Introduction
The first paragraph under any heading uses no indent. Describe the adventure's premise here in plain, clear prose. Call of Cthulhu scenarios reward careful writing: every detail may matter.
Subsequent paragraphs indent automatically. Continue the introduction here, setting mood and providing the Keeper with the context they need before running the scenario.
Heading 1 — Major Section
Heading 1 style is for major topics. Body text is Georgia, justified, 13px. The first paragraph after any heading carries no indent.
Subsequent paragraphs indent. Continue with the body of the scene or section.
Fig. 1 — Caption text here.
Heading 2 — Subsection
Heading 2 is smaller caps in Trebuchet / Oswald. Use it for named scenes, locations, or subsections within a major topic.
Heading 3 — Minor heading
Heading 3 is Georgia bold. Use for named NPCs, props, or smaller divisions.
Heading 4 — Detail
Heading 4 is Georgia bold italic. Use sparingly for granular details.
Lists
Bullet lists use Georgia, with a crimson marker:
- The investigators hear a low, rhythmic chanting from the floor above.
- A smell of brine and old fish permeates the hallway.
- Scattered papers suggest someone left in great haste.
Numbered lists for sequential steps or clues:
- The investigators arrive at the docks at midnight.
- They locate Warehouse 7 by the torn shipping manifest.
- A Spot Hidden roll reveals movement in the shadows.
Map 1 — [Location Name]. Scale: 1 square = 5 feet.
NPC Stat Blocks
Use the stat block component for every significant NPC or creature.
Attacks per round: 1
Brawl 50% (25/10), damage 1D3+1D4
.38 Revolver 40% (20/8), damage 1D10
Armor: none.
Skills: Drive Auto 45%, Intimidate 55%, Listen 35%, Spot Hidden 40%.
These men are hired muscle, not fanatics. A Persuade or Intimidate roll may convince them the job is not worth dying for.
Tables
| Dodge Outcome | Level | Result |
|---|---|---|
| Fumble | — | Out of position: take a penalty die on your next action. |
| Failure | — | The blow connects. |
| Regular success | — | The character ducks clear of the attack. |
| Hard success | — | Clear and in position: no penalty on next action. |
| Critical | — | Prime position: add one bonus die to the character's next action. |
| Skill Check | Difficulty | Success | Failure |
|---|---|---|---|
| Library Use | Regular | Finds the shipping manifest naming Warehouse 7. | Wastes an hour finding nothing useful. |
| Spot Hidden | Hard | Notices the watcher in the shadows. | The watcher remains undetected. |
| Persuade | Regular | The informant reveals the rendezvous time. | The informant clams up and leaves. |
Second Major Section
Continue the adventure here. Add as many h1, h2,
h3 sections as the scenario requires. The JS ToC will pick them up
automatically.
Appendix: A Note on Indexes
While indexes are very useful things, they are usually not needed for most books under 128 pages in length. Use them for books of 128 pages and larger that also have a wide range of material.