Three Evenings of Nightmare
Chaosium Unveiled: No Time to Scream
Watch the unveiling video to see the book for yourself. Remember that you get the PDF when getting the physical copy.
What's Inside?
No Time to Scream contains three short-play scenarios for Call of Cthulhu.
Each scenario is perfect for a single evening of mystery and horror, and are designed to be played in around two hours. Each scenario includes four pre-generated investigators, along with full-color maps and handouts.
The Clock is Ticking

The three scenarios share a common theme—the investigators are up against the clock. Guidance for the keeper is provided to keep the action flowing and emphasis the uncaringness of the Mythos. There is also help for adding more investigators for larger group play.
A Lonely Thread
Something is wrong with Professor Thomas. Unfortunately, you didn’t know that when you arrived at his charming woodland cabin. Can you act in time to save your friend? Or will a horrific secret devour all?
Bits & Pieces
A doctor’s body lies next to an autopsy table, and the corpse he was examining has vanished! The only clue is a set of bloody footprints. A devilish game of hide and seek ensues—with gory consequences
Aurora Blue
A band of U.S. Treasury agents raid an illegal whiskey distillery hidden in Alaska’s Chugach Mountains. The sun is setting… and that’s when the really bad things come out to play.
No Time To Scream is designed for use with either the Call of Cthulhu Starter Set or the Call of Cthulhu: Keeper Rulebook.
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What The Critics Say
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“I would certainly recommend No Time to Scream for established Keepers as well as newcomers to Call of Cthulhu.”
— Jeff McAleer, The Gaming Gang, Call of Cthulhu: No Time to Scream Reviewed.
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“Recommended - This is a solid anthology of adventures. They have a lot of utility, whether you just want a night of gaming, a convention scenario, or even something to run to follow up your exploration of the Starter Set before you dive into the complete rules… I love how focused these scenarios are. While they still maintain the weirdness and danger of Mythos stories, they also avoid the feeling that “investigators are always doomed” that some people have about Call of Cthulhu.”
— Gnome Stew, Call of Cthulhu – No Time to Scream Review.
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“Chaosium pulled off quite the magic trick with the release of Gateways To Terror. The adventure collection contained three short adventures built to be run in an hour or two for new players, such as at a convention or a game store event. The company looks to pull off the trick again with No Time To Scream.”
— EN World, Call of Cthulhu’s Latest Features Three Short Sharp Shocks.
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"It’s the kind of product every game should have and is great for just about anyone. Losing your mind has never been so easy."
— The British Fantasy Society, Call of Cthulhu – No Time to Scream by B.W. Holland, Bridgett Jeffries, C.L. Werner.
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“A perfect entry point into Call of Cthulhu for new Keepers and Players. The scenarios offer a lot of practical advice for leaning to run the game… the tone of each scenario is different enough from one another, that it becomes a nice sampling of the various facets of Lovecraftian horror.”
— Scott at the Tabletop (EuroCult AV), Call of Cthulhu – No Time To Scream – Three Evenings of Nightmare.
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United Kingdom: [Y]
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Lulu Product Name: [Nameless Horrors - POD]
Lulu Product Link: [/nameless-horrors-pod/]
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PDF Product Name: [No Time to Scream - PDF]
PDF Product Link: [/no-time-to-scream-pdf/]
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Physical Product Name: [No Time to Scream - Hardcover]
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Product Footer
Footer Name:
- Publisher:
- Chaosium
- Year Released:
- 2024
- Ruleset:
- Call of Cthulhu 7th Edition
- Format:
- Full Color PDF
- Page Count:
- 104
- ISBN:
- 9781568824918
- Authors:
- B. W. Holland, Bridgett Jeffries, C. L. Werner
- Cover Artist:
- Nicholas Grey
- Interior Artists:
- Hannah Elizabeth Baker, Erik Davis-Heim, Heikki Korhonen, Alice Morelli, Alex Ngo, Riley Spalding, John Sumrow
- Layout:
- Chandler Kennedy
- Cartography and Handouts:
- Miska Fredman
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OK but not the best to hook players on what Call of Cthulhu could be.
As 3 short scenarios as an introduction to Call of Cthulhu, this book works fine? As one-shots they are fine but if you wish to tie them together (like the book suggests), scenarios 1 & 2 go seamlessly together but 3 randomly decides to force your players to be prohibition agents? after being buddy buddy with the Prof. in scenario 1 who offers you illegal whiskey? The scenarios as a whole don't really set the expectations for what a more in depth scenario could be, no real mystery, no puzzle solving, just focusing on combat when the players prod the 1 written NPC enough for the monster to show up. The maps provided are not that great either, lots of nothing rooms players feel they wasted time upon entering and for some reason they decided to flip the maps in the book when having the detailed version vs the layout version? My players liked the idea of what Call of Cthulhu brings to the table but did not care for these scenarios as their first introduction.