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The Lightless Beacon — Cosmic Horror One-Shot for New Players
Your ship founders in the storm; the lighthouse has gone dark. Shelter on the island and uncover what rose from the sea. Cosmic horror for newcomers.
$8.00
/ Session
Details
4 players following this game
Once / Wednesday - 1:00 AM UTC
Aug 12
Session Duration / 3–4 hours
5 / 5 Seats Filled
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About the adventure
It's the night of April 12th, 1926, and you're a passenger on a coastal steamer bound for Rockport, Massachusetts. A storm is rising — but the lighthouse will see you safely past the rocks, the way it always has. Then the light goes out. Your ship finds the rocks in the dark, and the crew puts you into a rowboat with one instruction: make for the island, and the one small light still burning at the foot of the lighthouse. What you find ashore is the beginning of a very long night. The Lightless Beacon is a self-contained horror mystery: you'll explore a storm-lashed island, piece together what happened to the people who lived here, and face what's still out there in the dark — against a ticking clock. Your curiosity drives the story, your choices matter, and, this being Call of Cthulhu, your character can be hurt or lost along the way. That risk is exactly what makes the good nights feel earned. This game is built for people new to Call of Cthulhu — if you've never rolled a die in your life, you're in the right seat. I bring ready-made characters, teach the rules in plain language as we go, and keep the table welcoming and safety-first. Experienced investigators will enjoy it too, but no one needs any prep, any books, or any experience to jump in. You'll get an atmospheric Roll20 table (maps, tokens, handouts, and storm ambience), NPC voices, and a genuine three-hour taste of what makes Call of Cthulhu the best horror game there is — a friendly on-ramp into the campaigns I run, if you catch the bug. Bring a microphone and your curiosity; I'll bring the rest.
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Combat Lite
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
No character creation needed — eight pre-generated investigators are provided, and you'll choose one at the table. They're a cross-section of 1926 New England: an antiques dealer with a shady past, a jittery federal agent, a marine biologist, an artist, a fisherman, a reporter, a quarryman, and a physician — each with a reason to be on the boat that night. Read your character's one-page card, pick the one that calls to you (I always offer the Antiques Dealer and the Bureau Agent as easy first-timer picks), and we'll roll your Luck together at the table. No books, no math, no prep — everything you need is on the sheet, and I'll walk you through it.
What to expect
Preparing for the session
Three quick things before we play: (1) join the Discord and (2) make a free Roll20 account — links sent when you sign up; no purchases needed. (3) Skim the one-page Welcome & Safety sheet I'll send (about three minutes). Please test your mic and Roll20 log-in ahead of time, and hop on 5 minutes early so we start on time. That's it — no reading, no character work, nothing to buy.
What Michael brings to the table
I run newcomer-friendly, story-first Call of Cthulhu: rules taught in plain language as we go, NPC voices, ambient music and storm soundscape, and a fully staged Roll20 table with atmospheric maps, character tokens, and period handouts. Combat is cinematic but fair, and I keep the danger honest-but-survivable — real stakes without ambushes. Every player gets spotlight time, and safety tools are active the whole session. My goal is that you leave having had a genuinely great night of horror, whether or not you've ever played a tabletop RPG before.
Homebrew rules
Standard Call of Cthulhu 7th Edition, with the optional Spending Luck rule in play — it lets you nudge a bad dice roll and keeps a one-shot moving. I'll explain it at the table; you don't need to know it in advance.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Michael creates a safe table
Safety comes first and outranks the story every time. Before we start, I send a short Lines & Veils sheet and run a brief Session 0 in the opening minutes to set boundaries and read out the specific content this scenario contains, so everyone can opt out of anything privately or out loud. During play we use X / N / O cards (stop / ease back / all good) that stay visible the whole session, and an open-door policy — step away or drop off anytime, no explanation needed. I check in during breaks and debrief at the end. No explanations are ever owed.
Content warnings
Safety tools used
