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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 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 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 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: 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.

    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.

    HP Lovecraft's Dagon

    HP Lovecraft's Dagon

    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.

    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 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 Smoking Ruin And Other Stories

    RuneQuest RPG: The Smoking Ruin And Other Stories

    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:

  • The South Wilds, a description of this dangerous, mysterious region
  • The Wild Temple, the secrets of this sacred Beast Man shrine and its inhabitants
  • The Smoking Ruin, a full-length adventure taking adventurers into haunted streets of the Smoking Ruin in search of a lost artifact
  • The Lost Valley, a secluded refuge hotly contested over by its neighbors
  • Urvantan?s Tower, a full-length adventure in which the fate of the Lost Valley is decided
  • The Grove of Green Rock, a serialized adventure taking place over a span of years

    This product requires RuneQuest: Roleplaying in Glorantha to play.

  • 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.

    Wurm RPG: Voice Of Ancestors Special: Black Machairodus Adventures

    Wurm RPG: Voice Of Ancestors Special: Black Machairodus Adventures

    This is the first standalone adventure for your Wrm game. The characters are on a mission to source good quality flint when they discover a strange skull with huge canine teeth. From that moment on they are haunted by the Spirit of a long-dead feline, which gives them incredible powers. However, when they return to their camp, the PCs realize that they are all bringing bad luck to their families. Soon the whole clan ? or what?s left of it ? is begging them to go into exile and find a solution. What is this curse? What if the only people who could help them are the mysterious Bear-men that once lived in this area, before they were driven out long ago?