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Chaosium RPG

Games |  Manufacturer |  Chaosium |  Chaosium RPG

Basic Roleplaying System

Chaosium's BASIC ROLEPLAYING is a core rulebook that gathers in one place the rules, modules, and options for one of the original and most influential role playing gaming systems in the world.

BASIC ROLEPLAYING is designed to be intuitive and easy to play. While character attributes follow a 3D6 curve, most of the other BASIC ROLEPLAYING mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.

The core virtues of the system are timeless. Primary characteristics of BASIC ROLEPLAYING that have emerged from decades of play, across many different varieties of the system.



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Basic Roleplaying System
Call of Cthulhu RPG 6th Edition (Softcover)

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 uses Chaosium’s Basic Roleplaying System, easy to learn and quick to play. This bestseller has sold over 300,000 copies worldwide and has won dozens of game-industry awards. In 1996 Call of Cthulhu was elected to the Academy of Adventure Game Design Hall of Fame. In 2001 Call of Cthulhu celebrated its 20th anniversary. In 2003 Call of Cthulhu was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. Call of Cthulhu is well-supported by an ever-growing line of high quality game supplements.



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3. Call of Cthulhu: Secrets of Morocco
Call of Cthulhu RPG 6th Edition (Softcover)
Call of Cthulhu: A Resection of Time

The death of Kyle Woodson seemed an accident, an autombile crash. When medical irregularities became apparent, and then the body was quickly cremated, the case became more sinister.

This 64 page 1990s scenario book can be played in two to three nights.



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Call of Cthulhu: Bermuda Triangle

The Bermuda Triangle is a 1990s sourcebook centered around the famous mystery of the Devil's Triangle. It acts as a guidebook to the entire Caribbean region and exposes the mysteries of Rha'thylla, the Sargasso Sea, and more. Includes one scenario.



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Call of Cthulhu: Bermuda Triangle
Call of Cthulhu: Dark Ages RPG

950 A.D. — The world is torn apart: empires and kingdoms have endured two centuries of invasions, and now warlords fight over the remains like wild dogs. The clergy is weak and morally depraved, cities are depopulated, trade is stagnant and violence reigns everywhere. History is coming into the Sixth Age of humankind, the ultimate age before the end of the world.

The Byzantine Theodoras Philetas translated the Al Azif into Greek, and renames it the Necronomicon. It will take one century before that blasphemous tome is finally condemned, and most copies destroyed.



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Call of Cthulhu: Dark Ages RPG
Call of Cthulhu: H.P. Lovecraft's Dreamlands

We all dream. For some, dreams can become reality...

H.P. Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold out map of the Dreamlands by Andy Hopp. Hardcover.

Includes the Following Adventures:

  • Pickmans Student
  • The Lemon Sails
  • To sleep, Perchance to Dream
  • Season of the Witch
  • The Land of Lost Dreams
  • Captives of Two Worlds by Sandy Petersen.



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  • Call of Cthulhu: H.P. Lovecraft's Dreamlands
    Call of Cthulhu: Keepers Companion Vol. 2

    New to Call of Cthulhu? A battle-scarred veteran of many campaigns? Here are essential background articles useful to most keepers, including: The History Behind Prohibition, The Keeper's Master List of Call of Cthulhu Scenarios, Iron: a Survey of Civilian Small Arms Used in the 1890's, 1920's, and the Present, Medical Examiner's Report and more.



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    Call of Cthulhu: Keepers Companion Vol. 2
    Call of Cthulhu: Last Rites

    Four stand-alone adventures, or as a change of pace when inserted into an ongoing campaign. Though suitable for beginning player characters, these adventures are dangerous, and incautious beginners will come to regret rash decisions.



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    Call of Cthulhu: Last Rites
    Call of Cthulhu: Malleus Monstrorum

    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. Entries are divided into the following broad sections:

  • Creatures of the Mythos
  • Deities of the Mythos
  • Creatures From Legend & Lore
  • Animals of Earth

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  • Call of Cthulhu: Malleus Monstrorum
    Call of Cthulhu: Mansions of Madness 2nd Edition

    For Call of Cthulhu 1920's

    In dim forgotten recesses of the world lurk mind-twisting horrors. Through the use of human agents, these horrors work to thwart humankind'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 wanton destruction.

    Andrew Keetling is one such unwilling agent. A successful Boston businessman, he has disappeared and is now held captive, in a mansion of madness.



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    Call of Cthulhu: Mansions of Madness 2nd Edition
    Call of Cthulhu: Miskatonic University

    MISKATONIC UNIVERSITY is a small, seemingly typical New England college nestled in the bosom of conservative Arkham, Massachusetts. A poor cousin to such hallowed institutions as Harvard, Brown, and Princeton (the term “Ivy League” won’t come into use until 1936), Miskatonic nonetheless offers coveted degrees in a wide variety of subjects and boasts high academic standards.

    Devotees of the Cthulhu Mythos and long time players of Call of Cthulhu know the name well, and greet it with a mixture of fondness and dread. A small, quiet institution of higher learning, Miskatonic serves as the home of many of H. P. Lovecraft’s greatest protagonists, or as the staging ground for daring expeditions into the unknown.



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    Call of Cthulhu: Ramsey Cambell's Goatswood

    This source book collects nearly everything known about the Lovecraftian-style universe which Ramsey Campbell set in England's West Country. Chapters include Books and Artifacts, Cults, Denizens, Magic, and material on Britain and particularly the Severn Valley. Contains 8 scenarios organized into a loose campaign.



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    Call of Cthulhu: Ramsey Cambell's Goatswood
    Call of Cthulhu: Secrets CT2367: Call of Cthulhu: Secrets is Out of Stock

    This Fright Night scenario pack is suitable for beginning keepers and investigators. The adventures can also be used by experienced keepers as interludes in a longer campaign. The scenarios in this supplement are short, providing four nights of fright!



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    Call of Cthulhu: Secrets
    Call of Cthulhu: Secrets of Japan

    Modern-Day Exploration of the Land of the Rising Sun

    Welcome to the Land of the Rising Sun, where you will discover that the horrors of the Cthulhu Mythos are not limited to the West.

    SECRETS OF JAPAN provides detailed information for playing CALL OF CTHULHU adventures in a modern Japanese setting. This book includes new character occupations, new spells, new monsters, new organizations, and rules for playing Japanese investigators. Also included are three adventure scenarios, two short stories, a glossary of cultural terms, details on Shinto and Buddhism in a CALL OF CTHULHU setting, extensive cultural background notes, and the secret history of Japan!



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    Call of Cthulhu: Secrets of Kenya

    SECRETS OF KENYA introduces a portion of this vast and varied continent — three times the size of the United States, with a ratio of four Africans to every American alive during this era. Kenya provides a setting that can be both familiar and foreign. Settled by Great Britain in the 1900’s it is an English-speaking colony where all the trappings of home can be found in the capital of Nairobi. Beyond Nairobi’s limits, much of Kenya remains unexplored and virgin territory for investigations, and hidden horrors.

    The first half of this book provides a civil, cultural, political, geographical, and Mythos tour of Kenya during the 1920’s and 1930’s, the remainder offers four longer adventures using this background. The majority of the material in this book is factual, though locations have been elaborated on for game play. Familiar resources such as police files, newspapers, libraries, and museums are harder to come by. When they are present, diminished resources are all that investigators can expect.



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    Call of Cthulhu: Secrets of Los Angeles

    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.

    Eastern sophisticates dismissed the city as an abode of the frivolous and the nouveau riche, yet underneath it all coursed an energy at once vibrant and unwholesome. Los Angeles was a place where anyone could reinvent himself, and multitudes did — at a price. It was also a place where dark and blasphemous secrets infested every level of society, belying the carefree and enviable lifestyle broadcast to the world. For behind the glitz and glamour of Tinseltown, primordial, inhuman forces and their twisted minions worked to undermine the very foundations of sanity.



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    Call of Cthulhu: Secrets of Morocco

    In the remote reaches of the world are hidden secrets and dangerous mysterious. Learn of the ancient tradtions of Morocco, of its war torn cities, and its rebels. Venture through the land as it was in the 1920s and 1930s. This Call of Cthulhu roleplaying sourcebook contains the historical information and the Lovecraftian Mythos details to adventure in one of the world's most exotic lands. Included are maps, NPCs, new character occupation templates, several mini-adventures, and two adventures that can be combinded as a campaign, or readily used with existing campaigns. From the white houses of Casablanca to the dangerous Rift Mountains to the deadly depths of the Sahara desert, all of a land haunted by eldritch horrors will be revealed.



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    Call of Cthulhu: Secrets of Morocco
    Call of Cthulhu: Secrets of New York

    Secrets of New York is a compendium of one of the oldest and most renowned cities in the United States. This volume explores the strange events above and below the gridiron streets and avenues of the world's financial capital during the 1920s. 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 playing adventures in Gotham. Included are maps and historical documents and photographs to bring 1920s New York City to life, as well as three scenarios that explore the most popular and less savory locales of this grand metropolis.



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    Call of Cthulhu: Secrets of San Francisco

    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 outré 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.



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    Call of Cthulhu: Shadows of Yog-Sothoth

    A Global Call of Cthulhu Campaign to Save Mankind

    The Silver Twilight is a secretive, international order dedicated to the destruction of the human race. As brave investigators, you must piece together passages from esoteric books, shards of strange artifacts, and puzzling letters to discover the Silver Twilight’s loathsome goals.

    Shadows of Yog-Sothoth is a modestly-sized campaign of seven scenarios. During the course of play the investigators penetrate the outer layers of a secret sinister occult organization led by the lords of the Silver Twilight. Beginning in Boston they investigate an organization in New York, run afoul of a coven in Scotland, roam the desert of the American southwest, vacation off the coast of Maine, and explore the mysteries of the South Pacific.



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    Call of Cthulhu: Spawn of Azathoth

    Astronomers have theorized that our sun is not alone in its journey areound the galaxy, but is accompanied by an unknown second star of dim radiance. This second star, while perhaps invisible from Earth even with the finest optics, would periodically pass close enough to our solar system to have far-reaching effects upon the evolution of this planet.

    This is a campaign-length adventure for 4-6 experienced investigators. The suspicious death of a former teacher draws the investigators into an adventure with cosmic import.

    Originally published in 1982, this new edition includes modified episode scene changes, player-handouts guide for the keeper, and new illustrations and diagrams.



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    Call of Cthulhu: Spawn of Azathoth
    Call of Cthulhu: Tatters of the King

    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.

    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.



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    Call of Cthulhu: The Stars Are Right

    That which is greater than mankind lurks beyond the rim of human consciousness, patiently watching, waiting to assume command of our destiny. We cower in our homes, quaking behind the false security of tall fences, locked doors, and television. But to no avail - the stars are right and cannot be denied. The Stars Are Right contains seven modern-day adventures that explore the pit of man's fears and the darkness of his soul.



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    Call of Cthulhu: Unseen Masters

    Three mini-campaigns set in modern New York State. Investigators will be aided by mysterious allies, face the Cult of the Sacred Light and the Black Brotherhood. These scenarios can be combined to form a modern NY state campaign.



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    d20 Call of Cthulhu: Arkham - Unveiling the Legend-Haunted City

    H.P. Lovecraft's ARKHAM contains extensive background information about this haunted New England town-written to be used by serious investigators as a base from which to further explore the mysteries of the Cthulhu Mythos. Pertinent buildings, useful people, and important locations are described in depth. A 17x22" players' map of Arkham is bound into the back, and four thrilling adventures complete the package.



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    d20 Call of Cthulhu: Arkham - Unveiling the Legend-Haunted City
    d20 Call of Cthulhu: Dunwich - Return to the Forgotten Village

    Dunwich is a small village located along the Miskatonic, upriver from Arkham. Until 1806, Dunwich was a thriving community, boasting many mills and the powerful Whateley family. 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.



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