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Call of Cthulhu, 7th Ed,: Mansions of Madness

Description

Five Adventures of Horror and Madness

Includes two fully updated and revised classics, along with three brand new adventures. All can be played as standalone adventures, used as sidetracks for ongoing campaigns, or strung together to form a mini-campaign spanning the 1920s. Suitable for up to six players and their Keeper, each scenario should take between one and three sessions to play through, and are an ideal next step for those who have already experienced the horrors contained within the scenario collections Doors to Darkness and Gateways to Terror. 

The Adventures:

  • Mister Corbitt: Does a seemingly shy and retiring local businessman hide a terrible secret? Can the investigators solve the riddle and save the day?
  • The Crack’d and Crook’d Manse: Long considered to be a cursed place by the folk of Gamwell, it seems the Fitzgerald Manse has finally escaped its sordid past. But, no one’s seen the new owner, Arthur Cornthwaite, for quite some time. Is history repeating itself?
  • The Code: Summoned to the home of Dr. Kenneth Connolly by an urgent telegram, can the investigators make sense of the bizarre events afflicting Wellington Manor?
  • The House of Memphis: World-famous magician Memphis the Great has not been seen for weeks. Has he merely gone off on another of his legendary magic-hunting trips, or is there a more sinister reason for his disappearance
  • The Nineteenth Hole: Renovation work at Thistledown Golf Club has not been running smoothly. First, there were tales of illnesses, then ghostly sightings, and now no one can find the owner. Dark shadows fall over Scotland and all is not what it seems.
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$42.99$29.47

    • Free Shipping over $99 (Contiguous US)
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    • Shipped today? Order within: Oct 12, 2024 12:00:00 -0700

    SKU: CHA 23167-H

    Description

    Five Adventures of Horror and Madness

    Includes two fully updated and revised classics, along with three brand new adventures. All can be played as standalone adventures, used as sidetracks for ongoing campaigns, or strung together to form a mini-campaign spanning the 1920s. Suitable for up to six players and their Keeper, each scenario should take between one and three sessions to play through, and are an ideal next step for those who have already experienced the horrors contained within the scenario collections Doors to Darkness and Gateways to Terror. 

    The Adventures:

    • Mister Corbitt: Does a seemingly shy and retiring local businessman hide a terrible secret? Can the investigators solve the riddle and save the day?
    • The Crack’d and Crook’d Manse: Long considered to be a cursed place by the folk of Gamwell, it seems the Fitzgerald Manse has finally escaped its sordid past. But, no one’s seen the new owner, Arthur Cornthwaite, for quite some time. Is history repeating itself?
    • The Code: Summoned to the home of Dr. Kenneth Connolly by an urgent telegram, can the investigators make sense of the bizarre events afflicting Wellington Manor?
    • The House of Memphis: World-famous magician Memphis the Great has not been seen for weeks. Has he merely gone off on another of his legendary magic-hunting trips, or is there a more sinister reason for his disappearance
    • The Nineteenth Hole: Renovation work at Thistledown Golf Club has not been running smoothly. First, there were tales of illnesses, then ghostly sightings, and now no one can find the owner. Dark shadows fall over Scotland and all is not what it seems.

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