The Silver Twilight is a secretive, international order dedicated to the destruction of the human race. As brave investigators, you must piece together passages from esoteric books, shards of strange artifacts, and puzzling letters to discover the Silver Twilight s loathsome goals. Shadows of Yog-Sothoth is a modestly-sized campaign of seven scenarios. During the course of play the investigators penetrate the outer layers of a secret sinister occult organization led by the lords of the Silver Twilight. Beginning in Boston they investigate an organization in New York, run afoul of a coven in Scotland, roam the desert of the American southwest, vacation off the coast of Maine, and explore the mysteries of the South Pacific. In addition to the campaign, this book includes two bonus scenarios. The People of the Monolith introduces the mysteries of the Cthulhu Mythos, and no harm can come to the investigators except through insanity. As such, is perfect for introducing new players to the wonders of Call of Cthulhu. The other bonus scenario, The Warren, presents an unsettling challenge for even experienced players.
Features The Cthulhu Mythos in the Mesoamerican Religion, Further Notes on the Neconomicon, Sourcebook Additions, Rulesbook Additions, Excerpts and Prayers, Paper Chase, The Mystery of Loch Feinn, The Rescue, The Secret of Castronegro, Poetry by Lovecraft, and Sanity Quiz.
At last the stars are almost right. Soon Nyarlathotep's plans will come to fruition. Then the world will be changed irrevocably - but not quite yet. Pesky human investigators have learned much. Now they must survive long enough to make sense of what they know, and take resolute action. This roleplaying classic is a series of linked adventures forming one long and unforgettable campaign. Horrifying deeds and dangerous sorcery dog those who dare attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. Action is the byword as the player-characters evade or combat cultists, magic, mad men, and the dread powers of the Outer Gods.
When ancient writings are discovered on a floating iceberg, an expedition is formed at Miskatonic University to investigate. What secret lurks on the sterile Greenland icecap? A grim finding in Canada leads investigators to delve into the folklore of the land. What living horror grows behind the sasquatch legend? The Compact Trail of Tsathoggua contains a mini-campaign in two scenarios, seeking for truth in the northern wastes. Tsathoggua's curse awaits the unwelcomed investigators of the occult and the unknown.
At last the stars are almost right! Soon Nyarlathotep's plans will come to fruition. Then the world will be changed irrevocably but not quite yet. Pesky human investigators have learned much. Now they must survive long enough to make sense of what they know, and take resolute action. MASKS OF NYARLATHOTEP is a Lovecraftian exercise in horror and mystery. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one long and unforgettable campaign. Horrifying deeds and dangerous sorcery dog those who dare attempt to unravel the fate of the Carlyle Expedition. Set in 1925, adventures begin in New York, then move overseas to England, Egypt, Kenya Colony, Shanghai, and western Australia. Such extended globetrotting requires wit and planning by the players. Their investigators must have steady finances, good language skills, and a willingness to persevere despite governmental interference and cultist harassment. Meanwhile the keeper must bring to life different exotic locales, recreate the sensibilities of other cultures, and balance non-player-character foes and friends to allow each investigator to earn his or her own destiny ultimate triumph, perhaps, or perhaps madness and agonizing death.
Curse of Cthulhu contains material originally presented in Fungi from Yuggoth and Trail of Tsathogghua. Campaign features New World Industries, which reappears in At Your Door and Unseen Masters.
Features Call of Cthulhu Questions; Ritual Curses; Mythos Comparative Sizes; On the Ubiquity of Cthulhu; A Cthulhu Grimoire; Lions and tigers and Bears; The Underground Menace; New Mythos Deities, Races, and Monsters; Valley of the Four Shrines; plus a foldout Size Comparisons chart.
H.P. Lovecraft's: Dreamlands Roleplaying beyond the Wall of Sleep A Hardcover Sourcebook for Call of Cthulhu We all dream. For some, dreams can become reality. H.P. Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold out map of the Dreamlands by Andy Hopp. Hardcover. Includes the Adventures Pickmans Student; The Lemon Sails, To sleep, Perchance to Dream; Season of the Witch; The Land of Lost Dreams;Captives of Two Worlds by Sandy Petersen.
Astronomers have theorized that our sun is not alone in its journey around the galaxy, but is accompanied by an unknown second star of dim radiance. This second star, while perhaps invisible from Earth even with the finest optics, would periodically pass close enough to our solar system to have far-reaching effects upon the evolution of this planet. This is a campaign-length adventure for 4-6 experienced investigators. The suspicious death of a former teacher draws the investigators into an adventure with cosmic import.
Sections: The Pits of Bedal-Dolum (Lyons), The Temple of the Moon (Szymanski and Aniolowski), Field Manual of the Theron Marks Society (Stalin).
We all dream. For some, dreams can become reality. H.P. LOVECRAFT'S DREAMLANDS provides everything needed for Call of Cthulhu or Cthulhu Dark Ages investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelog of the Dreamlands, a huge gazetteer, Dreamlands character creation rules, over thirty prominent characters, over 60 monsters dwelling within the Dreamlands, descriptions of the Dreamlands gods and their cults, six adventures to help jump start a Dreamlands campaign, and a fold-out map of the Dreamlands by Andy Hopp. Includes the adventures "Pickman's Student"; "The Lemon Sails";" To Sleep, Perchance to Dream"; "Season of the Witch"; "The Land of Lost Dreams"; "Captives of Two Worlds".
A Full-Length Campaign, Five More Heart-Pounding Adventures, and a Full-Color Mythos Gallery! The Rise of Forgotten R’lyeh. Cthulhu sleeps in the corpse city of R’lyeh. Through unblinking eyes he has watched mountains grow and empires rise and fall. He has lain quiet, unmoving. Now he stirs. He senses that the stars are once again converging into their proper formations. His worshippers have been plotting for the day when their mightly lord would once again walk the earth. This day is now! CTHULHU CLASSICS is a collection of the most terrifying adventures for the Call of Cthulhu game that have ever been published. The centerpiece of this book is Shadows of Yog-Sothoth, a monumental seven-part campaign. Shadows reveals details of the Silver Twilight, an international organization dedicated to prematurely forcing the rise of R’lyeh and the release of dread Cthulhu. Five additional tales of terror explore the impact of the Mythos on the natural world. Finally, a gallery of full-color plates vividly depict the Mythos menace and those who understand too deeply its secrets.
An Album of Entities From the Land Beyond The Wall of Sleep. Where do you go when you sleep? While dreaming, your awareness may go to the amazing Dreamlands, an analog of Earth on another plane of existence - at least according to an exciting new theory from Miskatonic University's Dr. Sila Gibbons. "The Dreamlands are a green and golden place where your happiest dreams and direst fears become true" he declares. "This paradise even has no income tax." Having once dreamt your way to the Dreamlands, you can return again and again; during a few hours' sleep, weeks of exploration and adventure pass before your eyes. Deep-dreaming is not for everyone - the good doctor cautioning that the Dreamlands are dangerous as well as beautiful. Over two dozen often-dreamt creatures.
The town of Arkham is the home of Miskatonic University. The town and its inhabitants are like a beacon that casts the best of civilization into the darkness and mystery beyond. In each entry for each section of town the major NPCs are described, brief ideas for encounters and adventures mentioned, references to the supernatural, if applicable, are put into place.
"Behind everything crouched the brooding, festering horror of the ancient town . . . the changeless, legend-haunted city of Arkham, with its clustering gambrel roofs that sway and sag over attics where witches hid from the King's men in the dark, olden days of the Province. "It was always a very bad time in Arkham . . . ." -H. P. Lovecraft ARKHAM is a small town along the Massachusetts coast-the setting favored by author Howard Phillips Lovecraft in his tales of monstrous horror. All in all a quiet place, Arkham is best-known as the home of Miskatonic University, an excellent school becoming known for its esoteric and disturbing volumes residing in its library's Restricted Collection. These tomes form the foundation of all current efforts to thwart the dire desires of the Mythos legion. H.P. Lovecraft's ARKHAM contains extensive background information about this haunted New England town-written to be used by serious investigators as a base from which to further explore the mysteries of the Cthulhu Mythos. Pertinent buildings, useful people, and important locations are described in depth. A 17x22" players' map of Arkham is bound into the back, and four thrilling adventures complete the package.
Campaign of Madness and Terror in the Days to Come: Salvaging Our Children’s Heritage. Full Wilderness Inc. is a wealthy environmental organization dedicated to the maintenance and expansion of protected wilderness reserves. In addition, Full Wilderness funds legitimate biological researches for greater understanding of our natural environment. Dr. Peter Tait, a respected microbiologist from a major grant recipient, disappeared after reporting disturbing research irregularities. Backed by the considerable resources of Full Wilderness, the investigators uncover the facts surrounding Dr. Tait’s disappearance. In succeeding adventures, the Mythos manifests in ways unexpected and extreme. AT YOUR DOOR contains six linked adventures forming a campaign set in the 1990s. Constructed to allow players greater freedom of action, the investigators enter a particular chapter several times as the meaning of earlier events and experiences are understood, or as alternative meanings are perceived. The effects of the Mythos are generally subtle, and confrontation with nigh-invincible powers are few. There is ample opportunity for new investigators to succeed and prosper.
MANSIONS OF MADNESS is a collection of six independent tales for Call of Cthulhu. Set in the 1920s and of varying length and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night, others will require several evenings to complete. They can readily be used as plot twists, interesting diversions, or red herrings.
A collection of nine scenarios from The Asylum and Other Tales and Curse of the Cthonians, plus tips for Investigators and scenario suggestions for Keepers.
Blood Brothers features 13 one-night scenarios, all based on familiar themes typical of the kind found in B-movies. Explore the land that time ignored, escape from a town infested with the living dead, spend the weekend in a haunted house, fight the mummy, meet an animated scarecrow, track down a vengeful villain, and tangle with ___ shamans. A light-hearted break from the grim world of the Cthulhu Mythos.
Chaosium Stock #2328 Three Macabre Mythos Experiments, Unusual Weapons, Weapons Diagram Foldouts. For the Good of Mankind. Whether in the pursuit of knowledge or of vengeance, man has ever striven to seek greater knowledge of the world around him. Sometimes the seeker learns of things dark and forbidden, things never meant to be discovered. The seeker of knowledge finds that the world is infinitely vaster and more sinister than imagined, and is driven to ultimate despair and insanity. Already of warped mind, the seeker of vengeance inevitably turns his discoveries to corrupt ends. Fatal Experiments is a collection of three independent 1920s adventures for the Call of Cthulhu roleplaying game. Two of the three scenarios are suitable for both beginning and experienced players, making this book a perfect companion for first-time buyers of the Call of Cthulhu game system. The remaining adventure is unusually dangerous – to be played only by experienced, foolhardy investigators. The article New & Old Weapons for Call of Cthulhu discusses black-powder weaponry, and details many unusual and custom guns that have been created by enterprising gunsmiths, or that might be commissioned by investigators. Two 2-page fold-outs illustrating many of these antique or unusual firearms are provided. Three Adventures: Tatterdemallion The Song of Fantari The Lurker in the Crypt
Dunwich is a small village located along the Miskatonic, upriver from Arkham. Until 1806, Dunwich was a thriving community, boasting many mills and the powerful Whateley family. Those among the Whateleys came to know dark secrets about the world, and they fell into the worship of unwholesome creatures from other times and places. Retreating to the hills and forests surrounding the town, they betrayed their uncorrupted kin. Prosperity fled, and a dark despair seized the people. What remains is a skeleton town, mills closed, its citizens without hope or future. However, secrets of the Mythos survive, to be discovered by brave and enterprising investigators. H.P. Lovecraft's DUNWICH begins with "The Dunwich Horror," Lovecraft's masterful tale of life in the town and its surrounds. It expands upon the story with extensive information about the town: pertinent buildings, useful people, and important locations are described in detail. A 17x22" map depicts the area for miles around, and two scenarios are included. All statistics and gameplay notes for d20 Cthulhu are also provided. Features: About 80 pages of informative guidebook for Dunwich and Dunwich's environs. Written for BRP Cthulhu; includes conversions and statistics for d20 Call of Cthulhu. Part of our 1920's Lovecraft Country setting. New full color cover by Philippe Bouveret, "The Sorcerer". Introductory story by H. P. Lovecraft, "The Dunwich Horror". New template of a typical Dunwich farm. Introductory scenario, "Earth, Sky, Soul", by John Tynes. "Return To Dunwich" adventure serves a sequel to the H.P. Lovecraft story "The Dunwich Horror". "Underground" adventure takes investigators into the dark underbelly of Dunwich. New layout.
KINGSPORT is a coastal town located a morning's stroll from Arkham. Draped in mists and fog, it is home to artists and fishermen, sailors and dreamers. Here dreams and reality mingle to an unsettling degree. Some find solace in such dreams; others find only terror and death. Charles Baxter's dreams drove him to despair. He took his own life, throwing himself into the sea. The only clues to his demise: a water-soaked collection of poems. Horrors exist in the real world of Kingsport as well, remnants of an ancient witch-cult that once infested the town. Unspeakable things crawl through their burrows beneath Central Hill and lurk in the fog off Jersey Reef, preying on fishermen and unsuspecting tourists alike. Kingsport's soothing atmosphere and beautiful setting beckons to vacationers. Its perch on the brink of the dream-world inspires artists. Investigators come to Kingsport to find understanding of the dark realms of the Cthulhu Mythos. H.P. Lovecraft's KINGSPORT describes this fabled Massachusetts town in meticulous detail-its important personalities, buildings, history, and its weird people and places. This book also features a fold-out players' map of the town, a tourist brochure describing places of interest, and three adventures with player aids for added realism and enjoyment. Includes the H.P. Lovecraft short story "The Strange High House In The Mist" (1931) New Layout Fully compatible with both Call of Cthulhu from Chaosium Inc. and Call of Cthulhu d20. Part of our expanding 1920's Lovecraft Country line. This book contains material previously published as Kingsport: City in the Mists (1991), long out of print.
The Horned Man Will Live A gentle breeze wafts across Platform Five of Twyford Station. You wait for the ten o'clock train for Henley-on-Thames, for soon the Henley Royal Regatta begins. Attending the regatta is in high fashion, and patronized by royalty. Not only tremendously entertaining, the regatta is an important meeting-place of contacts, both business and casual. The train arrives bearing a single first-class car, as usual for runs during the regatta. Everyone files aboard, taking their seats, and the journey begins. Clacking rails pass below. A tunnel approaches, quiet darkness falls, and two men die. Dark Designs contains three adventures for the Call of Cthulhu roleplaying game. All are set in southern England, and involve occult practises in the 1890s. Two of the adventures can be linked to form a mini-campaign, the third is suitable for new investigators and beginning players. Background information about the 1890s, including a character-generation synopsis and investigator sheet, is included in this book. Enterprising keepers might refer to Chaosium's Cthulhu By Gaslight supplement, containing extensive information about this period. You do not need Cthulhu By Gaslight to fully enjoy Dark Designs.
Innsmouth was once a prosperous trading town located on the north coast of Massachusetts. Early in the 19th century her great sailing ships traveled the world in search of trade and treasure. A series of mishaps brought the town to the brink of financial ruin, but it was saved when Captain Obed Marsh discovered a secret source of gold among the islands of the South Pacific. Some whisper that old Obed Marsh made a pact with the devil. The truth is much more sinister. Escape from Innsmouth details Lovecraft's New England town of Innsmouth. A comprehensive atlas of the town is supplemented with complete statistics for numerous townspeope. Three adventures complete the book. One of the adventures, "The Crawford Inheritance" is brand new in this edition, while "The Raid on Innsmouth" has been expanded with a new section.
The Taste of Ashes The new millennium: a time wracked by violence, racism, AIDS, drug abuse, and all-consuming fear. Hollow politicians offer empty promises of the bright future -- a thousand points of light which none can see. That which is greater than mankind lurks beyond the rim of human consciousness. It patiently watches, waiting to assume command of our destiny. It preys on teh fearful, the hateful, and the hated. Dark thoughts and emotions are set free to prowl teh earth, taking what they will, where they will, and as they will. We cower in our homes, quaking behind the false security of tall fences, locked doors, and television -- to no avail. The stars are right and cannot be denied!
The golden age of travel occurred between 1880-1939. As travelling times shrank, destination became more important than the journey, a notion now so common-sensical that we blink to think that the reverse was once truer. FEARFUL PASSAGES contains nine adventures set in the 1920s, when travel could be by turns long, arduous, luxurious, and debilitating, but always full of incident and meaning.
9 One-Night Adventures, A Movie Poster for Each. Special Characters are Provided. Chaosium Stock #2340 A Blood-Fest! Featuring: D.O.A. 2 Simply Red An Alien Kicked Sand In My Face Chateau Of Blood El Tigre y la Pirámede de Destrucción Nightmare In Silence Carnival Knowledge Alive & Kicking The Evil Gun Gruesome! Controversial! Disgusting! Unlimited SPECIAL Effects 9 terrifying tales for use with the CALL OF CTHULHU roleplaying game. Each tale explores a horror genre depicted on the Silver Screen, and is specially constructed to be completed in one or two evenings.
Are there flashlights in the 1920s? How about flashbulbs? What can your licensed private-eye do? Can your investigator buy a machine-gun? Too often, Call of Cthulhu investigators find themselves not only baffled by the mysteries of the Mythos, but baffled as well by day-to-day life in America during the Roaring Twenties. Discover the types of research facilities that are available, learn new skills, and purchase a variety of types of equipment including an extensive list of firearms common to the era. Consult with experts on a variety of esoteric and occult topics. An essential aid for players, investigators, and Keepers.
ON BECOMING AN INVESTIGATOR contains valuable tips that can help your investigator reach middle age, and possibly even to those golden years. THE OCCUPATIONS SECTION contains 140 different possible 1920s occupations for CALL OF CTHULHU investigators « perfect for replacing that dearly-departed friend on-the-spot with the bartender or cabbie who witnessed the whole gruesome affair. 1920s SKILLS expands upon skills descriptions found in the 5th edition of CALL OF CTHULHU, including additional material regarding the Roaring Twenties. APPENDIX A contains legal tips for the professional investigator. APPENDIX B describes the current state of science and forensics. An essential aid for players, investigators, and keepers.
Chicago in the Roaring crime is rampant, it is a world of violence, intimidation, bribery and treachery. Rival gangs are locked in violent power struggles as each ambitious hood looks to become the King of Chicago. Amidst this war our heroes, the investigators, must face the rum-running gangs of the Windy City to solve a murder. Marseilles is a colorful port city in southern France. Here within the Casbah international gangs vie for control and profits. The discovery of a golden statuette leads investigators to the heart of Marseilles where they get caught up in more than they bargained for.
MISKATONIC UNIVERSITY is a small, seemingly typical New England college nestled in the bosom of conservative Arkham, Massachusetts. A poor cousin to such hallowed institutions as Harvard, Brown, and Princeton (the term Ivy League won t come into use until 1936), Miskatonic nonetheless offers coveted degrees in a wide variety of subjects and boasts high academic standards. Devotees of the Cthulhu Mythos and long time players of Call of Cthulhu know the name well, and greet it with a mixture of fondness and dread. A small, quiet institution of higher learning, Miskatonic serves as the home of many of H. P. Lovecraft s greatest protagonists, or as the staging ground for daring expeditions into the unknown. As a symbol of reason, learning, and science, the school represents all that is good, true, and pure in modern civilization the us to the insidious, alien them of the Cthulhu Mythos. Although Miskatonic is mentioned or figures prominently in most of the stories that form the backbone of the Call of Cthulhu game, the college itself remains as ill-defined as many of beasties lurking in the pages of Lovecraft s fiction. While monsters that never shamble into view are often scarier than the ones we can see, Miskatonic University and the professors who walk its halls of ivy and alabaster are part of our normal waking world, and can therefore stand up to the light of day. Keepers running Call of Cthulhu games need to bring Miskatonic into sharp focus, whether their campaigns are set entirely on the sleepy campus or only visit it briefly. Who at Miskatonic can investigators count on to believe their outlandish tales? Just what secrets are and aren t kept in the world famous Orne Library? What might your investigators bump into while finding out? Miskatonic University offers some answers, scrutinizing familiar ground with a scientist s vision and a librarian s obsession with detail.
STRANGE AEONS contains three adventures set in unusual times and in Renaissance Spain during the logical, dread, and austere Spanish Inquisition, in a twenty-first century lunar outpost, and in Elizabethan England, among certain talented playwrights. Six pre-generated characters are provided for each scenario.
For seven centuries the reach and power of the British Crown was regularly challenged, but never dispelled. The Crown's capital city, London, in the 1920s three times older than the Crown itself, grew to he the pre-eminent confluence of old privilege, new money, dynamic creativity, social class friction, madness, tuberculosis, science, education, and advanced medical research. Bumbling criminals, evil geniuses, refugee intellectuals, social deviants, harmless eccentrics, moral reformers, occultists, and millions of utterly normal people gravitated to London. The larger any city becomes, the more it becomes the place to be, and the more reasons people find for going there. London was the largest city in the world. With detail chosen not only for social or political importance but also for the curious, bizarre, and supernatural, this book captures much of London's special flavor. Keepers and interested readers will find in it substantial background and a wide range of information, including new occupations for the game, famous people, London by district (with a half-dozen general maps, and many more detailed plans and illustrations of particular buildings and complexes), the suburbs, the Thames, parks, subterranean London, transport, annual events, law and order, crimes and criminals, institutions, recreation, occult London, a historical chronology of the city, a 1920s timeline by month, prices, how to get chloroform (or weapons, fireworks, or public records), how to send a letter or telegram, sample hotel and restaurant costs, a bibliography, an introductory scenario, and an index
Utatti Asfet is a 1990s campaign for Call of Cthulhu. The Graham Westlakes Foundation sponsors the International Symposium on Unexplained Phenomena. This year, the fortieth annual symposium takes place on the Pacific Island nation of Tonga. The investigators are among the attendees. There, they encounter evidence of phenomena they know only too well.
At first glance, the death of successful archaeologist Kyle Woodson seemed an accident -- an automobile crash turned fatal. When certain medical irregularities became apparent, and when the body was quickly cremated, the case became much more sinister to trained eyes.In this adventure, the investigators are challenged by the strange case of Kyle Woodson. Inquiries will take them across the United States of the 1990s, from San Francisco, and the Sanbourne Institute for Pacific Studies near Los Angeles, to decaying modern Arkham. In the end, all clues lead to ancient Mayan ruins, deep in Central America. This 64 page scenario book can be played in two to three nights. It contains twenty-five handouts, many featuring genuine Mayan glyphs and annotated translations.
New Orleans Guidebook includes detailed chapters on: the history of New Orleans, the French Quarter and the greater city, and the bayous and coastal areas. A chapter on voodoo includes guidelines for integrating it into Call of Cthulhu. New occupations unique to the Crescent City and the area are suggested, and five secret societies are covered. A scenario designed to acquaint investigators with most of New Orleans' areas completes the book.
New Orleans in the 1920 s is a city of many faces. The gaiety of Mardi Gras is juxtaposed with the rampant corruption that earned New Orleans the nickname The City That Care Forgot. The genteel decline of the French Quarter, the location of the city s original settlement, stands in contrast to the rich opulence of the Garden District, where the Americans later built their mansions. Voodoo and Catholicism exist peacefully side by side. And beneath it all, the face of the Mythos can sometimes be glimpsed . . . . This guidebook includes detailed chapters on: the history of New Orleans, the French Quarter and the greater city, and the bayous and coastal area. A chapter on voodoo includes guidelines for integrating it into Call of Cthulhu . New occupations unique to the Crescent City and the area are suggested, and five secret societies are covered. A scenario designed to acquaint investigators with most of New Orleans areas completes the book.
Four One-Session Fright-Night Adventures Everyone holds a few dark, deep secrets close to their hearts. Some are small, and would seem unimportant if they were exposed to the light of day. Others are big, and could change the world. This book is about secrets that have been allowed to fester and darken in the shadows. Why was Robert Monroe-Tylor's coffin filled with bricks? What horror left Jason Andrews to die a sickening death? Why does Ralph Morgan hold conversations with himself? What manner of creature stalks the Vermont countryside? Investigators must uncover these secrets before they are destroyed by them. This Fright Night scenario pack is suitable for beginning keepers and investigators. The adventures can also be used by experienced keepers as interludes in a longer campaign. The scenarios in this supplement are short, providing four nights of fright!
What secrets lie within the Devil's Triangle? Why was the Mary Celeste abandoned after it passed through the triangle's waters? What caused the disappearance of an entire flight of Avengers in 1945? Why do electronics fail in the triangle for no apparent reason? Now, the answers can at last be revealed. The Bermuda Triangle is a 1990s sourcebook centered around the famous mystery of the Devil's Triangle. It acts as a guidebook to the entire Caribbean region, detailing not only Bermuda, Cuba, Jamaica, Haiti, and other nearby islands, but also exposing the mysteries of Rha'thylla, the Sargasso Sea, and more. Guidelines are included for running entire Caribbean campaigns. The book concludes with "The Privateer's Diary", a scenario.
An all-new anthology of eight unconnected scenarios for Call of Cthulhu, ranging from 1900 to 1930. Find two lost archaeologists in the Andes, rescue a kidnapped starlet in Hollywood, investigate a bizarre photograph from rural Mexico, a case of insanity in a Kentucky mining town, and much more. Authors include Michael Cisco, John H. Crowe III, Dennis Detwiller, Jeff Moeller, Rebecca Strong, and John Tynes, with illustrations by Toren Atkinson, Dennis Detwiller, and Heather Hudson. Assembled by Brian Appleton.
Dead Reckonings is an anthology of Call of Cthulhu scenarios set in Howard Lovecraft's haunted New England. Set in Arkham, Dunwich, and the small village of Martin's Beach, these adventures span the spectrum of terror. Herein the dead walk, shadowy cults clash with monstrous forces, and an abomination waits to be reborn into something even worse.
This is a compendium of creatures, drawn from fiction spanning over seventy years and from over ten years of Call of Cthulhu scenarios, all the malevolent and uncaring creatures of the Cthulhu Mythos. Parts of this book were originally published as Ye Booke of Monstres I and Ye Booke of Monstres II . New to this book are several new creatures; the field notes of Sir Hansen Poplan; and four color plates featuring Azathoth's court, Cthulhu, the Haunter of the Dark, and Shub-Niggurath.
Beyond the Mountains of Madness continues the story begun in H.P. Lovecraft's novel "At the Mountains of Madness". It is the tale of the Starkweather-Moore Expedition of 1933 which bravely - and foolishly - seeks to finish what the Miskatonic University Antarctic Expedition began three years before. ~ The massive book consists of the following: * The adventure itself, in seventeen chapters * Seven appendices, discussing timelines, Antarctic exploration background, logistics, vehicles and more * Handouts and maps (including a fold-out map of Antarctica)
Chaosium present a deluxe assembly of handouts used in Beyond The Mountains of Madness plus a few exclusive items. In addition to pages of letters, newspaper clippings, and important documents this pack provides the long-missing 10,000-word conclusion to Edgar Allan Poe's "The Narrative of Arthur Gordon Pym," here printed as the last signature of the never-published book. This kit also provides a special Keeper's Screen including special rules for extreme cold, arctic weather, aircraft operations, and more. There is also a special 16"x20" Keeper's map of Antarctica, an embroidered expedition patch, and a boarding pass for expedition vessel Gabrielle.
Four challenging horrors for today. A book of wretched poetry, an incautious summoning, a Satanic coven, and a house with a suspicious history are the basic ingredients. Useful as stand-alone adventures, or for a change of pace when inserted into an ongoing campaign. Though suitable for beginning player characters, these adventures are dangerous, and incautious beginners will come to regret rash decisions.