Conversion, Mechanics 0 comments on Compatibility Hack

Compatibility Hack

The association between The Black Hack and The Cthulhu Hack is a funny old thing. In the 3 years that both games have existed, an explosion of other supplements and expansions of the former have appeared. In the meantime, TCH has drifted along a path of its own.

What does that mean?

It means that many elements of The Cthulhu Hack are backward compatible with The Black Hack and other games of The y Hack type (where y is an indeterminate take on the core TBH), but I never really write them to work without thought or due consideration. I’m not including that sort of note in the material associated with the game—I’m not declaring anywhere in the core game or supplements that they work out of the box with The y Hack .

I do declare, in a general sense, that The Cthulhu Hack material can be run with other Cthulhu game systems and that you can use other Cthulhu game system supplements with The Cthulhu Hack. Again, I’m not declaring compatibility—you have to do an amount of work equal to indeterminate value n. You can use The Haunter‘s investigation structure and story mining for anything, but something crunchier might need a moment.

I have run scenarios from Call of Cthulhu, World War Cthulhu, Achtung! Cthulhu, Delta Green, Trail of Cthulhu, Bookhounds of London. Cthulhu Dark and others on the fly. Aside from reading the material in advance, I did nothing much else except make the sort of prep notes I do for any other adventure I GM.

On the other hand, if you lifted the Investigation Resource mechanic or Special Abilities from The Cthulhu Hack and used them in a game of The y Hack, you would have to give some thought to the process. TCH has no levels, so anything that assumes the use of levels probably won’t work at all—or at least needs some thought. TCH handles advancement through investigations survived, but that isn’t the same as levels, per se.

Creatures from The Cthulhu Hack will probably work, but again—some of their Abilities might warrant tweaking to make them more potent against a gang of leveled characters.

I hope that makes sense—and that you’re taking advantage of DriveThruRPG’s Christmas in July to pick up all manner of y Hack supplements and material, including The Black Hack and The Cthulhu Hack.

And if you’re up for new material or stuff you can convert with an amount of work equal to indeterminate value n, pledge your support through The Cthulhu Hack Patreon for as little as $1 a month.

Releases 0 comments on Valkyrie-9 in Print

Valkyrie-9 in Print

All Rolled Up will have new stock in store for The Cthulhu Hack from sometime next week, as print copies of new investigation Valkyrie Nine come in.

The PDF release of Valkyrie-9 can be found at DriveThruRPG, but for a physical book you will have the option of placing an order through the All Rolled Up web store or catching us at an upcoming convention.

In the meantime, layout continues on another release, Mother’s Love, that will feature not just one, but three, new investigations. We’ll keep you informed as get closer to release.

Patreon, Releases, Thoughts 0 comments on The Cthulhu Hack in 2019

The Cthulhu Hack in 2019

I’m not inclined to make predictions or promises! For me, 2018 proved to be a workhorse year where a fair amount got done but not as much got published as I might have hoped.

For my part The Dark Brood was published – a short guide to the Cult of Shub-Niggurath – along with the GM Reference screenThe Dark Brood has been well received with some good review feedback – and I’m absolutely up to expanded on this material in the future.

On a broader scale, Les 12 Singes published The Cthulhu Hack in French, kicking off their Dark Monkeys collection. The Spanish edition of the game, from Mindscape Publishing, will emerge early next year, and you can expect news on a German version, following some very positive discussions at Spiel and a signed contract!

On top of all that, I kicked off the Paul Baldowski is creating role-playing content for The Cthulhu Hack on Patreon in late November. The idea was to support the ongoing development of The Cthulhu Hack in a building block fashion; so far, in 6 weeks, it’s generated two extended entities – the Dimensional Shambler and Rhan-Tegoth – plus an optional rule for Special Abilities. There’s another entity write-up in progress – and the creative fuel will mean a lot for releases in 2019.

For the last several months, I’ve been holding up the progress of the next set of investigations. I’m absolutely to blame for this because the process of reviewing and providing feedback has been one I’m not great keeping on top of. However, all four writers have had feedback this past week – so, January should see a finalised set of adventures, and most of the art should be in place, too. On that basis, I have expectations of a Spring release for Mother’s Love.

The three adventures continue on from The Dark Brood, taking the business of Shub-Niggurath and spinning it out across the globe. Like Three Faces of Wendigo, the investigations don’t specifically make up a campaign – but a GM can make of them what they will; you’re responsible for introducing any connective tissue to make them into a joined up campaign if you want.

Another bubbling work-in-progress will come in the form of a optional rules set, the dread tome De Cultis Ineffabilibus. Part of this will be bestiary-related, something for which I owe my Patrons thanks. The time spent in creating back story, plot hooks and new mechanics around Lovecraft’s many creatures will make this an interesting addition to the arsenal of anyone running The Cthulhu Hack.

While the publication of the current edition of the Core Rules added extra mechanics and optional rules, many ideas remain. New material hovering in playtest include mechanics for additional creatures, magic, tomes, combat and more – with some material lingering half-formed as marginalia and scattered notes. You can also expect an adventure or two, and a guest writer will provide some of the material – primarily around adding a little more pulpy action to your Cthulhu Hack investigations.

Then we go further afield – with the possibility of two setting supplements. One has been around for a while, but will see a re-write and a re-title: a return to penal colony Australia in Island of Ignorance. This will include updated and expanded material on character creation, with a brief overview of the flavour and material of the environment, as well as an adventure and a bunch of expanded creatures. The original supplement came out with 6-months of the original edition, so you can expect some updates.

The other supplement, tentatively called The Dark of the Moon, sees The Cthulhu Hack heading into the vast darkness of space. At the moment, this includes material to expand character creation, additional mechanics for handling the environment, new and expanded entities of the Mythos, and at least two adventures.

And along with all this, the Patreon content will continue to trickle out month-on-month – along with playtesting of investigations and mechanics at any events I attend that don’t demand I spend 100% of my time at the stall!

Thanks everyone for your support in 2018 – and you can still grab The Cthulhu Hack at a discount until midnight – and I’m looking forward to seeing what 2019 brings!

Patreon 0 comments on Shambling Patreon

Shambling Patreon

I set up a Patreon page a week or so ago to support the creative endeavour for expanding The Cthulhu Hack line, in support for your patronage, you get access to content not available to anyone else.

At the most basic level, that’s posts on here and the Patreon page. At higher levels, you get early access to draft material that will eventually make it into other publications down the line – as well as playtest reports and notes.

Thus far, there’s a token-based alternative to Special Abilities and a in-depth look at Dimensional Shamblers, expanding the detail from the Core Book for this blink-and-you-would-miss-it creature that deserves more attention.

More will follow, culminating in further expanded releases to the wider public including some – but not necessarily all – of this material. As a Dweller in Darkness, you get complimentary PDFs of all future releases for The Cthulhu Hack through DriveThruRPG (where the Black Friday Sale is still on).

Events, Sale 0 comments on DriveThru Sale and More

DriveThru Sale and More

It’s that time of year when the shops and the Internet go wild and, largely without conscious involvement, everything gets cheaper for a week.

For the next week (until close of play this coming Monday), DriveThruRPG offer 33% off a whole load of role-playing games, including everything in the Just Crunch Games store.

Click the link and take the offer while it lasts. And, if you quite like the idea of reasonably priced game supplements, consider pledging $10 to The Cthulhu Hack on Patreon. As a Dweller in Darkness, you will receive a free complimentary copy of new releases as they come out, as well as early access to drafts, playtest notes and more. This week alone, that’s a playtest approach to simplifying Abilities and come the end of the week, another slice of new (illustrated) content.

Whether you pick stuff up in the sale or pledge on Patreon, I appreciate all the support. And, remember, I’ll be at Dragonmeet in under two weeks time with a booth chock with books, boxes, dice, character cards, counters and – fingers-crossed – a smattering of T-shirts.

Links:

Actual Play 0 comments on Rogue Trooper: Operation Blue Moon

Rogue Trooper: Operation Blue Moon

Great to see hacking of The Cthulhu Hack, with Clarky the Cruel running Rogue Trooper: Operation Blue Moon at Mersey Games Knights games day. He’s posted a brief report over on his blog, where @thegrampus notes:

System-wise Hack is just as impressive as I’d hoped. Its fast and intuitive, and the declining resource dice mechanic is perfect for a game that is at heart Survival Horror. It feels like a system designed for convention style games, although i’m not sure how well it would work for campaigns. But for this, its great.

And, I’m not denying the angle of the one-shot for The Cthulhu Hack, as that’s what I generally play. The caveat – which I’m happy to discuss at length at cons or wherever – is that I see games in the Cthulhu Mythos better placed as one-shots with the campaign formed around the overriding threat to the world, rather than the same investigators.

The common thread comes down to journals, notes, letters, videos and other evidence that characters leave in their wake, allowing others to pick up the mantle – effectively, continuing the old trope of receiving a letter from your distant uncle about an artefact he’s left you in his will. Except you’re last character takes the place of the uncle, or your old professor from university, or that sleepless, alcoholic journalist you once shared a drink with.

Nice to see the resource mechanic continuing to evolve, here used to see how long characters can “Stay Frosty” – ultimately losing their edge as the battlefield grinds them down.


Image © Warwick Fraser-Coombe 2016

Awards, Sale 0 comments on Belated Celebrations of Success Sale

Belated Celebrations of Success Sale

In a thoroughly belated celebration of success, as Winner of the UK Games Expo Awards 2018 People’s Choice Award for Best Roleplay Game Adventure, you can find Three Faces of the Wendigo available for 20% off the normal PDF price at RPGNow and DriveThruRPG.

It was a pleasure to receive the support of gamers across the long weekend of the Expo and I appreciate every support offered – whether you’re picking up the latest supplement in PDF, grabbing a boxed set at an event, or running a game using The Cthulhu Hack at a convention.

If you have picked up a copy in PDF, I would appreciate reviews posted on RPGNow and DriveThruRPG, so gamers interested in the product can hear a bit more about what you thought. I appreciate the chance to talk with gamers at events about their experiences and sharing ideas on the Google+ community. If you leave a review (click on the product link on the right of the page, log in at the site, and then leave your review on the page), I hope we can expand the reach of the game even further.

Right now, I’m marshalling the creative forces behind the next trilogy of investigations, their focus on the cult of Shub-Niggurath, as first hinted at within the pages of The Dark Brood. Three great writers, new to the pages of The Cthulhu Hack, presently slave over the drafts of three fine adventures – and I’m getting the cold shivers already. Fear not, the horrors of the Wendigo might well pale in the face of what is to come…

Mechanics 0 comments on All the Dice, No Gimmicks

All the Dice, No Gimmicks

At the heart of many tabletop games lie a handful of dice. When you write a game, I propose that you should keep it simple, especially as a self-publisher or small scale game company, and stick with dice – because no one wants to spend money on something weird and wonderful for a game that might only play occasionally. What use would you have for tokens or cards keyed to a specific game – and why, as the publisher, would you mess with production and possibility of getting stuck with unsold stock?

Simple Just Works

In the early development of The Dee Sanction, I had a notion to use almost anything to make the character generation and record a bit different. I had tokens, I had character cards, I had a Tarot deck. In the end, it seemed to me that if I asked for any of those things, I might be asking for something that the table didn’t have to hand. Admittedly, they might not have dice either – but, I think you should feel relatively safe that a tabletop roleplaying game with a dice mechanic can be viewed as a fairly standard thing.

I was pleased when I ran a game of The Cthulhu Hack at Tierra de Nadie (in Mollina, north of Malaga) that someone commented they liked the fact that the game used a whole polyhedral set. I mean, it was both interesting and a little strange to get that feedback, but I guess it’s a truth that we’re not sticking to all the dice anymore. There are games that use just one die, or one type of die. If you’re Fantasy Flight, you might even get away with using some really odd dice. Both TCH and TDS use a whole polyhedral set – and, oddly enough, they use them all slightly differently.

Base Mechanics

In The Cthulhu Hack, you use the twenty-sided dice for handling Threats; the rest of the dice, you use those for Resources. You don’t use a d20 for Resources (normally). And you never use the lower-sided dice to figure the success or failure of a Threat. By the end of a session, you will have used all the dice, probably, some more than others – especially when you’re kicking off the use of a high value (12-sided) Resource. This division of purpose means that when I say to save against a Threat, there isn’t a doubt about what die to pick up.

When it comes to The Dee Sanction, the status quo on dice won’t change much, though I intend to include some alternate mechanics. Ultimately, if you just use dice, the game will play the same way – but there will be the occasional option to use a deck of cards, for example, when determining your character background, as if all the players draw a card from a single deck you manage to perform an act of randomisation without the possibility of duplication. Yes, you might want be OK with two porters or courtiers, but using the cards means that won’t happen unless you specifically choose to not randomise. Or use the dice and allow it.

Preparation

I suppose for some players, when you come to a game and you have spent the time picking our your favourite dice, it can be disappointing to find that the game you’ve signed up for out of interest uses only one type or none at all. Why did you go through all that ritual effort of purification and orientation for the last week, bathing them in holy water and hanging them from the mantle of your fireplace, only to find the careful balance of perfection instantly disrupted… or dissipated by disuse?!

On top of that, if you just use a standard set of dice, you don’t have to spend time explaining how to use them. I mean, I like the dice mechanic for Star Wars and Genesys, but that thing does take a while to bed in or necessitates a reference chart that won’t stay memorised for long (or at least not in my experience). When you say, roll a twenty-sided die, that doesn’t need any explanation (well, it did in Spain, but only because i tried to explain the singular and plural versions, die and dice, and how it had fallen into disfavour).

Once you start adding cards and tokens, the tabletop might start looking more interesting and colourful, but you also generate an overhead of explanation. At a convention, that’s time you could be spending playing the game. I have found with systems that use more than a basic dice mechanic that I kick off the session and explain when I need it – aware that this will mess with the flow and immersion, but conscious that time’s of the essence. I find that this works well because you might find by the end of the session you have managed to get by without using all the mechanics – which would have been time wasted if you had explained them all upfront or created a comprehensive reference sheet before the game.

Roll ‘Em

There’s room for innovation in gaming without worrying about weird and wonderful gadgets and tools at the tabletop. If you want to wow, find a strange and satisfying mechanic. By all means, you could consider using some strange device, like weird dice or colourful tokens, but I think it’s important to keep the core game working without them. And, it would seem, some gamers find that simplicity reassuring and satisfying, because they know when then sit down and play your game, they’ll have the chance to use their “special dice” they’ve spent so much time choosing in preparation for a game.


Image: Pretty certain those dice are Eldritch Rose-Green, available from Dice Shop Online.

Sale 0 comments on Christmas in July

Christmas in July

Merry Summer time, everybody!

Perhaps the exciting of Christmas got the better of me – but today I realised that I hadn’t posted about Christmas in July over on RPGNow and DriveThruRPG.

If you haven’t been already, this is your chance to stock up on Summer time game reads and fill that tablet/Kindle with all the PDFs the plastic shell will contain. I daresay it might be creaking a little already, but I’m certain you can eke out an extra dimension or two for more room, right?

Christmas in July features the whole range from Just Crunch Games, both The Cthulhu Hack and wider releases. Right now, getting 25% off everything makes it a deal better than the normal bundle offers – so, don’t delay. You have until the end of July to fill up your shopping cart with bargains.

House Rules 0 comments on Removing Investigative Resources

Removing Investigative Resources

I’m open to discussion about The Cthulhu Hack on many levels. I’m not precious about the rule set and I accept that once released into the wild anyone can do anything with it.

In the Google+ Community for the game, Scott Maclure asked:

Could [The Cthulhu Hack] remove Investigative Resources, i.e. Flashlights and Smokes, without really affecting the game overall?

My response:

Not For Everyone

I suppose that the first take away from this discussion is that you can’t please all the people all of the time. There are so many game systems out there and so many approaches to play and so many players and GMs… something isn’t going to suit everyone. I want to say, first and foremost, thanks for the feedback – and that if The Cthulhu Hack doesn’t suit you… well, still thanks for picking up a copy!

(I always appreciate feedback, because I value the thought that goes into alternate views. I’m open to house rules, optional approaches and lateral thinking, because they drive the ongoing development of the game. I can think of few things more frustrating than feedback left without thoughts behind the writing – one of the odd options available to those who purchase the PDF.)

Elevator Pitch

To be clear – and this is my pitch on the booth at cons – the Unique Selling Point is an effort to emulate the descent of Lovecraftian characters into despair, insanity, disappearance and so forth. More often that not, the character at the heart of each tale doesn’t come out of it in a good place, if at all. That is the core of the game – and that is why the Investigative Resources dwindle.

I have tagged on the essence of never withhold a clue that might stall the story flow because it makes sense to do that – getting to the end of the story is just part of the game. If you can get to the end and still have something to fight with, all the better – but the current Investigative Resources – including Sanity, after all – mean that this is not a certainty.

Now, Saves don’t dwindle. They protect you from threat of harm and capture, but they don’t fade away. The athletic investigator will always outrun the cultists, but like the protagonist of The Shadow over Innsmouth running away might keep you alive but it won’t shore up your Sanity against the revelations.

I would suggest that you give the game a go as is – and keep in mind that, weird as it might be, you throw a test for Resources AFTER handing over the clues or explaining the sanity-busting discoveries. They’re an abstraction to generate the sense of spiralling decline. The players still have to guide their characters in the right direct – don’t just throw clues at them… otherwise they will have no sense of challenge.

Robert Blake has to go to Federal Hill, interact with the Italian guardians of the site, squeeze through the defences and search through the decrepit interior of the church. He has to poke and prod to make his discoveries – and some of the things he finds are Threats, like those protective local residents and their insistence that he stay clear.

Completely Untested Alternative

If you want to try an alternative, scrap the Investigative Resources by all means. Just use the Saves.

1. All characters start with 8 in each Save.

2. Players have 20 points to spread across the Saves as they see fit. (Experiment with this. 22 points might be the sweet spot; 20 points might be too harsh.)

3. No Save can be higher than 17.

4. When considering a location for clues or seeking aid from locals, judge the approach and determine the appropriate Save. Social interaction won’t always be Charisma – it might be educated discourse with Intelligence or intimidation with Strength.

4a. After receiving a clue, throw d20 versus the Save score – rolling equal or lower is good. if you roll higher, reduce the score by 2 points.

5. Combat becomes more about deciding how you’re going to handle an opponent rather than just slugging with Strength – but equally it becomes an act of real struggle by the later part of the investigation with Saves on the decline.

5a. If a character strikes an enemy, they inflict damage to Hit Points per the normal game rules. Unarmed attacks or those with improvised weapons do 1D4. Other weapons inflict damage equal to their starting Supply Die (see page 25 – exceptions are any weapons that state a damage in Notes – and Supply Die deplete as normal).
5b. If a character takes damage reduce Saves by the amount suffered. A Shoggoth will mean a lot of spreading out to survive! Creatures and opponents continue to have the advantage of the modifiers on the Average Antagonist table (page 23), as we still want to make fighting a Shoggoth the WRONG thing to do.
5c. If you lose all the points in a Personality Save, roll for Insanity (page 27) If you lose all the points in a Physical Save, roll d8 on the Out of Action table (page 17). Yes, the OoA table might mean losing more points from Saves – but that represents the character taking critical internal injuries. Bones crack, organs burst, blood leaks, etc.

6. Healing does the opposite of damage – in that recovery of an amount can be applied to any or several Saves. First Aid recovers an amount that the player can choose to spread across any reduced Saves. They can’t raise a Save above the original starting value.

6a. At the end of a Scene, recover 1 point in a Save. A character with any zero value Save AFTER this needs to sit out the next scene. Let the player do something else – run a servant, a valet, a friend of a friend. They have Saves with 10 across the spread, except for one with a score of 12.

7. Investigators do not have Hit Points. Sanity rending revelations tend to harm Personality traits (CHA, WIS and INT). Falls, poison, traps, acid, etc. tend to harm Physical traits (STR, CON and DEX).

That’s untested and incomplete – but it gives you an approach to the game that does away with Investigative Resources while it keeps the spiral of decline. Which is the point – the decline should persist, even if you strip away the current mechanic that records it!


Featured image: Investigation in the Slums by FreeMind93. Used with kind permission.

News, Reading 0 comments on RPG Book Club

RPG Book Club

July sees the inaugural meeting of the #RPGBookClub on Twitter and after a vote earlier last month the first book up for discussion is The Cthulhu Hack.

If you have the PDF lying in your computer Downloads or nestled in your smartphone cloud account of choice, or perhaps you picked it up at a convention, and you haven’t taken the time to read it – this could be the moment, as you won’t be reading it alone.

All you have to do is follow along with the hashtag #RPGBookClub and contribute to the chat.

If you haven’t picked up a copy, you can grab a PDF of The Cthulhu Hack from RPGNow or a physical copy from either Lulu or All Rolled Up.

Handouts, Running Tabletop Games 0 comments on Delta Green: Observer Effect

Delta Green: Observer Effect

If we look too deeply into the roiling chaos of reality, chaos may look back.

I ran the Delta Green adventure Observer Effect for Free RPG Day. I had intended to run a couple of sessions, but on the day we didn’t start until an hour after I’d planned – and as it turned out, I ended up running the single session for almost 5 hours. Listening to an Actual Play of the adventure that ran to just 3 hours, I must have got lulled into a state of false certainty that the same would be possible on the day. However, I ran the game with six players, with the AP version ran with just three.

Observer Effect could work well as a two session investigation, but I think it probably has greatest impact served up in a single sitting. On the one hand, if you can get to just the right spot, it makes for a perfect and exasperating cliffhanger; on the other, the same spot might just be the perfect break to grab a beverage refresh and a trip to the loo.

Selling Point

Why did I run a Delta Green adventure instead of The Cthulhu Hack?

(Well, other than the obvious fact that I’m the author of TCH and therefore have a vested interest in promoted it!)

First and foremost, I wanted to showcase the essential selling point of TCH, which is the simple and flavourful mechanics, designed to chart the spiral into darkness and desperation as the investigators get closer to the truth. People did, indeed, go insane during this investigation – in fact, it was insanity that made for the satisfying denouement.

On Google+, I was asked:

… how would you contrast TCH vs DG ruleset? That is, what did TCH bring to the table that DG does not?

My response mirrored my initial intent in bringing a Delta Green adventure run with The Cthulhu Hack to the event:

I’m not suggesting that I can replace any other rule set. I believe The Cthulhu Hack offers an experience tooled to provide Lovecraftian research with a minimal, but potentially rich, mechanic for discovery and revelations. It has an extremely fast character generation that, nevertheless, offers differentiation between characters in the output. And that it intentional hews towards emulating the spiralling decline of Lovecraft’s own protagonists. It’s also incredibly easy to convert characters and scenario essentials from other systems to TCH.

I’d like people to consider adding TCH to their RPG armoury rather than replacing anything, as I believe it has a place and a value when time is short, a gaming session looms and you just want to play an investigation without needing specific pre-gens or tons of prep.

Having looked [at a specific page in The Agent’s Handbook handling skill use], TCH is more narratively forgiving in investigation. You’re not defining a deep knowledge of anthropology or Ancient Sumerian at the outset. Your investigative resource rolls test your capacity to find out what you know.

That’s the approach I always take when discussing the game with people at events or after con games. I don’t imagine that if you already play a game of Cthulhu-focused horror that you can pick The Cthulhu Hack and throw your favourite books away. What I envisage is that it should fill the same role as, say, Fate Accelerated as a go to system for a quick game, but with a little more focus to the type of game you’re going to run. Stripped down simple mechanics that do a job and get it going quickly.

Tabletop Bling

While I didn’t spend any time doing conversion of mechanics – handling that on-the-fly during the session – I did spend some time creating props, which I’m happy to share. I also created a matrix of clues, personalities and locations for quick consultation during the game – which I recommend. Once you’ve read the Observer Effect investigation itself, you’ll understand why. As this condenses a lot of material from the book itself, I won’t be sharing it – but essentially it just noted the key personalities, their personal tics and tells, their location when first met, and the key information they have to hand.

What I can share are some ID badges for the non-player characters, along with a map of the area and main location (ZIP file 1, 1MB), a bunch of random sheets for printing out and dropping on the table (at a specific point in the investigation) to momentarily entertain the players (ZIP file 2, 2MB), and a set of six pre-generated characters, based on the agents included in the excellent Need to Know Delta Green quickstart with matching ID badges emblazoned with appropriate cover story decals (ZIP file 3, 3MB).

On the day, I want to get the game going immediately by handing out characters on nice sheets with suitable logos, but The Cthulhu Hack can very much handle random generation of completely new characters. Here, I was aiming to wow with some bling – capturing the interest and attention of both newcomers to the game/genre and veterans alike.

Observer Effect and Need to Know are adventures for Delta Green, released by Arc Dream Publishing.

In Development 0 comments on Cthulhu Hack Covered

Cthulhu Hack Covered

In pursuit of an appearance and format I can iterate across The Cthulhu Hack range, I have been tinkering with the covers of the core books – including From Unformed Realms and The Haunter of the Dark.

I’m not committing to a finalised version yet – but after two years of organic development in the appearance across the range, it seems about time that uniformity emerged from the cosmic chaos. Well… just a little bit.

Releases, Sale 0 comments on The Dark Brood Updated and On Sale

The Dark Brood Updated and On Sale

I’m pleased to tell you that The Dark Brood has been expanded, upgraded and uploading – now 20-pages with a tweak to the cover image.

The Dark Brood offers a selection of content bringing the fecundity of Shub-Niggurath front and centre to your game and loosing her mindless progeny upon the world. The supplement has been expanded from the original release (and in preparation for printing, which will be available through the All Rolled Up web store) and 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
  • Three investigation seeds with three suggestions each on hooking your group in and what they’ll uncover
  • Worship and worshippers of the All-Mother, outlining six different follower types, their appearance and abilities
  • Five new Mythos spells and rituals associated with practitioners close to Shub-Niggurath
  • Dozens of 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 use with The Cthulhu Hack, the simplicity of the system and light mechanics mean that ideas and content can easily be adapted to other investigation horror systems – or even rolled back for use in The Black Hack and its multitude of progeny!

And right now, as part of the May D&D Sale, this OSR compatible supplement has a reduced price tag until the end of the month, along with most of the rest of The Cthulhu Hack line.