Category Archives: Scenario Downloads

Miskatonic Mysteries #5: Bottoms Up! — Released

It’s H.P. Lovecraft’s birthday … so we thought we’d celebrate the occasion by releasing yet ANOTHER in our immensely popular “Miskatonic Mysteries” PDF scenario series. This new addition is titled “Bottoms Up!”, written by one of my personal favorite indie Lovecraft game writers Rachael B. Randolph.

The best news is … the 42 page Cthulhu Eternal scenario (with loads of neat props) is available right now!

[NB: An earlier version of this scenario was released with stats for a different D100 ruleset, so if this all sounds familiar … you’re probably remembering that version. This revision converts the scenario to the Cthulhu Eternal, adds a nifty new map of Bolton (see below) and otherwise refreshes the layout.]

This scenario takes Protagonists away from haunted Arkham to the nearby industrial town of Bolton (most famous for its involvement in some of the experiments performed by Herbert West: Reanimator). Unlike genteel and academic Arkham, Bolton is a working-class haven full of factories which once produced a range of fine produce to supply every town in the Miskatonic Valley.

Brewed products made by the Bolton Brewing Company — in particular beers and ales — were once a mainstay of local life from Aylesbury to Kingsport. But with the introduction of Prohibition the brewery business has suffered greatly … and has had to fall back on its non-alcoholic brewed drinks, sodas, and tonics. But recent advances in cheap long-distance transport have made the soda-selling business incredibly competitive. Out of state operators like Moxie (based in Maine) and Bub-L-Pep (from California) have now cornered a sizable share of the Miskatonic market. To business-minded folks it seems inevitable that Bolton Brewing is destined for bankruptcy.

But … recent news suggests that the old Bolton business isn’t going down without a fight. They’ve announced a range of new — and highly … unusual — new soda flavors. Varieties like “Djingula Bean” soda and “Xuin Flower Elixir” … flavors that no established soda manufacturer has ever bottled. Flavors that nobody much seems to even recognize.

Naturally this odd announcement has bemused residents in Arkham and elsewhere … but further afield it has inflamed a strong curiosity in some of those out-of-state competitors. The soda game is a cut-throat business, and inside information is the key to winning it. Some might call it gentle probing, others “industrial espionage.” Either way, there is a curious and sinister angle to this whole affair — since the first two out-of-town “investigators” both wound up dead. Each was found in a car at the bottom of the Miskatonic River, hands bound to the steering wheel. Who could have committed such brutal killings? The Mob? The brewers? Rival soda companies?

The Protagonists are hired on to get to the bottom of these ghastly murders. One thing is for certain … this is going to be thirsty work. So … Bottoms Up!


Smoke Green: Another Fine Miskatonic Mystery

We are delighted to announce the publication of the third in our popular Miskatonic Mysteries series of scenarios playable using the Cthulhu Eternal Jazz Age SRD. This one is titled “Smoke Green” and written by the super-talented Noah Lloyd — you can grab it right now over on DriveThruRPG.

This Arkham-based scenario is one of my personal favourites, in part because I have run it LOADS of times at different gaming conventions around the world (and elsewhere). It was one of our featured games at Necronomicon 2019 in Providence, and also memorably run as part of the Yog-Sothoth.com online convention in 2020.

Smoke Green presents protagonists with an intriguing mystery. Something odd is going on in Arkham. The founder and president of Reinhart Cigarettes, a popular brand that recently opened a curious pyramid-shaped factory/HQ down by the Arkham docks, has been murdered!

Reinharts have a curious selling point: the smoke from them has a curious green color. The manufacturers are famously secretive about what makes their cigarettes unique. Could it be that a rival tobacco has gone to the extraordinary length of murdering the company president … just to find the formula? Or is this somehow tied to the strong support Reinhart’s head honcho has been giving to one of the candidates in Arkham’s bitterly-fought Mayoral race?

The protagonists are hired by the current Mayor to clear him of any involvement … but is there more going on here than anyone imagines? Is there something … uncanny … at work? Something with a Mythos flavor? Only by investigating this most baffling of cases, will the truth be uncovered.

Reinhart Cigarettes: the only cigarette with an emerald smoke

The scenario is available right now over on DriveThruRPG. As with all of our Miskatonic Mysteries, the adventure is written in a way that offers the GM three possible Mythos backstories, each with additional clues and a thrilling conclusion. Pick the one you like … or run the scenario multiple times using different options.


Launching the Miskatonic Mysteries

With the Cthulhu Eternal “Jazz Age” SRD now out in the wild, we have the opportunity to take some of the nifty scenarios we’ve released in unstatted form and re-release them as ready-to-play Cthulhu Eternal games. We are calling this series of scenarios the “Miskatonic Mysteries.”

We’ve decided to start by converting the Dateline Lovecraft EXTRA scenarios (which, BTW, you can still download with CoC 7e stats on the downloads page of this site).

So far we’ve released two of these with Cthulhu Eternal stats: “To Touch the Untouchable” and “Help Wanted”. If your gaming group likes a bit of old-school investigative horror on the weird streets of Arkham, these scenarios are probably right up your alley. Unlike the previous versions, these rebooted PDFs have no reliance on Dateline Lovecraft, and contain every handout you need to play the scenario in full.

More Miskatonic Mysteries will emerge in coming months . . .


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.

https://upload.wikimedia.org/wikipedia/zh/e/e8/WinZip_icon.png “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”.

https://upload.wikimedia.org/wikipedia/zh/e/e8/WinZip_icon.png 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.

https://upload.wikimedia.org/wikipedia/zh/e/e8/WinZip_icon.png 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.


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!


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!


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