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Call of Cthulhu RPG: 4 Keeper Decks

Call of Cthulhu RPG: 4 Keeper Decks

CALL OF CTHULHU KEEPER DECKS Four decks of cards for use with the Call of Cthulhu tabletop roleplaying game. Each deck provides the Keeper and players with handy references, information and notes.

The Keeper can use these decks to supplement their scenarios: as inspiration when designing new encounters, to pass players secret and important notes during a game, and as a handy way to impart information. The different cards can enhance the story, advance the plot, as well as introduce friendly or villainous non-player characters.

Contained within are:

  • The Phobia Deck ? 46 cards, each detailing the effects and consequences of a phobia, mania, or episode of madness.
  • The Curious Characters Deck - 46 cards, each providing game characteristics and backstories for a range of characters that the players could meet during a game.
  • The Unfortunate Events Deck - 46 cards, with all manner of strange, ill-fated and disastrous situations that will land the players in deep water.
  • The Weapons and Artifacts Deck - 46 cards, each detailing a hand-to-hand, firearm or Mythos artifact.
  • Call of Cthulhu RPG: 7th Edition A Cold Fire Within

    Call of Cthulhu RPG: 7th Edition A Cold Fire Within

    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?

    Call of Cthulhu RPG: 7th Edition Alone Against The Dark

    Call of Cthulhu RPG: 7th Edition Alone Against The Dark

    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.

    Call of Cthulhu RPG: 7th Edition Alone Against The Frost

    Call of Cthulhu RPG: 7th Edition Alone Against The Frost

    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.

    Call of Cthulhu RPG: 7th Edition Berlin: The Wicked City

    Call of Cthulhu RPG: 7th Edition Berlin: The Wicked City

    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 vlkisch 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 cafs 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.

    Call of Cthulhu RPG: 7th Edition Core Rulebook

    Call of Cthulhu RPG: 7th Edition Core Rulebook

    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.

    Call of Cthulhu RPG: 7th Edition Dead Light And Other Dark Turns

    Call of Cthulhu RPG: 7th Edition Dead Light And Other Dark Turns

    With the rise of the automobile in the 1920s, people were no longer tied to the railways as a means of getting to distant locations. For those who could afford the relative luxury of a car, the expanding United States? highway network brought with it the opportunity to travel and see new places, as well as visit those that the railways didn?t reach?and all at your own pace, too.

    But the new road network also meant that strangers began making their way into once isolated and secluded locations. Places where they may not be welcome, and where old secrets have been hidden for generations. Who knows what lurks behind the lace curtains of the houses you drive past? What dangers lie in wait for the unwary along the out of the way highways and byways?

    Dead Light and Other Dark Turns contains two scenarios for Call of Cthulhu 7th Edition dealing with the theme of roadside adventure, along with six story seeds for the Keeper to expand and develop. In the classic Dead Light scenario, now revised, a chance encounter with a distressed young woman leads the investigators into the hideous aftermath of a crime gone terribly wrong. While in the brand-new Saturnine Chalice scenario, seeking help from a nearby homeowner after their vehicle runs out of gas traps the investigators in a house where nothing is quite what it seems.

    Both scenarios can be used as standalone adventures suitable for one to two sessions? worth of play, or they can be slotted into an ongoing campaign as the investigators journey between locations, and come with six ready-to-play investigators. Suitable for use with either the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set.

    Call of Cthulhu RPG: 7th Edition Down Darker Trails: Shadows Over Stillwater

    Call of Cthulhu RPG: 7th Edition Down Darker Trails: Shadows Over Stillwater

    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.

    Call of Cthulhu RPG: 7th Edition Down Darker Trails: Terrors Of Cthulhu In The Old West

    Call of Cthulhu RPG: 7th Edition Down Darker Trails: Terrors Of Cthulhu In The Old West

    Saddle up! Get yourself a posse together and have a look-see what?s over that hill. There?s strange rumors coming in from the whisperin? desert. You?d best put a round in that iron and make haste! Down Darker Trails is a new setting for Call of Cthulhu?the American West of the late 19th century. The era of gold rushes, outlaws and lawmen, discovery and expansion.

    Rub shoulders with the likes of Wild Bill Hickok, Crazy Horse, and Calamity Jane, while journeying through towns like Deadwood and Dodge City?names and places that have transcended history to become legend. Down these dark trails the taint of the Cthulhu Mythos stirs, ready to lure the unwary and tempt the power hungry with whispered secrets of cosmic knowledge. This is a West of hidden worlds, lost treasures and cities, dubious deals and unsavory alliances. A land filled with beauty, mystery, terror?and wild adventure! Here you will find the means to create Old West investigators, new occupations, new pulp talents, and new skills. Captured in text and image is the history of the Old West, famous individuals, playing American Indian heroes, notable places and sites, as well as inspiration and guidance on bringing the terrors and mysteries of the Great Old Ones into your games. Two complete towns, the gold-hungry Pawheton and San Rafael on the Texas border, are fully detailed, providing Keepers with ready-made inhabitants and locales from which to stage campaigns. Four different Lost Worlds are discussed, from the weird subterranean world of K?n-yan to the eerie Shadow Desert.

    Packed with advice on creating campaigns and adventures, including two complete introductory-level adventures: Scanlon?s Daughter?a murder mystery set between two feuding Texas ranches. Something From Down There?join the rescue of a group of missing miners whose digging stirred things best left forgotten

    Down Darker Trails is a setting supplement with scenarios useable with Call of Cthulhu and Pulp Cthulhu.

    Call of Cthulhu RPG: 7th Edition Gateways To Terror - Three Portals Into Nightmare

    Call of Cthulhu RPG: 7th Edition Gateways To Terror - Three Portals Into Nightmare

    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.

    Call of Cthulhu RPG: 7th Edition Investigators Handbook

    Call of Cthulhu RPG: 7th Edition Investigators Handbook

    ?We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.? ?H.P. Lovecraft

    Will you stand against the horrors of the night?

    Whether learned professor, nosy journalist, or hard-hitting detective, investigators need all the help they can get. Let this book be your guide. The Investigator Handbook is an essential player?s aid for the Call of Cthulhu 7th edition roleplaying game.

    Written for those who will be playing the roles of investigators, the Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game. What?s more, there?s a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding investigators.

    No self-respecting investigator of the Cthulhu Mythos should be without it!

    Call of Cthulhu RPG: 7th Edition Keepers Screen

    Call of Cthulhu RPG: 7th Edition Keepers Screen

    The Call of Cthulhu Keeper Screen Pack is an essential play aid for those running games of Call of Cthulhu 7th edition. This three-panel Keeper Screen is mounted on thick hardcover stock, folding out to 34 inches wide. One side, intended to face the players, portrays glorious artwork. The rear of the screen, the Keeper?s side, collects and summarizes important rules, statistics and charts, to assist the Keeper when running games.

    Inside are two ready-to-play scenarios set in Lovecraft Country during the 1920s: ?Blackwater Creek? and ?Missed Dues,? with twelve ready-to-play pre-generated investigators included.

    Call of Cthulhu RPG: 7th Edition Masks Of Nyarlathotep: Slip Case Edition

    Call of Cthulhu RPG: 7th Edition Masks Of Nyarlathotep: Slip Case Edition

    This edition of Masks of Nyarlathotep is an updating of the multi-part epic campaign, set in 1925, in which steadfast investigators unravel secrets and battle the minions of darkness in an attempt to stop world-shattering events from destroying humanity.

    The original six-chapter campaign - featuring adventures in America, England, Egypt, Kenya, Australia, and China - has been developed and updated by Mike Mason, Lynne Hardy, Paul Fricker, and Scott Dorward. The revision features enhanced encounters and tightens up the plot and clue trails, and is supported by extensive Keeper guidance and advice for running the campaign with either Call of Cthulhu or Pulp Cthulhu. The two-volume edition of Masks of Nyarlathotep will come in a slipcase set and include a special pack of ready to use full color handouts.

    Call of Cthulhu RPG: 7th Edition Petersen's Abominations

    Call of Cthulhu RPG: 7th Edition Petersen's Abominations

    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:

  • Panacea: ZyMedBio Corp is a pharmaceutical development company. The company is relatively new, having been incorporated just three years ago. In the last five months, the company has begun drug trials on human subjects for a range of clinical issues. Currently, ZyMedBio is undertaking a Phase 2 study where human subjects are being given doses of a new drug called ?Zylactis.? Behind a miraculous cure for many ills hides a loathsome truth.
  • Hotel Hell: In 1924 an obscure and ill-regarded painter from Europe, named Johan Schiegl, came to the Seven Stars Hotel in British Columbia. Seeking solitude far away from hustle and bustle of the Roaring Twenties, Schiegl came to capture the remote and rugged wilderness of the Canadian landscape in his paintings? An inheritance in the remote wilderness of British Columbia conceals a hideous secret that may spell the end of the world.
  • Mohole: A team of observers is called in to conduct an audit and report on an experimental and top secret drilling project designed to penetrate the Earth?s crust and release a previously untapped source of energy. Set on a repurposed North Sea oil platform, those involved discover that there are some depths that should never be plumbed? An experimental drilling project delves too deep and brings the attention of an ancient unspeakable horror.
  • The Derelict: Within the icy waters of the North Atlantic the discovery of a missing reefer ship, the Groenland Tropisch, stranded on an iceberg brings considerations of a substantial salvage reward, driving an attempt to rescue the ship. But in so doing, an ancient horror is stirred? A final journey brings a remarkable discovery and a hidden terror.
  • Voice on the Phone: As youngsters, Diego Lopez and his younger brother Juan were close. While Diego had the street smarts, Juan was more academically minded and his parents pushed him to make something of his life away from the streets and gangs of Dallas. Of course, Juan just wanted to be like his brother. Both boys seemed destined for a gang lifestyle; however, Juan?s life was to take a different turn? A tale of two brothers set in the violent world of gang culture.
  • The voice on the phone: Advice for getting the most out of the scenarios is provided, as well as suggestions for expanding the scope of the adventures and increasing their length. Each scenario comes with a set of ready to play pre-generated investigators, allowing players to dive straight into the mysteries within.

    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.

  • Call of Cthulhu RPG: 7th Edition Quick Start

    Call of Cthulhu RPG: 7th Edition Quick Start

    Welcome to Chaosium?s Call of Cthulhu 7th Edition Quick-Start Rules, a booklet that collects the essential rules for Call of Cthulhu 7th Edition and presents them in abbreviated form.

    This book comprises a complete basic roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theatre?only without microphones?and with dice determining whether the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (or Keeper, in Call of Cthulhu), while the other player(s) assume the roles of player characters (investigators, in Call of Cthulhu) in the game. The gamemaster also acts out the roles of characters who aren?t being guided by players: these are called non-player characters (NPCs).

    Call of Cthulhu RPG: 7th Edition Reign Of Terror

    Call of Cthulhu RPG: 7th Edition Reign Of Terror

    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.

  • Part One, set in 1789 amid the stirrings of the revolution, sees the investigators descend into the catacombs of Paris and brave the tribulations of courtly life, where debauchery and wickedness bring there own terrors.
  • Part Two, set during The Terror, catapults the investigators into a conspiracy, where spies and agents seek out those who would destabilize the new regime. Caught amongst the chaos and dangers of Paris, the way must be found to stop a nightmare that would plunge France and the rest of Europe into darkness.

    ?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.

  • Call of Cthulhu RPG: 7th Edition S Petersen's Field Guide To Lovecraftian Horrors

    Call of Cthulhu RPG: 7th Edition S Petersen's Field Guide To Lovecraftian Horrors

    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.

  • Accurate and complete
  • 53 Lovecraftian creatures categorized and detailed
  • Full color illustrations
  • Size comparison charts
  • Habitat, distribution, and life cycle notes
  • How to distinguish similar-seeming entities
  • Observer warnings
  • Bibliography and recommended reading list

    Illustrations and descriptions from the Cthulhu Mythos and Dream Cycle based upon the creations of H.P. Lovecraft.

  • Call of Cthulhu RPG: 7th Edition Scritch Scratch

    Call of Cthulhu RPG: 7th Edition Scritch Scratch

    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 Muscoby??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.

    Call of Cthulhu RPG: 7th Edition Terror Australis: Call of Cthulhu In The Land Down Under

    Call of Cthulhu RPG: 7th Edition Terror Australis: Call of Cthulhu In The Land Down Under

    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.

    Call of Cthulhu RPG: 7th Edition The Shadow Over Providence

    Call of Cthulhu RPG: 7th Edition The Shadow Over Providence

    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.

    Call of Cthulhu RPG: Dark Ages 3rd Edition

    Call of Cthulhu RPG: Dark Ages 3rd Edition

    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 Hunt?wherein a terrifying wolf is troubling the community of Totburh and must be dealt with. This short adventure provides the perfect introduction to the Dark Ages setting.
  • The Doom That Came to Wessex?all is not well at the Monastery of S. Swithun, with an attack leaving some of the monks dead or injured. Something foul is afoot threatening the very sanctity of the monastery.
  • Eseweald?Oswyn, the thegn of Totburh, is concerned about the disappearance of his son, sent on a diplomatic mission to calm tension with a neighboring community, who seems to have vanished without a trace in the dark foreboding Eseweald forest

    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.

  • Call of Cthulhu RPG: Does Love Forgive?

    Call of Cthulhu RPG: Does Love Forgive?

    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?

    Call of Cthulhu RPG: Harlem Unbound 2nd Edition

    Call of Cthulhu RPG: Harlem Unbound 2nd Edition

    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:

  • Seven scenarios (four new to 2nd Edition).
  • Unique occupations tailored to Harlem.
  • New Mythos monsters to terrify your players.
  • Ready-to-play investigators.
  • Random plot generator.
  • Crash course on addressing race in gaming.

    This book package includes the following:

  • Harlem Unbound - 2nd Edition - Hardcover
  • Two Page map of Harlem
  • Call of Cthulhu RPG: Malleus Monstrorum: Cthulhu Mythos Bestiary Slipcase Set

    Call of Cthulhu RPG: Malleus Monstrorum: Cthulhu Mythos Bestiary Slipcase Set

    That is not dead which can eternal lie, And with strange aeons even death may die? 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 Loc 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.

    Call of Cthulhu RPG: Malleus Monstrorum: Keeper Deck

    Call of Cthulhu RPG: Malleus Monstrorum: Keeper Deck

    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 card??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.

    Call of Cthulhu RPG: Mansions of Madness Volume 1: Behind Closed Doors

    Call of Cthulhu RPG: Mansions of Madness Volume 1: Behind Closed Doors

    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:

  • Mister Corbitt
  • Does a seemingly shy and retiring local businessman hide a terrible secret? Can the investigators solve the riddle and save the day?
  • The Crack?d and Crook?d Manse
  • Long considered to be a cursed place by the folk of Gamwell, it seems the Fitzgerald Manse has finally escaped its sordid past. But, no one?s seen the new owner, Arthur Cornthwaite, for quite some time. Is history repeating itself?
  • The Code
  • Summoned to the home of Dr. Kenneth Connolly by an urgent telegram, can the investigators make sense of the bizarre events afflicting Wellington Manor?
  • The House of Memphis
  • World-famous magician Memphis the Great has not been seen for weeks. Has he merely gone off on another of his legendary magic-hunting trips, or is there a more sinister reason for his disappearance?
  • The Nineteenth Hole
  • Renovation work at Thistledown Golf Club has not been running smoothly. First, there were tales of illnesses, then ghostly sightings, and now no one can find the owner. Dark shadows fall over Scotland and all is not what it seems.

    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.

  • Call of Cthulhu RPG: Pulp Cthulhu

    Call of Cthulhu RPG: Pulp Cthulhu

    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!

    Call Of Cthulhu RPG: Starter Set

    Call Of Cthulhu RPG: Starter Set

    A WORLD OF MYSTERY, HORROR, AND ADVENTURE IN A BOX! This Starter Set contains everything you need to start playing Call of Cthulhu the tabletop roleplaying game of mystery and horror. Players take on the role of investigators of mysteries, uncovering dark secrets, encountering strange monsters, and thwarting sinister cults. Together, you and your friends create and develop a story in which each of your characters plays a leading role, which could be foiling some dastardly plot or stopping horrors from beyond space and time!

    Contents:

  • Book 1: Introduction and Alone Against The Flames?a solo introductory adventure, teaching you the basics of Call of Cthulhu as you play through a mystery.
  • Book 2: Call of Cthulhu Starter Rules
  • Book 3: Adventures?three starter adventures for your players to explore.
  • Ready to Play Investigators
  • Blank Investigator Sheets
  • Roleplaying Dice
  • Player Handout
  • 4 classic adventures
  • Call of Cthulhu RPG: The Children Of Fear

    Call of Cthulhu RPG: The Children Of Fear

    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.

    Call of Cthulhu RPG: The Grand Grimoire Of Cthulhu Mythos Magic

    Call of Cthulhu RPG: The Grand Grimoire Of Cthulhu Mythos Magic

    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.

    Call of Cthulhu: Legacy Of The Reanimator

    Call of Cthulhu: Legacy Of The Reanimator

    The Legacy of the Reanimator collects the original serialized H.P. Lovecraft story, ?Herbert West?Reanimator? along with it?s two sequels and a bevy of short stories from some of the most renowned Lovecraftian writers. Details of Herbert West?s life from childhood to death?and beyond can be found within The Legacy of the Reanimator.

    Reanimation. The process of bringing life to that which is dead. It is well known that the tow-headed fiend Herbert West came close to perfecting the process within his lifetime. It is also well known that the reanimated limbs, parts, and minions that he had created over the years eventually came back to haunt him?and dismember his body.

    However, Herbert West didn?t die. Well?yes he did. The problem is he didn?t stay dead. He was brought back in two round robins edited by Robert m. Price. The first was Herbert West-Reanimated followed by Herbert West?Reincarnated. These were published in old issues of Crypt of Cthulhu, and are terribly hard to get a hold of?until now.

    Call of Cthulhu: Mark Of The Beast

    Call of Cthulhu: Mark Of The Beast

    Every civilization has some story or legend of creatures half man and half beast. Indigenous native peoples around the world held beliefs about shamans and witch doctors who could transform themselves into animals. The ancient Egyptians worshiped a whole pantheon of animal-headed gods. The superstitious folk of medieval Europe believed that a witch or a gypsy could curse a man to become a werewolf by night. Pacific islanders told tales of men changing into sharks. Certain African peoples feared leopard men.

    Coming from all over the world and from every culture, werebeast legends naturally vary. Among the ways said to become a werewolf include being bitten by a werewolf, being bitten by a normal wolf, a potion or curse from a gypsy or a witch, a family curse, a genetic disorder, drinking rainwater from the paw print of a wolf, wearing an enchanted pelt made from wolfskin, through a pact with Satan or a demon, through the act of cannibalism, etc. Some werewolves have no memory or control over their change while others do. Some change only by the light of a full moon while others can change at any time. Some werewolves look like normal wolves, some look like giant wolves, and still others are mutant man-beasts. Some are solitary and some live and hunt in packs or clans.

    Herein are gathered a number of tales portraying the glorious and bestial nature of the werewolf. There are horror, sci-fi, Gothic, cyber, fairy tale and fantasy stories and poems that embrace the essence of the beast, told by an assortment of scribes with diverse styles and voices.

    Call of Cthulhu: The Yith Cycle

    Call of Cthulhu: The Yith Cycle

    The planet Yith is the home of the Great Race, a place inspiring H.P. Lovecraft and other authors to pen classic tales of travel through time and space. In ?The Shadow Out of Time" (here with new, purified text) there is implicit a very different view of Homo Sapiens? origins, derived directly from the modern mythology of the Theosophical Society. Lovecraft often mentioned Theosophy as a kind of foil and precedent for his own Mythos in his stories. This collection includes tales of Yith both famous and obscure, replete with time travel, mind-exchange, and thrilling vistas of primordial history set in context that enables new readers and long-time Lovecraftian fans alike to enjoy them.

    Includes short stories by H.P. Lovecraft, August W. Derleth, Richard L. Tierney and many others.

    Call of Cthulhu: Undead And Unbound

    Call of Cthulhu: Undead And Unbound

    Undead & Unbound is a book of fiction celebrating those who have returned from the grave ? in all their glory and in whatever form they take. You will find the famous blood-drinkers and flesh eaters here, but also ghosts, patched-together reanimates, fiends of myth and folklore, and some not-so-easily-identifiable creatures from beyond the grave.

    Nineteen tales take the undead to their limits. From the distant past to the far-flung future, and to all corners of the Earth, the undead are eternal and everywhere: symbiotes, parasites, monster mash-ups and ghoulish grins, bleak tales of inescapable dread, an ancient evil from a far-away land with unspeakable dietary needs, a boy and his?well, it?s not a dog. History is brought to (un)life. Ghosts, specters, phantoms and haunts of every sort. Not-so-easily-classifiable stories that do new things with the basic premise of what?s alive, what?s dead, and what?s neither.

    And yes, you lovers of all things zombie?fear-not, for your favorite flesh eaters are here but, thankfully, not exactly as you would expect them.

    Undead & Unbound celebrates all things from beyond the grave, the different, and no matter how old the bones, new life can always be found.

    HeroQuest RPG: Glorantha Sourcebook

    HeroQuest RPG: Glorantha Sourcebook

    A Guide to the Mythic Fantasy World of Glorantha! This systemless sourcebook can be used to enhance and support any fantasy roleplaying game of your choosing, including RuneQuest, HeroQuest, and 13th Age Glorantha, and others. The Glorantha Sourcebook is an essential resource for Greg Stafford?s world of Glorantha, one of the most extensively developed and renowned fantasy settings of all time. A world of mythology, gods, and heroes, Glorantha has inspired roleplaying games, board games, computer games, comics, fiction, and more, a setting beloved and revered worldwide.

    An invaluable resource for gamemasters, players, and readers of fantasy worlds, this sourcebook is gorgeously illustrated and filled with informative maps and diagrams. Drawn from a variety of out-of-print and rare sources, this material has been dramatically revised, updated, and expanded. Alongside this foundational material are new essays, insights, and extrapolations on the world and its incredible denizens.

    Inside this sourcebook, you?ll learn about the creation of the world; the main ages of its past; the history of Dragon Pass and its people; the pantheons of the gods, including the Lightbringer and Lunar pantheons; the Coming of Argrath; Elder Races such as the Elves, Dragonewts, Dwarves, and Trolls; genealogies of the major royal dynasties; legends and lore of the various tribes and peoples inhabiting Glorantha; the fundaments of Gloranthan magic and the Runes that shape the world; the history and gods of the mighty Lunar Empire; and finally, the Hero Wars!

    The Glorantha Sourcebook covers the following subjects: Geography: A basic overview of the geography of Glorantha. History of Dragon Pass: A history of the central crossroads of Glorantha. The Elder Races: A short overview of the main non-human species that predate humanity and once dominated the world. Theogony: The story of the gods of Glorantha, primarily arranged by element (Darkness, Water, Earth, Fire, and Air). Time: A history of Glorantha since the first Dawn. Gods of the Lunar Way: The new gods of the Lunar religion. Redline History of the Lunar Empire: A comprehensive history of the Lunar Empire since its founding and going until the early Hero Wars. Gloranthan Magic: A short essay on the Gloranthan Runes, types of magic, and some theories about what is magic. Gods and Mortals: An overview of gods, mortals, and those who straddle both worlds. Sartar Magical Union: A list of the magical units that served Prince Argrath in his war against the Lunar Empire.

    HeroQuest RPG: Roleplaying In Glorantha Quick Start

    HeroQuest RPG: Roleplaying In Glorantha Quick Start

    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.

    HP Lovecraft's Call Of Cthulhu For Beginning Readers

    HP Lovecraft's Call Of Cthulhu For Beginning Readers

    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.

    Paladin: Warriors Of Charlemagne RPG: Paladin Adventures

    Paladin: Warriors Of Charlemagne RPG: Paladin Adventures

    Hail Brave Knights! Within this tome, you will find eight adventures for knights in your epic PALADIN chronicles to undertake. Drawn from the myths of medieval France, these scenarios are designed to be interspersed into the epic tale of Charlemagne, but work equally well on their own! Replete with stunning maps, beautiful illustrations, and reference text designed to aid the Game Master, PALADIN Adventures will provide game sessions that are epic enough to rival the tales of the heroes of yore! This book does require the PALADIN Core Rulebook to use.

    Runequest RPG: Roleplaying In Glorantha Bestiary

    Runequest RPG: Roleplaying In Glorantha Bestiary

    Filled with monsters, beasts, magical creatures, plants, and non-human species to fill your RuneQuest campaigns! The RuneQuest: Glorantha Bestiary contains almost 200 creatures native to the world of Glorantha or in the spirit worlds adjacent to it. These creatures range from weak to apocalyptically powerful, allowing a RuneQuest gamemaster to choose the right creature to suit any encounter or need.

    Entries are divided into Elder Races, creatures of Chaos, monsters, natural animals, dinosaurs, giant or unusual insects, spirit entities, summoned magical beings, and noteworthy plant types. Another chapter, Terrors, describes the most horrific and powerful entities walking the world of Glorantha, such as the enormous Crimson Bat, the three-bodied Chaos horror Cwim, the Chaos gaggle, and the Fiend of Cacodemon. Each entry is presented in the same format as player adventurers, including attributes, hit locations and armor, weapons and special attacks, skills, languages, magic, and more. Sections in each entry include Myths and History, Subtypes, Description, Culture, Government, Religion, Region of Origin, and more, with adventuring races expanded in considerable detail. Non-human species detailed for use as player character adventurers, ranging from multiple types of elves, dwarfs, centaurs, dark trolls and great trolls, all the way to unique Gloranthan species such as intelligent baboons and ducks, dragonewts, Men-and-a-half, trollkin, and Wolfbrothers, complete with their professions, cults, and magic.

    Runequest RPG: Roleplaying In Glorantha Core Rulebook

    Runequest RPG: Roleplaying In Glorantha Core Rulebook

    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.

    Runequest RPG: Roleplaying In Glorantha Gamemaster Screen Pack

    Runequest RPG: Roleplaying In Glorantha Gamemaster Screen Pack

    All Important Rules, Charts, References, and Maps in one Place! The RuneQuest Gamemaster Screen Pack is an essential play aid for gamemasters of RuneQuest: Roleplaying in Glorantha. The gamemaster screen itself is a landscape four-panel screen, 34-inches wide, with a gorgeous illustration of the famed Gods Wall facing the players, and all manner of important references and summaries of key rules on the gamemaster?s side.

    Included with the screen is a 96-page Adventures Book with three ready-to-play scenarios set in Apple Lane, a small village beset with problems, along with seven ready-to-play adventurer characters. Apple Lane?s residents and surroundings are described in detail, making it a perfect location for gamemasters to begin RuneQuest campaigns in. Additional materials include a 24-page reference booklet, adventurer sheets, reference sheets, as well as maps of Apple Lane, Dragon Pass, and the world of Glorantha itself.

    Contains:

  • GM Screen
  • 96 page adventure book
  • 16 page calendar
  • 24 page reference booklet
  • Tuck box
  • RuneQuest RPG: The Pegasus Plateau And Other Stories

    RuneQuest RPG: The Pegasus Plateau And Other Stories

    Set in the mythic fantasy world of Glorantha, The Pegasus Plateau & Other Stories features seven complete ready-to-play adventures, taking you from ghoul-haunted catacombs, into mystic ruins, across the arid deserts of Prax, and up to the rocky pinnacle of the Pegasus Plateau!

    The seven adventures are:

  • The Pegasus Plateau is a desperate race to the top of a mountain to claim a priceless reward.
  • The Grey Crane concerns an ancient legacy, stolen from its rightful owner.
  • The Rattling Wind is a deadly tale of ghosts and unearthly revenge.
  • Crimson Petals describes a curse afflicting a beleaguered town.
  • Gloomwillow's Hollow details the Woods of the Dead, a realm ruled by ghouls and worse.
  • The Ruin on the Stream delves into an ancient ruin in search of long-lost secrets of dragon magic.
  • The Pairing Stones presents a tale of a wedding interrupted, lovers separated and reunited.

    Additionally, The Locaem is a new tribe for use by gamemasters and players, and the lonely village of Renekot's Hope, perched between the Lunar Empire and its enemies in Sartar, provide refuge... or a springboard for adventure!

    Suitable for new and veteran gamemasters and players, each adventure spotlights a unique aspect or area of Dragon Pass. They can be used as introductions to Glorantha or as part of existing campaigns.

  • Runequest RPG: The Red Book Of Magic

    Runequest RPG: The Red Book Of Magic

    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.

  • A Tome of Spells: Over 500 spells for both Run and spirit magic. These spells can be used by adventurers and NPC?s alike. Also detailed are rules for Gamemasters to devise their own Rune spells.
  • New Beasts & Monsters: An array of new monsters to compliment those found in RuneQuest Glorantha: Bestiary. Magical creatures such as War Trees, Manlings, and Luxites are detailed to pit against your adventurers, and each can spawn a new RuneQuest adventure of your own design!
  • New Rules: A wealth of new information on Rune metals, healing plants, and illusions. Special rules for ritual casting, and new methods for increasing your chance of successful spell casting. The Red Book of Magic also contains the esoteric secrets of Hepherones?s Statement of Magic.
  • Wurm RPG: Corebook

    Wurm RPG: Corebook

    Adventure into the prehistoric past of our own world. In this long-forgotten time, many powerful creatures roamed a vast territory covered in steppes and taiga, reaching from the white mountains to the raging sea: mammoths, aurochs, bison, giant deer, cave bears and cave lions. Among these huge creatures, two species of humans live in small communities of hunter-gatherers: the robust Bear Men (Neanderthals) and the taller Long Men (Cro-Magnon, or Cavemen).

    During your adventures, whether simply surviving or going on perilous hunts or legendary quests, your characters will gain strength, wisdom and prestige by exploring unknown territories, daring to enter the darkness of mysterious caves, seeking out the powers of ancient spirits, or challenging the creatures of the night. All the rules you need to play Wrm are included in the core rulebook, detailed over nine chapters. These rules were designed to be simple and clear. For the most part, they only require a few 6-sided dice. Characters develop through a number of Strengths and Weaknesses that are connected to specific totems. Additionally, Talents and Secret techniques represent the abilities that a character may learn, such as painting, shamanism or certain combat techniques. Developed to be as close as possible to established archeological sources, the world of Wrm also leaves room for a touch of fantasy and adventure. You will find rules for playing with the real powers of totem spirits, as well as a whole range of fantastical creatures living along-side the mammoths and the cave bears, such as fire spirits, witches and glacier giants. The core rulebook includes four introduction scenarios, including one to introduce younger players to the game.

    Wurm RPG: GM Screen

    Wurm RPG: GM Screen

    This four-panel, portrait-orientation screen provides all of the useful charts for play. Its beautiful landscape showcases cave paintings to help put the game table in the mood of the game. Made from thick ?hardcover book cover? material.

    Wurm RPG: Voice Of Ancestors 1: Tales Of The Antler Bearers

    Wurm RPG: Voice Of Ancestors 1: Tales Of The Antler Bearers

    Four new scenarios for your Wrm game, including: The Red Crown is an open scenario in which the characters must navigate the complex intrigues within their own tribe. The Ocher Hill is an initiation scenario designed for both child and adult characters. What Lies in Wait sees a group of Bear-men trying to work with their Long Men neighbors to appease their Guardian Spirit. And The Great Silence is an epic quest wherein the characters battle a dark curse that could well drive them out of their minds.

    Wurm RPG: Voice Of Ancestors 2: Tales Of The Man Eaters

    Wurm RPG: Voice Of Ancestors 2: Tales Of The Man Eaters

    This second installment of the Voice of the Ancestors series presents information and systems for cannibal tribes and customs, as well as three new scenarios for your Wrm game: What We Did to Our Forefather introduces a group of child characters to the dark side of their tribe's initiation rituals. Horror in the Deep is a scenario in which the characters must enter a horrifying cave and then find their way out after discovery its dark secrets. And The Curious Quest of the Spark Hunters is a tragic saga where a tribe of Bear-men must face the terrifying traditions of their new Long Men neighbors.