CoC The Haunting

Venture into the intriguing and unsettling world of 1920s Boston with "The Haunting," an ideal entry point into Chaosium's Call of Cthulhu. This core scenario, a staple of CoC since its beginning, tasks investigators with delving into the mysterious happenings within an apparently haunted house in Boston.

"The Haunting" can be found in the free Call of Cthulhu 7th Edition Quick-Start Rules, available on Chaosium's website. For those seeking a deeper immersion, enhanced handouts for "The Haunting" are available via Cultist Armoury on DriveThruRPG.

This page serves as a guide to "The Haunting" for new Keepers. We recommend familiarizing yourself with the page before the game and referencing its contents as necessary during gameplay. Your suggestions and feedback are highly valued; please feel free to share them with us.

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CoC The Haunting Spoiler Warning

The Haunting





1920s Map of Boston Northside - Courtesy of the Norman B. Leventhal Map & Education Center at the Boston Public Library

Locations


As you step inside the cavernous domain of The Boston Globe, the overwhelming scent of ink, paper, and dampness greets you, a persistent reminder of the truth being forged within these walls. The hum of churning presses vibrates underfoot, a restless rhythm echoed in the hustle of harried reporters, their typewriters clattering a discordant symphony. Dim, sallow lighting casts long, predatory shadows, each angle a story waiting to be unraveled. The very air in the room seems heavy, burdened with the secrets of the city, the whispered tales of power, corruption, and humanity woven into every ink-stained page.

NPCs: Arty Wilmot (unhelpful clerk) and Ruth Blake (records keeper - pre-1878 Globe files destroyed by fire).

Clues/Information: Handout 2


Handouts


Introduction - Mr. Knott commissions the players to investigate his supposedly haunted house in Central Boston. The keeper can read the text to the players, roleplay a conversation between the players and Mr. Knott, or give the players a telegram/letter containing the details.

The handouts are located at the end of the scenario in the free Quick-Start rules. For a more immersive and realistic experience for your players, consider purchasing our custom-made handouts on DTRPG.


The Old Corbitt Place


The Corbitt House - Boston Street

Nestled in an unassuming nook of Sheafe Street, the Corbitt House slumbers in an aura of desolate solitude.

As you approach the residence, the weight of its history presses down on you. The house stands tall yet forlorn, its once majestic façade marred by time and neglect. Two stories high, the house is a relic of the past, a Victorian-era structure that seems out of place amid the more modern buildings of the neighborhood.

The paint on the wooden sidings has faded and peeled off in large chunks, revealing the weathered wood beneath. Windows, some boarded up, others with cracked panes, seem to stare blankly back at you, as if hiding dark secrets within. The front porch creaks under your weight, and you notice the aged wood has warped and buckled in places, making it treacherous to navigate.

The garden, or what once might have been a garden, is now overrun with weeds. The grass, tall and unkempt, rustle as the wind passes through it. A few withered trees stand sentinel, their bare branches scratching at the grey skies overhead. The cast-iron fence that surrounds the property is rusty and bent in places, the gate hanging off one hinge, groaning mournfully when pushed.

Inside, the air is thick with dust and the smell of mildew. Wallpaper, once vibrant and ornate, is now yellowed and peeling off the walls. The wooden floorboards, though sturdy, creak with every step, and the ambient noises of the house settling make it feel as if the building itself is alive.

NPCs: Walter Corbitt, Rat Pack, and if (very) unlucky, a Dimensional Shambler.

Clues/Information: The Corbitt Diaries, The Floating Knife, curled papers.





  • 1835: Walter Corbitt acquires the property at Copps Hill Terrace.
  • 1852: Neighbors fail in a lawsuit to evict Corbitt over his unsettling habits.
  • 1866: Corbitt dies, his will demanding he be buried in his home's basement. Neighbors contest Corbitt's bizarre burial instructions; the lawsuit's outcome remains unknown.
  • 1878: A devastating fire obliterates all Boston Globe records.
  • 1880: A French immigrant family moves in, facing violent incidents leading to the death of both parents and severe injury to their three children.
  • 1909: Another family falls ill shortly after moving into the house.
  • 1912: The Chapel of Contemplation is closed after a lawsuit.
  • 1914: Tragedy strikes the resident family again; a suicide prompts their departure.
  • 1917: Rev. Michael Thomas breaks out of jail, fleeing the state.
  • 1918: The Macarios move in, with Vittorio soon institutionalized in Roxbury Sanitarium.
  • 1 month ago: Gabriela Macario is also institutionalized in Roxbury Sanitarium.
  • Now: Mr. Steven Knott enlists a team of investigators to probe the house's mysteries.

Encounters

The Haunting - Walter Corbitt

Walter Corbitt


Corbitt is a sorcerer undergoing a transformation into an inhuman form, unaffected by conventional harm as long as his protective spell holds, with bullets and blows merely chipping off his hardened, unhealing flesh. If this armor is breached, he can be damaged and will disintegrate into dust at zero health points. His floating dagger is also his weakness; if investigators seize and stab him with it, he instantly turns to ashes, bypassing the protective spell.

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Dimensional Shambler


Dimensional Shamblers are mysterious entities known for their ability to traverse different planes and worlds of the universe, speculated to occasionally serve the Great Old Ones. These beings possess trans-dimensional travel capabilities, able to disappear and reappear at will, taking objects or other beings along. They can also use their fore-claws to attack or grab an opponent, potentially disappearing with them into another dimension.

The Haunting - Rat Pack

Rat Pack


Individual rats may not pose a significant threat, but a pack of about ten rats can be overwhelming. They use their numbers to their advantage, and tend to swarm over and assail their targets, inflicting damage through bites and scratches.

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The Floating Knife


The dagger, belonging to Corbitt, is an antique with a decorated hilt and a blade encrusted with an unusually thick layer of rust, which is in fact dried blood from past victims. It can levitate into the air and launch itself at an adversary. Corbitt uses this dagger as his main weapon, especially if his basement tomb is threatened.

The Haunting - The Bed

The Bed


Corbitt will attempt to entice investigators into examining the window in the spare bedroom upstairs, after which he will induce the bed to levitate and hurl itself toward them. Should the investigator fail to dodge the airborne bed, they will be propelled through the window, plummeting to the ground below.