Madness in the Moonshine | Beginner Friendly
The liquor flows freely through Arkham's underground, but the madness seeping into this corner of the world didn't come from any still.
$10.00
/ Session
Details
1 player following this game
Weekly / Thursday - 1:00 AM UTC
Session Duration / 2–3 hours
1 / 5 Seats Filled
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About the adventure
Session 0 to 1 is free. It’s Fall of 1922, and Arkham, Massachusetts, is a city drowning in shadows. Prohibition hasn’t just driven vice underground, it’s made it fester, bleeding through cobblestone alleys and hidden speakeasies. At Miskatonic University, professors whisper in trembling voices about things they’ve dug up, things they pray every night they could forget. And out beyond the city limits, in the black woods and choked farmland, secrets older than the first colony lie waiting, patient and hungry. You didn't come here looking for any of that. You came because someone you can’t refuse called in a debt... Madness in the Moonshine is a Call of Cthulhu campaign set across 1920s New England. You’ll play a mismatched crew of ordinary souls: criminals with guilty consciences, weary clerks, haunted academics, drifters with nothing left to lose! You’ll be thrown headfirst into the horror festering at Arkham’s rotten core. What begins as dirty errands and debt collection will unravel into something that will claw at your sanity and never let go. This campaign is for players who crave mystery, atmosphere, and aren’t afraid to feel the weight of every hard choice. You will investigate. You will lie, bleed, and bargain. And sometimes you will run into things you cannot fight, cannot reason with, cannot even look at without screaming. Prior experience with Call of Cthulhu is welcome, but not required, the tone we’re going for will be somewhere between a hardboiled crime story and a Lovecraftian nightmare.
Game style
Organized Play
Puzzle / Mystery Focused
Roleplay Heavy
Rule of Cool (RoC)
Theater of the Mind
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Creativity, Sets the Mood, Knows the Rules
About me
I am a tabletop roleplayer with about 8 years in the hobby, sitting comfortably at an intermediate level on both sides of the screen. I’m fascinated by how different systems shape stories, and try to bring a warm, inclusive energy to every table I join or run. As a Game Master, I focus on atmosphere, character drama, and collaborative worldbuilding. I’ve run campaigns and one-shots in World of Darkness, Dungeons & Dragons (mostly 5e), Public Access, and more. I know when to let rules guide the table and when to bend them for a better story. Other than my home systems, I’m deeply system-curious as I’m eager to dive into OSRs, experimental one-pagers, and indie gems. I’m equally happy as a player or GM, and I love helping everyone at the table get their moment to shine.
View Profile →Character creation
Creating your character
Characters will be built together during a Session 0, with no major preparation needed. All you need to bring is a concept: think about who your character is, why they're in Arkham, and what connection they might have to someone with power over them. This could be that they work for them, a debt, a favor owed, a secret kept on their behalf, etc. We'll use the Call of Cthulhu 7th Edition Core Rulebook for character creation. Stats will be rolled using the standard method outlined in the book. Please stick to the 1920s occupations.
What to expect
Preparing for the session
To get to the table, you'll need two things set up before Session 0: First, Discord. This is where we'll communicate between sessions and handle any out-of-table coordination. Before session 0, I will send an invite to join the server. We will also use Foundry VTT as our playspace, and you don't need to purchase or install anything. Foundry runs directly in your browser. Once accepted, you'll receive a link to the game. I would recommend looking into the VTT demo online to get a feel for how it works if you haven't used it before.
What Vynical brings to the table
Sessions will have atmospheric sound with attempts to use distinct voices for NPCs, and Foundry will be set up with maps, handouts, props, and lighting effects to make the game feel alive and organic. My GM style sits firmly in a narrative-first, rules-adjacent territory, as I will follow Call of Cthulhu's mechanics as written, but will try to make failures meaningful and dramatic rather than just punishing. Combat is fast, brutal, and usually something your characters should think twice about starting. I lean heavily into player agency and consequence, so prepare for scenarios and story beats that are structured, but can be flexible, as if your crew decides to go left instead of right, we go left. I also take player safety seriously: we'll establish Lines and Veils during Session 0, so everyone at the table feels comfortable pushing into dark territory together.
Homebrew rules
As of now, the only homebrew rule is something I call "By the skin of your teeth." If you were to be killed, instead, you may spend ALL of your luck stat to survive the action that would have killed you. This is a single lifeline to prevent unthematic deaths or to give you, the player, a shot of adrenaline as death brushes past your character.
Equipment needed to play
Internet
Microphone
Computer or Mobile Device
Computer
Platforms used
Safety
How Vynical creates a safe table
During Session 0, there will be a discussion about Lines and Veils as your responses shape how I run the game, and we will also go over the X-Card system together. After sessions, I'll do a debrief and check-in to make sure everyone is good before we end. No pressure to share, just an open door. Remidner: This is a horror game, and it's meant to unsettle you, but there's a firm line between good discomfort and actual distress, and if that line ever gets crossed, I want to know.
Content warnings
Safety tools used