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Ghoul Island Acts 1-4 (PDF)

Original price was: $60.00.Current price is: $20.00.

THIS IS A PDF ONLY VERSION

Ghoul Island introduces the Cthulhu Mythos to your heroic fantasy campaign as only the mind that created the horror RPG genre can!  Ghoul Island is a full campaign, taking your adventurers from level 1 to level 14.  Published in four volumes, each act is printed in full color on high quality paper with an elegant spot UV hardcover. Ghoul Island can easily be introduced into any 5E fantasy campaign and setting!

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Ghoul Island Act 1 (PDF)

Original price was: $15.00.Current price is: $5.00.

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Ghoul Island Act 2 (PDF)

Original price was: $15.00.Current price is: $5.00.

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Ghoul Island Act 3 (PDF)

Original price was: $15.00.Current price is: $5.00.

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Ghoul Island Act 4 (PDF)

Original price was: $15.00.Current price is: $5.00.

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Description

Ghoul Island is the first campaign adventure for Sandy Petersen’s Cthulhu Mythos and can be easily introduced into any 5E fantasy setting. The first act, Voyage to Farzeen, will take PCs from 1st level to 5th.  It begins with a mutiny and ends in the underground tunnels where our adventurers discover an ancient temple dedicated to a horror thought to have been vanquished long ago!

The epic story of Ghoul Island continues with Ghoulocracy in which the adventurers investigate a subterranean temple of eldritch horror occupied by the necrophages of Farzeen. Narrowly escaping an encounter with the nascent elder influence of a Great Old One they emerge to find Farzeen nigh unrecognizable, and their allies have fled to the nearby jungles.

The good islanders of Farzeen will not give up their home without a fight, and the adventurers infiltrate the walled city looking for arms and supplies for the impending battle to reclaim what was lost. Armed, trained, and led by the adventurers the act closes with the Battle for Farzeen!

The time has come to press their advantage and drive the foul cult of Ghatanothoa from idyllic Farzeen. In act 3, Clean Up Crew, the adventurers do just that and in their investigations learn that their fight has just begun.

Gaining entrance to the hastily constructed citadel proves to be a near insurmountable challenge, and the adventurers turn to the lava tubes riddling Farzeen for an answer. The subterranean path has its own host of challenges, but they fight through, learning more of the island’s true history in the process. When faced with the power of Ghatanothoa they experience their first taste of bitter defeat at the hands of its mummifying gaze. Fortuitously, a previously unknown ally provides the opportunity to escape, and they are able to warn their allies that the battle is far from over.

Ghatanothoa awakens and the end is nigh. The Great Old One is ascending and a plot, centuries in the making, is coming to fruition. The adventurers will travel to lands undreamed of to thwart horrors from their worst nightmares. The time for hard choices is at hand. Will the greater good be served? Or will the needs of the individual outweigh the lives of the many?

The journey ends with the adventurers thrust between two godlike forces, each intent on ending the other’s influence over Farzeen. Regardless of the decisions made, one thing is for certain, Farzeen will never be the same again.

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