"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, April 16, 2013

CoC - The Great Old Ones


The Great Old Ones is a series of six adventures that are not connected but could be with some work. These adventures are set in the 1920s which is a bonus for me. The book was released in 1989 and it's 176 pages contain a mix of adventures. None of them are bad and the real problem is that two of them are what people might call classics.

I won't go into too much detail on the adventures as I realize that some people reading this may want to play them. I will say that one of them serves as something every campaign needs though not so much with Call of Cthulhu. If you are a GM I am sure you have made the mistake of letting something happen in the campaign that you did not want to. Usually this is an item that is too powerful or someone gets an ability that you did not foresee the damage in them having. When this occurs you need a way to reset everything and one of these adventures allows for just that.

Contains the following scenarios:

- The Spawn
- Still Waters
- Tell Me, Have You Seen the Yellow Sign?
- One in Darkness
- The Pale God
- Bad Moon Rising

From the back cover:

"Cthulhu and his minions plot against the peace and surety of the natural world, but so do a host of Powers distinct from him. Along with Great Cthulhu, these entities comprise the Great Old Ones, awesome beings who came to this planet hundreds of millions of years ago, and who dwell here yet in the dark places, just beyond the reach of man.


The Great Old Ones consists of a set of six scenarios for Call of Cthulhu: 'The Spawn' is in the Wild West, with Indians, Wobblies, and bad guys; 'Still Waters' is an adventure for people who hate to lend books; 'Tell Me, Have You Seen the Yellow Sign?' makes a symbolic stop-over in New Orleans; 'One in Darkness' features South Boston hoodlums; 'The Pale God' introduces investigators to an unusual contract; 'Bad Moon Rising' is an experience to remember. The adventures can be presented in sequence, as a loose campaign; limited cross-references allow the scenarios to stand independently."

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