Category Archives: Convicts & Cthulhu

It’s “Shouldn’t-We-Change-The-Day?” Day, Again.

If you reading this from somewhere that isn’t Australia (probably most people), it probably seems ludicrous that there’s an annual argument about whether today, January 26, is a suitable day for Australia’s “national day”. It is, after all, nothing more than the anniversary of the day back in 1788 when the British flag was raised for the first time over the newly-founded penal settlement of New South Wales.

Not really a happy day for anyone. Not the convicts. Certainly not the Indigenous Australians who were displaced and ravaged by disease as a consequence. And not really for most of the military gaolers who mostly were sent to this backwater outpost because they’d been caught doing something untoward.

And while we don’t really support the glorification of the Colonial era, we figured that we might as well use this arbitrary date as an excuse to reveal one of the big titles we will be releasing later in 2024. It’s kind of fitting (and not at all glorifying). Yes, at last we will be revisiting Convicts & Cthulhu, rebooting our earlier Australian penal setting for Lovecraftian Roleplaying using the Cthulhu Eternal rules to make it a self-contained game in its own right.

Here’s what we think the cover will look like:

While we don’t yet have a final page count or release date, we can definitely confirm that it WILL be a print book as well as a PDF release, probably about 200-250 pages. Following the release of the core book we will be brushing off a lot of the previous “Ticket of Leave” supplements and making the best of that content available in print also. So many people have asked us for this over the years … so we’re very excited to be finally getting around to it.


Ticket of Leave #16: The Devil to Play, Released!

We have to admit that Convicts & Cthulhu Ticket of Leave #16 — our 20th supplement for the popular setting — has taken a while. Geoff Gillan first came up with the idea for this release, a PDF which explores the unlikely phenomenon of convict theatre in the early penal colonies of Australia, about a year ago. Since then a whole lot of RealLife[tm] stuff has affected both Geoff and me … and Cthulhu Reborn has become whisked into the hurricane of success that has come with our APOCTHULHU product line. But despite all that, we still really wanted to press ahead and bring out something new for Convicts & Cthulhu.

And today — finally — I can proudly announce the release of Ticket of Leave #16: The Devil to Play. It is available for download right now, for FREE, directly from the Cthulhu Reborn blog. The version linked here includes game stats for the Call of Cthulhu 7th Edition RPG. If you prefer running other D100 games (or earlier editions of CoC), there’s also a version which refers back to the Open Cthulhu SRD, which might be closer to your game of choice.

The subject matter for this Ticket of Leave is theatrical performance in the early convict colonies. While the idea of theatre in the grim and isolated world of early Australia may seem a little peculiar, there is ample historical evidence to confirm that the performance of theatrical plays by convicts did indeed form a unique form of entertainment almost from the time of colonization.

While the existence of a convict theatre might have been tolerated, that’s not to say that it was exactly welcomed — indeed it seems that the earliest theatres were perpetually threatened with closure by the colonial government. Ironically this was not because of lewd or unbecoming behaviour caused by convicts gathering at the theatre (although doubtless that occurred), but rather because a few opportunistic thieves decided that performance nights were an unprecedented chance to burgle the houses of theatre-goers.

This supplement includes some background historical source material that would be useful to any GM interested in introducing theatrical performance to his or her Convicts & Cthulhu game. It also neatly summarizes everything that’s currently known about the preeminent theatre of the C&C era, the establishment run by Mr Robert Sidaway (himself an ex-convict). Historical details on this topic are, unfortunately, pretty sketchy — which is one of the reasons this supplement has taken so long to research and complete. However, there are a few handy books (and even a very helpful Ph.D. thesis) that Geoff was able to track down to ensure that this material is as accurate as humanly possible, given the records that still exist.

As well as this historical material, the PDF includes a lengthy and detailed scenario which revolves around brutal deaths on the streets of Sydney Town which are linked solely by the victims having attended Sidaway’s Theatre. Unlike many of the other scenarios we’ve created for C&C, this one is deliberately intended to be challenging, even for experienced Lovecraftian gamers — so is a handy adventure to throw at players who are finding traditional scenarios too easy.

Like most of our “Ticket of Leave” supplements, the scenario half of ToL#16 includes three different Mythos backdrops for the peculiar events the investigators will be examining. That allows the GM some latitude in picking a backstory that will best meet the gaming group’s preferences … or slot in to an ongoing campaign.

Ticket of Leave #16: The Devil to Play is available right now, via the link below. It’s also available (with genericized stats) as a DriveThruRPG Pay-What-You-Want title (just in case you’d prefer to generously send a small amount of money our way, to help pay for the creation of new Convicts & Cthulhu material).

Ticket of Leave #16: The Devil to Play (CoC7e STATTED version) [36 pages; 5.8MB]

As with the majority of things released via this blog, this file is released under a Creative Commons License, which means you’re free to whatever (non-commercial) things you’d like to do with it. If you end up running this scenario, or creating something cool using this material we would love it if you got in touch with us (use the “About” menu-item at the top of the blog). We are always interested in how our games get used, and if you’ve made something nifty we might be interested in sharing it for other gamers to enjoy!


Busy Last Days of the Year

There’s no doubt that 2020 has been a very productive year for us here at Cthulhu Reborn — we’ve brought the whole APOCTHULHU RPG into the world (for better or worse) and a couple of other publications as well.

But, we aren’t content to rest on our horrific laurels just because the demon-spawn-year (a.k.a. 2020) is almost at an end. In fact there are two nifty things that we are hoping to sneak out before the calendar clicks over. I thought I’d share a couple of details about what we have coming out soon …

With the massive amount of effort that has gone into our Post-Apocalyptic Lovecraft stuff, a couple of our other popular lines have received a lot less love. It’s a sad consequence of there being only so much time to go around … but we always wanted to go back and catch up on some new titles for ongoing lines.

Our first return to older fields will be Convicts & Cthulhu Ticket of Leave #16. This will be our 20th supplement for Convicts & Cthulhu, which is quite an achievement. Well I think so anyway. ToL#16 centres upon the theme of theatrical performance in the penal colonies … which is perhaps not something that immediately springs to mind as part of a prison settlement, and yet historically there were theatres almost from the very earliest days of Australian colonization.

Geoff has been working on the research for this supplement for a long time … and to be honest it might be backed up by the most thorough historical delving we’ve done so far. Because the historical records are pretty spotty, Geoff’s chased down quite a number of unusual avenues to get the sorts of details that we were after. Any time when you start celebrating because of a rare discovery buried away in someone’s 1975 Ph.D. thesis (recently shared online), you know you’re in the right place for some premium C&C writing. Geoff is so good at that kind of historical research that I am constantly in awe.

As well as all the evocative history stuff, this supplement will contain a challenging scenario that might just be our most baffling Lovecraftian mystery we’ve written yet. It’s also looking destined to be our longest scenario to date — I’m guessing it’ll be about 33 or 34 pages. And, as always, a Pay-What-You-Want release (here and on DTRPG)

If you have purchased the APOCTHULHU Core Rulebook and read the two epic scenarios that are at the back, you will have encountered Jeff Moeller’s intriguing Apocalypse-by-fire tale “Kick the Can”. Without giving out any spoilers for this gruesome adventure … one unusual thing about it is the way the plot revolves around curious radio transmissions.

The Survivors begin the scenario in a bunker, having lived through some pretty unpleasant times, and their only clue about the new state of the world comes in the form of a weird message received on their CB Radio. As things go on, there are other stranger things that similarly lurch forth from the electromagnetic aether.

Because there are so many nifty radio/telephony kinds of clues in this scenario, one thing I thought would be sort of cool was to create a kind of “audio handout” pack. Something with a bunch of MP3s that the GM could whip out and play when the players say “ok, so what do we hear when the strange signal comes on?”

And so … that is exactly what we have created. With the help of a lot of folks willing to give their vocal talents (including some very famous people from the gaming industry, who have graciously agreed to help out). To make things more interesting than just nifty voice signals, we’ve put quite a bit of effort into creating a multi-layered background of interference, half-heard snatches of old broadcasts, and the like. In doing this we have found that there is a mountain of free (mostly Creative Commons released) audio over on The Internet Archive (a.k.a. the best place on the entire Web). We often source media from here — and we always ALWAYS give them a hefty donation each year to help them keep it free to everyone.

The “audio handouts” pack for Kick The Can will probably be about 15 MP3s of various sorts. In total it will be about 16 minutes of audio weirdness that you can bring to your gaming table — real or virtual — to make Jeff’s scenario even creepier than it already is. And it’s already pretty creepy. We will be releasing the MP3 pack as a free download … hopefully just before NYE. It’ll definitely be downloadable from here, and maybe elsewhere too.


Have Another Tot of Rum (Convict’s Birthday)

Today (or technically yesterday) marks the four year anniversary of the release of the original Convicts & Cthulhu core book. So … happy birthday to C&C.

In past years we have tried to time our C&C releases so that we’re able to put out something new to celebrate the anniversary, but this year things have been so crazy that we haven’t been able to do that. Hopefully the brand new campaign PDF that we released back in April will satiate your need for new Convict content for a little longer.

We can offer three pieces of news about the future of Convicts & Cthulhu, though:

  • We now have a draft manuscript ready for the next Ticket of Leave (#16) — it’s titled “The Devil to Play” and concerns itself with convict theatres in the colony;
  • We believe that despite the many changes to GenCon, we will still have a Convicts & Cthulhu event at the con. More details to follow;
  • In creating the APOCTHULHU RPG we have crafted a customised version of a d100 system that we will use as the engine for our (long-planned) standalone Convicts & Cthulhu game. The same engine might also be useful for other gaming projects that have been on our backburner … so watch this space.

In the meantime … we offer our heartfelt thanks to those of you who have downloaded and read our Convicts games. And for those who have been in touch with details about your game runs — thank you from the bottom of our hearts; it’s your enjoyment of this unique setting that keeps us creating.

So … another tot of rum to celebrate (then it’s back to the ankle line).

 


A Convicts & Cthulhu Campaign

It’s been several months since we’ve released anything new for our (much-loved) Convicts & Cthulhu RPG. A few people have contacted me asking me if we’d somehow stopped supporting it … fear not, we would never do that. But, even before the current world events had come to disrupt everyone, real-life complications were (temporarily) biting deeply into the free-time of our normal C&C writers. This has slowed down the production of the next Ticket of Leave supplement *and* also preparations for our annual GenCon Convicts & Cthulhu game — the latter of which might depend a lot more on exactly what shape GenCon 2020 takes.

While talking with our small crew the other day, someone suggested that now that there are a LOT of Convicts & Cthulhu scenarios written — scattered through some 400 pages of free/PWYW content that is available to everyone — why don’t we stitch some together to form a campaign? Given the way that downloads of our free scenarios (and especially our free Convicts material) has skyrocketed in recent weeks, having a longer-form Convicts tale that people could just pick up and run seems like an idea whose time has come.

So — between Geoff and myself — we’ve created an eight-chapter “ready(-ish)-to-run” campaign which binds together a selection of scenarios and seeds from the core Convicts & Cthulhu book as well as scenarios from:

All up, the campaign has 8 chapters (six core “campaign arc” chapters and 2 optional chapters). We estimate it will take an Investigator group 10-15 sessions to play. It’s an open framework which would also allow a few extra optional chapters to be inserted if you wanted something longer.

You can download the 33-page PDF which contains the campaign outline as a free download from here on the Cthulhu Reborn blog. We will also put the same file up on DriveThruRPG as a Pay-What-You-Want title (in case you would like to chip a small donation our way to help us keep making new Convicts supplements).

We’ve called the campaign notes a “String-A-Line” supplement to distinguish it from our original Convicts & Cthulhu scenario/sourcebook releases (“Tickets of Leave”) and our NPC-specific supplements (“Musters”). The term “stringing a line” comes from the “Flash Talk” slang spoken by convicts in the colony — it refers to the practice of spinning a long and elaborate story to someone to keep them occupied and distracted while one’s accomplice(s) silently robs them of their goods. It seems like a good analogy for running an RPG campaign (except for the stealing bit, obviously :)).

The campaign we’ve created is called “New Dawn Fades (or The Testing of New South Wales)” and concerns itself with a string of peculiar events which begin at the time of the Investigators’ arrival in the colony in early 1803 and extend through the next 2 years. The odd occurrences are linked thanks to the involvement of a shadowy group who are subtly (and not-so-subtly) pulling strings in NSW to fit their own agenda.

What’s In The String-A-Line?

Given that each of the scenarios themselves exist already in published forms (in the C&C core and the different Ticket of Leave supplements, respectively), we haven’t reprinted them but have instead created some “glue” to stitch these individual tales into a larger narrative. The String-A-Line supplement is thus a kind of framework or playbook that allows you to take those pre-existing publications and mash their component parts together into a harmonious whole.Here’s a quick summary of what we’ve described in the String-A-Line:

  • Description of the shadowy organization who is at the heart of this campaign
  • An option to involve a well-known historical figure in the machinations
  • A summary of several ongoing linking elements that bind the stories together. These include NPCs both friendly and adversarial, colonial organizations that recur through the campaign, and some running mysteries
  • Six brand-new “campaign handouts” that can be given to players as Investigators begin to unravel pieces of the underlying backstory.
  • Eight chapter descriptions (each describing changes/additions to the vanilla published scenarios, how the action ties into the ongoing campaign arc, and the outcomes and loose-ends from each scenario).
  • Six ready-to-play Convicts & Cthulhu investigators

Spoilers Hereafter

If you think you might one day be a player in this campaign, perhaps stop reading here. For everyone else, here’s a quick summary of how the New Dawn Fades campaign unfolds through its eight chapters.

Chapter 1: Un-Fresh Off The Boat

The Investigators begin as passengers (and convicts) on a pair of ships which has just arrived in Sydney Harbour from England. A mysterious illness has broken out onboard meaning the ship is refused permission to dock until after it has served a period of quarantine. One person on board simply can’t wait and makes a break overboard, breaking quarantine. The Investigators – as the only uninfected people on board – are asked to give chase. When they track down the missing man, they find that disgusting Mythos creatures were being smuggled into the colony inside his body. But who could have wanted to bring such terrifying monstrosities to New South Wales?

Chapter 2: Night Terrors

As “reward” for their quick-thinking actions in Chapter 1, the Investigators are drafted into the Sydney Night Watch — the motley group who enforces the curfew and patrols the streets at night. This chapter introduces life after dark in Sydney. As the Investigators run their patrols they have a range of  colourful encounters. Many of these are mundane but help to paint a vivid picture of what life on the streets of Sydney is like. However, others relate to the trail of havoc created by an unbound Mythos Creature – following up on these will draw the Investigators towards eliminating the menace it poses to the colony.

Chapter 3: Shyneth as the Gold

As part of their Night Watch duties, the Investigators must pretend to be criminals to meet with an American ship off the NSW coast so they can take possession of smuggled distilling equipment as part of a ‘sting’ operation. A criminal gang was supposed to deliver these items to a remote location near Banks’ Town. In order to find out who receives the illegal items the Investigators must make the rendezvous. When they do, they find a weird group who are happily using distilled essences for some rather unorthodox purposes.

Chapter 4: Night of the Convict Dead

An unusual spate of deaths has been reported on the streets of Sydney Town. In each case a pair of corpses is located adjacent to one another – one looking fresh, the other oddly decayed. Investigating these strange discoveries puts the Investigators on the trail of a dark-hearted man with ambitions to become a necromancer. His designs for the dead in Sydney’s burial grounds needs to be stopped, lest he accidentally trigger a mass zombie resurrection that he has no chance of controlling.

Chapter 5: The Lights of Botany Bay

A strange man in Black Robes has appeared in Sydney calling himself “Solander”. He urgently wants to reach the unsettled shores of Botany Bay and apparently has (somehow) swayed Governor King to arrange a military expedition at short notice. King has ordered the Investigators to “volunteer” to help since they already have experience of the Botany Bay region from their earlier smuggling ‘sting.’

Chapter 6: The Dispensatory of Doctor Macdead

Strange tales have recently been reaching Sydney about bizarre medical conditions reported at the hospital at Parramatta. Looking into these reports of mutations and such, the Investigators quickly establish a common link – all the patients had been treated by a private (highly unqualified) doctor named Macdead. Finding the good doctor, however, proves more complicated than expected. In recent weeks he has been arrested (for passing a forged promissory note) and was sent as punishment to the remote secondary punishment settlement of Coal River. But even in his absence, someone (or something) seems to have ambitions to continue visiting horrible medical alterations upon innocent settlers and convicts of the Parramatta region.

Chapter 7: The Orphan School Horror

The Female Orphan School is one of the few charitable institutions to be created in the harsh colony. Girls at the school have begun to report mysterious and eerie phenomenon in the weeks leading up to Christmas, prompting some to think that the school is haunted.

Chapter 8: The Death Knells

Sydney Town awakes one morning to news of a terrible night of carnage that has left three members of the Night Watch dead and a curious axe left embedded in the Harbour Bell which is used to signal the arrival of new ships. The dead are people who the Investigators knew well from their own service in the Night Watch, so the foul murders strike home in a personal way. But who could have wanted to carry out such an apparently motiveless spree of killings right on the shores of Sydney Harbour?

Getting the Campaign

Convicts & Cthulhu String-A-Line #1: New Dawn Fades is available right now, as a free download using the link below.

33 pages; 8.3MB PDF

In order to run the campaign, you will also need the C&C Core book and the six Ticket of Leave supplements from which the scenarios are drawn. Links to the latter are included at the top of this post. You can get the C&C core either from DriveThru RPG (“Pay What You Want”) or from here on the blog (see the C&C Downloads page). The DTRPG page also offers softcover print copies.

Playing the Campaign

We hope that existing fans of the Convicts & Cthulhu setting will consider using (or adapting) this campaign framework to create hours of amazing entertainment for their gaming group. Equally we hope that some folks who haven’t yet dipped their toes into the gritty world of Convicts might find this lengthy campaign just the ticket to inspire them to transport a group of friends to the penal settlements of early Australia to do battle with shadowy adversaries and save the colonies from an even more brutal fate.

If you and your friends give this campaign a spin we’d love to hear how it went. And if you decide to record and share your online games as “Actual Play” recordings, we’d definitely like to let other C&C fans know so they can check it out!

May the New Dawn never fade on your version of New South Wales!