Designed for the late 1980s and early 1990s, featuring corporate conspiracies, early computing, and modern forensics.
The campaign is praised for its non-linear approach. While there is an overarching plot involving the "Great Mother," players are often given the freedom to pursue leads in different orders.
While originally written for the '90s, modern Keepers can easily update the setting to the 2020s by pivoting the themes toward today's concerns:
The "Full Moon" and "The Noose" scenarios are frequently cited by veteran Keepers as masterclasses in building suspense and psychological discomfort. Visuals and Layout (PDF Version)
More combat-heavy than typical Call of Cthulhu adventures. call of cthulhu at your door pdf
While written for older editions of Call of Cthulhu , Chaosium's core system has remained incredibly consistent. Converting NPCs, monsters, and skill checks to the current rules is straightforward. Keepers only need to adjust the old 3-18 statistics to the current percentage-based system by multiplying the legacy stats by five. How to Legally Find the PDF
is a legendary campaign for the Call of Cthulhu roleplaying game that shifted the cosmic horror from the 1920s to the 1990s. Originally published by Chaosium Inc. in 1990, it remains a cult classic for its sandbox structure and unique modern-day Lovecraftian themes. Overview of the Campaign
"The Call of Cthulhu" is a short story that follows the journey of Robert Blake, a young man who stumbles upon an ancient cult dedicated to the worship of Cthulhu, a monstrous deity created by Lovecraft. As Blake delves deeper into the mystery, he uncovers a sinister plot to bring about the return of Cthulhu and the destruction of humanity. The story is told through a series of fragmented narratives, adding to the sense of mystery and unease.
At Your Door is a multi-part campaign published for older editions of Call of Cthulhu (typically 4th or 5th edition, though easily adaptable). It represents one of the early attempts to move the game from the pulp-era 1920s to a contemporary setting. Designed for the late 1980s and early 1990s,
Running the campaign in its original 1990 setting offers a unique historical flavor. Investigators must rely on payphones, microfiche, physical library archives, and bulky early-generation computers. This lack of instant smartphone communication naturally heightens tension and forces creative problem-solving. Adaptability to Modern Rules
: A tense, transitional chapter that focuses on the psychological toll of the investigation, featuring reality-warping anomalies and localized spatial distortions.
The campaign is primarily set in the fictional locations and suburbs surrounding the real-world landscape of 1990s California. The overarching narrative centers on the sinister activities of the and a bizarre, biotechnology-focused cult. Investigators are drawn into a web of corporate espionage, genetic experimentation, and cosmic entities operating right under the public's nose. Key Themes
The campaign kicks off when investigators are hired by , a wealthy environmental organization that funds legitimate biological research. While originally written for the '90s, modern Keepers
Unlike linear campaigns, At Your Door allows players to enter chapters multiple times. They can uncover a clue in Chapter 4, then circle back to re-evaluate an event from Chapter 2. A PDF allows Keepers to use digital search functions to jump instantly between linked clues, NPCs, and locations. 2. Modern Adaptability
Technology is primitive by today's standards (brick cell phones, no internet), offering a "transitional" modern feel.
A highly praised scenario originally written for the 1920s, adapted for eco-horror. Rural Outskirts Investigation into corrupted, rotting flora and fauna. Northern California Forests 4. No Pain, No Gain Corporate biological experimentation on human subjects. High-Tech Lab Facilities 5. Evil Thrives Suburban paranoia and hidden cult operations. Samson Suburbs 6. The Big One