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Call of Cthulhu: Arkham

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On the streets of Arkham, the threat of the Cthulhu Mythos is ever-present.
Call of Arkham is the definitive guide to the signature setting of Call of Cthulhu, and a premium resource for Keepers of Arcane Lore.

A sandbox campaign setting for Call of Cthulhu. The history of Arkham and the Miskatonic University.

Details of 9 neighborhoods, with over 290 locations, and 80 fully-detailed NPCs.

New rules and skills for Arkham investigators make this book ideal for Call of Cthulhu players.

Two Arkham city map posters―one for players, and one marked with hidden information for the Keeper.

A poster-sized copy of pages of the Arkham Advertiser newspaper prop.

This supplement is part of the Arkham Unveiled line and is designed for use with both the Call of Cthulhu roleplaying game and the Pulp Cthulhu supplement, both available separately.

272 pages, Hardcover

Published March 15, 2024

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About the author

Mike Mason

116 books80 followers
Mike Mason is the best-selling, award-winning author of The Blue Umbrella, The Mystery of Marriage, The Gospel According to Job, Champagne for the Soul, Twenty-One Candles, and many others. He has an M.A. in English and has studied theology at Regent College. He lives in Langley, BC, Canada, with his wife.

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Displaying 1 - 5 of 5 reviews
Profile Image for Mikael Cerbing.
613 reviews3 followers
May 17, 2025
A splash book of Arkham for the CoC rpg.
Lots of places and people to use if you want to base your game in and around Arkham. Im gonna use a lot, to try to make Arkham a living, breathing place. This makes it a lot easier.
Probably quite handy if you want to write your own things, as there is a lot of small hooks in there to use if you want to. In some way to many, half the places in Arkham seems to have some conection to the mythos. But then again, you only need to use some of them.
Also, kudos to the authors to be able to write a book of this type and still make it readable. It could have been A LOT more boring. This was acctually quite fun to read.
The only real critique I have is that some of the area maps of the town didnt seem to look like the descriptions of the same places. I feel like there is a lack of a lot of houses in some parts of town, mainly in the poorer areas. But I can fix that. Would also have liked 1 or 2 short full adventures in the town to get us going.
Very usefull book IF you wanna play in Arkham. Looking forward to the rest of these books. Gonna be fun.
Profile Image for Thomas Smith.
4 reviews2 followers
August 29, 2024
Great art, lots of filler information. Most of it is completely divorced from Lovecraft's work, though they are trying to keep to the spirit of what he was doing. I found it poorly written and uninteresting mostly.

I wish there'd been a lot more creativity involved and trying to make the place feel real instead of filling the book with weather information, schedules, useless and empty charts. For ever detail they've included a gamer or reader could use, there are four pieces of useless information to fill the book.

I wish it could have been something more. That said, it's still a cut above a lot of the things put out by Fantasy Flight and their "Arkham Horror" material (so far). I read Investigators of Arkham and some of the Arkham Horror fiction - whew! what stinkers!
Profile Image for Michael.
1,767 reviews5 followers
March 5, 2024
HIGHLY detailed sandbox setting for Arkham, MA in the Call of Cthulhu RPG. Beautifully produced and comprehensive.
Profile Image for Kevin.
274 reviews
August 7, 2024
One of the best rpg sourcebooks I have ever read.
Profile Image for Storm Bookwyrm.
117 reviews1 follower
July 4, 2024
A lot of supplements for RPG's are what I might call 'Luxury purchases', in that you really don't NEED them. I recently purchased 'Cults of Cthulhu', a supplement that, like this book, is also for Call of Cthulhu. While I do like 'Cults of Cthulhu', and think it was full of neat ideas and inspiration, it is very much a luxury purchase, in that I could get along perfectly fine without it.

'Arkham', on the other hand, while TECHNICALLY being a luxury purchase as well (In fact, anything besides the core book is a luxury purchase when you want to get down to it), it is an intensely helpful luxury purchase if you have any intention of ever playing a game/campaign of Call of Cthulhu set in Arkham.

"Alright gang!" one of your players might say. "We know the cultists are assembling on the univisited isle, and their ceremony finishes at midnight, so let's get there post-haste! How long does it take us to get there?"
"Uhhh..." You, the Keeper might say, "Well..." And then you think to yourself, 'Gee, how long WOULD it take them to walk from the hotel to the unvisited island?'
Well, never fear! 'Arkham' tells you EXACTLY how long it might take for an investigator to walk from one spot to another! ...It also has a lay-out of the tram-services, in case your players want to catch a tram, and a listing for cab services! (unless it's sunday, in which case your players are out of luck. By city mandate no businesses operation on Sunday!).
Things like this, and a hundred other little tidbits of information, NPC lists and what-not are laid out in this book! I'm not a huge fan of randomly generated lists where you roll a die, consult the chart and say 'Um, well, okay, the goon attacking you is a large fat man with an eye-patch!' Because hey, I've got an imagination, and I can describe a goon on the go. But what I CAN'T do is tell you in detail how a sewer system works, or where graveyard records are likely to be kept. ...Except now I can, because 'Arkham' has written all of that stuff down for me!
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