Running the game is its own kind of adventure -- and this is the book that makes you dangerous at it. Whether you're behind the screen for the first time or you've sent a hundred investigators to their doom, the Keeper Companion is stuffed with tools to level up your table and keep your players thoroughly rattled.
What's inside:
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Fresh ways to build investigators from scratch.
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A brand-new system for investigator organisations, plus a skills overhaul.
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Faster, cleaner rules for skill checks, combat, and white-knuckle chases.
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Sanity rules, reworked.
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Tips and options for running games online.
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A masterclass in scenario design, game mastering, and making your monsters actually terrifying.
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Updated investigator and pulp hero sheets, plus extra play aids to keep in your back pocket.
Three all-new scenarios, ready to run:
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Little Miracles -- a gentle, beginner-friendly entry point near Arkham, where a missing Miskatonic professor is only the beginning.
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If I Had a Hammer -- a relaxed Friday night in unravels into something much worse.
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What a Puzzler! -- jigsaw puzzles are all the rage right now. Naturally, something's very wrong with this one.