Category Archives: Convicts & Cthulhu

Convicts Need Any Luck They Can Find

Today we are pleased to announce the release of our 13th “Ticket of Leave” supplement for Convicts & Cthulhu. Entitled, “The Thirteenth Convict” the 27-page PDF is available right now here on the Cthulhu Reborn blog. This supplement was originally supposed to be released in late August, but competing demands and limited time has forced its delay. We apologize to C&C fans who’ve been waiting for a few months for new ways to inflict woe upon their convict investigators 🙂

The subject matter for this “Ticket of Leave” is superstitions and ‘folk magic’ of the early Australian colonial settlements — a topic suggested by one of our readers (based on some interesting news articles about recent discoveries shedding light on the beliefs of early colonists). It is a fertile area to explore for a Lovecraftian setting: HPL himself was not above taking folk traditions of colonial America (in particular beliefs in witchcraft) and riffing on them to create some new Mythos-fuelled horrors. The superstitions of early Australia, while they share similar roots, have their own quirks and idiosyncrasies which lend a different flavour.

As well as providing some general notes on superstitions and “good luck” practices of colonists, this supplement also includes a full-length scenario (or mini-campaign outline, really) based on the curious phenomenon of concealed objects. There is a growing body of historical evidence to suggest that it was not uncommon practice for early colonists to embed mundane objects into the walls of homes during their construction as a kind of protective ward. In some cases these were simple charms written on paper, or common objects like boots. In other cases these were more outlandish, like the practice of embedding a dead cat in the wall to symbolically “chase away” any stray malign spirits that might try to enter.

Of course in the context of Cthulhu Mythos horrors, the notion of things being concealed in the walls of the family home lends itself to more destructive and terrifying possibilities, as explored by the scenario “The Thirteenth Convict.” Investigators are summoned to the site of a farmhouse in a remote corner of the colony, where death and calamity seems to have visited in the form of a great force that seems to have burst forth from within the wall. A few days later, a remarkably similar incident destroys a second farmstead — in a far-distant settled region.

What, if anything, do these strange calamities have to do with the odd, black-robed Frenchman who has recently arrived in Sydney? And why has the itinerant minister who tends to the spiritual needs of both settlers and convicts in these remote localities mysteriously disappeared? Unless the investigators can get to the bottom of these unprecedented happenings, the number of those killed or sent mad will surely soar … and as disasters multiply, a cruel plot to sow discord through the forces of Outer Gods begins to unfold. Who is the Thirteenth Convict and why does his (or her) future matter so much to the shadowy forces casting terror across all corners of colonial New South Wales?

Ticket of Leave #13: The Thirteenth Convict is available right now as a free 27-page PDF download. The version linked here is complete with game statistics for the Call of Cthulhu, 7th Edition (under Chaosium’s fan license). As with other recent releases, we have been obliged by fine print in Chaosium’s license to also create a stat-free version of the supplement for distribution via RPGNow and DrivethruRPG. That version will go on-sale as a “Pay-What-You-Want” title in a day or so. We trust that this supplement about all things superstitious will bring you and your gaming group good fortune as you plumb the dark depths of the worst that the Cthulhu Mythos can throw at humanity (that insignificant upstart species!).

If you love this free download so much that you feel offended by the fact that you haven’t paid money for it (and yes, believe it or not people have said that us) … you can always head over to our brand new “donations” page. There’s no obligation, though — honestly, we’re thankful for the continued support we receive from our loyal readership that downloads (and plays!) our gaming supplements. Long may the cruel tyranny of Convicts & Cthulhu flourish, and the sharing horror just helps is spread!





The Convicts of Indy 2018

Earlier this month, Convicts & Cthulhu attained a small but significant milestone — it’s first appearance at GenCon Indy. This notable achievement came thanks to the hard work and diligence of Matthew Ruane, the newest member of our C&C writing team. Matthew has a long and enviable track-record at running memorable GenCon games, so we were absolutely delighted when he expressed an interest in adapting for con-use the material previously published as Ticket of Leave #12: “Fallen Stars” (free PDF download link).

We were curious about how GenCon gamers enjoyed the challenge of a convict-based horror scenario set in the early history of Australia, so we asked Matthew for a few impressions about the experience. We were most surprised when he came back with a full and detailed retrospective analysis of the whole affair (see below, in blue). I guess that’s professional writers for you!

A Review of Running “Fallen Stars” @ GenCon 2018, Matthew Ruane

As the author of Convicts & Cthulhu Ticket of Leave #12, “Fallen Stars,” I informed Dean that I was planning on running the adventure twice in Indianapolis at GenCon in August 2018. He readily approved and encouraged me to give Convicts & Cthulhu its first “semi-official” GenCon appearance. Dean also was generous in providing 12 copies of the rulebook to be handed out to the players so they could become emissaries for Convicts & Cthulhu with their own roleplaying groups when they returned home.

Having run Call of Cthulhu sessions numerous times at GenCon over the last several years, and generally having great feedback and support for the adventures I ran, I expected this time to go off without a hitch. In writing and drafting the adventure, I had playtested it with a couple of different groups and got feedback from the players on where to improve the adventure. Dean and Geoff also provided feedback on where the adventure could be strengthened, and since this was designed to be run at a convention I was pretty confident that it could fit within the four-hour timeframe allotted.

A few weeks prior to GenCon, I designed 15 characters with brief backgrounds who would be part of the expedition. Because I was unsure of the gender ratio of the players, I created male and female versions of several of the characters to be used as needed. Approximately 8 player-characters (PCs)—Lt. Morrant plus 5 male and 2 female characters—were therefore available for each session. The PCs were a mix of soldiers, free settlers, and convicts at various stages in their sentences. There was also a common character Lieutenant Morrant, the expedition leader, for both groups. Based on prior experience with at least one strong player willing to be the leader, I thought this would be an ideal solution: a player to lead the expedition into the unknown and push the group forward.

My first session on Thursday afternoon had five of the six players show up. When no one appeared with generic tickets to fill the empty seat, we started. I started up my iPad with some Australian Aboriginal music in the background and began with the brief setup. The group asked for some extra labor, so I provided both Lt. Morrant with four additional soldiers, and Gribbin, a convict miner, with a half-dozen laborers he was responsible for overseeing. The party continued along the adventure, pushing through to the first real encounter at native village and a sick Aboriginal warrior who had brought back a mysterious canister. They played around with the sealed canister, eventually forcing it open, and infecting at least three or four of the non-player characters (NPCs) with the spores. Having been warned that the canisters contained spores, they were now much more cautious when they got to the dig site.

For about an hour, the first group explored the dig site, recovering pieces of meteorite, investigating dead infected Aboriginal men (and in the process, getting more of the group infected with spores). Lt. Morrant’s player decided to play him as very upper class, opposed to doing physical labor, and had Morrant watch from atop the small hill overlooking the crash site, largely because Morrant had also failed a number of sanity rolls earlier in the game and was on shaky ground. Eventually, the other PCs discovered the shoggoth container inside the crashed meteorite. Curious as to what was in the sealed container (they knew what was in the blue marked ones), they forced open the canister, which popped out the proto-shoggoth they were ill prepared to deal with. 

From there, things went down hill very quickly. The proto-shoggoth quickly consumed most of the NPCs, drove a few of the PCs insane who then in turn ran off or hid in their tents at the campsite. The survivors eventually rallied and decided to abandon everything to make it back to Parramatta as quickly as possible. But without supplies, and with several of the PCs insane and one player taking on the role of a surviving NPC soldier after his PC was slain, they spent the final hour making their way home. When they were attacked by the infected dingoes, several more PCs fell to insanity, and others were seriously injured and infected with the spores. In good Call of Cthulhu roleplaying, the players knew their characters were likely doomed. 

They placed all hope in making it to the Aboriginal village for aid and assistance but instead found the village abandoned. They left the most injured behind, and four infected survivors made it towards Parramatta. As we were running out of time, I skipped the Blue Yowie encounter, though the sounds at night drove them to push through the bush continuously. As the infection began to take hold, two more PCs (one of whom was Lt. Morrant) stopped and shot each other as blue tints in their eyes appeared and signs of the fatal infection became obvious. That left two single PCs to make it to Parramatta, one of whom was clearly infected and the other appeared to have avoided infection (according to the rules, they managed to fight it off with a series of miraculous rolls). The game ended with the two survivors telling the authorities what had occurred, but since they were both convicts, they were imprisoned until their stories could be verified. 

I received feedback about what a success the game was for one of the players, whom I’ll quote briefly:

“I played in your afternoon game playing the botanist who decided opening the checkered canister seemed like a wise course of action.  (or, perhaps, not)

I have been mentioning that I was able to play an adventure based in the outback with an actual professor of British history and my wife was most jealous.  Thanks again for a great scenario and game.”

The second session on Friday night played out very differently. This group consisted of two couples and a single male player. Since we were one player short, I asked if I could play this with a slight difference, making Lt. Morrant an NPC. They readily agreed, and this session ran a lot better than the first. I let Morrant remain in the background, but since one of the PCs was a sergeant in the NSW Corps, there was still a leader in place. However, he was in many ways more equal to the free citizens in the group. Morrant as an NPC made some hard decisions, but there was often spirited debate. Regarding the backgrounds of the players in this group, I had run a Call of Cthulhu game for one couple a few years earlier, and they had come back specifically because I was the GM. 

The second couple had flown all the way from Australia (they were from Queensland) and were regulars at GenCon. It was sometimes intimidating playing for the Australians, but they were good-natured in correcting my pronunciation of Parramatta, and they also provided some local color to help establish the background and sense of being in the Australian near-outback. The fifth player was an American, and he played the NSW Corps soldier. Since there were two women playing in this group, I had one female PC, while the other played a male PC. This group of players,  mostly in their early 40s or older, worked well together when the scenario called for group interaction.

Now this session was also different because the players spent additional time enjoying roleplaying. When they got to the Aboriginal village and then the crash site, they were much more thorough investigators. They managed not to open any of the canisters, though they did collect them along with significant parts of the meteorite. They spent about an hour at the crash site, and they managed to get the entire expedition back with only a single loss of life, this time being an NPC soldier. They even took precautions, wearing gloves and tying scarves and handkerchiefs about their faces, as they dragged bodies to be burned. It was efficient and tidy, and I was starting to wonder if they would make it back to Parramatta without being infected and even managing to bring the proto-shoggoth container back intact.

However, this time it all went pear-shaped with the dingo attack. Several failed rolls for attacking gave the dingoes the chance to bite and infect not only the NPC soldiers but also a few of the PCs. For the first time, sanity rolls  failed in rapid succession, and temporary insanities took hold. Morrant started to throw canisters at the dingoes, and one of them burst. The PCs and survivors, having slain the attacking dingoes, hurried off to the Aboriginal village with a restrained Morrant and several soldiers showing signs of infection. They decided to then leave behind the wounded, and they would come get them when they could. 

They next day the proto-shoggoth container burst. When the creature escaped, more sanity rolls were failed (several quite badly) and the PCs ran. The proto-shoggoth feasted on one of the NPCs, and the others ran off into the bush. They spent about 20 minutes in game time before the remaining survivors came back together, minus most of their supplies, and with a single haversack full of meteorite pieces and alien technology. They also had numerous paintings and sketches so they thought they had enough evidence to present to the authorities.

This group encountered the Blue Yowies. At the description of the creatures, the two Australian players nodded their heads and later mentioned that they sounded like the tales their grandparents had used to frighten them when they were misbehaving children. Though the Blue Yowie attack was pushed back with fire and gunshots, the PC Sergeant died and the player took over one of the remaining NPC soldiers. The others were slowly infected and showing some signs of infection, but two of the PCs managed to hold back the infection after displaying initial symptoms. All five made it back to Parramatta. Without Morrant or any other representative of the NSW Corps, it came down to the free settlers and the disgraced nobles to convince the authorities of what happened. It well after midnight when this session ended with smiles and a brief post-game discussion.

There were several lessons from this. I spotted a couple of (minor) editing mistakes in the pdf copy of the adventure that I need to fix. As for running the game at the table, I recommend that Morrant be an NPC, and that the players take on the roles of the other PCs. The first group did well with a player as Morrant, but they were often hesitant to make hard decisions when it affected other players around the table. With the second group, partly because two of the players were English and two Australian, there was good-natured banter and back-and-forth jibes, while the other American and I watched and listened with amusement.

I look forward to running at least two more sessions of Convicts & Cthulhu at GenCon 2019. Hopefully, a few more readers who are also GMs will step up run some sessions next year, and perhaps if the stars are right, Cthulhu Reborn might have a formal presence so brief sessions of Convicts & Cthulhu might also be a possibility for curious shoppers.

I’d love to hear any feedback from those readers who have managed to run “Fallen Stars” for their own group. You can always reach me at my email: mythologyprof at gmail dot com.

Expedition to the Blue Mountain Peaks

It’s only just over a month since we released the previous title in out Convicts & Cthulhu line … but we find ourselves again today quite breathless with excitement, announcing the release of Tickets of Leave #12: Fallen Stars. This PDF is an exciting release for us, since it brings a brand new writer into the C&C production team, long-time historical RPGer Matthew Ruane (who has a long relationship with Colonial-era Lovecraftian RPGs having run many of the convention previews for Sixtystone Press’ excellent-but-sady-still-forthcoming Colonial Lovecraft Country line).

Matthew’s Ticket of Leave weighs in at a respectable 22 pages, and is available for download right now, absolutely free! The format for this supplement is a little more like a traditional convention scenario — which is not surprising, because a version of this scenario will be run at GenCon 2018 in August as our official C&C scenario for the convention. So, if you are already booked into playing on one of the runs of this game in Indy, you may want to hold off reading this Ticket of Leave straight away (or do so with your spoiler-sensitive sunglasses on).

The historical subject matter for Ticket of Leave #12 draws on two related strands important to life in the early penal colony of New South Wales. One of those is the growing need to find new farmland to house and feed the growing settlement, an ambition significantly hampered by the tall slopes of the Blue Mountains bordering the western edge of the colony. Despite several efforts by determined explorers, there is still no known path through this vast natural barrier (at least, Europeans know of no such path — Aboriginal peoples actually had two well-established “highways” to traverse the mountains). The other facet of colonial life explored in this supplement is the inquisitive scientific elite who look upon the strange and vastly unfamiliar flora and fauna of the new continent of Australia and see great new opportunities to expand humanity’s knowledge. And every reader of Lovecraftian fiction knows that expanding the limits of human knowledge *always* works out well …

In this scenario, the Investigators are invited (or obliged) to join an expedition to the remote foothills of the Blue Mountains where, some nights prior, a fiery ball of rock fell from the sky — a “falling star.” Several members of the colonial administration see the opportunity to collect specimens from this scientific oddity as an offer too good to pass up. But, few white men have ever penetrated this far into the hinterland, and the maps of the region are more akin to blank leaves of paper with a few stray scratchings. Thus, the expedition calls for hardy and fearless souls who can survive on their own in the wild bushland … and who knows, somewhere along the way they may even stumble upon the much-sought-after pass through the vertiginous Blue Mountains. Or they may find something (or be *found by* something) far stranger altogether …

Ticket of Leave #12: Fallen Stars by Matthew Ruane (with some minor historical sidebars by Geoff Gillan) is available right now as a free download from the Cthulhu Reborn blog. The version linked here is complete with game statistics for the Call of Cthulhu, 7th Edition (under Chaosium’s fan license). As with other recent releases, we have been obliged by Chaosium’s somewhat arbitrary licensing rules to also create a stat-free version of the supplement for release via RPGNow and DrivethruRPG. We would encourage you to share the links to either or both of these versions with your personal network of Lovecraftian RPG enthusiasts. The more free stuff out there in the wild, the better for everyone!

This release also brings us back into our regular bi-monthly schedule of releases (after April’s release being delayed); so from here we’re aiming for another Ticket around GenCon time, one around Halloween, and maybe even a third Convict Christmas-themed supplement.

As a final note, I would really like to express my thanks to Matthew Ruane, our all-new Convicts & Cthulhu writer. In producing this product line we strive for a very high level of historical accuracy — sometimes creating a whole bunch of work for ourselves just to present the Colonial Australian setting in all its grim and gritty (and horrific) detail. Matthew has embraced this obsessive mania for historical verisimilitude and run with it … and the result of his research is a fine, if rather sanity-sapping, adventure which showcases everything we love about Convicts & Cthulhu. So, well done, Matthew … but if all the GenCon groups end up going hideously insane before completing the scenario, we wouldn’t be at all surprised 🙂

Welcoming a New Convict

It doesn’t seem all that long ago that we were were announcing the release of our eleventh Ticket of Leave supplement for Convicts & Cthulhu … but, strike me down, we are about to put out another one!

Ticket of Leave #12: Fallen Stars should be out before the end of the month, neatly bringing us back into our normal bi-monthly series of PDF releases. This supplement is especially exciting for a couple of reasons: firstly, it is written by a brand new writer to the C&C line, Matthew Ruane. And secondly, a version of this new scenario will be our official Convicts & Cthulhu game at GenCon 2018 in August (something we’ve never done before!)

So keep your eyes peeled here, and hopefully we will be announcing the release in the next couple of days! In the meantime, you can enjoy the wonderful new Reuben Dodd artwork that we’ve commissioned for ToL #12. This scene highlights the fact that not all trips out into the wild bushland of NSW are as uneventful as one might like.


Happy Birthday, Mister Convict …

Believe it or not, today marks the two-year anniversary of our first publication of Convicts & Cthulhu, a setting for Lovecraftian horror roleplaying in the early penal settlements of Australia.

In the months since it’s original publication, we have been supplementing the original C&C setting by publishing a series of PDF releases under the “Tickets of Leave” series. Our initial goal was to release one of these every two months — and amazingly we have largely been able to keep to this release tempo, having now released 11 Tickets of Leave. While we initially planned for these to be small, free supplements (a little like the “one sheets” popular for Savage Worlds) … the needs of a mystery-based game have meant our supplements have been more substantial (and continue to grow moreso). They are still all obtainable free-of-charge, or Pay-What-You-Want if you shop via RPGNow.

In case you’ve missed some of these Convicts supplements, here’s a quick roundup of everything that’s been released so far:

Convicts & Cthulhu [96 pages]. This is the core setting book (with CoC 7e game statistics): this is the flagship book in our C&C line — at least until our release of the standalone Convicts & Cthulhu RPG, which is still in development.

Convicts & Cthulhu, Player’s Edition [57 pages]. A cut-down version of the above which focuses on the setting and the information required by players creating convict (or settler, or aboriginal) investigators.


Ticket of Leave #1: Night Terrors [4 pages]. Our very first “Ticket of Leave” supplement contains information about the Night Watch, a nocturnal patrol created by the early penal settlements. As well as describing character options and encounters typical to a Night Watch campaign, the PDF includes a short sketch of scenario involving an incompetent cultist and the messy consequences of a summoning that didn’t go as planned . . .



Ticket of Leave #2: Tricolour Terror [6 pages]. This supplement explores the rather tense relationship between the British penal colony and the French ships which occasionally visited; an antipathy fuelled by the on-again-off-again war between Britain and France in the era. As well as including character options (including French spy!) it has a scenario which begins when a French ship limps into Sydney Harbour with a tale of running into a strange creature at sea … is this a true account of a Mythos horror, or just an attempt to gain the trust of the Colonial authorities for nefarious purposes?


Ticket of Leave #3: Criminal Enterprise [8 pages]. This “Ticket of Leave” explores the phenomenon of criminal gangs within the penal settlement. A good proportion of those in the colony are there for their illegal dealings … so is it any surprise that some continue their criminal enterprises even once inside the prison settlement? As well as notes on playing criminal gang members (and a ready-made gang of ne’er-do-wells), the supplement includes a scenario based around a smuggling deal that takes a serious turn for the weird thanks to some rather … odd … clients.


Ticket of Leave #4: The Vanishing Ensign [14 pages]. This supplement explores the historical “musters” that took place periodically in the early colonies — massive census-like exercises in which a small team was sent into every corner of the colony to tally up the population, arms, and other defences to determine the colony’s readiness for attack. It features a scenario based around a mysterious sailor whose name appears on many different official records in numerous places around the colony … but nobody seems to be able to locate.


Ticket of Leave #5: The Damned & The Degenerate [24 pages]. When the core Convicts & Cthulhu book was published there was only limited space to outline profession templates for “investigators”. This PDF greatly expands upon the list in the core book providing dozens of additional occupations for players to roleplay … all the way from Aboriginal trackers to colonial undertakers. It also includes some slight tweaks to the skills list in the core book. There is a revised C&C fillable character sheet that goes along with these changes.


Ticket of Leave #6: Night of the Convict Dead [15 pages]. This PDF explores the subject of cemeteries in the early penal settlement, and the way in which authorities disposed of the (many) people who died, whether from disease, mistreatment, or other violence. It features a scenario with overtones of dark necromantic arts, cruel experiments, and dangerous hubris. All of these collide in the eponymous “Night of the Convict Dead.”



Ticket of Leave #7: Seams of Peril [14 pages]. Later history of Australia is heavily shaped by the gold rushes that brought many to Antipodean shores … but decades before that, shameless convicts were not above faking “gold strikes” and bargaining authorities to exchange their early release for the “secrets” of their discovery. The supplement includes a scenario about an audacious convict that tries just such a scam … but the location he picks for his phony mine is somewhere that he (and the investigators) would be better not to visit. But their mission is to accompany him to exactly that place.


Ticket of Leave #8: Gentlemen Convicts [20 pages]. While the majority of convicts sent to Australia were from the lower classes of British society, there were exceptions — so-called “Gentlemen Convicts” who were sentenced to transportation despite their relative wealth. These elite prisoners had a range of special priveleges, and a kind of society of their own. This “Ticket of Leave” features a scenario centering on just such a group, haunted by a curious and apparently spectral ‘stalker’. Who is behind the brutal murders of the society? And what strange and supernatural hand fashions such gruesome deaths for the gentlemen convicts?


Ticket of Leave #9: Orphan School Horror [23 pages]. This “Ticket of Leave” is our (vaguely) Christmas themed release, centering upon the only benevolent institution in Sydney township, the Female Orphan school. This worthy establishment was set up to ease the problems of unwanted children on the streets. The scenario included has a decidedly “ghostly” theme: several of the female orphans at the school claim to have seen strange poltergeist-type manifestations. But there is a lot more going on that just a mere ghostly manifestation … and investigators had best hurry to solve the mystery before whatever lurks in the school succeeds in its mission to break through into our world.


Ticket of Leave #10: The Doom That Came To Five Dock [17 pages]. This supplement is a scenario-only release that describes a Mythos-heavy manifestation of doom in a remote riverside ferry station between Sydney and Parramatta. Can the tales of frightened ferryboat captains be believed; lurid stories which claim that Five Dock station was reduced to splinters by a massive and terrifying … insect horror?



Ticket of Leave #11: The Dispensatory of Doctor Macdead [25 pages]. This is our most recent “Ticket of Leave” (released just a few days ago), which focusses on the practice of medicine in the early colonial era. Even by the primitive standards of 18th century surgery, the health care available in the colonies was horrific, basic, and woefully lacking in medical supplies. The scenario included in the PDF is a lengthy tale revolving around a hoaxer who claims to be a private doctor, a most curious medical text book, and a rash of stories about patients who have exhibited the most bizarre transformations … what is the truth behind these terrible events? And why can nobody seem to find the self-styled “Doctor Macdead?”




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