Search Results for: kenneth hite

Hideous Creatures: Mi-Go

“As to what the things were — explanations naturally varied.” So are described the Hideous Creatures: Mi-Go, the fungi from Yuggoth, the half-crustacean haunters of the hillside, the malevolent alien miners … are also opponents of the Yellow Sign and tireless questers for science. And that’s just one story! Are they servants of Nyarlathotep or fellow sentients trapped in a hellish cosmos? Listen for their whispers in tales of kobolds and kallikanzarai, look for their traces in Himalayan snows and heartland crop circles.

They resemble pinkish-gray crustaceans, with two nippers and myriads of twitching smaller limbs. A bulbous, frond-covered head and two membranous wings complete the picture. They communicate with each other telepathically, or by changing the colors of their wrinkled heads, but they can speak human tongues in buzzing, insectlike voices. Their multiple legs leave strange footprints resembling pronged wedges; it can be difficult to tell which direction they traveled from such spoor.

Hideous Creatures: Mi-Go includes:

  • Two unique scenario seeds
  • Deadly Mi-Go Weaponry
  • Keeper clues for every Trail of Cthulhu Investigative ability
  • Six mythic echoes from across the world
  • Fourteen Mi-Go variations
  • And new powers, like Earthquakes, Orbital Flight, and more, with GUMSHOE statistics

In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.

Praise for Hideous Creatures:

“a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.”High Trust, High Drama Blog

“I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” Paul Baldowski

Hideous Creatures: Mi-Go is the fifth installment of Ken Writes About Stuff Volume 1.

Ken Writes About Stuff Volume 1

KWAS Cover_350KWAS Vol. 1 is a collection of 13 supplements written by master Lovecraftian writer and GUMSHOE guru Kenneth Hite. Discover hideous creatures, uncover an occult Nazi bell or join the men in black with this baker’s dozen of fear and fun!

In the ENnie-award winning Ken Writes About Stuff series, Kenneth Hite turns his considerable writing talents and encyclopedic knowledge of game design, history, the occult and all things Mythos to bear on new topics. From hideous creatures to GUMSHOE innovations, from Moon Dust Men to martial arts, Ken illuminates the dark corners of the genre with 4000-word supplements.

Each PDF includes a deep delve into some deeply weird topic, plus crunchy bits for your GUMSHOE game. If you’re a fan of Suppressed Transmissions, Trail of Cthulhu, Night’s Black Agents, The Nazi Occult or Day After Ragnarok, KWAS is a must-have.

KWAS Vol. 1 features:

Hideous Creatures: Deep Ones. dives deep into the myth of the batrachian denizens of Innsmouth.

  • Ken’s take on martial arts, in the GUMSHOE Zoom: Martial Arts, intended to model the sorts of stories (usually movies) in which martial arts combat takes center stage in at least one scene.
  • Die Glocke, about a mysterious bell-shaped device built deep in a Silesian mine shaft by the SS.
  • Hideous Creatures: Mi-Go, about the fungi from Yuggoth, the half-crustacean haunters of the hillside, the malevolent alien miners … are also opponents of the Yellow Sign and tireless questers for science.
  • Moon Dust Men – employees of the program President Eisenhower established in 1953 to locate, contain, and coordinate everything known about the alien presence on Earth.
  • Hideous Creatures: Ghouls – charnel predators, or changeling denizens of Dream, follow their tunnels from the sands of Arabia to the catacombs of Paris – or just stay in Boston for some fine New England cuisine!
  • Looking Glass: Mumbai – We look at India’s mightiest metropolis, from its legendary crime syndicates to its glamorous movie colony — and we look beneath it, for vampires and conspiracies and Mythos maneuverings.
  • Hideous Creatures: Shoggoth. Infinitely plastic and ductile — slaves of suggestion, builders of cities — more and more sullen … intelligent … amphibious … and imitative! If something can take any shape, what is its true nature? Are the shoggoths slave machines or biotech Singularity? Are they one or many? Tekeli-li!kwas1cover
  • GUMSHOE Zoom: Mind Control. This is the kindest, bravest, warmest, most wonderful GUMSHOE Zoom I’ve ever known in my life. Presenting detailed rules for brainwashing, memetics, telecontrol, and brain hacking, and for gear from the Microwave Auditory Effect gun to subliminal flashers to tinfoil hats, it brings the fight inside your head.
  • Hideous Creatures: Star Vampires. “The human blood on which it had fed revealed the hitAre they summoned demons or feral predators? Are they kindred or competitors to Colin Wilson’s Space Vampires? Herein we therto invisible outlines of the feaster.” Invisible outlines that shall be expanded upon, extended even, into all sorts of dimensions. race the Shambler From the Stars, with bonus Night’s Black Agents statistics and a scenario seed.
  • Lilith. “Satan here held his Babylonish court, and in the blood of stainless childhood the leprous limbs of phosphorescent Lilith were laved.” Lilith as Queen of the Vampires, Lady of the Night — or as First Rebel and First Heroine? We look at the many faces of Lilith, as a Trail of Cthulhu titan (Elder Goddess or Great Old One), Night’s Black Agents vampire queen, Mutant City Blues super-Typhoid Mary, and at her role in the center of the First Esoterror Operation.
  • There is also a bonus edition, available only with this collection: Foul Congeries 1. This issue opens the books on Lovecraftian monsters that have never taken stat-block form before in any game, including the Ultraviolet Devourer, Vampirish Vapour and Worm-Cultist.

Volume 2 of Ken Writes About Stuff is available here, and volume 3 here.

Hideous Creatures: Deep Ones

HIDEOUS CREATURES: DEEP ONES dives deep into the myth of the batrachian denizens of Innsmouth. Are they human hybrids, or alien implants? Telepaths or psychopaths? Mermaids or monstrosities? From the legends of the Japanese kappa to the “kulullu” carved on the walls of Babylon, the spoor of the Deep Ones lingers everywhere.

The amphibious humanoid species known as the Deep Ones moves with alarming speed on land, and with predatory grace and power under water. Their teeth and claws are razor-sharp, and their skin combines scales with a thick subdermal layer for efficient protection against injury and cold. Ducts and nictitating membranes keep their large, black eyes moist

Hideous Creatures: Deep Ones includes,

  • Four unique scenario seeds
  • Keeper clues for every Trail of Cthulhu Investigative ability
  • Eight mythic echos from across the world
  • Twelve Deep One variations
  • Ten new powers, with GUMSHOE statistics

In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.

Praise for Hideous Creatures:

“a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.”High Trust, High Drama Blog

“I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” Paul Baldowski

Hideous Creatures: Deep Ones is the the first installment of Ken Writes About Stuff Volume 1.

GUMSHOE Zoom: Martial Arts

From Muay Thai’s ruthless “eight-point” technique, to swift and deadly Aikido, or plain-old pugilism, GUMSHOE Zoom: Martial Arts features new rules and options for any GUMSHOE setting. This Zoom includes nine styles of martial arts, both armed and unarmed, rules for customization, and The Way Of The GUMSHOE.

GUMSHOE Zoom: Martial Arts is intended to model the sorts of stories in which martial arts combat takes center stage in at least one scene. In addition to straight martial-arts films like Enter the Dragon or Ong-Bak, you can see such martial arts foregrounding in hybrid thrillers such as Raid: Redemption, The Matrix, or Haywire, or even as a set piece in a “straight” spy thriller like The Bourne Supremacy.

It’s usable in any GUMSHOE setting, and includes styles for Trail of Cthulhu, Ashen Stars, Night’s Black Agents and Esoterrorists.

GUMSHOE Zoom: Martial Arts is the second installment of Ken Writes About Stuff Volume 1.

Praise for Ken Writes About Stuff:

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” – Daniel D.

“A brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

 

What is a GUMSHOE Zoom?

Not everything can support a game of its own, or even a big sourcebook. For those things, we present the GUMSHOE Zoom, a sort of supplement focused on a key game mechanic and its possible applications. In general, Zooms are interesting potential hacks, or intriguing adaptations of the main rules. Some apply to one specific topic or sub-sub-genre. Others cross all manner of GUMSHOE turf; you can slot them in and adapt them to tales of Cthulhuoid investigation, mean superpowered streets, or alien colonies alike.

Zooms are experimental. That does mean that they haven’t been playtested, necessarily. (If something in here is really really broken – and it’s not, as this ain’t our first rodeo – we’ll fix it in post.) But that also means we encourage you to experiment with them. Changing the cost, or prerequisites, or point effect, or other mechanical parameters of a given Zoom changes how often it shows up and how much drama it drives. The dials are in your hands.

Zooms will change the focus of your play if you use them. Putting a mechanic on the table puts it into your game. Adding a Zoom means more actions, possibly even more scenes, using those rules. Since the Zoom mechanics are intended to encourage specific actions or flavors, to force a card in your storytelling hand, they aren’t “balanced” against “normal” actions or rules. In general, if you don’t want to see more of it, don’t Zoom in on it.

Zooms are optional rules. You can and should ignore them if you don’t want them, or change them at will. After all, if a given Zoom turns out to be crucial to an upcoming GUMSHOE game, we’ll change it to fit that specific genre or form of storytelling.

Night’s Black Agents Limited Edition

Limited edition with bookplate

Night’s Black Agents won two silver ENnie awards for Best Game and Best Writing, and was nominated for Best Rules, Best Interior Art and Product of the Year. Find out why with the limited edition!

Only 100 copies of the faux-leatherbound limited edition Night’s Black Agents exist. 50 are available to customers in the U.S. and Canada, and 50 are available to customers outside the U.S. and Canada. The books are faux leather with silver foil, and each one includes a sticky-backed book plate signed by Kenneth Hite, which you can add to your book.

Night’s Black Agents puts you in the role of a deadly secret agent, taking down the forces of darkness.

Bring your favorite high-octane spy thrillers to the table with Night’s Black Agents from legendary designer Kenneth Hite (Trail of Cthulhu). Have friends who love console shooters? This is the tabletop RPG for them! Access the eyes-only Resources page for blank agent dossiers, quick-reference sheets, a 20-minute demo and more — but sweep for tracking devices first.

 

Buy the limited edition

The Cold War is over. Bush’s War is winding down.

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.

It turned out to matter a lot. Because it turned out you were working for vampires.

Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.

Or worse.

Night’s Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases.

Updating classic Gothic terrors for the postmodern age, Night’s Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rules options let you set the level of betrayal, grit, and action in your game. Riff from the worked examples or mix and match vampiric abilities, agendas, and assets for a completely custom sanguinary spy saga.

The included hook adventure gets the campaign going; the included city setting shows you what might be clotting in Marseilles’ veins even now. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, and keep watching the mirrors … and pray you’ve got your vampire stories straight.

Designer’s blog entries

An interview with the publisher

Free downloads and resources for Night’s Black Agents

Listen to Ken Hite talk about Night’s Black Agents on the Fear the Boot podcast

 

 

Review Highlights

Read all the reviews here.

As good as the toolkits that Night’s Black Agents provides are, the rules and advice deliver on the game and genre that they promise. Whether it is blood pumping action or heart stopping shocks, Night’s Black Agents is probably best shaken, and definitely has the “Vampire Spy Thriller” staked. – Matthew Pook

Vampires and spies – once you’re past the initial surprise, you’ll see that they work tremendously well in tandem. Well, I think they do, and I think the book’s an absolute knockout. – Sidney Roundwood

Director’s Handbook Limited Edition

Limited edition with bookplate

A Secret History Unearthed. A Legendary Horror Walks Again.

Only 100 copies of the limited edition exist. 50 are available to customers in the U.S. and Canada, and 50 are available to customers outside the U.S. and Canada. The limited edition books are faux-leatherbound with foil, and each one includes a sticky-backed bookplate signed by Kenneth Hite and Gareth Ryder-Hanrahan, which you can add to your book.

Presenting an epic improvised campaign for Night’s Black Agents Roleplaying Game. Do your Agents have what it takes to face the Lord of the Undead himself?

The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign. Players follow up leads in the margins of Dracula Unredacted, a rare edition of Bram Stoker’s masterpiece that reveals the terrifying truth behind the fiction. They’ll chase down the real characters from Stoker’s novel, their descendants in the present, and the British agents caught in the backblast.

Dracula's Castle_350Directors combine these leads and notes with pre-prepared elements in the Director’s Handbook, including:

  • Conspiracy nodes, eerie locations and vampiric beasts
  • More than 60 supporting characters in vampiric, heroic, or in-between versions
  • Different versions of the real Mina Harker, Abraham van Helsing, and the other stars of Stoker’s novel — and their modern-day successors, descendants, and survivors — who can drive the story in any direction the players look.

ZZ_Spread pages 186_187 (Carfax)

Players choose which leads to track, which scarlet trail to follow. The Director, using the clear step-by-step techniques in this book, improvises a suitably blood-soaked thriller in response to their choices. Clear advice to players and Directors on improvisation, with extensive examples and guidelines, helps you set the scene. Together, you will read and write your own unique version of the Dracula Dossier.

Follow the clues to end the story once and for all, and close Project EDOM forever. You will find, hunt, and kill Dracula, the king of the vampires.

If you survive.

Hillfolk Limited Edition

In the shadow of empires, an epic saga of ambition and desire!

Limited edition with bookplate

Only 100 copies of this faux-leatherbound limited edition Hillfolk exist. 50 are available to customers in the U.S. and Canada, and 50 are available to customers outside the U.S. and Canada. The books are faux leather with foil, and each one includes a sticky-backed bookplate signed by author Robin D. Laws for you to add to the book.

In an arid badlands, the hill people hunger. Your neighbors have grain, cattle, gold. You have horses and spears, courage and ambition. Together with those you love and hate, you will remake history—or die.

With the Hillfolk roleplaying game, you and your group weave an epic, ongoing saga of high-stakes interpersonal conflict that grows richer with every session. Its DramaSystem rules engine, from acclaimed designer Robin D. Laws, takes the basic structure of interpersonal conflict underlying fiction, movies and television and brings it to the world of roleplaying. This simple framework brings your creativity to the fore and keep a surprising, emotionally compelling narrative constantly on the move.

As you build your story, you mold and shape the Hillfolk setting to fit its needs. Do you entangle yourself with the seductions of your wealthy cousins to the north? Do you do battle with the fearsome sea people to the west? Or do you conquer the scattered badlands tribes to forge a new empire of your own?SP14-The Whateleys

Detailed play style notes show you how to make the most of DramaSystem’s new tools. Once you’ve mastered DramaSystem’s nuances, you’ll hunger to take them to new vistas. A stunning talent roster brings you 30 additional series settings. From Cthulhu cult family drama to ninjas, pirates, and steampunk cowboys, Hillfolk offers years of play value.

Contributors from every corner of the gaming scene and beyond include Ed Greenwood, Gene Ha & Art Lyon, Jason Morningstar, Kenneth Hite, Rob Heinsoo, Meg Baker, Wolfgang Baur, Jesse Bullington, John Scott Tynes, and Keith Baker.

Hideous Creatures: A Bestiary of the Cthulhu Mythos

Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote, his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving signals that the world is horrible and wrong.

In Hideous Creatures: A Bestiary of the Cthulhu Mythos, we present a comprehensive look at Lovecraft’s hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the uncanny: the recognition of something familiar as something weird. As in the “Gods and Titans” section of the Trail of Cthulhu core book, this book deliberately contradicts itself, blurring boundaries and erasing certainties in the name of the uncanny. In your campaign, these variant truths might be misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false sense of familiarity.

Hideous Creatures: A Bestiary of the Cthulhu Mythos is the Trail of Cthulhu bestiary written by Mythos giant Kenneth Hite and fellow experts Gareth Ryder-Hanrahan, Becky Annison, Helen Gould and Ruth Tillman, in the tradition of the award-winning Book of Unremitting Horror and the 13th Age Bestiary. Creatures are not just antagonists to fight or flee from; they are entire adventures by themselves, leaving physical traces, occult clues and madness in their eldritch wake.

Hideous Creatures: A Bestiary of the Cthulhu Mythos features seven all-new creatures:

Bholes * Colour Out of Space * Elder Things

Flying Polyps * Moon Beasts * Night-gaunts * Spawn of Yog-Sothoth

Plus full write-ups of nine Foul Congeries, opening the books on Lovecraftian monsters that have never taken stat-block form before in any game!

Bat-Things * Black Winged Ones * Gaseous Wraiths

Medusas * Raktajihva * Ultraviolet Devourer

Vampirish Vapour * Worm-Cultist * Y’m-bhi

And new art and in-world documents for each of the fifteen original Hideous Creatures:

Byakhee * Dark Young of Shub-Niggurath * Deep Ones

Ghouls * Great Race of Yith * Hounds of Tindalos

Hunting Horrors * Lloigor * Mi-Go

Rat-Things * Serpent Folk * Shoggoths

Star Vampires * Tcho-Tchos * Wendigo

People who bought this also bought Rough Magicks, The Book of Ants and Dreamhounds of Paris.

Mythos Expeditions

“Before that there had been wild enough stories — accounts of mysterious trips to Thibet, the African interior, the Arabian desert, the Amazon valley, Alaska, and certain little-known islands of the South Pacific…”
 — H. P. Lovecraft, “The Horror in the Museum”

Bon voyage! You are about to depart on ten journeys into the unknown, following the trail of Cthulhu to isolated Pacific islands, into the icy wastes of the Arctic, through jungles and war zones and even off the Earth itself. In the blank spaces of the map, dark deities flourish and evil festers… but the truth waits to be discovered, secret knowledge that man may not be meant to know but that Miskatonic University covets. Into that mystery your Investigators go, armed with gun and camera and notebook, risking their own survival to keep those blank spaces from swallowing up the world.

Hurry on board — the gangplank is going up!

The Mythos Expeditions are a collection of adventures for Trail of Cthulhu, designed to be run as a stand alone with new rules tailored for expeditions or as part of the Armitage Files campaign setting in the core rules. Take your Investigators on an expedition into the dense jungles of central Africa, trek through the arid wastes of the Gobi desert, and clamber through the lost cities of South America. Your travels will you take you through the skies and across the oceans, into the lava caves of Papua New Guinea and the frozen peaks of Patagonia.

Written by Kenneth Hite and Robin D. Laws, with contributions from an eclectic mix of mythos experts, it includes the following expeditions:

The Dwellers in the Dunes – Steven S. Long

Famed explorer Roy Chapman Andrews leads one final expedition into the harsh Gobi Desert of Mongolia in search of fossils. His true hope is to find evidence that humanity evolved in Central Asia as his academic mentor predicted years ago. When his latest expedition uncovers some hominid fossils, he and his colleagues are ecstatic — until members of the expedition start dying horribly. Can the Investigators figure out what’s going on and destroy or escape a menace out of time before they and the rest of the expedition become yet another collection of bones scattered across the desert?

The Mother of Malaria – Robin D. Laws

Professor H. C. Kelston of the London School of Hygiene and Tropical Medicine both loves and hates anopheles mosquitoes. Every day he wakes up thinking about the damnable creatures, so perfectly designed by evolution for fecundity. Kelston seeks a better way to end the disease’s reign of terror—by learning to control, and eventually exterminate, the mosquito itself. After expeditions to Egypt, Panama, and Greece, Kelston now trains his angry scientific eye on the British colony of North Rhodesia, in whose Busanga Swamp is said to fester the Mother of Mosquitoes. The investigators prepare to join him on that quest.

Lost on a Sea of Dreams – Adam Gauntlett

The group, en route to Bermuda with a bathysphere to assist naturalist and oceanographer William Beebe, is blown off course. The captain is injured in the storm, and few others aboard know much about navigation. Moreover what little they do know seems contradicted by the stars; none of the constellations are in the right place. How will the expedition get back on course?

An Incident at the Border – Kenneth Hite

On August 13 of 193-, during the Perseid meteor shower, something struck the Earth somewhere in the remote reaches of the Gran Chaco, a disputed and inhospitable borderland between Bolivia and Paraguay. Now, it’s late September, and the University has asked the Investigators to assist with a scratch expedition to find the impact site, make a full report of the incident, and recover any extraterrestrial material there, if any.

The Jaguars of El-Thar – Tristan J. Tarwater

Professor Henry Rutherford Stapleton of the Miskatonic Department of Anthropology is just west of Chichen Itza, working with local Maya people and a few university students at what he calls the Cenote of El-Thar. He is loath to leave his work behind as he has fostered a relationship with the locals and reports he is on the verge of making a very important discovery. To the northwest, ethnolinguist Galina Avenirovna Prokhorov is studying glyphs found in the Temple of the Jaguar King, suggesting it has some connection with the cenote Stapleton is studying. Hurricane season is drawing to a close and Stapleton has requested several more students to aid him in investigating and dredging the cenotes, ruins, and vibrant villages on the Yucatan peninsula.ME_Endpages

Tongued With Fire – Bill White

The investigators are members of a Miskatonic University expedition whose purpose is to travel to a Christian settlement in India which some evidence suggests dates as far back as the 1st century AD. Their destination is the village of Usmavasati, which lies in the Siwali Hills on the edge of the Punjab region of northwestern India. Their aim is to advance historical knowledge of early Christianity, as well as possibly locate the source of a Prester John legend.

You can hear the audio of an actual play excerpted from “Tongued with Fire” here.

Served Cold – Jeff Tidball

Langdon Gibson, a marksman and ornithologist, died six days ago on his acreage in the Catskills. It was an attack of some kind, quite bloody. Another man, Frederick Cook, also died gruesomely, in Danbury, Connecticut some months ago. Gibson and Cook had a common link, in that both been involved in the Arctic expeditions of the famous explorer Robert Peary, who mounted a number of expeditions to explore Greenland and the North Pole. Is this a coincidence, or did something unspeakable happen in the polar ice?

Whistle and I’ll Come – Emma Marlow

Dr. Tyler Freeborn at Miskatonic University has acquired a strangely carved whistle taken from Stone Age tribes in the New Guinea jungle. He has persuaded Dr. Armitage and the Derby Foundation to fund a small expedition to find the source of the whistle. They will journey to New Britain, Papua New Guinea, provision and hire guides, then venture into the unmapped rainforest to find the tribe who carved the whistle.

A Load of Blarney – Lauren Roy

On December 11, 1937, the steamship Annagher sank off the coast of Ballymacormick, Ireland. The Court investigation attributed the sinking to “a movement which was rendered inevitable by the peculiar quality of the cargo and its distribution.” The wreck report also expressed puzzlement that, although the time between intial list and capsizing was quick, the crew should have had ample time to make use of the Annagher’s lifeboats, lifejackets, and lifebuoys, and yet did not. Nine of the ten-member crew died in the wreck. In the early spring of 1938, a lump of iron recovered from the hold is sent to Miskatonic University for examination. Where the salvage crew saw nothing but scrap iron, steel, and lead, a scholar at Dublin’s Trinity College thinks she might have stumbled onto something unusual. She has sent it to Dr. Armitage for study, and has invited a team to cross the Atlantic and accompany her as she ventures into the graves of the kings and queens of Erin.

Cerulean Halo – Matthew Sanderson

Tuesday July 17th 1934. Present Franklin D. Roosevelt, on a 12,000 mile voyage from the Caribbean to Portland, Oregon, arrives at Clipperton Island. Four years later, in the summer of 1938, the President is organising a return to the island as part of a 6,000-mile cruise examining various islands known for their curious wildlife, including the Galapagos. As the short-list of candidates is prepared, the Miskatonic decides to organise an expedition of its own to Clipperton Island. With the journey taking a week from the southern tip of Baja California, they will have a week on the island before they have to head back to civilisation before they make their report. Upon an island with a dark past, of which humanity knows so very little, a week can seem a very long time indeed…

Trail of Cthulhu

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…

Review Highlights

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.

Emily Dresner

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

Related Links

People who bought this also bought Bookhounds of London, Dreamhounds of Paris and Hideous Creatures: A Bestiary of the Cthulhu Mythos.

You may also be interested in Cthulhu Confidential, The Yellow King RPG and Fear Itself 2nd Edition.

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