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Welcome to Hunting Hour

21:55, 2nd May 2024 (GMT+0)

Hunting Hour

A strange moon rises, and casts its unearthly glow on broken spires looming over a sea of brooding willows. On a narrow track nearly consumed by thorny weeds, a hulking figure pulls a creaking wagon. In the wagon bed lay three still forms, their ivory flesh gleaming in the moonlight-- Three young women, bound at the wrist. A stained gate opens and the cart, the hulk, and the maidens disappear into a yawning blackness. It is unlikely they will emerge again...

...but not impossible.


Hunting Hour is a scenario for Call of Cthulhu 7th Edition. It features a violent, action-packed, and desperate adventure as three young investigators struggle for freedom against an unstoppable, inhuman foe.

Investigators begin directly in the action, having been kidnapped by the inhuman servants of a sorcerer. They are being kept in a crumbling ruin, under the guard of monstrous and immortal servants. They are ordinary students, with no idea where they are or how they arrived. But they do know whatever strange ritual they hear on the howling winds, they are expected to play a part in it, and very likely will not have a pleasant time doing so...
In order to escape, the investigators must work as a team to evade the monstrous guards, learn secrets of alchemy, and discover the true nature of Tauric castle.

While the vast majority of systems, and the overall flow of the adventure, use 7th Edition rules, this adventure is focused less on a long-term investigation and more a single night of terror. Consider the atmosphere of Hunting Hour to be similar to a slasher or thriller. It is not a pulp adventure, however. The investigators will be primarily investigating, fleeing, and hiding, not battling their immortal captors.

In this relatively fast-paced scenario, Sanity is used to measure short-term self-control and bravery instead of overall, long-term psychological health. It determines whether or not an investigator can keep from screaming at the sight of a decayed body, or remain motionless when the Hunter is searching for them on the other side of a cabinet door. Investigators might lose large quantities during a terrifying chase, but recover much of it if they have a chance to recuperate--long-term trauma being quantifiable only after the events of their stay in the castle.

The investigators are also more specific than typical, for reasons inherent to the story. For this game, there are only 3 investigators, and while their individual character is up to the player, they are all young women, targeted and chosen for a sorcerer's particualar reason. (Note: it should go without saying this is NOT an 18+ game and there is NO sexual content whatsoever.)

There are numerous routes to freedom (and possibly even greater fates) laying in the castle, if they can manage to outwit and outrun the castle's hulking guardian. Can they?