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Showing posts with label CoC. Show all posts
Showing posts with label CoC. Show all posts

Friday, February 21, 2025

Deal of the Day - Terror Australis - 2nd Edition (CoC)


While I don't know how much use I'd get out of an Australian supplement for Call of Cthulhu, I do know I will read the shit out of it!

Today's Deal of the Day is Terror Australis - 2nd Edition. Usually 21.99 in PDF, it is on sale until tomorrow morning it is on sale for $3.34

Call of Cthulhu in the Land Down Under

Camels in AustraliaThe driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants—six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.

While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character—it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty.

This unique mix of old and new—the tension between civilization and the frontier—is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia’s urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot.

In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land.

Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!

What’s In the Book?

Australian History and Geography

Covers the European exploration, from the land being a convict colony through to the Australian gold rush, and beyond to the Great War and its aftermath. We then look at the geography of the Australian continent, noting some archaeological sites and providing an overview of the differing regions and climates.

Australians

Here we focus on the history of Aboriginal Australians and Torres Strait Islanders, as well as the white population, and contrast life in the urban and life in the rural environments. Special focus is given to Australian investigators, with new skills and occupations appropriate to for Aboriginal and white Australians. We round things out with brief biographies of some key Australians of the post-Great War period, who might be encountered by wandering investigators.

Resources for 1920s Australia

This chapter provides a toolkit of historical subjects, usable by Keepers, for running games in Australia. Topics include law enforcement, transport, mounting expeditions into the Outback, communications, and sources for research.

Australian Cities

Provides an in depth look at some of Australia’s key cities, including Sydney, Melbourne, Perth, Adelaide, and Brisbane. Maps are provide for each city, as well as details on notable mysteries or events, and suggestions concerning cults in thrall to the gods and horrors of the Cthulhu Mythos.

Alcheringa

Known to some as “the Dreaming” or “Dreamtime,” the Alcheringa chapter focuses on how to incorporate the wisdom and learning stemming from Aboriginal cultural traditions into games, and features special rules and mechanics for running “dream quests” to gather important information to solve dire situations facing the investigators, as well as the rewards for “solving” a “Song-Line.” The stages of a Song-Line are discussed and presented with examples, such as the Story of Bigibila, which can be played as a scenario introduction to Alcheringa. Topics such as Aboriginal sorcery and artifacts are also discussed.

The Mythos in Australia

Here, the book looks at the dark conspiracies and taint of the Cthulhu Mythos upon the Australian soil, with particular reference to the legacy of the Great Race, the Flying Polyps, and to the elusive and mysteries Sand Dwellers. A range of Mythos cults are presented, ready for the Keeper to incorporate into games, as well as featuring some of the other Mythos monsters that could be found lurking in dark shadows.

Scenarios

The book is rounded out with two large scenarios and appendices.

Long Way From Home: the investigators look into a series of odd and unexplained meteor showers and are drawn into a web of intrigue involving some ancient foes. Presented as a sandbox with multiple entry points, the scenario features a range of plots and encounters set in the remote region of Paralana.

Black Water, White Death: sought-after papers concerning Australia’s convict history lead the investigators to Tasmania and to a dark mystery to terrify the dreams of all concerned. What begins as a simple matter of attending an auction ends with terror and a cosmic threat.

Gathered in the appendices are some of Australia’s deadly wildlife, with game profiles provided for their use in games, as well as timelines covering Australia, and recommended further reading and viewing.

In Australia, investigators will come face-to-face with supernatural forces that have endured for longer than humanity has existed. It is a land of adventure, danger, and ageless wisdom—a perfect for setting for Call of Cthulhu!


 


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Saturday, October 19, 2024

Halloween Sale - Horror on the Orient Express (CoC)

A Halloween Sale is going on at DTRPG. One of my favorite picks is the Horror on the Orient Express for Call of Cthulhu. I own this in print, as I backed the Kickstarter, and Oh My God, I want to run this as a GM! Sadly, I don't have a gaming group that would do an extended Call of Cthulhu campaign, let alone a single session or two. Horror on the Orient Express is literally "that good."

Horror on the Orient Express is normally 39.99 in PDF (already a bargain), but for the rest of October, Horrow on the Orient Express is on sale for 23.99 - 40% off!

A puzzling headline begins a front-page article found in the Times of London. Three men, all identical in identification, were found dead in the same room of the Chelsea Arms Hotel. All were dispatched in a similar manner stabbed through the heart.

Then the home of a valued friend burns to the ground, severely injuring him in the process. An odd summons, a surreptitious meeting, and a thousand-mile journey begins on the legendary rail service carrying the investigators to Constantinople, the Gateway of the Orient.

HORROR ON THE ORIENT EXPRESS contains a massive and legendary campaign, of up to nineteen adventures and more than 1100 pages, for the Call of Cthulhu roleplaying game. Beginning in 1920s London, the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home.

Optional episodes are set in ancient times or special places (Roman-era, Dark Ages, Gaslight-era, the Dreamlands), so that the players can experience the founding, creation, and discovery of crucial elements of this campaign. Also included is a modern-day coda to the storyline, an alternate ending for those wishing a shorter campaign, and a built-in survival guide to aid beleaguered investigators.

There are seven books and more: the Campaign Book, Through the Alps, Italy & Beyond, Constantinople & Consequences, Strangers on the Train, and The Traveler's Companion. In addition, there is a book of handouts for the investigators, a European Route Map, three era-inspired luggage stickers, two era-inspired postcards, a matchbox, the Scroll of the Head, four U.S. passports, a bumper sticker, six pages of train plans that can be laid end-to-end, the Mims Sahis ceremonial knife, and fragments of the Sedefkar Simulacrum collected along the journey.

What the Critics Say

"Truly fantastic"—Diehard Gamefan

"The biggest and most grandiose campaign ever composed for any game… a must-own campaign. It is not just the grandeur, the scope, the high-quality writing or the fact that it epitomizes many of the values of Call of Cthulhu and the horror genre overall. It is the sheer immersion, the entertainment value it provides when played to the level it deserves…"—Antonios S. review, RPGNet.

"The most ambitious Call of Cthulhu adventure ever created… a high water mark for CoC."—Blackgate.

2015 ENnie Awards - Best Adventure (Gold)

2015 ENnie Awards - Best Production Values (Silver)

1992 Origins Awards - Best Roleplaying Adventure (1st ed)

1992 Origins Awards - Best Graphic Presentation of an RPG (1st ed)

With this purchase you receive these downloads (in these formats):

  • Campaign Book, 72 pages (pdf, epub, mobi, prc)
  • Through the Alps, 264 pages (pdf, epub, mobi, prc)
  • Italy & Beyond, 272 pages (pdf, epub, mobi, prc)
  • Constantinople & Consequences, 192 pages (pdf, epub, mobi, prc)
  • Strangers on the Train, 96 pages (pdf)
  • The Traveler’s Companion, 48 pages (pdf)
  • 1923 Calendar (pdf)
  • Handouts for the Investigators, 192 pages (pdf)
  • European Route Map, color (pdf)
  • Air Routes in 1923, color map (pdf)
  • Player Maps in color, 13 pages (pdf)
  • Keeper Maps in color, 18 pages (pdf)
  • Three era-inspired luggage stickers (pdf)
  • Two era-inspired postcards (pdf)
  • Matchbox (pdf)
  • Scroll of the Head (pdf)
  • U.S. passports (pdf)
  • Bumper Sticker (pdf)
  • Six pages of Train Plans (pdf)
  • Mims Sahis ceremonial knife (pdf)
  • Sedefkar Simulacrum (pdf)

 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPG, Amazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar

Monday, October 14, 2024

Humble Bundle - Call of Cthulhu

It's October, so it's the perfect month for a Call of Cthulhu Bundle at Humble Bundle. I bought this exact bundle earlier in the year (check to see if you already have it). Note that there are several Solo Adventures, and at the $25 Level Bundle, there are three solo adventures.  

Bring a taste of terror to your game nights with this bundle from Chaosium, complete with everything you need to run the dreaded (yet beloved) Call of Cthulhu RPG system! On top of the Call of Cthulhu Starter Set, you’ll get the Investigator Handbook, replete with expanded rules for creating player characters, as well as the Keeper Rulebook, brimming with all the information you need to keep things orderly as your table descends into madness. You’ll also get tons of adventures, including some aimed at first-time game masters, as well as entire campaigns! Pay what you want for over 25 books and game aids for this seminal RPG and help support the World Wildlife Fund with your purchase!



The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPG, Amazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar 

Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

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