Horror on the Orient Express A Detective Noir out of the 1950s

Horror on the Orient Express A Detective Noir out of the 1950s

The darkness of war seemed to be over — until it came back. This time, no one is safe.

TYPE

Campaign

SYSTEM

Pulp Cthulhu

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
1 NEEDED TO START
$30.00

/ Session

Details

Weekly / Wednesday - 7:00 PM UTC

Session Duration / 2–3 hours

2 / 4 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

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About the adventure

The war is over. At least, that’s what the newspapers say. In the 1950s, Europe is rebuilding itself with concrete, neon lights, and carefully rehearsed optimism. Trains run on time again. Borders reopen. People want to believe the worst is behind them. But some things don’t stay buried when a war ends. They just learn how to travel quietly. This campaign is a noir-infused Call of Cthulhu experience set in the post-war world — smoke-filled compartments, rain-soaked stations, faded glamour, and secrets that survived the bombings. What begins as a journey turns into an investigation where every stop peels back another layer of lies. This is not pulp heroism. This is slow dread, moral pressure, and the feeling that history itself is watching you make choices you can’t undo. Mythveil Chronicles focuses on cinematic immersion and consequence-driven play. Characters are competent but fragile. Violence is fast and unforgiving. Knowledge is dangerous. The horror does not jump out of closets — it settles in conversations, photographs, witness statements, and things that don’t add up. Player decisions shape the tone, the pacing, and the direction of the story. There is no railroading — only outcomes that follow logically, sometimes cruelly, from what you choose to do or ignore. This game is for players who enjoy detective noir, psychological horror, and character-driven stories. If you like atmosphere over dice-spam, tension over power fantasy, and stories that feel like lost films from the 1950s — this table is for you. The darkness of war may seem over. It isn’t. And this time, no one is safe.

Game style

Combat Lite

Rule of Cool (RoC)

Puzzle / Mystery Focused

Roleplay Heavy

Game themes

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

3 years on StartPlaying

357 games hosted

Highly rated for: Creativity, Storytelling, Sets the Mood

Average response time: 2 hours

Response rate: 100%

About me

Looking for the cinematic GM your dreams warned you about? That’s me. I was raised by shadows and storybooks, my first GM screen was a cereal box in the ’80s, my dice were chipped — my imagination wasn’t. Since then, I’ve told tales in blood-soaked crypts, neon back-alleys, and forgotten cities buried beneath the sand. I’m not just a Game Master; I’m a narrative architect, a ritualist of consequence, and the creator of Mythveil Chronicles — a living multiverse powered by deep research, emotional storytelling, and a world-simulation engine that reacts to every choice you make. I hold a Master’s in History, Religion, and Philosophy, so even my monsters come with footnotes, and over the decades I’ve run games for hundreds of players, hosted international LARP chronicles, and built campaigns where every NPC, every legend, and every location has roots in real-world folklore. When you play at my table, you’re not just part of a story — you step into a world that breathes with you and without you, and from the moment you arrive, you’re already a legend in the making.

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Character creation

Creating your character

Character creation for this campaign is an integral part of the story, not a mechanical hurdle to clear before the game begins. All characters are created using the Pulp Cthulhu ruleset, with a focus on competent, proactive investigators shaped by the scars, skills, and moral compromises of the post-war world. You are not playing fragile bystanders — but you are also not untouchable heroes. You are people who have survived something, and that survival has left marks. Character creation takes place during a dedicated Session 0, using Quest Portal as our shared character and campaign workspace. Session 0 is a calm, guided session where we build characters together, establish tone, and align expectations. No prior system mastery is required. All rules, options, and setting-specific adjustments will be explained clearly and step by step. If you are new to Call of Cthulhu or Pulp Cthulhu, you are very welcome here. Who Your Character Is This campaign is set in the 1950s, in a Europe still carrying the weight of war beneath its rebuilt façades. Your character may be: a former soldier, intelligence officer, resistance member, or war correspondent a detective, journalist, doctor, academic, or fixer someone who survived camps, bombings, black markets, or moral compromises someone trying to rebuild a life — or outrun the past We will shape your character together around: background and profession personal history and war-era experiences strengths that make you capable flaws that make survival costly This is not a power fantasy. Competence matters — but so do fear, doubt, guilt, and the slow pressure of things that should not exist. Rules & Tone We use Pulp Cthulhu to support: capable characters cinematic action when it matters fast, dangerous violence resilience that feels earned, not free At the same time, this is not a high-comedy pulp game. The tone leans toward detective noir, psychological horror, and consequence-driven storytelling. Knowledge is dangerous. Violence solves problems — and creates worse ones. Survival often means choosing which line you are willing to cross. How Session 0 Works During Session 0 we will: create characters together in Quest Portal explain all relevant rules and pulp options establish party connections and shared history align expectations around tone, horror, and boundaries answer all system and setting questions There is no rush. There are no “wrong” character concepts — only concepts that need shaping to fit the world. By the end of Session 0, you will have: a complete character a clear understanding of the rules a strong sense of who you are, and why you are on that train What This Game Expects From Players This campaign is best suited for players who enjoy: atmosphere over optimization investigation over constant combat roleplay that grows from consequences slow-burning horror rather than jump scares You do not need deep system knowledge. You do need curiosity, patience, and

What to expect

Preparing for the session

To get the most out of this game, a bit of preparation goes a long way — not in rules mastery, but in atmosphere. Technical Setup Before Session 0, please make sure you have: A stable internet connection A computer or laptop capable of running a browser-based VTT smoothly A headset or good-quality microphone (clear audio is essential for immersion) A quiet space where you can focus and roleplay without constant interruptions We will be using Quest Portal for character creation and gameplay. No paid accounts or advanced technical knowledge are required. All links and access details will be provided before the first session. Voice communication will be handled via Discord. Please ensure you have: a Discord account the Discord app or a reliable browser version installed Accounts & Access Before the game starts, please: create a free Discord account (if you don’t already have one) be ready to join the campaign’s Discord server access Quest Portal through the provided link That’s it. No extra software, no complex setup. Mental & Creative Preparation This game rewards mood and attention more than mechanical optimization. If you want to prepare in spirit, not obligation, consider immersing yourself in the tone: Classic film noir and post-war cinema (Casablanca, The Third Man, The Big Sleep, Night and the City, The Maltese Falcon) Post-war detective fiction and psychological thrillers Stories about veterans, survivors, and people trying to rebuild lives that no longer fit You don’t need to research Lovecraft or read rulebooks. This is not about lore knowledge — it’s about vibe, restraint, and tension. What You Don’t Need No prior Call of Cthulhu or Pulp Cthulhu experience No character created in advance No encyclopedic knowledge of mythos lore Everything important will be explained during Session 0. Final Note Come rested. Bring curiosity. Bring a willingness to listen — to NPCs, to other players, and to the moments between dice rolls. This is a slow-burning, cinematic game. The more attention you bring, the more the world gives back.

What Dunchan Hunter brings to the table

What will you provide your players? This game is shaped by a cinematic, research-driven GM style that treats the world as something alive — not a backdrop, but a system that remembers what you do. You can expect a deeply immersive experience built on historical research, literary influences, and careful world logic. Locations, institutions, NPCs, and conflicts are grounded in real post-war history and culture, then bent just far enough for cosmic horror to seep through the cracks. Nothing exists “just because.” If something appears, it has a reason — and consequences. A Living World The world does not pause between scenes. Events unfold whether the characters are present or not. NPCs remember what you said, what you ignored, and what you failed to stop. Information spreads unevenly. Rumors distort. Files disappear. Trains leave on time — or don’t. There is no railroading. Instead, the story responds logically, sometimes cruelly, to player decisions. You are free to act — but you are not protected from outcomes. GM Style & Presentation Cinematic narration with strong visual framing Character voices when appropriate (subtle, not theatrical) Atmospheric music and soundscapes to support tension and pacing A focus on mood, silence, and implication, not constant exposition Scenes are treated like moments from lost films: carefully paced, visually clear, emotionally loaded. Rules & Play Philosophy This game uses the Pulp Cthulhu ruleset, but rules serve tension — not the other way around. Rules are applied consistently and transparently Combat is fast, dangerous, and decisive Violence has weight; survival is never guaranteed The Rule of Cool applies when it enhances story and plausibility — not as a safety net Characters are competent, but never invincible. Knowledge is powerful, but rarely safe. Investigation & Horror The horror in this game is earned, not jump-scare driven. You will find: Investigations built on documents, conversations, photographs, and contradictions Horror that emerges slowly through patterns, implications, and moral pressure Clues that matter — and absences that matter even more This is not about fighting monsters. It’s about realizing why something shouldn’t exist — and what it costs to confront it. For the Players You will be given: A coherent, responsive world Meaningful choices with lasting impact Space to roleplay deeply without being rushed A table that values attention, tone, and collaboration This game rewards players who enjoy: Detective noir Psychological and cosmic horror Character-driven storytelling Worlds that feel consistent, remembered, and alive In short: I provide a world that listens. A story that does not protect you. And an experience designed to feel less like a session — and more like stepping into a film that never quite lets you leave.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Dunchan Hunter creates a safe table

Safety Player safety and emotional comfort are taken seriously at this table — not as an obstacle to horror, but as the foundation that makes meaningful horror possible. Before play begins, we establish clear expectations and boundaries during Session 0. This includes a discussion of tone, themes, and personal limits, as well as the use of Lines & Veils. A written Lines & Veils document will be shared, and players are always welcome to update or clarify boundaries privately at any time. Safety Tools This game uses simple, practical safety tools that do not break immersion: X signal is available digitally (via chat or agreed shorthand) and verbally if needed These can be used at any time, without explanation required Pauses, rewinds, or scene fades will be respected immediately and without discussion No one will ever be asked to justify discomfort at the table. Session 0 Focus Session 0 will cover: Content boundaries and comfort levels The difference between character pressure and player pressure How consequences work in-game — and where player consent always overrides fiction Communication preferences during and after sessions This ensures everyone understands what kind of tension is intended and where the hard limits are. During Play Horror is directed at characters, not players Emotional intensity is paced deliberately, not escalated without warning Players are encouraged to check in with themselves and each other Hidden information is used for narrative tension — never to remove agency or trap players emotionally. Aftercare After intense scenes or sessions, there is always space to: Decompress briefly at the table Ask clarifying questions Separate character emotions from player emotions No one is rushed out of heavy moments. The game ends cleanly, even if the story does not. Table Culture This is a respectful, adult table. No harassment, no pressure, no power games Disagreements are handled calmly and out of character Feedback is welcome and taken seriously Horror works best when trust is intact. In short: This table is safe enough to go deep. Boundaries are respected. Consent is continuous. And discomfort is used intentionally — never casually.

Content warnings

Safety tools used

Frequently asked questions