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  • 48,4 MB
  • 11 lis 16 21:03
AFRICA: Long known as the Dark Continent, Africa strikes fear in the hearts of civilized Westerners for its savage tribes, fierce animals, impenetrable jungles, vast deserts, lost civilizations, slave traders, contagious diseases — and the unknown.

Africa is “dark” because it is a mystery. It is the least understood, most dangerous, poorest, and least explored of the six inhabited continents. Disease, beast, and savage pose effective barriers to exploration. A scarcity of navigable rivers means that the only way to chart the interior savanna, jungle, and desert is to walk. Accurate maps of the Dark Continent must wait until the end of the nineteenth century.

Now this mysterious place is opening to the Western world. Railways begin to connect cities. New medicines keep explorers from dropping dead before they make their discoveries. Settlements where crops can be grown are being established in the interior. Africa is becoming accessible, yet much remains mysterious and still very dangerous.

In America and Europe the Cthulhu Mythos hides in cellars, old houses, crumbling castles, and forgotten caves. In Africa it roams wild, hunting in the wilderness and thriving in lost cities. Cults worshipping the Mythos are more prominent here, and the extent of their powers is vast.

SECRETS OF KENYA introduces a portion of this vast and varied continent — three times the size of the United States, with a ratio of four Africans to every American alive during this era. Kenya provides a setting that can be both familiar and foreign. Settled by Great Britain in the 1900’s it is an English-speaking colony where all the trappings of home can be found in the capital of Nairobi. Beyond Nairobi’s limits, much of Kenya remains unexplored and virgin territory for investigations, and hidden horrors.

The first half of this book provides a civil, cultural, political, geographical, and Mythos tour of Kenya during the 1920’s and 1930’s, the remainder offers four longer adventures using this background. The majority of the material in this book is factual, though locations have been elaborated on for game play. Familiar resources such as police files, newspapers, libraries, and museums are harder to come by. When they are present, diminished resources are all that investigators can expect.
  • 42,4 MB
  • 11 lis 16 21:03
Cosmic Horror. Fuelled by Human Cruelty and Depravity.


The prison colonies of 18th and 19th Century Australia are justly feared throughout the British Empire as places of unparalleled suffering and torment. The refuse of the Empire are sent here to serve out prison terms in a land half a world away from “civilisation”. A world that, to European eyes, seems thoroughly alien.



But, few among the white-skinned invaders know just how many secrets lurk within this ancient land. For countless generations the indigenous men and women have lived in perfect balance with the timeless forces that haunt Australia; but now, just a decade or so after the arrival of the British colonists, their ability to hold those powers in check is about to fail. And while horrors long-resident are poised to awaken, dark-hearted white men have also brought their own horrors to Australia in the form of terrifying cosmic gods and disgusting occult creatures.



Convicts & Cthulhu is a sourcebook designed to allow Call of Cthulhu Keepers and players to run scenarios and campaigns set in the penal colonies of early Australia. It particularly targets the historical period from 1795 to 1810, a time in which law and order played second-fiddle to greed and corruption. This was the depraved era which led ultimately to Australia’s first (and only) military uprising: the Rum Rebellion!



Contained within this book are historical notes on the era, character templates for investigators from all walks of life (indigenous, convicts, military, free settlers), weapons and equipment, and detailed gazetteers for Sydney, Parramatta and other settlements. Also included are details of cults & Mythos entities in the colonies, a full introductory scenario and a plentiful assortment of scenario seeds.


Convicts & Cthulhu is fully-compatible with Chaosium's 7th Edition Call of Cthulhu rules (but can easily be used with earlier editions with some simple arithmetical tweaking).



This detailed and lavishly illustrated 96-page sourcebook is the first all-original Call of Cthulhu title from Cthulhu Reborn, and the first new Lovecraftian material written for the Australian setting in almost two decades.


The PDF is provided as a multi-layer file, allowing for on-screen display using rich textures as well as a high-contrast printer-friendly display.


  • 161,7 MB
  • 8 paź 16 3:33
Laid out and illustrated by Blair Reynolds, The Mysteries of Mesoamerica is a labor of love, and it shows on every page. With a sourcebook by Clint Staples and four scenarios written by Pagan regulars John H. Crowe III and Brian Appleton, Mysteries of Mesoamerica is a product that will move the bar by which products in the RPG market are judged.

Inside you will find everything you need to immerse your players in the world of Mesoamerican archeology during the classic Call of Cthulhu period. The first 84 pages are sourcebook material, beginning with Clint Staples material describing the cultures that dominated the New World before the arrival of Columbus, with particular attention to the details of the religious themes that dominated the region: blood, sacrifice, death. There is also information on the modern states of the region including revolutionary Mexico and Banana Republics like Honduras, and the histories of the most important figures in the study of these ancient peoples. Brian Appleton has written articles on the ancient weapons of the Mesoamericans, as well as cataloging the deities and monsters of local mythology. Besides his exquisitely bloodcurdling illustrations, Blair Reynolds has also contributed an article on Maya calendrics, which should be of interest to everyone as the winter solstice of 2012 continues to approach.

Covering another 120 pages, the four independent scenarios do not form a cohesive campaign, but as all of the scenarios require the same skill set (experts in Mesoamerican archeology) from player characters, a Keeper could easily run all four of the scenarios in sequence.

"The Well of Sacrifice," by John H. Crowe III, is a bit of a legend around Pagan Publishing. Playtested again and again, the scenario gained the nick-name "The Boneyard." Let's hope your players fair better than we did.

"The Mehirs in the Grotto," by Brian Appleton, brings the Investigators to central Mexico, where an ancient evil is being unearthed by modern progress.

"The Heretics," by John H. Crowe III, places the Investigators between two warring groups of Mythos cultists, with very few good options open to them.

"The Temple of the Toad," by Brian Appleton, provides a grim epiloge to a classic tale of the Cthulhu Mythos, one that could easily consume the members of an expedition into the jungles of Honduras.

And speaking of unlucky, foolish and otherwise doomed Investigators, keep an eye out for a new feature in The Mysteries of Mesoamerica that will become a standard feature in upcoming Pagan Publishing products: The P.C. R.I.P. which chronicles those stalwart adventurers who failed one too many die rolls or ignored the advice of fellow players. Each R.I.P. includes the player character's name, profession, date of death and any notable last words. Or at least the stupid thing they said just before they got themselves killed.
  • 87,8 MB
  • 8 paź 16 3:31
Setting(s): 1910s & 1920s

“From ghoulies and ghosties
And long-leggedy beasties
And things that go bump in the night,
Good Lord, deliver us!”

– traditional Scottish prayer

Say your prayers
Light your lamp
Load your revolver
It won’t do any good.

Pagan Publishing is proud to present Bumps in the Night: five non-Mythos scenarios of supernatural horror and mystery from author John H. Crowe III. Inside this musty tome you won’t find deep ones, or shoggoths, or Great Old Ones, but you will find loathsome horrors perpetrated by both the living and the dead. Ghosts, demons, poltergeists, spirits and the undead are the order of the day.

What horror is devouring the locals in "The Westerfield Incident?"
What has caused the graves to open in "The Vengeful Dead?"
Can the Investigators save themselves from "The Bitter Venom of the Gods?"
Will they unravel the "Curse of the Screaming Skull?"
Can they bring peace to "An Unsettled Mind?"

It won't help your Investigators if they've read the Malleus Monstrorum or own their own copy of the core Call of Cthulhu rulebook. There's nothing in those well-thumbed volumes to help them here. In here, they're on their own.
  • 77,0 MB
  • 8 paź 16 3:30
Setting(s): 1920s

Island of Ignorance – The Third Cthulhu Companion is a collection of adventures and supplemental material for the Classic 1920′s era Call of Cthulhu. It contains three original scenarios by Brian Sammons, Oscar Rios and Mark Shireman, with new monsters, ​blasphemous tomes, investigator occupations, cults and cultists by Tom Lynch, Tyler Hudak, Dan Harms, O​scar Rios and Eckhard Hulshoff.

Also including Heroes & Heroines of the Miskatonic Valley, eighteen well tested pre-generated investigators allowing your players to dive into gaming (also perfect for quickly replacements).
  • 59,3 MB
  • 8 paź 16 3:30
1940 Europe is Burning...
...but a greater threat dwells in the shadows.

Dr. Franklin Quigley has a delicate problem: his wife has lost her mind and fled with their strangely deformed young daughter.

His innocent request: find them and bring them back.

But when the cemetery earth churns with the blood of the dead and the ground reverberates with the cries of feasting, innocence begets only corruption.

The Realm of Shadows is a major new Call of Cthulhu campaign from the author of Walker in the Wastes and Coming Full Circle. Inside you’ll find source material on ghouls, the Cult of the Charnel God, and the notorious Cultes des Goules, as well as four adventures that take investigators through Massachusetts, the Dreamlands, and the rain forests of French Guiana. Featuring extensive investigations, numerous player aids, and terrifying opponents. The Realm of Shadows is a feast of horror.
  • 60,8 MB
  • 8 paź 16 3:29
Setting(s): 1900s, 1910s, 1920s

Dread Bargains

... a murdered professor at Miskatonic University...
... a pair of brothers lost in the Louisiana bayou...
... a man gone mad in a Kentucky mining town...
... a bizarre photograph from rural Mexico...
... a strange kidnapping in California...
... a missing Hollywood starlet...
... a lost city in the Andes...
... and a stole child...

... these are the ties that bind, the connections from life to life, the terrible compacts between the sane and the mad - these are the mortal coils that entwine humanity and the Cthulhu Mythos in a web of terror. Mortal Coils is a new anthology of eight Call of Cthulhu scenarios from Pagan Publishing. Inside is a diverse group of noisome terrors ranging from surreal horror to violent action.

Works include:

GOD OF THE MOUNTAIN by Michael Cisco
A MURDER OF CROWS and VIGILANTE JUSTICE by John H. Crow III
MYSTERIA MATRIS OBLITAE by Dennis Detwiller
COMMON COURTESY and NIGHTCAP by Jeff Moeller
WE HAVE MET THE ENEMY by Rebecca Strong
DREAM FACTORY by John Tynes
  • 33,9 MB
  • 8 paź 16 3:27
Setting(s): 1920s, Modern

Their place is where the daylight cannot reach, where festered secrets come to tainted fruition. Presented within these pages are six shuddersome selections designed to pierce the veil of shadow and bring forth, if only for a time, the horrid secrets which are contained within their jealous folds. Take care that when you peek into those shadows you are not drawn into their hypnotic voids to be swallowed whole and resigned to those realms where only shadows dwell.

Here are six diverse and dire scenarios from many of the most well known authors for the Call of Cthulu role playing game. As with all Triad products, a variety of time frames and settings are provided so that the Keeper can always find something to fit his or her campaign, including anything from a one-nighter to an extended case for multi-session play. With an assortment of lesser known and completely unknown creatures combined with extensive handouts, you hold in your hands the opportunity for hours of touring the realms of H. P. Lovecraft. Good luck to all!

An abundant assortment of Abominations by Eley, Johnson, Kingrea, Pauwels, Ross, and Szymanski.
  • 40,3 MB
  • 8 paź 16 3:27
Setting(s): 1920s, 1930s

This volume is designed specifically for use with CALL OF CTHULHU, Chaosium Inc's role playing game of the macabre. Two Scenarios steeped in the tradition of H.P. Lovecraft await the Keeper of Arcane Knowledge. GLOZEL EST AUTHENTIQUE leads the adventurers to France where they will try to solve a puzzling archaeological enigma. Strange secret societies watch their every move. The outcome will be totally unexpected. SECRETS OF THE KREMLIN probes the depths of the ancient citadel and the mysteries of the early Czars. What hidden truth can be crafted by the Bolsheviks and translated into the terror of today? Illustrations, maps and photocopy-ready props are included to vividly portray these two scenarios.
  • 26,1 MB
  • 8 paź 16 3:27
Setting(s): 1920s

In ancient times, when Nineveh fell, so too was a terrible evil was banished. This evil, a god named Nabu with ambitions to rule humanity, was bound by the Children of Tranquillity into his former temple and buried beneath the sands. Two and a half thousand years later a group of archaeologists uncovered the Temple of Nabu and unleashed a terrible curse – the Curse of Nineveh!

The Curse of Nineveh is a new seven-part Call of Cthulhu campaign set in London in the summer of 1925. The investigators find themselves embroiled in the events that surround the return of the expedition from Nineveh and the terrible curse that they brought back with them. They must face shadowy watchers, a nefarious criminal mastermind and race against time to stop an ancient plan from being fulfilled – a plan that threatens not only London, but the whole British empire!

Campaigns: The seven scenarios in this book comprise the Curse of Nineveh (Campaign)

Scenarios: Ancient Echoes (Mason), That Which Was Broken (Mason), Bedlam (Latham), The Watchers Below (Latham), Catland, Sometimes Called Pussydom (Dorward), Rise of the King (Fricker), For King and Country (Fricker)
  • 17,2 MB
  • 8 paź 16 3:26
The Mythos Society Guide to New England is an expansive universal sourcebook by veteran game designer Clint Staples that can be used to enhance any horror, mystery, or adventure roleplaying scenarios set in New England. It is particularly suited for Mythos-oriented games like Call of Cthulhu and Cthulhu Live. It is also a fun and provocative read for anyone interested in the esoteric history of New England, and a resource for stories or other projects that have horror or the weird as themes; are based on or inspired by the works of H.P. Lovecraft or other Cthulhu Mythos authors; or are set during the period between the two World Wars.

The Mythos Guide to New England provides a record of the land and its inhabitants, its prehistory and history, and its natural and unnatural characteristics. In these pages you will find tales of the witchcraft, hauntings, monsters, and malevolence that have plagued the peoples of the region, from pre-Colonial days into the 20th century.

New England is a diverse territory. Some the earliest settlements in the New World lie cheek by jowl with rugged country that, to this day, is all but untraveled by humanity. The sea, with its rocky shoals, rugged coves, unknown depths, and centuries of legend and lore holds sway over the minds of the region's inhabitants. The mountains and forests are just as mysterious and deadly, keeping secrets centuries and even millennia old, some of which mankind would be better not off not knowing. Between these wild areas are the settled portions, farms and orchards inland and harbors filled with ships and the folk that sail them on the coast. Man prevails in such places, but in the shadowed lanes, forgotten cellars, and lightless passages beneath his world there is still much that is unknown and unsettling.

Read and use the knowledge contained within this book at your own risk.
  • 17,8 MB
  • 8 paź 16 3:24
Three scenarios steeped in the tradition of H.P. Lovecraft await the Keeper of Arcane Knowledge.

'Whispers from the Abyss' explores the strange events that lead to the abandonment of Roanoke Island: North America's first colony. The second scenario, 'On the Wings of Madness' will see the Players cross the Atlantic Ocean in a desperate attempt to recover a stolen Egyptian artifact, while a bizarre rendezvous awaits them in 'De Schip Zonder Schaduw' (The Ship Without Shadows).

Illustrations, maps and photocopy-ready props are provided to vividly portray the Whispers from the Abyss and Other Tales.
  • 13,1 MB
  • 8 paź 16 3:24
On November 2nd, 1936, the world died.

Finally, the stars had come right; and things that lurked under the seas for eons rose to claim their rightful place. Now, they rule the earth, stalking it like titans.

Millions of women and men died�yet you survived, doomed to wander the ruins, searching for answers. What went wrong? Are there others like you? How can you stay alive? And is there a way to put this right?

Cthulhu Apocalypse is a survival horror supplement for the Trail of Cthulhu roleplaying game that takes Investigators into a terrifying post-apocalyptic world.

Using the award-winning Apocalypse Machine, GMs can destroy the world any number of ways�including the death rays of alien tripods, a plague of white flowers, or the rising of Great Old Ones�and run adventures of investigation and survival in a land transformed beyond recognition.

Cthulhu Apocalypse includes:

The Apocalypse Machine, an award-winning GUMSHOE sandbox setting that gives you the tools to create your own global catastrophe�from the first strange rumblings to the final, cataclysmic event�along with Drives, Occupations, and more for adventures among the ruins.
Five adventures in the aftermath of disaster, taking Investigators through Britain, across the sea to America, and beyond the veils of reality as they struggle to survive. (Previously published as The Dead White World.)
Three adventures set years later, as the few survivors find their humanity cracking and moulting in the process of becoming something new. (Previously published as Slaves of the Mother.)
Eight all-new scenarios that give your players the choice as to whether�and how�humanity survives in this strange new world.
  • 25,3 MB
  • 12 lis 15 2:22
Five scenarios for Cthulhu by Gaslight, covering a wide range of antagonists and UK settings. Includes a guide to character creation.
  • 32,8 MB
  • 12 lis 15 2:17
Adventures of the Guzman-Willent Detective Agency

Enter the noir world with two adventures set in and around Los Angeles during the early 1920’s. "Under the Boardwalk" concerns a teenage girl lost among the roller coasters and rum-runners in the amusement park city of Venice. The second scenario, "An Enchanted Evening," explores a mysterious concert on the paradisiacal isle of Catalina off the shore of Southern California. Both investigations are based on historical facts and extensive research.

Farewell, My Sanity was designed around a specific cast of pre-generated characters: the Guzman-Willent Detective Agency, however, any characters from the 20's can be used.

This monograph is presented for use with the Basic Roleplaying System, but includes instruction for d20 Call of Cthulhu system as well.
  • 23,0 MB
  • 6 lip 14 23:57
Welcome to the Land of Dreams. All the wonders of dream await — and all the terrors of nightmare, too.

The player characters — the Dreamers — explore the breadth of the otherworldly Dreamlands seeking a way back to the lives that they left behind. But can they survive the countless dangers of a world of dream — and the strange enmity of Nyarlathotep, the messenger and soul of the Outer Gods, when they fall under his capricious gaze?

1920's Cthulhu adventure
  • 1,6 MB
  • 6 lip 14 20:42
Okay, kittens, listen up. It’s time you know the score.

As usual, the humans have it all backwards. They think their
reality is the be-all and end-all. They even believe that they
are in charge. They can’t see the great storm of the multiverse
surrounding their tiny, fragile bubble of a world.

But it’s a nice world. Cozy, with milk in it. And we like the
people. They’re just so adorable, the way they pet us and open
cans and try to understand. They have no idea what horrible
threats exist outside this little pocket. They have no idea what’s
really going on.

And we aim to keep it that way.
CALL OF CATTHULHU

WELCOME to the real world -- that is, the world in which human civilization was secretly made for the comfort of cats, in which dark Powers like Mutt’thra the Monster Dog, Hastpurr of Catcosa, and Great Catthulhu himself vie for control of reality, in which only brave and clever felines have the wit and wherewithal to oppose grim and mystic cabals, and in which two-footed people live in blissful ignorance of all of these facts. Misguided cults of humans and other animals propitiate the Powers of Chaos. They seek to end civilization, driving humanity into slavery and madness and interrupting the all-important schedule of feeding, petting, and changing the litter box.

In CALL OF CATTHULHU, the players take the roles of a variety of ordinary-seeming cats fighting conspiracies of cosmic chaos. One or more participants play the part of heroic cats, and one person acts as the Cat Herder, arranging secret challenges and rewards and guiding the others through the process of making an adventure. Rules are light and emphasize player cleverness and quick wits. There’s plenty of darkness and chaos, but the feline heroes are up to the challenge... usually.

Welcome to Call of Catthulhu. Good hunting.
  • 0,7 MB
  • 25 cze 14 22:25
A Classic-era adventure set in Iceland. With a brief source book on what to expect in Iceland. Face the horror of the Third Cloister!

Turn to Stone is a Classic-era scenario for Call of Cthulhu, set in late 1920s rural Iceland. It is appended to the events of Home, Sweet Home, published in the Chaosium monograph The Primal State, but can be played alone. The necessary background and concepts from Home, Sweet Home are repeated and expanded upon here.
  • 370 KB
  • 25 cze 14 22:24
  • 19,6 MB
  • 16 lut 14 5:46
Wartime roleplaying…
…with tentacles!


Achtung! Cthulhu brings you a two-fisted wartime TRAIL OF CTHULHU roleplaying game setting packed full of fiendish Nazis, terrifying ancient mysteries, legendary war machines, and enough writhing tentacles to fill ten Reichstags!

Three Kings is the first in a series of standalone adventure supplements in the globe-spanning Zero Point campaign for Achtung! Cthulhu written by Sarah Newton. Join a band of heroic soldiers, agents, and partisans behind enemy lines on the eve of World War Two, as they discover the unspeakable horrors of Castle Karlstein in occupied Czechoslovakia!

Inside you will find everything you need:

* A standalone multi-episode adventure for hours of play!
* New rules for Trail of Cthulhu wartime investigations
* Maps of Europe, Czechoslovakia, Castle Karlstein, and the surrounding area
* An “Operational Briefing” handout
* Setting information on Nazi-occupied Czechoslovakia
* Packed full of inspiration artwork by Dim Martin
* Four pregenerated characters to get you playing immediately!
  • 15,3 MB
  • 16 lut 14 5:45
Wartime roleplaying…
…with tentacles!

Achtung! Cthulhu brings you a wartime TRAIL OF CTHULHU roleplaying game setting packed full of fiendish Nazis, terrifying ancient mysteries, legendary war machines, and enough writhing tentacles to fill ten Reichstags!

Heroes of the Sea is the second standalone adventure supplement in the globe-spanning Zero Point campaign. Play soldiers, agents, and resistance fighters in the chaos and carnage of the Battle of Dunkirk, as a sinister conspiracy threatens the lives of the retreating Allied forces!

Inside you will find everything you need:

* A standalone 69 PAGE multi-episode adventure for several sessions of play!
* New rules for Trail of Cthulhu wartime investigations, including tanks and Stukas
* 17 all-new spells
* Maps of Europe and the evacuation at Dunkirk
* An “Operational Briefing” and many other beautiful handouts!
* Four pre-generated characters to get you playing immediately!
  • 15,7 MB
  • 10 lut 14 20:07
In suus domus procul R’lyeh
mortuus Cthulhu exspecto somnium

– Graffiti found scrawled throughout Pompeii following an earthquake, August 20th, 79AD

The translation of the above graffiti should be well known to most fans of the Cthulhu Mythos. It is “In his house at R’lyeh, dead Cthulhu waits dreaming”. For a time the Roman Empire stretched across most of the “known world” uniting various peoples under its rule. Cultures met, clashed, were conquered and changed one another in the processes. Information traveled along Roman roads along with goods and troops, spreading knowledge and enlightenment throughout the empire. Rome, for some, meant civilization, order and justice. For others it meant enslavement, oppression and occupation. It was the crest of history’s tide, and when it was gone darkness and chaos reigned for nearly a thousand years. But for now the Roman Empire was a light that kept the dark ages at bay, but with every light there are always shadows.

Amid sprawling cities and frontier garrisons, from peaceful country villas to newly constructed catacombs the forces of the Cthulhu Mythos lurked, and thrived. As the Empire spread across the land the Mythos infected it, like an illness, using Rome’s uniting light to spread its own darkness. Isolated covens and cabals of dozens soon became well-organized cults of hundreds, spread across vast stretches of the empire. The accumulated knowledge of the ages was examined, connections made and puzzles solved, sometimes to humanity’s misfortune. The forces of the mythos quickly learned that civilization was as easy to hide in as wastelands but with much more abundant prey.

However, in every age there are always a few who learn the truth. A small handful of people always seem to discover that all is not as it seems and slowly pull back the veil of what mankind tells itself is reality. They see, they learn, and usually they die; but not always. Some take up arms, be it blades or arcane magic, and choose to stand against these shadows. They become mankind’s defenders, fighting to protect others from the truth while moving to rid the world of these shadows of evil. In every age there are always a few such people, it was no different in the time of the Roman Empire. Here are a few of their stories. Welcome to Malum Umbra, Shadows of Evil, The First Cthulhu Invictus Companion.
  • 28,5 MB
  • 10 lut 14 19:37
ROMAN CHILDREN TREMBLE in their beds as their mothers tell them stories of Medusa, the Hundred-Handed Ones, and the War of the Titans. They pray that the Fates have woven a long skein for them, free from encounters with the Minotaur and Cerberus. Little do they know that things more horrible than the creatures of myth and legend inhabit the world. A dark god stalks the streets of Rome stealing the souls of the rich and the poor, the young and the old, to populate his empire on the other side of the wall of sleep.

Thousands of miles away, on the coast of a freshly invaded island, Roman centurions huddle around campfires entertaining themselves with dice and ghost stories. They trust their fortifications to keep the barbarians at bay. But the barbarians are the least of their concerns. Outside the ramparts, small shapes scuttle through the darkness, looking for new hosts.

In the midst of the largest sea the world knows, an Egyptian merchant scans the horizon looking for land—and safety. Pirates prowl the sea, avoiding the Roman navy and preying on merchant vessels. The merchant’s men are well-armed to fend off any pirates, but he won’t relax until the coast is in sight. He doesn’t notice the forms swirling under the waves, reaching up with their claws to pull the boat down. His men are ill-prepared to fight them.

Greek scholars in Athens are ecstatic when they uncover scrolls relating to an African god from the deepest interior of that dark continent. They’re eager to read all they can in the cause of science. Their education hasn’t prepared them for the fact that the god is already in Athens, and they fail to notice that the city hasn’t changed for hundreds of years.

Young women scurry through the streets of Herculaneum to the Temple of Vesta, shunning the advances of lecherous old men and soldiers who’ve returned from the front looking to spend their coin. Only these women know that their chastity protects the world from an unspeakable horror. Should they fail in their mission, all of Rome is doomed to fall under a depraved god’s whim.

Sweat and grime cover a young Persian woman as she pulls her sword out of yet another monster that’s risen from the sand. As she glances around, several more unbury themselves and charge toward her. She casts one last look over her shoulder to make sure the families that were ambushed have escaped before she raises her sword and charges the monsters, her battle cry echoing over the dunes.

This is the world of Cthulhu Invictus, horror roleplaying in the first century CE, the time of the Roman Empire.

INCLUDES THESE CHAPTERS: Welcome to Rome, Capital of the Known World • Short Tour Around Mare Nostrum • Character Creation • Skills • Equipment and Supplies • Recovering Sanity • Combat • Roman Siege Weapons • The Grimoire • The Bestiary • Cults and Secret Societies • The Roman Legions • Prophylaxis Panacea Efqa • Scenario Seeds
  • 8,6 MB
  • 10 lut 14 19:32
As a rule, men worry more about what they can't see
than about what they can.

—Julius Caesar

Fear of the unknown is mankind’s earliest fear, his most basic. What is out there in the dark? What hidden dangers lie within the forest, over those mountains, across that ocean? As the empire expanded, it encountered and absorbed new lands. These areas were filled with new people, speaking their own languages, with their own customs, gods, and mysteries. Just beyond the borders lurked evil entities.

Forces older than our world had dwelled in these places millennia before the arrival of mankind. For their own safety, the local peoples eventually formed legends, myths, and taboos around them. These whispered tales of dread and horror kept people from stumbling into the lairs or paths of these dark and ancient forces.

Unfortunately these safeguards were seen as ignorant barbaric superstitions by the new Roman settlers and masters. As the native people slowly became more and more like their Roman conquerors, the old ways were slowly forgotten … but that didn’t make the danger go away.

Occasionally these loathsome, powerful, and malignant beings would be disturbed by the unwitting, unknowing, or unbelieving. When this happened, the normal, predictable world would be turned upside down as horrors beyond mankind’s worst nightmare suddenly became real. Minds shattered, bodies withered, and souls were torn from their mortal frames to feed an insatiable hunger. Reality came undone, like a tapestry disintegrating beyond which is only darkness. Welcome to Extrico Tabula, Unraveling Borders, the Second Cthulhu Invictus Companion.
  • 13,9 MB
  • 20 mar 13 5:13
Spawn of Azathoth

Herald of the End of Time.

Few attended the funeral of the old man. And even fewer saw the headless apparition which appeared in an investigator’s room. The keen-witted investigators find significance in the unfortunate death. Through their persistence they begin to unravel a secret implying doom for everyone.

Monstrous peril confronts the intrepid investigators as evidence leads them across the United States and into the depths of Asia.

1986 edition
  • 15,1 MB
  • 12 wrz 12 18:28
SECRETS OF THE CONGO

There are still-wild regions of the Dark Continent, Africa. Darkest of all is the wilderness of Belgian Congo, at the very center of the continent.

Belgian colonial rule is very harsh, and traditional practices such as slavery and witchcraft are widely practiced. Superstitions rule the vast number of tribes that live on or near the river.

The greed of the Belgian colonial administration, for ivory, rubber, and copper, surpasses even that of the Zanzibari slavers, feared for their raids among the Congo natives.

But the Dark Continent hides secrets as well. In deepest Congo, a treasure-house from primeval times awaits those who dare seek it out — and survive the search.
  • 30,1 MB
  • 3 wrz 12 15:06
This book contains ten scenarios from the first ten issues of The Unspeakable Oath, most never before reprinted. Fight cultists in the cornfield, take a train ride with a murderer, find an occult children's book, explore a ruined abbey, and much more. Most scenarios are 1920s, with a couple of modern ones as well. All-new artwork throughout. Catch up on your reading and happy nightmares!

The Resurrected: Out of the Vault Contents:

"Within You Without You" by John Tynes
"The Travesty" by Christian Klepac
"The House on Stratford Lane" by John H. Crowe III
"Beast in the Abbey" by Kevin A. Ross
"The Lambton Worm" by Steve Hatherley
"Blood on the Tracks" by J. Todd Kingrea
"Dark Harvest" by Kevin A. Ross
"What Goes Around, Comes Around" by Jeff Moeller
"All Good Children" by Christian Klepac
"In Media Res" by John Tynes
  • 20,8 MB
  • 24 sie 12 20:37
For the 1920s

INVESTIGATOR'S COMPANION
Volume II

What, You Want To Live Forever?

Oh, just a little longer and a bit more pleasantly in the face of Mythos horrors. Let this book be your guide.

ON BECOMING AN INVESTIGATOR contains valuable tips that can help your investigator reach middle age, and possibly even to those golden years. THE OCCUPATIONS SECTION contains 140 different possible 1920s occupations for CALL OF CTHULHU investigators -- perfect for replacing that dearly-departed friend on-the-spot with the bar-tender or cabbie who witnessed the whole gruesome affair. 1920s SKILLS expands upon skills descriptions found in the 5th edition of CALL OF CTHULHU, including additional material involving the Roaring Twenties. APPENDIX A contains legal tips for the professional investigator. APPENDIX B describes the current state of science and forensics.

An essential aid for players, investigators, and keepers.
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