Call of Cthulhu RPG

This Call of Cthulhu RPG review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 77 / 100

Bar graph showing game scores across several categories, with some bars including black segments.

Call of Cthulhu is a TTRPG based on stories written by one of the most celebrated horror fiction writers of all time: H.P. Lovecraft. Cthulhu is a deity of chaos worshipped by cultists in many of H.P. Lovecraft’s stories. If you aren’t familiar with books like the “Necromonicon,” I highly recommend you add it to your list.


You can still play Call of Cthulhu RPG without a working knowledge of the stories from which they are derived. However, if you are familiar with even some of the short stories written by H.P Lovecraft, you’ll almost certainly enjoy playing Call of Cthulhu substantially more.

Uniqueness of Call of Cthulhu RPG: (6/10)

The most unique part of Call of Cthulhu RPG is the “sanity system.” Basically, the horrors of the mythos are so tremendous that upon experiencing anything to do with the otherworldly pieces of the game, your character might go insane. The sanity system tracks your character’s sanity “hit points,” in a sense.


When your character experiences something ghastly or born of chaos in any sense, you have to make a sanity check. As you fail checks (which will happen from time to time), your character becomes weaker to the psychic/ mental traumas inherent in a universe with which your character fundamentally can’t fully contend. It’s pretty interesting to watch a character slowly go insane as they brush up against the horrors of Cthulhu multiple times.


Another feature I like in Call of Cthulhu RPG is that when your character succeeds at anything , there’s a chance for your character improve at that specific task. This means that characters get better by doing, which is a system that I love.


One huge downside of the game is that when it comes to skill checks, you really need to be good at math. There are scenarios where you need to half values, then fifth them again. Why? Why is that in the game at all? This is such a great game that I was surprised to find such a frustrating mechanic.


Ease of Learning the Game: (7/10)

As with rolling skill checks, determining character stats is easy if you’re good at multiplying numbers in your head, quickly. Many people aren’t, which really bogs down the game. Overall, the numbers aren’t that bad though, as most of the weird math problems are found in character generation and some occasional skill checks.


Primarily, Call of Cthulhu RPG is a mystery/ investigation game. The investigation process is quite cool, and it’s pretty intuitive for new players. Once characters are created, the game gets a little easier, and so long as there aren’t a lot of skill checks being made, the game is fairly simple to play.


Call of Cthulhu Presentation: (7/10)

I really like this game’s presentation in the core rulebook. The book’s font calls back to early 1900’s in the U.S., while the Cthulhu-like tentacles on important parts of the rulebook makes them stand out, and reminds you of the horrors that await you around nearly every corner. The rulebook is easy to follow from a practicality standpoint.


H.P Lovecraft Lore: (10/10)

As I mentioned, Call ofCthulhu is based on the writings of H.P. Lovecraft. So, the lore of Call of Cthulhu RPG is really the lore of stories contained in the “Necronomicon.”


There’s not better lore for a game’s foundation that can be found anywhere in the world.

Green and black graphic with the text,

Combat in Call of Cthulhu RPG: (5/10)

Combat in Call of Cthulhu RPG features relatively simple numbers. I enjoy that when you’re attacked, your character also attacks back in that same action. There are levels of success when it comes to combat checks, and related damage, which is a little weird the way it’s done, but also kind of cool. When you engage in combat, as with normal skill checks, there will be math, so prepare for that.


Combat in Call of Cthulhu is a simple system with not a lot to it. It’s not something I’d enjoy digging into for more than a few minutes at a time, and not for more than once or twice per gaming session.


It is important to note that Call of Cthulhu RPG is not about fighting the horrors of the H.P. Lovecraft mythos, like you might expect from games like Dungeons and Dragons. Instead, the game is one of discovery and investigation. It’s better to run from fights than to ever try and engage in something that’s very likely to end in your character’s death.


Call of Cthulhu comes with the premise that the monsters you’ll face are far superior to your character in almost every way. Their mere presence is sometimes enough to drive your character insane, so there’s often no point whatsoever in fighting them.


Game “Flow”: (7/10)

The tension of Call of Cthulhu comes from the journey of discovery. As you learn more about what’s happening in the game’s world, ideas flow out from your discoveries, and one set of investigations leads to another. With each new step along the journey, drama heightens.


If you loves mystery games and solving riddles/ puzzles, you’ll probably love Call of Cthulhu. For myself, I don’t enjoy uncovering mysteries enough to make it the premise of an entire RPG campaign. Furthermore, I don’t think I’m alone in that sentiment.


So, I scored this game as well as I could for this section of the game’s review, but I don’t believe pure mystery to make for an optimal game flow. Again though, if you love mysteries, go ahead and give this game another 3 points (to make this section 10/10) and you’ll have a better idea of whether or not Call of Cthulhu is the right game for you.


Artwork: (5/10)

Most of the artwork in Call of Cthulhu comes in a comic book style. I like the artwork a lot and feel it fits the dark, mysterious vibe. That being said, you won’t find the high-end art here that you might be used to seeing in other higher-budget RPGs. Overall, there’s not a lot of standout art in this book that will wow you.


There is terrific – and I mean truly terrific – Cthulhu art all over the internet. Search it for yourself and be amazed. It’s just that the quality of artwork you can find literally anywhere online is (astoundingly) not found in the Call of Cthulhu RPG rulebook.


Ease of Purchase: (10/10)

It’s very easy to purchase Call of Cthulhu RPG at either the Chaosium website, or through online retailers like Amazon.


Price & How Many Books Do You Need to Play: (10/10)

You can purchase the game’s starter set for $25. There are also higher tiers of entry according to how much you like the game and want to invest. The options for purchasing the game make it much easier to give it a try if you or the other players in your gaming group are new to Call of Cthulhu.


Fame & Availability of Supplemental Material: (10/10)

Call of Cthulhu has lots of supplemental material to help inspire an ongoing campaign. Plus, all you have to do is pick up the “Necronomicon” for literally endless ideas.


Call of Cthulhu is one of the easier tabletop RPGs to get going with a new group, for this reason.


Call of Cthulhu is Produced By:

Chaosium Inc.


Man in blue shirt and khaki pants smiles, sitting on a green railing. Dark background.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Man in blue shirt and khaki pants smiles, sitting on a green railing. Dark background.

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
A fantasy adventure advertisement for
By Jacob Tegtman April 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=z-Ut7R3J2m0 Transcription Lost megadungeons from Gary Gygax himself are hitting crowdfunding this week. This is unpublished content from the father of D&D that's been sitting in archives for decades. Plus, the community is reacting strongly to what this might mean for old-school gaming.  Welcome back to Eternity TTRPG - your go-to source for all things D&D and tabletop RPG news. Today we're diving into what might actually be the most significant piece of D&D history to surface in years. So here's the scoop that's got the “old school renaissance” community in a frenzy. The Gygax Trust has announced they're bringing previously unpublished megadungeons created by Gary Gygax to crowdfunding platforms. Now, before you ask "wait, didn't Gary pass away in 2008?" - yes, he did. But here's the thing that makes this absolutely incredible. These aren't reconstructions or "inspired by" content. These are actual, honest-to-Mordenkainen unpublished works that Gygax created but never got to release during his lifetime. Here’s what We're Actually Getting: According to the announcement, we're looking at multiple megadungeons that showcase Gygax's legendary dungeon design philosophy. And when I say megadungeons, I mean the real deal - we're talking about sprawling, multi-level complexes that could keep your party busy for literal years of gameplay. The Gygax Trust is being pretty tight-lipped about specific details, but they've confirmed these materials were found in Gary's personal archives. Think about that for a second - these are dungeons designed by the original dungeon master. They are effectively classic D&D dungeons... that were never released. Also, I will be putting links for these megadungeons in the video’s notes, so be sure to check there to back them and get your copies if you’re interested! And with this... Community Reaction Is Off The Charts The D&D OSR (old school renaissance) subreddit is absolutely exploding right now. One user posted: "This is like finding lost Beatles recordings. Gary's dungeon design was unmatched - geometric, deadly, but fair. If these are authentic Gygax creations, this could be the most important RPG release in decades." But it's not just the old school gamers who are getting excited. Even 5e players are recognizing the historical significance. Over on r/DnD, another user wrote: "Even if you never run OSR games, owning actual unpublished Gygax content is like having a piece of D&D's DNA. This is our hobby's history." Now, here's where it gets interesting from a business perspective. The Gygax Trust is going the crowdfunding route rather than partnering with Wizards of the Coast or another major publisher. This makes total sense when you think about it. Crowdfunding gives them complete creative control, and honestly - The OSR community has proven they'll throw serious money at quality old-school content. Just look at the success of campaigns like Rappan Athuk or Barrowmaze. Here’s What This could mean For The Hobby: These dungeons matter beyond just nostalgia. Gary Gygax wasn't just the co-creator of D&D - he was a master of dungeon ecology and design philosophy that modern game design still draws from. These megadungeons could provide incredible insight into how he approached long-form campaign design. We're talking about seeing the evolution of ideas that influenced everything from the Temple of Elemental Evil to modern 5e adventures. Plus, let's be real - in an era where a lot of published adventures hold your hand every step of the way, getting pure, unfiltered Gygax dungeon design could be exactly what some tables are craving. D&D has effectively – shall we say, lost its soul(?) – in recent decades. This represents a return to what D&D was at its core, from one of the gentlemen behind the game. There are some Questions with these adventures though, that Everyone's been Asking Of course, the community has concerns too. The big question is authenticity and presentation. How complete are these materials – that is, is there a reason they weren’t published to begin with? Will they be published as-is with Gary's original notes, or will they be "updated" for modern sensibilities? One user said: "I hope they preserve Gary's original voice and design philosophy, even if it means the content feels dated by today's standards. That's literally the point - we want to see how the master actually designed dungeons." So that's this week's big news! The return of Gary Gygax content through crowdfunding is honestly something I never thought we'd see. What do you think? Are you excited for authentic Gygax megadungeons, or do you think some things should stay in the past? Drop your thoughts in the comments below. If this video got you hyped for some classic dungeon crawling, smash that like button and subscribe for more TTRPG news every week. I’m certain these will be some dungeons that I’ll be covering in the future, once they’re available. Until next time, keep those dice rolling!
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