Actual Play, Podcasts 0 comments on Save Innsmouth Actual Play

Save Innsmouth Actual Play

The Whartson Hall Recording group playing Save Innsmouth: Chapter 0 with v1.0 rules and a strong notion of the connection to The Black Hack / Old School style of play (which I feel has lessened a little with the release of The Cthulhu Hack v1.5).

Interesting listening to anyone playing the game. I can run as many playtests and convention sessions as I want, but the real test comes down to hearing, witnessing or experiencing someone else running it.

Everyone will run the game their own way – and Save Innsmouth: Chapter 0 is a vague notion of an adventure, not to be run exactly as written. No one will ever play it exactly as I planned – but, it never was meant to be play to a plan. In the greater scheme of things, Save Innsmouth is a campaign still waiting to be written of which this is a teaser sketched out – in pencil – for a GM to do with what they will.

I’ve run it many, many times now and never once has this simple setup run out the same way.

Sale 0 comments on New Year, New Game in 2018

New Year, New Game in 2018

The annual affair that is the New Year, New Game sale event dawns at the Just Crunch Games store on DriveThruRPG and with that in mind, all the Bundles for The Cthulhu Hack have levelled out to provide an even better deal.

As it happens, the event scoops up a bunch of material regardless and applies a sale saving – and that meant that several individual products had a better price outside the Bundles than they had inside them. It made sense to nip in and make adjustments – then after the event ends, the Bundles will return to their original state (which will still provide a saving over buying the individual books).

And, if you already have some of the books, the DriveThru (and RPGNow) site will adjust for what you have and only charge for the rest.

Oddly enough, as a collector of games I’m relieved they put this functionality in place, as I have dim and distant memories of once buying a PDF in a bundle only to discover that I already had it. Annoying, but something I’m OK with – because if I wanted it in the first place I clearly valued the material enough to reward the creator/publisher for their efforts. Sometimes, it’s nice to leave something more than expected in the Tip Jar!

In the Bundle offers, The Cthulhu Hack includes:

  • The Core Bundle – the Core Rules, From Unformed Realms and The Haunter of the Dark – is now $12, saving $2.85 (off full price of individual PDFs).
  • The Unformed Bundle – From Unformed Realms and The Dark Brood – is now $6, saving $1.90 (off full price of individual PDFs).
  • The Investigation Bundle – The Haunter of the Dark, Save Innsmouth, Thro’ Centuries Fixed, and Three Faces of the Wendigo – is now $17, saving $4.52 (off full price of individual PDFs).

DriveThruRPG New Year, New Game Sale – Cthulhu Hack Bundles

And, I’m maintaining the reduction off of The Cthulhu Hack Investigations bundle in the All Rolled Up web store, while stocks last. Once the original slim version of Save Innsmouth is gone, it’s gone. That’s about $17.60 plus postage, or £13 (saving £4 or – approximately – $5.45 off the full price of individual printed books).

All Rolled Up – The Cthulhu Hack Investigations

The DriveThruRPG New Year, New Game sale runs for another 10 days (around noon on 22nd January 2018). The offer on The Cthulhu Hack Investigations at All Rolled Up Just Crunch web store will run for the same period.

News 0 comments on Save Innsmouth in 2018

Save Innsmouth in 2018

Behind some dread portal 2018 lurks, as 2017 stumbles to a close, blooded and strung out. In the distance, unnatural howls ring out, a guttural noise somewhere between an animal and a cry of pain. Something cuts short the sound… the rumble of machinery, the growl of an engine. The ground shudders as something draws closer.

All being well, that something will be Save Innsmouth – the project started with Save Innsmouth: Chapter Zero.

You can still get the original version separately or rolled into The Cthulhu Hack Investigations Bundle. Or, you can find the whole adventure tucked away in the back of the current Core Book.

The Student Documentary starts the whole thing. Or perhaps hints at it. In a way, it provides the player handout intended to get a group of investigators involved, as the events of Chapter Zero will most likelihood end up tucked away in the folds of a newspaper somewhere.

Yes, it could be front page news at any other time, but when you have a major corporation involved, these things sort of disappear. Students breaking into a protected construction site on the basis of some idiotic Save Innsmouth campaign run out of Arkham University… well, the site had all the necessary signs and warnings.

Their fate has everything to do with trespassing and nothing to do with the Dunold Group. The corporate legal arm of the Group would certainly have something to say about it if you suggested any different. As it is, the company has taken additional measures to secure the site and action has been taken against Michael Walker, the ‘president’ of the so-called action group.

Save Innsmouth will provide connected investigations in and around the events and incidents, providing a campaign that can form a point of focus or form a story arc to return to across your gaming year.

You can grab the existing PDF from RPGNow or DriveThruRPG, get it in The Cthulhu Hack Investigations Bundle or buy a physical copy of the adventure from the All Rolled Up web store.

 

3rd Party 0 comments on Pax Cthuliana

Pax Cthuliana

I’m midway through running the system-free investigation Pax Cthuliana from NEVR publishing (who also publish the Insight RPG). I went through the read through and prep a fortnight ago and ran the first half last Tuesday – which proved sufficient to get a review up and posted on Geek Native.

I mention in the review that the adventure would work fine without a system – all loosey goosey and story-focused – but, at the same time, it doesn’t take too much to nudge a little crunch in around the defined locations and meetings with personalities. You have a bucket-load of superb quality handouts and clues to pass on to the gathered investigators, but that’s not to say they should pay for the insight with a measured taxing of their Resource Dice, using The Cthulhu Hack.

I can see where the Kickstarter money went on this adventure – because few games have such fine play materials and certainly don’t usually stretched to a purpose-written original soundtrack. As I suggest in the Geek Native review, you can do something more yourself with scattered props and red herring paperwork on the tabletop – as you can do with any game. The visceral, hands-on experience really adds something special to the event – which, in this case, will be my last roleplaying game of the year (most probably).

Anyway – check out the Geek Native review and then treat yourself (and your players) to a long evening (or dual session) of Pax Cthuliana. It includes various ideas on expanding the adventure (which I feel play more into the hands of adding a little extra crunch from a system) and the possibility of making this a bookend for a campaign (your choice which end; one definitely would be harder to achieve than the other!).

Reviews 0 comments on Three Faces of the Wendigo – Reviews from R’lyeh

Three Faces of the Wendigo – Reviews from R’lyeh

I got the first review in yesterday for Three Faces of the Wendigo from Matthew Pook over on Reviews from R’lyeh.

It can be a tough old deal handling reviews and criticism, but the feedback runs along the lines of generally positive with a last sentence conclusion of:

Overall, Three Faces of the Wendigo is a decent trilogy of one-shot or demonstration scenarios.

I know that experiences and reviews will vary – and I know that of the sessions I have heard back from or run myself that the adventures have gone down well. If you’re interested in checking them out yourself, you can get the PDF of Three Faces of the Wendigo from RPGNow by itself or as part of the Investigations Bundle.

If you’d prefer a physical book, Three Faces of the Wendigo is available through All Rolled Up’s web store.

Releases 0 comments on Bundles of Foreboding

Bundles of Foreboding

In time for Christmas, but also to make it easier to pick up a bunch of The Cthulhu Hack books without searching, I have created three Bundle offers on RPGNow/DriveThruRPG – with a swanky new bundle graphic.

The Cthulhu Hack Core provides you with the essentials – as someone else put it, the Player’s Handbook, Dungeon Master’s Guide and Monster Manual – for running the game. You get the v1.5 copy of The Cthulhu Hack, the guide in stories and adventures of The Haunter of the Dark, and a horde of random horrors with From Unformed Realms. That’s $13.33.

The Unformed Bundle focus on the creatures and horrors – and can be ported to other games very easily. Here you get From Unformed Realms along with recently released The Dark Brood, which focuses on the hellish progeny of Shub-Niggaruth. That’s $6.66.

Finally, you will find the brand new Investigations Bundle, which combines the guide in stories and adventures of The Haunter of the Dark with five ready-to-play investigations: modern day student hikers documenting the last days of the derelict Innsmouth in Save Innsmouth; locals of a small town on an island off Maine waking without recollection of their purpose, but keenly aware that something’s horribly wrong in Thro’ Centuries Fixed; and three chilling encounters with the Wendigo, served up by three different authors, in Three Faces of the Wendigo. That’s $18.00.

As per standard charging on the One Book Shelf stores, if you have a book already, you don’t pay for it twice. They deduct that individual book (or books) from the total – so, you still save on the PDFs you don’t have.

The Core Bundle
Releases 2 comments on Release The Dark Brood

Release The Dark Brood

The Dark Brood offers a selection of content that brings the fecundity of Shub-Niggurath front and centre to your game of The Cthulhu Hack; loosing her mindless progeny upon the unsuspecting world. Oddly enough, I started writing this as a basic bestiary entry – perhaps even just a single creature post on this site; in many ways, Mark Chance’s posts over at Spes Magna had got me thinking. Mark had posted a few examples of using From Unformed Realms to create creatures and villains for various game systems – and I wanted to bring some of that home to Just Crunch. However, once I got writing, I couldn’t stop. I had four creatures, then five; then I realised that they had a commonality that seemed a gift for writing more about Shub-Niggurath and its strange influences. Before you know it, I had several thousand words and a cover image!

The supplement includes:

  • An overview of the Black Goat of a Thousand Young and the manifestations of its presence
  • Six ready-to-play samples of the Dark Brood as examples of using From Unformed Realms to generate endless new monstrosities
  • Two investigation seeds with suggestions on hooking your group in and what they’ll uncover
  • Four new Mythos spells associated with practitioners close to Shub-Niggurath, including Flesh-to-Stone
  • A collection of more than two-dozen ideas on adding the influence of the Dark Brood and Shub-Niggurath into your investigations, which you can use as hooks, flavour, or creative sparks for your next investigation

Written for The Cthulhu Hack, The Dark Brood has the simplicity to allow simple porting to other investigation horror games; alternatively, the creatures and spells – written with the same system as The Black Hack – can be used with any of the many variants of that game system.

The Cthulhu Hack: The Dark Brood is available now through RPGNow and DriveThruRPG for $3.95. Or grab the Unformed Bundle, which includes both The Dark Brood and From Unformed Realms for $6.66.

Releases 0 comments on Three Faces Released in Print

Three Faces Released in Print

After a successful release through One Book Shelf at RPGNow and DriveThruRPG, I’m happy to say that you can also get physical print copies of Three Faces of the Wendigo through the All Rolled Up web store.

It’s easy. Hit Add, then Cart – and you’re ready to buy (unless you care to add anything else into the shopping cart first!). Enter your name, email and address, then someone will come back to you with an invoice for the total payment including shipping/postage.

If you’re coming to The Cthulhu Hack for the first time, you can also buy All Books for 10% the standard price of the individual books – that The Cthulhu Hack, From Unformed Realms, The Haunter of the Dark, Thro’ Centuries Fixed and Three Faces of the Wendigo for £30.

I will make every effort to add the book as a Print On Demand elsewhere, but this takes time – so, I’ll post an update when it’s ready.

Adventures, Releases 0 comments on Strength of the Wendigo

Strength of the Wendigo

The remit for Three Faces of the Wendigo – write an adventure with the Wendigo at the heart of it. In the hands of three writers you get three chilling takes on the same theme with a very different perspective.

Each writer – Richard August, John Almack and myself – came at the tale independently. John kicked off and completed his investigation, “Lovely, Dark and Deep“, first – a story set in the Jazz Age, but far, far away from the bright lights and the music. If there’s commonality in these adventure, it comes from exposure to the distant wilds, the rugged settlements and territories far from the beaten track.

John noted: “What I really like about this anthology is that the relative strength of the Wendigo depicted in each scenario perfectly matches the era in which it is set.” Indeed, the entity at the heart of “Wolves in the Mountain” sets a high watermark in malevolence – but each adventure will have the investigators questioning their slim possibility of survival in the face in the inhuman horrors.

“Wolves” and “Tainted Meat” lie at least a century apart, but both tell a story about communities pushed to extremes and challenged with survival. There’s nothing stopping a GM running each of these investigations with the same group – they’re perfect for filling a trio of sessions with Lovecraftian horrors.

They’ve all been tested in “convention conditions”, so they might equally serve well as one-shot fillers or as games to take to a convention yourself and run in a 3 – 4 hour slot. One adventure comes with pre-generated characters, but the simple character generation of The Cthulhu Hack means that you can get up and running without preparation or use existing investigators.

On top of that, the simplicity of the system means that there’s nothing stopping you from using these adventures with other systems and substituting systems on-the-fly, if you wish. Whatever flavour of Mythos game system you prefer, they scale up or down in either direction – it’s why The Cthulhu Hack exists, not as a replacement but as an alternative. TCH shines when you just want to get your game on at a moments notice, but absolutely works for longer term games if you wish. Other systems angle toward the campaign first and, therefore, guide you through a more structured and thorough character generation.

However you choose to use it, Three Faces of the Wendigo – available now from RPGNow and DriveThruRPG, and soon through All Rolled Up – provides three different adventures, each with their own influences, whether Blackwood, Ithaqua or the rich folklore of the Algonquin tribes. I enjoyed bringing it all together – and I hope you get a thrill out of playing or running these investigations.

Adventures, Releases 0 comments on Three Faces of the Wendigo

Three Faces of the Wendigo

“That stern quality of the tangled backwoods which can only be described as merciless and terrible, rose out of these far blue woods swimming upon the horizon, and revealed itself. He understood the silent warning. He realized his own utter helplessness.”

– Algernon Blackwood, “The Wendigo”

Three authors. Three chilling tales of malevolence and inhuman appetite for The Cthulhu Hack.

Three Faces of the Wendigo features:

Wolves in the Mountain by Richard August

A man staggers into an isolated town with a story of murder and madness. A small group ventures into the wilderness, in search of the truth. But out in the mountains there lies something darker and stranger than they can possibly imagine… and blood. Lots and lots of blood.

Lovely, Dark and Deep by John Almack

Wherein the investigators go on a hunting trip in the Canadian wilderness, but soon wonder who is the hunter and who the prey.

Tainted Meat by Paul Baldowski

Out in the deep woods, a tiny settlement has fought to survive and won. When the travelling investigators arrive, they find proud, tough people and are welcomed with warmth and hospitality. Hard times behind them, why would anyone want to leave?

Designed as stand-alone investigations, suited to running as one-shots or over two sessions. Written for The Cthulhu Hack, adaptable to any game of investigation horror.

These adventures contain mature themes. The Cthulhu Hack: Three Faces of the Wendigo available now in PDF, from RPGNow and DriveThruRPG. Available in print from the start of December – at Dragonmeet (2nd December) and then from All Rolled Up.

Sale 0 comments on Halloween Savings

Halloween Savings

You can save 31% on the PDFs of the whole Cthulhu Hack range in the RPGNow and DriveThruRPG Halloween event.

That means you get hold of the core rules, From Unformed RealmsThe Haunter of the DarkThro’ Centuries Fixed, the Outpost Generator and Save Innsmouth considerably reduced – perhaps fill out your collection?

In the meantime, I continue to wrestle with the next release – three new adventures – as well as the proofing for POD books through OneBookShelf and a character card set through DriveThruCards. All far more traumatic than the average Halloween movie…

Sale 0 comments on September Setting Sale on RPGNow

September Setting Sale on RPGNow

September is the time for changing up your game’s setting – and for The Cthulhu Hack that means picking up your copy of From Unformed Realms and doing something unexpected with it.

As a toolkit, you might create a whole creature from scratch, allowing the dice to guide the physical make-up of the monstrous entity and then adding the stats later. Mark Chance has posted a bunch of uses for From Unformed Realms on his blog, including creating twisted entities for Mutant Futures, lurking Murkling for Barbarians of Lemuria, Chitinoid Chaos for Marvel Super Heroes, and snake guardians for Bloodshadows.

Alternatively, you can make a roll or two to spice up some of your existing adversaries and antagonists. As a review of From Unformed Realms on RPG Geek said –  “it’s an evocative and easy to read source of inspiration for just about any otherworldly monster. I like how it cuts straight to the weirdness – horrific or simply dangerous – and lets you build the monster around those core abilities. I fully intend to use this in fantasy games – at least high-fantasy ones, where ‘realism’ isn’t a concern.”

From Unformed Realms is a system-free toolkit suited for many settings and genre as a way to create or transform the monsters and horrors your player characters face – and until 30th September it’s 33% off.

Releases 0 comments on The Cthulhu Hack Core

The Cthulhu Hack Core

The essential core books for The Cthulhu Hack in a PDF bundle offer.

That includes two adventures – Save Innsmouth and The Hacker of the Dark – along with character creation, character advancement, creatures, magic, new horrors, investigation creation guidance and character sheets.

Everything you need to start playing your own games with new horrors and guidance on using Lovecraft’s own stories as source material for your adventures.

Adapting, Thoughts 1 comment on Lost in the Lights

Lost in the Lights

I have been reading this modern day, Las Vegas-based adventure-supplement with interest. Part-background for a cult, part-adventure – it also contains a bunch of information and several spot rules – the last of which fits Call of Cthulhu, but has less value for The Cthulhu Hack.

Lost in the Lights – including the adventure Invisible Sun – provides a lot of potential. It has been available in a couple of formats in the past – physical and PDF. In the last week, it was released as a physical book in the UK.

For information, I have read this supplement through a couple of times with plans with run it in the near future. This is not a review – this is a view, based on my reading and interpretation of the materials.

First Impressions

In my opinion, the adventure won’t require much prep for The Cthulhu Hack – which I’ve always presented as the strong point of the system – as key clues and locations appear in small capitalised text and the few stat-blocked antagonists can slide over to TCH on the fly. At heart, the adventure either hurts hard or will require some cautious and somewhat structured investigation – you’ve no need to worry about complex conversion for prolonged gun battles or weird esoteric spell play.

You may want to highlight the clues in different colours to call them out for ease of visibility in play or make some additional notes. My personal favourite would be a combination of highlighting (or use of opaque Post-It markers) and some notes in the margin (or Post-Its, if you’re squirming at the prospect of writing in a book). With a PDF version, you could annotate the text on a tablet (though see below, as currently I don’t believe a PDF exists).

Some of what follows contains spoilers – so if you’re the perennial player and might end up being the investigator rather than the show runner, stop here!

Breakdown of a Cult

The supplement handles details of a new cult – and then the investigation sets out a faction of that cult in action. The source of the cult lies far away – so if the events go down and the protagonists in Las Vegas collapsed or implode, the threat remains. Indeed, what this cult believes could easily translate wholesale into other sects and realms of worship, possibly without any real understanding of the Mythos.

The first section of the book goes into considerable detail about the origins of the cult. With this material, not only can you rely on its remote source to keep it tenable, you have a timeline (and guidance) on having it as the antagonist for investigations stretching back through the ages.

As a GM of any game revolving around the Cthulhu Mythos you have to remember the long game. Very few of the entities of the Mythos keep to some 5-year plan! Indeed, it’s the cults, sects and covens that have the plans – as the entities themselves exhibit (rightly) an alien quality that defies reasoning in human terms. The people of Earth mean nothing to them – they might provide momentary sustenance or a trickle of extra-natural energies, but little else. For some, Earth might as well be a buffet, for others the timescape of our world provides a curious diversion or a convenient battleground.

The strangest thing about the cult herein relates to the mind set. The book goes to some effort explaining why the people in this cult pursue their worship of the Mythos entities. No sane or balanced individual would consider this worship as anything but suicidal. I found myself reading the explanation and still wondering why – and, in truth, my stance, I hope, means I lack the ingrained sociopathic world view. That’s a good thing. I get it that people exist on a spectrum and I’m holding on tight to the barrier well away from the need for death-defying thrills or adrenalin junkie-ism.

What Happens in Vegas

At heart, this investigation involves a missing girl. The way the player characters approach the investigations matters a lot. Careful and low key will make for an entirely different adventure to all guns blazing. Indeed, all guns blazing will end in a Total Party Kill 9 times out of 10, with certainty. The antagonists have no qualms about silencing those who would interfere – and anyone making noise will drown out the hushed cover-ups and clues, simply drawing attention without benefit.

The adventure contains a fair smattering of exposition, background reading and rule additions (for Call of Cthulhu 7e) at a tangent to the absolute necessary. The GM could skip a fair few pages and run the adventure without reading this material in detail – though it might make it harder to improvise and adapt to the unexpected. A section on the effects of radiation – in the real world and game terms – you could skip altogether and just run on the fly with typical preconceptions.

I have a strong feeling that you could, with consideration and a careful eye on timing, run this adventure in a single session. You might, with a secure grip on the reins, reach a conclusion in a convention slot. However, the wealth of material here means you could also run this with less pace and more emphasis on atmosphere. Heck, you might go all David Lynch on this bad boy and turn it into something very peculiar (why not turn on a loop video of a long dark road and just walk away from the table for 10-minutes?).

In terms of characters, you can approach this with existing groups or generate something on the spot. The adventure allows for – and supports – groups with or without law enforcement powers. Actually, possession of some measure of authority serves to simplify and complicate. It can mean getting easier access to people and locations to pose questions, but more often than not puts them on edge.

Hand-outs Galore

The book closes with a gathering of hand-outs, otherwise scattered around the text at relevant points. I like that. Yes it takes up a bunch pages with duplicated material, but Lost in the Lights has made some seriously immersive and engaging hand-outs. As a modern adventure, you can find clues scattered everywhere – news footage, web pages, text messages.

The adventure was originally released a few years ago as a PDF by Sixtystone Press. At the time of that release they also made an enhanced hand-out pack available, which allowed the GM to tweak the details – like changing dates or specific references. That level of personalisation appeals to me – but, the website offers only dead links for the PDF and enhanced hand-outs.

I have dropped them a note to see whether these will become available again, as the hand-out personalisation takes things to a whole new level. I can see why the PDF might be unavailable at the moment, with the recent release into print for this updated 7th edition version, but I’m not certain why the hand-outs have disappeared, as these are not system dependent.

Stays in Vegas

I like the potential of this investigation because it offers a slice of lore, a chapter in the existence of a cult that has persisted through centuries and won’t fall because the investigators poked out a block in the Jenga tower. Thro’ Centuries Fixed references the use of an adventure as a sort of teaser, a glimpse of a broader campaign. Well, Lost in the Lights does more than offer a passing reference to the idea in the margins – with the detail and timeline about the cult, you have the basic building blocks to create call backs and echoes long after the dust has settled in Vegas.

That the book sells itself as both adventure and supplement means you have more than just a one-off when you make this purchase. The inclusion of all the additional material around the cult, the worshippers, their motivations and so forth means that Invisible Sun can serve as a first step in a longer campaign arc. The cult could serve as a focus or a sub-plot recurring malefactor. On the caveat of this being a view rather than a review, I give this a thumbs up.

Check out Lost in the Lights on the Sixtystone Press website, and in PDF through RPG Now.

Reviews 0 comments on Cthulhu Potpourri

Cthulhu Potpourri

A little review of The Cthulhu Hack, tucked away in a new “potpourri” review of The Black Hack on RPG Geek.

Like playing Call of Cthulhu but want something a bit lighter every once in a while? Try The Cthulhu Hack! The Cthulhu Hack is an investigative horror game where the players try to solve mysteries while staving off deadly horrors and creatures from beyond.

One of the interesting things that this game includes is “smokes” and “flashlights”. Now, these don’t necessarily represent actual cigarettes and flashlights, but they do represent your character’s ability to continue an investigation (flashlights) or their ability to get information or charm someone (smokes).

Each of these traits has a usage die, and every time you use an ability that links to one of these traits, you roll the usage die for it. So, for example, if you are searching for clues, you would roll your flashlight usage die. If you run out of the “flashlight” trait, then you have exhausted your investigative ability, your leads, or whatever else is appropriate.

This is great because it never leads to a moment where the adventure stops dead because of a failed check for clues. You will find something, and if you are out of the flashlight trait, then you know not to even bother looking (although there might be other ways to obtain the information you are looking for…). This also increases the drama of the game. Instead of running into every room the GM presents to you and say “I’m searching here, I’m searching there, I search again…” you have to really be careful and think about exactly what you want to do because the ability to search or interrogate people is a finite resource.

Some other aspects of the game that were added to the basic Black Hack formula are sanity (of course) and the ability to build classes, “free form” characters.

There are already a bunch of supplements out for this one, including a setting (Convicts and Cthulhu) and some adventures.

Events 0 comments on Round-up of Events

Round-up of Events

Gen Con, the ENnies, OneBookShelf and Patreon – all worth a moment and a mention.

Gen Con

I’m in the States next week and then Gen Con the week after. I’m really excited. I will be running The Cthulhu Hack on Thursday afternoon, in three rollercoaster sessions. In addition, you can catch me at the Monte Cook Games stand on Thursday morning (I’m representing All Rolled Up for an hour or so), and most of the remaining time I’ll be at Table 2959 in Entrepreneurs’ Avenue.

I will have quite a lot of The Cthulhu Hack, including the new red box. I will have various other coloured boxes and plenty of books, Insanity Dice, dice trays, messenger bags, and the prototype copy of a fancy Character Creation Deck. I’m more than happy to chat – AND I will definitely try to barter for game stuff through Twitter. Following @cthulhuhack on Twitter and watch out – I’ll post what I want and what I’ll give for it… and the first one to answer back and bring the item around will get a bit of a bargain.

The ENnies Awards

I might have mentioned that The Haunter of the Dark has been nominated in the Best Electronic Book category of the ENnies. The voting happened already – but, you will have the chance to pick up a physical copy of the book at Gen Con; in addition, OneBookShelf sites – RPGNow and DriveThruRPG – have the PDF up at 25% off. The book has been tinkered with slightly, in light of my attempts to get it released as Print On Demand, with a scattering of additions and tweaks.

What is it?

Well, The Haunter of the Dark provides thoughts, guidance and structure on taking Lovecraft’s stories and mining them for adventures – whether hooks, motivations, characters or whole investigations. The second half includes an annotated text of the original story, littered with ideas and icons highlighting where clues, motivations and seeds lie. The first half runs through structure and a sequel to Lovecraft’s tale. And in the middle – 9-pages of random tables to help you creatively with little details.

Both an adventure based on a Lovecraft short stories, and a manual on how to write an adventure (of the sandbox kind) based on written fiction, this module has something for every GM/Keeper. [RPG Geek]

On a side note, The Cthulhu Hack MUST be so close to a Gold Popular Pick Award on RPGNow… So close!

Patreon

I have kicked off a plan to support expanding the line for The Cthulhu Hack with a call for patrons on Patreon.

Paul Baldowski is creating Adventures and Supplements for The Cthulhu Hack!

To quote a little of the site…

I plan to create supplements and adventures for The Cthulhu Hack “off piste”, outside my schedule for other work. These supplements will be self-contained material that expands on the core or provides interesting alternatives that make conversion of other material simpler. A good example would be, say, a setting book for the Dreamlands or Victorian adventures. By creating this supplementary material, you can draw on the wider range of material that already exists for other game systems.

My word-count target for supplements and adventures will be about 5,000-10,000 words, somewhere between Save Innsmouth and Thro’ Centuries Fixed.

When published in PDF, I will make them available Pay What You Want.

However, that requires the support of a group of Patreons. And you can read more on the website at the end of that link, above.