Roleplaying Games -  Call of Cthulhu

 

 
Call of Cthulhu 6th ed. softcover

Horror Roleplaying in the Worlds of H. P. Lovecraft

The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from the gulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbidden knowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vast deserts, and in the frigid recesses of the polar extremes. Now they sleep -- some deep within the enveloping earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by the spells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.

Call of Cthulhu is Chaosium’s classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. Call of Cthulhu uses Chaosium’s Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 Call of Cthulhu celebrated its 20th anniversary. In 2003 Call of Cthulhu was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. Call of Cthulhu is well-supported by an ever-growing line of high quality game supplements.

This is a softcover edition of this classic horror game, completely compatible with all of previous supplements for Call of Cthulhu. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.

$34.95

  Quantity 

GG010802

 


Call of Cthulhu Keeper's Screen 

Call of Cthulhu Keepers can now keep their secrets in style. This new three panel Keeper's Screen is jam-packed with vital GM information presented in any easy to use at a glance format. The player's side of the screen features awesome Philippe Caza artwork worthy of its own sanity check. This product includes a new introductory scenario perfect for beginning investigators and keepers alike, as well as three 4-page game aids (weapons table with an alien weapons section, a new 4-page summary of rule book spells, and some character sheet masters to jump-start your new Call of Cthulhu game). 

$14.95

   Quantity

GG000481

 

CthulhuTech 

The Last War

2085. Humanity faces extinction. Alien insects from the edge of our solar system, long hidden behind the façade of reality, descend to enslave us. Hordes of unspeakable horrors roll out from Central Asia, laying waste to anything in their path. The church of the fish-god scours the world for lost occult secrets to unleash terrible forces. Dead gods awaken and turn their dreadful eyes toward the Earth. And within hides a cancer, eating away at the very heart of the New Earth Government.

This is the Aeon War. This is the time of CthulhuTech.

Climb inside a thirty-foot tall war machine and rain down hell on the unwavering Migou. Fight tooth and nail on the front lines against the horrific beasts of the Rapine Storm. Seek out the disgusting corruption of the insidious Esoteric Order of Dagon. Explore the dark world of the malignant Chrysalis Corporation and their unseen monstrous agents. Sift through secrets long thought lost and bend the power of the cosmos to your will. Join in symbiosis with something beyond time and space and become a shape-shifting bringer of wrath.

Nowhere else will you find a setting like this.

Inside this book you will find:

  • a complete history and detailed exploration of the world of the Aeon War, so that you can start a game right away.
  • nine pieces of provocative short fiction to help portray the feel of the setting.
  • the innovative Framewerk system. Not only cinematic, Framewerk puts control back where it belongs – in your hands.
  • the option to play a hardy and resourceful 21rst century Human or join the fight as a night-skinned genetically-engineered Nazzadi.
  • the option to play as one of seven professions, including Arcanotechnicians, who meld technology and magic into a unique discipline, Engel Pilots, who join in communion with gigantic arcane cyborgs, Occult Scholars, who delve into the mysteries of the universe and harness its power for themselves, or the mysterious alien shape-shifting Tagers.
  • a unique ritual-based magic system, simulating dark and painstaking universe channeling power, including two dozen mind-wrenching spells.
  • more than 30 unique machines of death, including the bug-like Migou mecha, the rough and tumble mecha of the New Earth Government, and the monstrous bio-organic Engels.
  • more than 20 unspeakable horrors, including the terrible hordes of the Rapine Storm and the monstrous servants of the Chrysalis Corporation.
  • a secret history of the world for Storyguides, including an exploration of dead gods, lost races, and forgotten places.
  • story starters and hooks, to get you into a game now.

CthulhuTech is a complete, self-contained storytelling game. All you need besides this book are five to ten 10-sided dice.

$49.95

GG012554


    Quantity 

 

 


Cthulhu Tech -Dark Passions 

At Your Doorstep

The Aeon War rages outside. The Migou encroach on the heart of civilization from Alaska. The Rapine Storm throws itself against failing lines in China. Dark things awaken in the forgotten corners of the world. All the while, sinister cults erode the New Earth Government from within.

Fight fanatical suicide bombers dedicated to the fall of civilization - and the destruction of our “alien” brethren. Face your own inner fortitude in the face of overwhelming temptations of forbidden physical pleasures. Sleep fitfully in the fear that something out there is intent to ravage your dreams.

All in your neighborhood. Down the street. Even next door.

Nowhere else will you find a setting like CthulhuTech.

Inside this book you will find:

  • a detailed discussion of cults within society, their influence, and how they are dealt with by the New Earth Government.
  • four pieces of unusual fiction to help portray the ugliness of cult influence.
  • eight unique and insidious minor cults, including the Congregation of the Earth Mother, a nearly destroyed fertility cult with much darker origins, the Empty, a lost “group” of the homeless and hopelessly deranged, and the mysterious Scions of Forever, who seem to know the streams of time and just how to manipulate it.
  • guidelines and ideas for creating cult games or for integrating them into your already existing CthulhuTech game.
  • story starters and hooks, to bring minor cults into your game now.
  • an accordion-fold game reference, to help you find the Framewerk rules you need when you need them.

This book is meant to be used with the CthulhuTech storytelling game and requires the Core Book.

$19.95

GG012926


    Quantity 

 

 


Vade Mecum

The Last War Continues

Foes without. Foes within. It seems that safety is just an illusion in 2085. Congregations of dead religions work their evil on the world. Armies of monsters and alien creatures bring death and horror. Hidden cults chew away at the innards of the New Earth Government, secretly destroying us from within.

This is the Aeon War. And it’s bigger than just one book.

Explore society as one of the forbidden Human-Nazzadi xenomixed lovechildren. Be a stranger in your own land as an otherworldly White. Fight the hidden enemies within society as an agent of the Federal Security Bureau. Abuse shocking power policing arcane crimes as an agent of the Office of Internal Security. Bring the power of the cosmos to bear with just the power of your own mind – or lose yourself to it.

Nowhere else will you find a setting like CthulhuTech.

Inside this book you will find:

  • a continuing detailed exploration of the Aeon War, including the xenomixed offspring of Human-Nazzadi unions, the cult hunting Federal Security Bureau, the questionably heroic Global Intelligence Agency, and the police of the arcane underground - the dreaded Office of Internal Security.
  • seven pieces of provocative short fiction to help portray the feel of the setting.
  • optional rules for the innovative Framewerk system, including hit locations, permanent injuries, fighting styles, and playing card-based test resolution.
  • new options to play a xenomixed Human-Nazzadi lovechild or one of the Whites - rare and unusual otherworldly Human-Nazzadi offspring.
  • the option to play as one of three new professions, including Ashcroft Foundation Advisors, who advise nearly every level of government as the power behind the throne, Para-Psychics, who intuitively command the might of the universe, and Zoners, who have unwillingly sacrificed their sanity for incredible access to power.
  • a unique psychic ability system, simulating the awesome and sometimes uncontrollable power of intuitive cosmic channeling, including two dozen para-psychic powers.
  • two dozen new magical rituals, including a new system for dreams and dreaming magic.
  • more than 20 new machines of death, including aquatic mecha for underseas battles.
  • four new Tagers, including the aquatic Echo and the deadly Vampire.
  • more than a dozen new unspeakable horrors, including the option to portray corpse-eating ghouls as Characters.
  • story starters, to start off federal agent stories right away, as well as hooks for any game.

This book is meant to be used with the CthulhuTech storytelling game and requires the Core Book.

$39.99

GG013043


    Quantity 

 

 


Mansions of Madness

Six Classic Explorations of the Unknown, the Deserted, and the Insane

IN DIM, FORGOTTEN RECESSES of the world lurk mind-twisting horrors. Through the use of human agents these horrors work to thwart mankind’s destiny.

However, not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends, rather than gross displays of sheer destruction.

Andrew Keetling is one such unwilling agent. A successful Boston businessman, he has disappeared — held captive in a mansion of madness.

MANSIONS OF MADNESS is a collection of six independent tales for Call of Cthulhu. Set in the 1920s and of varying length and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night, others will require several evenings to complete. They can readily be used as plot twists, interesting diversions, or red herrings.

160 Pages.

$21.95

  Quantity 

GG012212

 


Secrets of Morocco

Eldritch Explorations in the Ancient Kingdom

Welcome to the secrets of Morocco! This book provides players with a civil, geographical, cultural, political, and Mythos tour of Morocco during the 1920s and 1930s. Morocco will seem like another world, with its cultural differences and its customs being foreign to many Westerners of the 1920s.

The country is vast, and not every city can be covered in depth. This supplement details the political capital, Rabat, the economic capital, Casablanca, as well as Marrakech, one of Morocco’s grandest cities. It provides broad outlines and maps for several other cities.

Morocco is a country of many languages and cultures. Some of the earliest settlements date back to the 12th century B.C. The earliest of these, a port city named Lixus, appears to have been settled by both Berbers and Phoenicians. In the 1920s and 1930s, the Spanish and French control the whole of the nation, while the majority of its native inhabitants find their overlords alien. Investigators of the 1920s are quite likely to experience culture shock, unless they have traveled in such areas previously. The keeper should take advantage of this whenever possible. Exposing investigators to the sights, smells, sounds, and practices of human cities can be as adventurous as the exploration of unknown cities.

The best way to use this book is as a reference for scenarios or campaigns set in North Africa. Secrets of Morocco covers several sites, including Rabat, Casablanca, Marrakech, the Rif and Atlas mountains regions, and the Sahara.

By William Jones. Cover art by Malcolm McClinton, Interior Artwork: Dean Kuhta, Bryan Reagan, Eric Smith. 128 pages, 8.25 x 11" perfect-bound paperback, illustrated, indexed.

$20.95

GG012996


    Quantity 

 

 


Secrets of Kenya

The Mythos Roams Wild

AFRICA: Long known as the Dark Continent, Africa strikes fear in the hearts of civilized Westerners for its savage tribes, fierce animals, impenetrable jungles, vast deserts, lost civilizations, slave traders, contagious diseases — and the unknown.

Africa is “dark” because it is a mystery. It is the least understood, most dangerous, poorest, and least explored of the six inhabited continents. Disease, beast, and savage pose effective barriers to exploration. A scarcity of navigable rivers means that the only way to chart the interior savanna, jungle, and desert is to walk. Accurate maps of the Dark Continent must wait until the end of the nineteenth century.

Now this mysterious place is opening to the Western world. Railways begin to connect cities. New medicines keep explorers from dropping dead before they make their discoveries. Settlements where crops can be grown are being established in the interior. Africa is becoming accessible, yet much remains mysterious and still very dangerous.

In America and Europe the Cthulhu Mythos hides in cellars, old houses, crumbling castles, and forgotten caves. In Africa it roams wild, hunting in the wilderness and thriving in lost cities. Cults worshipping the Mythos are more prominent here, and the extent of their powers is vast.

SECRETS OF KENYA introduces a portion of this vast and varied continent — three times the size of the United States, with a ratio of four Africans to every American alive during this era. Kenya provides a setting that can be both familiar and foreign. Settled by Great Britain in the 1900’s it is an English-speaking colony where all the trappings of home can be found in the capital of Nairobi. Beyond Nairobi’s limits, much of Kenya remains unexplored and virgin territory for investigations, and hidden horrors.

The first half of this book provides a civil, cultural, political, geographical, and Mythos tour of Kenya during the 1920’s and 1930’s, the remainder offers four longer adventures using this background. The majority of the material in this book is factual, though locations have been elaborated on for game play. Familiar resources such as police files, newspapers, libraries, and museums are harder to come by. When they are present, diminished resources are all that investigators can expect.

$29.95

  Quantity 

GG012125

 


Secrets of Los Angeles

A 1920’s Sourcebook for the City of the Angels

LOS ANGELES IN THE 1920s was a fast-growing, fast-moving city that encompassed all that was great and all that was rotten in America. Racial, ethnic, and religious melting pots presaged what the whole country would become by the end of the century. L.A. nonetheless clung to a veneer of White Protestantism more in line with farm-belt states in the Midwest. The newly-rich built pleasure palaces in her hills and on her beaches, while recent immigrants and the descendants of the first humans who walked the land huddled together in filthy shantytowns. These resembled the most squalid parts of the undeveloped world. Philanthropists endowed the city with impressive monuments and dreams of a utopian society, while greedy businessmen and industrialists crushed the labor movement and embroiled themselves in scandals that rocked the nation. Celebrated movie stars worked and played before the eyes of the world, while rum-runners and racketeers plied their trade behind the scenes in the land of noir, hand-in-hand with crooked cops and two-faced politicians.

Eastern sophisticates dismissed the city as an abode of the frivolous and the nouveau riche, yet underneath it all coursed an energy at once vibrant and unwholesome. Los Angeles was a place where anyone could reinvent himself, and multitudes did — at a price. It was also a place where dark and blasphemous secrets infested every level of society, belying the carefree and enviable lifestyle broadcast to the world. For behind the glitz and glamour of Tinseltown, primordial, inhuman forces and their twisted minions worked to undermine the very foundations of sanity.

By Peter Aperlo; cover illustration by Paul Carrick; interior illustrations by Paul Carrick, Mislet Michel, and Peter Aperlo. 184 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.

$24.95

GG012457


  Quantity 

 

 


Malleus Monstrorum

Here are those things which can “eternal lie”, and which have lived beyond human understanding for strange aeons. The CTHULHU MYTHOS is comprised of a complex and broad group of sometimes-contradictory entities, powers, and concepts that encompass the secrets of time, space, and the universe. Fundamental truths of the universe are so alien and horrifying to humankind that mere exposure to them might result in madness or suicide. While humanity might crave comfort and truth, only one or the other is possible.

This tome contains entries for more than 380 different creatures and beings that are part of the Cthulhu Mythos, presented for use with the CALL OF CTHULHU roleplaying game. Entries are organized into the following types:

OUTER GODS rule the universe. All races and lesser deities of the Mythos acknowledge the Outer Gods, and may worship them. Except for Nyarlathotep, these gods have little to do with humanity.

ELDER GODS are neutral to or possibly rivals to the Outer Gods. Though vast and of awesome power, they do not seem to be as dangerous to humanity as the Outer Gods.

GREAT OLD ONES are not omnipotent, but nonetheless are godlike and terrible in human eyes. Humans are likely to worship Great Old Ones, who are comparatively near at hand.

GREAT ONES are the gods of Earth’s Dreamlands. Do not confuse them with the Great Old Ones. They are the weakest of all the deity types, and a wise mortal can surpass them in might.

AVATARS are variant manifestations of an Outer God, Great Old One, Elder God, or Great One. Usually less powerful than the gods they represent, many are more horrible to witness.

SOME ENTRIES introduce unique entities, defying classification. RACES INDEPENDENT of and serving no particular deity are included, though individuals may worship, cooperate, or co-conspire with such beings. FABULOUS CREATURES are well represented, drawn from legend and lore. ANIMALS & NON-MYTHOS MONSTERS complete the presentation, chosen from those most likely to be encountered, or the most common or popular.

$34.95

  Quantity 

GG011947

 


Secrets of San Francisco

A 1920s Sourcebook for the City by the Bay

In all of North America there is no more perfect intersection of climate, culture, and colorful history than San Francisco — the culmination of Manifest Destiny, the Golden Gate to the Pacific Ocean, and the treasure house of the wealth of the great California Gold Rush. Purged of her wild, anarchic past by a devastating earthquake and fire at the beginning of the twentieth century, San Francisco has emerged as the most cosmopolitan city on the West Coast.

San Francisco is deceptively ancient; its history shrouded in a fog of false domesticity. The Bay Area has known many masters, each leaving a distinctive mark upon the land. As San Francisco blossoms it attracts fugitives and practitioners of unorthodox faiths from across the world. Tales of the region assume mythic proportions as it becomes the most ethnically diverse, and most lawless, place in America.

SECRETS OF SAN FRANCISCO provides excellent background for a Call of Cthulhu campaign set in the Bay Area of the 1920s. It includes urban geography, civic history and research venues, and mythos lore. Many period photographs are provided and dozens of historical figures are introduced, including several who collaborated and corresponded with Lovecraft. Here are provided descriptions of where San Franciscan’s are sent when they break the law, go insane, or pass-beyond. Here are the sights, sounds, and secrets of this place that makes it a unique city.

192 pages.

$24.95

  Quantity 

GG011436

 


Miskatonic University

A Handbook to the Pride of Arkham

MISKATONIC UNIVERSITY is a small, seemingly typical New England college nestled in the bosom of conservative Arkham, Massachusetts. A poor cousin to such hallowed institutions as Harvard, Brown, and Princeton (the term “Ivy League” won’t come into use until 1936), Miskatonic nonetheless offers coveted degrees in a wide variety of subjects and boasts high academic standards.

Devotees of the Cthulhu Mythos and long time players of Call of Cthulhu know the name well, and greet it with a mixture of fondness and dread. A small, quiet institution of higher learning, Miskatonic serves as the home of many of H. P. Lovecraft’s greatest protagonists, or as the staging ground for daring expeditions into the unknown.

As a symbol of reason, learning, and science, the school represents all that is good, true, and pure in modern civilization — the “us” to the insidious, alien “them” of the Cthulhu Mythos. Although Miskatonic is mentioned or figures prominently in most of the stories that form the backbone of the Call of Cthulhu game, the college itself remains as ill-defined as many of beasties lurking in the pages of Lovecraft’s fiction. While monsters that never shamble into view are often scarier than the ones we can see, Miskatonic University and the professors who walk its halls of ivy and alabaster are part of our “normal” waking world, and can therefore stand up to the light of day.

Keepers running Call of Cthulhu games need to bring Miskatonic into sharp focus, whether their campaigns are set entirely on the sleepy campus or only visit it briefly. Who at Miskatonic can investigators count on to believe their outlandish tales? Just what secrets are and aren’t kept in the world famous Orne Library? What might your investigators bump into while finding out? Miskatonic University offers some answers, scrutinizing familiar ground with a scientist’s vision and a librarian’s obsession with detail.

$29.95

  Quantity 

GG011267

 


Delta Green d20

In the Shadow of the Millennium

Join the Conspiracy — an unofficial, illegal faction within the United States Government, which has as its main objective one thing, and one thing only: to preserve and protect the citizens of the United States from any and all threats from paranormal phenomena, with the secondary goal of understanding the nature of said threats, so as to better protect the security of the people and government of the country.

Do You Know Who is Pulling The Strings?

Delta Green knows. Things from beyond space and time, that titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above—these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on… heedless of whether or not the stars are soon to come right.

Eos Press has joined forces with Pagan Publishing to bring back Delta Green, the critically-acclaimed roleplaying game of the Lovecraft Mythos in the modern age. Packed full of secret organizations, shadowy conspiracies and alien invaders, Delta Green now comes to you as a handsome hardbound book, durable and with all the material you need to play using Wizards of the Coast’s Call of Cthulhu d20.

Hardcover RPG Core Book, 336 pp.

$39.95

  Quantity 

GG012211

 


Cthulhu Dark Ages

176 Pages

A New Call of Cthulhu Roleplaying Game

The Dark Ages world is filled with life, death, and the pain of old age. Vengeful hordes wash across the world. Petty warlords fight among themselves like ravenous dogs. Disease runs rampant. Illiterate city-folk and simple farmers dread that which lurks in the dark. And in the greatest abbeys, a few know of forbidden books that speak of blasphemy and of those who would destroy the world of god-fearing men and women.

950 A.D.— The Byzantine Theodorus Philetas translates the al-Azif into Greek and renames it the Necronomicon. It will be more than a century before this blasphemous tome is finally condemned, and most copies destroyed.

During these hundred years, when manuscript copies of the Necronomicon covertly pass from hand to hand, mankind almost yields to the uncaring forces of the Cthulhu Mythos. The dark young of Shub-Niggurath infest the boundless forests, mi-go guard mountain passes, ghouls and miri-nigri haunt forgotten burial grounds, and deep ones plague coastal settlements.

In this world the last magi explore powers not meant for humans, and are lured to into the abode of Yog-Sothoth.

CTHULHU DARK AGES is a complete roleplaying game, using the intuitive and flexible Basic Roleplaying System used and developed by Chaosium for many years and is also used in our Call of Cthulhu game. If you know how to play one, you can play the other.

CTHULHU DARK AGES presents the era of the Dark Ages (c. 1000 A.D.) and the continuing threat posed by denizens of the Cthulhu Mythos as described by H. P. Lovecraft, the Lovecraft circle of writers, and the works of Chaosium Inc.

$23.95

  Quantity 

GG009953

 


H.P. Lovecraft's Arkham

Arkham is a small town along the Massachusetts coast-the setting favored by author Howard Phillips Lovecraft in his tales of monstrous horror.

All in all a quiet place, Arkham is best-known as the home of Miskatonic University, an excellent school becoming known for its esoteric and disturbing volumes residing in its library's Restricted Collection. These tomes form the foundation of all current efforts to thwart the dire desires of the Mythos legion.

H.P. Lovecraft's Arkham contains extensive background information about this haunted New England town-written to be used by serious investigators as a base from which to further explore the mysteries of the Cthulhu Mythos. Pertinent buildings, useful people, and important locations are described in depth. A 17x22" players' map of Arkham is bound into the back, and four thrilling adventures complete the package.

  • Includes the H.P. Lovecraft short story "The Dreams in the Witch-house" (1933)
  • New Layout
  • New Artwork
  • Fully compatible with both Call of Cthulhu from Chaosium Inc. and Call of Cthulhu d20.
  • Includes the Arkham Advertiser issue for Oct. 11, 1928
  • Part of our expanding 1920's Lovecraft Country line.
  • This book contains material previously published as Arkham Unveiled (1990) and Compact Arkham Unveiled (1995). Each book long out of print.

$28.95

  Quantity 

GG000866

 


H.P. Lovecraft's Dunwich

Dunwich is a small village located along the Miskatonic, upriver from Arkham. Until 1806, Dunwich was a thriving community, boasting many mills and the powerful Whateley family.

Those among the Whateleys came to know dark secrets about the world, and they fell into the worship of unwholesome creatures from other times and places. Retreating to the hills and forests surrounding the town, they betrayed their uncorrupted kin.

Prosperity fled, and a dark despair seized the people. What remains is a skeleton town, mills closed, its citizens without hope or future. However, secrets of the Mythos survive, to be discovered by brave and enterprising investigators.

H.P. Lovecraft's Dunwich begins with "The Dunwich Horror," Lovecraft's masterful tale of life in the town and its surrounds. It expands upon the story with extensive information about the town: pertinent buildings, useful people, and important locations are described in detail. A 17x22" map depicts the area for miles around, and two scenarios are included. All statistics and gameplay notes for d20 Cthulhu are also provided.

Features:

  • About 80 pages of informative guidebook for Dunwich and Dunwich's environs.
  • Written for BRP Cthulhu; includes conversions and statistics for d20 Call of Cthulhu.
  • Part of our 1920's Lovecraft Country setting.
  • New full color cover by Philippe Bouveret, "The Sorcerer".
  • Introductory story by H. P. Lovecraft, "The Dunwich Horror".
  • New template of a typical Dunwich farm.
  • Introductory scenario, "Earth, Sky, Soul", by John Tynes.
  • "Return To Dunwich" adventure serves a sequel to the H.P. Lovecraft story "The Dunwich Horror".
  • "Underground" adventure takes investigators into the dark underbelly of Dunwich.

$25.95

  Quantity 

GG002533

 


Tatters of the King

IT IS OCTOBER 1928. London is the capital of an empire covering a quarter of the globe and governing one quarter of the human race. The people busy themselves with concerns of politics and government, finance and production, work and recreation. How fragile things are. What ignorance there is.

There are those who engage in different pursuits — who would see an inhuman power come to Earth such that it would make mundane activity seem like a last twitch before dying.

Over this winter its taint emerges: the sensitive and the weak feel it first. Few know the source, but some welcome it unconsciously — finding in it an enexamined thrill. Artists’ work is strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature similar images: a social gathering gripped by repressed panic; a lake or marsh cloaked in mist; a presence just off-canvas. New fiction and theatrical releases offer scenes of upheaval and confusion that never reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. Others feel new lines of communication opening; some claim God is talking to them.

All feel the lure of the stars.

TATTERS OF THE KING is a Call of Cthulhu campaign suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. It is convenient if the investigators live in or near London, but one or all can be foreign-based if they are prepared to travel to Britain to address events. Detailed advice on options for involving the player characters is provided.

$27.95

  Quantity 

GG011368

 


H. P. Lovecraft's Dreamlands

Roleplaying Beyond the Veil of Sleep
Hard Cover, 8.5 x 11, 256 pages, Illustrated, color fold out map

We all dream . . .

For some, dreams can become reality. H.P. Lovecraft's Dreamlands provides everything needed for Call of Cthulhu or Cthulhu Dark Ages investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the Dreamlands, a huge gazetteer, Dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters dwelling within the Dreamlands, descriptions of the Dreamlands gods and their cults, six adventures to help jump start a Dreamlands campaign, and a new fold out map of the Dreamlands by Andy Hopp. Hardcover.

Includes the adventures "Pickmans Student"; "The Lemon Sails";" To Sleep, Perchance to Dream"; "Season of the Witch"; "The Land of Lost Dreams"; "Captives of Two Worlds".

$34.95

  Quantity 

GG010224

 


Secrets of Japan

Modern-Day Exploration of the Land of the Rising Sun

Japan is a contradictory nation of ancient traditions and modern high-tech free enterprise. Within its dark shadows and hidden places, Great Old Ones, Outer Gods, and their monstrous servitors lie in wait for the unwary. In the corporate boardrooms and political offices, secret societies carry out their sinister agendas. In hoary shrines and temples, Shinto kami and Buddhist bodhisattvas provide ancient knowledge and alien enlightenment to those who remember the old ways. Cutting-edge corporate laboratories uncover forbidden secrets and create new horrors born of human science and the corrupting power of the Mythos. The mass media bombards the population with escapist entertainment and crass materialism while the madness of cosmic truth slowly seeps through, burrowing into the popular consciousness.

Welcome to the Land of the Rising Sun, where you will discover that the horrors of the Cthulhu Mythos are not limited to the West.

SECRETS OF JAPAN provides detailed information for playing CALL OF CTHULHU adventures in a modern Japanese setting. This book includes new character occupations, new spells, new monsters, new organizations, and rules for playing Japanese investigators. Also included are three adventure scenarios, two short stories, a glossary of cultural terms, details on Shinto and Buddhism in a CALL OF CTHULHU setting, extensive cultural background notes, and the secret history of Japan!

$34.95

  Quantity 

GG010750

 


Secrets of New York

The City that Never Sleeps

During the day ships, barges, tugs, and pleasure boats ply New York’s bay and rivers, dashing beneath bridges and disgorging thousands of people upon the city's shores. Each brings hope and dreams of a new life. At night the city blazes with myriad lights, diamonds dazzling in buildings that scrape the sky. Music, food, dance, dark rituals, and clandestine cults flourish beneath the mantle of New York City.

Since that first landing of Henry Hudson's ship Half Moon to the Declaration of Independence, dark things have suckled on New York’s underbelly; the city’s boroughs have always hidden secrets countless, sinister, and horrifying. From the savage massacre at Throg's Neck to the things beneath the earth on Barren Island, New York City has always been protective of its mysteries — now all come to light in one book.

Secrets of New York is a compendium of one of the oldest and most popular cities in the new world, and is a supplement for the Call of Cthulhu roleplaying game. This volume explores the strange events above and below the streets and avenues that crisscross the world's financial capital during the 1920’s. With a plethora of characters to bring the city to life, and a detailed history to build scenarios upon, Secrets of New York is an indispensable tool for keepers and players setting adventures in the Big Apple. Included are maps and historical documents and photographs of 1920’s New York City, as well as several scenarios that explore the most popular and less savory locales of this grand metropolis.

$23.95

  Quantity 

GG010994

 


Adventures in Arkham Country 

There is, in the state of Massachusetts, a valley along a river called the Miskatonic. It is shunned by its neighbors, for it's cities are the focus of many dark legends.
Dream-filled Kingsport, decadent Dunwich, Falcon Point, witch Haunted Arkham, and ruined Innsmouth are all spoken of only in whispers lest one be overheard.  Few realize that the whispered legends of the Miskatonic Valley hide truths more sinister yet. 

Within this book you will find five adventures running the length of the Miskatonic Valley. Investigators can visit Arkham, Bolton, Dunwich, Falcon Point, Kingsport, and even the Dreamlands. Ancient temples, degenerate deep ones, strange disappearances, and a murderous sorcerer are just some of the perils travelers in Arkham Country will face. 

This supplement is part of our Lovecraft Country series of gamebooks, which features background and adventures in Lovecraft's Miskatonic Valley. Other books in the series include The Compact Arkham Unveiled, Escape from Innsmouth, Dead Reckonings, and Before The Fall. 

Return to Lovecraft Country! 

$19.95

   Quantity

GG001487

 

Escape From Innsmouth, Second Edition

Innsmouth was once a prosperous trading town located on the north coast of Massachusetts. Early in the 19th century her great sailing ships traveled the world in search of trade and treasure. A series of mishaps brought the town to the brink of financial ruin, but it was saved when Captain Obed Marsh discovered a secret source of gold among the islands of the South Pacific. Some whisper that old Obed Marsh made a pact with the devil. The truth is much more sinister. 

Escape from Innsmouth details Lovecraft's New England town of Innsmouth. A comprehensive atlas of the town is supplemented with complete statistics for numerous townspeope. Three adventures complete the book. One of the adventures, "The Crawford Inheritance" is brand new in this edition, while "The Raid on Innsmouth" has been expanded with a new section. 

$22.95

   Quantity

GG001507

 

Shadows of Yog-Sothoth

A Global Call of Cthulhu Campaign to Save Mankind

The Silver Twilight is a secretive, international order dedicated to the destruction of the human race. As brave investigators, you must piece together passages from esoteric books, shards of strange artifacts, and puzzling letters to discover the Silver Twilight’s loathsome goals.

Shadows of Yog-Sothoth is a modestly-sized campaign of seven scenarios. During the course of play the investigators penetrate the outer layers of a secret sinister occult organization led by the lords of the Silver Twilight. Beginning in Boston they investigate an organization in New York, run afoul of a coven in Scotland, roam the desert of the American southwest, vacation off the coast of Maine, and explore the mysteries of the South Pacific.

In addition to the campaign, this book includes two bonus scenarios. The People of the Monolith introduces the mysteries of the Cthulhu Mythos, and no harm can come to the investigators except through insanity. As such, is perfect for introducing new players to the wonders of Call of Cthulhu.

The other bonus scenario, The Warren, presents an unsettling challenge for even experienced players.

Originally published in 1982, this new edition includes modified episode scene changes, player-handouts guide for the keeper, and new illustrations and diagrams. It is 176 pages, perfect-bound, illustrated with an index.

$23.95

  Quantity 

GG010669

 


Spawn of Azathoth

Herald of the End of Time

Astronomers have theorized that our sun is not alone in its journey around the galaxy, but is accompanied by an unknown second star of dim radiance. This second star, while perhaps invisible from Earth even with the finest optics, would periodically pass close enough to our solar system to have far-reaching effects upon the evolution of this planet.

This is a campaign-length adventure for 4-6 experienced investigators. The suspicious death of a former teacher draws the investigators into an adventure with cosmic import.

Originally published in 1982, this new edition includes modified episode scene changes, player-handouts guide for the keeper, and new illustrations and diagrams.

$23.95

  Quantity 

GG010924

 


Horror's Heart 

A short Call of Cthulhu Campaign in Montreal 

This dangerous investigation is set in Canada, in the 1920s. The investigators meet the powerful Lavoie family of Montreal and learn what imperils them. They glimpse a strange cult that now thrives in Quebec and the ancient nemesis that guides it. They come to understand the horrible significance of a corpse discovered in the foundations of a former seminary. They at last perceive the true motives of Father Philip McBride, and they gather at last the full truth about a Churchly saint who has long fascinated McBride.

There are plenty of puzzles to solve here and investigations to be carried out until the final day of play, an unusually complete blend of action, deduction, and interesting predicaments.  Player characters have time to get their bearings, making this adventure a good one for beginners, but even old hands are soon challenged by a succession of deadly perils. Horror's Heart is designed to be finished over several evenings. It includes about twenty handouts, many illustrations, several new spells and magical traps, source material for Chaugnar Faugn, and lots of murders and murderers. Campaign by Sheldon Gillett.

$12.95

   Quantity

GG001495

 


Utatti Asfet 

The Eye of Wicked Sight: a 1990s Campaign for Call of Cthulhu 

The Graham Westlake Foundation sponsors the International Symposium on Unexplained Phenomena. This year the fortieth annual symposium takes place in the Pacific island nation of Tonga. The investigators are among the attendees. There they encounter evidence of phenomena they know only too well. They begin an investigation that leads them to cults, confusion, mayhem, delicate inquiries, villains foreign and domestic, new magics, horrors undersea, horrors in swamps, and horrors in the sands of the desert. A wide variety of characters and situations enhance a memorable set of adventures. 

Set in the 1990s, Uttati Asfet is a world-spanning campaign. In it the investigators learn that the Mythos is not their only foe, and that evil can wait a very long time. 

160 pages, dozens of illustrations, sixteen maps, eight pages of handouts. 

$20.95

   Quantity

GG001496

 

A Resection of Time

At first, the death of successful archaeologist Kyle Woodson seemed an accident, an automobile crash turned fatal.  When certain medical irregularities became apparent, and then the body was quickly cremated, the case became much more sinister to trained eyes. 

In this adventure, the investigators are challenged by the strange case of Kyle Woodson. Inquiries will take them across the United States of the 1990s, from San Francisco, and the Sanbourne Institute for Pacific Studies near Los Angeles, to decaying modern Arkham. In the end, all clues lead to ancient Mayan ruins, deep in Central America. 

This 64 page scenario book can be played in two to three nights. It contains twenty-five handouts, many featuring genuine Mayan glyphs and annotated translations.  Artwork includes many thumbnails, several drawings of Mayan artifacts, and a number of beautiful gray-scale illustrations. 

$11.95

   Quantity

GG001500

 

The Bermuda Triangle

What secrets lie within the Devil's Triangle? Why was the Mary Celeste abandoned after it passed through the triangle's waters? What caused the disappearance of an entire flight of Avengers in 1945? Why do electronics fail in the triangle for no apparent reason? Now, the answers can at last be revealed. 

The Bermuda Triangle is a 1990s sourcebook centered around the famous mystery of the Devil's Triangle. It acts as a guidebook to the entire Caribbean region, detailing not only Bermuda, Cuba, Jamaica, Haiti, and other nearby islands, but also exposing the mysteries of
Rha'thylla, the Sargasso Sea, and more. Guidelines are included for running entire Caribbean campaigns. The book concludes with "The Privateer's Diary", a scenario. 

$16.95

   Quantity

GG001508

 

Unseen Masters 

The Book just got bigger! 

Three mini-campaigns set in modern New York State lead investigators through serial murder investigations, madness, and into the middle of an ancient conflict between bitter rivals. Along the way investigators will be aided by mysterious allies, face the Cult of the Sacred Light and the Black Brotherhood, and confront immortal horrors beyond time and space. These three scenarios can be combined to form a modern NY state campaign. Written by Bruce Ballon.

$23.95

   Quantity

GG002615

 

Goatwood & Less Pleasant Places

This large, profusely illustrated book collects nearly everything known about the Lovecraftian-style universe which famous horror author Ramsey Campbell set in England's West Country. Reference chapters include Books and Artifacts, Cults, a lengthy Denizens chapter, Magic, and orientation material for Britain and the U.K., and for Campbell Country itself -- the Severn Valley. 

The eight scenarios are organized into a loose campaign which can be followed or not, as the keeper wishes. Among the places visited are Brichester, Mercy Hill, Lower Brichester, Lake Brichester, Temphill, Severnford, and of course Goatswood. 

$27.95

   Quantity

GG001193

 

 

 

Return to main menu | Ordering Information | Search this site | View Shopping Cart