Below I'll list campaigns (that are in print) that I've run or played in, with how many sessions it took to finish and commentary with spoilers hidden for GMs who want to know about a campaign before purchasing or running it.
Most of my gaming sessions are 3 hours long. Some groups play faster than others, so your mileage my vary, but you can use it as a yardstick for your own group.
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Long Campaigns - For dedicated Players willing to play for a year or longer and are ok with rolling up replacement characters.
1. Eternal Lies - 27 sessions
2. Masks of Nyarlathotep - 21 to 34 sessions
3. Horror on the Orient Express - 42 sessions
4. Beyond the Mountains of Madness - 20 sessions
Purist Campaigns
1. A Time to Harvest - 11 to 20 sessions
2. The Children of Fear - 7 to 10 sessions
3. Impossible Landscapes - 9 sessions
4. Tatters of the King - 15 sessions
5. Shadows of Yog-Sothoth - 15 sessions
6. Horror's Heart - 8 sessions
7. Unseen Masters - 6+ sessions
Pulp Campaigns
1. The Two-Headed Serpent - 11 to 14 sessions
2. A Cold Fire Within - 6 sessions
3. Shadows Over Stillwater - 5 sessions + 2 other scenarios
4. Terror From the Skies - 11 sessions
Collections (individual unlinked scenarios)
1. Keeper Rulebook - 2 scenarios set in 1920s
2. Doors to Darkness - 5 scenarios set in 1920s
3. Mansions of Madness: Vol 1 - 5 scenarios set in 1920s
4. Pulp Cthulhu - 4 scenarios set in 1930s
2. Doors to Darkness - 5 scenarios set in 1920s
3. Mansions of Madness: Vol 1 - 5 scenarios set in 1920s
4. Pulp Cthulhu - 4 scenarios set in 1930s
5. Petersen's Abominations - 5 modern scenarios
6. CoC Starter Set - 3 scenarios set in 1920s + 1 solo adventure
7. Missed Dues and Blackwater Creek - 2 scenarios set in 1920s included with the GM Screen.
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A Cold Fire Within (2019)
Call of Cthulhu 7th - Pulp Cthulhu
1935 - New York and Beyond
176 pages
Run twice: 6 sessions each time
PCs start in NYC looking for a missing person.
There's some interesting setting source material that can be used for other homebrew scenarios (the Beyond part).
Otherwise, not much bang for your buck though. I'm surprised that both runs of this only took six sessions.
A Time to Harvest (2021)
Call of Cthulhu 7th - Purist
1929 - Vermont, Miskatonic University, and Elsewhere
336 pages
Run twice: 20 & 11 sessions
You start off as students of Miskatonic University (MU) on a field trip to Vermont. What could go wrong?
I ran this when it was released as a monthly organized play. Each chapter was released monthly to create interest in CoC 7th edition. The first time I ran this, it took 20 sessions.
Maps of MU campus and floor plans of various school buildings are included.
I've used MU as home base for a series of scenarios, merging the info from this campaign and info from the Miskatonic University book. The scenario Crimson Letters (p.364 Keeper Rulebook) is also a good starting point for a MU series.
This is a nice solid campaign.
Beyond the Mountain of Madness (1999/2020)
Call of Cthulhu 6th - Purist
1933 - Antarctica
444 pages
Played once: 20 sessions
The PCs are planning and launching an expedition into Antarctica.
Originally published in 1999, republished in 2020, but still using CoC 6th edition rules. It hasn't been converted to CoC 7th edition yet.
Some people say this is the greatest CoC campaign ever. The realism of getting ready for an Antarctica expedition is unmatched. Those looking for action and adventure right away would be disappointed. We googled a lot of equipment and items to see what they were.
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A Cold Fire Within (2019)
Call of Cthulhu 7th - Pulp Cthulhu
1935 - New York and Beyond
176 pages
Run twice: 6 sessions each time
PCs start in NYC looking for a missing person.
There's some interesting setting source material that can be used for other homebrew scenarios (the Beyond part).
Otherwise, not much bang for your buck though. I'm surprised that both runs of this only took six sessions.
A Time to Harvest (2021)
Call of Cthulhu 7th - Purist
1929 - Vermont, Miskatonic University, and Elsewhere
336 pages
Run twice: 20 & 11 sessions
You start off as students of Miskatonic University (MU) on a field trip to Vermont. What could go wrong?
I ran this when it was released as a monthly organized play. Each chapter was released monthly to create interest in CoC 7th edition. The first time I ran this, it took 20 sessions.
Maps of MU campus and floor plans of various school buildings are included.
I've used MU as home base for a series of scenarios, merging the info from this campaign and info from the Miskatonic University book. The scenario Crimson Letters (p.364 Keeper Rulebook) is also a good starting point for a MU series.
This is a nice solid campaign.
Beyond the Mountain of Madness (1999/2020)
Call of Cthulhu 6th - Purist
1933 - Antarctica
444 pages
Played once: 20 sessions
The PCs are planning and launching an expedition into Antarctica.
Originally published in 1999, republished in 2020, but still using CoC 6th edition rules. It hasn't been converted to CoC 7th edition yet.
Some people say this is the greatest CoC campaign ever. The realism of getting ready for an Antarctica expedition is unmatched. Those looking for action and adventure right away would be disappointed. We googled a lot of equipment and items to see what they were.
As a tie-in to At the Mountains of Madness, this is a good piece of work. The issue is if you've read At the Mountains of Madness, there are a lot of things that won't surprise you as a Player and you'll have to roleplay surprise for your PC.
Definitely a different type of campaign compared to Masks or HotOE. There are mysteries and investigative trails tied to the goings on of the expedition.
The Children of Fear (2020)
Call of Cthulhu 7th - Purist
1923 - China, India, Tibet
416 pages
Run twice: 7 and 10 sessions
The PCs basically travel the Silk Road through China, India, and Tibet. They start at a slide show lecture in Peking and are sent on an adventure.
There is an incredible amount of history and descriptions of the areas the PCs travel through. This can be used as a source book.
This is not your standard CoC campaign where you travel to defeat a global conspiracy, fighting evil at every turn. If you expect this, you'll be disappointed.
When I ran this with a native Indian, she mentioned that the names weren't vetted. That some were "nonsense." Province and caste is all baked into each person's name. Each province also has a major religion. The names don't make sense to her as much as "The Compte de Oxford" would be nonsense to someone in the UK. She did say the background and religion info were well researched.
More than once did my Players google information during play because they were so fascinated by what they encountered and wanted to learn more. One of the reasons we play games set in historical time periods is for the novelty and richness of the setting. Piquing a Player's interest enough to look up information out of the game is a high compliment.
I wouldn't run this as my first CoC campaign, but maybe after the Players have become jaded by the standard cookie cutter campaigns and scenarios they've gotten used to and need something new to kick them in the pants with.
Eternal Lies (2013)
Trail of Cthulhu (ToC)
1937 - Globetrotting
400 pages
Ran once: 27 sessions
The campaign starts with PCs asked by a wealthy heiress to investigate her father's past. In 1924, her father and his friends did some unspeakable things and she was asked to never ask about it nor look into it. Well, now it's 1937 and her father's dead and she wants to know what happened.
This sets off the PCs into a world spanning campaign to save the world.
My favorite long campaign. Yes, it's not Call of Cthulhu (CoC), but you can convert it here.
Why do I like this so much? Published in 2013, it follows the footsteps of Masks published in 1984. That's 30 years of RPG evolution applied to the grand daddy of epic CoC campaigns.
Masks of Nyarlathotep set the gold standard and this campaign improved upon it.
Horror on the Orient Express (1991/2020)
Call of Cthulhu 7th - Purist
1923 & other time periods - Europe along the Orient Express train line.
700 pages
Run once: 42 sessions
PCs start in London and wind up riding the Orient Express to Constantinople and having adventures in various cities enroute.
Originally published in 1991, converted into 7th edition in 2014, and reprinted as a 2 volume set in 2020.
Another classic campaign. The innovation of this campaign is that instead of handing out handouts, the Players play out the scenario described in the handout with pre-generated PCs. So, instead of reading a long boring handout, they play out the scenario as a flashback.
The 2014 conversion is a little bit spotty as the rules for time periods outside of 1920 weren't quite set in stone. Cthulhu Dark Ages, Cthulhu Invictus, and Cthulhu by Gaslight for CoC 7th edition weren't published yet. I found some issues, mostly on armor, when I ran the 2014 version.
If people want to speed through the campaign, they can just read the handouts without playing the flashbacks, but some of the best scenarios are the flashbacks. One of my favorites was the Gaslight scenario, The Blood Red Fez.
This campaign is definitely worth running or playing, but in my opinion, not as good as Eternal Lies or Masks. But hey, some people's favorite ice cream flavor is Chocolate and some Vanilla, but there's nothing wrong with Strawberry.
The 2020 printing recommended running Reign of Terror (sold separately) as a historical scenario option. Only Part 1 (of the 2 Parts) are relevant. I've played it (6 sessions) and run it (2 sessions). It has spoilers for the whole campaign and would probably be better if it was played after the campaign is completed.
Note: Minor issue with 2020 printing. The pdfs are fine, but some photos and maps in the print version have bad contrast and have turned up muddy and are hard to make out.
Note: Major issue with 2020 printing. This is the two hardback book set. The page numbers for each book are in sequential order, but the page cross references inside are unchanged from the 2014 multi-booklet set, so ALL of the page cross references inside are incorrect. For instance, Vol 1, p.95: "see the Gaslight on the Orient Express section on page 83." It's really on page 127. Use the table of contents or index instead.
Horror's Heart (1996)
Impossible Landscapes (2021)
Delta Green
1995/2015 - New York City and Carcosa
368 pages
Run once: 9 sessions
PCs are sent to catalog the items in missing woman's apartment in NYC. Things then spiral out of control.
This is an amazing piece of work. It uses Dennis Detwiller's iconic art throughout. It looks like found art, excerpts from case files, handwritten notes on evidence by insane Agents, even handwritten corrections in the Index.
Reading this is like diving deep into the Rabbit Hole. You find layers upon layers upon layers. I doubt any Player would dig that deep, but if they did, the supporting material is there.
The campaign is 4 scenarios. One previously published, reworked and expanded, plus three new ones.
Even though there is lots of material here, the number of sessions is quite short. But because there's so much material, I think you can run this several times and uncover different parts of the campaign each time.
Unseen Masters (2001)
Horror's Heart (1996)
Call of Cthulhu 5th - Purist
1923 - Montréal
84 pages
Played once: 8 sessions
PCs are invited to explore a newly discovered tomb in Montréal, Canada.
Sort of a weird scenario, what was going on kept me off balance, but I enjoyed it.
Impossible Landscapes (2021)
Delta Green
1995/2015 - New York City and Carcosa
368 pages
Run once: 9 sessions
PCs are sent to catalog the items in missing woman's apartment in NYC. Things then spiral out of control.
This is an amazing piece of work. It uses Dennis Detwiller's iconic art throughout. It looks like found art, excerpts from case files, handwritten notes on evidence by insane Agents, even handwritten corrections in the Index.
Reading this is like diving deep into the Rabbit Hole. You find layers upon layers upon layers. I doubt any Player would dig that deep, but if they did, the supporting material is there.
The campaign is 4 scenarios. One previously published, reworked and expanded, plus three new ones.
Even though there is lots of material here, the number of sessions is quite short. But because there's so much material, I think you can run this several times and uncover different parts of the campaign each time.
Though a short campaign with lots of pages, I still recommend this.
Masks of Nyarlathotep (1984/2018)
Call of Cthulhu 7th - Purist/Pulp Cthulhu
1925 - Globetrotting
666 pages + handouts
Ran twice:
34 sessions using Masks of Nyarlathotep (2010, 4th Edition, 248 pages) in Purist mode.
21 sessions using Masks of Nyarlathotep (2010, 4th Edition) with Companion (2016, 729 pages) in medium Pulp mode.
PCs start in NYC to meet an old friend and are launched into a world spanning epic campaign.
This is the classic campaign published in 1984 and revised multiple times. Converted to CoC 7th edition in 2018 (666 pages), the 5th edition is updated and vastly expanded into two hefty volumes + printed handouts + slipcase.
The Masks of Nyarlathotep Companion (2016) expanded the the campaign with 4 additional scenarios and added in-depth info on every city, making each city almost another character in itself. This is now out of print.
I recommend running this in Pulp mode because of the lethality of the campaign. When I ran this in purist mode, I think over 25 PCs died. With medium pulp mode, I got around 10 deaths and 5 died at the very end after they saved the world because they wanted to explore one last place. I didn't like the Pulp Cthulhu insanity chart (too forgiving) and would recommend using the Purist chart in the Keeper Rulebook instead.
Masks 5th edition (2018), converted to CoC 7th edition, came out just as I finished running the campaign a second time. So, I haven't run the latest edition nor read it.
This is a classic campaign because of the set pieces and because of its scope.
Note: Minor issue with the 2018 printing. The pdfs are fine, but character portraits lack contrast and in the print version, a fair number of NPC thumbnail portraits are hard to make out, an almost indistinct dark blur.
Masks of Nyarlathotep (1984/2018)
Call of Cthulhu 7th - Purist/Pulp Cthulhu
1925 - Globetrotting
666 pages + handouts
Ran twice:
34 sessions using Masks of Nyarlathotep (2010, 4th Edition, 248 pages) in Purist mode.
21 sessions using Masks of Nyarlathotep (2010, 4th Edition) with Companion (2016, 729 pages) in medium Pulp mode.
PCs start in NYC to meet an old friend and are launched into a world spanning epic campaign.
This is the classic campaign published in 1984 and revised multiple times. Converted to CoC 7th edition in 2018 (666 pages), the 5th edition is updated and vastly expanded into two hefty volumes + printed handouts + slipcase.
The Masks of Nyarlathotep Companion (2016) expanded the the campaign with 4 additional scenarios and added in-depth info on every city, making each city almost another character in itself. This is now out of print.
I recommend running this in Pulp mode because of the lethality of the campaign. When I ran this in purist mode, I think over 25 PCs died. With medium pulp mode, I got around 10 deaths and 5 died at the very end after they saved the world because they wanted to explore one last place. I didn't like the Pulp Cthulhu insanity chart (too forgiving) and would recommend using the Purist chart in the Keeper Rulebook instead.
Masks 5th edition (2018), converted to CoC 7th edition, came out just as I finished running the campaign a second time. So, I haven't run the latest edition nor read it.
This is a classic campaign because of the set pieces and because of its scope.
Note: Minor issue with the 2018 printing. The pdfs are fine, but character portraits lack contrast and in the print version, a fair number of NPC thumbnail portraits are hard to make out, an almost indistinct dark blur.
Shadows of Yog-Sothoth (1982/2004)
Shadows Over Stillwater (2019)
Call of Cthulhu 7th - Down Darker Trails
Late 1800s - New Mexico & Arizona USA
176 pages
Played once: 5 sessions (for the 3 linked scenarios)
The PCs arrive in Stillwater as outsiders.
There's actually five scenarios in this book and three combine to create the Shadows Over Stillwater campaign. It took 5 sessions to complete the campaign.
We didn't play the other two scenarios: Beneath the Burning Sun and Stonegarden, but PCs arrive as outsiders also.
So maybe 7-9 sessions for all the content.
The book included 4 towns: Stillwater, Santa Rosita, & Shade, NM; and Stonegarden, AZ. You can use them as templates for your own homegrown scenarios.
The campaign was ok, not bad, not great, just ok.
Tatters of the King (2006)
Call of Cthulhu 6th - Purist
1928 - mostly UK and Elsewhere
232 pages
Played once: 15 sessions
PCs start in London as their home base, but quickly go to Scotland to evaluate an asylum inmate as a favor.
Most of the campaign was set in various areas of the UK.
I enjoyed this campaign, and only remember the UK parts and the finale.
Terror From the Skies (2012)
The Two-Headed Serpent (2017)
Call of Cthulhu 7th - Pulp Cthulhu
1933 - Globetrotting
272 pages
Run twice: 11 and 14 sessions
The PCs belong to The Caduceus Foundation, sort of a Doctors Without Borders non-profit organization. As they run various missions around the world for the organization, they begin to realize that their organization is more than it purports to be.
I really enjoyed this campaign and highly recommend it. I would go with Medium or High Pulp with this campaign. I allowed Gadgets/Weird Science and Psychic powers.
Call of Cthulhu 6th - Purist
1928 - Globetrotting
176 pages
Played once: 15 sessions
PCs join Boston's Hermetic Order of the Silver Twilight, an exclusive fraternal organization. As the PCs go into deeper layers of the organization, they learn more of its secrets.
1928 - Globetrotting
176 pages
Played once: 15 sessions
PCs join Boston's Hermetic Order of the Silver Twilight, an exclusive fraternal organization. As the PCs go into deeper layers of the organization, they learn more of its secrets.
This was the first published CoC campaign, so it's a little rough around the edges. It was originally 74 pages including two bonus scenarios. The 2004 version has more than doubled the number of pages with more information and details.
I mainly remember exploring the Silver Twilight lodge and the climatic ending.
I mainly remember exploring the Silver Twilight lodge and the climatic ending.
I enjoyed playing in this.
Shadows Over Stillwater (2019)
Call of Cthulhu 7th - Down Darker Trails
Late 1800s - New Mexico & Arizona USA
176 pages
Played once: 5 sessions (for the 3 linked scenarios)
The PCs arrive in Stillwater as outsiders.
There's actually five scenarios in this book and three combine to create the Shadows Over Stillwater campaign. It took 5 sessions to complete the campaign.
We didn't play the other two scenarios: Beneath the Burning Sun and Stonegarden, but PCs arrive as outsiders also.
So maybe 7-9 sessions for all the content.
The book included 4 towns: Stillwater, Santa Rosita, & Shade, NM; and Stonegarden, AZ. You can use them as templates for your own homegrown scenarios.
The campaign was ok, not bad, not great, just ok.
Tatters of the King (2006)
Call of Cthulhu 6th - Purist
1928 - mostly UK and Elsewhere
232 pages
Played once: 15 sessions
PCs start in London as their home base, but quickly go to Scotland to evaluate an asylum inmate as a favor.
Most of the campaign was set in various areas of the UK.
I enjoyed this campaign, and only remember the UK parts and the finale.
Terror From the Skies (2012)
Call of Cthulhu 6th - Purist
1929 - mostly UK
144 pages
Run once: 11 sessions
PCs go to a wedding in Shelborough, England and wind up in a race to save the world.
Though this was published as a purist campaign, after reading some reviews, I decided to run this with Pulp Cthulhu (medium pulp).
Though this was published as a purist campaign, after reading some reviews, I decided to run this with Pulp Cthulhu (medium pulp).
Reading through this, there are definitely some old school influences; various random unnecessary save throws that don't really add to the story. The campaign consists of 10 scenarios, all very short and I expect each to take one session.
I found a lot of issues with this campaign while running it. Luckily, for anybody running this, I've put extensive notes in the Spoilers section.
Overall, not a bad campaign.
Note: Minor issue with 2012 printing. Some pictures are really dark and hard to make out. Illustrations in the pdf are fine.
The Two-Headed Serpent (2017)
Call of Cthulhu 7th - Pulp Cthulhu
1933 - Globetrotting
272 pages
Run twice: 11 and 14 sessions
The PCs belong to The Caduceus Foundation, sort of a Doctors Without Borders non-profit organization. As they run various missions around the world for the organization, they begin to realize that their organization is more than it purports to be.
I really enjoyed this campaign and highly recommend it. I would go with Medium or High Pulp with this campaign. I allowed Gadgets/Weird Science and Psychic powers.
Unseen Masters (2001)
Call of Cthulhu 5th - Purist
Modern - mostly New York City & Rhode Island
216 pages
Run once: 6+ sessions
Three fairly long scenarios that make up a mini-campaign.
The Wild Hunt - 4 sessions.
The Truth Shall Set You Free - ? sessions.
Coming of Age - 2 sessions.
The Wild Hunt - 4 sessions.
The Truth Shall Set You Free - ? sessions.
Coming of Age - 2 sessions.
After reading this, I don't recommend this as a mini-campaign. The scenarios aren't really that related. The 1st scenario and part of the 3rd is fine as a standalone scenario, but the 2nd and 3rd recommend putting in other scenarios to pad out the timeframe, so they're better off as part of a longer campaign framework, not as connected scenarios.
There's also a lot of pop culture references in the scenarios, thinly veiled references to various movies, so it may be hard to tread on the thin line of homage, caricatures, and snickering humor; it can easily fall into farce and ruin the atmosphere for horror.
3 comments:
The session numbers posted for your games are around 1/2 to 1/3 of the number of sessions it takes us to complete the same sceanrios - for example Masks of Nyarlathoytep: 50 sessions, Children of Fear: 25 sessions, Impossible Landscapes: 19 sessions.
We also play for 3 hours. Do you still have time to do intra-party RP exchanges, develop characters, introduce character focused scenes that utilise their contacts - that kind of thing? Or is it played in a more zoomed out, less RP focussed way? Just wondering because the idea one could complete these campaigns in the time posted seems outrageous to me!
My group is fast. They're focused on resolving a scenario. There is RP exchanges, not much arguing about what to do, I don't try to write a novel with my descriptions in describing scenes. I have training in writing fiction, so I focus on important details when describing stuff. My Players are mature adults, very little bullshit when playing. We're all deeply versed in the Cthulhu Mythos so, there's no point in hiding that a creature is a Deep One or Ghoul. I either do a quick description or show a picture, but they always know what the creature is. If it's their PC's first encounter, they do try to pretend they don't know what it is. I also have lots of period pictures of locations and objects, so I don't need to describe much. I minimize my time as GM, so the Players maximize their time playing. My group doesn't do much in utilizing contacts. They do talk to NPCs. PCs don't talk about their personal lives as idle chit chat between each other.
I've played in a game where it was only 2 Players and it was supposed to be a one-shot (1 session). It took us 8 sessions (4 hrs each session). Generally, the less Players, the quicker the game as there's less decision making and interaction. I joke all the time when this GM runs a game. He always takes multiple sessions to run a one-shot no matter what game he's running (he's done Conan, Traveler, and CoC). He runs good games. So, there's nothing wrong with his pacing. It's just his games takes longer to run.
I've also run a lot of games at conventions in 6 hr time slots. I always finish and don't run over time. I've also run a lot of games online in the last few years and we only do 3 hr sessions. If anything, I've sped up my gaming style to fit things in 3 hrs. A number of online conventions are using 4 hr time slots. I've played specific scenarios and if I enjoyed it enough, I run it for my groups. There's not much difference in play time between the game I played in at a convention vs when I run it for my groups, so I think my pacing is similar, so not exceptionally fast. Convention games include tutorial on game system, how to read a character sheet, computer issues (if online), a 10 minute bio break. So, a 4 hr game is really closer to 3 to 3-1/2 hrs. When I run for my groups, all that extra time isn't needed, so if I can fit the game in 3 to 3-1/2 hrs, that matches the convention game time.
Thanks a lot for this, it is very useful! (I've bookmarked this post for future reference).
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