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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
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GG010802

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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
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GG000481

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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 |
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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 |
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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 |
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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
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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 |
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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
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GG012125

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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 |
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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
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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
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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
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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
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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
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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
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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
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GG002533

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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
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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
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GG010224

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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
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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
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GG010994

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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
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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
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GG001507

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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
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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
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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
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GG001495

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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
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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
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GG001500

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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
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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
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GG002615

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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
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