Curse of the Yellow Sign

Curse of the Yellow Sign, Act I

Digging for a Dead God

In May of 1939, somewhere in the jungles of Africa, a small band of soldiers have stumbled across something ancient. Something terrible.

And they are about to suffer the consequences.

Digging for a Dead God is the first in a series of Call of Cthulhu scenarios all linked by the Yellow Sign.

The Curse of the Yellow Sign scenarios contain no blasphemous books, no monsters, no cultists and no Library Use rolls. Only ordinary humans confronted with the true nature of the universe. They are designed to be played in a single evening with limited preparation and maximum impact, filled with the kind of ruthless game master techniques you’d expect from John Wick.

Digging for a Dead God contains:

  • 2 maps
  • 6 pre-generated characters
  • Tons of advice and playtest notes

Curse of the Yellow Sign, Act II

Calling the King

At the turn of the century
In an abandoned hotel
In the dead darkness of winter
Six actors sit to read a cursed play

Calling the King is the second in a series of Call of Cthulhu scenarios all linked by the Yellow Sign.

 

 

 

Calling the King contains:

  • Full map of the hotel
  • 6 pre-generated and illustrated characters
  • Excerpts from Act 1 of The King in Yellow
  • Theories on the ever-mercurial, seemingly shapeshifting play
  • Tons of advice and playtest notes

Curse of the Yellow Sign, Act III

Archimedes 7

Archimedes 7 is a colony ship traveling from our solar system to a distant world.
A small piece of tin protecting its inhabitants from the dangers of the void.
But the real danger is already inside the ship.

Archimedes 7 is the final chapter in a series of Call of Cthulhu scenarios all linked by the Yellow Sign.

 

 

Archimedes 7 contains:

  • a map of the ship
  • 6 pre-generated characters
  • Tons of advice and playtest notes

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