Author Archives: deanadelaide

Terrible New Worlds: Coming Soon

A few people have been in touch with us to ask how things are going with our upcoming anthology book of APOCTHULHU “mini-campaigns”, titled “Terrible New Worlds.” We’ve posted a little bit of information about this book, but now that things are getting closer to its completion I am planning on sharing a bunch more. I’m sorry that updates about our projects are so sporadic — when you’re a small publisher it’s not uncommon to get so caught up in whatever piece of the creative process you’re knee-deep in right now, and forget that it’s been ages since sharing any news here on the blog.

“Terrible New Worlds” sees us publishing four brand new Post-Apocalyptic Lovecraftian “mini-campaigns”, each set in a new and horrible dystopian future. We’re using the term “mini-campaign” to describe these pieces, rather than simply calling them “scenarios” because in reality each of the four is a chunky piece of gaming that would occupy any group for many sessions of play.

The nightmare adventures contained within these pages range from 50 to 85 pages. All up the book of four mini-campaigns run to approximately 256 pages.

I aim to post a short (spoiler-free) thumbnail of each of the campaigns in coming days, but I can reveal titles and authors now. The four terrible new worlds are:

  • “Hold The Flood” by Christopher Smith Adair
  • “A Throne of Corpses” by Emily O’Neil
  • “A Small Price” by Dave Sokolowski
  • “… even death may die …” by Fred Behrendt

More details and some art previews to follow … Estimated release for the book (in PDF format) is early August.

And In Other APOCTHULHU News

We have been delighted to see that a group of awesome gamers has decided to run an APOCTHULHU game online as a “play by forum” thing over on The game is called “The Vulture Committee”. The GM of the game — friend of the blog Paul StJohn Mackintosh — has crafted an original and highly inventive Post-Apocalypse setting of his own. Here’s a link to the game’s thread.

In this setting, the end of the world was somehow brought about by mankind’s dabbling in Quantum Computing, brought to a head by the Cryptocurrency craze. When the mass use of parallel Quantum computers began in earnest, it opened gates — logic gates — and through them, SOMETHING slithered into our reality. Spreading like a digital plague, the non-human intelligence came to infect the world’s networks, mutating reality (and people) as it went. Fast forward several years and the world is now a fragmented place of desperate survivor groups, raiding parties, and other ne’er-do-wells, huddled together in communities to avoid the weird Unnatural manifestations that roam the wastelands.

Prior to the game starting off, Paul and a few other folks had some great discussions about how this unique setting might work. That thread is also a pretty good read.

We’re thrilled the read the adventure as it unfolds …

Print Pricing for APOCTHULHU

I want to provide a quick “Public Service Announcement” about looming big price hikes in all POD-printed colour books from DTRPG. Publishers (like us) who sell hardcover or softcover versions of  colour-interior books have been advised that from July 1 the cost for printing each book (via Lightning Source / Ingram) is increasing.

A lot. Like +25-30%ish.

For our APOCTHULHU Core book — which is available as either soft or hardcover colour-interior — I’ve crunched the numbers provided by DTRPG and it looks like both of them will get $15 more expensive on July 1. That is not really good for purchasers, and it’s not really good for us.

The only saving grace is that DTRPG have hastily organized a sale from now until June 29, where affected print books are being sold up to 25% off their *current* price. We have signed up to that sale for both our APOCTHULHU Core and APOCTHULHU Quickstart books. If you have any interest in perhaps picking either up as colour-interior print books, we’d urge you to consider doing it during this sale.

We currently also offer B&W interior versions of these books via LULU, and none of this change affects those versions.

It’s worth noting that Cthulhu Reborn is far from being the only publisher who is affected by this change in DTRPG/LS pricing — so if there are other things you’ve been considering buying in print from DTRPG, I’d definitely suggest looking at the listings this week to see if they too are part of this big sale. Chances are most publishers are like us, lamenting the fact that customers are about to get slugged …

Finally, it’s also worth pointing out that this change doesn’t affect the print cost of Convicts & Cthulhu on DTRPG — because that book is B&W interior only.

It’s Virtually the End of the World

There is no denying that the events of the past year have changed the way many people play roleplaying games, shifting many people’s gaming from face-to-face to online. This has definitely been true for APOCTHULHU games that we have run or participated in — those have 100% been “virtual”.

Lots of people seem to be gravitating towards different Virtual Table Top (VTT) platforms to add a little bit of extra collaboration to their voice-only games on Discord or Skype. We’ve done a bit of gaming on Roll20, and even developed an APOCTHULHU character sheet for that tabletop.

Recently, we’ve dipped our toe into the realm of Roll20 “modules” with the release of the R20 VTT version of “Amber Waves”, the introductory scenario that is in the back of the APOCTHULHU Quickstart (still a free download from DriveThruRPG).

The Roll20 Marketplace pretty much obliges us to charge a minimum price of US $4.99 for this module. BUT because we are so indebted to our loyal blog readers that we will happily send a free gift copy to anyone who contacts us via email to vtt [at] … make sure to include your Roll20 ID (that is, the email address you use to log into Roll20).

Of course if you would PREFER to pay for the module, you can buy it direct from Roll20.

If you don’t know what goes into a Roll20 Module … they basically combine:

  • the full text of the scenario (hyperlinked for convenient reference),
  • the scenario handouts,
  • scene graphics you can show to players are key moments,
  • maps for all significant locations (we added some new ones for “Amber Waves”), and
  • pre-filled character sheets for all pre-gens, NPCs, and critters.

So, they’re kind of like online game configs that are pretty much ready to run. You can just find some friends, fire up a new instance of the module, allocate each player a pre-generated character, and start to play. Since the character sheets automate some of the dice rolling conventions of APOCTHULHU (e.g., remembering that matching digits means crit or fumble), it can be a slightly easier way to learn a new game system.

We hope that the added convenience of having a pre-made Roll20 VTT version of “Amber Waves” encourages a few more folks to give the scenario a run … it’s a very fun little introduction to APOCTHULHU. I was lucky enough to play in an early Roll20 version of the scenario run by Chad Bowser (who wrote the scenario). It’s a perfect mix of creepy exploration, mystery solving, and pulse-pounding terror. With lots of green killer plants and creepy flying things 🙂

While we’re talking about online APOCTHULHU, it’s probably worth mentioning that we are always interested in hearing about any “actual play” recordings of our games that you decide to share online. In the past we’ve been thrilled to see these, and have sent some nice rewards (print books and merch from our Redbubble store) to the generous folks who have got in touch. If you’ve similarly shared the word about your APOCTHULHU games, we’d be happy to extend the same generosity to you! Get in touch via the same email mentioned above.

A Glimpse of Future Apocalypses

It’s been a while since we posted any updates about upcoming APOCTHULHU titles. Rest assured we’ve been hard at work on several future books relating to different Lovecraftian Post-Apocalypse settings. In fact we’ve been so busy working on editing manuscripts for the very next book — an anthology of mini-campaigns — that we’ve been rather neglecting the blog. Sorry about that.

Starting next month I will be writing a series of posts describing some of the horrifically good adventures and source material that will go into a couple of books we will release later in the year.

For now, though, I thought it might be fun to simply share some of the cool art that has been created for upcoming APOCTHULHU books. Today I’d like to showcase a selection of pieces for our anthology book “Terrible New Worlds”. We have a mock up cover for that book …

Terrible New Worlds: An Anthology of four Mini-Campaigns for APOCTHULHU

When it came to commissioning the custom illustrations for this book we looked around at a lot of different artist portfolios, searching for the right look and feel. During that search we stumbled upon the work of an incredible Polish artist named Anna Helena Szymborska. You can see a sample of her work on this portfolio page.

We initially gave Anna the commissions for one scenario, but were so delighted with her creativity and eye for the macabre that we ended up asking her to do ALL the custom pieces for the entire book. And then we got her back for another entire book project (more on that later).

All that is my way of saying that Anna is an outstanding horror/sci-fi/fantasy genre artists. If you’re a publisher of games, fiction, or comics who commissions art in any of those genres, you might want to check out her style.

Anna’s Art for Mini-Campaign #1: Hold the Flood

Anna’s Art for Mini-Campaign #2: Throne of Corpses

Anna’s Art for Mini-Campaign #3: A Small Price

Anna’s Art for Mini-Campaign #4: Even Death May Die

Intrigued by these illustrations? Keep an eye out for future blog postings where we preview the four mini-campaigns that make up “Terrible New Worlds”, our next APOCTHULHU title!

Terror’s Triumph: Another review of APOCTHULHU

Since releasing the core rulebook for APOCTHULHU — just a few months ago — we have been excited to see a number of great (and mostly complimentary!) reviews published in a range of online venues.

Today, the much-read “Reviews From R’lyeh” posted their review … which is also pretty complimentary. You can read it here.

BTW for the several folks who have asked how things are progressing with future books in the APOCTHULHU line, the answer is … “very well, thanks for asking” :). We have the written manuscripts for the next two titles submitted and queued for editing. One will be an anthology of epic-sized-scenarios (each the same size as the ready-to-run adventures in the back of the core rulebook, ~50pp each). The other will be the highly-anticipated full sourcebook for William Hope Hodgson’s “Night Land” setting. For this, Kevin Ross has crafted a trio of amazing and imaginative journeys of exploration out into the pitch-black wastelands …

We are predicting both these books will be 2021 titles, with the scenario anthology arriving first. I don’t want to jinx things by setting actual release-dates yet, but rest assured we are working flat-out on getting these out there for folks to use in their Lovecraft and/or Post-Apocalypse games!

Alone Against the Apocalypse

We’ve recently been stoked to see mention of APOCTHULHU turning up on several discussion boards and other RPG-related channels. As a micro-sized publisher, we don’t have a lot of funds (or indeed time) to devote to comprehensively advertising our game in all the different places that gamers lurk, so having some word-of-mouth recommendations out there is gold for us.

One interesting (and unexpected) theme that’s emerged from a few comments posted online is the idea of adapting APOCTHULHU to solo play (that is, for running by yourself without a GM). I guess the continued locked-down state of many parts of the world means that a lot more people are getting their gaming fix in this way … and the free (and we think pretty awesome) scenario at the back of the APOCTHULHU Quickstart makes a great self-contained solo game.

Or so it would seem based on this recent comment accompanying Bob V.G.’s 5-star review of the Quickstart on DTRPG:

This week, I soloed my way through APOCTHULHU Quickstart Rules. I used the Mythic Game Master Emulator as the solo engine. It is in a unique setting about a gritty life in a Lovecraftian Post-Apocalypse. I used the six characters that are included with the adventure. The adventure quest is to meet up with a scientist. When the characters get near the town, everything starts going wrong. While they were waiting for him to show up, they had time to explore a town for food and weapons. In the hardware store they found Adam Hanes, a teenager. They got some information from him and agreed to meet at his place later. After exploring for a few hours, they visited Adam and two things happened there, (1) Adam fell in love with the dog that was travelling with the adventurers and (2) Adam’s sister told them that the scientist was taken by the cultists. The dog was left with Adam and the characters went to the “Church of the Blessed Rain”. There was a huge shootout inside the farmhouse. The characters managed to kill the cult leader and three cultists. And then a grenade was thrown into the kitchen where the PCs were fighting. Mariano died. Sig was the second to die as they were escaping. They did not want to lead the remaining cultists to Adam, so they went back home. They were not able to find the scientist, so the quest failed. Maybe you will have better luck. This quickstart has 72 pages – 31 pages for the rules, 24 pages for the adventure, 13 pages for the characters, and 2 maps. It was designed for a game master and several players. Give this exciting adventure a try!

Bob V.G. on DriveThruRPG

Bob isn’t the only person who has thought of adapting APOCTHULHU for solo play … in fact we were most excited to see an entire product turn up on DriveThruRPG dedicated to just that purpose. “Sole Survivor” is a PDF written by Peter Rudin-Burgess who has a blog called Parts Per Million which somewhat specializes in solo RPG adaptations. While we haven’t seen a copy of Peter’s PDF, the video on the DTRPG page does sound quite intriguing.

Sole Survivor, a PDF by Parts Per Million

Dateline: Wallpaper + German Apokalypse

If you are a regular viewer of the (YSDC) chat/podcast-y-type show “Beyond The Vale” and you tuned into yesterday’s episode, you might have noticed a nifty and large broadsheet newspaper page being used as a backdrop to their video feed. (And if you *don’t* know about all the great Lovecraft community stuff that goes on via YSDC, you should really check it out).


That was a page from the physical newspaper at the heart of our Dateline: Lovecraft kit, a kind of prop-newspaper Arkham-based scenario-resource thingamy. Obviously the PDF version of this kit has been continuously available on DTRPG ever since we released it in 2018 … and the four tie-in scenarios that we’ve released to tie in with elements of the newspaper can all be downloaded for free from here on the blog. Heck, for one of those tie-in scenarios (Rachael B. Randolph’s soda-licious scenario “Bottoms Up!”) we even designed RedBubble merch! No, seriously.

But for anyone who has a yearning to obtain the physical newspaper prop and book set … we do have a small number of those physical items available. We haven’t been able to restock them at the HPLHS webstore (where they sold like hotcakes, I’m told) but we can sell individual copies direct from our own (very humble) webstore. Numbers are quite limited, though, and we’re not currently sure when we will make another print run — so if you’re interested, check out the store or otherwise drop us a line (feedback [at] cthulhureborn [dot] com always gets to us).

Hot on the heels of the recent detailed English-language review of the APOCTHULHU Core Rulebook on Rolling Boxcars, we are very happy to announce another review of that book — this time in German, on the gaming blog Ringbote. If “du kannst Deutsch sprechen”, you can read the whole review via this link!

Rolling Boxcars Reviews APOCTHULHU Corebook

APOCTHULHU got a brand new — and very, VERY detailed — review today over on Rolling Boxcars. Veteran RPG reviewer Modoc put the game through its paces and teased out everything good (and less-good) about the game’s mechanics, settings, scenarios, and … everything else.

One point raised in this review is the variability of physical books produced Print On Demand (which is the only way to get APOCTHULHU at present). We agree with Modoc’s assessment that POD is much more variable than traditional offset printing — our own experience bears that out. To counterbalance that, though, we have heard anecdotal reports from customers who have identified shortcomings in their physical books — and complained to DriveThruRPG. All of those had been replaced for free …

So if ANYONE buys a POD title from us and finds the physical books not up-to-scratch (e.g., bad binding, as sadly occurred with Modoc’s review copy), we strongly encourage you to go back to DTRPG and ask them politely to replace the book. We don’t think it’s a common occurrence, but knowing that the printers will replace faulty items should give everyone a bit more confidence in the process.

The Victorian Apo-Hack

Welcome to another year — we’re looking forward to something new and (eventually) better from 2021, and we sincerely hope that’s true for you also.

Back in December we released the APOCTHULHU SRD — the barebones version of our full RPG engine that’s absolutely open and free for anyone to use (for personal or commercial projects). Ever since we did that we have been getting a steady stream of folks downloading the SRD, but also a steady stream of questions about the SRD.

The most frequent thing people ask about the SRD is … “so, can I use this to make game content that has nothing to do with Post-Apocalyptic stuff?” The simple answer to that is, “of course you can!” Open means OPEN; if you can find some way to recycle the rules of our game to make something completely new and original and unrelated to Apocalyptic worlds, you absolutely can. Not only that, we would LOVE for you to build your new content based on the skeleton of our game, and as per the terms of the OGL you don’t need to pay us a cent in licensing (as long as you follow the attribution and other rules in the OGL contract).

These various questions about recycling APOCTHULHU’s core system got us to thinking, though … what could WE do with that same rules engine. When designing the game — based upon other pre-existing OGL rulesystems, we might add — we looked to make something as flexible as possible. After all, APOCTHULHU is supposed to be able to power any number of different “end of the world” scenarios so it can’t be terribly specific to any one setting.

We realized when combing through the rules subsystems in our SRD, there are really only 4 areas that need to be tweaked to adapt the rules to an entirely new Lovecraftian setting. These are:

  1. Harshness: what types of environmental backgrounds in the new setting (if any) might be considered so awful that someone growing up there might be stronger-but-mentally-scarred? This is what APOCTHULHU’s Harshness ratings are all about. An auxiliary question is: if there are Harsh backgrounds, what types of “Adversity Skills” might someone be given to recognize the challenges they’ve needed to overcome to become a player-character adult
  2. Skills: The APOCTHULHU skills list is sort-of generic in lots of ways, but if you’re targetting a historical era or somewhere far in the future, they’ll need a bit of tweaking in some places
  3. Archetypes: Similarly, the set of character templates in the APOCTHULHU SRD are geared towards Post-Apocalyptic games; for other settings you’d need to devise some new archetypes particular to the time/place
  4. Equipment-related: Weapons and Vehicles available at different historical periods vary a lot. The generic list of both in the APOCTHULHU SRD are a good cross-section of possibilities, but for other settings you’d probably want to build more specific tables of both.

And that’s about ALL that needs tweaking to make a brand new flavour of Lovecraftian gaming — well, from a rules perspective anyway. To make a fully evocative setting you’d need to write a lot of flavour text to spark ideas in both players in GMs, but that’s a whole different type of RPG development.

As an experiment to validate the above, we decided we would see how easy it would be to hack the APOCTHULHU SRD to build the core mechanics for a Pre-Apocalyptic game set somewhere in the Victorian Age of history. That’s basically 1850s through to 1900. So, the kind of Jack the Ripper and Sherlock Holmes kind of era.

Based on the above we devised a Victorian-Age variant of the APOCTHULHU Skills List and using that built 11 typical character archetypes for the era. We also put together some tables of weapons and vehicles common in the era.

You can download the PDF hack-notes here:

SRD HACK – Victorian Age Cthulhu

(it should go without saying that for this to be useful to you, you’ll also need the APOCTHULHU SRD file. Thankfully you can get this for free via this link or from DriveThruRPG if you’d prefer).

In the spirit of collaborative invention, we thought we’d share the results of our experimental hacking — if this material is helpful to you, feel free to use it however you want! If this kind of thing is especially helpful to other designers or game-hackers, we’ll create some more for other historical eras … drop a comment below if you have any ideas about cool settings that you’d think are crying out for a Lovecraftian treatment.

Just in Time for the End of the World

The release of the APOCTHULHU RPG is definitely our biggest achievement of the year — the culmination of a mammoth project that kicked off in December 2017. And while the core APOCTHULHU rulebook and the Pay-What-You-Want APOCTHULHU Quickstart have been out for a while (and are both selling better than we could have hoped), we’re definitely not done with APOCTHULHU.

Today we released three digital resource bundles that may help folks who are considering running one of the two big scenarios from the APOCTHULHU Core book — Jeff Moeller’s “Kick the Can” or Jo Kreil’s “A Yellow and Unpleasant Land.” If you’ve previously bought the core rules from DriveThruRPG you should receive a message to say three additional ZIP files have been added to your purchase: these are the newly-released bundles. But if you don’t receive such a message — or if you haven’t bought the book but are curious about its handouts — the links below will also get you to the new goodies.

Even while we were working on Jeff Moeller’s “Kick the Can”, we were kind of impressed by the inventive and weird way in which the scenario uses radio messages and voicemails. It’s hard to explain what’s so cool about it without spoiling the scenario, but if you’ve read it chances are you know what I mean. With all the odd audio snippets mentioned in the adventure it was only a matter of time before we got the urge to try to compose some recorded MP3 versions of the clips … to serve as kind of Audio Handouts. While we’ve done lots of Lovecraftian scenario handouts before, these are a first for us. But we are really excited about how well they turned out … and even more excited by the roster of gaming industry folks who lent their voices to recording these clips. I don’t want to be a shocking name-dropper, but if you grab the files below you’ll see some of those gaming luminaries in the PDF credits document.

All up, we recorded seventeen MP3s to go into the “Kick the Can” Audio Handout bundle. You can grab them ALL in one go by downloading the following ZIP file. “Kick The Can” Audio Handout bundle — all 17 MP3s as a ZIP (16MB)

Alternatively, if you’d prefer to browse the 17 files individually (and also the PDF credits), the links below will let you do that.

  “Kick The Can” Audio Handout Credits (3 pages, 1MB)

“Kick The Can” Audio Handout – CORE – Melqart’s Morse Summons (5MB)

“Kick The Can” Audio Handout – CORE – Jeanette [scenario handout #3] (1MB)

“Kick The Can” Audio Handout – FUTURE – All Hail Melqart (1MB)

“Kick The Can” Audio Handout – FUTURE – Radio Free Columbia (2MB)

“Kick The Can” Audio Handout – PAST – 911 Call (1MB)

“Kick The Can” Audio Handout – PAST – Creeper (1MB)

“Kick The Can” Audio Handout – PAST – Saoirse’s Call [Lita Version] (1MB)

“Kick The Can” Audio Handout – PAST – Saoirse’s Call [Seth Version] (1MB)

“Kick The Can” Audio Handout – PAST – Sports Talk Radio (1MB)

“Kick The Can” Audio Handout – PAST – Telemarketer (1MB)

“Kick The Can” Audio Handout – PRESENT – Kimmy (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #1 (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #2 (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #3 (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #4 (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #5 (1MB)

“Kick The Can” Audio Handout – RANDOM SIGNALS – Background Wash #6 (1MB)

As well as now having a bunch of nifty MP3s, the “Kick the Can” scenario has a new bundle of images — JPG versions of the scenario’s handouts, map, and pre-generated Survivor characters. We had previously released all this material in a PDF, kind of like a booklet for GMs to pull apart and use. Various people have contacted us since we released the core rulebook to say that they’re playing our scenarios online using VTTs … and having all the handouts in a PDF makes prepping the online games harder than it should be. Given how many people are playing online at present, this seems like an important think for us to fix — hence the pack of JPGs we also released today for “Kick the Can”. APOCTHULHU “Kick The Can” Isolated JPG Resources (15MB)

Naturally we never want to play favourites when it comes to our scenarios … so while we were at it, we also created a digital JPG pack (handouts/map/pre-gens) for Jo Kreil’s superb “A Yellow and Unpleasant Land”, also in the core rulebook. APOCTHULHU “A Yellow and Unpleasant Land” Isolated JPG Resources (15MB)

We really do hope that the various new free add-ons that we’ve released today will be useful to everyone who’s been so kind as to purchase our book. This year has been a trial for everyone, but the number of folks who have come forward to grab a copy of our APOCTHULHU books (and also the game SRD) has really lifted the spirits of everyone on the creative team. Yeah, 2020 sucked, but you guys made it suck a lot less. You have our eternal gratitude!

Roll on 2021.

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