THE PAST YEAR was quite good for Chaosium—we have many authors and artists working away on Horror on the Orient Express (for release soon), the new edition of Call of Cthulhu™, and a plethora of other new releases. The following summarizes and briefly describes a selection of Chaosium releases during the past year, and one that is on its way.
Canis Mysterium is an adventure scenario for the Call of Cthulhu™ roleplaying system designed to be played in one or more gaming sessions. This scenario is suitable as an introduction to a new campaign or can easily be worked into an established storyline.
Call of Cthulhu 7th ed. Quick-Start
Secrets of Tibet
Secrets of Tibet details information about everyday life in this mysterious and unique country, from the early twentieth century through to more modern times, along with horrific underlying truths.
Atomic-Age Cthulhu brings Lovecraftian horror roleplaying into the post-war golden age. Here you find background and history that led to the development of the 1950s world, along with new skills and professions for your investigators. A number of Sinister Seeds are included to help you grow your own ‘50s horrors, but seven complete adventures are ready for you to spring on your unsuspecting players.
Mythic Iceland offers Basic Roleplaying players the experience of living and adventuring in the Iceland described in the Sagas and in Icelandic fairy-tales. In Mythic Iceland all the creatures of myth and all the magical aspects of life really do exist, and they play a major role in people’s lives. The elves, or hidden folk, exist hidden from the eyes of the common folk, and sometimes meddle in their affairs. Those traveling through the highlands risk being attacked by trolls, and often curses and spells are laid on neighbors and enemies. WINNER OF THIS YEAR'S ENNIE FOR BEST ROLEPLAYING ADVENTURE.
Magic World is a self-contained fantasy roleplaying game using the classic Basic Roleplaying system. The game allows you to play characters in a world of fantasy, adventure, and excitement. The rules of Magic World are simple to grasp, while having enough options and complexity to suit any gaming style. Characters grow in experience organically, without relying on artificial constructs such as classes, levels, etc. Any sort of fantasy character you can imagine, you can play.
DURING THE DECADES since H.P. Lovecraft first wrote of the Cthulhu Mythos, many authors have crossed his themes into other genres, enhancing his original vision with stories taking place in the distant past, in the far-flung future, and in myriad places in-between.
Cyberpunk tales are written in dark, gritty, film-noir styles. Their protagonists live and die at the bottom echelon of an electronic society gone awry. They may be seedier, poorer, and less inclined to make moral judgements than stoic Lovecraftian New Englanders, but in Cyberpunk-Cthulhu tales they encounter the same horrors as their more-genteel predecessors.
Confronting monstrous entities and fiends from beyond space and time, the Cyberpunk-Cthulhu hero may wield high-tech weapons and have other advances at his or her disposal. To beings where time has no meaning and whose technologically is so advanced that their actions seem supernatural or powered by magic, no human finds an advantage.
This is the Cyberpunk-Cthulhu world—mythos horrors lurk at the edge of society, mythos-altered technology infects human beings, dark gods lurk in cyberspace, and huge corporations rule society while bowing to entities inimical to humankind.
The House of R'lyeh
The House of R'lyeh contains five Call of Cthulhu scenarios that follow or expand upon events in five of H.P. Lovecraft’s stories: “Pickman’s Model”, “The Haunter of the Dark”, “The Hound”, “Arthur Jermyn”, and “The Nameless City”. Set in Boston, Providence, the British Isles, continental Europe, and the Middle East, none of the scenarios need be played at set dates or in a set order, but they could be run in the order presented to form a loose campaign using optional link between scenarios to draw investigators from one to the other.
Welcome to the heart-pounding, two-fisted, action-filled world of the Pulps! Throughout Astounding Adventures you will find Basic Roleplaying rules for new character types, skills, combat, magic, mad science, and a plethora of villains, henchmen and monsters. Accompanying the text are sidebars containing special, optional rules to help jack up the pulpiness of your campaign, and rules aimed specifically towards those who enjoy using miniatures and map grids in their games. How far you want to push the envelope is up to you—and you’ll find all the tools you need within these pages.
Horror Stories From The Red Room
From the brilliant minds of John A. Almack, Padraic Barrett, Joseph M. Isenberg, Hugh Jesseman, Oscar Rios, Jeff Woodall, and Simon Yee come seven scenarios of horror for All-Hallow’s Eve from different times and places—from the Rhein River during the time of the Romans to the small town of Richland, Ohio.
Undead & Unbound
Undead & Unbound is a book of fiction celebrating those who have returned from the grave — in all their glory and in whatever form they take. You will find the famous blood-drinkers and flesh eaters here, but also ghosts, patched-together reanimates, fiends of myth and folklore, and some not-so-easily-identifiable creatures from beyond the grave.
Nineteen tales take the undead to their limits. From the distant past to the far-flung future, and to all corners of the Earth, the undead are eternal and everywhere.
NEWSFLASH! We just received the Undead & Unbound epub edition.
Welcome to the New Year!
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