Horror on the Orient Express (Pulp Cthulhu Noir)

 Horror on the Orient Express (Pulp Cthulhu Noir)

You board the Orient Express in a world that claims the war is over. It isn’t. Something survived. And it’s traveling with you.

TYPE

Campaign

SYSTEM

Pulp Cthulhu
Call of Cthulhu

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
1 SEAT LEFT
$25.00

/ Session

Details

Weekly / Wednesday - 6:00 PM UTC

Apr 15 / Session 0

Session Duration / 2–3 hours

3 / 4 Seats Filled

Report Adventure

Money Back Guarantee

StartPlaying Money Back Guarantee

If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy

Schedule

Wed, Apr 15 | 6:00 PM – Session 0

Meet your party members

3/4

About the adventure

This is not a standard Call of Cthulhu campaign. You are not stepping into a story. You are stepping onto a train that is already in motion— and it does not stop for you. --- 1950s Europe. The war is over. That’s what they say. Cities are lit again. Trains run on time. Borders reopen. Everything looks normal. It isn’t. --- You are not heroes. You are people who made it through the war— and are still paying for it. A job. A lead. A name that didn’t sit right. That’s why you’re here. --- The Orient Express. London. Paris. Milan. Venice. Belgrade. Constantinople. A thousand miles of track. --- This wasn’t supposed to be your case. Something was broken. Not destroyed. Broken. Scattered across Europe. The kind of thing that should have stayed buried. :contentReference[oaicite:0]{index=0} --- Pieces of it keep turning up. In cities. In records. In places they shouldn’t be. --- You’re not the only one looking. Others are already ahead of you. Watching. Following. Closing doors before you get there. --- Every stop pulls you deeper. You get off the train. You find something. You wish you hadn’t. --- And every piece you uncover— makes something else whole. --- The world does not wait for you. What you do does not stay contained. After the session: • information spreads • people react • doors close • your name shows up in places it shouldn’t --- When you sleep, it doesn’t stop. The world keeps moving. Without you. Against you. --- Records lie. People die. Borrowed life. Borrowed time. You’re already marked.

Game style

Rule of Cool (RoC)

Puzzle / Mystery Focused

Game themes

Historical
Mystery
Cosmic Horror
Meet the Game Master
Hispanic/Latinx
Cosplayer
Multi-lingual

3 years on StartPlaying

384 games hosted

Highly rated for: Creativity, Storytelling, Sets the Mood

Average response time: 3 hours

Response rate: 100%

About me

You’re not looking for a GM. You’re looking for a world that reacts to you. A place where: your choices don’t disappear characters remember you the story moves — with or without you Not for a session. For months of play. For campaigns that actually hold together. That’s what I run. You don’t need experience. You don’t need to be perfect. 👉 You just need to show up. Session 0 is guided. We build everything together — step by step. For decades, I’ve run story-driven campaigns. Today, I run Mythveil Chronicles: a world that continues after you act Built on: real history myth and belief player behaviour system continuity At my table: You don’t just play. 👉 You leave a mark. Most campaigns fade. This one doesn’t.

View Profile →
Character creation

Creating your character

Character creation is not paperwork. It’s where this starts. --- You don’t build stats. You build a person who made it through the war— and is still carrying it. --- You are not fragile. And you are not untouchable. Pulp Cthulhu gives you the edge— stronger, tougher, harder to kill— but it doesn’t make you safe. :contentReference[oaicite:0]{index=0} --- Session 0 is where we build that. Together. No rush. No system knowledge needed. We shape: • who you were • what you survived • what it cost you --- 1950s Europe. The war didn’t end. It just changed shape. --- You might be: • a soldier who came back wrong • a detective who asks the wrong questions • a journalist chasing something that won’t stay buried • a doctor who has seen too much • someone trying to start over—and failing --- Your background matters. Your past matters. What you did— and what you didn’t do— will come back. --- This is not a power fantasy. You are capable. But fear, guilt, and bad decisions are part of the job. --- Rules support action. But actions have consequences. Violence works. Until it doesn’t. --- In Session 0 we: • build characters together • connect your stories • set tone and boundaries • make sure everything fits --- No perfect builds. No wrong ideas. Just characters that belong in this world. --- By the time we’re done— you know who you are. And why you’re on that train.

What to expect

Preparing for the session

You don’t need to master the rules. You need to show up ready. --- Before Session 0: • stable connection • a computer that can handle a browser VTT • a working mic • a quiet space That’s it. --- We use: Discord — for voice, coordination, and ongoing play Quest Portal — for characters and the game itself No installs. No paid tools. No setup headaches. You get the link. You’re in. --- You don’t need: • system knowledge • a prepared character • lore research We handle that together. --- This game doesn’t reward optimization. It rewards attention. --- If you want the tone: Think post-war noir. Casablanca. The Third Man. The Big Sleep. People trying to rebuild something that doesn’t fit anymore. --- Listen closely. Watch what’s not being said. Pay attention to the gaps. --- Come rested. Stay present. The more you give this game— the more it gives back.

What Dunchan Hunter brings to the table

This is not a static world. It moves. With you. Without you. --- What you do matters. What you ignore matters more. --- Nothing is there by accident. Every place. Every person. Every detail— is there for a reason. And it has consequences. --- The world does not pause. Events unfold whether you are there or not. People remember. What you said. What you did. What you failed to stop. Information spreads. Rumors twist it. Files disappear. Trains run on time. Until they don’t. --- There is no railroading. You can act. You are not protected. --- Rules are there to support tension. Not to save you. --- Combat is fast. Violence works. Until it doesn’t. --- You are capable. You are not safe. --- This is not about fighting monsters. It’s about realizing something shouldn’t exist— and deciding what it costs to face it. --- Clues matter. So do the things that are missing. --- This game rewards attention. Patience. And people who listen. --- You are given a world that reacts. Choices that stay. And consequences that don’t go away. --- This is not a story you finish. It’s something you step into. And it does not let go.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Dunchan Hunter creates a safe table

This game can go deep. So we make sure it doesn’t go too far. --- Before we start, we set boundaries. Session 0 is where we define: • what’s in • what’s out • and where the line is --- We use simple tools: Lines & Veils — what doesn’t happen, and what stays off-screen X-signal — stop, skip, or change a scene immediately No explanations required. If something crosses a line, we move on. :contentReference[oaicite:0]{index=0} --- During play: You are never trapped in a scene. We can pause. Rewind. Fade out. At any time. --- Horror is directed at characters. Not players. --- We go into dark places. But we don’t drag anyone there. --- After heavy moments, we take time. Step back. Check in. Reset. No one is rushed out of it. --- At the table: Respect is not optional. No pressure. No harassment. No real-world bullshit. --- This is how it works: We go deep. We stay in control. And everyone at the table is safe.

Content warnings

Safety tools used

Frequently asked questions