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. Monographs are digitally reproduced small run publications featuring cardstock covers and tape bindings. We do provide a cover illustration. 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.
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 sold over 300,000 copies worldwide and has won dozens of game-industry awards. In 1996 Call of Cthulhu was elected to 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.
The Bermuda Triangle is a 1990's sourcebook centered on 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 set in the area.
950 A.D. - The world is torn apart: empires and kingdoms have endured two centuries of invasions, and now warlords fight over the remains like wild dogs. The clergy is weak and morally depraved, cities are depopulated, trade is stagnant and violence reigns everywhere. History is coming into the Sixth Age of humankind, the ultimate age before the end of the world. The Byzantine Theodoras Philetas translated the Al Azif into Greek, and renames it the Necronomicon. It will take one century before that blasphemous tome is finally condemned, and most copies destroyed.
Cthulhu Dark Ages continues with Lovecraft's sinister tradition of men and women struggling against the dark forces of the Cthulhu Mythos, but in a time nearly one thousand years before Lovecraft's birth. Cthulhu Dark Ages is a complete roleplaying game using Chaosium's classic Basic Roleplaying System.
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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 Coasts Call of Cthulhu d20.
***PLEASE NOTE: Due to the excessive weight of this item we are having to charge extra p&p to ship to addresses outside the UK, which will be added before your order is charged. Overseas orders will be charged at cost - we will contact you to agree this before charging/shipping.
Call of Cthulhu Delta Green Supplement by Pagan Publishing
NO FUTURE: Get used to the taste of ashes. Delta Green: Countdown blows the doors off the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order! Covers more occult weirdness than you can shake a fetch-stick at, including DG's counterparts in the U.K. and Russia. Plus three scenarios, more than a hundred international intelligence-agency templates, and scientific reports from a DG-friendly microbiologist on several Mythos creatures. And much more!
An alien conspiracy 160 million years in the making.
A group so powerful, their leader may be a god.
An accident so terrible it threatens the past, present and future.
To DELTA GREEN, its just another Night at the Opera.
For the first time, all three of Dennis Detwiller's legendary DELTA GREEN: EYES ONLY chapbooks are collected into one deluxe hardcover volume.
Published by Pagan Publishing and packaged and distributed by Arc Dream Publishing, DELTA GREEN: EYES ONLY is the book the CALL OF CTHULHU world has been waiting for.
INSIDE DELTA GREEN : EYES ONLY
**Retail Exclusive**
Only Available direct from Arc Dream Publishing or through Leisure Games
Delta Green Supplement; Hardcover; Limited to 1000 Copies; Published by Arc Dream Publishing
'Delta Green: Targets of Opportunity' is a conglomeration of evils, many of them whispered in hints and rumors since the earliest days of Delta Green.
Delta Green: Targets of Opportunity includes:
BLACK COD ISLAND: An inhuman menace rises from the frigid waters of southern Alaska. Three hundred years ago the Haida Indians fought to stamp it out. They failed. Can a handful of Delta Green agents fare any better?
M-EPIC: More than 100 years ago, Canadas Northwest Mounted Police established Division M to investigate unusual deaths in the far north. Over the years the division grew, slowly and quietly, as one after another of its own men died in bizarre attacks and uncanny circumstances. Today, M-EPIC is a top-secret agency with a nationwide charter. Few of its members know of its long history of using supernatural methods to battle the supernatural itself. Even fewer comprehend the terrible consequences that they face.
DISCIPLES OF THE WORM: From ancient alchemy to the latest biotech, humanity has always quested for a means to defeat death. For some, fearful of death or desperate to fulfill some mission in life, no price is too high. For Delta Green, a loathsome 20-year-old case still demands an answer to a crucial question: How far will you go to save humanity?
THE DE MONTE CLAN: Hurricane Katrina was one of the most devastating storms ever to strike the United States. It ravaged New Orleans and left the proud city a flooded wreck. For humanity, Katrina was an unspeakable tragedy. For Delta Green, Katrina was an opportunity. As emergency workers from every state and federal agency descend on the city, the rebuilding of New Orleans is a chance to strike at a long-festering horror. The target is an old and influential family whose people are something other than human, who see New Orleans plight as an opportunity of their ownand who have become quite skilled at destroying merely human enemies.
THE CULT OF TRANSCENDENCE: For centuries a cult ruled by Nyarlathotep, the mind and soul of the Outer Gods, has conspired to rule the world from behind the scenes, spreading its influence into the halls of power. Today its goals are more subtle and sinister than ever, guessed only vaguely even by its loyalest adherents. It may be the deadliest threat Delta Green has ever faced.
'Delta Green: Targets of Opportunity' is a hardcover roleplaying game sourcebook written by Adam Scott Glancy, Dennis Detwiller, Greg Stolze, Kenneth Hite, Warren Banks and Shane Ivey, edited by Shane Ivey and Adam Crossingham, and illustrated by 'Delta Green: Eyes Only' artist Todd Shearer.
We all dream. For some, dreams can become reality. This book provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gate of Deeper Slumber, and into the land of dreams. It includes a travelogue of the Dreamlands, a huge gazetteer, statistics for over thirty prominent non-player characters, a bestiary of over sixty creatures, information on the gods of the Dreamlands and their cults, a colorful fold-out map, and more. Also present are six adventures to help get keepers started adventuring in the land of Dream
A Guide to Lovecraftian Horror
Expanded and Revised Second Edition
This new second edition of Encyclopedia Cthulhiana has been extensively revised and contains over a hundred and fifty additional pages and scores of new entries. New features include thumbnail illustrations of the most important signs and symbols, and a timeline of the Cthulhu Mythos spanning billions of years. Many entries have been revised to reflect our latest understanding of the Mythos, and the infamous Necronomicon appendix has been greatly expanded. Also present for the first time is "A Brief History of the Cthulhu Mythos", which examines the evolution of the genre from the 1920s to today.
The Cthulhu Mythos was created by H. P. Lovecraft (1890-1937), a Providence, RI, author considered by many to be the finest horror writer of the twentieth century. Lovecraft's tales are a blend of fantasy, science fiction, and especially horror. Some of his stories describe a pantheon of powerful beings from beyond the stars, the Great Old Ones - among them Cthulhu, the sleeper beneath the sea.
Since Lovecraft's time the Cthulhu Mythos has grown exponentially and has become increasingly difficult to keep track of, even for devoted fans. Many writers have contributed to it, including Robert Block, Ramsey Campbell, August derleth, Robert E. Howard, Stephen King, and Brian Lumley. This book is the largest comprehensive guide to H. P. Lovecraft's Cthulhu Mythos ever published.
2nd Edition
A century ago Innsmouth was a thriving community on the Massachusetts coast. Then a shadow fell over Innsmouth. There were whispered rumors of heathen religions and blasphemous pacts. Now Innsmouth lies rotting, its harbor choked with sand, the town itself nearly engulfed by salt marshes. Outsiders shun Innsmouth and its sullen, deformed inhabitants. But the secret is still there. Hiding. Festering. Growing. Waiting.
This book recreates H.P. Lovecraft's most haunted locale for the Call of Cthulhu roleplaying game. Herein are described all the terrible places, brooding characters, evil tomes, and monstrous inhabitants of shadowed Innsmouth. This is a revised, second edition, containing all of the original source material and maps, with corrections. Included for the first time in this edition are an introductory Innsmouth scenario and an entirely new section for the acclaimed "Raid on Innsmouth" adventure.
Welcome aboard Pan Caribbean Airways Flight 101.
An archaeological conference...
A routine flight...
Thirty seconds of terror!
Now the passengers of Flight 101 are on their own, trapped in the green hell of the jungles of South America. Was their crash just an unfortunate accident? Are they truly alone in the jungle? There are worse things that the forces of the Cthulhu Mythos. Like a titanic green beast, the merciless, unforgiving rainforest harbors parasites, diseases, poisons and thousands of terrifying animals looking to make a meal of the weak and the lost. The passengers will have to work quickly and decisively if they have any hope that this will not be their FINAL FLIGHT!
H.P. Lovecraft's Kingsport describes this fabled Massachusetts town in meticulous detail-its important personalities, buildings, history, and its weird people and places. This book also features a foldout players' map of the town, a tourist brochure describing places of interest, and three adventures with player aids for added realism and enjoyment.
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.
Blasphemous Knowledge, Forbidden Secrets, & Handy Information
New to Call of Cthulhu? A battle-scarred veteran of many campaigns? Here is essential background and references to help you host Call of Cthulhu games more easily and skillfully.
· Prohibition - 40+ pages detailing the alternately farcical and tragic Noble Experiment foisted upon the people of the United States. Prohibition is frequently referred to, but rarely discussed. Here is information on the Volstead Act, why so many were poisoned by bootleg liquor, how the product was made and distributed, what the local police and the Prohibition Bureau were up to, and some of the fascinating personalities who lent so much color to the Roaring Twenties.
· LaVey, Satanism, and the Big Squid - How the concept of Lovecraft's fictional Cthulhu worship and its "great book", the Necronomicon, were borrowed by a succession of occultists, and trumpeted as the truth.
· The Keeper's List of Lists - More than 30 pages listing Call of Cthulhu scenarios sorted by era, by the forces opposing the investigators (such as by the great race or elder things), by important heroes and villains, by cults and secret societies, by Mythos tomes, and by fictitious locations.
· Iron - a A survey of firearms that investigators might realistically come across in the course of adventures. Intelligent commentary includes two new skills, Handload and Gunsmith, and discusses more than two dozen firearms in considerable practical detail. Among the weapon stats are increased attacks per round, augmented damage by handloads, costs by era, malfunction number, noise, powder, reload rate, maintenance, and weapon weight.
· The Mythos Collector - gathers ten previously uncollected Mythos tomes plus variants, sixteen new spells, and two new creatures, the nagaae and the tunnelers below.
· Mythos Ex Machina - technical items created by various species and published in Call of Cthulhu adventures. Thirty-five entries split between deep ones, elder things, humans, Hyperborean humans, mi-go, insects from Shaggai, serpent people, and the Great Race of Yith.
· Deep Ones - diary entries by Dr. Lippencot, selected by Sheriff Michael Drumberger; the full autopsy report produced by Henry Lippencot; a short discussion of deep one reproduction and how hybrid deep ones can exist.
The chapter "LaVey, Satanism, and the Big Squid" was first posted on the Strange-Aeons list in a slightly different form.
" 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.
"That is not dead which can eternal lie, and with strange aeons even death may die.! -H. P. Lovecraft
Creatures, Gods, & Forbidden Knowledge
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 Earths 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.
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 mankinds 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 sucessful 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.
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' wont 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. Lovecrafts 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 Lovecrafts 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 arent 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 scientists vision and a librarians obsession with detail. MORE INFO
Thousands of crows have taken roost in the woods surrounding Bethlehem, NH, mercilessly attacking anyone who tries to enter forest. Can the investigators solve the mystery behind this unnatural infestation? Murder of Crows contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters.
Cthulhu Supplement by Pagan Publishing
Goatswood is set in the towns and villages of the Severn River Valley, in southwestern Britain. A gentle land of green rolling hills, thick ancient forests, and golden limestone cottages, the Severn Valley nonetheless holds dark and brooding secrets. The world of Ramsey Campbell is not always a nice place . . . not always a pretty place. It is deadly to those who meddle where they do not belong, to those who seek the things man is best not knowing, and to those who covet darkness and degenerate pleasures.
· An investigator's inheritance includes an unwholesome treasure, and can serve as the introduction to a Severn Valley campaign.
· Additional scenarios explore the dark secrets of the region and include explorations into the nature of vampirism and challenge our understanding of the mechanics of time.
· Dozens of scenario hooks, many new spells and mythos artifacts, and hundreds of characters populate this corner of Britain and help bring the world of a major Mythos author to life.
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 Instititute of Pacific Antiquities 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.
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!
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.
Continued
A 1920s Sourcebook for the City of the Angels
LOS ANGELES IN THE 1920s was a fast-growing, fast-moving city that encompassed