Crawl of Cthulhu – The Brockford House

Spoilers for “The Brockford House” scenario below! Available in the Call of Cthulhu Rulebook (2nd through 4th Editions), “The Brockford House” is very similar to the AD&D module U1: The Sinister Secret of Saltmarsh. The adventure starts with the exploration of the Brockford House, our Cthulhu Crawl’s equivalent of a castle keep. This eventually leads to the sub-basement where a stone altar must be tipped over in order to descend into the caverns below. The previous owner worshiped Cthulhu, and Deep Ones serve as the primary Mythos antagonists, and, unless replaced, added thematic elements and clues should hint at their presence.  Below we examine the locations in “The Brockford House” and provide some suggestions to

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Condensing Cthulhu for Cons

From the Mind of Keeper and Lurking Fears Impresario Matt McCloud The first ChaosiumCon is a wrap and we look forward to even more gaming and fun at upcoming conventions this year! As the chief organizer for Lurking Fears, we’ve got plenty of work ahead of us as we register for badges, events, and hotel rooms, but, most importantly, we anticipate playing some fantastic scenarios with our friends old and new. For those of us running these upcoming con games, we face the added anxiety of deciding on an adventure, prepping it, and then actually running it for an audience, which includes both our friends and fellow convention-goers. We know what our friends love, but

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Crawl of Cthulhu – Introduction

Call of Cthulhu entered the roleplaying world in 1981, during the golden age of dungeon crawling.  In the same year, TSR released the module entitled In the Dungeons of the Slave Lords (A4), and The Keep of the Borderlands (B2) had already thrilled fledgling adventurers for two years. While Chaosium’s new creation unleashed the potent combination of investigation and horror, a few early adventures leaned on established conceits born in fantasy roleplaying, including the dungeon crawl. The 40th anniversary of the game brings us the reprinting of the second-edition core rulebook, as well as a collection of early game supplements, including The Asylum & Other Tales and the Shadows of Yog Sothoth campaign. Between the

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The Terrible Triad (or Cthulhu’s Three Pillars)

Whether deep in dungeons, running in dystopian mega-cities, or solving cult murders, every single roleplaying game employs a simple core procedure:  The GM provides a situation. The characters take an action (dice may be rolled or not) The GM describes the results This procedural cycle continues until the scene, session, or campaign concludes. In D&D, 5th edition, the game and this action cycle rest on the Three Pillars, which are defined by the designers as roleplaying, combat, and exploration. Through each cycle, a Dungeon Master and their players rely upon the three driving pillars to fuel their meaningful decisions. Since its inception, D&D has leaned heavily upon combat and roleplaying to direct gameplay, but many

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Want to Run Call of Cthulhu – What do I Buy?

Seasoned gamer looking to finally try out Call of Cthulhu? Played a couple scenarios and want to try running adventures yourself? Trying to decide on the highest yield products to bring this classic investigative-horror game to your table? Ready to jump feet first into Masks of Nyarlathotep as a first-time Keeper? The gaming community provides a wealth of answers to these questions, and we want to briefly weigh-in, in and offer our personal suggestions we provide to folks we run games for at conventions, who ask “what should I buy now?” First, you don’t have to buy anything to play some outstanding Call of Cthulhu modules. Our first two recommendations are the Quickstart Rules and

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In Search of Player Engagement

While wasting time on social media recently, we came across a comment deriding gamemasters for complaining about how hard their job is. We certainly believe running a game requires a great deal of time, effort, and organization, which ultimately culminates at the table. Whether running a published campaign or just-in-time homebrew, you expect some payoff during the session. How does a gamemaster measure that return? We tend to look for player engagement. If a player shows up, plays, and wants to play again, then we feel satisfied at the end of the day. This relationship with engagement, though, remains complicated and requires examination so that gamemasters set reasonable expectations for themselves and their players.  Before

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The Occult Skill in Call of Cthulhu – Useless or Utility?

The Lovecraftian world contains many dark secrets and mysteries, and the Occult skill tempts many Call of Cthulhu players hoping to unlock knowledge through this skill. According to the 7th edition rulebook: A knowledgeable Investigator can recognize occult paraphernalia, words, and concepts, as well as folk traditions, which may encompass supernatural beings, such as werewolves, vampires, ghosts, and demons. In addition, a skilled occultist will be familiar with secret knowledge originating from ancient civilizations, including Egypt, Sumer, as well as those centered in Asia and Africa. They will also be able to identify occult traditions and texts from the Medieval and Renaissance periods.  Such an Investigator expects to bring a wealth of insight to mysteries

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The Three Mysteries in Masks of Nyarlathotep

  At its dark heart, the Masks of Nyarlathotep campaign runs upon investigative fuel to carry your players from one continent to the next. The New York Chapter quickly fills the tank to the sloshing brim for your Investigators starting with an enticing telegram from Jackson Elias followed by his bloody death. A series of rapid-fire revelations following this shocking murder hint at a dark conspiracy. In short order, the campaign serves up the following three discrete mysteries, which should intrigue and motivate the Investigators: the murder of Jackson Elias, the fate of the lost Carlyle Expedition, and the dire global conspiracy. Once in motion, the campaign will continue to propel your group forward, and

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Planning Parties for Erica Carlyle

The New York chapter allows the investigators to revel in the excitement of America’s Roaring Twenties, and the millionaire magnate Erica Carlyle offers some of the best opportunities to experience the decadence and splendor of this setting. You can use a party hosted by Erica Carlyle as a vivid set piece for your campaign. The Old Ways podcast crafted a glorious chapter climax set at Erica Carlyle’s eclipse party. We chose to present our social event as a mid-point diversion from the brewing danger in the New York chapter. You can use Erica Carlyle’s soirees as a venue for violence, a source of sordid Carlyle expedition rumors, a setting for a daring book heist, or

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Kidnapped Investigators in Call of Cthulhu

Investigators will face a wide variety of threats throughout the adventures, and, per the campaign book, cultists will frequently attempt kidnappings to allow their superiors to question meddlers before sacrifice or summary execution. While kidnappings can serve to forestall death and increase the drama, they can disrupt player agency and engagement. Removing an Investigator from the game almost guarantees player dissatisfaction, and trying to concurrently run events for the kidnapped and the rescuers during a session can be a real nuisance for everyone. We offer three potential methods to smooth these challenges and create interesting scenarios for your players.  To the Rescue: The first option removes the kidnapped player from active gameplay and operates under

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