"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, May 16, 2023

The Great Old Ones (1989)

From the web:

A collection of six 1920s scenarios for Call of Cthulhu, which can be loosely connected into a campaign.

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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