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The book explains multiple ways to run it: as self-contained one-shots, as a connected chain of adventures, or as a flexible campaign framework centered on a “skeleton” for the Game Master. It also describes campaign logistics, including map grids and player handouts, while outlining the overarching conspiracy and Mythos background involving Azathoth and the TyIr Nemaii.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":25,"@type":76,"position":81},"https://docshare.wps.com/document/comic/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/nocturnum-nocturnum-text/514950/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/nocturnum-nocturnum-text/514950.png","ImageObject",300,407,{"name":92,"@type":93},"Aurelia","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-20","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":29},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What system is Nocturnum designed for?","Question",{"text":112,"@type":113},"Nocturnum is designed for the d20 System version of the Call of Cthulhu rules, requiring the Call of Cthulhu core rulebook from Wizards of the Coast.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"What options does the book offer for using the campaign?",{"text":117,"@type":113},"It can be run as self-contained one-shot adventures, as the connected series of linked scenarios, or as a campaign framework where the Game Master builds additional content around the provided structure.",{"name":119,"@type":110,"acceptedAnswer":120},"How are maps and player documents handled during play?",{"text":121,"@type":113},"The book scatters maps using a standard 5-foot-square grid and encourages copying and enlarging them for tabletop use. Written documents appear within adventures, and player handout prop documents are provided at the back for photocopying.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},514950,1791427704,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":24,"category_name":25,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":29,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":145},1099514068365,"https://ap-avatar.wpscdn.com/avatar/10000253d8d9f28188e?_k=1776742907772140068","# ALLOfD20 SYSTEM ROLEPLAYING\n\nTHULH  \nA MODERN-DAY HORROR CAMPAIGNVOctUcnuM  \nCredits  \n## ORIGINALSTORY\n\nChristian T.Petersen  \nWRITING*  \nDarrell Hardy  \n## DEVELOPMENT and ADVENTURES\n\nDarrell Hardy &Christian T.Petersen  \nd20 SYSTEM DEVELOPERGreg Benage  \n## INTERIOR ILLUSTRATIONS\n\nToren“MacBin”Atkinson,Andy Brase,MichaelClarke,Earl Geier,Bill Heagy,Hive,Eric Lofgren,BradMcDevitt,Brian Schomburg,Christopher Shy,TylerWalpole,Kenneth Waters  \n## CARTOGRAPHY\n\nBrent Ferguson  \nChristian T.Petersen  \nGRAPHIC &COVER DESIGN  \nBrian Schomburg  \nPLAYER HANDOUTS  \nBrian Wood  \nEDITING  \nGreg Benage  \nART DIRECTION and LAYOUTWil Upchurch  \n## FANTASY FLIGHT GAMES\n\n1975 W.County Rd.B2  \nRoseville,MN 55113  \n651.639.1905  \nwww.fantasyflightgames.com  \nPUBLISHER  \nChristian T.Petersen  \nPRINTING  \nBang Printing  \nNorie of the rules content of this product is open contentand is being utilized under specific pemission fromWizards of the Coast,Inc.®  \nAll rules in this product are taken from,or derived from,rules in Wizards of the Coast,Inc.'sB Call of CthulhuRoleplaying GameC  \n‘d20 System³®and the 'd20 System’⑧logo areRegistered Trademarks owned by Wizards of the Coast,Inc.®and are used by permission.  \nCopyright ◎1999,2002 Fantasy Flight Publishing,Inc.Nocturnum?M is a trademark of Fantasy FlightPablishing,Inc.All rightsreserved.This work,or partsthereof,may not be copied without permission.The Callof Cthulhu game system is used under license fromChaosium,Inc.Call of Cthulhu is a registered trademarkof Chaosium,Inc.All right reserved.Any similaritiesbetween people or institutions in this work and any actu-al persons or institutions is purely coincidental.  \n*The Weaving of Three written by Christian T.PetersenKlaus the Shepherd written by Darrell Hardy  \nNOCTURNUMContentsIntroduction  \nPART I:LONG SHADESChapter l:Snowflake Valley  \nChapter 2:The Madness of the Twilight QueenChapter 3:Stillness  \nPART I:HOLLOW WINDSChapter 4:Wanted!Chapter 5:A Dire WarningChapter 6:The Sky is FallingChapter 7:The BerzefactorChapter 8:Visiting HoursChapter 9:A Family AffairChapter 10:RevelationsChapter ll:Thor's AnvilPART II:DEEP SECRETS  \nChapter 12:The Copenhagen ConnectionChapter 13:The Weaving of ThreeChapter 14:Beyond the SeaChapter 15:Moscow ShowdownChapter l6:Into the East  \nChapter 17:The Turning of the WheelChapter 18:The Tyrr NemaiiChapter 19:Armageddon Plain  \n4  \n35  \n64  \n87  \n107  \nlll  \n113  \n117  \n121  \n131  \n151  \n159  \n179  \n197  \n217  \n225  \n234  \n245  \n256  \n263  \nIntroduction  \n4  \n## Introduction\n\nFantasy Flight Games is pleased to presentNocturnum,a campaign for the Call of Cthulhu role-playing game.This edition of Nocturnum is designedfor the d20 SystemTM version of the Call of Cthulhurules.You need the Call of Cthulhu core rulebook pub-lished by Wizards of the Coast⑧to use it.  \nThere are a few different ways you can use thisbook.First,if you are not running a regular Call ofCthulhu campaign,you can use it for one-shot adven-tures and scenarios.In this case,most of the adven-tures-particularly the early ones-should be fairly self-contained.The extensive background material provid-ed in Nocturnum is only relevant insofar as it relatesdirectly to the adventure you wish to use.  \nSecond,you can run the campaign exactly as it ispresented,as a series of connected adventures thattogether form a cohesive campaign.This requires littleor no outside preparation on your part-you simply runthe adventures as written one after another for yourplayers.  \nFinally,you can use Nocturnum as a campaignframework.This is probably the most rewarding wayto use the book,but it requires a little more time andenergy from the Gamemaster.If you choose this route,you use the adventures presented here as a kind ofskeleton for your campaign-a basic structure aroundwhich you can hang additional adventures,subplots,and details of your own devising.You'll want to devel-op adventures and scenarios of your own to \"fill in thegaps\"and create NPCs of your own to act as","cbCaid2zv3QppswU","https://ap.wps.com/l/cbCaid2zv3QppswU","pdf",14681874,298,"English","# Introduction\n## Campaign Overview\n## PART I: LONG SHADES\n## Chapter 1: Snowflake Valley\n## Chapter 2: The Madness of the Twilight Queen\n## Chapter 3: Stillness\n## PART I: HOLLOW WINDS\n## Chapter 4: Wanted!\n## Chapter 5: A Dire Warning\n## Chapter 6: The Sky is Falling\n## Chapter 7: The Berzefactor\n## Chapter 8: Visiting Hours\n## Chapter 9: A Family Affair\n## Chapter 10: Revelations\n## Chapter 11: Thor's Anvil\n## PART II: DEEP SECRETS\n## Chapter 12: The Copenhagen Connection\n## Chapter 13: The Weaving of Three\n## Chapter 14: Beyond the Sea\n## Chapter 15: Moscow Showdown\n## Chapter 16: Into the East\n## Chapter 17: The Turning of the Wheel\n## Chapter 18: The Tyrr Nemaii\n## Chapter 19: Armageddon Plain","[{\"question\":\"What system is Nocturnum designed for?\",\"answer\":\"Nocturnum is designed for the d20 System version of the Call of Cthulhu rules, requiring the Call of Cthulhu core rulebook from Wizards of the Coast.\"},{\"question\":\"What options does the book offer for using the campaign?\",\"answer\":\"It can be run as self-contained one-shot adventures, as the connected series of linked scenarios, or as a campaign framework where the Game Master builds additional content around the provided structure.\"},{\"question\":\"How are maps and player documents handled during play?\",\"answer\":\"The book scatters maps using a standard 5-foot-square grid and encourages copying and enlarging them for tabletop use. Written documents appear within adventures, and player handout prop documents are provided at the back for photocopying.\"}]","Nocturnum - Nocturnum text | PDF",1791304247,113]