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:
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.
Doors to Darkness provides five scenarios written especially for beginning Keepers and players of Call of Cthulhu. Here you will find horror, mystery, investigation, ghastly monsters, strange magics, and forgotten secrets, as well as plenty of advice about how to run the adventures for best effect.
As well as the scenarios, an essay by Kevin Ross details a wide range of hints and tips on running Call of Cthulhu ? guidance any Keeper, new or experienced, will find very useful. The scenarios are:
Also included are ten diverse and ready-to-play investigators, allowing players to dive straight into the mysteries contained within Doors to Darkness. Lastly, just because these scenarios are written with new players in mind, don't expect them to be a walk in the park! Those who dare to open the doors to darkness will discover just what secrets and dangers lie within!
?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!
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.
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.
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.
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:
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.