The Arkham Enigma | Beginners Friendly | Free Session 0
From the halls of Miskatonic to the rot of Blackwater Creek, a crimson trail uncovers Arkham’s oldest sins. Can you survive the creeping darkness?
$15.00
/ Session
Details
6 players following this game
Bi-weekly / Saturday - 1:00 AM UTC
Oct 24 / Session 17
Session Duration / 3–4 hours
Campaign Length / 6–10 Sessions
4 / 5 Seats Filled
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Schedule
About the adventure
Welcome to Arkham, 1923—a city of prestigious academia, jazz-filled speakeasies, and a rotting supernatural cancer growing just beneath the pavement. Whether you are a seasoned investigator of the Cthulhu Mythos or a curious newcomer ready to lose your first points of Sanity, this campaign is designed to be your definitive entry into the world of cosmic horror. Our story begins in the shadowed halls of Miskatonic University with a missing professor and a trail of Crimson Letters, but the mystery quickly spirais. We will journey through a series of "chained" adventures, leading you out of the city streets to the cursed, muddy banks of Blackwater Creek and onto the rain-slicked roads where the Dead Light waits. This isn't just a collection of one-shots; it is a cohesive descent into a regional conspiracy where the choices you make in the faculty lounge might come back to haunt you in the woods of Massachusetts. As a Keeper, I focus on atmosphere, investigation, and high-stakes tension. I love to lean into the "Noir" aesthetic of the 1920s—expect detailed handouts, evocative descriptions, and a world that feels lived-in. While there will be moments of pulse-pounding terror, the heart of our game is the mystery. I prioritize "failing forward," meaning even a bad roll moves the story in an interesting (if dangerous) direction. We play to see how your characters change—or break—under the pressure of the unknown. This game is specifically tailored for players who love a good story and "theatre of the mind." If you enjoy roleplaying over "roll-playing" and prefer a slow-burn mystery to a dungeon crawl, you’ll find a home at this table. New players are more than welcome; I am happy to teach the rules of the Call of Cthulhu 7th Edition system as we go. All you need is a sharp mind, a bit of courage, and a willingness to face things that shouldn't exist.
Game style
Combat Lite
Puzzle / Mystery Focused
Roleplay Lite
Rule of Cool (RoC)
Sandbox / Open World
Theater of the Mind
Game themes
Meet the Game Master
About me
Hello! I'm Rodrigo, a veteran Game Master with nearly four decades of TTRPG experience. I started playing 39 years ago and found my true calling as a Keeper for Call of Cthulhu back in 1994. Based in Vancouver, BC, I'm deeply invested in our local hobby. I proudly serve on the board of directors for the Trumpeters Tabletop Games Society, a non-profit club dedicated to building a great community for gamers. My GM Philosophy: Fair, Creative, Narrative My goal as a GM is to facilitate your story. I'm not an antagonist; I'm here to build suspense and reward your exploration with big reveals and "aha!" moments. I love seeing players grab the reins and drive the game. Expect rich descriptions, props, and handouts to pull you into the world. I thrive on long-form storytelling and have run epic 2-year campaigns driven by deep plot twists and collaborative world-building. My Experience & Specialties My toolkit is broad. I have extensive experience running: - D&D 5th Edition - Call of Cthulhu (Classic & Pulp) - Mothership - MÖRK BORG & Cy_Borg - Dungeon Crawl Classics & Mutant Crawl Classics - Pendragon - Rivers of London I also have a special passion for narrative wargames like The Silver Bayonet and Bolt Action. If you're looking for an experienced, story-focused GM dedicated to creating a memorable game, I look forward to rolling dice with you!
View Profile →Character creation
Creating your character
Character creation is the foundation of any great horror story, and for this campaign, we will be building that foundation together to ensure everyone feels connected to the mystery from the very first roll. The Session Zero We will hold a dedicated Session Zero to kick off the campaign. This session is designed to be a collaborative space where we not only build your investigators but also weave your backstories together. You don’t need to have a fully formed character ready before we meet—in fact, it’s often better to come with just a few loose concepts so you can adapt to what the rest of the group is playing. Systems and Sources We will be using the standard character creation rules from the Call of Cthulhu 7th Edition Keeper’s Handbook, supplemented by the specialized investigator options found in the Arkham sourcebook. These additional rules allow for deeper ties to the city itself, providing unique local occupations and neighborhood connections that will make your investigator feel like a true resident of Arkham. I will provide all necessary digital books and step-by-step guidance during the session, so there is no need to purchase additional materials. Where and How We Build All characters will be created directly within our Roll20 campaign page. We will use the built-in character sheets and the "Charactermancer" (where applicable) to make the process smooth and automated. Stats: We will determine attributes during the session using the methods outlined in the Handbook (typically rolled or point-buy, as agreed upon by the group). Starting Level: As is standard for Call of Cthulhu, you will begin as "ordinary" people—professors, journalists, or private eyes—rather than high-level heroes. Your power lies in your wits and your will to survive. Defining Connections A vital part of our first meeting will be defining the relationships between your investigators. Rather than being a group of strangers meeting in a tavern, we will establish why you trust (or perhaps distrust) one another. Whether you are colleagues at Miskatonic, old war buddies, or distant cousins, these bonds will be the glue that keeps the group together when the Sanity checks start failing.
What to expect
Preparing for the session
Players should take the following steps to ensure a smooth game start: -StartPlaying Account: Ensure your account is registered and your payment is confirmed to secure your spot. -VTT Access (Roll20): Create a free account on Roll20.net. I will send you the direct game link before the session. Please log in 10 minutes early to test your setup. -Voice/Video (Google Meet): A private Google Meet link will be provided upon registration. Please ensure your microphone and webcam (optional, but encouraged!) are tested and ready.
What Rodrigo brings to the table
As your Keeper, I strive to create an immersive, tense, and flexible investigative experience tailored to our journey through Arkham and beyond: Atmosphere & Immersion: I use curated, era-appropriate ambient music and 1920s soundscapes to heighten the tension, whether you're whispering in the Miskatonic library or trekking through the rain-soaked woods. Visual Aids: You will receive carefully prepared digital handouts—including the cryptic Crimson Letters, period-accurate maps of Arkham, and unsettling evidence found in Blackwater Creek—directly within Roll20 to ground your investigation. Dynamic Environments: Our Roll20 maps utilize Dynamic Lighting to simulate the oppressive darkness and claustrophobia of the campaign’s most harrowing locations, from shadowed hallways to the blinding, unnatural glow of the Dead Light. Narrative Flexibility (The Rule of Cool): While Call of Cthulhu has firm mechanics for sanity and survival, I embrace the "Rule of Cool" when narrative excitement takes center stage. If you propose a creative, cinematic solution to an eldritch problem, I will prioritize engagement and "failing forward" over strict manual-checking. Investigation Over Combat: Expect high-stakes tension where your brain is your best weapon. In this campaign, combat is brutal, fast, and often a last resort. I focus on rewarding thorough exploration and clever decision-making; in the world of the Mythos, survival is the ultimate victory. Collaborative Storytelling: I encourage you to be proactive and co-narrate your investigator's journey. I respond best to players who lean into their character's flaws and fears to help build a truly terrifying shared story.
Homebrew rules
Gemini said In our campaign, the narrative takes precedence over the manual. While we use the 7th Edition mechanics as our framework, I apply the following homebrew philosophy: The Rule of Cool: If you come up with a creative, daring, or cinematically brilliant idea that isn't strictly covered by the rules, I will prioritize the "Cool Factor." If it makes the story better and heightens the tension, we’ll make a sensible ruling on the fly to let it happen. Failing Forward: A failed roll (especially in investigation) doesn't mean the story stops. It means you might get the information you need, but at a significant cost, or you find yourself in a much more dangerous situation. Luck Spends: We will use the optional Spending Luck rule from the Keeper's Handbook, allowing you to burn your Luck points to improve a roll—a vital tool for surviving the more lethal encounters in the Arkham woods.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How Rodrigo creates a safe table
I utilize the Monte Cook RPG Consent Checklist on session 0 to clearly establish everyone's boundaries and comfort levels. We also use debriefing safety tools at the end of the session to check in on how everyone is feeling and process the game. Your personal comfort is the priority.
Content warnings
Safety tools used


