Introduction
Steve Hatherley

	During the course of a Call of Cthulhu campaign the constant 
demands of inventive Investigators can prove to be quite a strain on 
the poor Keeper. A booklet crammed full of easily adaptable ideas 
can be invaluable.
	Tales of Terror was conceived with this in mind. The 'Tales' 
can be quickly and easily dropped into any game. While preliminary 
investigations are being conducted the Keeper has time to decide 
which (if any) of the three possibilities apply. Further details can 
be created by the Keeper as required.
	Many scenarios for Call of Cthulhu are too big. Great Old 
Ones, R'lyeh, Outer Gods, and monsters the size of mountains all 
threatening civilization as we know it. In the midst of these major 
conflicts there should be smaller struggles. A nest of vampires, a 
haunted house, an unexpected death. Tales of Terror is brimming with 
these low key investigations that put saving the world into 
perspective.
	Tales of Terror is also a source of red herrings and 
associated leads. On the trail of Deep Ones? (Or Lloigor? Or sinister 
orientals? Or vampires?) There are Tales here with the potential to 
confuse, illuminate and terrify.
	Ultimately, Tales of Terror is a booklet of ideas. The 
situations here each have the potential of being expanded into a full 
blown adventure. A scenario is often the development of one or two 
isolated ideas. A vision, spark, or something. Tales of Terror 
consists of these ideas distilled out from the descriptive text.
	Use it as you will.