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All the Important Rules, Charts, & Maps at a Glance!
Pulp Cthulhu is a game of two-fisted adventure, weird science, dark deeds, and brave heroes. With this book, some roleplaying dice, and the Call of Cthulhu Rulebook, you have everything you need to adventure and explore games set in the pulp genre. Tired of your investigators dying in quick succession when jaunting around the world in a desperate bid to save humanity? Wishing that sometimes your investigator could make a stand instead of hiding and waiting for the eldritch horror to pass? Pulp Cthulhu ups the ante and provides you with tougher, more capable heroes ready to take on the villainous machinations of the Cthulhu Mythos!
The famous H.P. Lovecraft story "Dagon" is gracefully retold in anapestic tetrameter and illustrated in a darkly whimsical style by "genius poet-artist" R.J. Ivankovic.
"... collects all the essential rules for RuneQuest: Roleplaying in Glorantha and presents them in abbreviated form."--Provided by publisher.
[CALL OF CTHULHU ROLEPLAYING] In dim, forgotten recesses of the world lurk mind-twisting horrors. Through the use of human agents these horrors work to thwart mankind's destiny.However, not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends, rather than gross displays of sheer destruction.Andrew Keetling is one such unwilling agent. A sucessful Boston businessman, he has disappeared -- held captive in a mansion of madness. MANSIONS OF MADNESS is a collection of six independent tales for "Call of Cthulhu." Set in the 1920s and of varying length and complexity, these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night, others will require several evenings to complete. They can readily be used as plot twists, interesting diversions, or red herrings.
LOS ANGELES IN THE 1920s was a fast-growing, fast-moving city that encompassed all that was great and all that was rotten in America. Racial, ethnic, and religious melting pots presaged what the whole country would become by the end of the century. L.A. nonetheless clung to a veneer of White Protestantism more in line with farm-belt states in the Midwest. The newly-rich built pleasure palaces in her hills and on her beaches, while recent immigrants and the descendants of the first humans who walked the land huddled together in filthy shantytowns. These resembled the most squalid parts of the undeveloped world. Philanthropists endowed the city with impressive monuments and dreams of a utopian society, while greedy businessmen and industrialists crushed the labor movement and embroiled themselves in scandals that rocked the nation. Celebrated movie stars worked and played before the eyes of the world, while rum-runners and racketeers plied their trade behind the scenes in the land of noir, hand-in-hand with crooked cops and two-faced politicians.
This resource guide provides background for a campaign setting in the San Francisco Bay area of the 1920's, including urban geography, civic history, and research venues-where San Franciscans go when they break the law, go insane, or die-and sights, sounds, and secrets of a city that make it unique. It is more than a metropolis, it is a living entity whose unique character and changeable nature shape its atmosphere, its institutions, and its leading citizens. It is an excellent location from which to launch campaigns focusing on the Orient, and it possesses abundant research resources and outr? locales for scenarios within its extensive boundaries, including the largest, oldest American enclave of Chinese settlers, the world's most famous haunted house, and two of the most infamous prisons ever erected. Here is a complete a portrait of San Francisco in the 1920's, with careful attention to the vast body of local folklore and unique opportunities for Mythos investigation.
It is October 1928. London is the capital of an empire that covers a quarter of the globe and contains a quarter of the human race. The population busies itself with its concerns of politics and government, finance and production, work and recreation. But how fragile things are. What ignorance there is. For there are those who are engaged in quite different pursuits. Those who would see an inhuman power come to Earth that would make such activity seem merely a last dance before dying.
A sourcebook detailing the campus, courses, students and personnel of one of the world's most prestigious institutions of deeper learning. Filled with data on various University departments and professors, this book weaves the details drawn from Lovecraft's Mythos tales with the Call of Cthulhu game background to create an indispensible sourcebook.
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.
[CALL OF CTHULHU ROLEPLAYING] SECRETS OF NEW YORK is a compendium of one of the oldest and most popular cities in the new world, and is a supplement for the "Call of Cthulhu" roleplaying game. This volume explores the strange events above and below the streets and avenues that crisscross the world's financial capital during the 1920's. With a plethora of characters to bring the city to life, and a detailed history to build scenarios upon, "Secrets of New York" is an indispensable tool for keepers and players setting adventures in the Big Apple. Included are maps and historical documents and photographs of 1920's New York City, as well as several scenarios that explore the most popular and less savory locales of this grand metropolis.
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