Call of Cthulhu 7eRecruiting

The Salt Road

A 1920s smuggling investigation gone very wrong. Slow horror, high mortality.

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The Pitch

Prohibition-era Massachusetts. A rum-running run up the coast goes wrong when the cargo turns out to be something that was never meant to leave the water.

Slow-burn investigative horror — long on dread, dossiers, and the wrong kind of neighbours; short on gunfights you'll actually win. Sanity is a resource, and spending it is sometimes the only way forward.

At a Glance

FormatOnline · Foundry VTT
SeatsFull
Session~3h
CommitmentOngoing
ExperienceSome experience
Ages18+

Vibe & Table Style

  • Horror
  • Investigation
  • Cosmic Dread
  • Noir
  • RP-heavy
  • Slow-burn
  • Theater of the Mind

Sessions

  • Biweekly

The Details

Era
1924, the Massachusetts coast
Characters
Pregens provided, or roll your own
Lethality
High — bring a backup investigator
Ruleset
Keeper Rulebook 7e
Sanity
Tracked, and it will matter

What You'll Need

A working mic, a free Foundry account (I host), and a tolerance for your investigator's poor life expectancy.

Safety & Content

  • Lines and Veils
  • X-Card
  • Session Zero

Body horror, cults and ritual, 1920s period bigotry addressed but never endorsed. Nothing sexual. Anyone can pull the brakes at any time.

Run byIlsevet Kray
  • No Pulled Punches
  • Slow-Burn Storyteller
  • Prep Wizard
  • Rocks Fall Enthusiast

Reserve your seat

Send the GM a note to reserve your spot.