Nine Forays into Unusual Times & Places
“The Great Old Ones Were, the Great Old Ones Are,
the Great Old Ones Shall Be.”
That famous saying is the essence of the Cthulhu Mythos. The Great Old Ones are a cosmic evil that has existed since before time and shall exist long after humanity has gone the way of the dinosaurs. With this agelessness at the core of H.P. Lovecraft’s works, this book attempts to illustrate the eternal struggle between man and the forces of the mythos. No roaring twenties mobsters or modern day secret agents will be found here, but you might spy a caveman or a spaced out flower child or two.
This book contains nine scenarios that run a chronological gambit from prehistoric times to a distant future. Each adventure comes with six pre-generated characters for the players to use, allowing for quick play with a minimum of fuss. Unfortunately, female players may find a lack of female characters to choose from in some of these eras, but sadly that was the way of the world back then. However, that should not stop an open-mined keeper from changing any character’s sex to better fit the players if they so wish.
While each scenario is meant to be a standalone experience, keeper’s shouldn’t let that stop them from continuing the historic horrors if they find the setting intriguing.
It might take some effort to work these scenarios into an existing campaign set in the twenties, or some other time, but such things are not impossible. After all, this is the Cthulhu Mythos, where anything can happen. Perhaps the investigators run afoul of the master of time and space, Yog-Sothoth, and a shift in time occurs. The great meddler, Nyarlathotep could decide to deal with the investigators in a creative way by sending them back in time. Or maybe the investigators, having lost much Sanity in their adventures, have sought out psychological help and have been hypnotized to relive their past lives in some trendy experiment, only to discover the horrors of the mythos have been dogging their family for generations. These are just a few examples of how a creative keeper can run these scenarios in their current game. Undoubtedly there are many more.
Here are brief descriptions of the nine eras of evil the investigators can explore.
- CURSED BE THE CITY—can be described as cavemen vs. Cthulhu. While not entirely accurate, it is fun to say, and gives an idea of what the players will be up against.
- CHILDREN OF A STARRY HEAVEN—is set in ancient Greece, the birthplace of many great philosophers and thinkers. Unfortunately some great minds dwell on things man was not meant to know.
- THEY DID NOT THINK IT TOO MANY—see the might of ancient Rome bring law to the wilds of Britannia. Witness two cultures trying to learn from each other. Behold the terrible awfulness of the Mythos and how even the mightiest empire of man is powerless before it.
- MASTER WU’S MARRIAGE—a lovely springtime wedding, surely nothing bad can happen here. Unless the wedding takes place in Call of Cthulhu, then all bets are off.
- THE IRON-BANDED BOX—set in feudal Japan, it is an example of what would of happened if Akira Kurosawa directed an adaptation of a H.P. Lovecraft story. Beautiful, strange, messy, and with swords!
- TO HELL OR CONNAUGHT—it’s Protestant vs. Catholic, English vs. Irish, and mankind vs. the Cthulhu Mythos with Saint Patrick thrown in for good measure. Who will win? The smart money is on the Mythos.
- A HARD ROAD TO TRAVEL—set in the American Civil War. This scenario chronicles the horrors of war where brother fights brother…and then everyone fights a cosmic horror beyond description.
- THREE DAYS OF PEACE, MUSIC, AND TENTACLE LOVE—taking place at the Woodstock Music Festival in 1969 with sex, drugs, rock n roll, and black magic. A terrifying trippy time is to be had by all.
- TIME AFTER TIME—is a fractured scenario for fractured minds. Here the investigators will think many things, only to find them all false. Identities, locations, adversaries, even correct eras are all anyone’s guess here.