Published by Chaosium, Inc. Since I'm also a big fan of Call of Cthulhu, I've long been interested in getting my hands on a copy of Shadows of Yog-Sothoth, an adventure which tends to come up whenever great campaign modules are discussed. Unfortunately for me, the adventure was first published in and reprinted in as part of Cthulhu Classics, and I wasn't able to get my hands on a copy until it was recently re-released in an expanded form. Since I was unable to acquire the earlier editions of the adventure, I can't comment on how significant the revisions here are.

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The first campaign for Call of Cthulhu , it paved the way for many classics to come and it introduced the concept of the onionskin campaign. In Shadows of Yog-Sothoth, that cult is the Masters of the Silver Twilight, an international organization dedicated to a single aim. Even though the stars are not quite right, the cult believes it can force the premature rise of the city and release the Great old One.

The campaign against the cult is broken into seven parts, taking the investigators from Boston to New York, then Scotland, California, Maine, and finally Easter Island and the South Pacific.

When the characters are promoted above the publicly known ranks, the Order reveals the truth, that it worships no earthly god and is awaiting the time when the stars come right and alien deities can reclaim what once was theirs. The items suggest that time travel works; but why does everyone seem so tired? A second letter asks them to look into the disappearance of a noted American big game hunter and archaeologist from his village home of Cannich in Scotland.

There the characters must contend with suspicious locals as well as strange foreigners working at a loch-side dig. There is also a lack of urgency to the adventure, despite the events it suggests, and the Keeper is very much left to cope on his own. Back in the U. Set in the Mojave Desert, this has a pleasing sense of isolation as the investigators are menaced by forgotten links to a lost Indian tribe.

Originally published in , and reprinted in as part of Cthulhu Classics, this campaign has long been regarded as a flawed classic with numerous problems. Its setup is weak and it is difficult to get investigators involved. The links between the chapters are flimsy and awkward, and the constant use of the letter as a plot device is wearisome.

The campaign lacks Keeper advice. Having been written by different hands, it has a rough, incohesive feel. Chaosium has attempted to address some of these problems with these reprints. Every NPC is illustrated; each chapter lists selected links between it and the other parts; and there is a little—often too little—Keeper advice for each chapter, though not for the campaign as a whole.

Running it is a daunting prospect for any but the most experienced Keepers. Individually, some of its scenarios are creepy little affairs and it gives a genuine reason for the investigators to face Great Cthulhu himself, but until it receives a rewrite, Shadows of Yog-Sothoth does not quite live up to its ambitions. It gets 6 phobias. Share this:.


Shadows of Yog-Sothoth

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Shadows of Yog-Sothoth PDF

Please log in to add or reply to comments. The freedom of choice and the investigative angle is more or less non-existant chapter 5 in particular feels like a sheer harassment of the PC:s. The mission is also pretty lame; prevent R'lye from rising by preventing an artefact to fall into the hands of an international cult. A yet more damning verdict is the poor research done on the history of Easter Island and the mythology of the Rapa-Nui. At the time of the publication, you could have expected this adventure to at least tie into the cautioning tale of Easter Island as a fallen civilization that first wrecked the local ecology, then regressed into tribal warfare and finally resorted to cannibalism, leaving but a few surviving degenerates to eventually greet the dismayed Europeans.


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