Skip to main content

Beach Blanket Bloodbath and Worse tales

Game ID: GID0041495
Collection Status
Description

Publishers blurb:
Beach Blanket Bloodbath and Worse Tales contains five foul and depraved Call of Cthulhu adventures. Feast your eyes upon this cornucopia of the loathly transmundane and be amazed!

Written by Jim Thomson, author of Blood Orgy on Vampire Island, Tales From Ye Dusty Olde Crap Shop and yet less distinguished works, these five scenarios cover a wide spectrum of settings, tones and flavors of the unspeakable. A bloodbath for every occasion.

BEACH BLANKET BLOODBATH: (1960s scenario) A lawless pack of delinquents comes roaring through the desert in their hot-rods. They’re on their way to a secret beach party, out in the nothing where no leaky squares can tell them what to do. But a sandstorm is blowing up and the only place to take shelter is weird Old Mr. Steghorne’s place. The crazy old coot isn’t there… but somebody is. And they think killing’s a regular gas—it’s the kickiest kick they know. Looks like this party is gonna turn into some kinda beach blanket bloodbath. Can you dig it?!

Contains: rules for dance-offs, drag-races, drinking contests and everything else a beach party needs. Four maps, in player and Keeper versions. Seven pregenerated delinquents and their cars, so players can jump right into this shindig without having to roll up Investigators first. Sixteen fully developed NPC partygoers. Twelve antagonists (plus a generic version in case the Keeper thinks managing twelve of them is a nowhere kind of scene.) Detailed notes on the state of hot-rodding in the mid-1960s. Plenty of good old-fashioned B-L-U-D!

BLOODBATH AT THIRTY FATHOMS: (1920s Scenario) International Salvage is a professional diving team better known for courage than caution, for valor than for dull and pointless things like good sense or self-preservation.

They are also better at having undersea adventures than they are at business. Their fortunes have fallen so low as a result that they are now forced to contemplate taking a job that strikes even them as moderately insane.

A rich dilletante wants them to find the wreck of the freighter Andromeda, 180 feet beneath the cold and storm-tossed waves of the North Atlantic. In the freighter is a room and in the room is a safe and in the safe is something that he must have.

Thirty fathoms is out on the very edge of the depths that a diver can reach. It’s far deeper than anyone can dive safely. But they haven’t even guessed at the worst perils that lie waiting for them down there. For something dreams in the depths. Something huge and horrible from out of the forbidden eons of elder time. It has waited a very long while for them, and now that they have come it will not be denied satisfaction.

Contains: Updated 7th Edition rules for diving in the 1920s, including extensive notes on Nitrogen Narcosis and the Bends. A modified Haldane Diving Chart. Two new skills (Diving and Underwater Demolitions.) Three maps, with separate versions for the players and the Keeper. A team of five pregenerated divers. The dreaded Underwater Demolitions Mishap Chart.

BLOODBATH AT TWENTY-THOUSAND FEET: (1930s Pulp Cthulhu Adventure) Two-fisted adventure aboard a doomed zeppelin, careening across the sky with a dead man at the wheel. The fiendish Doctor Zed and his hulking henchman, Gork, have activated a diabolical device aboard the airship Atlantis. An evil machine that opens human consciousness to strange and terrible new realities. As transdimensional monsters assail the mighty zeppelin, our Heroes must punch the pasty face of evil and put paid to Dr. Zed’s nefarious schemes. But can they do it before the Atlantis plummets to a flaming doom?

Contains: Nine maps of the Atlantis, in both player and Keeper versions, with extensive notes on each of its compartments and what can be found in them. A detailed account of how a zeppelin functions, its instrumentation and controls. Twelve fully detailed NPCs the Heroes might encounter aboard the Atlantis. A whole flock of individually statted Byakhee. Six pages of player handouts. Notes on how to run this scenario if you don’t own a copy of Pulp Cthulhu. Seven pregenerated Heroes to play, including Max the Wonder Dog!

BLOODBATH AT THE CRACK OF DOOM: (21st Century Adventure) Cthulhu rises. Everyone on earth dreams of him now and knows that he is coming. In two weeks he awakens and humanity dies. Which is absurd—he’s a fictional character. It’s like hearing that Godzilla and King Kong are on a rampage downtown, along with Frankenstein and the Wolf Man. But then again, many of the worst things ever to happen to mankind have been just as ridiculous.

Fortunately, the US government has been preparing for this moment since the 1920s. Unfortunately, the program got canceled years ago and all its agents are elderly or dead. But they will have to do. Can our geriatric heroes stop the end of the world? And what does all this have to do with the most popular series of middle-grade fantasy novels in history?

Contains: Eight maps (including one of R’lyeh!) in both player and Keeper Versions. Five alternate beginnings (in case no one wants to play an aging secret agent). Spot rules for playing poker. Four new spells. Three arch-villains, each more ghastly than the last. A complete summary of the Larry Trotter books. Seven elderly but formidable pregenerated Investigators to play. Giant robots. A once-in-a-lifetime chance for the Investigators to get squashed by Great Cthulhu himself!

BLOODBATH ON THE FAR SIDE OF INFINITY: (1920s Adventure) It’s a foggy night in Kingsport. A perfect night to snatch plump little children off the street. Or so thinks Mordechai Crane, a Horrid Old Man who is both more and less than human. The Investigators catch him at his beastly work and pursue him into his lair, and beyond it, from the Kingsport streets to the far side of infinity. Can they save the chubby moppets he has snatched? Can they foil his wicked plans? And what terrible secrets will they reveal along the way?

Contains: Ten maps, in both player and Keeper versions. Seven player handouts. Seven pregenerated investigators, each with their own particular strengths and weaknesses. Twelve fully realized NPCs, who may help or hinder the Investigators, depending on what they do. A nonstop chase past the end of the universe.

Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 0
This page: 0
Sentiment: pos 0 · mix 0 · neu 0 · neg 0
Mentions per page
Top
No transcript mentions yet.
Transcript Mentions
No transcript mentions found for this game.
Transcript Navigation
Top
No transcript mentions yet.
View on BoardGameGeek