Edge of Darkness | One-Shot | Beginner Friendly
West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut.
Free
Details
Once / Tuesday - 4:00 AM UTC
May 5
Session Duration / 3–4 hours
2 / 7 Seats Filled
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About the adventure
West of Arkham the hills rise wild, and there are valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight. On the gentler slopes there are farms, ancient and rocky, with squat, moss-coated cottages brooding eternally over old New England secrets in the lee of great ledges; but these are all vacant now, the wide chimneys crumbling and the shingled sides bulging perilously beneath low gambrel roofs. You have recently each been contacted by Rupert Merriweather, an aging man you have known for some time. Merriweather is unwell and seems not long for this world. He has asked you to meet him at St. Mary’s Teaching Hospital in Arkham at one o’clock on Thursday. You haven’t seen the man for quite some time, so this urgent summons appears to be quite important. Perhaps he has something to tell you before he dies?
Game style
Theater of the Mind
Roleplay Heavy
Game themes
Meet the Game Master
About me
I’m a storyteller focused on grounded, character-driven narratives that explore power, loyalty, and survival in hostile, complex worlds. My campaigns draw heavy inspiration from organized crime dramas, psychological thrillers, and the harsh beauty of the Western states and Northern Mexico—regions I know intimately and build into my worlds with care and accuracy. I mainly run Vampire: The Masquerade 5th Edition, a game system that thrives on moral ambiguity, factional tension, and the constant push-and-pull between survival and control. My games emphasize cultural depth, political nuance, and long-form arcs where every action has weight. I spend a great deal of time developing living, reactive settings—cities, factions, and families that grow, fracture, or fall based on your choices. As an audio professional, I create original music and sound effects tailored to each campaign. That includes in-world songs, atmospheric scores, and dynamic sound effects—all crafted to elevate the mood and immerse players more deeply in the story. When you play at my table, you’re stepping into a world with a heartbeat. Whether you’re surviving the brutal heat of the Mojave or maneuvering through the shadowy politics of undead Los Angeles, my games deliver a grounded, story-first experience where your choices drive the world forward. Sessions are immersive, character-focused, and built to reflect the weight of your actions. I aim to create narratives that feel lived-in, dangerous, and meaningful—perfect for players who want to lose themselves in a setting that challenges them at every turn.
View Profile →Character creation
Creating your character
All character will be premades.
What to expect
Preparing for the session
All you will need is a free discord and alchemy account.
What D'Antonio brings to the table
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned urban buildings, and night clubs crank with punk rock and modular techno, and original songs that reflect your the mentality of characters in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used
