Call of Cthulhu: Midnight Harvest PDF

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Tricks, Not Treats...

The Autumnal Costume Fete fills sleepy Five Lanterns, RI with outlandish garb sewn by the country's best costumers. This year, some of the outfits seem a little too real... and their designer will go to any length to keep his identity secret. A rash of missing children, the discovery of unholy texts, and gibbering lunatics wandering the streets, hide the true menace as it reaches for its blasphemous goal. Can the investigators solve these disparate clues in time to stop the Midnight Harvest?

Midnight Harvest contains everything a Call of Cthulhu group needs for an evening's worth of Mythos-inspired fun, including pregenerated characters. It is the latest in an innovative new series of Call of Cthulhu scenarios and supplements from Super Genius Games.

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Fast-paced, atmospheric Helloween-scenario


This pdf consists of 46 pages, 1 page front cover, 1 page back cover, 1 page advertisement.

Furthermore, we get 2 pages depicting a total of 4 pre-generated investigators, 3 pages hand-outs, 1 map of the village and one printable drawing of a glyph.

That leaves us with 37 pages of adventure, as the credit page already contains the first snippets of text. Nice! We also get a lot of conversion notes for the adventure, although not as many as e.g. in "Snows of an Early Winter."
The black and white artwork is top-notch.
The adventure also includes a new creature, a new magic device and a new tome (The German name is actually in the correct case! Nice work!).

The adventure is timeline-driven, offering a multitude of things that can happen at the locations at any given day, progressing rumors, several red herrings and things to do for the investigators, creepy locations en masse and chances for them to actually help people. Mostly, this module is a multi-facetted, fast-paced investigation, that, while not really difficult or extremely complex, is fun and won't leave your investigators yawning.

The adventure also introduces an elegant system that is easy to implement (and in my opinion should become part of the core-rules) called "town composure": Effectively, it's a SAN-score for the whole town, making it possible to simulate hysteria, overall paranoia and the like. Very nice and made me wonder why I hadn't designed such a system myself for my homebrew.
The antagonists all have motivations that can be unearthed by the investigators, several ideas for follow-up scenarios are given.

The adventure is fast-paced, fun, not too hard on the investigators and not too easy, the new creature is fun, the "town composure"-rules rock and the overall atmosphere evoked is awesome. Plus: The handouts and map are nice. I found one typo, though ("Angle" instead of "Angel"), but one is not enough to justify a lower rating. I and my players thoroughly enjoyed this one and the TC-rules have found a permanent spot in my campaign.

Super Genius Games

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