THE MISKATONIC FILES

THE MISKATONIC FILES

1922. Miskatonic University's Department of Psychical Research investigates the impossible. Choose a case — and live with what it awakens.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
2 NEEDED TO START
$25.00

/ Session

Details

6 players following this game

Weekly / Thursday - 6:00 PM UTC

Session Duration / 2–3 hours

1 / 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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This game will begin once 3 players have joined

Meet your party members

1/3

About the adventure

1922. New England is changing faster than its old towns can admit. Prohibition fills the harbours with night boats. Veterans return home carrying things they cannot name. Spiritualists promise messages from the dead. In Arkham, Miskatonic University has created a small Department of Psychical Research for cases respectable institutions would prefer to forget. You are its investigators: scholars, doctors, reporters, veterans, detectives, occult survivors and ordinary people with the nerve to go where the evidence leads. A fishing vessel returns without its crew. A widow receives letters in her dead husband's handwriting. A student disappears from a locked room. A Vermont family claims something watches their house from the trees. This is Pulp Cthulhu: capable heroes, dangerous action, mysteries with teeth and horror that remains frightening. Expect investigation, strange local history, occult societies, impossible murders, car chases, gunfights, haunted houses, coastal dread and the occasional thing beneath the Atlantic. The cases are open. You decide which lead to pursue, whom to trust and what price to pay. While you solve one mystery, the others do not wait. Families remember. Institutions react. Rivals adapt. Allies return. A decision in Salem can reach you again in Innsmouth months later. Inspired by The Sinking City, Supernatural and The Winchesters, Lovecraftian New England folklore and classic pulp adventure. Cases end. Consequences don't.

Game themes

Cosmic Horror
Mystery
Historical
Meet the Game Master

5.0

(48)

TOP GM
Hispanic/Latinx
Cosplayer
Multi-lingual

4 years on StartPlaying

506 games hosted

Highly rated for: Storytelling, Creativity, Sets the Mood

Average response time: 1 hour

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

Character creation happens collaboratively before the first session, live on Discord. No homework and no system mastery required. You will create a capable Pulp Cthulhu investigator tied to the Department of Psychical Research at Miskatonic University: perhaps a scholar, journalist, doctor, detective, veteran, occult survivor, sailor, artist or local who knows a little too much. We build skills, contacts, history, personal stakes and reasons to care into the campaign together. New players are welcome. The rules are explained at the table; what matters most is curiosity, initiative and the willingness to follow the evidence when it becomes uncomfortable.

What to expect

Preparing for the session

You need a computer, stable internet, a microphone, Discord and Quest Portal. Quest Portal runs in the browser: no complicated installation, mod list or homework. Before play, join the Discord server and attend the free Session 0 / character-creation meeting. I provide rules guidance, character sheets, handouts, maps and case files.

What Dunchan Hunter brings to the table

This is a Mythveil living-world campaign. I bring researched settings, atmospheric music and handouts, cinematic scenes, meaningful NPCs and open investigations with more than one way forward. The world never becomes a punishment machine: failure changes the situation and creates new choices. The people, factions and places you encounter remember how you treated them. Your investigator can build allies, make enemies and leave a genuine mark on New England.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Dunchan Hunter creates a safe table

Player safety comes before story, horror and immersion. Before the campaign, we use Session 0 to establish Lines, Veils, tone and boundaries. You never need to justify a limit. At any moment you may use the X, N and O tools in voice, chat or a private message. We pause, cut, fade to black, reframe or skip content immediately. We also use breaks, check-ins, aftercare and an open-door policy. Concerns can always be raised privately and confidentially. This game may involve cosmic horror, death, grief, crime, paranoia, historical prejudice, occult material and frightening imagery. We calibrate intensity together. The story is never more important than the people at the table.

Content warnings

Death
Alcoholism
Cults
Snakes

Safety tools used

Frequently asked questions