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Call of Cthulhu Keeper Rulebook

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Horror Roleplaying in the Worlds of H.P. Lovecraft

The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.

Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.

This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) — that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.

Call of Cthulhu 7th edition, is backwards-compatible with all other available Chaosium titles.

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Berlin The Wicked City

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Berlin: The Wicked City for Call of Cthulhu RPG

In the aftermath of the Great War, Berlin maintains a reputation for licentiousness. It is a city of both hedonism and business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitators all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and volkisch Nationalists clash with each other and the police.

Into this bubbling stew, Berlin The Wicked City introduces the weird elements of the Cthulhu Mythos creating a hotbed of secret organizations, sinister cults, and half-whispered lore. Amid the wicked air of the world`s capital of sin, the very nature of what it means to be human is questioned.

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Absinthe in Carcosa

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Absinthe in Carcosa Yellow King RPG Supplement

The Handout to End All Handouts

The City Guide That Shatters Reality

At the end of the 19th century, an American art student went to Paris, read a play, and lost his grip on reality.

The play was called The King in Yellow.

Having read it, head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world it described, Carcosa, had sunk its traces throughout the City of Lights.

As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him.

Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city:

  • Art student life, from hazing rituals to fabulous bacchanals at the Moulin Rouge
  • Hangouts and nightspots, from everyday beaneries to ghoulish cabarets
  • Neighborhoods and attractions, with useful maps Sources of knowledge, from museums to institutes of technology
  • Operations of the justice system, from the city’s police to its prisons
  • Rites of death, from funeral fees to the notorious, bone-stacked catacombs
  • Details of everyday life, including currency, communications, and essential phrases
  • A timeline of recent historical events In the margins appear the increasingly fervid scrawls of the anonymous compiler.

Through them determined investigators of the Yellow Sign mystery will learn:

  • Who to seek aid from
  • Where madness lurks
  • And to never waver in their distrust of clowns

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The Book of Profane Miracles

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Profane Miracles An Adventure for Esoterrorists RPG from Pelgrane Press

A fast play adventure for The Esoterrorists

From one of the authors of Spirit of the Century Leonard Balsera

Not all miracles are holy

Jonathan Bentley, millionaire financier, has been raised from the dead at a Los Angeles charity ball by self-styled “psychic to the stars” Cassandra Madrigal. Is Bentley really alive, or in some other state? What is his wife Grace’s involvement? Is Madrigal an agent of esoterror, and how deep does the conspiracy go? Your team of investigators must range far afield to find the answers, from the opulence of high society, to the dangers of The Core and Skid row, through mansions, through hospitals and the morgue.

Profane Miracles is designed for a group of 3-6 players looking for a fast-paced, action-packed adventure to set the blood pumping with easy pick up and play action. If you can avoid heavily armed criminals and survive the machinations of esoterror agents unscathed… it will be a miracle.

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The Love of Money

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For the love of money

An adventure for Esoterrorists RPG by Matt Sanderson

Six months ago, Ordo Veritatis agent John Sheldon went off the organisation’s radar, following an emotional breakdown in the wake of losing his wife in a car crash. He held his sister, fellow Ordo Veritatis agent Caroline Sheldon, responsible for his wife’s death, as Caroline was drunk at the wheel that night. Psychiatric Metrics feared John went out to perform a solo mission to expose the heart of an Esoterrorist funding network he had uncovered in Amsterdam. The proposal for that mission had been shelved months ago due to its low probability of success.

When his body turns up in Amsterdam, evidently the sacrifice in an Esoterrorist ritual, the eye of suspicion turns on the rest of his team he left behind. Are they guilty by mere association, or are they innocent of his fate? They are given a chance to find out what happened to their friend and colleague, and in the process, clear them from any suspicion in the eyes of the Ordo Veritatis.

The Love of Money is an Esoterrorists adventure for 4-6 players from incredible GM and Pelgrane Crew favourite, Matthew Sanderson. It is designed as a single stand-alone adventure with pre-generated characters provided, but can be tweaked to accommodate integration into an ongoing campaign.

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Malleus Monstrorum Cthulhu Mythos Bestiary

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Malleus Monstrorum the Cthulhu Mythos Bestiary

For Call of Cthulhu 7th Edition

The information within is designed to bring the creatures and bizarre races of the Cthulhu Mythos to life at the gaming table, as well as all manner of Great Old Ones, Outer Gods, Elder Gods, Avatars, and Unique Beings. Their lore and statistics updated and revised for the Call of Cthulhu 7th edition game. All brought to startling life by the illustrations of expert artist Loïc Muzy.

This two-volume, hardcover slipcase collection is packed with ideas, concepts, and insights to immerse your scenarios and campaigns deep in the heart of the Cthulhu Mythos.

Volume I Monsters of the Mythos 216 pages

Volume II Deities of the Mythos 264 pages

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Call of Cthulhu Children of Fear

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Bonhomie Games is particularly proud to present Children of Fear the Campaign pack for Call of Cthulhu

We're proud because we have, in our own small way, contributed to to the book's content - and the book's Author Dr Lynne Hardy has generously given us Additional Editing credit within the book as sensitivity readers.

There have long been stories of two rival kingdoms, hidden from the world in ages past. Their names: Agartha, the City of Fear, and Shambhala, the City of Peace. Although their legends have become confuséd over time, there is one constant: that opening the gates of the hidden kingdoms shall herald the end of this epoch and usher in the new. And, whoever prevails wins the right to shape the new age in their image, for good or ill...

September 1923: an urgent and mysterious telegram from an American adventurer plunges the investigators into an epic journey across China, Central Asia, Northern India, and Tibet. Often following in the footsteps of the famous Chinese Buddhist monk and explorer Hiuen-Tsiang (immortalized in the fantastical Chinese saga Journey to the West),the investigators will encounter looted temples, lost lakes, dusty museums, charnel grounds, venerable monasteries, and hidden secret valleys in an epic quest to prevent the King of Fear and his lieutenants from destroying everything they hold dear.

The Children of Fear is a multi-part campaign, set during the 1920s, exploring some of the fascinating myths and legends of Central Asia and Northern India. The central core of the campaign is designed to be player-led, allowing the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement—all the way from the Outer Gods themselves down to a more low-key, occult-focuséd series of adventures.

Guidance is provided for the Keeper to tailor the exact nature of the threat to best suit their group’s tastes.

Eight chapters cover the sights, encounters, and dangers to be found in Peking, Sian, the Taklamakan, Peshawar, and Kham, to name but a few of the places visited during the campaign, as it travels from China, through Northern India, and on to Tibet. With detailed appendices covering travel, useful non-player characters, spells, a reference bibliography, and much more.

This book contains:

  • Campaign overview, detailing the setting and plot, with suggestions for incorporating existing investigators.
  • A plethora of maps, floorplans, and handouts for a host of far-flung locations.
  • Six ready-to-use pre-generated investigators.
  • A host of non-player characters, all with their own agendas.
  • New creatures and monsters, along with a few familiar horrors.
  • Guidance for pulp style play.

This campaign is best uséd with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu sourcebook, available separately.

FOR MATURE READERS

This book deals with mature themes and is intended for mature players.

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Call of Cthulhu Horror on the Orient Express

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Call of Cthulhu 7th Edition Horror on the Orient Express campaign. Horror Roleplaying in the Worlds of H.P. Lovecraft

2 book bundle mega-scenario from Chaosium

Horror on the Orient Express contains a massive and legendary campaign, of up to nineteen adventures and more than 700 pages, for Call of Cthulhu 7th Edition.

Includes free PDF of the books and associated handouts and game aids.

Beginning in 1920s London, the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home. Optional episodes are set in ancient times or special places (Roman-era, Dark Ages, Gaslight-era, the Dreamlands), so that the players can experience the founding, creation, and discovery of crucial elements of this campaign. Also included is a modern-day coda to the storyline, an alternate ending for those wishing a shorter campaign, and a built-in survival guide to aid beleaguered investigators.

Two-Volume Hardcover book set.

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Call of Cthulhu Cults of Cthulhu

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Call of Cthulhu 7th Edition Cults of Cthulhu from Chaosium

At long last, the intricacies of the nefarious Cthulhu cult are revealed!

Cults of Cthulhu gives you the rules to inject fully-realised and unique Cthulhu cults directly into your campaigns, and create your own antagonists. The tome also contains three scenarios featuring insidious Cthulhu cults spanning from the Gaslight era to the modern day. A detailed history of the various cults of Cthulhu, spanning from the Victorian Era all the way to the modern day - perfect for any era of Call of Cthulhu play. T

he book also includes five distinct cults, ready for use in your games. Detailed guidance on creating your own bespoke Cthulhu cult. Included is a 'Cults Worksheet' to track the history of your cult, their inspirations, resources, locations, and much more.

Three scenarios concerning Cthulhu cults across time.

Loki's Gift: London, 1896.

A tragedy in an upper-class family sees the investigators employed to look into the truth behind a beloved son's demise.

Angel's Thirst: Los Angeles, 1923.

The search for a missing taxi driver kicks off an investigation tainted by the criminal underworld, and perhaps something darker.

A God's Dream: Chicago, 2021.

When a former colleague is found frozen to death and clutching a mysterious artifact, the investigators begin to question the nature of their free will.

The contents of this product deals with mature themes. It may contain descriptions of violence, gore, drug use, and sex. It is recommended for a mature audience.

Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.

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Regency Cthulhu

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Regency Cthulhu - Dark Designs in Jane Austen's England for Call of Cthulhu 7th Edition, from Chaosium

Regency England: a time of social niceties, grand balls, romantic intrigues, and disappointments- as described in the novels of Jane Austen. Through the lens of the Cthulhu Mythos, horrors weave themselves into the hearts of everyday Georgians- from the richest to the poorest. Details and history of Regency-era England (1811-1820), that help bring this unique period to life at your tabletop. Included are new rules for creating special, Regency-era Investigators, along with new skills and occupations unique to this slice of history.

Explore the Regency-era with the new mechanic: Reputation. Measure the standing of your Investigator amongst others in high society, and watch it rise and fall as you play!

Regency Cthulhu: Dark Designs in Jane Austen's England is a historical sourcebook for Call of Cthulhu. Uncover the dark secrets at the heart of the town of Tarryford: twisted horrors that have lain dormant for centuries now seek to burst forth into England.

A detailed primer on Tarryford gives a beginning or seasoned Keeper everything they need to use the town as a setting for their Call of Cthulhu games in both 1813 and 1913.

Two scenarios designed to introduce players to the Regency-era take place in the town of Tarryford in the year 1813. The scenarios can be linked together, played as one-shots, or used as the foundation for a Regency-era campaign of your own design.

Also included are detailed maps and player handouts, as well as 6 pre-generated Call of Cthulhu Investigators, and 6 Pulp Cthulhu Investigators.

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