"The Great Old Ones" consists of a set of six scenarios for Call of Cthulhu: "The Spawn" is in the Wild West, with Indians, Wobblies, and bad guys; "Still Waters" is an adventure for people who hate to lend books; "Tell Me, Have You Seen the Yellow Sign?" makes a symbolic stop-over in New Orleans; "One In Darkness" features South Boston hoodlums; "The Pale God" introduces investigators to an unusual contract; "Bad Moon Rising" is an experience to remember. The adventures can be presented in sequence, as a loose campaign; limited cross-references allow the scenarios to stand independently.
Read the collected works of H. P. Lovecraft, one of modern horror's founding fathers, the original master of the supernatural and macabre! This wonderfully composed book contains the complete fiction collection of H. P. Lovecraft's writings. Also included are H. P. Lovecraft's collaborations with other writers of weird fiction. Read The Great Old Ones and see why Lovecraft's writings have influenced almost every writer of horror, fantasy, and science fiction in the second half of the twentieth century. His work inspired such later luminaries as Stephen King, Ramsey Campbell, Bentley Little, Joe R. Lansdale, Alan Moore, Junji Ito, F. Paul Wilson, Brian Lumley, Thomas Ligotti, Caitlín R. Kiernan, William S. Burroughs, and Neil Gaiman. In his own time, Lovecraft also influenced a wide range of his peers including Robert Bloch (Psycho), Clark Ashton Smith, and Robert E. Howard (Conan the Barbarian series). Once you read his works, you will see why Stephen King called Lovecraft "the twentieth century's greatest practitioner of the classic horror tale." The following novellas, stories, and works of short fiction are included in this massive ebook: Notes on Writing Weird Fiction The Alchemist The Beast in the Cave The Tomb Dagon Polaris Beyond the Wall of Sleep Memory Old Bugs The Little Glass Bottle The Transition of Juan Romero The White Ship The Doom That Came to Sarnath The Statement of Randolph Carter The Terrible Old Man The Tree The Cats of Ulthar The Temple Facts Concerning the Late Arthur Jermyn and His Family The Street Celephaïs From Beyond Nyarlathotep The Picture in the House Ex Oblivione The Mysterious Ship The Mystery of the Grave-Yard or "A Dead Man's Revenge" The Nameless City The Quest of Iranon The Moon-Bog The Outsider The Other Gods Pickman's Model The Music of Erich Zann Herbert West - Reanimator Hypnos What the Moon Brings Azathoth The Hound The Lurking Fear The Rats in the Walls A Reminiscence of Dr. Samuel Johnson The Secret Cave, or John Lees Adventure Sweet Ermengarde Or, the Heart of a Country Girl The Unnamable The Festival The Shunned House The Horror at Red Hook He In the Vault The Descendant Cool Air The Call of Cthulhu The Silver Key The Strange High House in the Mist The Dream-Quest of Unknown Kadath The Case of Charles Dexter Ward The Colour Out of Space The Very Old Folk The Thing in the Moonlight Ibid The Dunwich Horror The Whisperer in Darkness At the Mountains of Madness The Shadow Over Innsmouth The Dreams in the Witch House The Thing on the Doorstep The Evil Clergyman The Book The Shadow Out of Time The Haunter of the Dark The History of the Necronomicon The Battle That Ended the Century The Challenge from Beyond Collapsing Cosmoses The Crawling Chaos The Curse of Yig The Diary of Alonzo Typer The Disinterment The Electric Executioner The Green Meadow The Hoard of The Wizarrd-Beast The Horror at Martin's Beach The Horror in the Burying-Ground The Horror in the Museum In the Walls of Eryx The Last Test The Man of Stone Medusa's Coil The Mound The Night Ocean Out of the Aeons Poetry and the Gods The Slaying of the Monster Through the Gates of the Silver Key Till A' the Seas The Trap The Tree on the Hill Two Black Bottles Imprisoned with the Pharaohs Winged Death As an added bonus, this edition contains an illuminating introduction on weird fiction by the master himself entitled Notes on Writing Weird Fiction.
Eleven Lovecraftian tales by Clark Ashton Smith. Includes The Ghoul, Hunters from Beyond, Ubbo-Sathla, Vulthoom, The Infernal Star, and others. Selected and introduced by Robert M. Price. This book is part of an expanding collection of Cthulhu Mythos horror fiction and related topics. Call of Cthulhu fiction focuses on single entities, concepts, or authors significant to readers and fans of H.P. Lovecraft.
One of the early works of pulp terror, The Horror from the Hills is the legendary first tale of the Cthulhu Mythos. It is drawn from the disturbing nightmares of Belknap Long's friend and colleague, H. P. Lovecraft, the master writer of supernatural fiction of the modern age. A blood-sucking demon from the fourth dimension is mistakenly exhibited in a Manhattan museum and feasts on the blood of its admirers. This influential tale of extraterrestrial terror, a bestseller in the 1930s and 1940s, has been out of print for more than three decades. In a relatively short narrative, Long takes us from the remotest origins of our common culture, to the center of civilized mid-twentieth-century, to the cutting edges of contemporary technology to bring us face to face with horrible bloodsucking malevolence. We are fortunate that Chaugnar Faugn is a creation of fiction, drawn from one dark mind into another's pen.
An exuberant, hands-on fly-on-the-wall account that combines the thrill of canyoneering and rock climbing with the intellectual sleuthing of archaeology to explore the Anasazi. David Roberts describes the culture of the Anasazi—the name means “enemy ancestors” in Navajo—who once inhabited the Colorado Plateau and whose modern descendants are the Hopi Indians of Arizona. Archaeologists, Roberts writes, have been puzzling over the Anasazi for more than a century, trying to determine the environmental and cultural stresses that caused their society to collapse 700 years ago. He guides us through controversies in the historical record, among them the haunting question of whether the Anasazi committed acts of cannibalism. Roberts’s book is full of up-to-date thinking on the culture of the ancient people who lived in the harsh desert country of the Southwest.
All original stories about the return of Cthulhu and the Old Ones to Earth. Some of the darkest hints in all of H.P. Lovecraft's Cthulhu Mythos relate to what will happen after the Old Ones return and take over the earth. What happens when Cthulhu is unleashed upon the world? What happens when the other Old Ones, long since banished from our universe, break through and descend from the stars? What would the reign of Cthulhu be like on a totally transformed planet where mankind is no longer the master? Find out in these exciting, brand-new stories.
Forty days from now, a dark cult will congregate somewhere in the United States to summon a cosmic entity of infinite horror! The only hope for the world is a group of four intrepid investigators who will stop at nothing to find the necessary clues, identify the cult, and stop the great ritual before it is too late! Four Against the Great Old Ones is a game of Lovecraftian dread and horror set in the 1930s. It is an old-school pen-and-paper game that can be enjoyed in solitaire, cooperatively, or as an RPG-lite. It is a standalone game based on the Four against Darkness system, modified to include Insanity, Helpers, 8 new main characters, a unique clue system, 6 possible final encounters (each a full mini-game), and more. Narrative-driven and true to its source material, Four Against the Great Old Ones will provide you with a deep immersion in Lovecraft's world. The game is designed to be challenging, and will require determination, bravery, skill, and favorable astral alignments to win. Do you dare to pursue this dangerous investigation? Do you dare to face the Great Old Ones?
"The Call of Cthulhu" by H.P. Lovecraft is a seminal work of cosmic horror that explores the existence of an ancient, malevolent entity named Cthulhu. Through a series of disturbing discoveries and strange occurrences, the story unveils a hidden, incomprehensible reality where humanity's significance is dwarfed by forces beyond its understanding. The narrative, told through fragmented accounts, delves into themes of fear, madness, and the unknown.