Ghastly Adventures & Erudite Lore The CTHULHU COMPANION is a collection of new Cthulhu mythos lore, scenarios, and rules additions to the game. From this volume the investigators gain two new skills and a chance to encounter prehistoric monsters, find a missing uncle, stop cattle mutilations, and solve a kidnaping. The grim prisons of four continents plus new Cthulhu mythos deities, races, and monsters help the keeper propel the investigators to madness. Player-characters will reel from new phobias and insanity types. THIS IS A DOWNLOADABLE BOOK. By Yurek Chodak, Morgan Conrad, Alan K.
Crandall, Gene Day, William Hamblin, Keith Herber, Chris Marrinan, Sandy Petersen, Mark Pettigrew, Glenn Rahman, John Sullivan, Richard L. Tierny, and Lynn Willis. Fairly oddparents shadow showdown gamecube iso to wbfs. Cover by Tom Sullivan. 64 pages, illustrated. 8.5 x 11' downloadable watermarked PDF book with cover images, scanned from older, out of print books from the Chaosium archive.
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This item is a scan of the 1983 publication.
For the 1920s INVESTIGATOR'S COMPANION Volume II What, You Want To Live Forever? Oh, just a little longer and a bit more pleasantly in the face of Mythos horrors. Let this book be your guide.
ON BECOMING AN INVESTIGATOR contains valuable tips that can help your investigator reach middle age, and possibly even to those golden years. THE OCCUPATIONS SECTION contains 140 different possible 1920s occupations for CALL OF CTHULHU investigators - perfect for replacing that dearly-departed friend on-the-spot with the bar-tender or cabbie who witnessed the whole gruesome affair. 1920s SKILLS expands upon skills descriptions found in the 5th edition of CALL OF CTHULHU, including additional material involving the Roaring Twenties. APPENDIX A contains legal tips for the professional investigator.
APPENDIX B describes the current state of science and forensics. An essential aid for players, investigators, and keepers. A Supplement for Call of Cthulhu Cthulhu by Gaslight expands Call of Cthulhu into another time, the 1890s, when London was the financial and cultural center of the English-speaking world. Background information on London includes an extensive map, an article about the London crime of the time and the workings of Scotland Yard, information about London hotels, London markets and bazaars, sources of Cthulhoid information to be found in the city, and club-life in London.
Cthulhu by Gaslight also provides background on the rest of England in the 1890s. Articles include price lists, an 1890s time-line, biographies of important English individuals, a description of the English social classes of the period and how they affect game-play. Period costume is described and illustrated.
New occupations are added to fit the period and place, and changes to the Call of Cthulhu skills to fit the time are provided. An 1890s rail map of England facilitates travel. The Yorkshire Horror scenario brings the investigators together with the legendary detective Sherlock Holmes. The investigators join Holmes and Dr.
Watson in an attempt to clear Holmes's brother Sherrinford of insidious charges of murder. While the investigators pursue the mystery, the murderer strikes again and again. Can Sherrinford Holmes be cleared? Can the murderer be stopped? Rules for time travel are introduced, so that existing Call of Cthulhu investigators from the 1920s can travel to the 1890s to participate in Cthulhu by Gaslight adventures.
A large map of 1890s London is included in the box. Numerous locations important to gameplay or useful in the campaign are marked on the map. An essay interpolates the works of H. Wells into the Cthulhu by Gaslight package and describes how to include his ideas in Call of Cthulhu games. Sherlock Holmes is also well-represented in the package.
Horror Roleplaying in 1890s England. There is trouble in Bethlehem. Thousands of crows have taken roost in the woods surrounding Bethlehem, NH, mercilessly attacking anyone who tries to enter the forest. The human population is outnumbered more than ten-to-one, and the birds are growing more bold every day.
Can the investigators solve the mystery behind this unnatural infestation? Can they save the town of Bethlehem from a disaster of biblical proportions? Murder of Crows contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters.
It is the first in an innovative new series of Call of Cthulhu scenarios and supplements from Super Genius Games. 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. Lovecraft’s greatest protagonists, or as the staging ground for daring expeditions into the unknown.
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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.
By Sam Johnson and Friends, 8.5x11' Perfectbound Paperback, illustrated, indexed. THE GREAT OLD ONES consists of a set of six scenarios for Call of Cthulhu: “The Spawn’’ is in the Wild West, with Indians, Wobblies, and bad guys; “Still Waters” is an adventure for people who hate to lend books; “Tell Me, Have You Seen the Yellow Sign?' Makes a symbolic stop-over in New Orleans; “One In Darkness” features South Boston hoodlums; “The Pale God” introduces investigators to an unusual contract; “Bad Moon Rising” is an experience to remember. The adventures can be presented in sequence, as a loose campaign; limited crossreferences allow the scenarios to stand independently.
This monograph contains five tales certain to scare the stockings off the mantle. Silent Night Set in Arkham in December of 2001, this tale involves four investigators gathered to celebrate the season, the mythos far away for the moment. The Gaudy The investigators are invited to Porterhouse College for a Christmas lecture series, and attendance at a great holiday feast called The Gaudy. Christmas in Venice Sometimes the merest glimpse of horror is enough to trigger dire events which make your trip to Venice a nightmare to forget. Christmas in Kingsport Snow falls over the seaport town, its winding streets covered with ribbons of white. Smoke rises from the chimneys with the smells of chestnuts, cookies, and roast goose filling the air. Once again the family is together again at the home of Great Aunt Norma.
A White Winter The period following World War I finds a world in change; an exciting time to be alive. Revolutions sweep the collapsing empires of eastern Europe. This tale is set in 1919 in Siberia during the Russian civil war. MISKATONIC UNIVERSITY LIBRARY ASSOCIATION monographs are longer works by one or more authors on a subject of import to Call of Cthulhu roleplayers. On these products the author has also fulfilled the functions of editor and layout artist; we at Chaosium have done little in the way of editorial. We found these works compelling and thought that you would enjoy them. Through the publication of monographs we can offer our most loyal fans more information more easily, and evaluate the potential of these works for eventual release to the wholesale market.
TERROR AUSTRALIS includes three roleplaying adventures, 'Old Fellow that Bunyip,' 'Pride of Yirrimburra,' and 'City Beneath the Sands,' as well as extensive information about the Aboriginal inhabitants, their mystical concept of Dreamtime, inhabitants of the Dreamtime, Australian history, transportation in the 1920's, contemporary Australian slang, famous hauntings, and a special chapter analyzing the Dreamtime (Alcheringa) in roleplaying terms. Intended as a roleplaying supplement and useful in for any roleplaying game, TERROR AUSTRALIS also contains many pages of illustrations and maps to intrigue any Australia buff.
ON BECOMING AN INVESTIGATOR contains valuable tips that can help your investigator reach middle age, and possibly even to those golden years. THE OCCUPATIONS SECTION contains 140 different possible 1920s occupations for CALL OF CTHULHU investigators « perfect for replacing that dearly-departed friend on-the-spot with the bartender or cabbie who witnessed the whole gruesome ON BECOMING AN INVESTIGATOR contains valuable tips that can help your investigator reach middle age, and possibly even to those golden years. THE OCCUPATIONS SECTION contains 140 different possible 1920s occupations for CALL OF CTHULHU investigators « perfect for replacing that dearly-departed friend on-the-spot with the bartender or cabbie who witnessed the whole gruesome affair. 1920s SKILLS expands upon skills descriptions found in the 5th edition of CALL OF CTHULHU, including additional material regarding the Roaring Twenties. APPENDIX A contains legal tips for the professional investigator.
The Federal Eeo Investigators Companion
APPENDIX B describes the current state of science and forensics. An essential aid for players, investigators, and keepers.
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