Mansions of Madness
Six Classic Explorations of the Unknown¸
the Deserted¸ and the Insane
IN DIM¸ FORGOTTEN RECESSES of the world lurk mind-twisting horrors. Through the use of human agents these horrors work to thwart mankind’s destiny.
However¸ not all of these human agents are willing partners. Many times have the monsters resorted to subtlety and intrigue to further their ends¸ rather than gross displays of sheer destruction.
Andrew Keetling is one such unwilling agent. A sucessful Boston businessman¸ he has disappeared — held captive in a mansion of madness.
MANSIONS OF MADNESS is a collection of six independent tales for Call of Cthulhu. Set in the 1920s and of varying length and complexity¸ these adventures can be planted into an ongoing campaign as the keeper sees fit. Some can be played in a single night¸ others will require several evenings to complete. They can readily be used as plot twists¸ interesting diversions¸ or red herrings.
Mister Corbitt - In which the investigators get to know their neighbor and his family a little better than they would like.
The Plantation - In which the investigators search out the secrets of a swamp in the Deep South¸ and descend into the lair of a being of passive disposition¸ but exhibiting an insatiable hunger.
The Crack’ d and Crook’ d Manse - In which the investigators explore the usual sinister house¸ only to find a distinctly unusual resident.
The Sanatorium - A few days visit with an old friend on an offshore island seems like the ideal way to relax¸ but not all vacations turn out as one would wish.
Mansion of Madness - Wherein the investigators visit the house of a wealthy art collector¸ and find his collection of paintings to be odd but intriguing. Do they offer a hint of things to come?
The Old Damned House - The investigators are hired to recover the famous Hazard Pearls. Were they really stolen¸ or are there more sinister truths to be discovered?
Experience it with 7th Edition Call of Cthulhu. Get the rulebook here .
Free conversion guidelines .