Blood in the Bayou — A Chronicle of Secrets
Build power in supernatural New Orleans, where family opens doors, favours buy loyalty, and a dinner invitation can be more dangerous than a gun.
$25.00
/ Session
Details
6 players following this game
Weekly / Sunday - 7:00 PM UTC
Nov 1 / Session 19
Session Duration / 2–3 hours
2 / 4 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
The restaurant has closed, but the back room is still full. Rain taps against the courtyard shutters, a trumpet carries from the next block, and the owner insists on bringing another bottle. At the head of the table, a woman asks after someone's mother. She remembers the hospital, the doctor's name, who paid the bill. Only when the waiter leaves does she slide a photograph across the linen. "He's been talking to the wrong people. I'd like you to bring him home." Beside her, a man who has barely touched his glass studies the empty chair. Blood in the Bayou is a supernatural crime saga set in the World of Darkness of New Orleans: Scarface's hunger for power, The Sopranos' tangled family loyalties and the corruption and personal cost of Allein gegen die Mafia (La Piovra). You play Kindred, vampires building a place in a city where nightclubs, waterfront deals and old family connections can buy influence. A patron can open doors you never knew existed. Friends can become partners; partners can become the people who know exactly where to hurt you. There is pleasure in belonging, in being trusted with a secret, in finally having the means to protect someone. Ambition has plenty to offer before it sends the bill. Around you, New Orleans keeps living. Musicians finish their sets, relatives argue over dinner, lovers wait for calls that may never come. The city's supernatural powers have their own loyalties, appetites and private griefs. A rival may genuinely love his family and still order someone else's death. A friend may risk everything for you, then ask for a favour you cannot easily repay. The Masquerade binds these lives together: every careless feeding, public feud and frightened witness can draw attention to what you are. Violence can settle a dispute tonight and leave someone planning revenge for years. Expect character-driven roleplay, criminal intrigue, dangerous alliances and sudden, consequential action. Your coterie can negotiate, investigate, build influence or fight for its interests; you decide whom to trust and what your ambitions are worth. NPCs and factions pursue their own plans, debts survive the scene in which they were made, and victories change who holds power. Friendship, desire and dark humour give the nights their warmth; betrayal hurts because those relationships matter. This ongoing Vampire chronicle welcomes newcomers with guided character creation and an introduction to the city. There is a place for your character at the table. What you do with it belongs to you.
Game style
Roleplay Heavy
Puzzle / Mystery Focused
Rule of Cool (RoC)
Sandbox / Open World
Game themes
Meet the Game Master
About me
You’re looking for a world that remembers what you do. I’m Dunchan, the GM behind Mythveil Chronicles. My campaigns span horror, fantasy, science fiction and the World of Darkness. NPCs have their own motives, factions act between sessions, and player choices carry forward. New to tabletop roleplaying or a particular system? Many of my campaigns welcome newcomers. I’ll guide you through character creation and help you find your footing; each listing explains its own experience requirements. I build atmosphere with story, sound, visuals, maps and handouts where they fit. Platforms and preparation vary by game, so each campaign page lists the system, tools, schedule, group size and content notes. The per-session price shown on a campaign listing is that game’s price; private bookings use the profile rate. Mythveil draws on real history, mythology and belief to create worlds shaped by the people inside them. You don’t just visit the setting—you leave a mark.
View Profile →Character creation
Creating your character
We build your character together, starting with the person behind the vampire: their work, relationships, ambitions and the parts of their old life they still care about. A musician with a club to save, a dock worker with useful connections or a journalist who knows too much can all belong in this city. Your history and loyalties are yours to choose. Bring a rough concept using Vampire: The Masquerade 5th Edition. We will work through your clan, sire, abilities and connections, then agree on how you enter the ongoing chronicle and become part of the coterie. You do not need a finished sheet or an encyclopedic knowledge of the setting; I will guide you through the rules and the relevant history. Think about what your character wants from New Orleans, who might share that ambition and what relationship they would hate to lose. Those ties give influence, loyalty and betrayal their personal weight. Your future remains open, shaped by the choices you make in play.
What to expect
Preparing for the session
You will receive access to the chronicle space in Quest Portal, with the setting information, rumours and contacts available to your character. We use Discord for voice. Please have a computer, headphones, a working microphone and a stable internet connection. Bring a rough Vampire: The Masquerade 5th Edition character concept. We will develop it together and discuss your place in the ongoing story before you enter play. No prior knowledge of New Orleans or the chronicle is required; I will help you get your bearings. Before play, complete the private Lines & Veils form so we can establish boundaries for the personal horror and crime drama. Come ready to listen, share the spotlight and give the other characters room to matter.
What Dunchan Hunter brings to the table
I bring a living New Orleans shaped by history, folklore, belief and the competing interests of the people who call it home. Distinct NPC voices, scene visuals and carefully chosen music give the city texture, from a crowded club to a conversation behind a restaurant's locked door. The chronicle has the intimacy and pressure of a mafia drama. A conversation about territory may turn on a family obligation; an apparent insult may conceal an offer. NPCs have private lives, attachments and ambitions. They can enjoy your company, owe you a debt and still disagree with what you want. Warmth, sharp humour and moments of affection make those relationships worth investing in. Your choices shape the balance of power. Favours, businesses, alliances and secrets create opportunities, while rivals and allies act between sessions. Expect room for negotiation and investigation, with violence that has consequences beyond the immediate confrontation. Success can bring real influence and security; betrayal, exposure and character death remain possible. I provide guided character creation, an introduction to the ongoing chronicle and support with the rules. We use Quest Portal for the chronicle space and Discord for voice. Your character's ambitions and decisions remain yours, and the city remembers what follows.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Before play, you receive a private Lines & Veils form to identify what should never appear and what should remain off-screen. Your responses are seen only by me, and your boundaries are respected. This chronicle explores personal horror through a supernatural crime drama: hunger, loyalty, coercion, corruption, violence and the consequences of power. We discuss the tone and boundaries together. Intimate content follows the limits agreed at the table. During play, we use X, N and O: stop, shift or soften, and continue. No explanation is required to signal a boundary. We take breaks and check in regularly, especially after intense scenes, with time at the end to step out of character and decompress. We explore difficult choices in an atmosphere of trust and mutual respect. Everyone has room to speak, and the story changes when it crosses an agreed boundary.
Content warnings
Safety tools used
