RAIDERS OF THE TWO-HEADED SERPENT (Mythveil Edition)
As war looms over Europe, MI7 agents race against Nazi occult expeditions for ancient secrets buried beneath myth, empire, and blood.
$20.00
/ Session
Details
1 player following this game
Weekly / Thursday - 6:00 PM UTC
Jun 25 / Session 2
Session Duration / 2–3 hours
3 / 4 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
The world is falling apart. Across Europe, war is rising in the shadows long before the first official declaration. Nazi expeditions vanish into deserts. Ancient sites are sealed by military force. Entire archaeological teams disappear without explanation. And somewhere beneath the chaos, something old is waking up. You are elite field operatives sent into the places ordinary intelligence agencies cannot survive: forgotten temples beneath occupied cities, buried ruins hidden under fascist excavation sites, catacombs sealed beneath the Vatican, lost gateways deep in jungles, mountains, and deserts across the globe. This is a fast-paced pulp adventure inspired by: Indiana Jones, The Mummy, Stargate, Hellboy, and Lovecraftian cosmic horror. Expect: forbidden archaeology occult Nazi expeditions globe-trotting missions hidden temples secret societies ancient conspiracies zeppelins, train chases, gunfights, and doomed expeditions all wrapped inside a living world that evolves with or without the players At first, the mission seems simple: recover artifacts, stop enemy operations, survive impossible odds. But the deeper the investigations go, the stranger the truth becomes. The ruins are not dead. The symbols repeat across civilizations that should never have met. Ancient myths begin to resemble fragmented memories of something real. And the structures hidden beneath the world are not temples. They are doors. This campaign combines the cinematic action and accessibility of classic pulp adventures with a slowly escalating layer of conspiracy and cosmic horror. Players begin as competent heroes facing dangerous enemies and impossible missions. Over time, operations uncover a hidden reality beneath history itself: a buried network of ancient sites, non-human architecture, forgotten civilizations, and forces manipulating humanity long before the modern world existed. The enemy is not merely political. Nations, cults, intelligence agencies, occult orders, corporations, and ancient powers all struggle over fragments of something they barely understand. Every mission changes the world around you. Destroy one operation, and another rises in its place. Recover one artifact, and new factions begin hunting you. Some ruins reactivate. Some doors should never be opened twice. And some discoveries change the people who survive them. This is not a story about chosen heroes saving the world. It is a story about operatives standing on the fault line between war, history, and something far older than mankind.
Game themes
Meet the Game Master
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.
View Profile →Character creation
Creating your character
Character creation happens before the first session — live on Discord. No homework. No walls of rules. We build your character directly into the story. This is cinematic Pulp Cthulhu. Fast-paced investigations. Occult expeditions. Dangerous missions across a world sliding toward war. Think: Indiana Jones The Mummy Hellboy Stargate with the slow descent into cosmic horror beneath it all. You are not ordinary people caught in the wrong place. You are the people sent in when something impossible is discovered. A buried temple beneath a fascist excavation. A missing expedition in the Amazon. A Vatican archive sealed for centuries. An archaeological site that should not exist. That’s where you go. Who are you in this world? The Operative Soldier. Spy. Smuggler. Survivor. You move through borders, war zones, black markets, and occupied cities where official forces cannot operate. The Scholar Archaeologist. Linguist. Historian. Scientist. You recognise patterns hidden beneath myth, ruins, and forbidden texts. Sometimes before you wish you had. The Explorer Pilot. Driver. Sailor. Expedition specialist. You get the team in and out of places most people never survive reaching. The Occult-Aware Medium. Researcher. Witness. You’ve already seen something impossible once before. And you never fully escaped it. The Face Diplomat. Aristocrat. Journalist. Criminal contact. You open doors, secure access, and navigate a world of secret societies, military officials, collectors, spies, and cults. Hybrid Because nobody survives this world by being only one thing. We use Pulp Cthulhu rules: fast, cinematic, dangerous, and beginner-friendly. You are capable characters. People who act. People who survive things they probably shouldn’t. But this world changes with you. Operations continue while you recover. Enemy factions adapt. Artifacts disappear. Wars spread. Rumours become legends. And the deeper the missions go, the more it begins to feel like history itself is hiding something. Character creation is collaborative and story-driven. We build: skills connections contacts rivalries mission history and personal stakes together so your character already feels part of the world before the campaign even begins. No system mastery required. Just bring: curiosity initiative and the willingness to step through doors that should have remained buried. Because once you start seeing the pattern— it becomes very hard to stop.
What to expect
Preparing for the session
Tools & Setup Nothing should get between you and the mission. We use QuestPortal for the game itself. Character sheets. Rolls. Handouts. Maps. Mission files. Everything in one place. Fast. Clean. Built to keep the story moving instead of burying you in menus and setup. Discord handles voice, coordination, briefings, and everything outside the field. That’s all you need. No complicated installations. No endless mod lists. No technical labyrinth before the adventure even begins. Character creation happens live before the first session. Together. We build: your role your contacts your history your specialties and how you became part of the operation directly into the campaign world. No homework. No giant forms. No system mastery required. What matters is simple: A stable connection. Clear audio. Attention. Initiative. Because this world keeps moving whether you are ready or not. Operations continue. Expeditions vanish. Wars escalate. And somewhere beneath it all— something ancient is beginning to surface.
What Dunchan Hunter brings to the table
What Makes This Game Different — Rexborn This is not a static campaign. It is a living world built to move with or without the players. Wars escalate. Expeditions disappear. Ancient sites are uncovered. Organizations adapt. Operations continue while you sleep. You are not following a scripted story. You are entering an active system already in motion. Rexborn is built on deep interdisciplinary research: archaeology intelligence history occult traditions ancient civilizations conspiracy theory wartime espionage suppressed historical projects cosmic horror and real-world myths that refuse to disappear Not as background flavor. As the foundation of the world itself. Ancient ruins follow real archaeological logic. Secret organizations behave like actual intelligence networks. Occult groups operate through ideology, politics, influence, and manipulation — not cartoon villainy. Every location, faction, artifact, and operation exists because it fits the world around it. And the deeper investigations go— the more difficult it becomes to separate: history myth war science and something far older hiding beneath all of them. Rexborn operates through consequence. What players do matters. What players ignore matters even more. Destroy one operation, and another may rise to replace it. Recover an artifact, and multiple factions begin hunting for it. Expose the truth, and the world may simply bury it again under fear, propaganda, or war. Failure does not end the story. It changes its direction. The world absorbs mistakes and evolves around them. Sometimes surviving an operation is victory enough. Sometimes it only means you are now part of something larger. This is cinematic pulp horror with a living conspiracy beneath it. Fast-moving. Atmospheric. Dangerous. Research-driven. Reactive. A world where ancient structures still wait beneath modern civilization— and where history may only be the surface layer of something much older.
Equipment needed to play
Computer
Headphones
Internet
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Table Safety & Player Care This campaign explores horror, war, paranoia, and the unknown. That only works when everyone at the table feels safe enough to engage with it. Respect comes first. Always. Session Zero Before the campaign begins, we establish tone, boundaries, and expectations together. We discuss: Lines (content that never appears) Veils (content that fades to black) comfort levels pacing intensity and any topics players want avoided entirely No pressure. No surprises. No one is expected to explain personal limits. The X-Card At any point, for any reason: say “X” in voice type ❌ in chat or message the GM privately The scene immediately stops or changes direction. No justification required. No debate. No questions asked in the moment. Lines & Veils Lines Hard boundaries that do not appear in the game at all. Examples may include: explicit sexual violence graphic real-world atrocities specific phobias or personal triggers or anything a player marks as off-limits These are respected completely. Veils Topics that may exist in the world but are not described in explicit detail. The camera fades away. The scene moves on. Private Boundaries Players are always welcome to message the GM privately before or during the campaign regarding: triggers anxieties discomfort or changing limits These conversations remain confidential. If Something Goes Wrong We pause. Scenes can be edited, skipped, reframed, or removed entirely. If someone is genuinely distressed, the game stops. The story is never more important than the people telling it. A Living Horror Game Requires Trust This campaign deals with: cosmic horror war manipulation paranoia ancient conspiracies and psychological pressure But horror only works when everyone knows the table itself is safe. That trust matters more than immersion. More than realism. More than the story. Always.
Content warnings
Safety tools used
