Blood in the Bayou — A Chronicle of Secrets

Blood in the Bayou — A Chronicle of Secrets

You start as ordinary people in New Orleans. You build power. The city darkens. And when you understand what’s happening— it’s already too late.

TYPE

Campaign

SYSTEM

Vampire: The Masquerade 5th Edition
Vampire: The Masquerade 20th Anniversary Edition

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
1 SEAT LEFT
$25.00

/ Session

Details

3 players following this game

Weekly / Sunday - 6:00 PM UTC

Jun 14 / Session 4

Session Duration / 2–3 hours

2 / 3 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

Magic Gemstone

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Schedule

Sun, Jun 14 | 6:00 PM – Session 4

Sun, Jun 21 | 6:00 PM – Session 5

Sun, Jun 28 | 6:00 PM – Session 6

Sun, Jul 05 | 6:00 PM – Session 7

Sun, Jul 12 | 6:00 PM – Session 8

Sun, Jul 19 | 6:00 PM – Session 9

Sun, Jul 26 | 6:00 PM – Session 10

Sun, Aug 02 | 6:00 PM – Session 11

Sun, Aug 09 | 6:00 PM – Session 12

This game will begin once 3 players have joined

Meet your party members

2/3

About the adventure

New Orleans smiles in the light. And in the dark, it offers you something more. Jazz spills into the streets. Neon glows on rain-wet pavement. The night feels alive. And for the first time— it feels like it sees you. This city doesn’t hide its monsters. It invites them in. Power moves through New Orleans in quiet ways. In whispered favors. In debts no one writes down. In doors that only open if you know the right name. And now— those doors are opening for you. You are Kindred. Newly Embraced. Or newly arrived. Or newly noticed. Either way— you matter now. Influence spreads quickly here. Through clubs. Through blood. Through people who don’t realize what they’ve become to you. And the higher you rise— the more it costs. The Masquerade still holds. For now. But every secret needs someone to carry it. Every alliance demands something in return. Every night pulls you further from who you used to be. You can have power. Status. Control. A place in the night. But not for free. Because in New Orleans— the real question is not what’s hiding in the dark. It’s: 👉 how much of yourself you’re willing to trade to belong there.

Game style

Roleplay Heavy

Puzzle / Mystery Focused

Rule of Cool (RoC)

Sandbox / Open World

Meet the Game Master

5.0

(44)

TOP GM
Hispanic/Latinx
Cosplayer
Multi-lingual

3 years on StartPlaying

435 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.

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Character creation

Creating your character

You build your character as a person first. Not a monster. Not a hero. Because every vampire was someone. You lived in New Orleans. Maybe you belonged here. Maybe you came back. Maybe you were just passing through. A musician. A nurse. A dock worker. A journalist. Someone with a life that made sense. Then the night chose you. Or rather— someone did. You are Kindred now. Not because you were destined for power, but because someone decided your life was worth taking. And in New Orleans— that decision is never free. You are not ancient. Not powerful. Not safe. You are a Neonate. Which means: you matter just enough to be noticed. Power here doesn’t come from strength. It comes from: who owes you who fears you who trusts you and who doesn’t realize what you are yet The city is full of doors. Some open with influence. Some with blood. Some should never open at all. And the longer you stay— the harder it becomes to remember who you were before the night. Because hunger grows. Quiet at first. Reasonable. Manageable. Until it isn’t. New Orleans rewards ambition. It also remembers mistakes. Some vampires rise. Some disappear. And most learn too late— that the line they swore never to cross was never really a line. Bring a character. We’ll build them together. And then we’ll see how long they survive the night.

What to expect

Preparing for the session

Once you join, you will receive access to the chronicle space in Questportal. This is where New Orleans exists. Not fully revealed. Not fully understood. Districts. Territories. Fragments of Kindred history. Rumors that feel almost true. Some things in this city are not meant to be explained. Only noticed. 🎧 The Space Between Nights We use Discord for voice. This is where the chronicle continues to breathe. Between sessions, conversations linger. Tension builds quietly. Moments stretch longer than they should. Sound matters here. Music. Silence. The hesitation before someone answers. Sometimes what isn’t said matters more than what is. 🩸 Who You Were Before anything else— you were human. Prepare a rough concept using Vampire: The Masquerade 5th Edition. It doesn’t need to be perfect. Just know: who you were who chose you and what you’re not ready to let go of Everything else— we shape together. 🕷️ What You Are Becoming You are a Neonate. Not powerful. Not safe. Not irrelevant. Just enough of a presence to be drawn into things you don’t fully understand. Your strength will not come from force. It will come from: who trusts you who owes you who fears you and who hasn’t realized yet what you are 🎙️ What You Need A working microphone. A stable connection. Because this chronicle lives in small things: a pause a change in tone a question that comes too late 🌒 What You Bring That’s all. The rest— the city its politics its hunger its quiet, patient memory— we discover together. New Orleans is already there. And when you arrive— it will notice..

What Dunchan Hunter brings to the table

You’re not just joining a game. You’re stepping into a living New Orleans — rebuilt from history, folklore, belief, and the things the city never forgot. Every choice leaves a trace. Every neighborhood holds its own balance of power. And not every truth survives the night. This is personal horror. The Mythveil way. 🎭 Character-Driven Storytelling This chronicle follows your character. Not as a hero. Not as a monster. But as someone becoming something else. Scenes slow when tension matters. They tighten when control slips. NPCs remember. Favors. Insults. Broken rules. And in a city like this— memory is power. 🎧 Atmosphere That Breathes Sound is part of the story. Late-night jazz. Distant thunder. Silence that lasts a second too long. Nothing overwhelms. Everything lingers. 🌒 A City That Reacts New Orleans is not a backdrop. It is a system of influence, debt, and quiet power. Pull one thread— something else tightens. Expose a secret— someone important starts asking questions. Some consequences are immediate. Others wait. 🎲 Structure & Freedom Rules create tension. Story creates meaning. Curiosity is never punished. But hunger, ambition, and pride always come with a cost. 🜂 Built from Reality This chronicle draws from: real New Orleans history local folklore and belief post-Katrina trauma cultural memory and hidden structures Everything feels grounded. Even when it stops making sense. 🩶 What You Get guided character creation a curated Foundry environment consistent support and communication a living chronicle shaped by your actions You are not playing a hero. You are playing someone who must decide what they are willing to become to survive the night. New Orleans rarely explains itself. But the city always remembers: who fed well— and who became prey.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Dunchan Hunter creates a safe table

Your safety comes first. Always. New Orleans can be seductive. Dangerous. Full of things that linger a little too long. But the table itself— is steady. 🕯️ Before the Chronicle Before Session One, you’ll receive a private Lines & Veils form. This is where you decide: what should never appear what should stay in the background what should fade before it becomes too real Your boundaries are seen only by me. And they are always respected. 🎭 During Play We use a simple system: X — stop immediately N — shift or soften O — continue No explanations required. No pressure. No questions. If something crosses a line— the story changes. Not you. 🩶 Check-Ins & Aftercare I check in regularly, especially after intense scenes. At the end of each session, there is space to step back. To breathe. To leave the story behind. Because horror only works when you feel safe exploring it. 🕷️ The Goal A table where we can explore: personal horror moral tension hunger, power, and consequence Without anyone feeling unsafe. You set the boundaries. I protect them. The story may move through shadows— But the table never does.

Content warnings

Blood
Death

Safety tools used

Frequently asked questions