Chaosium Inc.
Cthulhu Dark Ages
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, ,Hardcover
$55.00
Reader Reward Price: $49.50
Cthulhu Dark Ages is a world lit only by fire. The ancient empires collapsed centuries ago, taking their culture and learning with them. It’s [a] dark world and people are right to be afraid of the dark. Apart from the Viking raiders, witches, and outlaws, there are the unquiet dead, ancient horrors, and other malevolent beings stalking the countryside. Dark entities, beyond good and evil, wait hidden in the recesses of time and the angles of space. A few brave souls try their best to resist these horrors and push them back from whence they came. Will you be one of them?
Cthulhu Dark Ages has been updated for Call of Cthulhu 7th Edition, completely revised and with a wealth of new setting material. Included are a player’s guide to the Dark Ages, an optional Sanity mechanic which mirrors the medieval mindset, rules for the oral tradition of story telling, rules for mounted combat, a grimoire of Dark Age spells and optional rules for folk magic, a bestiary of monsters, as well as a fully detailed setting - the Anglo-Saxon community of Totburh in England’s Severn Valley which includes interesting characters, dwelling descriptions, and a multitude of plot hooks for Keepers to use and develop. In addition, three scenarios introduce players to the Dark Age Severn Valley.
No Time to Scream
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, ,Trade paperback
$35.00
Reader Reward Price: $31.50
No Time to Scream contains three short-play scenarios for the Call of Cthulhu roleplaying game. Each scenario is perfect for a single evening of mystery and horror, designed to be played in around two hours. A Lonely Thread: something is wrong with Professor Thomas. Unfortunately, you didn’t know that when you arrived at his charming woodland cabin. Can you act in time to save your friend? Or will a horrific secret devour all? Bits & Pieces: a doctor’s body lies next to an autopsy table, and the corpse he was examining has vanished! The only clue is a set of bloody footprints. A devilish game of hide and seek ensues—with gory consequences. Aurora Blue: a band of US Treasury agents raid an illegal whiskey distillery hidden in Alaska’s Chugach Mountains. The sun is setting… and that’s when the really bad things come out to play. Each scenario includes four pre-generated investigators, allowing you and your players to jump right into the action. No Time To Scream is designed for use with either the Call of Cthulhu Starter Set or the Call of Cthulhu: Keeper Rulebook.
Pulp Cthulhu
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Hardcover
$55.00
Reader Reward Price: $49.50
Two-Fisted Action & Adventure Against The Mythos Calling All Heroes! It’s Time To Take The Fight to Cthulhu! Pulp Cthulhu is a game of two-fisted adventure, weird science, dark deeds, and brave heroes. With this book, some roleplaying dice, and the Call of Cthulhu Rulebook, you have everything you need to adventure and explore games set in the pulp genre. Tired of your investigators dying in quick succession when jaunting around the world in a desperate bid to save humanity? Wishing that sometimes your investigator could make a stand instead of hiding and waiting for the eldritch horror to pass? Pulp Cthulhu ups the ante and provides you with tougher, more capable heroes—ready to take on the villainous machinations of the Cthulhu Mythos! Here you will find an adapted character generation system, rules for psychic powers, sanity, augmented skills, and weird science, as well as tips for Keepers on developing and running pulp-style games. Also, you will find information on “the Pulps” themselves and the 1930s era when America was in the grip of the Great Depression and on the road to World War II. A collection of pulp villains and monsters, and a range of pulp organizations provide the Keeper with a firm basis for running pulp style scenarios and campaigns. Four action-packed scenarios round out the book, getting your Pulp Cthulhu games started with a bang. The guidance in this book means that you can apply the Pulp Cthulhu rules to any setting and time period, enabling Keepers to bring the flavor and action of pulp to the classic 1920s or modern-day eras, as well as anywhere else they see fit. A Time For Heroes And A Time For Adventure!
Basic Roleplaying
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Hardcover
$62.00
Reader Reward Price: $55.80
Create. Explore. Play.
Basic Roleplaying (BRP) is a system of core rules for tabletop roleplaying. Whether you’re a seasoned roleplaying veteran or new to the hobby, Basic Roleplaying has everything you need for years of entertainment.
What's Inside
Basic Roleplaying: Universal Game Engine is the complete guide to BRP—the same system that powers Call of Cthulhu, RuneQuest, Pendragon, Rivers of London, and countless others.
BRP’s Universal Game Engine is available royalty-free for personal and commercial use under the ORC license. Use these rules, and focus on creating your worlds, scenarios and even books to sell!
This book contains the core system rules, as well as character creation, advancement, monsters and antagonists, as well as GameMaster advice.
A Seamless Core Mechanic
In BRP, success and failure are always determined by the roll of a D100. Comparing that roll to the relevant Skill, Characteristic, Ability, or Power, you succeed if you roll under the target number.
This means every stat on your character sheet clearly indicates to you the likelihood of success.
Natural Character Growth
Characters in a BRP game evolve based on what they do in-game. If you fire a gun, that skill may increase.
If you want your character to learn magic, get better at driving cars, lassoing horses, or even repairing a spaceship, then your character will do so by using those skills!
Deadly & Tactical Combat
The core BRP rules present easy-to-learn and equally easy-to-teach combat mechanics that allow players to react to attacks—you don’t just have to wait for your turn in order to have an impact on combat!
Conflict in BRP can be deadly, and every roll (attacking, fighting back, dodging or otherwise) is integral. This makes for a thrilling, high-octane experience with a system that does not slowdown the overall flow of play.
Build The Game You Want
With mechanics for magic, psychic powers, mutations, superpowers, weapons, equipment, and vehicles applicable to any setting and genre, Basic Roleplaying: Universal Game Engine is adaptable to any world of your choosing—either previously established, or created from scratch.
Format: Full Color, hardcover
Pages: 264
Author: Jason Durall & Steve Perrin
Alone Against the Static
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Hardcover
$38.00
Reader Reward Price: $34.20
Alone Against The Static: a Call of Cthulhu story of grief, isolation, relationships, and heartbreak.
- A solo adventure set in the Dakota Black Hills, 1991
- The new Log Sheet mechanic tracks the choices you make that will impact the story
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Rules for a new Mythos entity
Alex and Charlie believe that a secluded weekend getaway in the Dakota Black Hills is just what they need to reinvigorate their marriage—but older and darker things than broken hearts exist in the forgotten places of the world.
Will you survive, alone against the static?
Author : B. W. Holland
Artist : Andrey Fetisov, Nicholas Grey, Pat Loboyko
Series : Call of Cthulhu
Language : EN
Investigator's Handbook
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, ,Hardcover
$55.00
Reader Reward Price: $49.50
The Investigator Handbook is an essential player’s aid for the Call of Cthulhu roleplaying game.
The Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game.
The book introduces a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding and experienced players alike.
Call of Cthulhu Keeper Screen
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, ,Hardcover
$37.00
Reader Reward Price: $33.30
CALL OF CTHULHU 7TH EDITION KEEPER SCREEN All the Important Rules, Charts, and Maps at a Glance! The Call of Cthulhu Keeper Screen Pack is an essential play aid for those running games of Call of Cthulhu 7th edition. Our Keeper Screen is mounted on thick hardcover stock, folding out to 34 inches wide. One side, intended to face the players, portrays glorious artwork. The rear of the screen, the Keeper's side, collects and summarizes important rules, statistics and charts, to assist the Keeper when running games. Inside are two ready-to-play scenarios set in Lovecraft Country during the 1920s: "Blackwater Creek" and "Missed Dues," with twelve ready-to-play pre-generated investigators included. The screen front and reverse, along with the color maps of Lovecraft Country, the World of Cthulhu, and Arkham & Environs.
Alone Against the Dark
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,Trade paperback
$18.00
Reader Reward Price: $16.20
Alone Against the Dark
A solo play Call of Cthulhu mini campaign.
Alone Against The Dark is an adventure for one player, set in the fall of 1931. Your goal is to solve strange disappearances and to forestall a calamity about to beset the world. You will journey from New York City to Greece, Egypt, Germany, and Antarctica.
Beginning with the theft of a priceless relic, four friends are drawn one by one into a dark web of mystery and horror. As the darkness grows, only you can hold out against the dying of the light. The fate of the world is in your hands.
As Louis Grunewald, a quiet linguistics professor from the Miskatonic University, you will confound the forces of darkness before time runs out—but should Professor Grunewald be eliminated for some reason, you can successively assume the identity of a new investigator. There are four ready-made investigators provided for this purpose, enabling you to take on differing roles as circumstances change in your search for the truth: Louis Grunewald, a linguistics professor from the Miskatonic University, Lydia Lau, a story-seeking reporter for the New York Sun, Devon Wilson, a sailor on leave from the US Navy, and Ernest Holt, a wealthy industrialist.
This adventure is guaranteed dangerous. But, no matter how skillfully you avoid death or madness, your investigators will fail if they do not prevent the turning of the world and the freeing of the City of the Old Ones from the ice.
Armed with a copy of the Call of Cthulhu Rulebook, a pencil, and some roleplaying dice you are all set for the twists and turns of this epic world spanning adventure. Sit back, get comfy, and prepare to be Alone Against The Dark!
First released over thirty years ago, this new edition has been completely revised and updated for Call of Cthulhu 7th edition, with new illustrations and player aids.
96 pages
Written by Matthew Costello & Mike Mason
Alone Against the Frost
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, ,Trade paperback
$24.00
Reader Reward Price: $21.60
Alone Against The Static: a Call of Cthulhu story of grief, isolation, relationships, and heartbreak.
- A solo adventure set in the Dakota Black Hills, 1991
- The new Log Sheet mechanic tracks the choices you make that will impact the story
- Rules for a new Mythos entity
Alex and Charlie believe that a secluded weekend getaway in the Dakota Black Hills is just what they need to reinvigorate their marriage—but older and darker things than broken hearts exist in the forgotten places of the world.
Will you survive, alone against the static?
Alone Against the Tide
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Trade paperback
$17.00
Reader Reward Price: $15.30
Set in the 1920s, Alone Against the Tide is a solo horror adventure for the Call of Cthulhu roleplaying game. You take on the role of an investigator travelling to the affluent, scenic, and remote lakeside town of Esbury, Massachusetts. You decide your pathway through the story by choosing from the options presented. Your choices not only affect what happens to your investigator, but also the fate of Esbury’s residents and visitors—even the town itself!
You may choose to create your own investigator or use the ready-to-play investigator, Dr. E. Woods, a professor of archaeology from Miskatonic University. There are a variety of reasons for visiting Esbury, but almost all are tied in some way to Esbury resident, Professor William Harris.
What has Professor Harris’ research got to do with the strange green fog enveloping the town? Who are the menacing, dark-suited men that arrived on the ferry with your investigator? And, why is a Buddhist monk visiting Esbury, a town more used to entertaining New England’s wealthy elite?
Armed with a pencil, some roleplaying dice, and a copy of the Call of Cthulhu: Keeper Rulebook or the Call of Cthulhu Starter Set, you are ready to brave the mist-shrouded streets of Esbury.
Dare you take on the challenge?
For use with the Call of Cthulhu roleplaying game (7th Edition).
Arkham
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Hardcover
$76.00
Reader Reward Price: $68.40
On the streets of Arkham, the threat of the Cthulhu Mythos is ever-present. Call of Cthulhu: Arkham is the definitive guide to the signature setting of Call of Cthulhu, and a premium resource for Keepers of Arcane Lore. A sandbox campaign setting for Call of Cthulhu. The history of Arkham and the Miskatonic University. Details of 9 neighborhoods, with over 290 locations, and 80 fully-detailed NPCs. New rules and skills for Arkham investigators make this book ideal for Call of Cthulhu players. Two Arkham city map posters—one for players, and one marked with hidden information for the Keeper. A poster-sized copy of pages of the Arkham Advertiser newspaper prop. This supplement is part of the Arkham Unveiled line and is designed for use with both the Call of Cthulhu roleplaying game and the Pulp Cthulhu supplement, both available separately. Format: 272 pages hardcover
Doors to Darkness
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Hardcover
$40.00
Reader Reward Price: $36.00
Doors to Darkness provides five scenarios written especially for beginning Keepers and players of Call of Cthulhu. Here you will find horror, mystery, investigation, ghastly monsters, strange magics, and forgotten secrets, as well as plenty of advice about how to run the adventures for best effect. As well as the scenarios, an essay by Kevin Ross details a wide range of hints and tips on running Call of Cthulhu - guidance any Keeper, new or experienced, will find very useful. The Darkness Beneath The Hill - A friend’s house renovation project leads to unexpected discoveries in Providence, Rhode Island. Genius Loci - Not all is well at Danvers State Lunatic Asylum and it’s down to the investigators to heed a friend in need’s cry. Servants Of The Lake - The hunt for a missing person reveals ancient secrets in the wilds north of Kingsport. Ties That Bind - Strange rock formations have been found in Mrs. Carrington’s prized fountain. But these are like no rocks seen before! None More Black - The death of a Miskatonic University student leads the investigators into unsavoury neighbourhoods and dark business dealings. Also included are ten diverse and ready to play investigators, allowing players to dive straight into the mysteries contained within Doors to Darkness. Lastly, just because these scenarios are written with new players in mind, don’t expect them to be a walk in the park! Those who dare to open the doors to darkness will discover just what secrets and dangers lie within! You must have a copy of the Call of Cthulhu Keeper Rulebook 7th Edition to fully enjoy these scenarios.
Nameless Horrors
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Hardcover
$52.00
Reader Reward Price: $46.80
The horrors of the Cthulhu Mythos are far worse than death... The entities lurking in this collection of scenarios have never been seem before. Were budding novices or seasoned investigators, your players will find themselves on uncomfortable ground. This new edition of Nameless Horrors contains brand new art, player handouts, and maps for each of its six stand alone adventures. An Amaranthine Desire: takes place in the doomed seaport of Dunwich, England, 1892, where strange echoes of the past threaten the present. A Message of Art: a gathering of artists in Paris, 1893, sees art and the occult come together in a dangerous fusion. And Some Fell on Stoney Ground: 1920s small-town America, where trouble is brewing that could sweep everyone up in a wave of death and destruction. Bleak Prospect: Massachusetts, 1932, during the Great Depression the residents of a shantytown face strange horrors that jeopardize all they hold dear. The Moonchild: modern-day England, where an experiment with the occult casts long shadows and brings unforeseen consequences. The Space Between: in modern-day Los Angeles, the star of a film produced by a popular religious organization has vanished. This book is designed to be used with the Call of Cthulhu roleplaying game and, optionally, the Pulp Cthulhu supplement, both available separately. Format: 272 pages, hardcover
Regency Cthulhu
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Hardcover
$52.00
Reader Reward Price: $46.80
Regency England: a time of social niceties, of grand balls, and of romantic intrigues and disappointments, as described most adroitly in the novels of Miss Jane Austen. But the Regency is also a time of lurid Gothic romances, and of war and social upheaval, as the Industrial Revolution gets into full swing and the hostilities with Napoleonic France draw to a close. Against this backdrop, the Mythos insinuates itself into the very fabric of society, always watchful for the opportunity to instill fear and terror into the hearts of everyday Georgians, from the richest to the poorest. Regency Cthulhu: Darkness and Decorum in Jane Austen’s England is a historical sourcebook for the Call of Cthulhu roleplaying game. Set in the early Regency period (circa 1813), it describes the fictional town of Tarryford in Wiltshire, England, as well as presenting two scenarios designed to introduce players to both the time period and the town’s mysteries. Suitable for use with both classic Call of Cthulhu and Pulp Cthulhu rules, players take on the roles of budding Regency investigators, be they members of the gentry or the working classes. Together they uncover the dark secrets at the heart of Tarryford; horrors that have lain dormant for many a year but now seek to burst forth into England’s green and pleasant land. Details on the Georgian time period, in particular, the Regency era (1811–1820). Rules for creating Regency investigators, along with new period-appropriate skills and occupations. Setting overview, detailing the town of Tarryford, its businesses and personalities (1813 and 1913). Two scenarios: The Long Corridor and The Emptiness Within. Investigator handouts and maps. Six classic and pulp pre-generated investigators, ready to pick up and play. Guidance on both pulp- and classic-style play. This supplement is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu supplement, both available separately. Format: 224 pages, hardcover
A Time to Harvest
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Hardcover
$56.00
Reader Reward Price: $50.40
Following the ill-fated Miskatonic University research expedition to Vermont in late 1929, when one student died in a climbing accident and two vanished without trace, it was almost inconceivable that Professors Roger Harrold and Ashley Learmonth would countenance sending yet another team of students back to Cobb’s Corners. And yet, a year later, that’s exactly what has been planned. Many questions remain unanswered. What happened a year ago? Where are the missing students? What did the geology students find among the distant Vermont hills? What secrets are buried in the town of Cobb’s Corners? Are the legends of monsters in the hills true? Perhaps the new expedition can shed light on these questions and dredge up some answers? A Time to Harvest is a six-part campaign, beginning in August 1930 and centered on the apparently sleepy and bountiful valley surrounding the town of Cobb’s Corners, Vermont. The investigators will come face to face with ancient legends, deluded cultists, and alien entities beyond their wildest imaginings. Suitable for both classic Call of Cthulhu and Pulp Cthulhu, players take on the roles of Miskatonic University students and academic staff, chosen by Professors Harrold and Learmonth to continue the work begun twelve months earlier. From Vermont to Arkham, and to Detroit and beyond, the investigators delve into forgotten lore, strange science, and the horrors of the cosmos. Campaign overview, detailing the setting of Cobb’s Corners, along with the various threats the investigators can face. Advice for creating student investigators and how to incorporate existing characters. Investigator handouts and maps covering all of the campaign’s key locations. Ten classic pre-generated investigators, ready to pick up and play. Guidance on pulp-style and classic-style play. Optional sixth adventure for Pulp Cthulhu. Mature Content: This book deals with mature themes and is intended for mature players. This supplement is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu supplement, both available separately. This campaign has been written with novice Keepers in mind, although there is plenty to keep more experienced game runners on their toes. The campaign has a tight focus and progresses through the chapters in a logical and linear fashion. This does not mean that the players and their investigators have no agency or ability to affect the plot—they do—but the straightforward through line is designed to be helpful for those for whom this will be their first attempt at running a multi-part campaign. Guidance is provided throughout to help the Keeper navigate through the adventures, including options to better tailor events and scenes to their player group. Chapter 1: Field Trip, the investigators head out to Cobb’s Corners, Vermont, to carry on the research into folklore and local geology. Things are far from what they seem, and various forces seem to working against them. Chapter 2: Back to School, the investigators return to Arkham to discover strange things are afoot at Miskatonic University. The behavior of colleagues and friends gives cause for concern, and not only does the fate of the Orne Library hang in the balance, but the fate of the investigators and one of their lecturers is also in question should they fail to act to contain the situation. Chapter 3: Federated Oil and Chemical, a powerful man makes the investigators an offer. If they accept, the investigators find themselves working for a man intent on revenge. Includes an optional sidetrack adventure. Chapter 4: Dark Delvings, the investigators return to Cobb’s Corners to pick up their research. Once again, all is not what it seems, and the investigators are placed in grave danger. Their discoveries may lead them to particularly unexpected territory! Chapter 5: The Great Harvest, the investigators are hurled into a nightmare of fire and bloodshed, and must race to rescue their comrades who face a fate worse than death. Chapter 6: Mission to the Moon, an optional scenario for Pulp Cthulhu (with guidance for classic Call of Cthulhu play). The heroes have one last job, this time to deal with an out of this world threat. Appendices, containing supplementary information, including details of the spells used in the campaign, collected player handouts and investigator maps, and ten pre-generated characters for use with classic or pulp play. Format: 336 pages, full color hardcover
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