Create your group's unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!
For Game Masters, 13th Age Glorantha includes: More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat. More than 60 pages of ready-to-run adventures and heroquests - venture into myth to refight the battles of the gods and gain their cosmic powers! A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.
If you're a 13th Age player you'll find: 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies. 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he's not supposed to be. 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.
This is not a complete rule system, The 13th Age Core Rules are required to use this book.
Featuring four unique decks (Curious Characters, Phobia, Unfortunate Events, and Weapons and Artifacts) for use with the Call of Cthulhu roleplaying game, each 48-card deck provides the Keeper and players with handy references and information for use in the game. Each card is unique and provides detailed information of an in-game artifact, character, event, or episode of madness, as well as representational artwork or period imagery.
Released as part of the 40th anniversary of Call of Cthulhu, this handy pocketbook is aimed at anyone - whether veteran or novice - who plays this well-loved tabletop game, but is particularly aimed at those who run games and potentially craft their own scenarios.
The tips are gathered into key topics, including but not limited to: preparation, non-player characters, combat, props, inclusivity, golden rules, as well as portraying and using the Cthulhu Mythos. Imagine, if you will, that you are sat with a group of experienced Keepers, each sharing ideas drawn from their experience of playing and running Call of Cthulhu. The collected wisdom is aimed to help you get the most out of Call of Cthulhu. The advice comes from a diverse range of people, some who have been running the game since its birth in 1981, and others who bring a fresher perspective. All of the contributors have provided what they consider to be their most useful and insightful advice. Contributors include: Mike Mason, Becca Scott, Paul Fricker, Scott David Aniolowski, Lynne Hardy, Seth Skorkowsky, Bridgett Jeffries, Sean Branney, Allan Carey, Jo Kriel, Mark Morrison, Keris McDonald, Jason Durall, Matthew Sanderson, Thom Raley, David Larkins, and Bob Geis.
Brendan Sterling sought answers in experimental past-life regression. Unfortunately, his mind isn't the only one seeking answers in the past. A Cold Fire Within is a campaign for Pulp Cthulhu. Set in 1935, a missing persons case leads to the discovery of a foul plot that could change time itself and bring disaster to the world. A cult intent on unleashing the power of the Great Old Ones leaves a trail through the Catskill Mountains and into the very heart of the planet!
Within the subterranean world of K'n-yan, the heroes will encounter forgotten secrets, strange lore, and bewildering inhabitants. Curious cities of gold, ruined temples, and dark forests are just some of the terrors that lurk below the ground. Yet, before the heroes descend into nightmare, they must contend with remnants of ancient worlds, unruly mountain people, and psychic devilry. Along the way, the heroes may find that going back to the end of an ancient city is the only answer! Perhaps in Lomar's doom shall they unlock the secrets of both past and present. A complete six-part campaign for Pulp Cthulhu, A Cold Fire Within presents new rules and skills for psychic powers - Parapsychology, Dematerialization, and Telepathy - new spells, details of the people and lands of K'n-yan, as well as a new hero organization - the Open Mind Group. Six ready-to-play heroes are provided. Fearsome monsters, otherworldly designs, and psychic powers all mesh together to present your heroes with an epic and action-packed challenge! Dare you step into the darkness of lost worlds?
A solo play Call of Cthulhu mini campaign. No Keeper is needed as you guide yourself through the adventure. Alone Against The Dark is an adventure for one player, set in the fall of 1931. Your goal is to solve strange disappearances and to forestall a calamity about to beset the world. You will journey from New York City to Greece, Egypt, Germany, and Antarctica.
Beginning with the theft of a priceless relic, four friends are drawn one by one into a dark web of mystery and horror. As the darkness grows, only you can hold out against the dying of the light. The fate of the world is in your hands. As Louis Grunewald, a quiet linguistics professor from the Miskatonic University, you will confound the forces of darkness before time runs out - but should Professor Grunewald be eliminated for some reason, you can successively assume the identity of a new investigator. There are four ready-made investigators provided for this purpose, enabling you to take on differing roles as circumstances change in your search for the truth: Louis Grunewald, a linguistics professor from the Miskatonic University, Lydia Lau, a story-seeking reporter for the New York Sun, Devon Wilson, a sailor on leave from the US Navy, and Ernest Holt, a wealthy industrialist.
This adventure is guaranteed dangerous. But, no matter how skillfully you avoid death or madness, your investigators will fail if they do not prevent the turning of the world and the freeing of the City of the Old Ones from the ice. Armed with a copy of the Call of Cthulhu Keepers Rulebook, a pencil, and some roleplaying dice you are all set for the twists and turns of this epic world spanning adventure. Sit back, get comfy, and prepare to be Alone Against The Dark! First released over thirty years ago, this new edition has been completely revised and updated for Call of Cthulhu 7th edition, with new illustrations and player aids.
Alone Against the Frost is a solo horror adventure for one player, set during a research expedition to Canada's Northwest Territories during the 1920s. Here, you choose your own path as you navigate through the story - your choices will determine whether you find success or failure!
You take on the role of Dr. L. C. Nadelmann, an anthropologist from the renowned Miskatonic University in Arkham, MA. Accompanied by three of your most gifted and practical graduate students, as well as an experienced local guide, you set off into the fabled valley of the North Hanninah in search of the anthropological discovery that will make your career and bring you fame. Or, so you hope. Your expedition members are: Dr. L. C. Nadelmann, an academic obsessed by early North American prehistory, myths, and legends, particularly in the Big Woods region. Bernard Ebstein, a cherubic-looking native New Yorker, eager to experience life in the wilds before his upcoming marriage to his sweetheart, Catherine. Sylvia Davidson, the latest in a long line of Boston Brahmins, destined for academic greatness thanks to her dedication and determination. Norman Falkner, a mature, largely self-taught student whose calm nature acts as a steadying influence on those around him. Charlie Foxtail, a cautious Tsuut'ina professional wilderness guide, hired to lead the expedition safely through the North Hanninah. But such a journey is fraught with difficulties, from dangerous white water to the superstitious beliefs of the region's inhabitants - not to mention the wildlife! Will you manage to survive every challenge this hostile environment throws at you? Will your companions? Can you return with your reputation - and your sanity - intact? Only time will tell. Armed with a pencil, some roleplaying dice, and a copy of the Call of Cthulhu Rulebook or the Call of Cthulhu Starter Set, you are ready to brave the remote wilderness as one of MU's youngest ever professors! Dare you take on the challenge? If the answer is yes, then don't forget to wrap up warm! It can get mighty cold out there... Originally released over 30 years ago as Alone against the Wendigo, this new edition of Alone Against the Frost has been completely revised, expanded and updated for Call of Cthulhu 7th edition - over 650 entries, complete with new illustrations and an afterword by the original author.
In the aftermath of the Great War, Berlin has a reputation for licentiousness. A place where anything may be had for the right price. It is both a city of hedonism and a city of business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators - all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and v”lkisch Nationalists clash with each other, as well as with the police. Long into the evenings, Berlin's world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city's byways.
Into this bubbling stew, Secrets of Berlin introduces the weird elements of the Cthulhu Mythos. A hotbed of occult organizations, strange cults, and half-whispered lore. Amid the wicked air of the world's capital of sin, the very nature of what it means to be human is questioned. And, as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point. This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for a Berlin-centric campaign, as well as investigator organizations to help bind groups together. Notable personalities, key locations, and a system for generating details of the urban landscape on the fly are provided. With crime and punishment, the city's underworld, and also its high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique. Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants and may be run as stand-alone adventures or linked together to form a mini-campaign.
Chapter 1: The City, presents an overview of 1920s Berlin. Creating investigators for a Berlin-centric campaign, as well as advice for bringing in existing player characters. Investigator organizations and Experience Packages are designed to add new dimensions to investigative groups. The chapter includes an overview of Berlin's history, as well as its topology, identifying key districts that best reflect the city's character. Details are provided on travel, communications, housing, crime and punishment, drug abuse, the city's underworld, and its high culture. Chapter 2: Uncovering Berlin containsa range oflocations of interest for investigators, from libraries and museums to caf‚s and nightclubs. Due to the city's sheer size, we eschew a block-by-block description, instead highlighting locations of interest and filling in the blanks with a system for generating details of the urban landscape on the fly. Berlin's predilection for hedonism centers on the city's relationship with prostitution, food and drink, and cabaret. Guidelines are provided for a range of investigator contacts and the chapter concludes with details on neighborhood street encounters, all providing the Keeper with inspiration for cabarets and clubs, architectural details, and businesses. With the tools provided in this chapter, the Keeper gains an understanding of what makes Berlin unique and has the tools to bring the city to life at the gaming table. Chapter 3: Oh! You Pretty Things details notable historical personalities to provide color and insight into the city. Whether Marlene Dietrich or Joseph Goebbels, short biographies highlight the time certain individuals lived or worked in Berlin, providing inspiration for encounters and scenarios. Chapter 4: Strange Berlin considers how the Cthulhu Mythos festers in the dark corners and shadows of the city. A range of scenario seeds and cults ensures the Keeper has the material for creating a decade-spanning campaign of horror.
Three scenarios spanning the history of Berlin include more of Berlin's colorful details. Each scenario may be run as stand-alone episode or linked together to form a mini-campaign. In The Devil Eats Flies Germany teeters on the brink of economic ruin and political chaos. The ghost of a madman stalks the city, turning its own citizenry against itself. To stop a demonic spirit and save a Russian princess in exile, the investigators must strike a bargain with other sinister forces and ask themselves: who else are we prepared to see die in order to save the city? Dances of Vice, Horror, and Ecstasy takes place in the city's golden years, when things have become superficially stable and prosperous again. A bungling sorcerer, a debauched dancer, and a strange cult of gnostic Saturn-worshippers threaten to put all of that to an end and turn Berlin into a pit of madness and depravity. Schreckfilm sees Berlin racing toward its grim future. The investigators come face to face with a shadowy cabal of the city's movers and shakers who are determined to turn the city's world-famous film industry toward ill ends. Trapped in a labyrinth of their own making and hounded relentlessly by dark forces beyond their ken, the investigators must confront the fundamental question of what is real and what is illusion. Concluding the book is a selection of inspirational media, including books, film, and websites for those wishing to delve even deeper into the mysteries, history, and geography of Berlin.
The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.
Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.
This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) - that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.
Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.
Shadows Over Stillwater is a collection of scenarios and locales for Down Darker Trails - the Wild West setting for Call of Cthulhu and Pulp Cthulhu. Contained within are further insights and challenges for those seeking bold adventure in the American Old West. Featured is a three-part campaign - The Shadow Over Stillwater - set in the mountains of the New Mexico Territory. A hunt for a fugitive murderer leads the investigators into a mystery involving odd townsfolk, strange lights in the sky, walking corpses, and the machinations of a once-powerful and ancient race seeking to reclaim their lost glory.
The campaign is suitable for groups of any size, as the Keeper can easily scale the opposition to reflect the number of investigators. An apparently simple task, bringing a wanted man to justice, brings the investigators to a town suffering an epidemic of bizarre events, from crazed residents to the dead rising from their graves. Shadows Over Stillwater opens with a three-part campaign called The Shadow Over Stillwater: Part 1: Lazarus, in Spades, the first scenario in the campaign, sends the investigators to Stillwater, New Mexico. Stillwater's sheriff has alerted the authorities that a wanted man, Hank Hanratty, has been spotted in the town. The investigators are hired to the outlaw but, on arrival in Stillwater, they are faced with a situation that threatens to plunge them into chaos and death. Part 2: Trouble on Knife Cut Mesa immediately follows with the investigators heading to the mesa north of Stillwater to seek the source of recent strange events where a band of Mescalero Apache may aid or confuse their investigation. Tracing their quarry into mountains, the investigators come face to face with an ancient evil. Part 3: Shattered Earth, Poisoned Sky brings the campaign to a potentially explosive finale. Santa Rosita has been wracked with earthquakes - the residents fear that their town will soon be destroyed. The investigators' efforts to uncover the secret behind the situation may be hampered by the growing paranoia among the townsfolk. The investigators must delve deeply to thwart a plan designed to remake the Earth.
Following the campaign is another adventure, Beneath the Burning Sun, that can be played as a standalone adventure or as a continuation of The Shadow Over Stillwater. The investigators arrive in the town of Shade in Silverhole County, New Mexico where they become embroiled in a desperate bank robbery and join a posse to track down a gang of ferocious outlaws led by a crazed preacher. A bloody trail leads to an abandoned Spanish fort high in the Cebolletas where death awaits. A new locale for the Down Darker Trails setting follows: Stonegarden expands upon the Down Darker Trails setting. A booming mining town in Arizona, tucked away in the Coyote Mountains, this locale provides a new and fully realized town in which to base adventures. The history of the region, its locations, and people are detailed, as well as its secrets, threats, and Mythos connections. Whether venturing forth to unlock the riddles of Stone Garden Mesa or enjoying the hospitality of the Ralston family, this new campaign setting presents a community with one of the most violent reputations in the entire West. A place of danger, wild adventure, and dark secrets. Finally, The Devil's Round-Up provides an extended adventure seed set in a location that may be familiar to long-time Call of Cthulhu fans. A roster of detailed characters, along with their foul agendas are described, ready to darken the day of any investigators who venture into doom-haunted Castronegro. That's plenty of adventure to keep your gaming group immersed in the horrors and terrors of the Old West. According to your preferred style of play, Shadows Over Stillwater can be played using classic Call of Cthulhu, but can also be enjoyed with the Pulp Cthulhu supplement. This book requires the Call of Cthulhu Keeper's Rulebook (7th edition) to play. Having access to the Down Darker Trails core setting book is highly recommended.
Gateways to Terror contains three short-play scenarios for the Call of Cthulhu 7th Edition roleplaying game, ideal for beginning and experienced players and Keepers alike. Originally, all three - The Necropolis, What's in the Cellar? and The Dead Boarder - were designed as demonstration games to give a taste of the game's core motifs - mystery, investigation, and horror - for those with limited time. The scenarios can be played in as little as one hour but can be expanded for slightly longer play, and each comes with four ready-made investigators so you can jump right into the action!
Each scenario includes hints and tips for Keepers new and old, suggestions for additional investigators for larger groups, and a summary of the key rules needed to play. Suitable for use with the Call of Cthulhu Starter Set and the Call of Cthulhu: Keeper Rulebook. Gateways to Terror provides your next steps into the strange and mystifying worlds of Call of Cthulhu.
A collection of five nightmarish modern-day scenarios for the Call of Cthulhu Roleplaying Game. Gathered from across the aeons, this anthology of horror brings together for the first time a series of scenarios from the mind of Sandy Petersen, the creator of the Call of Cthulhu Roleplaying Game. Each one-shot scenario is designed for one or more sessions of play.
Within, you will find the following tales of mystery and horror:
Produced in full color, with cover art by Victor Leza, and sumptuous cartography by Andrew Law and Stephanie McAlea. Get ready to enter the mind of the creator of Call of Cthulhu and enjoy the nightmare! You must have a copy of the Call of Cthulhu Keeper Rulebook 7th Edition to fully enjoy these scenarios.
Reign of Terror is an epic two-part historical scenario, set during the French Revolution, playable as a stand-alone adventure or as an historical interlude for use with the Horror on the Orient Express premium campaign.
?The blade is poised, a shining length of bright sharp steel. The light glints on a small pattern on the blade, a concentric circle. The crowd holds its collective breath. Time stands still for an instant, and then the blade falls??
A time of struggle, intrigue, and horror. A divided country, where the upper class enjoys the bounty of wealth, and the poor cannot afford a load of bread. Where the cries of anger and rage at life's injustices find momentum, sparking the people to unite and cast away the old regime for a brighter and more hopeful tomorrow. In time, hope will be replaced with fear as The Terror descends upon France, and the guillotine cries out for blood.
The crowds gather baying for blood, while the ?chop-chop-chop? of the guillotine calls out?
Developed by Call of Cthulhu mastermind Mark Morrison as a secret chapter in the story of Horror on the Orient Express, Reign of Terror has been designed for play with or without reference to that campaign. If used with Horror on the Orient Express, it provides an exciting and action-packed ?living handout? that brings new insights and illuminates the players into the full horror of one of the campaign's dire villains.
?Meat is a luxury for many. Butchers slaughter beasts in the courtyards behind their shops; the blood flows out into the streets. The better cuts go to the wealthy while poorer Parisians eat mutton, sausages, offal, and salted pork.?
This book provides a stand-alone setting, with a plethora of historical details to help the Keeper bring Paris and the French Revolution to life. Profusely illustrated throughout, with detailed maps of Paris, the Palace of Versailles, and more! Alongside the two-part scenario of Reign of Terror is a range of scenario seeds, each providing roots for extending play and building a longer, more in-depth campaign.
A Field Observer's Handbook of Preternatural Entities and Beings from Beyond The Wall of Sleep.
"With its clear visuals and hard-won information, this guide has saved my bacon on more than one occasion!" - Ernest P. Wilderbeast, Visiting Professor of Preternatural Studies Miskatonic University.
Weird shapes in the park? Odd rumbling noises in the basement? A lurking dread in the kitchen?
Bad dreams involving strange adventures and bizarre creatures?
Identifying the lurking horrors of the Cthulhu Mythos is never an easy task, so researchers need all the help they can get - don't leave home without the Field Guide!
An essential spotter's guide for the budding and experienced preternaturalist.
Illustrations and descriptions from the Cthulhu Mythos and Dream Cycle based upon the creations of H.P. Lovecraft.
What terror lurks within the gloomy woodlands surrounding a sleepy English Village? For two to six players, Scritch Scratch and can be played in one or two sessions. Set in the modern-day, in a quiet valley somewhere in the north of England, this adventure concerns the demise of an age-old tradition in the quaint village of Muscobyƒ??and the consequences of forgetting the Old Ways.
Muscoby has never not had a rat catcher. Old Gurteen has been carrying on the tradition in the village, but recently he was involved in an accident and is now hospitalized. With Old Gurteen away, who will ensure the rat population is kept in check? Six pre-generated investigators are provided for use with this scenario, which is a great introduction to Call of Cthulhu while also being a suitably mysterious and horrific evening of fun for more experienced players.
The driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants - six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.
While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character - it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty. This unique mix of old and new - the tension between civilization and the frontier - is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia's urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot. In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land. Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!
What's In the Book? Australian History and Geography covers the European exploration, from the land being a convict colony through to the Australian gold rush, and beyond to the Great War and its aftermath. We then look at the geography of the Australian continent, noting some archaeological sites and providing an overview of the differing regions and climates. Australians: Here we focus on the history of Aboriginal Australians and Torres Strait Islanders, as well as the white population, and contrast life in the urban and life in the rural environments. Special focus is given to Australian investigators, with new skills and occupations appropriate to for Aboriginal and white Australians. We round things out with brief biographies of some key Australians of the post-Great War period, who might be encountered by wandering investigators. Resources for 1920s Australia: This chapter provides a toolkit of historical subjects, usable by Keepers, for running games in Australia. Topics include law enforcement, transport, mounting expeditions into the Outback, communications, and sources for research. Australian Cities: Provides an in depth look at some of Australia's key cities, including Sydney, Melbourne, Perth, Adelaide, and Brisbane. Maps are provided for each city, as well as details on notable mysteries or events, and suggestions concerning cults in thrall to the gods and horrors of the Cthulhu Mythos. Alcheringa: Known to some as ?the Dreaming? or ?Dreamtime,? the Alcheringa chapter focuses on how to incorporate the wisdom and learning stemming from Aboriginal cultural traditions into games, and features special rules and mechanics for running ?dream quests? to gather important information to solve dire situations facing the investigators, as well as the rewards for ?solving? a ?Song-Line.? The stages of a Song-Line are discussed and presented with examples, such as the Story of Bigibila, which can be played as a scenario introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts are also discussed. The Mythos in Australia: Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos upon the Australian soil, with particular reference to the legacy of the Great Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A range of Mythos cults are presented, ready for the Keeper to incorporate into games, as well as featuring some of the other Mythos monsters that could be found lurking in dark shadows. Scenarios: The book is rounded out with two large scenarios and appendices. Long Way From Home: the investigators look into a series of odd and unexplained meteor showers and are drawn into a web of intrigue involving some ancient foes. Presented as a sandbox with multiple entry points, the scenario features a range of plots and encounters set in the remote region of Paralana. Black Water, White Death: sought-after papers concerning Australia's convict history lead the investigators to Tasmania and to a dark mystery to terrify the dreams of all concerned. What begins as a simple matter of attending an auction ends with terror and a cosmic threat. Gathered in the appendices are some of Australia's deadly wildlife, with game profiles provided for their use in games, as well as timelines covering Australia, and recommended further reading and viewing. In Australia, investigators will come face-to-face with supernatural forces that have endured for longer than humanity has existed. It is a land of adventure, danger, and ageless wisdom - a perfect for setting for Call of Cthulhu! Requires the Call of Cthulhu Keeper's Rulebook (7th edition) to play, and is optionally usable with Pulp Cthulhu.
Uncover forbidden secrets this Halloween... In Ireland, an archaeological team unearths an ancient horror, trapped within three stone vessels. The foul entity sets its followers on a journey to free it from its prison, crossing the Atlantic to New England and the backwoods of rural Massachusetts. Can the investigators prevent the liberation of the Ruler of Chaos? Will they discover the secrets of the Order of the Stone? A three-part campaign set in the 1920s. Full suite of resources, maps, and handouts. Detailed deck plans of the SS Champagne, the setting for the first scenario. Six pre-generated investigators. The Order of the Stone is designed to be used with the Call of Cthulhu roleplaying game, or with the Pulp Cthulhu supplement.
August 25th, 1928: Providence, Rhode Island.
The Milton Hotel cordially invites you to view the fantastical traveling exhibition ?The Kingdom of Fire - Egypt's 18th Dynasty.? All the way from the British Museum, London, England, come see these wonders of ancient Egypt, rare and priceless items from a time long ago. Learn about their history from Dr. Caitlin Bronson, the exhibition's curator, who will be on hand to answer all of your questions. Marvel at the treasures of Tutankhamun and Hatshepsut, along with the star of the exhibition, the mysterious canopic jar of Ibnhotep the Mad! Tickets are limited and going fast - and you don't want to miss out on what promises to be the most talked about exhibition of the year!
With an invitation like that, how could your investigators possibly refuse? Be they historians and scholars, or even those who ply the blackmarket trade in illicit antiquities, this is a rare opportunity to learn the secrets of the distant past outside of a museum. And what possible danger could there be in going to see the mortal remains of someone called ?Ibnhotep the Mad??
The Shadow Over Providence is a new Call of Cthulhu scenario set in a venue that may seem strangely familiar to anyone who has visited Providence's iconic Biltmore Hotel.
Death and Discovery in the Vermont Hills! In 1929, a student died during an expedition in the Vermont Hills. One year later, the Miskatonic University sent another team on the same expedition... It's time to harvest. Set in the picturesque state of Vermont at the beginning of the 1930s, A Time to Harvest is a six-part campaign centered on the valley surrounding the sleeping town of Cobb's Corners.
A wellspring of resources for the Keeper, the book includes a full suit of player handouts, maps, and details on the key locations preparing you for both the events of the campaign, as well as giving you plenty of information to write your own scenarios set in 1920s Vermont. A small town nestled in a bountiful valley, Cobb's Corners is a key location in A Time to Harvest. The book details the Vermont town, helping you bring it to life at the tabletop, and to give the setting for your games of Call of Cthulhu a rich, lived-in feeling. A Time To Harvest contains new rules and advice for creating student investigators. Additionally, there is information on incorporating existing characters into the campaign by bringing in your investigators that have cut their teeth in other scenarios for Call of Cthulhu. The book includes 10 pre-generated investigators, giving new and eager players everything they need to jump right into the mystery of Cobb's Corners. This book deals with mature themes and is intended for mature players.
Alone Against The Static: a Call of Cthulhu story of grief, isolation, relationships, and heartbreak. A solo adventure set in the Dakota Black Hills, 1991, The new Log Sheet mechanic tracks the choices you make that will impact the story, Rules for a new Mythos entity. Alex and Charlie believe that a secluded weekend getaway in the Dakota Black Hills is just what they need to reinvigorate their marriage-but older and darker things than broken hearts exist in the forgotten places of the world. Will you survive, alone against the static?
On the streets of Arkham, the threat of the Cthulhu Mythos is ever-present. A quiet town in New England-home to the prestigious Miskatonic University-Arkham's underbelly hides criminals, speakeasies, and a witch-cursed history. Call of Cthulhu: Arkham is the definitive guide to the signature setting of Call of Cthulhu. With 290 locations detailed across 9 neighborhoods, Call of Cthulhu: Arkham is the perfect supplement for a sandbox-style campaign. The book also contains Gossip & Rumors to use as scenario seeds, and over 80 fully-detailed NPCs with their own secrets to discover-investigators will never be without a lead to follow up on!
The book contains two Arkham city map posters (one designed for players, and one marked with hidden information for the Keeper!), as well as a poster-sized copy of the front page of the Arkham Advertiser-the perfect prop for any game set in Arkham. Call of Cthulhu: Arkham also introduces new rules and skills for Arkham investigators. Call of Cthulhu: Arkham is more than just a supplement for the Call of Cthulhu roleplaying game. With a richly described history of both Arkham and the famous Miskatonic University, street and neighborhood maps, and hundreds of locations, this book is perfect for fans of mythos fiction, as well as any board games, card games, or stories set in the fabled city of Arkham. This supplement is part of the Arkham Unveiled line and is designed for use with both the Call of Cthulhu roleplaying game and the Pulp Cthulhu supplement.
At long last, the intricacies of the nefarious Cthulhu cult are revealed! Cults of Cthulhu gives you the rules to inject fully-realised and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day. A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games. Detailed guidance on creating your own bespoke Cthulhu cult. Included is a 'Cults Worksheet' to track the history of your cult, their inspirations, resources, locations, and much more. Three scenarios concerning Cthulhu cults across time.
Loki's Gift: London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son's demise. Angel's ThirstAngel's Thirst: Los Angeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker. A God's Dream: Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will. The contents of this product deals with mature themes. It may contain descriptions of violence, gore, drug use, and sex. It is recommended for a mature audience.
Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It's a dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist the horrors and push them back from whence they came.
With the 3rd Edition, Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and includes a wealth of new setting material. Inside you will find a player's guide to the Dark Ages, an optional Sanity mechanic for mirroring the medieval mindset, rules for the oral tradition of storytelling and mounted combat, a grimoire of Dark Age spells plus optional rules for Folk Magic, a bestiary of monsters, as well as a fully detailed setting - the Anglo-Saxon community of Totburh in England's Severn Valley, full of interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop.
This new 3rd edition comes in hardback and full color, with additional material concerning poetry and kennings, the written word, using the Oral Tradition in games, amulets, further use of Sanity in the setting, Paganism, and Norse Paganism.
Three ready-to-play scenarios introduce players to the world of Cthulhu Dark Ages, building on the tensions, characters, and horrors lurking in Toburh and the lands surrounding the community.
The book is rounded out with comprehensive appendices containing a Dark Ages Glossary of historical terms, a Timeline covering 950?1054 CE, a Who's Who of notable historical people, kings, and popes, and a bibliography of texts and sources of inspiration.
Throughout, advice and guidance on running adventures and presenting the world of the Dark Ages is provided.
Does Love Forgive? is a collection of two special scenarios for Call of Cthulhu for one Keeper and one player. Both adventures are perfect for a fun evening of gaming for two people. Each scenario can be played over the course of one to two sessions, and is suitable for Keepers of all experience levels.
Love You to Death
Chicago: February 15th, 1929. It's a cold winter's day when the investigator's good friend Hattie May appears in their office at the detective agency. Her beloved pet dog, Highball, is scheduled to be destroyed later today and she needs the investigator's help getting him back from the Chicago Police Department. It doesn't sound like too difficult a task, does it?
Mask of Desire
New York: September, 1932. The investigator, together with their two close friends Anna Konrad and Lucas Reston, has been invited to a party at wealthy - and notorious - socialite Madame de Tisson's swanky apartment on the Upper West Side. Anna is somewhat distracted by her audition tomorrow for Nancy Turner, the famous jazz orchestra conductor. What is the link between the audition and a mysterious parcel that arrives the next day? And, why do so many people seem to be interested in the contents of the parcel?
New York City.
Prohibition is in full swing and bootleggers are living high. African-Americans flee the oppressive South for greener pastures, creating a new culture in Harlem. The music of Fats Waller and Duke Ellington pours out of the city's windows, while women in stylish skirts and silk stockings, and men in white gloves and Chesterfield coats crowd the sidewalks. There's a feeling of possibility in the air, like never before.
But, even in this land of promise, Harlem is a powder keg, ready to explode. While classes and cultures collide, the horrors of the Cthulhu Mythos lurk beneath the streets, creeping through dark alleys and hidden doorways to infect the hopes and aspirations of the unwary.
The Skinny on the Goods?
Harlem Unbound 2nd Edition is expanded and improved from the first edition. New areas are shown below:
This book package includes the following:
The Classic Call of Cthulhu campaign spanning the European continent returns in luxury! Horror on the Orient Express is back in print with an updated two-volume set, making it more digestible than ever! What's Inside? Three identical men found dead in the same room of the Chelsea Arms Hotel. Each of them stabbed through the heart. The unexplained killings see the investigators embark on a thousand-mile journey on the legendary rail service to Constantinople- the Gateway of the Orient.
Back with an updated layout, the entire campaign is now spread across two epic hardback volumes, and includes a fold-out map of the route across Europe. This is the definitive edition of Horror on the Orient Express. 19 scenarios across 700 pages, Horror on the Orient Express is a modern classic. The adventure takes the intrepid investigators from London, to Paris, and to the ancient city of Constantinople. Optional scenarios set in in the Dark Ages, Gaslight Era, and the Dreamlands, allow players to experience the origins of pivotal moments of the campaign. Additionally, a scenario set in the modern day acts as an epilogue to the generation-spanning story. Premium maps, player hand-outs, and full details on all NPCs and monsters make running the campaign easier than it's ever been.
That is not dead which can eternal lie, And with strange aeons even death may dieƒ?? Two-Volume Slipcase Set: Here, shall you know the terrors of the void, the nightmare bringers, and the unspeakable lurkers. Ancient secrets, whispered lore, and collected facts concerning the alien and otherworldly horrors of the Cthulhu Mythos. A cavalcade of monsters and god-like alien intelligences beyond human understanding, all vividly detailed and portrayed. With over 250 entries to inspire countless adventures.
The information within is designed to bring the creatures and bizarre races of the Cthulhu Mythos to life at the gaming table, as well as all manner of Great Old Ones, Outer Gods, Elder Gods, Avatars, and Unique Beings. Their lore and statistics updated and revised for the Call of Cthulhu 7th edition game (and Pulp Cthulhu). All brought to startling life by the illustrations of expert artist Lo??c Muzy. This two-volume collection is packed with ideas, concepts, and insights to immerse your scenarios and campaigns deep in the heart of the Cthulhu Mythos. Volume 1: Monsters of the Mythos: From the spawn of Abhoth to yuggs, the monsters of the Mythos are herein described, their lore and statistics updated and revised for the Call of Cthulhu 7th edition game. With over 150 entries concerning Cthulhu Mythos monsters and alien species, as well as creatures from folklore and animal beasts, this tome supplies a wealth of ideas to bring your campaigns and scenarios life with untold horrors. Volume 2: Deities of the Mythos: Fundamental truths of the cosmos herein lie, to be used to support and inspire countless adventures by bringing Cthulhu, Hastur, Azathoth, and many others to your games. With over 110 entries concerning Great Old Ones, Outer Gods, Elder Gods, Avatars, and Unique Beings, this tome supplies a plethora of ideas to immerse your campaigns and scenarios deep in the heart of Cthulhu Mythos lore. While humanity may crave both comfort and truth, only one or the other is possible.
The Malleus Monstrorum Keeper Deck is a collection of 66 monster cards that enhance your Call of Cthulhu gaming experience. Like the other Call of Cthulhu Keeper Decks, this decks provide new layers to plots, enhance the story, and provide quick access to an array of fiendish foes. A Plethora Of Mythos Fiends: Over 60 monsters detailed in the Malleus Monstrorum are presented here on their own individual cards, with all relevant game information on one side, and evocative artwork on the other.
Use the cards for quick-reference during your games, and as a handy image to show your players exactly what their investigators are facing! Use the deck to inspire your own tales of Call of Cthulhu! Shuffle up and draw a cardƒ??then work that monster into your next story! Alternatively, you could introduce a mysterious portal, tome, or enemy, where the monster produced is completely random! Additionally, this deck includes several blank cards for you to fill with forbidden monsters of your own creation. Combine these cards with the epic 2-volume tome Malleus Monstrorum! The immense Cthulhu Mythos bestiary includes detailed story information and scenario seeds for all the monsters in the Keeper Deck. Once you've decided on the fiends you're using, keep the books on your shelf and bring the cards to the game for a light-traveling experience.
Who Knows What Happens... Behind Closed Doors.
Mansions of Madness Vol. 1 contains five scenarios for use with the Call of Cthulhu Starter Set or the 7th Edition Call of Cthulhu: Keeper Rulebook.
It includes two fully updated and revised classics, along with three brand new adventures, and all can be played as standalone adventures, used as sidetracks for ongoing campaigns, or strung together to form a mini-campaign spanning the 1920s. Suitable for up to six players and their Keeper, each scenario should take between one and three sessions to play through, and are an ideal next step for those who have already experienced the horrors contained within the scenario collections Doors to Darkness and Gateways to Terror.
Here are the five scenarios:
This supplement is best used with the Call of Cthulhu Starter Set or the Call of Cthulhu (7th Edition) roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.
The denizens of Nameless Horrors are unlike anything you've encountered before. Each is truly of the Cthulhu Mythos, but they come from realms unknown, and will keep even the most seasoned investigators on their toes. Nameless Horrors contains six scenarios for Call of Cthulhu, each taking place in a different setting and time period-perfect for one-shot games, and for kicking off a new and unique campaign. Each scenario in Nameless Horrors contains NPC portraits, maps, and player handouts. Originally published in softcover nearly 10 years ago, this updated edition of Nameless Horrors contains brand new art, player handouts, and maps for each of its 6 scenarios.
The contents of this product deals with mature themes. It may contain descriptions of violence, gore, drug use and sex. It is recommended for a mature audience.
No Time to Scream contains three short-play scenarios for Call of Cthulhu.
Each scenario is perfect for a single evening of mystery and horror, and are designed to be played in around two hours. Each scenario includes four pre-generated investigators, along with full-color maps and handouts.
The three scenarios share a common theme - the investigators are up against the clock. Guidance for the keeper is provided to keep the action flowing and emphasis the uncaringness of the Mythos. There is also help for adding more investigators for larger group play.
Calling All Heroes! It's Time To Take The Fight to Cthulhu! Pulp Cthulhu is a game of two-fisted adventure, weird science, dark deeds, and brave heroes. With this book, some roleplaying dice, and the Call of Cthulhu Rulebook, you have everything you need to adventure and explore games set in the pulp genre. Tired of your investigators dying in quick succession when jaunting around the world in a desperate bid to save humanity? Wishing that sometimes your investigator could make a stand instead of hiding and waiting for the eldritch horror to pass? Pulp Cthulhu ups the ante and provides you with tougher, more capable heroes - ready to take on the villainous machinations of the Cthulhu Mythos!
Here you will find an adapted character generation system, rules for psychic powers, sanity, augmented skills, and weird science, as well as tips for Keepers on developing and running pulp-style games. Also, you will find information on ?the Pulps? themselves and the 1930s era when America was in the grip of the Great Depression and on the road to World War II. A collection of pulp villains and monsters, and a range of pulp organizations provide the Keeper with a firm basis for running pulp style scenarios and campaigns. Four action-packed scenarios round out the book, getting your Pulp Cthulhu games started with a bang.
The guidance in this book means that you can apply the Pulp Cthulhu rules to any setting and time period, enabling Keepers to bring the flavor and action of pulp to the classic 1920s or modern-day eras, as well as anywhere else they see fit.
A Time For Heroes And A Time For Adventure!
The world needs heroes, now more than ever. Working for Caduceus, a medical aid organization, the heroes will loot a lost temple in the forests of Bolivia, go head-to-head with the Mafia in New York City, face a deadly epidemic in the jungles of North Borneo, uncover the workings of a strange cult in dust-bowl-era Oklahoma, infiltrate enemy territory inside an awakening volcano in Iceland, face the horrors of hideous medical experiments in the Congo, race to control an ancient and powerful artifact on the streets of Calcutta, and ultimately travel to a lost continent for a desperate battle to save humanity from enslavement or annihilation!
The Two-Headed Serpent is a 272 page, action-packed hardcover, globe-spanning, and high-octane campaign set in the 1930s for Pulp Cthulhu. The heroes face the sinister conspiracies of an ancient race of monsters hell-bent on taking back a world that was once theirs. Packed with nine adrenalin-fuelled adventures, Keeper advice, gorgeous full-color maps and player handouts.
Regency England: a time of social niceties, grand balls, romantic intrigues, and disappointments- as described in the novels of Jane Austen. Through the lens of the Cthulhu Mythos, horrors weave themselves into the hearts of everyday Georgians- from the richest to the poorest. Details and history of Regency-era England (1811-1820), that help bring this unique period to life at your tabletop. Included are new rules for creating special, Regency-era Investigators, along with new skills and occupations unique to this slice of history.
Explore the Regency-era with the new mechanic: Reputation. Measure the standing of your Investigator amongst others in high society, and watch it rise and fall as you play! Regency Cthulhu: Dark Designs in Jane Austen's England is a historical sourcebook for Call of Cthulhu. Uncover the dark secrets at the heart of the town of Tarryford: twisted horrors that have lain dormant for centuries now seek to burst forth into England. A detailed primer on Tarryford gives a beginning or seasoned Keeper everything they need to use the town as a setting for their Call of Cthulhu games in both 1813 and 1913. Two scenarios designed to introduce players to the Regency-era take place in the town of Tarryford in the year 1813. The scenarios can be linked together, played as one-shots, or used as the foundation for a Regency-era campaign of your own design. Also included are detailed maps and player handouts, as well as 6 pre-generated Call of Cthulhu Investigators, and 6 Pulp Cthulhu Investigators.
The Children of Fear is an epic, multi-part campaign for Call of Cthulhu. The scenarios within explore myths and legends of Central Asia and Northern India.
This player-led campaign allows the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement - all the way from the Outer Gods themselves down to a more low-key, occult-focused series of adventures. Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group's tastes.
The Children of Fear covers in detail the sights, encounters, and dangers found in Peking, Sian, the Taklamakan, Peshawar, and Kham. Investigators will travel from China, through Northern India, and on to Tibet. With detailed appendices covering travel, non-player characters, spells, a reference bibliography, and more, the book gives you everything you need to authentically create a unique experience at your gaming table.
A wealth of player hand-outs and maps enhance both the player experience and immersion. The Children of Fear includes six pre-generated characters so players can jump right into the action. A host of non-player characters, all with their own agendas, accompany new Cthulhu Mythos monsters for use in any Call of Cthulhu scenario.
Here are gathered spells drawn from over thirty years of Call of Cthulhu supplements and scenarios. Each spell has been revised for the Call of Cthulhu 7th edition game, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, with which to beguile and confound investigators.
Over 550 spells of dire consequences, secrets, and unfathomable power! Packed full of advice and guidance on diverse matters including spell names, elements of spell casting, magical components, and astronomical considerations. Plus flawed spells, ley lines, folk magic, and the magic of the Dreamlands. Use this grimoire as a resource, a play aid, and as inspiration when designing scenarios. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement for Keepers of Arcane Lore.
The western-horror story is far older than what most of us would even consider ?the west?. For generations the American Indians told dark tales of their own, of spider women, skin-walkers, cannibals, witch?es, and thunderbirds. When white men ventured into the west, they learned some of these nightmarish stories from the natives - and they brought or created their own as well: tales told around campfires of mournful ghosts and vengeful spirits and terrible monsters native to the wild new land west of the Mississippi.
That's where Edge of Sundown comes in. This collection brings tales that visit the darker regions of the west, the places steeped in myth, legend, and blood. Meet the men and women who lived there - the monsters within and without. Make no mistake, there are more than a few gun-throwing hardcas?es in these stories, but by and large our protagonists are ordinary folks caught up in very extraordinary circumstances. Most importantly, this is an anthology of western-HORROR tales, not western-fantasy. No tall tales here, no wink-and-a-nudge-as-it's-all-good-fun safe betting. We're looking to give you the creeps, fair and square, no fooling around.
So right about now you should be checking to make sure your guns are loaded, that your holster is oiled, and you've got your hat cinched on tight.
In churches and convents and other religious communities, sisterhood takes many forms, forged and tested by such mundane threats as disease and despair, but also by terrors both spiritual and cosmic-Satan`s subtle minions and the Lovecraftian nightmare of the Outer Gods. Sisterhood: Dark Tales and Secret Histories presents sixteen horror stories by some of the genre`s leading female voices. Their settings range around the globe and across the centuries, from 14th century Spain to 17th century Virginia to England in the present day.
The Necronomicon. For centuries, scholars of the occult have sought out the darkly fabled tome, hoping to gain insight into the secret workings of the universeƒ??or simple brute power. What the book offered them instead was, more often than not, madness and devastation.
Under the guidance of Shirley Jackson Award-winning editor Joseph S. Pulver, Sr., The Leaves of a Necronomicon traces the impact of a single copy of the mysterious work on its owners and those around them as it passes from hand to hand across the decades. The history is told in braided novel form, with chapters contributed by a gathering of outstanding horror and dark fantasy authors, including S.P. Miskowski, Michael Cisco, Damien Angelica Walters, Nick Mamatas, Anna Tambour, Jeffrey Thomas, and more.
Welcome to Glorantha
A mythic world of mortals and gods, myths and cults, monsters and heroes. In Glorantha, the Runes permeate everything, and mastery of Runes allows astonishing feats of bravery and magic.
Glorantha is ancient, and has known many ages, but now it is at the brink of the greatest conflict it has ever known? the Hero Wars.
Glorantha is the setting of RuneQuest, one of the oldest and most influential roleplaying games ever published.
Welcome to Chaosium's RuneQuest Quickstart Rules, a booklet that collects the essential rules for RuneQuest: Roleplaying in Glorantha and presents them in abbreviated form. Use this booklet to play the new edition of RuneQuest immediately, and to discover the improvements to the system. These game rules and a new adventure - The Broken Tower - preview the new edition of RuneQuest, developed in close consultation with the original designers and creators of RuneQuest and of Glorantha.
The Broken Tower, set in the heart of the Dragon Pass, is suitable for up to 5 adventurers and one gamemaster, complete with all the rules needed to play.
After the death of his great-uncle, Francis Wayland Thurston delves into the late Profesor Angell's effects... "I was sorting through all his research one day, when I found a monstrosity made out of clay." Spurred on by his curiosity, Francis learns of many terrible things. The artist who came to his uncle for help. A raid in the Louisiana swamps, led by Inspector Legrasse. The sailor Gustaf Johansen. And, perhaps most importantly, the horrible fate of the Emma. "The most merciful thing in the world, I believe, is humanity's failure to fully conceive of the cosmical horrors we've yet to reveal, and which up until now I have tried to conceal."
This 102-page adaption of H.P. Lovecraft's classic story was written and illustrated by R.J. Ivankovic.
A sailor escapes in a lifeboat after his ship is attacked by a German raider during World War I. He soon finds himself in more bizarre peril, stranded in a dark, stinking mire on the edge of a mammoth pit. Venturing into the pit, he discovers a monolith covered in weird hieroglyphics and something stranger still that crawls from the slime - a creature that may be the vanguard of a vast and monstrous invading army from the depths of the sea. The famous H.P. Lovecraft story Dagon is gracefully retold in anapestic tetrameter and illustrated in a darkly whimsical style by "genius poet-artist" R.J. Ivankovic.
What Kind of Knight Will You Become? Will you fight to rid the world of injustice, or use clout and power to take advantage of those beneath you? Pendragon is set amidst the glory and grandeur of King Arthur's Britain. Its innovative mechanics drive the emotional impact of play as your characters pursue Glory, overcome life-and-death struggles, cross blades with ruthless enemies, and fight for love and justice in a world of brutal medieval realism.
A detailed look at the world of King Arthur and the role of knights and nobility. Full character creation rules. 6 pre-generated character templates for optional, faster character creation. The complete core rules of the Pendragon game system, including Traits and Passions, Skills, combat, injury and recovery, Glory, Favors, Honor and Glory. Additional rules for Afflictions, Obsessions, Directed Traits, Ideals, ransoms and equipment lists. Rules for The Winter Phase - the downtime period of the game for characters to train, age, and even go on side quests. A Coat of Arms generator to make wholly unique heraldry for your Player-knight. The Pendragon: Player's Handbook is your guide to Pendragon, containing all the rules you need to play. It is a standalone product which can be combined with other books in the line to enhance your Pendragon experience.
Unleash your inner adventurer and immerse yourself in the legendary world of King Arthur with the Pendragon Starter Set. This comprehensive set equips you with everything you need to embark on thrilling quests and relive the glory of King Arthur's court. Inside, you'll find a variety of pre-generated characters that offer unique play styles and backgrounds, allowing you to choose the one that best suits your gaming preferences. The set also features a captivating short campaign that spans multiple sessions, providing hours of exciting gameplay.
Whether you're a seasoned tabletop gamer or a newcomer to the genre, the Pendragon Starter Set is the perfect way to begin your journey into the mystical realm of Arthurian legend. So gather your friends, roll the dice, and prepare to experience the thrill of adventure like never before.
YOU SHOULD KNOW these noble people by their arms. Some you can trust, while others are deadly foes. One is Arthur, king of all England, a good and kindly man. Another is the Grey Knight, a fearsome warrior and the King's dire foe. He challenges Arthur's right to rule and accuses him of murdering hundreds of children in northern England. Sir Gawaine, Arthur's best knight and champion, will defend the King's honor in a duel to the death. But Merlin prophecies that Gawaine will die at the hands of the vile Grey Knight, with only one chance to save him.
There are ancient artifacts of extraordinary, magical power. One of the Thirteen Treasures of Britain is the key to Gawaine's salvation. Arthur proclaims a solemn quest: comb the length and breadth of England to find these treasures before Gawaine and the Grey Knight meet. Challenge Death's Champion!
I think becoming a wizard is about discovering what's real and what isn't. - Ben Aaronovitch, Rivers of London. In Rivers of London: the Roleplaying Game, players take on the roles of newly recruited members of the London Metropolitan Police Service's special magic branch, aka "the Folly." You will solve mysteries, catch criminals, and come to grips with the "demi-monde"-those who have been irreversibly changed by magic.
Includes setting information and history, and the wondrous details of how the "Newtonian" magic system works. The book also contains a full list of spells derived from those found in the novels of Ben Aaronovitch. To give both players and Game Moderators the best sense of the setting and role of their characters, special attention is paid to detailing how police work in London, and how criminal investigations are carried out.
Cults of RuneQuest: The Earth Goddesses is the third book in the Cults of RuneQuest sourcebook series for RuneQuest. This book is the player's guide to the earth pantheon, opening up character creation and advancement to a whole new level.
A player-facing RuneQuest supplement. 16 cults, each of which can be used as the bases for a new RuneQuest character, offering a unique selection of spells, skills, and special traits. Expand existing RuneQuest characters by adding cults from this book to their roster of worshiped gods. Lore and history of the Earth gods pantheon. Rules to advance your character to a God-Talker, Rune Priestess, or even a mighty Rune Lord. This supplement requires only the RuneQuest core rules to play.
Cults of RuneQuest: The Lightbringers is the player's guide to the Gods of the Storm! This book covers the mythology of the Lightbringer pantheon of gods, and provides mechanics for each of their cults to create your RuneQuest adventurer. Cults of RuneQuest: The Lightbringers features 19 cults, including Orlanth the Storm God, Chalana Arroy the Goddess of Compassion, Lanbril the God of Thieves, Issaries the God of Communication, Humakt the God of Death and War, and many more!
Cults of RuneQuest: The Prosopaedia is the first in the new Cults of RuneQuest sourcebook series for RuneQuest. This book is an indispensable reference to the many gods and goddesses, monsters, locations, artifacts, and events that have shaped mythology in the world of RuneQuest since its making! An encyclopedia to the gods of the fantasy world of Glorantha. A companion book to the other volumes in the Cults of RuneQuest line makes it essential for collectors. New RuneQuest players will find an easy-to-follow and evocative description of the pantheons of Glorantha.
This book contains no rules mechanics, and will appeal to those with an interest in creative mythology, or looking to inject full pantheons of established gods into their existing roleplaying campaigns.
A Guide to the Mythic Bronze Age World of Glorantha! The Glorantha Sourcebook is the setting guide for a mythical world of Bronze Age fantasy. It is every RuneQuest player's stepping stone into legend. This is a player and Gamemaster book designed to shed further light across the mythical setting for RuneQuest. The book contains no rules text, allowing players to delve into one of the most richly imagined fantasy worlds ever created, and apply it to any gaming system they desire. The story of the gods of Glorantha, the Elder Races, the background of the dreaded and misunderstood Lunar Empire, and deep detail on the workings of Gloranthan magic.
This edition contains revised, updated, and expanded content drawn from a variety of long out-of-print and rare sources. Combined with the RuneQuest core rules, The Glorantha Sourcebook is a player's next step to flesh out the setting for their RuneQuest games.
RuneQuest: Roleplaying in Glorantha is the long-awaited reunion of setting and rules, merging Glorantha and the RuneQuest rules together for the first time in years. RuneQuest: Roleplaying in Glorantha is a mythic heroic fantasy roleplaying game set in the world of Glorantha, where the gods are active and magic is a part of everyday life. The Hero Wars - apocalyptic battles to determine the fate of the world - are just beginning, and players must become heroes to save their world, achieving great deeds while balancing responsibilities of family, tribe, and the needs of their gods.
This edition marks the triumphant return of one of the oldest and most critically acclaimed gaming settings of all time? in a deluxe all-new edition. The flagship book in an ambitious new full-color volume suitable for any gamers - new or experienced - the RuneQuest core rulebook presents everything you need to begin adventuring in Glorantha. Dramatic character creation rules bring Glorantha to life, integrating adventurers into this rich and complex world. Designed in tandem with the Glorantha Bestiary and the Gamemaster Screen Pack, these rules contain everything you need for countless adventures in the fabulous world of Glorantha.
The RuneQuest RPG: Starter Set contains everything you need to play the world's best roleplaying game of gods, cults, magic, family, and fantasy! In RuneQuest, everyone uses spells and anyone can be a warrior. The gods provide powers to their mortal worshipers, and can intercede on their behalf. Each RuneQuest adventurer is unique, defined by their Runes, culture, and cult - all chosen by the player.
This Starter Set contains books, dice, maps, and enough content to keep a group engaged and entertained for several roleplaying sessions. The box also includes 12 pregenerated character folios, giving each player a wide range of playstyles and backgrounds to choose from. Rules & Dice: The RuneQuest Starter Set has four softcover manuals broken into rules, setting, and scenarios. The box includes all the dice you need to play the game, a set of premade character folios, maps of Jonstown and the surrounding areas, and a Strike Rank Tracker for epic and dangerous RuneQuest combat. SoloQuest: Learn to play in the best way possible - by playing! "The Battle of Dangerford" is a single-player scenario designed to teach you the rules of the game as you play. Take on the role of Vasana as she joins her Sartarite brothers and sisters in an epic clash against the invading Lunar Empire. Maps & Handouts: Each scenario has its own collection of maps and notes, each presented in full colour. These play aids enhance the RuneQuest experience, and help you immerse yourself in the mythic world of Glorantha. Scenarios: Three scenarios designed for up to 5 players. "In A Rough Landing", fresh from the Battle of Dangerford, the adventurers run afoul of aggressive dark trolls, and must resolve a problem in a nearby farming community. "A Fire in the Darkness" sees the adventurers asked to investigate a string of fires in Jonstown. Clues lead them to the under-city tunnels in search of the source of the blaze - is it possible that the prime suspects are not what they seem? "In The Rainbow Mounds" the adventurers arrive at the mysterious cave complex to confront a group of Trolls menacing the nearby village. In the labyrinthine tunnels of The Rainbow Mounds, the adventurers discover an unimaginable new foe.
Dive into the ultimate guide to magic for RuneQuest. Penned by Zzabur, the Sorcerer Supreme himself, The Red Book of Magic is the indispensable source for expanded Rune & Spirit magic. It's an essential expansion to the RuneQuest experience for players and Gamemasters alike.
he Smoking Ruin & Other Stories contains ready-to-play adventures for RuneQuest, taking adventurers across the untamed South Wilds, a region filled with reclusive villagers, ancient ruins, beast folk, troll spirits, undead, wolf-brothers, dinosaurs, monstrous mercenary companies, living trees, surly river spirits, and worse!
Inside, you'll find:
This product requires RuneQuest: Roleplaying in Glorantha to play.
RuneQuest: Weapons & Equipment is an essential guide to a wide range of items, goods, services, training, magical items, and beasts for both players and Game Masters.
A plethora of new adventuring equipment, as well as new close combat weapons, melee weapons and armor. Every type of hammer, spear, sword, and much more is detailed. Diversify your adventuring party with no character wielding the same statistics and rules. New and compiled rules for beasts of burden, mounts, and awakened animals. Prices and rules for warbeasts, exotic animals, and pack animals accompany stats for riding equipment and even mobile dwellings! New rules for land ownership allows your adventurers to expand their foothold in Glorantha. The book contains rules for the quality of land, prices of different dwellings, unique land features, fortifications, as well as developing and improving your land over time.