100 Best Call Of Cthulhu Books of All Time
We've ranked the best call of cthulhu books using expert recommendations, sales data, and millions of reader ratings. At Shortform, we know books. Our book guides are the best in the world. Learn why.
2Call of Cthulhu Keeper Screen (Call of Cthulhu RPG)
This is a 3-panel Keeper Screen 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.” Twelve ready-to-play pregenerated investigators, and color maps of Lovecraft Country, the World of Cthulhu, and Arkham Environs.
For Call of Cthulhu, 7th edition . You must have at least one copy pf the Call of Cthulhu Keeper Rulebook to play Call of Cthulhu. .
3Call of Cthulhu: Investigator Handbook
Whether learned professor, nosy journalist, or hard-hitting detective, investigators need all the help they can get. Let this book be your guide. The Investigator Handbook is an essential player's aid for the Call of Cthulhu 7th Edition roleplaying game.
Written for those who will be playing the roles of investigators, 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. What's more, there's 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 investigators.
No self-respecting investigator of the Cthulhu Mythos should be without it!
4The Call of Cthulhu
5Masks of Nyarlathotep (Call of Cthulhu RPG)
6The Call of Cthulhu and Other Weird Stories
In later tales, such as the iconic ‘The Call of Cthulhu’ and ‘The Whisperer in Darkness’, Lovecraft reaches into the cosmos, bridging the divide between horror and science fiction. The extra-terrestrial ‘gods’ and cursed histories that would emerge from these stories now form the cornerstones of Lovecraft’s unique mythology: the Cthulhu Mythos. This fictional universe, built in large part by his friend and most ardent supporter August Derleth, has in the years since been reimagined in myriad forms, and continues to act as a haunted playground for countless illustrators, fans and authors.
This edition, based on its sister limited edition, marries Lovecraft’s best-known fiction with two modern masters of the macabre, the acclaimed artist Dan Hillier and author Alan Moore. In his beautifully crafted new preface, Moore finds Lovecraft at once at odds with and integral to the time in which he lived: ‘the improbable embodiment of an estranged world in transition’. Yet, despite his prejudices and parochialisms, he ‘possessed a voice and a perspective both unique in modern literature’.
Hillier’s six mesmerising, portal-like illustrations embrace the alien realities that lurk among the gambrel roofs of Lovecraft’s landscapes. By splicing Victorian portraits and lithographs with cosmic and Lovecraftian symbolism, each piece – like the stories themselves – pulls apart the familiar to reveal what lies beneath.
The edition itself shimmers with Lovecraft’s ‘unknown colours’, bound in purple and greens akin to both the ocean depths and mysteries from outer space. The cover is embossed with a mystical design by Hillier, while a monstrous eye stares blankly from the slipcase.
7The Complete Works of H.P. Lovecraft
The eBook’s table of contents is listed below. It includes the year each story was written.
The Tomb (1917)
Dagon (1917)
Polaris (1918)
Beyond the Wall of Sleep (1919)
Memory (1919)
Old Bugs (1919)
The Transition of Juan Romero (1919)
The White Ship (1919)
The Doom That Came to Sarnath (1919)
The Statement of Randolph Carter (1919)
The Terrible Old Man (1920)
The Tree (1920)
The Cats of Ulthar (1920)
The Temple (1920)
Facts Concerning the Late Arthur Jermyn and His Family (1920)
The Street (1920)
Celephaïs (1920)
From Beyond (1920)
Nyarlathotep (1920)
The Picture in the House (1920)
Ex Oblivione (1921)
The Nameless City (1921)
The Quest of Iranon (1921)
The Moon-Bog (1921)
The Outsider (1921)
The Other Gods (1921)
The Music of Erich Zann (1921)
Herbert West — Reanimator (1922)
Hypnos (1922)
What the Moon Brings (1922)
Azathoth (1922)
The Hound (1922)
The Lurking Fear (1922)
The Rats in the Walls (1923)
The Unnamable (1923)
The Festival (1923)
The Shunned House (1924)
The Horror at Red Hook (1925)
He (1925)
In the Vault (1925)
The Descendant (1926)
Cool Air (1926)
The Call of Cthulhu (1926)
Pickman’s Model (1926)
The Silver Key (1926)
The Strange High House in the Mist (1926)
The Dream-Quest of Unknown Kadath (1927)
The Case of Charles Dexter Ward (1927)
The Colour Out of Space (1927)
The Very Old Folk (1927)
The Thing in the Moonlight (1927)
The History of the Necronomicon (1927)
Ibid (1928)
The Dunwich Horror (1928)
The Whisperer in Darkness (1930)
At the Mountains of Madness (1931)
The Shadow Over Innsmouth (1931)
The Dreams in the Witch House (1932)
The Thing on the Doorstep (1933)
The Evil Clergyman (1933)
The Book (1933)
The Shadow out of Time (1934)
The Haunter of the Dark (1935)
8Miskatonic University: Dire Secrets & Campus Life (Call of Cthulhu RPG)
9Horror on the Orient Express: A Luxury Campaign Spanning the European Continent (Call of Cthulhu RPG)
10Fahrenheit 451
Montag never questions the destruction and ruin his actions produce, returning each day to his bland life and wife, Mildred, who spends all day with her television 'family'. But then he meets an eccentric young neighbor, Clarisse, who introduces him to a past where people did not live in fear and to a present where one sees the world through the ideas in books instead of the mindless chatter of television.
When Mildred attempts suicide and Clarisse suddenly disappears, Montag begins to question everything he has ever known.
Author & Entrepreneur
This classic work on state censorship remains as relevant in today’s world of digital delights as it was when published in the black-and-white world of 1953. In a futuristic American city, firefighter Guy Montag does not put out blazes; instead, he extinguishes knowledge and promotes ignorance by conducting state decreed book burnings. After an elderly woman chooses a fiery death with her books rather than a life without the written word, he begins questioning not only his profession, but also a society that allows itself to be lulled into complacency by constant exposure to state-controlled, mind-numbing television shows. If you wonder why some people take censorship so seriously, this book will give you the answer. It’s also a fantastically inspiring story of a one-versus-a-million fight that’s worth fighting. Who knows when your turn will come? [source]
Author
I’m not sure what compelled me to pick Fahrenheit 451 back up but I’m so glad I did because I was able to see the book in a very different context. Bradbury’s message (made explicit in his 50th Anniversary Afterword) is much less a warning against government control and much more about a road to hell paved by people attempting to rid the world of offensive speech and conflicting ideas. In a world of microaggressions and outrage porn, this is an important idea to see in such a timeless work of fiction. [source]
11Call of Cthulhu RPG: Starter Set
12Beyond the Mountains of Madness: An Epic Campaign & Sourcebook (Call of Cthulhu RPG)
13S. Petersen's Field Guide to Lovecraftian Horrors: A Field Observer's Handbook of Preternatural Entities and Beings from Beyond the Wall of Sleep (Call of Cthulhu RPG)
—Ernest P. Wilderbeast, Visiting Professor of Preternatural Studies Miskatonic University
Weird shapes in the park? Odd rumbling noises in the basement? A lurking dread in the kitchen?
Bad dreams involving strange adventures and bizarre creatures? Identifying the lurking horrors of the Cthulhu Mythos is never an easy task, so researchers need all the help they can get—don’t leave home without the Field Guide!
An essential spotter’s guide for the budding and experienced preternaturalist.
• Accurate and complete
• 53 Lovecraftian creatures categorized and detailed
• Full color illustrations
• Size comparison charts
• Habitat, distribution, and life cycle notes
• How to distinguish similar-seeming entities
• Observer warnings
• Bibliography and recommended reading list
Illustrations and descriptions from the Cthulhu Mythos and Dream Cycle based upon
the creations of H.P. Lovecraft.
14The Compact Arkham Unveiled (Call of Cthulhu RPG)
15Pulp Cthulhu: Two-Fisted Action and Adventure Against the Mythos
16Call of Cthulhu: 7th Edition Quick-Start Rules (Call of Cthulhu RPG)
Interested in Chaosium’s Call of Cthulhu? You are not alone! 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 is published by Chaosium Inc. — one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.
All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.
Welcome to the worlds of Call of Cthulhu!
17The Keeper's Companion Vol. 1 (Call of Cthulhu RPG)
18Doors to Darkness (Call of Cthulhu RPG)
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.
19Mansions of Madness: Six Classic Explorations of the Unknown, the Deserted, and the Insane (Call of Cthulhu RPG)
Andrew Keetling is one such unwilling agent. A successful Boston businessman, he has disappeared -- held captive in a mansion of madness.
"Mansions Of Madness" is a new collection of five independent tales set in the 1920s. 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 nights to complete. They can readily be used as plot twists, interesting diversions or red herrings.
20Delta Green: Handler's Guide
THE PAST: details on the world and history of Delta Green.
THE UNNATURAL: details on the Cthulhu Mythos, from monsters to hypergeometry to the Great Old Ones, including rules for creating new threats.
THE SCHISM: deep details on the Delta Green organization itself — or rather, two different Delta Green groups, not always working to the same ends.
THE OPERA: guidelines for creating scenarios, running campaigns, and customizing the setting.
APPENDICES: a ready-to-play scenario, “The Sentinels of Twilight,” a Handler-facing glossary, index, recommended media, sample NPCs to use in any game, rules variants, and more.
21The Grand Grimoire of Cthulhu Mythos Magic
Here are gathered spells drawn from over thirty years of Call of Cthulhu supplements and scenarios. Each spell has been revised for the Call of Cthulhu 7th edition game, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, with which to beguile and confound investigators.
Packed full of advice and guidance on diverse matters including spell names, elements of spell casting, magical components, and astronomical considerations. Plus flawed spells, ley lines, folk magic, and the magic of the Dreamlands. Use this grimoire as a resource, a play aid, and as inspiration when designing scenarios. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement for Keepers of Arcane Lore.
221920s Investigator Companion (Call of Cthulhu RPG)
23Ghoul Island: Based on a story by Sandy Petersen & Matthew Corley (Cthulhu Mythos Sagas Book 1)
24The Rhesus Chart (Laundry Files, #5)
Bob Howard is an intelligence agent working his way through the ranks of the top secret government agency known as 'the Laundry'. When occult powers threaten the realm, they'll be there to clean up the mess - and deal with the witnesses.
There's one kind of threat that the Laundry has never come across in its many decades, and that's vampires. Mention them to a seasoned agent and you'll be laughed out of the room.
But when a small team of investment bankers at one of Canary Wharf's most distinguished financial institutions discovers an arcane algorithm that leaves them fearing daylight and craving O positive, someone doesn't want the Laundry to know. And Bob gets caught right in the middle.
The Rhesus Chart is a brand new supernatural thriller from Charles Stross, and sees hacker-turned-spy Bob Howard take on the (literal) bloodsuckers running London's financial district.
25The Cob Builders Handbook: You Can Hand-Sculpt Your Own Home
"I believe that building with cob is a way to recreate community and experience the joy of working together while taking back the right to build our own homes and look after our Mother Earth."
She loves doing something that makes sense in a world where lots of things don't.
26Lovecraft Country
Chicago, 1954. When his father Montrose goes missing, twenty-two year old Army veteran Atticus Turner embarks on a road trip to New England to find him, accompanied by his Uncle George—publisher of The Safe Negro Travel Guide—and his childhood friend Letitia. On their journey to the manor of Mr. Braithwhite—heir to the estate that owned Atticus’s great grandmother—they encounter both mundane terrors of white America and malevolent spirits that seem straight out of the weird tales George devours.
At the manor, Atticus discovers his father in chains, held prisoner by a secret cabal named the Order of the Ancient Dawn—led by Samuel Braithwhite and his son Caleb—which has gathered to orchestrate a ritual that shockingly centers on Atticus. And his one hope of salvation may be the seed of his—and the whole Turner clan’s—destruction.
A chimerical blend of magic, power, hope, and freedom that stretches across time, touching diverse members of one black family, Lovecraft Country is a devastating kaleidoscopic portrait of racism—the terrifying specter that continues to haunt us today.
27The Complete Pegana: All the Tales Pertaining to the Fabulous Realm of Pegana
28Cthulhu's Coloring Book and Necronomicon of Sunny Day Doings
29Secrets of Los Angeles: A Guidebook to the City of Angels in the 1920s (Call of Cthulhu RPG)
Secrets of Los Angeles is an informative resource for keepers should the trail of a mystery lead their investigators to the Southland, or to base a Call of Cthulhu campaign there. Contained herein are facts, legends, and rumors of the people, places, and events that made 1920's Los Angeles the exciting place it was. The information presented varies from trivia that the investigators would know when first stepping off the train to secrets known only to the highest echelons of alien cults. The keeper decides which is which and what lies between.
30H.P. Lovecraft's Dreamlands: Roleplaying Beyond the Wall of Sleep (Call of Cthulhu RPG)
31World War Cthulhu: The Darkest Hour (Call of Cthulhu RPG)
32Shadows of Yog-Sothoth (Call of Cthulhu RPG)
33Gaslight Equipment Catalogue (Call of Cthulhu RPG)
34The Great Old Ones: New Adventures Against the Cthulhu Mythos (Call of Cthulhu RPG)
35Curse of Cthulhu: A Campaign of Desperate Struggle Against the Brotherhood (Call of Cthulhu RPG)
Four thousand years ago a dying priest uttered a vengeful prophecy, and now a renowned psychic has disappeared and a gruesome series of child murders terrify Boston. Hired by a concerned relative of the missing psychic, the investigators travel to scenic San Francisco, the remote country of the Andes, the ruins of ancient Egypt, and to a crumbling castle in Romania. They discover an obscure and shadowy group known only as the Brotherhood, who plot a return to power and glory for an ancient king, and for a forgotten way of life.
Curse of Cthulhu presents a 1920s campaign for the Call of Cthulhu roleplaying game. Containing thirteen total chapters, Curse of Cthulhu provides two possible lead-in adventures – each of which can be played independently. A separate concluding tale titled The Haunted House provides the ultimate in haunting adventure!"
36Delta Green (Call of Cthulhu RPG)
Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on.
This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever.
Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.
37The Lost Books of the Bible: The Great Rejected Texts
Eighteen of the most sought after books available, which shed light on the evolution of our faith, our theology, and our church. Translations and commentary by the author of the best selling book, "The Lost Book of Enoch," Joseph B. Lumpkin. - Section One: Lost Scriptures of the Old Testament-
First Book of Adam and Eve, Second Book of Adam and Eve, First Book of Enoch, Second Book of Enoch (Secrets of Enoch), Jubilees, Jasher, The Story of Ahikar
- Section Two: Apocalyptic Writings and the End of Days-
Apocalypse of Abraham, Apocalypse of Thomas 4 Ezra, 2 Baruch, War Scroll (Sons of Dark vs. Sons of Light)
- Section Three: Lost Scriptures of the New Testament-
Gospel of Philip, Gospel of Mary Magdalene, Apocryphon of John, Gospel of Thomas, Gospel of Judas, Acts Chapter 29
38H.P. Lovecraft's Dunwich: Return to the Forgotten Village (Call of Cthulhu RPG)
Those among the Whateleys came to know dark secrets about the world, and they fell into the worship of unwholesome creatures from other times and places. Retreating to the hills and forests surrounding the town, they betrayed their uncorrupted kin.
Prosperity fled, and a dark despair seized the people. What remains is a skeleton town, mills closed, its citizens without hope or future. However, secrets of the Mythos survive, to be discovered by brave and enterprising investigators.
Return to Dunwich contains extensive background information about a town originally created and described by H.P. Lovecraft in his terrifying tales of horror. Pertinent buildings, useful people, and important locations are described in depth. A 17x22" map of Dunwich Country depicts the area for miles around. Two new scenarios are included: one introductory and the other suitable for many evenings of play. Various links and leads to Arkham are included; possession of Arkham Unveiled is useful but not necessary.
39World War Cthulhu Cold War Section 46
40Escape from Innsmouth (Call of Cthulhu RPG)
41Secrets of New Orleans: A 1920s Sourcebook to the Crescent City (Call of Cthulhu RPG)
42Two-Headed Serpent: A Pulp Cthulhu Campaign for Call of Cthulhu
Working for Caduceus, a medical aid organization, the heroes will loot a lost temple in the forests of Bolivia, go head-to-head with the Mafia in New York City, face a deadly epidemic in the jungles of North Borneo, uncover the workings of a strange cult in dust-bowl-era Oklahoma, infiltrate enemy territory inside an awakening volcano in Iceland, face the horrors of hideous medical experiments in the Congo, race to control an ancient and powerful artifact on the streets of Calcutta, and ultimately travel to a lost continent for a desperate battle to save humanity from enslavement or annihilation!
Packed with nine adrenalin-fueled adventures, Keeper advice, gorgeous full-color maps and player handouts.
43Trail of Cthulhu (Trail of Cthulhu RPG)
44The Encyclopedia Cthulhiana: A Guide to Lovecraftian Horror
This 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.
45Investigators' Companion for the 1920s, Volume 1: Equipment & Resources (Call of Cthulhu RPG)
Too often, Call of Cthulhu investigators find themselves not only baffled by the mysteries of the Mythos, but baffled as well by day-to-day life in America during the Roaring Twenties.
Discover the types of research facilities that are available, learn new skills, and purchase a variety of types of equipment including an extensive list of firearms common to the era. Consult with experts on a variety of esoteric and occult topics.
An essential aid for players, investigators, and Keepers.
46Secrets of San Francisco: A 1920s Sourcebook for the City by the Bay (Call of Cthulhu RPG)
47The Keeper's Companion 2: Prohibition, Firearms, Tomes, & Creatures (Call of Cthulhu RPG)
New to "The History Behind Prohibition"
"The Keeper's Master List of Call of Cthulhu Scenarios" alphabetical by the following topics: scenario era; creature / maniacs / great old ones; legendary heroes and villains; cults / sects / secret societies; Mythos tomes; fictitious locations; and Mythos books from publishers other than Chaosium.
"Iron: a Survey of Civilian Small Arms Used in the 1890's, 1920's, and the Present."
"Medical Examiner's Report" discusses the unusual corpse recovered by the Essex County Sheriff's Department.
Write-ups for the "Book of Iod, Chronike von Nath, Confessions of the Mad Monk Clinthanus, Letters of Nestar, The Nyhargo Codex, Soul of Chaos, Testament of Carnamago, The Tunneler Below, Visions From Yaddith, Von denen Verdammten, " as well as for more than a dozen new spells.
48Cthulhu Through the Ages (Call of Cthulhu roleplaying)
49The Annotated H.P. Lovecraft
Did Lovecraft believe in ghosts or paranormal phenomena? In what story does the narrator fear riding the Boston T?
A pathfinder in the literary territory of the macabre, H.P. Lovecraft is one of America's giants of the horror genre. Now, in this second volume of annotated tales, Lovecraft scholars S. T. Joshi and Peter Cannon provide another rare opportunity to look into the mind of a genius. Their extensive notes lift the veil between real events in the writer's life—such as the death of his father—and the words that spill out onto the page in magnificent grotesquerie. Mansions, universities, laboratories, and dank New England boneyards appear also as the haunts where Lovecraft's characters confront the fabulous and fantastic, or—like the narrator in "Herbert West—Reanimator"—dig up fresh corpses.
Richly illustrated and scrupulously researched, this extraordinary work adds exciting levels of meaning to Lovecraft's chilling tales . . . and increases our wonder at the magic that transforms life into a great writer's art.
50Nocturnum (Call of Cthulhu RPG)
Nocturnum is an epic, modern-day campaign for d20 Call of Cthulhu. This horror epic introduces a terrifying new evil and an ancient conspiracy against humanity. Nocturnum is a mind-shattering journey through more than a dozen adventures complete with exstensive backgrounds, NPC, new monsters, and exotic locales. Can you survive...Nocturnum?
Night Falls.
51Delta Green: Control Group
Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor but without glory. Delta Green agents fight to save humanity from unnatural horrors—often at a shattering personal cost.
The team behind the eight-time ENnie Award-winning Delta Green: The Role-Playing Game presents a collection of original adventures to introduce players to Delta Green. These operations will lead future agents to new heights of cosmic terror.
"BLACKSAT" follows a team of NASA astronauts and a pair of strange civilians into space in 2010. A simple satellite repair leads them to truths of mathematics and physics beyond all human wonder and fear.
"Night Visions" tracks U.S. soldiers in Afghanistan in 2011. A diplomatic patrol takes them to Gath Valley, a corner of the country that everyone tries to ignore—a place of deep shadows and ancient hungers.
"Sick Again" sees a team from the Centers for Disease Control and Prevention rushing to rural Arizona in 2012. Investigating a strange viral outbreak may expose them to threats beyond time itself.
"Wormwood Arena" brings together survivors of the prior adventures—if there are any—as Agents of Delta Green. A harmless-seeming Kansas cult’s new pamphlet sports a sigil of unnatural portent. The Agents must investigate the cult, perhaps even infiltrate it, and stop a catastrophic incursion before it begins.
Delta Green: Control Group is written by Greg Stolze and Shane Ivey, and illustrated by Dennis Detwiller. Control Group is playable with Delta Green: The Role-Playing Game, an award-winning update to one of the most acclaimed RPG series of all time: the Agent’s Handbook, the Handler's Guide, and the free quickstart rulebook, Need to Know.
52H.P. Lovecraft's Kingsport: City in the Mists (Call of Cthulhu RPG)
Kingsport is a coastal town located a morning's stroll from Arkham. Draped in mists and fog, it is home to artists and fishermen, sailors and dreamers. Here dreams and reality mingle to an unsettling degree.
Some find solace in such dreams; others find only terror and death. Charles Baxter's dreams drove him to despair. He took his own life, throwing himself into the sea. The only clues to his demise: a water-soaked collection of poems.
Horrors exist in the real world of Kingsport as well, remnants of an ancient witch-cult that once infested the town. Unspeakable things crawl through their burrows beneath Central Hill and lurk in the fogs off Jersey Reef, preying on fishermen and unsuspecting tourists alike.
Kingsport's soothing atmosphere and beautiful setting beckons to vacationers. Its perch on the brink of the dreamworld inspires artists. Investigators come to Kingsport to find understanding of the dark realms of the Cthulhu Mythos.
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 fold-out players' map of the town, a tourist brochure describing places of interest, and three new adventures. These range in tone from wonder to terror, and bring to life the unique atmosphere of Kingsport. These tales of dreams, mysteries, and alien horrors include player aids for added realism and enjoyment.
53The London Guidebook: 1920s Roleplaying in the Capital of the World (Call of Cthulhu RPG)
With detail chosen not only for social or political importance but also for the curious, bizarre, and supernatural, this book captures much of London's special flavor. Keepers and interested readers will find in it substantial background and a wide range of information, including new occupations for the game, famous people, London by district (with a half-dozen general maps, and many more detailed plans and illustrations of particular buildings and complexes), the suburbs, the Thames, parks, subterranean London, transport, annual events, law and order, crimes and criminals, institutions, recreation, occult London, a historical chronology of the city, a 1920s timeline by month, prices, how to get chloroform (or weapons, fireworks, or public records), how to send a letter or telegram, sample hotel and restaurant costs, a bibliography, an introductory scenario, and an index
54Our Ladies of Sorrow (Call of Cthulhu RPG)
55Harlem Unbound
Investigate Mythos mysteries in 1920s NYC’s Harlem Renaissance!
An RPG sourcebook for Call of Cthulhu and GUMSHOE.
PICTURE THIS...
New York City in the 1920s: Prohibition is in full swing, and bootleggers are living high. African Americans flee the oppressive South for greener pastures, creating a new culture in Harlem. The music of Fats Waller and Duke Ellington pours out of the city’s windows and doorways, and the sidewalks are crowded with women in stylish skirts with silk stockings, and men in white gloves and Chesterfield coats. There’s a feeling of possibility in the air, like never before. But even in this land of promise, Harlem is a powder keg. While classes and cultures collide, Lovecraftian horrors lurk beneath the streets, creeping through dark alleys and hidden doorways into the Dreamlands. What Great Old One shattered our reality? Can you hold it together and keep the Mythos at bay for one more song?
56Delta Green: Need to Know
Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green’s leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day—but often at a shattering personal cost.
In Delta Green: The Role-Playing Game, you are one of those agents. You’re the one they call when unnatural horrors seep into the world. You fight to keep cosmic evil from claiming human lives and sanity. You conspire to cover it all up so no one else must see what you’ve seen—or learn the terrible truths you’ve discovered.
The quickstart rulebook of DELTA GREEN: NEED TO KNOW includes everything you need to play Delta Green.
Complete rules for conducting investigations, overcoming crises, fighting for your life, and watching your sanity slip away.
Complete rules for character creation.
Six characters, ready to play.
A Delta Green operation, “Last Things Last,” ready for the Handler (the game moderator) to introduce your team to Delta Green tonight.
The physical edition of Delta Green: Need to Know also comes with a sturdy, four-panel screen loaded with data to help the Handler run a fast-paced, suspenseful game—and sinister wraparound art to keep the players terrified.
This is only the beginning. Deeper terrors can be found in Delta Green: The Role-Playing Game and its sourcebooks, available from Arc Dream Publishing.
Short description of "Last Things Last" for convention games: A long-retired agent died four days ago. Delta Green has tasked your team to make sure he didn't leave any deadly secrets behind.
57Before the Fall: Innsmouth Adventures Prior to the Great Raid of 1928 (Call of Cthulhu RPG)
58Adventures in Arkham Country: Five Classic Adventures Set in Lovecraft Country (Call of Cthlulhu RPG)
59Worlds of Cthulhu #4 (Call of Cthulhu RPG)
60Secrets of New York (Call of Cthulhu RPG)
61S. Petersen's Field Guide to Cthulhu Monsters: A Field Observer's Handbook of Preternatural Entities (Call of Cthulhu RPG)
Paintings and Descriptions From the Cthulhu Mythos As Created by H.P. Lovecraft, With Augmentations for Today
Accurate and Complete
Over Two Dozen Often-Met Creatures
Quick-Reference Monster ID Key
27 Evocative Full-Page Paintings
50+ Illustrations and Silhouettes
Uniform Presentation of Data
Special Size Comparison Charts
Habitat, Distribution, and Life Cycle Notes
How to Distinguish Similar-Seeming Entities
Latest Hyper-Geometric Scholarship
Specialized Observer Warnings as Needed
Full Bibliography
Faithful to Lovecraft
62The Dreaming Stone (Call of Cthulhu RPG)
The Dreaming Stone is set primarily in H.P. Lovecraft's Dreamlands. There, the investigators will travel through many realms of wonders. The Temple of Loveliness at Kiran, the Jungle of Kled, the Great Library of the Dreamlands, the desolate Forbidden Lands, and the Far Side of the Moon are just a few of the stops in this epic campaign. Will the investigators be able to halt Nyarlathotep's plan before it is too late?
63Coming Full Circle (Call of Cthulhu RPG)
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.
64Ramsey Campbell's Goatswood and Less Pleasant Places: A Severn Valley Sourcebook with 8 Scenarios for Call of Cthulhu (Call of Cthulhu RPG)
65Unseen Masters: Modern Struggles Against Hidden Powers (Call of Cthulhu RPG)
66Alone Against the Flames (Call of Cthulhu RPG)
Before you begin to play, make sure you have a copy of the Call of Cthulhu Seventh Edition Quick-Start Rules, and a blank investigator sheet. You can download a printable investigator sheet, or an interactive PDF version of the sheet, as well as the Quick-Start Rules from www.chaosium.com. You’ll also need a pencil, an eraser, and some roleplaying dice.
You don’t need to read the rules before you start playing. Just settle in a comfortable chair before a roaring fire. Then read on and follow the instructions.
…On second thought, don’t sit too close to the fire.
67Dead Light (Call of Cthulhu RPG)
Dead Light is an adventure scenario for the Call of Cthulhu roleplaying system designed to be played in one or more gaming sessions. An exercise in Lovecraftian-flavored survival horror, the unwitting investigators are caught up in a spiral of terror where only their quick thinking, and courage, will see them through till the clouds clear and a new dawn beckons.
Suitable as a stand alone adventure or as a sidetrack within a larger campaign, Dead Light is set in Lovecraft Country, north of Arkham, during the early 1920s and is ideal for groups of between three to six players.
This is one journey your players will not soon forget.
68Fatal Experiments (Call of Cthulhu RPG)
Three Macabre Mythos Experiments, Unusual Weapons, Weapons Diagram Foldouts.
For the Good of Mankind. Whether in the pursuit of knowledge or of vengeance, man has ever striven to seek greater knowledge of the world around him. Sometimes the seeker learns of things dark and forbidden, things never meant to be discovered. The seeker of knowledge finds that the world is infinitely vaster and more sinister than imagined, and is driven to ultimate despair and insanity. Already of warped mind, the seeker of vengeance inevitably turns his discoveries to corrupt ends.
Fatal Experiments is a collection of three independent 1920s adventures for the Call of Cthulhu roleplaying game. Two of the three scenarios are suitable for both beginning and experienced players, making this book a perfect companion for first-time buyers of the Call of Cthulhu game system. The remaining adventure is unusually dangerous – to be played only by experienced, foolhardy investigators. The article New & Old Weapons for Call of Cthulhu discusses black-powder weaponry, and details many unusual and custom guns that have been created by enterprising gunsmiths, or that might be commissioned by investigators. Two 2-page fold-outs illustrating many of these antique or unusual firearms are provided.
Three Adventures:
Tatterdemallion
The Song of Fantari
The Lurker in the Crypt
69Malleus Monstrorum: Creatures, Gods, & Forbidden Knowledge (Call of Cthulhu RPG)
LORE OF THINGS FROM BEYOND ? Gathered from every professionally-published Call of Cthulhu book and scenario, Malleus Monstrorum is the most comprehensive collection of gods and monsters ever assembled for Call of Cthulhu. Entries for the monsters have been tweaked, edited, updated, and corrected. A few have been significantly expanded from previous descriptions.
70Miskatonic U. Graduate Kit: Artifacts from the World's Scariest University (Call of Cthulhu RPG)
Commencement at the Spookiest School in the World......You can enroll in mysterious Miskatonic University, an institution created by the internationally famous horror writer, H.P. Lovecraft. As proof, you can clutch a diploma and a bundle of souvenirs.
In his stories, Lovecraft imagined a handful of scholars and investigators burdened with knowledge of other dimensions and perilous entities, which the rest of the world could not comprehend. Bizarre evidence, ancient writing and obscure coincidence gave weight to the threat of catastrophe. Only those few recognized the doom that threatened the world.
Since Lovecraft wrote, Miskatonic U. has survived, thrived, and grown famous. Tales are still written about it: films are set there.
Kit includes:
Course Catalog
Presentation diploma
Student Body Card
Restricted Stacks library pass
Parking Sticker for Omega lot
School May
Bumper Sticker
Notepaper from Pickman Hall
and more
71The Realm of Shadows (Call of Cthulhu RPG)
...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.
72The Art of H.P. Lovecraft's the Cthulhu Mythos
73An Inner Darkness
Dreams of Silk
By Christopher Smith Adair
Featuring unsafe conditions, dangerous materials, and lack of concern for worker safety in Pennsylvania.
When This Lousy War is Over
By Brian M. Sammons
Featuring traumatized, disfigured veterans, struggling to reintegrate with post-war society in Massachusetts.
A Fresh Coat of White Paint
By Jeffrey Moeller
Featuring racial discrimination, deplorable detention camps, and human rights violations in California.
A Family Way
By Oscar Rios
Featuring sexual assault, torture, imprisonment, corruption, and abortion in New York.
Fire Without Light
By Helen Gould
Featuring rampant racism and mob violence in the aftermath of the Tulsa Race Riots of 1921 in Oklahoma.
They Are From Away
By Charles Gerard
Featuring organized racial and religious persecution by the Ku Klux Klan in Maine.
Investigator Organizations
The Caldwell Book Mobile Service by Oscar Rios
A Bunch of Troublemakers by Jeff Moeller
Friends from Boston by Jeff Moeller
74Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia (Call of Cthulhu RPG)
◊
The prison colonies of 18th and 19th Century Australia are justly feared throughout the British Empire as places of unparalleled suffering and torment. The refuse of the Empire are sent here to serve out prison terms in a land half a world away from “civilisation”. A world that, to European eyes, seems thoroughly alien.
◊
But, few among the white-skinned invaders know just how many secrets lurk within this ancient land. For countless generations the indigenous men and women have lived in perfect balance with the timeless forces that haunt Australia; but now, just a decade or so after the arrival of the British colonists, their ability to hold those powers in check is about to fail. And while horrors long-resident are poised to awaken, dark-hearted white men have also brought their own horrors to Australia in the form of terrifying cosmic gods and disgusting occult creatures.
◊
Convicts & Cthulhu is a sourcebook designed to allow Call of Cthulhu Keepers and players to run scenarios and campaigns set in the penal colonies of early Australia. It particularly targets the historical period from 1795 to 1810, a time in which law and order played second-fiddle to greed and corruption. This was the depraved era which led ultimately to Australia’s first (and only) military uprising: the Rum Rebellion!
◊
Contained within this book are historical notes on the era, character templates for investigators from all walks of life (indigenous, convicts, military, free settlers), weapons and equipment, and detailed gazetteers for Sydney, Parramatta and other settlements. Also included are details of cults & Mythos entities in the colonies, a full introductory scenario and a plentiful assortment of scenario seeds.
Convicts & Cthulhu is fully-compatible with Chaosium's 7th Edition Call of Cthulhu rules (but can easily be used with earlier editions with some simple arithmetical tweaking).
75Tatters of the King: Hastur's Gaze Gains Brief Focus upon the Earth (Call of Cthulhu RPG)
IT IS OCTOBER 1928. London is the capital of an empire covering a quarter of the globe and governing one quarter of the human race. The people busy themselves with concerns of politics and government, finance and production, work and recreation. How fragile things are. What ignorance there is.
There are those who engage in different pursuits who would see an inhuman power come to Earth such that it would make mundane activity seem like a last twitch before dying.
Over this winter its taint emerges: the sensitive and the weak feel it first. Few know the source, but some welcome it unconsciously finding in it an enexamined thrill. Artists work is strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature similar images: a social gathering gripped by repressed panic; a lake or marsh cloaked in mist; a presence just off-canvas. New fiction and theatrical releases offer scenes of upheaval and confusion that never reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. Others feel new lines of communication opening; some claim God is talking to them.
All feel the lure of the stars.
TATTERS OF THE KING is a Call of Cthulhu campaign suitable for four to six investigators: ideally one should be a psychoanalyst or alienist and published in this field, and one or more of the others should be involved in the creative arts. It is convenient if the investigators live in or near London, but one or all can be foreign-based if they are prepared to travel to Britain to address events. Detailed advice on options for involving the player characters is provided.
76Call of Cthulhu D20 Roleplaying Game (Call of Cthulhu RPG)
Since the early 1900's, H.P. Lovecraft has been considered one of the top writers in the entire horror genre. Elements of his work have appeared over the years in numerous horror arenas, but now roleplayers can delve into a campaign centered around the author's popular Cthulhu Mythos. The Call of Cthulhu Roleplaying Game contains everything needed to play or narrate a roleplaying campaign, including all core-game rules for the d20 game system.
77The House of R'lyeh
Alternatively, the scenarios may be used to supplement classic Call of Cthulhu campaigns such as The Shadows of Yog-Sothoth which suggests that its component scenarios should be interspersed with others.
78Delta Green: Strange Authorities
Delta Green co-creator John Scott Tynes merges Lovecraftian cosmic horror with techno-thriller espionage in these four stories and a novel interconnected by a web of deceit:
THE CORN KING
An old warrior on a rogue operation is determined to call down the thunder one last time. But he's keeping a secret that may unlock a darker destiny.
FINAL REPORT
“Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I've prepared for them. May God have mercy on my soul.”
MY FATHER’S SON
A Delta Green agent with a mysterious past may learn more than he ever wanted to know when his current case leads where he never dared to go.
THE DARK ABOVE
In the face of madness and horror, two lonely Delta Green agents reach out to each other. Can they really afford such fragile bonds when the secrets of the night surf roll in?
THE RULES OF ENGAGEMENT
An agent’s disappearance pulls a Delta Green team into a vortex of horror in this novel of personal apocalypse. The secrets they uncover threaten to ignite a war between the Delta Green conspiracy and its bitterest enemy, Majestic-12 — secrets buried within time itself.
Foreword by Kenneth Hite.
79Shotguns v. Cthulhu
80The Sense of the Sleight of Hand Man (Call of Cthulhu RPG)
[From the Publisher]
From a squalid New York drug den to the spectral ruins of Sarkomand . . .
From the horrors of the Underworld to the zoog-haunted Enchanted Wood . . .
From the twilight city of Inquanok to the endless sunset of Ilek-Vad . . .
All the wonders of dream await—and all the terrors of nightmare, too.
The Sense of the Sleight-of-Hand Man is a 294-page Call of Cthulhu (Sixth Edition) campaign of adventure, cosmic mystery, and deepest fear set in the Dreamlands of H.P. Lovecraft. The player characters—the Dreamers—explore the breadth of the otherworldly Dreamlands seeking a way back to the lives that they left behind. But can they survive the countless dangers of a world of dream—and the strange emnity of Nyarlathotep, the messenger and soul of the Outer Gods, when they fall under his capricious gaze?
81The Cthulhu Wars: The United States’ Battles Against the Mythos (Dark Osprey)
82Berlin: The Wicked City: Unveiling the Mythos in Weimar Berlin
In the aftermath of the Great War, Berlin maintains a reputation for licentiousness. A place where anything can be had for the right price. It is a city of both hedonism and business; its streets overflow with disabled veterans, prostitutes, destitute immigrants, and political agitatorsƒƒ‚‚ƒ‚‚"ƒƒ‚‚ƒ‚‚€ƒƒ‚‚ƒ‚‚"all rubbing shoulders with buttoned-down businessmen, scholars, and artists. The gutters run with the blood of political assassinations, where Communists and vƒƒ‚ƒƒ‚‚ƒƒƒ‚‚ƒ‚‚lkisch Nationalists clash with each other and the police. Long into the evenings, Berlin's world-famous cabarets offer music, dance, and titillating entertainment in stark contrast to the gray buildings that run on for endless miles along the sprawling city's byways.
83S. Petersen's Field Guide to Creatures of the Dreamlands: An Album of Entities from the Land Beyond the Wall of Sleep (Call of Cthulhu RPG)
An Album of Entities From the Land Beyond The Wall of Sleep... • Accurate and Up-to-date Information • Over Two Dozen Often-Dreamt Creatures • Quick-Reference Monster ID Key • 26 Evocative Full-Page Paintings • 3 Pages of Full-Color Maps • 50+ Illustrations and Silhouettes • Uniform Presentation of Data • Special Size Comparisons • Habitat, Distribution, and Life Cycles • Similar Lifeforms Distinguished • Latest Preternatural Scholarship • Observer Warnings as Needed • Bibliography • Faithful to Lovecraft
84Cold Harvest: Roleplaying During the Great Purges (Call of Cthulhu RPG)
85World War Cthulhu: Europe Ablaze (Call of Cthulhu RPG)
86Blood Brothers 2 (Call of Cthulhu RPG)
Chaosium Stock #2340
A Blood-Fest!
Featuring:
D.O.A. 2
Simply Red
An Alien Kicked Sand In My Face
Chateau Of Blood
El Tigre y la Pirámede de Destrucción
Nightmare In Silence
Carnival Knowledge
Alive & Kicking
The Evil Gun
Gruesome! Controversial! Disgusting!
Unlimited SPECIAL Effects
9 terrifying tales for use with the CALL OF CTHULHU roleplaying game. Each tale explores a horror genre depicted on the Silver Screen, and is specially constructed to be completed in one or two evenings.
87Cthulhu Live: Live Action Horror Game Set in the Worlds of H.P. Lovecraft
88Cthulhu Dark Ages (Call of Cthulhu RPG)
Mysteries of the Worm: Twenty Cthulhu Mythos Tales by Robert Bloch (Call of Cthulhu Fiction)
90Taint of Madness: Insanity and Dread Within Asylum Walls (Call of Cthulhu RPG)
91Primal State
92Secrets of Morocco: Eldritch Explorations in the Ancient Kingdom (Call of Cthulhu RPG)
93Keeper's Compendium: Blasphemous Knowledge & Forbidden Secrets (Call of Cthulhu RPG)
94The King in Yellow
95The Creature Companion: A Core Game Book for Keepers (Call of Cthulhu RPG)
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.
96The Scroll of Thoth: Simon Magus and the Great Old Ones: Twelve Tales of the Cthulhu Mythos
97The Tsathoggua Cycle: Terror Tales of the Toad God (Call of Cthulhu Fiction)
This book is part of an expanding collection of Cthulhu Mythos horror fiction and related topics. Call of Cthulhu fiction focuses on single entities, concepts, or authors significant to readers and fans of H.P. Lovecraft.
Contents and authors in order --
From the Parchment of Pnom (Clark Ashton Smith)
The Seven Geases (Clark Ashton Smith)
The Testament of Athammaus (Clark Ashton Smith)
The Tale of Satampra Zeiros (Clark Ashton Smith)
The Theft of the Thirty-Nine Girdles (Clark Ashton Smith)
Shadow of the Sleeping God (James Ambuehl)
The Curse of the Toad (Loay Hall and Terry Dale)
Dark Swamp (James Anderson)
The Old One (John Glasby)
The Oracle of Sadoqua (Ron Hilger)
The Horror Show (Gary Myers)
The Tale of Toad Loop (Stanley C. Sargent)
The Crawling Kingdom (Rod Heather)
The Resurrection of Kzadool-Ra (Henry J. Vester III)
98The Bermuda Triangle (Call of Cthulhu RPG)
99The Prison Stone (Red Horn Saga, #1)
Through the power of the Prison Stone, the summoners succeeded in banishing the Dark Lord from the Universe. Lost for a thousand years, the Stone has once more been found…
The life of a gentle haffolk is thrown into chaos when he is chosen to carry the Stone from one dwarf world to another. But when the Stone is stolen, his every hope is dashed…
An angry prince, humiliated by this father the king, raises his hammer over the Stone, intent on releasing the ultimate power—a power that will prove his father wrong, a power that will raise him to the place of honor he deserves, a power that will mean the doom of every living thing…
The Prison Stone is the first book in the Red Horn Saga, an epic fantasy that skillfully blends high fantasy, steampunk, Cthulu, and space opera. The magic is unpredictable, the spaceships run on coal, and no power known to dwarf, elf, or man can stop the carnage. Only a hero small enough can save us now.
100