Advice for Running 'Paper Chase' for Call of Cthulhu 7e
Review, Tips, Tricks and Handout Ideas for Paper Chase, a Call of Cthulhu 7e Scenario

Paper Chase is often the first scenario many new Keeper's encounter - and for good reason. Designed for a small party (solo or two person duet), this short, low combat investigation emphasizes tone, pacing and storytelling. But while its simplicity is a strength, many Keepers find the need to tweak it to make it more satisfying in its payoff.
Scenario Overview:
- Title: Paper Chase
- Setting: Arnoldsburg, West Virginia (1920s or modern)
- Runtime: 1–2 hours
- Themes: Investigation, moral ambiguity, light supernatural horror
- Best For: Solo players or new duets exploring the tone of CoC
The scenario opens with a simple mystery: books have been stolen from a local estate. The nephew, Thomas Kimball, asks the investigator to look into a break-in at his late uncle Douglas Kimball’s house. The trail leads to the cemetery—and what’s left of Douglas.
What Works:
- Perfect for New Keepers or Players – With minimal combat and one or two investigators, it’s a soft entry point into CoC’s themes.
- Unexpected Monster Sympathy – Ghoul-Douglas isn’t a villain. He’s a tragic, almost poetic figure. Some players may walk away feeling sorry for him.
- Great Opportunity for Roleplay – A one-on-one scene with a ghoul asking to be left alone? That’s pure CoC flavor.
What to Watch For:
- Too Light in Tone for Some – Some Keepers have noted the scenario feels “cute,” and not particularly horrific.
- Leads Too Quickly to the Ending – The infamous map handout points directly to the cemetery and Douglas’s hideout.Many Keepers have had their investigators beeline directly to the end of the Scenario based on the information.
- Underdeveloped Investigation – Clues don’t logically connect. Some Keepers say players skip the police, library, or newspaper entirely without nudges.
Keeper Tips & Tricks:
- Delay the Journal: Instead of leaving the big clue in the study, move it into the tunnels beneath the cemetery. Or lock it in a desk the player needs to find a key for. As written, they find the journal, then the map, and boom—it’s over.
- Use the Town First: Give players a reason to visit the local library, police station, or newspaper. This fleshes out Arnoldsburg and builds investigative flow. Try adding a newspaper article quoting Douglas’s elitist rants about the homeless, A police report of vagrants disappearing and locals whispering about strange sounds in the cemetery at night
- Make Douglas Morally Gray: Douglas should be horrific, but understandable. Making the investigator's choice have weight adds meaning. Do they sympathize with a murderer or stop a man who is just looking for peace.
- Remove the Map (or Alter It): If you keep the map, edit out the direct route to the crypt. Let players find the trail themselves. Many Keepers reported better pacing this way.
- Use Ghouls as a Living World: Don’t have the player fight ghouls—have them stalk, watch, or chase. The Ghouls should be like Hyenas, dangerous, but not mindless, and cunning, feral, but intelligent.That’s even more unsettling.
Handout Design:
Because this scenario is short, even one or two quality handouts can elevate the experience.
- Journal Page (Moved from Study): Handwrite a single journal entry from Douglas, age the paper and add smudged ink or bloodstains, include unsettling reflections: “They don’t judge. They listen. And they let me read in peace.”
- Newspaper Clippings: Create two articles from The Arnoldsburg Herald: “Local Scholar Criticizes Police Inaction” – Douglas complains about vagrants and “Cemetery Quiet Again After Strange Activity” – Hints that the problem mysteriously “resolved itself”. These give players incentive to visit the paper or police and hint at Douglas’s guilt.
- Letter from Thomas Kimball: Instead of a cold “quest giver” intro, make the case personal: “Uncle Douglas was always a strange man… but he didn’t deserve this. Please help me figure out what’s going on. The police won’t listen.”
- Edited Map (Optional): If you do use the map, blur or remove the direct route. Let players ask the groundskeeper or stumble upon the right path themselves.
Final Thoughts:
Paper Chase is not about defeating monsters or escaping madness - it's about a quiet, strange horror that asks investigators to reflect, not react. But, in my opnion it needs a little Keeper finesse to work. Tweak the clues, shift the tone, and don't let the story resolve too quickly.
About the Creator
Aspen Noble
I draw inspiration from folklore, history, and the poetry of survival. My stories explore the boundaries between mercy and control, faith and freedom, and the cost of reclaiming one’s own magic.
Find me @author.aspen.noble on IG!


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