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Call Of Cthulhu RPG 6th Edition
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 the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and 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. By Sandy Petersen and Lynn Willis; Illustrated by John T. Snyder, Paul Carrick; Cover by John Snyder. 320 pages, illustrated. 8.5 x 11" Perfect-Bound Paperback.
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The Stars Are Right!
THE NEW MILLENNIUM: a time wracked by violence, racism, AIDS, drug abuse, and all-consuming fear. Hollow politicians offer empty promises of the bright future — a thousand points of light which none can see. That which is greater than mankind lurks beyond the rim of human consciousness. It patiently watches, waiting to assume command of our destiny. It preys on the fearful, the hateful, and the hated. Dark thoughts and emotions are set free to prowl the earth, taking what they will, where they will, and as they will. We cower in our homes, quaking behind the false security of tall fences, locked doors, and television — to no avail. The stars are right and cannot be denied. AZATHOTH • CTHUGHA • DAOLOTH • GHROTH • Y’GOLONAC • YOG-SOTHOTH! These are the voices heard by those whose fears have led to the brink of madness, and beyond.
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Spawn Of Azathoth
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.
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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. By Scott Aniolowski with Sandy Petersen and Lynn Willis, et. al.; Illustrated by Pascal D. Bohr, Konstantyn Debus, Thomas Ertmer, Christian Küttler, Klaas Neumann, Patrick Strietzel, Kostja Kleye, Lydia Ortiz and Paul Carrick; Cover by Lee Gibbons. 296 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.
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Secrets Of Kenya
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. By David Conyers; cover illustration by David Lee Ingersoll; interior illustrations by David Conyers and Paul Carrick. 248 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.
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Secrets Of Los Angeles
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.
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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. By Justin Schmid; Illustrated by Thomas Brown, Earl Geier, Mark Schumann, Janice Sellers; Cover by Eric Vogt. 96 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.
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Last Rites
Sinister Visitations in the Present-Day " You have displeased me. You have insulted me. You have angered me. Jerinnana is angered on my behalf. Great Pazzuzu is angered. You are to die. You are to die. Our Curse is upon you." — translated cuneiform verse from a mysterious stone tablet. Four challenging horrors for today. A book of wretched poetry, an incautious summoning, a Satanic coven, and a house with a suspicious history are the basic ingredients. Useful as stand-alone adventures, or for a change of pace when inserted into an ongoing campaign. Though suitable for beginning player characters, these adventures are dangerous, and incautious beginners will come to regret rash decisions. Includes the following adventures: * Last Rites — The death of retired professor Henry Ennis brings family and friends to the small town of Runville Massachusetts. New funerals and mystery soon follow. * Lethal Legacy — An ordinary mummy has been stolen from the Miskatonic University in Arkham. Something stalks the snow covered countryside. * The House on Mckinley Boulevard — Within an abandoned house, evil lurks awaiting the unwary. * The Priestess — When a less than talented poet is ridiculed by his publishers, he seeks vengeance. But there is much more to this murder than meets the eyes, and who knows what horror may reach out across time and space when blood is spilled. By Ian Winterton; Illustrated by Paul Carrick, Drashi Khendup; Cover by Paul Carrick. 64 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.
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Keeper's Companion 1
Blasphemous Knowledge, Forbidden Secrets, and Handy Information. The Keeper's Companion vol. 1 is an invaluable resource for Call of Cthulhu keepers. New material includes advice for new keepers, a lengthy study of Mythos artifacts, a learned discussion of many occult books, an up-to-the-moment description of every facet of forensic medicine, a thorough revision and expansion of the game skills (including nearly two dozen new ones), and the augmented text of the Keeper's Compendium, somewhat updated — forbidden books, secret cults, alien races, and mysterious places. Additional short essays and features round out this book. Second Printing. * "13 Suggestions for Keepers" — Common sense and sly applications to improve your games. * "Occult Books" — More than 60 occult books and references summarized, often including titles of individual chapters. * "Languages and Scripts" — A quick guide to when languages and language forms existed. * "Arcane Antiquities" — More than 20 items and artifacts not gathered in the rulesbook, taken from stories and scenarios. Background, pertinent stats, mechanics. * "Secret Cults" — Antagonists, allies, and scholars who know too much for safety or sanity. * "Forensic Medicine" — the science and techniques of death investigation, past and present, in cogent detail. * "Alien Races, Mysterious Places" — Two short chapters concerning special mysteries of the Mythos, from deep ones and voormis to Atlantis, Yuggoth, and beyond. * "Skills, Expansions, New Skills" — fresh discussion of skill applications, coverages, and how some skills relate. More than 80 skills. * Plus Good Cthulhu Hunting, An Alternate Resistance Table, Feverish Study, Law Enforcement Timeline, Circumstances of Death by State, Brainstorming, Books and Sanity, Alternate Rules, updated Investigator's Sheet, etc. by Keith Herber, et. al.; Illustrated by Paul Carrick, Drashi Khendup, Earl Geier, Tom Sullivan, Dreyfus, Lisa A. Free, Jason Eckhardt; Cover by Paul Carrick. 208 pages, illustrated, indexed. 8.25 x 11".
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Keeper's Companion 2
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Miskatonic University
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. by Sam Johnson and Friends, 8.5x11" Perfectbound Paperback, illustrated, indexed.
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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! ISBN 1-56882-156-5
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Ramsey Campbell's Goatswood
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. Cover by Matt Harpold. 248 pages, illustrated, indexed. 8.5 x 11" Perfect-Bound Paperback.
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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. THIS IS A DOWNLOADABLE BOOK. By Sandy Petersen and friends. Cover by Tom Sullivan. 176 pages, perfect-bound, illustrated with an index.
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Delta Green
Welcome to America at the end of the Millennium. Do you know who is pulling the strings? Delta Green knows. Things from beyond time and space that lurk and 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. This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever. Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each. A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.
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Final Flight
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