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Campaign of Madness and Terror in the Days to Salvaging Our Children’s Heritage. Full Wilderness Inc. is a wealthy environmental organization dedicated to the maintenance and expansion of protected wilderness reserves. In addition, Full Wilderness funds legitimate biological researches for greater understanding of our natural environment. Dr. Peter Tait, a respected microbiologist from a major grant recipient, disappeared after reporting disturbing research irregularities. Backed by the considerable resources of Full Wilderness, the investigators uncover the facts surrounding Dr. Tait’s disappearance. In succeeding adventures, the Mythos manifests in ways unexpected and extreme.

AT YOUR DOOR contains six linked adventures forming a campaign set in the 1990s. Constructed to allow players greater freedom of action, the investigators enter a particular chapter several times as the meaning of earlier events and experiences are understood, or as alternative meanings are perceived. The effects of the Mythos are generally subtle, and confrontation with nigh-invincible powers are few. There is ample opportunity for new investigators to succeed and prosper.

180 pages, Paperback

First published June 1, 1990

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Displaying 1 - 3 of 3 reviews
Profile Image for Matthew J..
Author 3 books8 followers
July 5, 2020
The best Cthulhu Now (1990s) thing I've read so far, this campaign actually involves things that connect it to the 1990s and doesn't just feel like a slightly off 1920s scenario. It still features a bit too much of the "Mythos hoedown" thing I don't love, where too many different factions, critters & alien beings are wrapped up in things. I'm generally of the opinion that less is more when it comes to Mythos elements in a scenario or campaign. One cult (unless the story's central idea is an inter-cult conflict), one Elder God, or one alien species, etc. Mixing too many dilutes things and starts making it feel like a Dungeons & Dragons game. Still, there's a lot of potential. I think it would work best if a keeper were to mix the events into an ongoing game, mixing in a few additional, connected scenarios into the mix. I felt like there was maybe too much happening for the length of the campaign, but maybe fleshing out each individual element might make the whole better.
Cthulhu Now isn't generally my thing and this one doesn't win me over. Yet, I think this one has a lot of potential. I think it would also make good fodder for a Delta Green game. If I were to ever use it, that's what I'd do.
Profile Image for Robin.
1,386 reviews8 followers
March 12, 2016
I didn't love it until there was a guy with the skills accidentally-forget-to-give-credit 85% and find flatterer, which was also pretty high
Profile Image for Kat.
2,405 reviews117 followers
October 12, 2023
Basic Premise: 6 interlinked scenarios for the Call of Cthulhu RPG, set in the 1990s, can be run as a full campaign if desired.

As a Keeper/GM, I love to take book adventures and run them for players. CoC players in particular are a bunch of wackos that are even harder to predict than the murder-hoboes of D&D. These scenarios are full of useful stories that can easily be modified on the fly. There are handy handouts to copy/scan for players to add immersion to the storytelling. Lots of terrifying, insane fun!
Displaying 1 - 3 of 3 reviews

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