Cthulhu Mysteries Mesoamerica Pdf

  • Call of cthulhu edition at greenbookee.org. Download free pdf files,ebooks and documents of. Delta Green: Music from a Darkened Room Self-published: Call of Cthulhu 5 (2005 PDF). Call of Cthulhu 6 (2007) The Mysteries of Mesoamerica.
  • Cthulhu Mysteries Mesoamerica Pdf To Excel. 4, the company moved from Columbia, Missouri to Seattle, Washington where it incorporated. The staff at this time included John Tynes as editor- in- chief, John H. Crowe III as business manager, Dennis Detwiller as art director, and Brian Appleton and Chris Klepac as editors.

Pagan Publishing is proud to announce the return of Blair Reynolds to the world of Call of Cthulhu! Laid out and illustrated by Blair Reynolds, The Mysteries of Mesoamerica is a labor of love, and it shows on every page.

Greg A. Vaughan Frog God Games
cappadocius
Anyone know what system?

It's Pagan, so BRP. It *might* have a d20 appendix, but it seems unlikely.

cappadocius
Vic Wertz Chief Technical Officer
Whoa! Why the sudden five dollar price jump?

We automatically update prices based on changes in our distributor's database... those changes don't come with explanations, but the answer is usually that the manufacturer raised the MSRP.

Heathansson

It's BRP-Chaosium's system.

I'm kinda mesmerized by it at the moment. Brief but pretty thorough history breakdown of Mexico/Central America down through the ages and all.

The art is really really nice. It's all b&w if that matters.
My only qualm is the 'sidebars' are in this somewhat difficult to read cursive font, but I'll live.

At the moment I'm just really enjoying the history chapter, as well as the sprinklings of pseudoscientific theories about prehistoric Central American visits by Africa implied by the somewhat African-looking giant Olmec heads and such.

Patrick Curtin

Man, I need to get this puppy. My Opal game is headed right into Mesoamerican/Lovecraftian territory. You looking for some fun stuff to smack the Regulators with Heathy?

Heathansson

Yeah, maybe.
Doubt I'll use anything verbatim, it's just a good fit with the Isle of Dread.
It seems like the usual CofC adventure(s)--go somewhere weird, find some weird stuff, fight some weird cultists, and then fight their weird god, but I just like the fluff they come up with more than anything.

Patrick Curtin

yeah that's what I would get it for ...yoinky bits. That and Razor Coast if it ever ships :(

Heathansson

I think RC will ship eventually. I'd guess 4-6 months, but what do I know?

Heathansson

Like, for instance, I'm reading about....okay, maybe Africans took a boat over there to Central America back in the day.
For Isle of Dread, it got me thinking: why didn't some guys from Hepmonaland take a boat way on down there? Mwahahahahaaaa....
Then, come to think of it, there sure is a general lack of information about Hepmonaland to my knowledge. It just seems like a weird place on the map. But I guess that's cool, it's an open book or something, waiting to be written.

Turin the Mad

Like, for instance, I'm reading about....okay, maybe Africans took a boat over there to Central America back in the day.

For Isle of Dread, it got me thinking: why didn't some guys from Hepmonaland take a boat way on down there? Mwahahahahaaaa....

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Then, come to think of it, there sure is a general lack of information about Hepmonaland to my knowledge. It just seems like a weird place on the map. But I guess that's cool, it's an open book or something, waiting to be written.

Might want to check out the AD&D stuff on it first Heathy, there is some information, altough what I can dimly recall seems to fit in with the Olman - mesoamerican theme colonized by the Scarlet Brotherhood type of stuff. They had imported warriors from Hepmonaland that seemed to be more African jungle tribe types in their depictions during the Greyhawk Wars - again, if memory serves.

Patrick Curtin

Meh. I like working with a blank canvas. The only 'canonical' setting I feel comfortable running is Planescape, everything else I do is homebrew. That way I can yoink from here and there.

If you want some African cultures try Benin, Songhai or Ghana for yoink stuff.

And RC should be in the mail within a month crosses fingers

Heathansson

My take on it was this: back in the day, Gygax would make these modules like b1 and tell you to write half the damn thing. I thought Greyhawk was like that too....and now here's this Hepmonaland place, on the edge of the map. Look....the continent's not even complete, for crying out loud. Draw something up and splice your little chunk of hex paper on the bottom there. There, now you're a dungeonmaster, kid!
So I just go with it. I blame it on Gygax really.

Heathansson

Oh, and there's a big to-do about

Spoiler:
which mytho's being is really this certain Aztec deity. Hell, even the people in the adventure are fighting about it. I dig that kinda stuff.

It's a cool idea.
Heathansson

Meh. I like working with a blank canvas. The only 'canonical' setting I feel comfortable running is Planescape, everything else I do is homebrew. That way I can yoink from here and there.

If you want some African cultures try Benin, Songhai or Ghana for yoink stuff.

And RC should be in the mail within a month crosses fingers

Cthulhu Mysteries Mesoamerica Pdf Download

Oh, I read this book 'Into the Out of' by Alan Dean Foster; it's got maasai and kikuyu, and these evil shetani creatures.

I always wanted to do something with that one.
Heathansson

Oh, and in the book, I like the 'P.C.-R.I.P.' thingy.
Turin,....it reminded me of that Alan Stewart killer d.m. guy for some reason.

Turin the Mad
Pdf

My take on it was this: back in the day, Gygax would make these modules like b1 and tell you to write half the damn thing. I thought Greyhawk was like that too....and now here's this Hepmonaland place, on the edge of the map. Look....the continent's not even complete, for crying out loud. Draw something up and splice your little chunk of hex paper on the bottom there. There, now you're a dungeonmaster, kid!

So I just go with it. I blame it on Gygax really.

Mesoamerica Pdf

LOL - Absolutely, go for it! After all, it's a big BIG land-mass, the stuff mentioned in Greyhawk Wars is just icing on top of a really big cake. The further away from 'civilization' the greater the 'dark continent' aspect, especially combined with the Olman Empire thing. Nothing says there can't be a Mountains of Madness at the end of the trip with a few hundred hungry shoggoths waiting for someone to open the door... or worse ...

dungeonmaster heathy

There's always room for Shoggoths.
I like them because jell-o can be substituted for the miniature.

Turin the Mad

Oh, and in the book, I like the 'P.C.-R.I.P.' thingy.

Turin,....it reminded me of that Alan Stewart killer d.m. guy for some reason.

^_^ Allen and I know each other IRL, so the fact that he reads very little in the sci-fi / horror department, he has read some over the years. It will be interesting to see what he thinks of that comparison. Chuckles

Well, I do like the CoC version of the death certificate. I have a small stack of those character death certificates, not the ones in that product though to use for my next campaign. It can be a way to track character deaths for meeting the 'Deathrisen' Achievement Feat, for example... ^_^

Heathansson

heh heh....the Native Central Americans distrusted the Spaniards because they were gaga over gold, which was, according to them, the excrement of the gods.

deathboy

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I've already hinted to my wife I want this book. I have yet to read a poorly written Pagan Publishing book.

Frank Troise

I just wanted to say that I have a copy and it is fantastic. Great art along with well-written scenarios and terrific research behind the culture of the native people. I highly recommend this book to Cthulhu fans as well as GMs running campaigns ala the Savage Tides. Now I just have to run it for my players....

Heathansson

It looked kinda steep so I vacillated a lot, but I think it was money well spent.
I'm picking up all kinds of tiny little anecdotal trivia as well, like what the name Huizilopochtli means? Left-handed hummingbird.

Patrick Curtin

It looked kinda steep so I vacillated a lot, but I think it was money well spent.

I'm picking up all kinds of tiny little anecdotal trivia as well, like what the name Huizilopochtli means? Left-handed hummingbird.

Yeah, some of those translated names are great. I love Tezcatlipoca: 'Smoking Obsidian Mirror'. Another great yoink book is the Popul Vuh The Mayan 'Book of the Community' feathuring such lovely guys as Bloody Hands and Seven Death. Some great stuff in there.

Heathansson

Yeah; they had a bunch of xibalbans in the Palladium Rifts: Vampires/Mexico book. I love that book.

deathboy
Heathansson wrote:

Like, for instance, I'm reading about....okay, maybe Africans took a boat over there to Central America back in the day.

For Isle of Dread, it got me thinking: why didn't some guys from Hepmonaland take a boat way on down there? Mwahahahahaaaa....
Then, come to think of it, there sure is a general lack of information about Hepmonaland to my knowledge. It just seems like a weird place on the map. But I guess that's cool, it's an open book or something, waiting to be written.

Might want to check out the AD&D stuff on it first Heathy, there is some information, altough what I can dimly recall seems to fit in with the Olman - mesoamerican theme colonized by the Scarlet Brotherhood type of stuff. They had imported warriors from Hepmonaland that seemed to be more African jungle tribe types in their depictions during the Greyhawk Wars - again, if memory serves.

They also go into it more with The Scarlet Brotherhood Book. Though it explains how when the Rain of Colorless Fire came that Suel move ever Eastward and that some were able to sail to Hepmonland and reverted to Barbarism. There are also Olman and Touv racial stock on the Island, in the north and south respectively.

The story of the Suel and everything they did/ became made Oerth such an interesting place. I've based villainous groups on concepts of the Brotherhood for years.

I've already done a review of Chaosium's Call of Cthulhu game. But given I've been a bit AWOL in my blog of late and part of the reason has been prep for a Cthulhu game it seemed reasonable to do a review of one of the older versions of the game.
For me, this was my first exposure to Call of Cthulhu. I received it as a Christmas gift from my parents back when I was in high school in the mid- to late-80s. (Now that I think of it I also once received a complete Edgar Allan Poe collection from my wife - I get some creepy gifts.) This was not my Chaosium RPG now that I think on it - I know I had Ringworld and had also played

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Elfquest by this point. (Elfquest is another property I'll need to discuss at some point - as I recall it was rather big back in the 80s.)
I really don't know how it was my parents came across this version of Call of Cthulhu - it is my understanding that the 3rd edition was the Games Workshop version and was a UK-based release (though I am pretty certain they bought it from a local Waldenbooks so perhaps it was released in the US as well).
One thing which amazes me is how little the game has changed across editions. I could make a character with this version of the game, published over 25 years ago, and bring him easily into the most recent version of the game. I've also used scenarios from this book for 6th edition Cthulhu games.
Be that as it may, let's take a look at the game on its own merits. It is a hardcover book, a bit longer than a normal US RPG book, with black & white pages with color plates inserted. The book is divided into 'sub-books' - basically it's as if the contents of a boxed set were bound up into a hardcover book (though it took me as a new player a little bit of time to figure that out). The 'books' contained within are:
  • Investigator's Book: Under 30 pages long, contains rules for creating characters, action and skill resolution, sanity rules.
  • Keeper's Book: About 50 pages long, rules for the Cthulhu mythos, magic, and introduction on how to run the game. Includes three sample scenarios including the classic 'The Haunted House' which has probably begun more Cthulhu campaigns than any other scenario.
  • Sourcebook for the 1920s: The 3rd edition generally assumes a 192s setting and these 30-ish pages include information on life in the 1920s.
  • Cthulhu Companion: As I recall, this is pretty much the 2nd edition Cthulhu Companion, with information on the Mythos in Mesoamerica, new scenarios, sourcebook additions, etc. For some reason one thing which really stuck with me was a list of prions in the 1920s, with one sounding like it would fit perfectly in the film The Dark Knight Rises.
As far as rules go, not a whole lot has changed between this and the 6th edition. Books are rated on how well they impart new spells, something later dropped form the game, but aside from that the game has changed more in the form of tweaks and clarifications. It still has characteristics rather similar to games like D&D, ranging from 3-18 in most cases. The characteristics don't make a huge difference, though the Education and Intelligence stats do play a large roll in your number of starting skills. The game still uses a simple percentile skill system with no real difficulty system added to it - though every game I've been in has used various modifiers to indicate difficulties when needed. Though I've needed to use that rarely - generally I assume if you need to roll the task by its nature is already difficult.
One thing I think later versions of the game do a little bit better is impart the feel of Lovecradtian horror up front. I think that's mainly due to their inclusion of Lovecraft's tale The Call of Cthulhu. Truth be told I was unfamiliar with Lovecraft when I first got the game. I'd just heard a lot about the game from Dragon magazine and other gamers and was curious. Don't misunderstand me - the game does a good job with its atmosphere, I just think later versions do it better. It becomes very clear from looking at the stats of creatures of the Mythos and the sanity rules of the game that this is not a game where you kill the monsters and take their stuff. You're more likely to blow your own brains out in an attempt to avoid becoming an insane slave of some Mythos creature.
As with all versions of the game I feel one of the best things it has going for it is the inclusion of several scenarios. There are some in this book that to the best of my knowledge have not been reprinted in later versions of the game - though I do lack a copy of the 4th edition. Some of the scenarios are quite unusual. There is one featuring a ghoul whose main objective is getting lots of books for his library. Two other scenarios take place in unusual locations - The Mystery of Loch Feinn taking place in Scotland (and would make for a good Gaslight scenario as well) and one of my favorites, The Secret of Castronegro, taking place in New Mexico. This scenario also fits in well with the Mesoamerican Mythos information found in the Cthulhu Companion book.
Like most Chasosium games, Call of Cthulhu 3rd Edition has a ton of information within it. You could run a very enjoyable campaign with just this book (a fact true of later versions as well). For modern gamers, the rules have changed very little. However, some of the articles and scenarios which seem to have not found their way to later incarnations of the game remain very usable and worthwhile. While there is no digital reprint of this version of the game available you can get a lot of the unique information from the 2nd edition Cthulhu Companion. The 2nd edition rules had been available from RPGNow but looking now it appears they are no longer there.