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Call of Cthulhu RPG book cover 1
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Call of Cthulhu RPG
Series · 58
books · 1983-2014

Books in series

Death in Dunwich book cover
#6

Death in Dunwich

1983

"Glozel Est Authentique!" book cover
#10

"Glozel Est Authentique!"

1984

This volume is designed specifically for use with CALL OF CTHULHU, Chaosium, Inc.'s fantasy role playing game of the macabre. Two scenarios steeped in the tradition of H. P. Lovecraft await the Keeper of Arcane Knowledge. GLOZEL EST AUTHENTIQUE leads the adventurers to France where they will try to solve a puzzling acheological enigma. Strange secret societies watch their every move. The outcome will be totally unexpected. Secrets of the Kremlin probes the depths of the ancient citadel and the mysteries of the early Czars. What hidden truth can be crafted by the Bolsheviks and translated into the terror of today? Illustrations, maps and photocopy-ready props are included to vividly protray these two scenarios.
The Horrible Secret of Monhegan Island book cover
#11

The Horrible Secret of Monhegan Island

1984

The disappearance of a young girl leads a group of investigators to a small island off the coast of Maine. The people who live there seem so strange and secretive. Why do they hate "outsiders"? What could they be hiding? The investigators will soon come face to face with the Horrible Secret of Monhegan Island!
Nightmare in Norway book cover
#18

Nightmare in Norway

1985

A Call of Cthulhu adventure for 2-5 moderately experienced player characters, set in Norway in February 1925.
Blood Brothers book cover
#36

Blood Brothers

1990

Blood Brothers features 13 one-night scenarios, all based on familiar themes typical of the kind found in B-movies. Explore the land that time ignored, escape from a town infested with the living dead, spend the weekend in a haunted house, fight the mummy, meet an animated scarecrow, track down a vengeful villain, and tangle with \\\_ shamans. A light-hearted break from the grim world of the Cthulhu Mythos.
Cthulhu Casebook book cover
#37

Cthulhu Casebook

1990

The "Cthulhu Casebook" contains nine independent adventures set in the 1920s, plus numerous articles and aids generating many other plots.Certain portions of this book are easily included in ongoing tales — "The Mauretania" can expand any ocean voyage; "The Asylum" can make exciting an otherwise uneventful institutionalization; "The Auction" can be used to introduce various artifacts to aid or hinder the investigators. Other sections contain full independent adventures playable by themselves or useful in filling gaps between campaigns or as subplots within current story lines.
Lurking Fears book cover
#39

Lurking Fears

1990

THE FEARS THAT LURK AND PLOT The horrors of the Cthulhu Mythos lurk in the darkest corners of our wholesome world. Sometimes they seek to pour forth from those darkened corners to wreak unimaginable havoc upon the Earth. Within these pages are six such Lurking Fears, which must be faced by those intrepid few who have faced fears before and thwarted them. Can they do so again? From the Everglades of Florida, to the deserts of Egypt, Lurking Fears pits the Investigators against seldom-before encountered creatures of the Cthulhu Mythos such as Glaaki and the foul Spawn of Abhoth. Contained in this volume are three regular-length scenarios, one short "one-nighter", and a two-part campaign which will take your band of Investigators from the mountains of Carolina to an ancient shrine to the Great Old Ones and a confrontation with a ruthless undead villain. Included here are: RISE OF THE SLEEPER - IN WHICH AN UNEXPECTED INHERITANCE LEADS TO A NIGHTMARE OF UNDEATH IN THE FLORIDA EVERGLADES. CALLER IN THE DESERT - IN WHICH A CAREFREE HOLIDAY IN EGYPT BECOMES A LIVING NIGHTMARE FROM THE NIGHTED MISTS OF PREHISTORY. THE SUNDIAL OF AMEN-TET - IN WHICH A FAMILY CRISIS LEADS TO A TME-TRAVELING MADMAN. SORROW'S GLEN - IN WHICH A MORBID ARCHAEOLOGICAL SITE CONCEALS AN ABYSMAL HORROR. THE STAR-SHRINE - IN WHICH A VAMPIRE SEEKS TO FREE THE GREAT OLD ONES. THE DEVOURER - IN WHICH A STAR-SPAWNED HORROR THREATENS TO CONSUME THE WORLD. _Are you ready for the adventure? Are you ready for the nighted horror? Dare you face these Lurking Fears?_
Call of Cthulhu Keeper's Kit book cover
#51

Call of Cthulhu Keeper's Kit

1992

Chaosium Stock #5110 (For Call of Cthulhu 5th Edition) Sanity Saving Keeper's Screen PLUS these play-aids: • A New Lovecraft Country Adventure • Beast & Monster Summary • Automobile Chase Rules • Supporting-Character Sheets • Scale Model of The Strange High House in the Mist
The Thing at the Threshold book cover
#53

The Thing at the Threshold

1992

Chaosium Stock #2339 "The human brain can be divided into two halves. The left side contains our powers of reason. The right side holds our subconscious, and the potential for madness. A dramatic chain of unsettling events over the past ten years leads to wholesale madness. A complete campaign in three chapters - detailed background for important characters - extensive, deluxe player handouts."
Devil's Children book cover
#55

Devil's Children

1993

DEVIL'S CHILDREN is a Call of Cthulhu adventure for up to four players and a Keeper. Two intertwined scenarios span three hundred years of history, from 1692 Salem to 1992 Arkham, as they relate a bloody tale of evil and destiny. Special pre-generated characters are provided, as are numerous handouts to enhance game-play. RECOMMENDED FOR MATURE READERS.
Dire Documents book cover
#56

Dire Documents

1993

Chaosium Stock #5112 For Call of Cthulhu 5th Ed. Create Your Own Clues! Incriminating Evidence, Lawyerly Letters, & Lunatic Forms A Keeper's Collection for the Reality-Challenged • Letterheads from Near East Treasure Imports, Eye of Amara Society, Dewey, Cheatham & Howe Attorneys. • Arkham Sanitorium Letterheads and Commitment Papers • Miskatonic University Letterheads, Meritous Service Awards, Formal Invitations, Best-Death Awards.
Investigator Sheets book cover
#57

Investigator Sheets

1993

Chaosium Stock #5111 (For Call of Cthulhu 5th Edition) Two-color forms to use while playing Call of Cthulhu. Diabolical Dossiers of Doom Reanimate Your Characters! • Convenient and Ready-to-Use • Dozens of Colorful Forms • Evocative Designs • 3 Eras in One Pack, Each with a Distinctive Border
Keeper's Compendium book cover
#59

Keeper's Compendium

Blasphemous Knowledge & Forbidden Secrets

1993

KEEPER'S COMPENDIUM features information on strange places (Mu, Hyperborea, Kadath, R'Lyeh), as well as the usual strange races (Mi-Go, ghouls, Deep Ones, etc). Plus description of various secret societies (Witch Cults, Starry Wisdom, Golden Dawn) that can aid or hinder the characters and their various agendas; description of occult and mythos tomes; Forbidden Lore, including editions in various languages; rules for translated works, and more!
The Unspeakable Oath - Issue 11 book cover
#69

The Unspeakable Oath - Issue 11

1994

This issue's cover is by artist Dennis Detwiller, depicting the arrival of the King in Yellow at the Court of Yhtill. Articles include the Mythos in colonial New England; Lovecraftian films and how to run better games by watching them; and a look at the island of Ponape. Two scenarios dealing with cults are included: in "Cold War" you play Ithaqua cultists in 1990s Toronto; "Two Minutes On High" puts the investigators between warring cults in 1920s New England.
Walker in the Wastes book cover
#70

Walker in the Wastes

1994

In 1848 the Franklin Expedition vanished in the ice ... ...searching for the Northwest Passage. Eighty years later, you and your associates travel to Northern Canada to research the disaster—and find yourselves launched in a globe-spanning race to defeat the terrible god of the icy wastes. Hundreds of hours of research have gone into creating the most realistic 1920s campaign ever. Japanese gangsters, Iraqi archaeological digs, secret airships, and a legend older than humanity serve to challenge even the most experienced of CoC players. Walker in the Wastes is a huge campaign of discovery and horror, and is suggested for experienced Keepers.
Coming Full Circle book cover
#74

Coming Full Circle

1995

VENGEANCE HAS BEEN A LONG TIME COMING. The little town of North Ashfield, Massachusetts, is not the kind of town where evil dwells. Yet it not only dwells—it thrives. The ghosts of the past and the horrors of the present rub shoulders with honest citizens and innocent children, feeding on the isolation and naïveté of theresidents. The circle of life, the circle of love, the circle of friends, the circle of family: all are encompassed within a much larger sphere...the circle of death. Its arc is slow and somber, but when the ends are joined all hell will break loose. The legends of New England rise wild. Coming Full Circle is a campaign for the Call of Cthulhu role-playing game. It contains four scenarios set from 1929 through 1939. This is a non-Mythos campaign featuring threats drawn from New England folklore and superstition, and includes rules for creating psychics and mediums as investigators and using "the Gift" in play.
The Unspeakable Oath - Issue 12 book cover
#78

The Unspeakable Oath - Issue 12

1995

Unspeakable Oath #12 - Issue Twelve (Call of Cthulhu)
In the Shadows book cover
#81

In the Shadows

Three Scenarios for Call of Cthulhu

1996

In the Shadows contains three mysteries lure the investigators into the penumbra of the Mythos. Each adventure is sanity- and life-threatening, but also includes much evidence-gathering and serves to promote discussion and generous teamwork. The scenarios are apt for new investigators. Each can be played through in an evening or two. The many illustrations and maps, and their more than forty handouts make these adventures unusually accessible and easy to present. Includes the Adventures Devil's Hole, In the Shadows of Death, and Song of the Spheres By Gary Sumpter.
Utatti Asfet book cover
#85

Utatti Asfet

1996

A globe-trotting campaign for Call of Cthulhu. The investigators will travel from Tonga to Louisiana to the Sudan, and then back to Tonga for the climactic meeting with the "Eye of Wicked Sight."
Arkham Sanitarium book cover
#88

Arkham Sanitarium

A Set of Player Aids for Use with Call of Cthulhu

1997

Chaosium Stock #2366 The battle against the horrors of the mythos often leaves an investigator dead or insane. In either case, a paper trail has formed, one that can lead new, ignorant investigators into realms of unspeakable evil. This supplement contains a large number of uneful form for use in Call of Cthulhu® game. Death certificates, insanity certificates, patient records, and even fingerprint forms are all included and may be used immediately. Also included in a 25-page Sanitarium prescription pad ideal for live-action playing sessions. Use it to write "prescriptions" in a game, or just as something the players and keeper may scribble on.
The Bermuda Triangle book cover
#89

The Bermuda Triangle

1997

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 electrics fail in the Triangle for no apparent reason? This sourcebook centres around the famous mystery of the 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 exploring the mysteries of Rha'thylla, the Sargasso Sea and more. Guidelines are included for running Caribbean campaigns. The book concludes with The Privateer's Diary, a scenario set in the area.
The Realm of Shadows book cover
#95

The Realm of Shadows

1997

1940 EUROPE IS BURNING... ...but a greater threat dwells in the shadows. Dr. Franklin Quigley has a delicate problem: his wife has lost her mind and fled with their strangely deformed young daughter. His innocent request: find them and bring them back. But when the cemetery earth churns with the blood of the dead and the ground reverberates with the cries of feasting, innocence begets only corruption. THE REALM OF SHADOWS is a major new Call of Cthulhu campaign from the author of WALKER IN THE WASTES and COMING FULL CIRCLE. Inside you’ll find source material on ghouls, the Cult of the Charnel God, and the notorious Cultes des Goules, as well as four adventures that take investigators through Massachusetts, the Dreamlands, and the rain forests of French Guiana. Featuring extensive investigations, numerous player aids, and terrifying opponents. THE REALM OF SHADOWS is a feast of horror.
#101

Children of the Deep

1930s Adventures in Innsmouth for Call of Cthulhu

1998

The Creature Companion book cover
#102

The Creature Companion

A Core Game Book for Keepers

1998

We are not alone. The universe teems with life. We name them Outer Gods, Elder Gods, Great Old Ones, avatars, servitor races, independent races, and they are all either malevolent or uncaring.This monstrous collection is a compendium of creatures, drawn together from fiction spanning over seventy years and from over ten years of Call of Cthulhu scenarios. Learn the secrets of the monsters of the mythos. Parts of this book were originally published as Ye Booke of Monstres I and II. This new volume also contains: several new creatures; the field notes of Sir Hansen Poplan; and four color plates.
Antarctic Expedition Pack for Beyond the Mountains of Madness book cover
#110

Antarctic Expedition Pack for Beyond the Mountains of Madness

1999

Chaosium present a deluxe assembly of handouts used in Beyond The Mountains of Madness plus a few exclusive items. In addition to pages of letters, newspaper clippings, and important documents this pack provides the long-missing 10,000-word conclusion to Edgar Allan Poe's "The Narrative of Arthur Gordon Pym," here printed as the last signature of the never-published book. This kit also provides a special Keeper's Screen including special rules for extreme cold, arctic weather, aircraft operations, and more. There is also a special 16"x20" Keeper's map of Antarctica, an embroidered expedition patch, and a boarding pass for expedition vessel Gabrielle.
Unseen Masters book cover
#119

Unseen Masters

Modern Struggles Against Hidden Powers

2000

Three mini-campaigns set in modern New York State lead investigators through serial murder investigations, madness, and into the middle of an ancient conflict between bitter rivals. Along the way investigators will be aided by mysterious allies, face the Cult of the Sacred Light and the Black Brotherhood, and confront immortal horrors beyond time and space. These three scenarios can be combined to form a modern NY state campaign.
The Parapsychologist's Handbook book cover
#128

The Parapsychologist's Handbook

2003

Miskatonic University Library Association (MULA) Monograph #0302
Quick Start Cthulhu book cover
#136

Quick Start Cthulhu

2004

For 6th Edition Call of Cthulhu Quick Start Rules for the Call of Cthulu Role-Playing Game. Includes the popular adventure "The Haunting!"
Worlds of Cthulhu #2 book cover
#150

Worlds of Cthulhu #2

2005

Super 8 (Adventure for Cthulhu NOW!) The Icarus Project (Adventure in the far future) Dark Ages: Averoigne The Singer from Dhol (Adventure in the 1920s) The Good, the Bad and the Utterly Insane (Cthulhu Old West, incl. scenario) In the Grip of Madness Professionally Speaking: the Flapper Directives from A Cell (Delta Green) The Twenty Sides of Terror (Cthulhu D20) Unspeakable Vault (of Doom)
Worlds of Cthulhu #3 book cover
#151

Worlds of Cthulhu #3

2005

A Cthulhu Mythos magazine, featuring adventures for the various eras (Modern, Dark Ages, Gaslight, Twenties), fiction, and advice for GM’s.
Worlds of Cthulhu #4 book cover
#160

Worlds of Cthulhu #4

2006

Featuring new, full-length scenarios, rules variants, source material, Keeper's tips, and insightful columns, Worlds of Cthulhu explores Call of Cthuhlu through a roleplaying perspective, spotlighting all aspects of H.P. Lovecraft's Mythos, from the popular 1920's Classic and Gaslight, to the modern and Dark Ages eras.
Return of the Ripper book cover
#171

Return of the Ripper

2007

Miskatonic University Library Association (MULA) Monograph #0339
Worlds of Cthulhu #5 book cover
#175

Worlds of Cthulhu #5

2007

Worlds of Cthulhu is the official twice-yearly magazine dedicated to just one thing: Call of Cthulhu in all its settings and systems.
Extrico Tabula book cover
#177

Extrico Tabula

2008

Miskatonic University Library Association (MULA) Monograph #0354
Malum Umbra or Shadows of Evil book cover
#179

Malum Umbra or Shadows of Evil

The First Cthulhu Invictus Companion

2008

Miskatonic University Library Association (MULA) Monograph #0353 The translation of the above graffiti should be well known to most fans of the Cthulhu Mythos. It is In his house at Rlyeh, dead Cthulhu waits dreaming. For a time the Roman Empire stretched across most of the known world uniting various peoples under its rule. Cultures met, clashed, were conquered and changed one another in the processes. Information traveled along Roman roads along with goods and troops, spreading knowledge and enlightenment throughout the empire. Rome, for some, meant civilization, order and justice. For others it meant enslavement, oppression and occupation. It was the crest of historys tide, and when it was gone darkness and chaos reigned for nearly a thousand years. But for now the Roman Empire was a light that kept the dark ages at bay, but with every light there are always shadows.
The Mysteries of Mesoamerica book cover
#180

The Mysteries of Mesoamerica

2008

4 New World Scenarios... 1914 "The Well of Sacrifice", by John H. Crowe III, is a bit of a legend around Pagan Publishing. Playtested again and again, the scenario gained the nick-name "The Boneyard." Let's hope your players fare better than we did. 1923 "The Mehirs in the Grotto", by Brian Appleton, brings the Investigators to central Mexico, where an ancient evil is being unearthed by modern progress. 1925 "The Heretics," by John H. Crowe III, places the Investigators between two warring groups of Mythos cultists, with very few good options open to them. 1927 "The Temple of the Toad", by Brian Appleton, provides a grim epiloge to a classic tale of the Cthulhu Mythos, one that could easily consume the members of an expedition into the jungles of Honduras.
Tales of Death and Darkness book cover
#187

Tales of Death and Darkness

2008

Miskatonic University Library Association (MULA) Monograph #0321 _When Mr. Tuttle went into the storage room several days later, he saw a stack of papers piled beside the typewriter. Curious, he went to the stack and began reading. They were stories: stories of places near and far, stories of long ago and of the distant future. They were stories of struggles against unnamable things and the heroes who defended mankind against them. They were tales of death and darkness. Who could have written such things? The door was locked and he had the only key. He wondered if someone could have gotten in. In the room beside the unused one, a family was on holiday with their son. That afternoon, Mr. Tuttle asked the boy if he had seen anyone going into the room. The boy replied that he hadn’t and asked him if something was the matter? “Well,” answered Mr. Tuttle, “it seems someone was using the typewriter in that room and they left a stack of stories.” The boy smiled and asked, “Are they scary stories?” Mr. Tuttle was taken aback. “Why, yes they are. How did you know that?” The boy answered, “If they’re scary stories, then the mice wrote them, the white mice in the walls. They have lots of stories to tell. Usually they’re the scary kind“. Mr. Tuttle was a native of Kingsport, and had lived there all his life. He believed the young boy._ The White Mice In the Walls, the creative team that brought you “Ripples from Carcosa”, proudly presents “Tales of Death and Darkness”. Three multi-session 1920’s scenarios (one in two parts) will challenge your investigators as they encounter the forces of the mythos. Pre-Gen characters are provided, but need not be used, for all but the final scenario. The Devil is in the Details\— wherein the investigators learn that small mistakes can become bigger ones and the only thing more dangerous than too much knowledge is too little. This scenario takes place during winter, at an old deserted mansion in the Catskill Mountains of New York State Keys of Madness: Part One, Key West\— wherein investigators journey to Key West to meet with a discredited archeologist who claims to have made an amazing discovery. The first half of this two-part scenario takes place in glamorous Key West, one of the riches cities in America at the time, in the state of Florida. Keys of Madness: Part Two, Caya Locura\— wherein the investigators come to the end of the missing professor’s trail and view firsthand the wonders and horrors of the past. The second half of this scenario concludes on the lost island of Caya Locura, at the site of the missing professor’s greatest discovery. Borne Into Darkness\— Wherein investigators seek to solve the mystery of a series of vanishings from a roadside motel and find that small towns often hide the largest terrors. This short investigation completes the collection and takes place in the small town of Litchfield, New Hampshire and serves well as a “Drop In” adventure into an existing campaign.
After Lovecraft book cover
#190

After Lovecraft

The Horror at Red Hook

2009

Super Genius Games Stock #OWC4005
Age of Cthulhu, Vol. II book cover
#192

Age of Cthulhu, Vol. II

Madness in London Town

2009

Madness in London Town is the next in a series of new Call of Cthulhu adventure modules. Something wicked stirs in the woods outside old London Town. The telegraph you received from an old friend raised more questions than it answered, and when you arrive in London, the mystery only deepens. Meanwhile, outside the city the ancient prayers are invoked once more, fresh blood stains the altar stone, and the great monoliths tremble in anticipation. Soon, the time of offering will be nigh, and the dark god will stalk the Salisbury Plain as in the days of old. • Offi cially licensed Call of Cthulhu adventure. • Supports one of the most popular RPG’s on themarket. • All-new adventure by popular author Rick Maffei
New Tales of the Miskatonic Valley book cover
#199

New Tales of the Miskatonic Valley

2009

Welcome back to Lovecraft Country! Miskatonic River Press is proud to present six horrifying new tales for Call of Cthulhu®. Start investigations in Arkham, at a society party in "The Reeling Midnight" by Tom Lynch. Then investigate skyrocketing juvenile delinquency in Christopher Smith Adair's "Wasted Youth." Is the Dunwich Saw Mill haunted? Find out in "Spirit of Industry" by Oscar Rios. Then head to Foxfield for Keith Herbers first Call of Cthulhu scenario in 15 years: "Proof of Life." Visit Kingsport to determine the cause of sudden blindness in several victims in a second Oscar Rios adventure: "Malice Everlasting." Finally, visit a sick friend and his haunted hospital roommate in "The Night War" by Kevin Ross (Kingsport: City in the Mists, Escape from Innsmouth, "Tell Me, Have You Seen the Yellow Sign," and others).
Our Ladies of Sorrow book cover
#200

Our Ladies of Sorrow

2009

In this modern day campaign of supernatural horror, the investigators encounter The Sorrows—ancient goddesses of grief, madness, and death who, in their multitude of forms, have preyed on Man since he first began to dream. These lengthy scenarios mix elements of ghost stories and mythology and emphasize subtle atmospheric horror and terror on a very personal level. For as the investigators strip away their foes' many masks, they themselves become the prey of The Sorrows, culminating in a terrible choice that could save their lives—but leave them forever haunted by their grim sacrifice…
A Peculiar Pentad book cover
#201

A Peculiar Pentad

2009

Worlds of Cthulhu #6 book cover
#208

Worlds of Cthulhu #6

2009

The official Cthulhu magazine
Age of Cthulhu, Vol. III book cover
#209

Age of Cthulhu, Vol. III

Shadows of Leningrad

2010

GMG7003 Shadows of Leningrad By Goodman Games Age of Cthulhu 3: Shadows of Leningrad (Officially Licensed Cthulhu Adventure) The death of a brilliant artist summons the investigators to Leningrad, setting them in pursuit of a mystery older than Russia herself. But when each secret revealed brings the investigators closer to madness, is the truth worth the price? This all-new adventure module uses the Chaosium BRP system and is officially licensed for use with Call of Cthulhu.
Arkham Now book cover
#211

Arkham Now

Revisiting the Legend-Haunted City

2010

\[CALL OF CTHULHU ROLEPLAYING\] "Arkham Now" updates to modern times the famous and fabled city of Arkham for the "Call of Cthulhu" roleplaying game. Most residents believe there is only one horror lurking in this legendary haunted town—the urban sprawl slowly eroding Arkham's old New England beauty. Rushing by neon signs and mega-marts on a quest to obtain even more material possessions, no one has time to notice the more disturbing, underlying qualities of the city—the grotesque vegetation sprouting in some places, the sometimes-odd taste from the reservoir's drinking water, the disturbingly high rate of birth defects, and the too-frequent child abductions.
The House That Stands Alone book cover
#217

The House That Stands Alone

2010

Miskatonic University Library Association (MULA) Monograph #0395
Monophobia book cover
#219

Monophobia

2010

Almost a decade in development, Monophobia is a collection of Call of Cthulhu adventures for lone Investigators (and a willing Keeper). Written by Mark Chiddicks and Marcus Bone, two veteran Call of Cthulhu Keepers, it includes fantastic cover art by Ashley Jones (the artist responsible for the most compelling Tatters of the King). In Monophobia you will find: Advice on running adventures for lone Investigators. Three Mythos-based adventures taking 2-4 hours each to complete. Handouts and maps for each scenario. A pre-generated Investigator specifically created for each adventure. THE ADVENTURES Monophobia contains three adventures. Each is designed to explore a different aspect of the Mythos, and will push the Investigator to the limit of their sanity, skill and determination. Vengeance From Beyond – In which a hunt for a stolen book ends surprisingly easily, but not without consequences. When the spirit of a dead occultist haunts the Investigator in ways that nobody else can see, madness beckons, and the only escape seems to lie in crossing the ultimate threshold. Of Grave Concern –In which the Investigator’s knowledge could well be the death of them. When a meeting with an acquaintance results in the Investigator’s mind being transferred into a walking corpse, it’s a race against time to discover who could perpetrate such a dastardly deed… and more importantly, why? Robinson Gruesome – In which the Investigator is marooned on a South Seas island, and goes from believing he is utterly alone to fervently wishing that he truly was. Facing death from all quarters, the Investigator must confront a desperate native priest and his ancient god in a primitive struggle to the death.
More Adventures In Arkham Country book cover
#220

More Adventures In Arkham Country

2010

In 1993, Keith Herber took investigators on an Adventure in Arkham Country. In 2010, seventeen years later, that adventure continues with... More Adventures in Arkham Country! Investigators will travel to Arkham and Kingsport, Foxfield (the new hotbed of mythos activity created by Keith Herber), and the loathsome, decaying town of Innsmouth! More Adventures in Arkham Country will have investigators exploring a mysterious crystal-lined cavern and an opera house under renovations to become a movie theater. They'll delve into Arkham's history concerning the witch Goodie Fowler and the past of a young swimming star being considered for the 1928 Olympics. They'll experience car trouble Lovecraft style and battle nightmares in Kingsport. Among the six terrifying investigations Miskatonic River Press is very proud to present one of the authors featured in the original Adventures in Arkham Country, Scott David Aniolowski (Malleus Monstrous, Ramsey Campbell's Goatswood) with his first published scenario in fifteen years! Welcome back to Arkham Country.
Cthulhu Britannica book cover
#228

Cthulhu Britannica

Shadows Over Scotland

2011

Mysterious, wild and beautiful, Scotland in the 1920s is home to horrors modern and ancient, man-made and star-born. From the rolling pastoral Lowlands to the snow-capped peaks of the Highlands and the seaweed-choked Western Isles, creatures and cultures have taken root in Scotland whose maddening, corrupting influence can be felt far and wide. Fiendish things haunt the hive-like alleys and wynds of old Edinburgh, while Glasgow's streets whisper with rumours of dark terrors in the shipyard shadows on the snaking, poisonous Clyde. And in the isles, murmurs on fishing boats and ferries speak of far older things, of sites of power and standing stones, awakenings and stirrings in forgotten places. Something terrifying lurks in the night, casting dark shadows over Scotland. Shadows over Scotland is a massive new hardback sourcebook for Chaosium's Call of Cthulhu roleplaying game covering Scotland in the 1920s. It
The Legacy of Arrius Lurco book cover
#233

The Legacy of Arrius Lurco

2011

Several years ago a wealthy patrician, one of the owners of the Reds chariot racing faction, vanished in Crete. He was found weeks later wandering aimlessly with no memory of where he'd been or what had happened to him. Arrius Lurco returned home and tried to resume his life but then the nightmares and erratic behavior began. What starts as an attempt to recover his lost memories soon becomes an epic struggle pitting investigators against sinister cults, inhuman minions and the awesome powers of a Great Old One. The Legacy of Arrius Lurco is a full four-part campaign for Cthulhu Invictus, set in Rome, Achaea (Greece) and Cyrenaica (Crete), written by Oscar Rios, illustrated by Alberto Guerra.
Age of Cthulhu, Vol. VII book cover
#239

Age of Cthulhu, Vol. VII

The Timeless Sands of India

2012

India: exotic splendors, desolate sands, and the mysteries of the Subcontinent. The answers to unexplained nightmares rest in India's timeless sands, where eons-old mysteries still dwell just below the veneer of polite society. Curious investigators are quickly drawn into a shadow-war waged by forces of darkness. The clues lead to the ferocious sandstorms of the Great Thar Desert, with fires, assassins, spies, and the alien Lightning Cannon along the way! Set throughout the globe and torn from the pages of the hidden history of the world, Age of Cthulhu adventures bring new secrets and mind-bending horrors to your 1920’s Call of Cthulhu game. Each adventure comes with copious player handouts, detailed maps, and pre-generated investigators ready to risk their lives and their sanity to confront the horrors of an uncaring universe. Age of Cthulhu adventures include many of the classic elements of Call of Cthulhu: action, investigation, and a forbidding sense of horror. Though the adventures utilize real locations and historical events, Age of Cthulhu is first and foremost dedicated to exploring the horrors of the Cthulhu Mythos, and to bringing the excitement of heroic pulp-themed adventure to your gaming table. So dim the lights, load your trusty sidearm, and prepare to venture into the unknown...
Bumps in the Night book cover
#241

Bumps in the Night

2012

Say your prayers. Light your lamp. Load your revolver. It won't do any good. Pagan Publishing is proud to present five non-Mythos scenarios of supernatural horror and mystery from author John H. Crowe III. Inside this musty tome you won't find deep ones, or shoggoths, or Great Old Ones, but you will find loathsome horrors perpetrated by both the living and the dead. Ghosts, demons, poltergeists, spirits and the undead are the order of the day. What horror is devouring the locals in "The Westerfield Incident?" What has caused the graves to open in "The Vengeful Dead?" Can the Investigators save themselves from "The Bitter Venom of the Gods?" Will they unravel the "Curse of the Screming Skull?" Can they bring peace to "An Unsettled Mind?" It won't help your Investigators if they've read the Malleux Monstrorum or own their own copy of the core Call of Cthulhu rulebook. There's nothing in those well-thumbed volumes to help them here. In here, they're on their own.
Dockside Dogs book cover
#242

Dockside Dogs

2012

This was supposed to be a simple heist. A group of well-dressed criminals arrive at a warehouse to rendezvous after pulling off an extraordinary crime. They know each other only by their pseudonyms - Mister Black, Mister Red, Mister Green, Mister Purple, Mister Beige, Mister Silver, Mister Grey. The plan is simply to sit tight until midnight when someone will arrive to ferry them - and the loot - across the bay to make a final delivery to the boss. Sounds easy, right? But things take a turn for the weird; strange things happen in and around the warehouse. Things which make the criminals doubt the allegiances of the compatriots, their own sanity, and ultimately the very nature of reality. It is going to be a long wait for the ferryman. Dockside Dogs is a one-shot scenario for Call of Cthulhu. Four to six players take on the roles of the well-dressed criminals, hoping against all odds that they will make it through the night.
Mysteries of Ireland book cover
#243

Mysteries of Ireland

2012

Miskatonic University Library Association (MULA) Monograph #0408 From the hills the fairies whisper to lone strangers, “come join the dance”. Watching from beneath the waves are the Merrow, the dwellers of the deep.Strange noises and half-heard screams ring at night from the cellars of the towns and cillages. The unwary go missing in the wilds, the locals say “Pooka”, and shake their heads.Fires are lit on the mountainsides and bones are cast into the flames; a young woman sits in a trance as ectoplasm oozes from her mouth, and she speaks of times-past in a voice that is not her own. All these things and more are waiting on this Celtic Isle. This is a land of roaring seas, deep lakes, green pastures, barren bogs, and heather-topped mountains. Mysteries of Ireland is a source book for the Call of Cthulhu roleplaying game.It is a guide for playing games and running scenarios in 1920s Ireland. This book contains information on life in Ireland during this period and includes Irish Myths, Legends and Superstitions, the Occult, and the Mythos. There is detailed information for Dublin and Belfast, two new investigator occupations: Tinkers and WWI Veterans, several new creatures, and three new scenarios.
The Phantom of Wilson Creek book cover
#244

The Phantom of Wilson Creek

2012

Miskatonic University Library Association (MULA) Monograph #0404
Terror from the Skies book cover
#245

Terror from the Skies

A Race to Save Humanity from a Dark Future

2012

A Race to Save Humanity from a Dark Future THE LOVECRAFTIAN MYTHOS is populated by many creatures, both singular entities such as Cthulhu and Hastur, and creatures who number in the millions. The shan are an ancient, insect-like alien race fleeing a destroyed homeworld. Forced into a nomadic life they are scattered throughout space. Aeons ago a number of shan arrived on Earth, but certain properties in our sun’s light weakens them. Trapped, these first arrivals fell into idleness and decadence, acting only by seeping into the sleeping minds of human beings. In TERROR FROM THE SKIES, bretheren of those first shan have come to Earth, vigorous and agressive, not yet weakened by our sunlight. Their insidious plan threatens the elimination of the human infestation and the founding of a new shan homeworld.
Cathulhu book cover
#268

Cathulhu

Velvet Paws on Cthulhu's Trail

2014

Welcome to Cathulhu, the Call of Cthulhu alternative setting where feline sleuths investigate the horrors of the Cthulhu Mythos. Cats are mysterious, self-contained creatures. Both wild and domestic in nature, they are silent observers of all that goes on around them. In Cathulhu, discover the secret life of the cat as a Dreamlands warrior and a Waking World sleuth. Cats are the secret allies of humanity in the fight against cosmic horror; confronting overlooked machinations orchestrated from the sewers, tracking down sorcerers and cultists in the Waking World, and taking the fight to Nyarlathotep’s minions in the Dreamlands with the Cat Armies. Cathulhu contains full character generation information for creating feline characters, feline abilities, background information on the cult of Bast, a short bestiary of feline opponents and an introductory adventure, ‘The Black Cat’. Cathulhu is intended as an interlude to mainstream Call of Cthulhu games, and provides a different POV to the horrors of the Cthulhu Mythos. It can be played light-heartedly or seriously. The opponents of the feline investigators can range from dastardly rat-kings or mutant sewer lizards, to lone mad sorcerers, or all the way to a full-blown confrontation with the Cthulhu Mythos. History Cathulhu is the English-language version of Katzulhu, which first appeared in the German-language Cthuloide Welten magazine, #1 and #2, in 2001/2002. The Katzulhu rules were reprinted in 2009 to accompany the release of Pegasus spiele’s Dreamlands sourcebook. The Katzulhu rules are currently available for download from this site (search for Katzulhu). Cathulhu was developed by Ingo Ahrens, Adam Crossingham and Daniel Harms from Ingo’s original Katzulhu, and was published in Worlds of Cthulhu magazine #4 in 2006. This edition is revised from the Worlds of Cthulhu version and includes additional information about Sabbat cats, and the cult of Bast through the ages.
Pulp Cthulhu book cover
#287

Pulp Cthulhu

Reckless Adventures in the 1930's

2003

Written by John D. Rateliff, James Lowder, Wolfgang Baur, & Jeff Tidball. In 1933, the world lies in economic ruin and political chaos. A brave few fight a secret war on behalf of humanity. Alone or in small bands, anonymous heroes battle unspeakable cults, mad scientists, and their monstrous allies. Daring men and women are all that stand between us and those who seek to unleash dark horrors upon our planet. Their hard-won victories may yet save us. This is their story. PULP CTHULHU presents background and adventures for the decade of the 1930s, melding the classic Chaosium CALL OF CTHULHU setting with the new CALL OF CTHULHU d20 rules from Wizard's of the Coast. It provides guidelines for the use of cults, mad scientists, and pulp heroes in a classic game of Lovecraftian Horror. It explains how to create secret societies of Investigators devoted to fighting the Mythos, and details three such groups, ready-made for dropping into any ongoing CALL OF CTHULHU campaign that has reached the fateful year of 1929. Finally, it provides three adventures involving pulp action in 1930s settings, including Shanghai. PULP CTHULHU is fully compatible with upcoming d20 version of CALL OF CTHULHU published by Wizard's of the Coast, produced under license from Chaosium Inc. Sales points: First in a new series of books set in the 1930's Pulp Genre. Based upon the writings of H.P. Lovecraft and his circle of Cthulhu Mythos writers. Fully compatible with upcoming version of Call of Cthulhu published by Wizard's of the Coast produced under license from Chaosium Inc. Great Cross over sales potential between D20 Cthulhu players and Classic Call of Cthulhu. Serves as "Action-Oriented" setting for Call of Cthulhu fans old and new. Only Chaosium Inc. can publish supplements for D20 Call of Cthulhu, so retailers won't be flooded with 3rd party D20 Cthulhu materials.' to 'Pulp Cthulhu presents background and adventures for the decade of the 1930s, melding the classic Chaosium Call of Cthulhu setting with the new Call of Cthulhu d20 rules from Wizard's of the Coast. It provides guidelines for the use of cults, mad scientists, and pulp heroes in a classic game of Lovecraftian Horror. It explains how to create secret societies of Investigators devoted to fighting the Mythos, and details three such groups, ready-made for dropping into any ongoing Call of Cthulhu campaign that has reached the fateful year of 1929. Finally, it provides three adventures involving pulp action in 1930s settings, including Shanghai.'

Authors

Andy Miller
Andy Miller
Author · 3 books

I believe books represent the best that human beings are capable of; if anything, books are superior to the human beings who create them. I hope that eventually books will become sentient and rise up like some robot army to eliminate their frail human masters. I see the e-book as the crucial first step toward that goal. I am the author of the following: * The Year of Reading Dangerously: How Fifty Great Books (and Two Not-So-Great Ones) Saved My Life (Fourth Estate) * 33 1/3: The Kinks Are The Village Green Preservation Society (Continuum) * Tilting at Windmills: How I Tried to Stop Worrying and Love Sport (Penguin) In addition I have edited a lot of books by other people [full list to follow]. I have also written stuff for the Times, the Telegraph, the Guardian, the Independent, Esquire, Mojo, Loops, The Second Pass and more. I live in Kent, where I am being held against my will. Please note, I am not any of the following Andy Millers: Andrew Miller, bestselling novelist, winner of the IMPAC and Costa awards, author of Pure, Ingenious Pain, Oxygen, etc. etc. Andy Miller, poet, winner of the Yeovil Literary Prize for poetry, author of While Giants Sleep Andy Miller, television script writer and actor, author of Friday Night Lights A.D. Miller, novelist, author of Booker-shortlisted thriller Snowdrops, whose Christian name is Andrew Andrew Miller, pitcher for the Boston Red Sox, whatever that is Andy Miller, guitarist in Britpop band Dodgy, co-author of ‘Staying Out For The Summer’ Andrew Miller, Labour M.P. for Ellesmere Port and Neston Andrea Miller, founder of Brooklyn’s Gallim Dance company ‘Andy Miller’, concert pianist played by Gene Kelly in Jacques Demy’s 1967 film musical Les Demoiselles de Rochefort The Andy Miller on Facebook who counts “Women bringing me sandwiches” amongst his activities and interests. I am not on Facebook. I make my own sandwiches. Other Andy Millers are available.

Ben Monroe
Ben Monroe
Author · 3 books

Ben Monroe has spent most of his life in Northern California, where he lives in the East Bay Area with his wife and two children. He is the author of In the Belly of the Beast and Other Tales of Cthulhu Wars, the Seething (coming in 2023 from Brigids Gate Press), the graphic novel Planet Apocalypse, and short stories in several anthologies. When not writing about slimy lake monsters, cosmic horrors, or other malevolent entities, Ben spends time with his family, reads a lot, works a perfectly normal day job, builds models of classic monsters, and enjoys hiking and running in the East Bay hills. You can find more information about him and his work at www.benmonroe.com

David Conyers
David Conyers
Author · 16 books
David Conyers is science fiction author and editor from Adelaide, South Australia. He has a degree in engineering from the University of Melbourne, and today works in marketing communications. David’s fiction has appeared in magazines such as Albedo One, Ticon4, Andromeda Spaceways Inflight Magazine, Book of Dark Wisdom, Lovecraft eZine and Jupiter, as well as more than twenty anthologies. His previous books include the science fiction Cthulhu Mythos blended thriller, The Eye of Infinity published by Perilous Press and the prequel The Spiraling Worm co-authored with John Sunseri. Previous anthologies he has edited include Extreme Planets, Cthulhu Unbound 3, Cthulhu’s Dark Cults and Undead & Unbound. His e-books include The Uncertainty Bridge and The Impossible Object.
Rick Maffei
Rick Maffei
Author · 2 books
Rick is a RPG author, game-lover, reader, and coffee drinker.
Bruce Ballon
Bruce Ballon
Author · 1 books
An award-winning psychiatrist, Dr. Ballon brings close to two decades of experience in providing innovative education, novel simulations, coaching, group facilitation and creativity-enhancing techniques for teaching and training to individuals and groups. Dr. Ballon is an Associate Professor of Psychiatry and Public Health for the University of Toronto’s Faculty of Medicine, as well as an Adjunct Professor for the University of Ontario Institute of Technology’s Faculty of Health Sciences. As the Director of Education for SIM-one (the Simulation Network of Ontario), he embraces an interprofessional collaborative approach and a spirit for collaboration. He is the Head of the Advanced Clinical and Educational Services for Problem Gambling, Gaming and Internet Addiction at the Centre for Addiction and Mental Health. He also participates in the Arts and Humanities for Healthcare activities offered through Mount Sinai Hospital. Dr. Ballon also works with industries involved in interactive technology and games for understanding its impact on people’s lives. He is also an illusionist who performs magic and mentalism, primarily to help educate the public of mental health issues. Dr. Ballon is a sought-after speaker for national and international meetings. He has also has acted as a consultant for many healthcare professional organizations in regard to addiction and mental-health issues. He has written books for children, parents, and the general public on youth and family health issues. Dr. Ballon is considered an expert in the area of simulation and experiential interactive techniques. Dr. Ballon has been a consultant and advisor to a variety of media-related activities including television, plays, novels and film productions to help create accurate portrayals of psychiatric and addiction elements. He has also created games dealing with mental-health and addiction issues that have garnered him awards from the Games Manufacturers Association and international literary and academic associations. He is also an illusionist who performs magic and mentalism, as well as collaborates and consults for professional magicians around the world.
John D. Rateliff
Author · 7 books
JOHN D. RATELIFFmoved to Wisconsin in 1981 in order to work with the Tolkien manuscripts at Marquette University. He has been active in Tolkien scholarship for many years, delivering papers on Tolkien and the Inklings. While at Marquette, he assisted in the collation of their holdings with those Christopher Tolkien was editing for his History of Middle-earth series. A professional editor, he lives in the Seattle area with his wife and three cats, only one of whom is named after a Tolkien character.
Michael C. LaBossiere
Michael C. LaBossiere
Author · 2 books

Michael LaBossiere is a guy from Maine who went to school in Ohio and ended up a philosophy professor in Florida. While acquiring his doctorate in philosophy at Ohio State University, he earned his ramen noodle money by writing for GDW, TSR, R. Talsorian Games, and Chaosium. After graduate school, he became a philosophy professor at Florida A&M University. His first philosophy book, What Don't You Know?, was published in 2008. He continues to write philosophy and gaming material. He is also a blogger, but these days who isn't? When not writing, he enjoys running, gaming and the martial arts. Thanks to a quadriceps tendon tear in 2009, he was out of running for a while, but returned to the trails and wrote a book about it, Of Tendon & Trail.

James Lowder
James Lowder
Author · 13 books

aka Richard Awlinson, J D Lowder James Lowder has worked extensively in fantasy and horror fiction on both sides of the editorial blotter. He's authored several best-selling dark fantasy novels, including Prince of Lies and Knight of the Black Rose, and has had short fiction appear in such anthologies as Shadows Over Baker Street and Genius Loci. He's penned comic book scripts for several companies and the city of Boston. His book and film reviews, feature articles, and role-playing game design work can be found in such diverse publications as Amazing Stories, Milwaukee Magazine, and The New England Journal of History. As an editor, he's directed lines or series for TSR, Chaosium, Green Knight Publishing, and CDS Books. He's helmed more than twenty anthologies, several of them not about zombies. In the media, he is a regular contributor to the Milwaukee Public Radio show "Lake Effect," provided werewolf lore on the TV show Weird or What?, and served as a puppeteer on the indie film Misfit Heights.

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