The following articles originally appeared on an earlier iteration of See Page XX in February 2008. Tools, toys and transport are the theme for this issue of Page XX. Robin D Laws discusses the use of music to end scenes in GUMSHOE games, and James Semple provides some stings for Trail of Cthulhu. Jamie Maclaren […]
The following articles originally appeared on an earlier iteration of See Page XX in October 2007. October heralds the relaunch of See Page XX to fit in with the new look Pelgrane Press website. But it’s more than cosmetic; there are other changes – this month features more articles than we’ve ever had before. We have […]
As we enter our ninety-sixth year of lockdown, we’ve lost all concept of space, time, and externality. If you’re looking for an introductory session to get your group into the Dracula Dossier, pick up this month’s PDF release The Dracula Vector. New Releases The Dracula Vector – An introductory adventure for Night’s Black Agents, which can […]
The following article originally appeared on an earlier iteration of See Page XX in April 2008. You can find James’ soundtracks for Trail of Cthulhu, Night’s Black Agents, and Esoterrorists. by James Semple As a composer and roleplayer, I’ve been very interested in using music in my games. At the moment I game once a week […]
The following article originally appeared on an earlier iteration of See Page XX in February 2008. Media composer James Semple has created some musical stings for use with Trail of Cthulhu. James has worked with Cthulhu before (in a manner of speaking), creating the intro to the excellent Yog Radio, and he composed a Trail of […]
As we enter the fifth month of lockdown, gaming continues to develop online. We recently attended (the first?) Gen Con Online, and were surprised by how busy it was – our panels will be appearing on our YouTube channel shortly. We’ve also reconnected with our friends at the Bundle of Holding to offer the Compleat […]
New Releases Swords of the Serpentine: The Adventurer’s Edition pre-order – A GUMSHOE sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. Pre-order now and get a limited edition colour print map of Eversink. Honey & Hot Wax – An Erotic Art Games […]
Mythos Investigation and Horror in the 1930s
You have to keep the doors to the Outside from swinging open – no matter what the cost in life or sanity. You have to piece together clues from books bound in human skin, from eviscerated corpses covered in ichor, and from inscriptions carved on walls built before humanity evolved. You have to go wherever the answers are, and do what needs to be done to protect humanity. But do you dare to follow… the trail of Cthulhu?
Trail of Cthulhu is an award-winning roleplaying game of investigative horror, powered by the GUMSHOE system and produced under license from Chaosium. Acclaimed expert on the eldritch Kenneth Hite weds his encylopaedic knowledge of vivid historical detail to his mastery of H. P. Lovecraft’s classic horror tales to bring their cosmic malignity forward into the 1930s—a time when the creeping madness of the Great Old Ones intermingles with the sweeping cruelty of global totalitarianism.
Trail of Cthulhu is designed for investigative play: the challenge is in interpreting clues, not finding them. The game also offers:
- Two modes of play: Pulp (for the “desperate action” feel of Robert E. Howard or Indiana Jones) and Purist (full of philosophical horror and cosmic dread)
- A new take on Lovecraft’s creatures and cults that makes even the most familiar Mythos elements surprising and scary at the gaming table
- Innovative rules for sanity and stability
- A Drives mechanic that addresses the perennial horror RPG question, “Why don’t we just forget we saw anything, and go home where it’s safe?”
- GM advice on how to run a horror adventure
- Detailed notes on designing an enthralling, cohesive investigative adventure using the GUMSHOE system’s clue structure.
Trail of Cthulhu won two ENnie awards for Best Rules and Best Writing, as well as receiving an honourable mention for Product of the Year. It’s now in its third print run, and currently available in five languages.
Support for Trail of Cthulhu includes award-winning adventures, supplements, and campaigns from designers such as Kenneth Hite, Robin D. Laws, Jason Morningstar, Will Hindmarch, Jeff Tidball, Adam Gauntlett, Graham Walmsley, Gareth Ryder-Hanrahan, and Bill White.
You are among the few who suspect the truth about the mad gods at the center of the universe, about the Great Old Ones who dream of clearing off the Earth, about the extra-terrestrials who use mankind in their experiments, about the ancient legends of undying evil that are all coming true. You have to make sure nobody else ever finds out — or the world will wake up screaming…
See the complete reviews to date here.
.…I was concerned that my traditional style of low prep freeform gaming would have trouble with the GUMSHOE clue system included here… I quickly discovered that this was not an obstacle at all, … it was very easy to constantly push new clues through different Investigative Abilities. In fact, I found that the game worked spectacularly well with this style as the nature of these Abilities encouraged me to constantly engage each of the players thereby resulting in a mystery that was continuously moving forward to its PC driven conclusion. My play experiences have been far more satisfying than I would have expected, though my group has largely avoided physical conflict whenever possible.
CW Richeson on rpg.net
Overall, this is a masterful melding of the Gumshoe system with classic Cthulhu Mythos gaming, an inspired match. There’s so much goodness in this that I’ll be back again and again, not just to play but to mine for ideas whatever I am doing.
Megan Robertson on rpgnow.com
By now it should be evident that I really love Trail of Cthulhu. I think it manages to capture the feel and style of HPL’s stories, particularly when played in Purist mode, with rules built to complement the stories. GUMSHOE is a perfect fit for investigative type adventures, and well-suited for a plotted out set of scenes. It also is simple enough to be run in a more “off-the-cuff” improvisational style and doesn’t require a great deal of prep on the part of the Keeper.
Michael Harnish on RPG Geek
…the section on the Cthulhu Elder Gods/Outer Gods is superb and packed with so many incredibly insane ideas for running plots it is hard to talk about it without waving hands around incoherently. One small sentence about Elder Gods as meme loads was so compelling it was a hot topic in my house for three days. If you’re into CoC at all, this is worth getting to juice up campaigns and take them to 11.
The Gumshoe system is an investigation-oriented one, and this orientation is well suited to many Mythos scenarios. We enjoyed playing our characters and didn’t have too much trouble picking up the system. I’d recommend it.
Duncan Hunter on rpg.net
This book is gorgeous; my copy is a lovely 248 page hardcover. Jérome Huguenin does a masterful job with art and layout. That art is consistent throughout– something not to be underestimated as a key to make a game feel complete … Worth buying for any gamer interesting in horror or Lovecraft.
Lowell Francis on rpggeek.com
With enough for everyone and a system flexible to have from a purely investigative adventure to a action fuelled Indiana Jones style game, if you like Lovecraft, you simply can’t go wrong with it
Paco G Jaen of G*M*S Magazine
A horrific supplement for The Esoterrorists and Fear Itself
By Dave Allsop and Adrian Bott
See a PDF sample of the Book here.
The Book of Unremitting Horror was nominated in the Best Monsters/Adversaries category of the Ennie Awards.
Players in horror campaigns are a little too accustomed to the nightmares their characters face; even the most eldritch of tentacular horrors is less intimidating when you know exactly what it is, because your PC has faced it before.
New times demand new nightmares. This, therefore, is a book of horrors, not a manual of monsters. The horrors are nightmarishly intimate, often created from human vice, or let loose by human greed. They show us the ugliness that underlies reality. They are the crawling things under the rock of the everyday, sane world. Consequently, we’ve detailed our creatures in depth.
Each one has its own agenda, its own reason for existence and its own legend. We’ve made these creatures unusual, frightening and bizarre, yet sufficiently comprehensible that they players realize they are up against something intelligent, if inhuman.
The Book of Unremitting Horror includes thirty creatures each with:
- Diary entries, articles and transcripts
- A detailed description with behaviour
- The forensic clues left behind by the creature
- Details of their history and origins
- Their special abilities
- Their GUMSHOE system stats
The Book covers using creatures with The Esoterrorists background, and another includes detailed adventure hooks for use with that setting. There are also artifacts and new GUMSHOE abilities.
Finally, the book includes two full length adventures.
Using BOUH with The Esoterrorists and with Fear Itself
In Esterrorists, you are a highly competent investigator, tracking down creatures of Unremitting Horror. You may risk injury, madness and death, but it’s your choice. In Fear Itself, your just a normal person, and the creatures are after you. Let’s take an example creature, the Sisterite. She hunts down vulnerable men online, arranges a date, then kills them. In Fear Itself, the adventure would start with your techie friend going missing. In Esoterrorists, you would be part of the OV investigating the work of a peculiar serial killer.
Bonus: Webpages of Unremitting Horror!
Spot the Unremitting Horror creature on each page:
- Unremitting Horror: Jorgamundr
- Unremitting Horror: Dating
- Unremitting Horror: The Poet A P Morton Blunkett
The Book of Unremitting Horror is our most critically acclaimed. See the complete reviews to date here.
In my option The Book of Unremitting Horror is a must-have for any GM interested in running horror campaigns, regardless if he/she is using a GUMSHOE game or not.
Excellent, atmospheric and very printer friendly. As a fan of gory, disturbing horror I can’t recommend this book highly enough. As a gamer, these monsters will show up in most of the sessions I run, and what higher review can I give this product than that?
The Book of Unremitting Horror is based on the d20 Book of Unremitting Horror already released by Pelgrane Press Ltd, and contains duplicate material from that publication.
The Outer Dark Is Coming…
Only the Facts Can Save You…
And The Facts Must Be Suppressed!
Ripped from the secret files of the Ordo Veritatis, the the Esoterror Fact
Book briefs you on what you need to send players into intrigue-filled
confrontation with forces of international terror bent on supernatural
This 152-page player-friendly sourcebook for The Esoterrorists lays
out the facts GMs and players have been clamoring for:
- Study the Operations Manual to master the procedures and protocols of the Ordo Veritatis, from
recruitment to the veil-out.
- Examine Station Duty to get support for fixed-location campaigns in the world of Esoterror – it’s not just the OV facing the entities of the outer dark, it’s your friends and family.
- When monster hunting gets too hairy for ordinary investigators, call in the Special Suppression Forces to sweep ’em up. Pulse-pounding and reeking of cordite, this section includes both background material and optional crunchier combat rules for paramilitary GUMSHOE play.
- The Enemy rushes the freshest knowledge on the Esoterrorists into your players’ hands. Learn the
latest on suspected Esoterror cells, their personality types, financing and organization.
- Unaffiliated Operatives profiles nine figures in the world of supernatural ops whose twisting allegiances may make them your untrustworthy friends – or troublesome adversaries who play outside the usual rules.
- Dread Locations explores eleven haunted places where the membrane between this world and the Outer Dark has grown terrifyingly thin.
- Hone your GUMSHOE skills with a quick dispatch of the latest GM Advice. Astute players, take note – this section can help you sharpen your game, too!
Covering everything from the membrane to magic, from electronic surveillance to evidence collection, the Fact Book is the Ordo Veritatis bible.
See the complete reviews to date here
To put it mildly this book is a fantastic addition to The Esoterrorist product line. I honestly think that this might be one of the best supplemental books that I have read for ANY setting…it is that good.
The Esoterror Factbook changed all that for me. Now I “get it.” The first 39 pages really bring the setting into a better focus. Everything from case evaluation to the Veil-out is covered.
Read it before the Esoterrorists do!