Walker in the Wastes | Arctic Horror & Airships | CoC 7e
In 1848 the Franklin Expedition vanished in the ice. What your expedition finds there launches a race to the North Pole to keep a god in its cage.
$22.00
/ Session
Details
Weekly / Friday - 1:00 AM UTC
Session Duration / 3–4 hours
Campaign Length / 35–50 Sessions
0 / 5 Seats Filled
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About the adventure
Northern Canada, 1928. You are scientists, guides, and physicians on a University of Toronto Arctic expedition, camped near the place where the Franklin Expedition met its end eighty years ago. When two mangled bodies are dragged into camp — killed by nothing that should exist — your carefully ordered scientific world cracks open. The trail leads from the Canadian ice to a hidden airbase in Alaska, a fortified island in Japan, a very public airship program in New Jersey, and finally to the North Pole itself, where a worldwide cult intends to shatter the seal that has caged the wind-god Ithaqua since before humanity drew breath. This is Walker in the Wastes, Pagan Publishing's legendary 1994 mega-campaign — called "one of the finest Call of Cthulhu campaigns ever produced" (Pyramid) — out of print for nearly three decades and almost never run online. I've fully converted it to 7th edition. If you've done Masks of Nyarlathotep and want the classic globe-trotting epic you haven't played, this is it: Arctic survival, dirigibles and aerial daring, Japanese gangsters, an archaeological dig in Iraq, and a cult of true believers who are unsettlingly human. You will investigate, infiltrate, and sabotage — and when the winter solstice of 1930 comes, you'll fly north to meet whatever is waiting at the Temple of the Winds. And the campaign doesn't end there. No experience needed — I'll teach Call of Cthulhu's rules as we go (they're light, and the dice exist mainly to make things worse). What matters is that you enjoy investigation, character-driven roleplay, and slow-burn dread punctuated by moments of real terror. Expect rich handouts, period detail drawn from the campaign's hundreds of hours of historical research, and a finale built around a genuinely agonizing moral choice. Bring a flashlight. It won't help.
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Theater of the Mind
Sandbox / Open World
Game themes
Meet the Game Master
About me
I’m a storyteller at heart and a worldbuilder by trade — literally! I’m a published freelance writer for Pathfinder, and I bring that same creative energy into every game I run. Whether I’m expanding on a published setting or crafting a universe from scratch, I love giving players a world that feels alive, textured, and ready to explore. My tables lean narrative-first, with a focus on character, story, and meaningful choices — but don’t worry, I can run a crunchy, tactical combat with the best of them when the system calls for it (and I actually enjoy it!). I run regular campaigns both in-person and online, and I love welcoming new players and helping them find their groove, whether it’s their first session or their hundredth. I’m a system polyglot with a passion for variety. Right now, I’m deep into Traveller, Forged in the Dark games, Spire, Call of Cthulhu, and Delta Green, but I’ve got deep roots in old-school D&D and both Pathfinder 1e and 2e. If you’re looking for a GM who’s excited to tell great stories, teach the game, and help your character shine, you’ve found your seat at the table. Let’s play.
View Profile →Character creation
Creating your character
We'll build characters together in Session 0 — nothing to prepare beforehand except ideas. You'll play a member of a 1927 Arctic scientific expedition, so investigators should fit that frame: anthropologists, archaeologists, botanists, geologists, zoologists, physicians, photographers, artists, engineers, or wilderness guides. The campaign rewards a mix of academic and practical skill sets, and I'll help the group cover the essentials (someone who can patch wounds, someone who can navigate, someone who can read dead languages... eventually). Mechanics: standard Call of Cthulhu 7th edition rules from the Keeper Rulebook / Investigator Handbook, rolled characteristics with a safety-net array option so nobody gets stuck with an unplayable investigator. Sheets live on Roll20 and I'll walk you through every step — zero system experience required. A few campaign-specific skills (Land Navigation, Sea/Air Navigation, Botany, Forensics) are available and worth a look; I'll explain where they shine. Pre-generated investigators are available if you'd rather jump straight in or join mid-campaign. Fair warning, as is tradition in Call of Cthulhu: this is a long, dangerous campaign, and investigator death or madness is a real possibility. There are natural points throughout the story to introduce replacement characters, and I'll work with you so a new investigator joins the expedition quickly and plausibly.
What to expect
Preparing for the session
Before Session 0: 1. Create a free Roll20 account (character sheets, maps, handouts, and dice all live there — nothing to install). 2. Join our Discord server (invite arrives via StartPlaying after booking) — we use it for voice during sessions and scheduling/table talk between them. 3. Have a working microphone. That's it. No rulebook purchase and no reading required — I provide everything else. If you want to set the mood, the campaign draws on the real history of the 1845 Franklin Expedition, which is a fascinating rabbit hole — but you'll discover everything you need at the table.
What Michael brings to the table
A fully prepped Roll20 game: period maps, remastered handouts from the original 1994 campaign, NPC portraits, location imagery, and atmospheric soundscapes for everything from a creaking expedition hut to the roar of an airship engine. My table style: investigation-forward, theater-of-the-mind combat with maps where tactics matter, and NPCs played as people — this campaign's cultists have families, day jobs, and reasons, which makes everything worse. I lean Rules-as-Written with Rule-of-Cool exceptions when a great idea deserves to work. Horror builds slowly; I pace sessions so each one ends somewhere memorable. Between sessions you get recaps in Discord, and I keep the campaign's ongoing timeline visible so the group can plan — this story has a deadline, and the cult is not waiting for you.
Homebrew rules
This is a faithful 7th-edition conversion of a 5th-edition campaign; conversions follow Chaosium's official guidelines. Two table rules from the original text I keep: the group Luck roll (the party's fate sometimes rides on its unluckiest member) and campaign-specific skills like Land Navigation and Sea/Air Navigation that make Arctic travel meaningfully dangerous rather than a montage. Sanity rewards and penalties follow the campaign's published schedule at chapter ends.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Michael creates a safe table
Session 0 covers expectations, tone, and boundaries before we roll a single die. I use Lines & Veils (collected privately via a short form, so nobody has to explain themselves at the table) plus a digital X-card available at any time in Discord — no questions asked, we fade to black and move on. We take a short break every 90 minutes or so. A note specific to this campaign: it engages with Inuit culture and 1920s attitudes. The source material treats Inuit tradition with research and respect, and so do I — period bigotry is background texture handled with care, never a spotlight, and never directed at player characters. The horror here comes from the Mythos, the cold, and hard choices, not from cruelty at the table. After heavy sessions I stick around for a debrief — Stars and Wishes — and I check in privately if a session landed hard on anyone. My door (and DMs) are always open.
Content warnings
Safety tools used