners in cages and a chained line of captives on a black-stone dock, an auctioneer on a platform before a crowd, pink and gold pavilions beneath towers of basalt, and wooden ships moored in burning water under heavy smoke.
The Dirty Market, where the campaign begins.

The first story arc

Set sail on the waves of the fiery sea

Hello, adventurers! I'm Frael, and together we are going to set sail on the waves of the fiery sea in the Plane of Fire.

You have been captured by villainous efreeti who intend to sell you to the highest bidder at the Dirty Market. Will you escape, or at least avoid being sold into the pits of Hell? We will see.

The task will not be easy. You will have to navigate seas of fire, malevolence and treachery. But even in the darkest corners of the universe there is hope: vigilant angels inspect trades at random, keeping innocent souls from perishing.

Beware: not everything is as it seems. Find hidden clues, sneak through the shadows, fight for your soul and, by any means necessary, escape!

Read the prologue

The Sea of Fire and smoke writhes like two lovers in an endless dance of creation. Columns of smoke and scorching vortices conceal the horizon and confuse the senses so thoroughly that you lose all sense of space, and perhaps of time. The Dimension of the Eternal Flame was not made for mortals. Like the other elemental worlds, it is an ancient seedbed of reality: the cradle of fire beings, and above all, home to the greatest known city in the multiverse: Jahannam, the City of Brass. A metropolis that does not live. It groans under the whips of sadistic efreeti, fire djinn whose most powerful can bend reality itself… but never for free. History is lined with poorly worded wishes that became curses for the foolish.

One of those fools was your captain, Bouřevzdych. Were it not for his morbid obsession with resurrecting his unborn daughter and his dead wife, you would not now be standing on the deck of a slave steamer bound for the colossal slave market of the Nine Hells. Though… it could have been worse. You were lucky that no one has sold you into the World of the Damned. Yet.

They say even the innocent have a price in Hell. Especially when their souls can be forged into Infernal Coins: Sorrowmarks, Infernals, and Sufferance. The currency that fuels the entire bureaucratic, mechanical, and exploitative machinery of the Eternal Prison.

Your mind slowly surfaces from lethargy. From the dense pyroclastic smoke, saturated with iron and despair, the outlines of the efreeti corsairs' steamer emerge. You were captured on the basis of forged papers and unclear forms. No one ever quite understood where Bouřevzdych got his permit from the efreeti sultan. Was it a trick? An unlawful seizure? Perhaps. But today, it no longer matters.

Tumbling across the deck is the only member of your crew who has slipped the guards' control: Ruan Jehovich. Wrapped in his ceremonial burial shroud, with a small gravestone strapped to his back in case he becomes a martyr, he shouts into the distance: “Trade me for the captain, I'll make a better slave!” No one pays him any attention. Efreeti sadism finds his masochism utterly unrewarding, and rightly so. Whenever he might suffer for others, he enjoys it like a pilgrim in penitent ecstasy. The fire dwarf Mercedes hisses at him: “Help me out of these chains, corpse,” but in moments requiring heroism, Ruan does not excel. He sways across the ship like a compass needle during a magnetic surge. Instead of cutting the ropes, he cuts himself on one and topples overboard. By a stroke of luck in misfortune, he catches his own red cingulum (the sash-rope) while the flames of the sea lick at his feet. “Ooh, I was so close! To die in the enemy's arms while saving friends!” Mercedes assures him with disgust: “You just fell, idiot.”

Another endlessly brief moment passes. You find yourselves in a slave cage at the dockside edge of the Dirty Market. Among the traders are efreeti, devils, liches, and warlocks from across the multiverse. You hear the crack of whips, the moaning of souls. Despair seeps in like an oil stain. Many prisoners are so lost that their anxious thoughts have begun leaking from their mouths: “I didn't do anything wrong… an angel will save me… this can't be the end… please…”

From one cage, a beautiful woman watches you. Her eyes are full of something like madness, but her voice is steady and focused:

“They say that if a devil fell in love in the Seven Hells, every soul he owned would be set free. I'll remember you, stranger. Perhaps you're the last beautiful thing I'll ever remember.”

And with that, she is loaded onto a raft and carried toward the terrible maw of the Infernal gates, her eyes locked on yours until she vanishes into the smoke.

Out of nowhere, a thin beam of coloured light bursts from a distant hillside high into the sky. Like a morning release from a nightmare, full of hope and sanctity.

Every dark figure in the crowd goes rigid with hatred, as if trying to outstare a basilisk. You hear your captor spit and nearly retch: “By the stench of Jahannam, another soul inspection. Looks like the Smelters will have to run you through the Fire Peak away from these holy-headed sniffers.”

Maybe not everything is lost.

Ruan shrieks: “That is a sign! I will lay down my life for your freedom! Run!” But nobody moves.

What do you do?

Game details

System
D&D 5e, 2024 edition
Module
Love in a Game of Charadesoriginal homebrew
Setting
Planescape
Where
OnlineFoundry VTT in the browser, voice on Discord
Price
$20 per seatper session of 3–3.5 hours
Session Zero
Freethree hours, one of them real play
Length
About 24 sessionsfollow-up campaigns possible
Players
18+, beginners welcomeno prep, no memorising rules
Mix
~60 % roleplay and exploration~40 % combat
Language
Englishcan also be played in Czech

Money-back guarantee if you are not satisfied.

What you get

  • A GM who answers messages within a day and does not cancel.
  • A safe space to open your hidden treasures and shadows, and to grow from both.
  • A table I have cast deliberately. A good group is half of a good night.
  • A world that reacts. Your choices change things, and the changes stay changed.
  • Maps, ambient music and scene lighting that match where you actually are.
  • Character art and tokens for the people you meet.
  • A written recap after every session, so nobody loses the thread.
  • Pre-generated characters, rules taught at the table, and no assumed knowledge.
  • A free three-hour Session Zero, one hour of which is real play, so you never pay to find out.
  • Open feedback on sessions: during a session, after it, or through an anonymous form.

How to prepare

Almost nothing, and that is on purpose.

  • A Discord account and a working microphone. Headphones help more than an expensive mic does.
  • Click the game link a day or two before we play, just to confirm it loads. If anything looks wrong, message me.
  • If you already know how to build a character, bring it to Session Zero.

If you are new: you do not need to prepare a voice, a personality, or a plan. Turn up curious.

Play style

Sandbox

Find your own way to freedom and choose your own path. You may walk as a hero or take darker roads, but you must protect the integrity of your party and your fellow players.

Transformation

Your actions and creations ripple through the world, shaping the campaign far beyond a single session.

Co-creation

I do the heavy lifting on worldbuilding and prep, but you are co-creators of this story: from the setting and supporting characters all the way to the scenes.

I do not railroad. I improvise off you. The clue you chase, the NPC you trust, the ridiculous plan you blurt out at 11 pm: I build the next scene around it. Your backstory is not decoration; it becomes plot.

House rules, and how the plane changes magic

The cosmology is D&D's own. The story inside it is original. The rules are 2024 D&D run close to rules-as-written, and every change I make is listed here.

How I run the table

  • Drinking a potion is a bonus action.
  • A short rest is 30 to 60 minutes.
  • Death is a story tool. You will not lose a character to one unlucky round without a chance to decide your fate.
  • Souls are currency here, literally. There are mechanics attached to soul-coins, and they are explained in play.
  • Downtime between sessions is real and short. You get one meaningful action, resolved by message before we next meet.

How the plane changes magic

Most of the campaign takes place in the Dimension of Eternal Flame, and the elements do not behave the way your spell list expects.

  • Fire is doubled. Fire spells roll double dice and cover double their normal radius. Double dice, not double damage. The catch: almost everything native to this plane resists or ignores fire, so the strongest tool you have is the one that works least often on the things trying to kill you.
  • Cold is the opposite trade. Casting a cold spell here takes a spellcasting ability check against a difficulty of 10 plus the spell's level. If you fail, the slot is spent anyway and you roll on a wild magic table, because the plane answers back with something neither of us chose. But a great many things down here are vulnerable to cold, and vulnerability works as written: double damage. The spell you can barely cast is the spell that ends the fight.
  • Water is a hazard, not a convenience. The moment water appears there is a 50/50 chance it splits into hydrogen and oxygen, and that ignites for 1d10 fire damage per 5 gallons, in a radius of 1 foot per gallon. Create Water makes 10 gallons, so a coin flip decides between water for a few moments and 2d10 going off in a 10-foot radius exactly where you put it.

If you notice a house rule in play that is not listed here, please tell me. We will settle it at the table, and I will either correct my ruling or add it to this list.

Safe space

At Session Zero we go over every safety tool available, and what to expect from the campaign.

Luxton technique and active listening

  • An honest discussion of potential traumatic triggers before play, in a supportive environment.
  • When a player meets triggering material in play, they can, if they choose, tell the other players. When they do, the rest of us listen.
  • As part of talking about it (and possibly the only thing they need to say), the player gets absolute say over that material, expressed as a want or a need.
  • A player never has to justify a request with their traumatic experience. We simply honour it.
  • A player does not have to be the one to speak first. We keep an eye on each other, and if we are worried about someone, we ask.
  • We play towards accommodating that player's request.
  • X, N and O cardsCall X to stop a scene, N to steer away from something, or O to ask for more of it. No explanation is owed and nobody will ask for one.
  • BreaksAt least one in every session, and anyone can call one at any time.
  • Monte Cook RPG Consent ChecklistFilled in before we start.
  • Aftercare and debriefingAt the end of every session, including Stars and Wishes.
  • Open door policyStep out to breathe, skip the rest of a session, or leave the campaign for good. Nobody will interrogate you or guilt-trip you, and you are welcome back whenever you choose to return.

Beginner-friendly: new players are welcome!

Character creation

Session Zero
We build your character together in the free Session Zero. Bring a concept, a single sentence, or nothing at all.
Starting level
1. All official 2024 species, classes and backgrounds are open.
Ability scores
Standard array or point buy, or physical dice, if the whole table wants it and we roll together at Session Zero.
Third-party content
Ask me before Session Zero. I say yes more often than not, but I want to read it first.
Backstory
You were not taken alone. The efreeti swept up whoever was standing nearby, so somewhere in the holds are people out of your character's own history: someone from your hometown, someone from your guild, someone you owe. Write me one or two paragraphs and I will put names and faces in those cages.
Pre-generated characters
Ready if you would rather just play; switch to your own at any time. PDF and D&D Beyond characters import into Foundry VTT.

Theme and tone

Satirical high fantasy, with moments of horror.

Possibly difficult themes

  • Blood
  • Body horror
  • Car accident
  • Character death
  • Child abandonment
  • Confronting an abuser
  • Deadnaming a character
  • Death
  • Deep or large bodies of water
  • Drowning
  • Drugs (addiction, use, withdrawal)
  • Emotional abuse
  • Fire
  • Execution
  • Hostages
  • Kidnapping
  • Language / cursing
  • Mind alteration
  • Mind control
  • Murder
  • Nightmares about traumatic events
  • Paralysis
  • Scars
  • Sexism
  • Slavery
  • Small spaces (claustrophobia)
  • Snakes
  • Spiders
  • Talk of a superior race
  • Torture
  • Trauma
  • Violence
  • Xenophobia

Take a seat

Hi! Write to me and we will find a time that works for both of us.

Tell me when you are free and whether you have played before. Both answers are fine.

frael@fourchairs.games

Discord: Frael Showly Hynzr / Four Chairs Games (private server).