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Cthulhu Apocalypse: Slaves of the Mother

The long-awaited conclusion of the Cthulhu Apocalypse campaign.

Three years ago, the world died.

Horrors now stalk the empty and overgrown streets of the civilisation that once existed here. The passage of three long, strange years has transformed the world into an unrecognisable landscape of horrors. There are a few survivors, living in the ruins of the past, but under the unfathomable pressure of the Mythos, their humanity is slipping away, cracking and moulting in the process of becoming something new.

Will the Investigators survive to the end – or will they even want to?

Written by Gareth Ryder-Hanrahan, Slaves of the Mother contains the final three scenarios for Cthulhu Apocalypse by Graham Walmsley.

Cthulhu Apocalypse: The Apocalypse Machine

Nominated for Best Setting and Best eBook in the 2012 ENnie awards. Winner of the Gold ENnie for Best e-Book.

On November 2nd, 1936, the world died. Humanity perished, women and men died in their millions. Finally, the stars had come right, and the things that had lurked under the seas for eons rose to claim their rightful place. Now, they rule the earth, stalking it like titans.

Yet you survived this destruction. Some miracle or design left you alive to watch the destruction of everything humanity built. You are doomed to wander the devastated ruins, discovering what little you can. What went wrong? Are there others like you? How can you stay alive? Can you fight back? And, most importantly of all, is there a way to put this right?

The Apocalypse Machine continues the investigations of Trail of Cthulhu in a post-apocalyptic world. In these pages, you will find instructions on designing your own apocalypse; new Occupations, Skills and Drives, and explanations of how the old ones function in this post-apocalyptic world; and many ways for the Mythos to take over.

Your apocalypse can happen anyway you want, whether it’s a nuclear disaster, a meteor slamming into the ocean, the new ice age, or Cthulhu taking a stroll, it’s up to you.

The Apocalypse Machine contains two different modes of play, Aftershock and Wasteland.

  • Aftershock – This mode puts the investigators right in the thick of it, moments after the earthquake has toppled buildings, mere seconds after the Mi-Go swarms are spotted in the skies. You have to find a safe place, food, water, and just try to escape the Mythos hordes.
  • Wasteland – The apocalypse was years ago, barely talked about anymore, the old civilisation has gone, replaced with a rougher existence. Frontier towns, destroyed buildings, poisoned farmland, you can’t escape the effects, you just have to learn to survive in the new world.

The Apocalypse Machine is the second installment of the series now contained in Cthulhu Apocalypse by Graham Walmsley, author of the Purist adventures in The Final Revelation.

Related Material

Cthulhu Apocalypse: Dead White World

The first part of the highly anticipated Cthulhu Apocalypse campaign.

The Investigators are rendered unconscious by a train crash. When they wake they discover the world has died. White flowers cover the ground and they see, beneath the delicate petals, the faces of the dead. No other human is in sight, everyone is gone.

The struggle to survive the apocalypse takes the Investigators through Britain, across the sea to America and beyond the veils of reality.

The Dead White World contains the first three scenarios now contained in Cthulhu Apocalypse by Graham Walmsley, author of the Purist adventures in The Final Revelation.

There is a review of Graham Wamlsey’s opening chapters of Cthulhu Apocalpyse here on rpg.net (9/10)

Everyone was very happy with the scenario at its end. It was bleak, very Lovecraftian, and will be remembered as a gaming highlight by myself for many years to come. A lot of the credit for the excellent series of sessions must rest on the author – Graham Walmsley – who has crafted a horrible situation for players to navigate that is not a familiar Mythos monster charging down upon you, or a cult needing foiling. For this original conceit, I must applaud the author. His many sidebars, ideas, and notes (including the Save Vs. Apocalypse sidebar on escaping Dover as it is destroyed) make the scenario an inspiring piece to run.

Dulce et Decorum Est: Great War Trail of Cthulhu

And the dead were the dead; this was no time to be pitying them or asking silly questions about their outraged lives. Such sights must be taken for granted, I thought, as I gasped and slithered and stumbled with my disconsolate crew. Floating on the surface of the flooded trench was the mask of a human face which had detached itself from the skull.

– Siegfried Sassoon

This collection of adventures considers the Great War, 1914-18, from the perspective of Trail of Cthulhu.  From the conflict in the air, to the depths of the sea, the home front and the different battle fronts, the Great War affects the lives of countless millions of people. It also brings humanity into conflict with elements of the Mythos, and in particular the Charnel God Mordiggian who, for the first time in centuries, may actually have more to devour than it can stomach.

The forces of the Gods do not take kindly to being disturbed, and nor do they usually play favourites; unless your players are careful, they may find themselves attacked and wiped out in an instant, caught in an otherworldly crossfire they can only hope to survive, not understand.

Campaign Frame

Dulce et Decorum Est features GUMSHOE adaptations and new abilities for war in the air, and on the sea and land, and how the mythos might interact with the horrors of the war, and the participants.

Dulce et Decorum Est – Great War Trail of Cthulhu contains the following scenarios:

Vaterland

The once-mighty Vaterland is a prisoner of politics. She is trapped in New York Harbour, as war rages in Europe. Her crew and Commodore are just as much prisoners as the ship herself, though they are making the best of their captivity by hosting concerts in support of the German relief effort. You’ve come aboard at the behest of John Rathom, editor of the Providence Journal, in hopes of uncovering a German plot.

Dead Horse Corner

The protagonists discover that a trench which ought to have been occupied by their fellow soldiers has been abandoned. Twenty men vanished without a trace, food still on the table and coffee cooling in their mugs. Was it an enemy attack, or something less ordinary?

Sisters of Sorrow

The crew of German U-boat UC-12, is sent on a standard mission; penetrate the North Sea defensive zone, make their way to Tyneside, lay their mines and return. But nothing in the Great War is that simple. While underwater, the crew start to hear a strange, muffled booming noise, ringing like a sequence of church bells. It’s not whales. It’s not enemy forces. Something else is down here. While settled on the sea floor to get some much-needed rest, the crew starts to act suspiciously. Someone is up to no good. The ship’s cat disappears and a strange weed is found growing on board.

Then the tapping on the hull begins…

People who bought this also bought Cthulhu Apocalypse, Soldiers of Pen and Ink and The Final Revelation.

Bookhounds of London

An Ennie- and Golden Geek-award-winning supplement for Trail of Cthulhu.

These cycles of experience, of course, all stem from that worm-riddled book. I remember when I found it – in a dimly lighted place near the black, oily river where the mists always swirl.
– The Book

Forbidden Tomes

Bookhounds of London is a brand new campaign setting for Trail of Cthulhu, packed with period detail, where the Investigators seek out books about horror and strangeness and become, seemingly inevitably, drawn into the horror themselves. It provides in-depth material on London in the 1930s, carefully slanted towards Mythos investigators.

An Ancient City

Bookhounds’ London is a city of cinemas, electric lights, global power and the height of fashion. It’s about the horrors – the cancers – that lurk in the capital, in the very beating heart of human civilization. A Templar altar might well crouch, mostly forgotten, in the dreary Hackney Marshes, but altars to false gods tower over the metaphorical swamps of Fleet Street and Whitehall. And as for lost, prehuman ruins … who’s to say what lies under London, if you dig deep enough?

Terrible Choices

The PCs aren’t stalwart G-men or tweedy scholars exploring forbidden frontiers. Instead, they acquire maps (and maybe guidebooks) to those forbidden frontiers from fusty libraries and prestigious auction houses. They are Book-Hounds, looking for profit in mouldy vellum and leather bindings, balancing their own books by finding first editions for Satanists and would-be sorcerers. They may not quite know what they traffic in, or they may know rather better than their clientele, but needs must when the bills come in. This volume includes:

  • 32 authentic full-colour maps with unique new street index of London in the 1930s, and plans of major buildings.
  • A Mythos take on London in the 1930s, packed with contacts, locations and rumours.
  • New abilities such as Document Analysis, Auction and Forgery, as well as new occupations and Drives.
  • Full statistics for a host of new and horrible Mythos creatures to pit against the Bookhounds.
  • Whitechapel Black-Letter, a brand new adventure which takes Bookhounds through the bleak East End of London on the trail of a powerful 15th century grimoire.

With Bookhounds, Kenneth Hite creates a rich sandbox full of dusty tomes, crooked dealers and dark alleys, a perfect setting for any Mythos investigation.

A Detailed Guide to London in the 1930s

Bookhounds of London also features a complete, indexed street map of London, recreated and adapted from original sources, packed with over 200 locations essential to Investigators. Whatever system you play, this is an essential resource for Mythos roleplayers. The PDF version is fully cross-referenced. The cartography in Bookhounds won a silver ENnie award.

 

Page XX Map Close Up

 

See the complete reviews to date here

Not only does Bookhounds make me want to run a game, it makes me feel confident that I could run that game well. Many supplements place the burden of extracting a game from their contents on the Keeper; this book does not. As an unconfident and less experienced Keeper, this is excellent. If you only get one supplement for Trail of Cthulhu, this should be it.

Whomever, decides to buy it will certainly get their money’s worth and more. This is a beautifully and hauntingly illustrated book, in which the graphics are not horrific but do instill a certain sense of dread. I would commend Pelgrane Press once again for creating yet another beautiful product that is both attractive, functional and serves a multitude of purposes.

I don’t think I’ve ever read a gamebook which so carefully integrated the character of the city with the character of the play. It is an imaginary London, but one vivid and playable … Bookhounds could obviously be easily used by a traditional Call of Cthulhu GM and I’d recommend they pick it up. Anyone with an interested in London or England in the first half of the 20th Century should consider it as well.

To the usual Trail mix of Pulp vanilla and Purist chocolate, we now get rainbow sherbert Arabesque, rocky road sordid, and disgustingly neon Technicolor. We can only hope that Pelgrane provides more support for this line so as to give us more of what is otherwise an impressive and inspirational book.

People who bought this also bought Cthulhu Apocalypse, The Book of the Smoke and Out of Space.

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