For over two and a half decades I have been writing, editing and producing adventures for the Call of Cthulhu roleplaying game. I’ve been fortunate enough to work with many friends and colleagues in these endeavours, the fruits of which have been seen in free publications (such as the Monophobia: A Fear of Solitude collection of scenarios) and more recently via Chaosium’s generous Community Content programme (The Miskatonic Repository).

Collected here are many of the adventures that have been released via Unbound Publishing, as well as a summary of work in various states of development.


  • Lurker in the Labyrinth

    In Darker Places, Pale Things Thrive

    The year is 1890, and Victoria – the Queen of the United Kingdoms of Great Britain and Ireland, and first Empress of India – sits upon the throne. Under her benevolent gaze the British Empire has grown to become one upon which the sun never sets and has no rival.

    Yet behind such glory, hope and progress something rotten grows near its heart; an evil so great that its revelation alone may destroy everything the Queen and her subjects have done to raise the Empire to such noble heights. For too long the older gods have been forgotten, hidden away in myth and whispered only as legend. But now, a plot is in place to bring these wrongs to right and return the most British of these Great Old Ones back onto its throne.

    Mankind has always dabbled in the occult and eerie, whether in error, innocence, or in the search of power, and it is a combination of such motivations that will bring the Investigators face to face with the long forgotten Lord of the Labyrinth – Eihort – and his ill-spawned brood.

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  • Dire Consequences

    Otherwise known as Serpents by Gaslight

    DIRE CONSEQUENCES or ‘Serpents by Gaslight’ is a 7th Edition Pulp Cthulhu adventure set in the Gaslight era (England in the 1890s). Written for a party of as many as six Investigators it provides a landscape in which the players can take on the roles of true anti-heroes (or at least not such nice people) and within these bounds explore their character’s motivations and darkest desires.

    In Dire Consequences, the players take the roles of Investigators who have all fallen victim to Roland Hibenabe – a moneylender, blackmailer and mean-spirited old man of unknown origin, but dark reputation – who treats the characters as little more than puppets at his beck and call. This is no life for a respectable gentleman or lady of good standing, but such is the life of one who has – deliberately nor not – steps outside the bounds of respectability. All is not lost, however, for as the adventure opens, their ‘patron’ has invited them to his luxurious manor with the seemingly unlikely promise to free them from their bonds.

    As suspected, this offer is too good to be true, with the truth of the matter is that Hibenabe requires the characters’ presence for other nefarious purposes. As will be discovered as the scenario unfolds, the results of this experiment will be anything but successful, and instead the group will find themselves transported back in time, to an age where Serpent Men rule the Earth. Lost in this ‘prehistory of man’, the Investigators will discover that they are not alone and that within an ancient city the Serpent Men look to the future, attempting to open a portal to our time, in a hope to retake what they are losing in their own.

    In this story, old friends will be rediscovered, and new challenges faced, but in the end, it is up to the players to decide just how dire the consequences will be

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  • Nightmares in Canvas

    Deep underground The Sleeper dreams, waiting to return to the waking world. As he plots and plans Kingsport trembles, for his wrath is great and his desires many…

    For as long as anyone can remember Kingsport has lured creative souls, be they artists, writers or dreamers…. yet has anyone ever asked, do all those that arrive ever get to leave?

    Nightmares in Canvas is an investigative scenario set in the sleepy seaside town of Kingsport. A mystery unfolding in the spring months of 1928, it focuses on the struggles of a long-forgotten member of the infamous Kingsport Cult and his attempts to return to the waking world from a land of nightmares. Drawn into this nefarious plan by the disappearance of George Camper, a budding artist and friend of the Investigators, the players will learn not only of this cultist’s actions in the past and present, but also his plans for Kingsport’s future.

    Together will the party succeed in stopping the ancient and insane sleeper, Nathaniel Orne? Or will they themselves be drawn into the Nightmares in Canvas?

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  • Against the Green Flame

    The year is 1917 and the Great War – the war to end all wars – rages into its 4th year. All of Europe is ablaze with conflict.

    With no end in sight, the flower of England’s youth fights on in the vain hope of securing a brighter, better future for themselves. Yet, little do they know how history will unfold as a darker, older evil begins to sweep across their beloved homeland.

    For those who remain behind in this green and pleasant land, life is not the same. Each day the newspapers bring word of yet another battle, and the lists of the dead. With the war comes change, and the traditions so strongly upheld since the reign of Queen Victoria, have begun to break down; women join the workforce in the place of their fathers, husbands and sons, and the rigid class structure begin to show its first signs of fragility. It is these hardy souls, those not called to arms but nevertheless drawn to the fight, who must rise to the challenges ahead, and together stand Against the Green Flame!

    Against the Green Flame is a Call of Cthulhu mini-campaign (i.e. a longer adventure spanning multiple sessions) written for a small group of experienced players. Set during the last grueling years of the Great War, it places the investigators on a quest to learn more about the deeds of a dear friend; a mission that will lead them to confront agents of a horror worse than any nightmares.

    As the group uncovers the extent of the threat, following the last clues left by their friend, they will find themselves travelling from rural England, into bustling metropolises and even into the heart of the very conflict that so devours the known world.

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