Create your group?s unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!
For Game Masters, 13th Age Glorantha includes: More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat. More than 60 pages of ready-to-run adventures and heroquests?venture into myth to refight the battles of the gods and gain their cosmic powers! A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.
If you?re a 13th Age player you?ll find: 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies. 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he?s not supposed to be. 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.
This is not a complete rule system, The 13th Age Core Rules are required to use this book.
Honed from years of refinement, Basic Roleplaying (BRP) is a system of core rules for tabletop roleplaying. Whether you're a seasoned roleplaying veteran or new to the hobby, Basic Roleplaying has everything you need for years of entertainment. Chaosium has created other fabulous and widely-acclaimed games based on different worlds of myth and fantasy for you to explore and adventure in based on the BRP: Universal Game Engine.
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?
In the aftermath of the Great War, Berlin has a reputation for licentiousness. A place where anything may be had for the right price. It is both a city of hedonism and a city of business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators?all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and v”lkisch Nationalists clash with each other, as well as with the police. Long into the evenings, Berlin?s world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city?s byways.
Into this bubbling stew, Secrets of Berlin introduces the weird elements of the Cthulhu Mythos. A hotbed of occult organizations, strange cults, and half-whispered lore. Amid the wicked air of the world?s capital of sin, the very nature of what it means to be human is questioned. And, as the city hurtles toward its inevitable dark destiny, the oppressive atmosphere pushes the sanity of investigators to its breaking point. This book presents an overview of 1920s Berlin as it would be experienced by visitors and residents of the time. Guidelines are presented for creating investigators for a Berlin-centric campaign, as well as investigator organizations to help bind groups together. Notable personalities, key locations, and a system for generating details of the urban landscape on the fly are provided. With crime and punishment, the city?s underworld, and also its high culture detailed, the tools provided help the Keeper gain an understanding of what makes Berlin unique. Three scenarios, spanning the history of Berlin between the end of the Great War and the rise of Adolf Hitler and the Nazi Party, contain colorful details of Berlin and its inhabitants and may be run as stand-alone adventures or linked together to form a mini-campaign.
Chapter 1: The City, presents an overview of 1920s Berlin. Creating investigators for a Berlin-centric campaign, as well as advice for bringing in existing player characters. Investigator organizations and Experience Packages are designed to add new dimensions to investigative groups. The chapter includes an overview of Berlin?s history, as well as its topology, identifying key districts that best reflect the city?s character. Details are provided on travel, communications, housing, crime and punishment, drug abuse, the city?s underworld, and its high culture. Chapter 2: Uncovering Berlin containsa range oflocations of interest for investigators, from libraries and museums to caf‚s and nightclubs. Due to the city?s sheer size, we eschew a block-by-block description, instead highlighting locations of interest and filling in the blanks with a system for generating details of the urban landscape on the fly. Berlin?s predilection for hedonism centers on the city?s relationship with prostitution, food and drink, and cabaret. Guidelines are provided for a range of investigator contacts and the chapter concludes with details on neighborhood street encounters, all providing the Keeper with inspiration for cabarets and clubs, architectural details, and businesses. With the tools provided in this chapter, the Keeper gains an understanding of what makes Berlin unique and has the tools to bring the city to life at the gaming table. Chapter 3: Oh! You Pretty Things details notable historical personalities to provide color and insight into the city. Whether Marlene Dietrich or Joseph Goebbels, short biographies highlight the time certain individuals lived or worked in Berlin, providing inspiration for encounters and scenarios. Chapter 4: Strange Berlin considers how the Cthulhu Mythos festers in the dark corners and shadows of the city. A range of scenario seeds and cults ensures the Keeper has the material for creating a decade-spanning campaign of horror.
Three scenarios spanning the history of Berlin include more of Berlin?s colorful details. Each scenario may be run as stand-alone episode or linked together to form a mini-campaign. In The Devil Eats Flies Germany teeters on the brink of economic ruin and political chaos. The ghost of a madman stalks the city, turning its own citizenry against itself. To stop a demonic spirit and save a Russian princess in exile, the investigators must strike a bargain with other sinister forces and ask themselves: who else are we prepared to see die in order to save the city? Dances of Vice, Horror, and Ecstasy takes place in the city?s golden years, when things have become superficially stable and prosperous again. A bungling sorcerer, a debauched dancer, and a strange cult of gnostic Saturn-worshippers threaten to put all of that to an end and turn Berlin into a pit of madness and depravity. Schreckfilm sees Berlin racing toward its grim future. The investigators come face to face with a shadowy cabal of the city?s movers and shakers who are determined to turn the city?s world-famous film industry toward ill ends. Trapped in a labyrinth of their own making and hounded relentlessly by dark forces beyond their ken, the investigators must confront the fundamental question of what is real and what is illusion. Concluding the book is a selection of inspirational media, including books, film, and websites for those wishing to delve even deeper into the mysteries, history, and geography of Berlin.
The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.
Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.
This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) ? that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.
Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.
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!
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.
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.
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.
?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.
August 25th, 1928: Providence, Rhode Island.
The Milton Hotel cordially invites you to view the fantastical traveling exhibition ?The Kingdom of Fire?Egypt?s 18th Dynasty.? All the way from the British Museum, London, England, come see these wonders of ancient Egypt, rare and priceless items from a time long ago. Learn about their history from Dr. Caitlin Bronson, the exhibition?s curator, who will be on hand to answer all of your questions. Marvel at the treasures of Tutankhamun and Hatshepsut, along with the star of the exhibition, the mysterious canopic jar of Ibnhotep the Mad! Tickets are limited and going fast?and you don?t want to miss out on what promises to be the most talked about exhibition of the year!
With an invitation like that, how could your investigators possibly refuse? Be they historians and scholars, or even those who ply the blackmarket trade in illicit antiquities, this is a rare opportunity to learn the secrets of the distant past outside of a museum. And what possible danger could there be in going to see the mortal remains of someone called ?Ibnhotep the Mad??
The Shadow Over Providence is a new Call of Cthulhu scenario set in a venue that may seem strangely familiar to anyone who has visited Providence?s iconic Biltmore Hotel.
Death and Discovery in the Vermont Hills! In 1929, a student died during an expedition in the Vermont Hills. One year later, the Miskatonic University sent another team on the same expedition... It's time to harvest. Set in the picturesque state of Vermont at the beginning of the 1930s, A Time to Harvest is a six-part campaign centered on the valley surrounding the sleeping town of Cobb's Corners.
A wellspring of resources for the Keeper, the book includes a full suit of player handouts, maps, and details on the key locations preparing you for both the events of the campaign, as well as giving you plenty of information to write your own scenarios set in 1920s Vermont. A small town nestled in a bountiful valley, Cobb's Corners is a key location in A Time to Harvest. The book details the Vermont town, helping you bring it to life at the tabletop, and to give the setting for your games of Call of Cthulhu a rich, lived-in feeling. A Time To Harvest contains new rules and advice for creating student investigators. Additionally, there is information on incorporating existing characters into the campaign by bringing in your investigators that have cut their teeth in other scenarios for Call of Cthulhu. The book includes 10 pre-generated investigators, giving new and eager players everything they need to jump right into the mystery of Cobb's Corners. This book deals with mature themes and is intended for mature players.
Alone Against The Static: a Call of Cthulhu story of grief, isolation, relationships, and heartbreak. A solo adventure set in the Dakota Black Hills, 1991, The new Log Sheet mechanic tracks the choices you make that will impact the story, Rules for a new Mythos entity. Alex and Charlie believe that a secluded weekend getaway in the Dakota Black Hills is just what they need to reinvigorate their marriage-but older and darker things than broken hearts exist in the forgotten places of the world. Will you survive, alone against the static?
At long last, the intricacies of the nefarious Cthulhu cult are revealed! Cults of Cthulhu gives you the rules to inject fully-realised and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day. A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. The book also includes five distinct cults, ready for use in your games. Detailed guidance on creating your own bespoke Cthulhu cult. Included is a 'Cults Worksheet' to track the history of your cult, their inspirations, resources, locations, and much more. Three scenarios concerning Cthulhu cults across time.
Loki's Gift: London, 1896. A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son's demise. Angel's ThirstAngel's Thirst: Los Angeles, 1923. The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker. A God's Dream: Chicago, 2021. When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will. The contents of this product deals with mature themes. It may contain descriptions of violence, gore, drug use, and sex. It is recommended for a mature audience.
Does Love Forgive? is a collection of two special scenarios for Call of Cthulhu for one Keeper and one player. Both adventures are perfect for a fun evening of gaming for two people. Each scenario can be played over the course of one to two sessions, and is suitable for Keepers of all experience levels.
Love You to Death
Chicago: February 15th, 1929. It?s a cold winter?s day when the investigator?s good friend Hattie May appears in their office at the detective agency. Her beloved pet dog, Highball, is scheduled to be destroyed later today and she needs the investigator?s help getting him back from the Chicago Police Department. It doesn?t sound like too difficult a task, does it?
Mask of Desire
New York: September, 1932. The investigator, together with their two close friends Anna Konrad and Lucas Reston, has been invited to a party at wealthy?and notorious?socialite Madame de Tisson?s swanky apartment on the Upper West Side. Anna is somewhat distracted by her audition tomorrow for Nancy Turner, the famous jazz orchestra conductor. What is the link between the audition and a mysterious parcel that arrives the next day? And, why do so many people seem to be interested in the contents of the parcel?
New York City.
Prohibition is in full swing and bootleggers are living high. African-Americans flee the oppressive South for greener pastures, creating a new culture in Harlem. The music of Fats Waller and Duke Ellington pours out of the city?s windows, while women in stylish skirts and silk stockings, and men in white gloves and Chesterfield coats crowd the sidewalks. There?s a feeling of possibility in the air, like never before.
But, even in this land of promise, Harlem is a powder keg, ready to explode. While classes and cultures collide, the horrors of the Cthulhu Mythos lurk beneath the streets, creeping through dark alleys and hidden doorways to infect the hopes and aspirations of the unwary.
The Skinny on the Goods?
Harlem Unbound 2nd Edition is expanded and improved from the first edition. New areas are shown below:
This book package includes the following:
Who Knows What Happens... Behind Closed Doors.
Mansions of Madness Vol. 1 contains five scenarios for use with the Call of Cthulhu Starter Set or the 7th Edition Call of Cthulhu: Keeper Rulebook.
It includes two fully updated and revised classics, along with three brand new adventures, and all can be played as standalone adventures, used as sidetracks for ongoing campaigns, or strung together to form a mini-campaign spanning the 1920s. Suitable for up to six players and their Keeper, each scenario should take between one and three sessions to play through, and are an ideal next step for those who have already experienced the horrors contained within the scenario collections Doors to Darkness and Gateways to Terror.
Here are the five scenarios:
This supplement is best used with the Call of Cthulhu Starter Set or the Call of Cthulhu (7th Edition) roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.
The denizens of Nameless Horrors are unlike anything you've encountered before. Each is truly of the Cthulhu Mythos, but they come from realms unknown, and will keep even the most seasoned investigators on their toes. Nameless Horrors contains six scenarios for Call of Cthulhu, each taking place in a different setting and time period-perfect for one-shot games, and for kicking off a new and unique campaign. Each scenario in Nameless Horrors contains NPC portraits, maps, and player handouts. Originally published in softcover nearly 10 years ago, this updated edition of Nameless Horrors contains brand new art, player handouts, and maps for each of its 6 scenarios.
The contents of this product deals with mature themes. It may contain descriptions of violence, gore, drug use and sex. It is recommended for a mature audience.
The world needs heroes, now more than ever. Working for Caduceus, a medical aid organization, the heroes will loot a lost temple in the forests of Bolivia, go head-to-head with the Mafia in New York City, face a deadly epidemic in the jungles of North Borneo, uncover the workings of a strange cult in dust-bowl-era Oklahoma, infiltrate enemy territory inside an awakening volcano in Iceland, face the horrors of hideous medical experiments in the Congo, race to control an ancient and powerful artifact on the streets of Calcutta, and ultimately travel to a lost continent for a desperate battle to save humanity from enslavement or annihilation!
The Two-Headed Serpent is a 272 page, action-packed hardcover, globe-spanning, and high-octane campaign set in the 1930s for Pulp Cthulhu. The heroes face the sinister conspiracies of an ancient race of monsters hell-bent on taking back a world that was once theirs. Packed with nine adrenalin-fuelled adventures, Keeper advice, gorgeous full-color maps and player handouts.
Regency England: a time of social niceties, grand balls, romantic intrigues, and disappointments- as described in the novels of Jane Austen. Through the lens of the Cthulhu Mythos, horrors weave themselves into the hearts of everyday Georgians- from the richest to the poorest. Details and history of Regency-era England (1811-1820), that help bring this unique period to life at your tabletop. Included are new rules for creating special, Regency-era Investigators, along with new skills and occupations unique to this slice of history.
Explore the Regency-era with the new mechanic: Reputation. Measure the standing of your Investigator amongst others in high society, and watch it rise and fall as you play! Regency Cthulhu: Dark Designs in Jane Austen's England is a historical sourcebook for Call of Cthulhu. Uncover the dark secrets at the heart of the town of Tarryford: twisted horrors that have lain dormant for centuries now seek to burst forth into England. A detailed primer on Tarryford gives a beginning or seasoned Keeper everything they need to use the town as a setting for their Call of Cthulhu games in both 1813 and 1913. Two scenarios designed to introduce players to the Regency-era take place in the town of Tarryford in the year 1813. The scenarios can be linked together, played as one-shots, or used as the foundation for a Regency-era campaign of your own design. Also included are detailed maps and player handouts, as well as 6 pre-generated Call of Cthulhu Investigators, and 6 Pulp Cthulhu Investigators.
This Starter Box 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!
Roleplaying gaming is a social pastime. Everyone works together in a team, each playing an investigator character. One player runs the game-the Keeper of Arcane Lore-who referees the game and presents the story and adventure plots to the other players. Think of it a bit like acting in a drama, but where there isn't a script. Dice and the rules of the game determine the success or failure for your character's actions-all while you are propelled into dramatic and nerve-tingling situations! The emphasis is on having fun. 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-the essential rules, everything needed for starting play. Book 3: Adventures-three starter adventures for your players to explore. Ready to Play Investigators-five ready to play game characters. Blank Investigator Sheets-ready for creating your own investigators. Player Handouts- a set of ready to use props. This box comes packed with four classic adventures for over twenty hours of game play. Alone Against The Flames. Paper Chase. Edge of Darkness. Dead Man Stomp. Call of Cthulhu is the definitive mystery and horror roleplaying game and has won over 40 awards, including being inducted into the Academy of Adventure Gaming Art and Design Hall of Fame. When you are ready to delve deeper into the game, expand your fun with the 7th edition Call of Cthulhu Keeper Rulebook and Investigator Handbook.
The Children of Fear is an epic, multi-part campaign for Call of Cthulhu. The scenarios within explore myths and legends of Central Asia and Northern India.
This player-led campaign allows the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement?all the way from the Outer Gods themselves down to a more low-key, occult-focused series of adventures. Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group?s tastes.
The Children of Fear covers in detail the sights, encounters, and dangers found in Peking, Sian, the Taklamakan, Peshawar, and Kham. Investigators will travel from China, through Northern India, and on to Tibet. With detailed appendices covering travel, non-player characters, spells, a reference bibliography, and more, the book gives you everything you need to authentically create a unique experience at your gaming table.
A wealth of player hand-outs and maps enhance both the player experience and immersion. The Children of Fear includes six pre-generated characters so players can jump right into the action. A host of non-player characters, all with their own agendas, accompany new Cthulhu Mythos monsters for use in any Call of Cthulhu scenario.
Here are gathered spells drawn from over thirty years of Call of Cthulhu supplements and scenarios. Each spell has been revised for the Call of Cthulhu 7th edition game, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, with which to beguile and confound investigators.
Over 550 spells of dire consequences, secrets, and unfathomable power! Packed full of advice and guidance on diverse matters including spell names, elements of spell casting, magical components, and astronomical considerations. Plus flawed spells, ley lines, folk magic, and the magic of the Dreamlands. Use this grimoire as a resource, a play aid, and as inspiration when designing scenarios. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement for Keepers of Arcane Lore.
The western-horror story is far older than what most of us would even consider ?the west?. For generations the American Indians told dark tales of their own, of spider women, skin-walkers, cannibals, witch?es, and thunderbirds. When white men ventured into the west, they learned some of these nightmarish stories from the natives?and they brought or created their own as well: tales told around campfires of mournful ghosts and vengeful spirits and terrible monsters native to the wild new land west of the Mississippi.
That?s where Edge of Sundown comes in. This collection brings tales that visit the darker regions of the west, the places steeped in myth, legend, and blood. Meet the men and women who lived there?the monsters within and without. Make no mistake, there are more than a few gun-throwing hardcas?es in these stories, but by and large our protagonists are ordinary folks caught up in very extraordinary circumstances. Most importantly, this is an anthology of western-HORROR tales, not western-fantasy. No tall tales here, no wink-and-a-nudge-as-it?s-all-good-fun safe betting. We?re looking to give you the creeps, fair and square, no fooling around.
So right about now you should be checking to make sure your guns are loaded, that your holster is oiled, and you?ve got your hat cinched on tight.
In churches and convents and other religious communities, sisterhood takes many forms, forged and tested by such mundane threats as disease and despair, but also by terrors both spiritual and cosmic-Satan`s subtle minions and the Lovecraftian nightmare of the Outer Gods. Sisterhood: Dark Tales and Secret Histories presents sixteen horror stories by some of the genre`s leading female voices. Their settings range around the globe and across the centuries, from 14th century Spain to 17th century Virginia to England in the present day.
The Necronomicon. For centuries, scholars of the occult have sought out the darkly fabled tome, hoping to gain insight into the secret workings of the universeƒ??or simple brute power. What the book offered them instead was, more often than not, madness and devastation.
Under the guidance of Shirley Jackson Award-winning editor Joseph S. Pulver, Sr., The Leaves of a Necronomicon traces the impact of a single copy of the mysterious work on its owners and those around them as it passes from hand to hand across the decades. The history is told in braided novel form, with chapters contributed by a gathering of outstanding horror and dark fantasy authors, including S.P. Miskowski, Michael Cisco, Damien Angelica Walters, Nick Mamatas, Anna Tambour, Jeffrey Thomas, and more.
A sailor escapes in a lifeboat after his ship is attacked by a German raider during World War I. He soon finds himself in more bizarre peril, stranded in a dark, stinking mire on the edge of a mammoth pit. Venturing into the pit, he discovers a monolith covered in weird hieroglyphics and something stranger still that crawls from the slime?a creature that may be the vanguard of a vast and monstrous invading army from the depths of the sea. The famous H.P. Lovecraft story Dagon is gracefully retold in anapestic tetrameter and illustrated in a darkly whimsical style by "genius poet-artist" R.J. Ivankovic.
Unleash your inner adventurer and immerse yourself in the legendary world of King Arthur with the Pendragon Starter Set. This comprehensive set equips you with everything you need to embark on thrilling quests and relive the glory of King Arthur's court. Inside, you'll find a variety of pre-generated characters that offer unique play styles and backgrounds, allowing you to choose the one that best suits your gaming preferences. The set also features a captivating short campaign that spans multiple sessions, providing hours of exciting gameplay.
Whether you're a seasoned tabletop gamer or a newcomer to the genre, the Pendragon Starter Set is the perfect way to begin your journey into the mystical realm of Arthurian legend. So gather your friends, roll the dice, and prepare to experience the thrill of adventure like never before.
I think becoming a wizard is about discovering what's real and what isn't. - Ben Aaronovitch, Rivers of London. In Rivers of London: the Roleplaying Game, players take on the roles of newly recruited members of the London Metropolitan Police Service's special magic branch, aka "the Folly." You will solve mysteries, catch criminals, and come to grips with the "demi-monde"-those who have been irreversibly changed by magic.
Includes setting information and history, and the wondrous details of how the "Newtonian" magic system works. The book also contains a full list of spells derived from those found in the novels of Ben Aaronovitch. To give both players and Game Moderators the best sense of the setting and role of their characters, special attention is paid to detailing how police work in London, and how criminal investigations are carried out.
Cults of RuneQuest: The Earth Goddesses is the third book in the Cults of RuneQuest sourcebook series for RuneQuest. This book is the player's guide to the earth pantheon, opening up character creation and advancement to a whole new level.
A player-facing RuneQuest supplement. 16 cults, each of which can be used as the bases for a new RuneQuest character, offering a unique selection of spells, skills, and special traits. Expand existing RuneQuest characters by adding cults from this book to their roster of worshiped gods. Lore and history of the Earth gods pantheon. Rules to advance your character to a God-Talker, Rune Priestess, or even a mighty Rune Lord. This supplement requires only the RuneQuest core rules to play.
Cults of RuneQuest: The Lightbringers is the player's guide to the Gods of the Storm! This book covers the mythology of the Lightbringer pantheon of gods, and provides mechanics for each of their cults to create your RuneQuest adventurer. Cults of RuneQuest: The Lightbringers features 19 cults, including Orlanth the Storm God, Chalana Arroy the Goddess of Compassion, Lanbril the God of Thieves, Issaries the God of Communication, Humakt the God of Death and War, and many more!
Cults of RuneQuest: The Prosopaedia is the first in the new Cults of RuneQuest sourcebook series for RuneQuest. This book is an indispensable reference to the many gods and goddesses, monsters, locations, artifacts, and events that have shaped mythology in the world of RuneQuest since its making! An encyclopedia to the gods of the fantasy world of Glorantha. A companion book to the other volumes in the Cults of RuneQuest line makes it essential for collectors. New RuneQuest players will find an easy-to-follow and evocative description of the pantheons of Glorantha.
This book contains no rules mechanics, and will appeal to those with an interest in creative mythology, or looking to inject full pantheons of established gods into their existing roleplaying campaigns.
he Smoking Ruin & Other Stories contains ready-to-play adventures for RuneQuest, taking adventurers across the untamed South Wilds, a region filled with reclusive villagers, ancient ruins, beast folk, troll spirits, undead, wolf-brothers, dinosaurs, monstrous mercenary companies, living trees, surly river spirits, and worse!
Inside, you?ll find:
This product requires RuneQuest: Roleplaying in Glorantha to play.