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A Peculiar Pentad
very book has a story, especially books within and about the
n the case o
A Peculiar Pentad
, that story goes back to the very frstbrainstorming session we ever had or
Super Genius Games
. We were talking about how oten, in
Call of Cthulhu
scenarios, theinvestigators run across an obscure shop run by someone with knowledgethat is helpul in their current case but, once plundered or this specifctreasure, was never heard o or reerenced again. eally, we were joking abouthow plentiul these “obscure shops” are in the composite world created by allthese adventures.t would be useul, we realized, or anyone attempting to run anythinglonger than a one-oﬀ scenario—rom a short series o linked adventures toan ongoing campaign—to have a handul o businesses or the investigatorsto visit. laces that it would be useul to visit more than once, and wherethere was added beneft to be gained by becoming a regular customer.From that germ came the idea or the book you now hold—a collectiono occult-related businesses and their oten mysterious owners.
It’s Not What You Know, It’s Who You Know
, as a Keeper, you’re endeavoring to create a setting that eels like itfts into the world created by H.. Lovecrat and the other architects o the
, then it’s important or the dark, orgotten corners or your cities to hide a small collection o unassuming, unimpressive shopsand businesses that deal in curiosities and services that will be useul tothe investigators. Tey will need places to go to research ancient items,rare texts, long-dead languages, and creatures that no respectable academicsources would deign acknowledge. Tey will need to know the places wherepeople “like them” go to meet one another, trade or sell inormation, andoccasionally even make pacts to join orces in the fght against the thingsman was not meant to know.