Wednesday, May 26, 2010

PDF Download Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying), by Sandy Petersen

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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying), by Sandy Petersen

Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying), by Sandy Petersen


Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying), by Sandy Petersen


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Shadows of Yog-Sothoth: A Global Campaign to Save Mankind (Call of Cthulhu Horror Roleplaying), by Sandy Petersen

From the Inside Flap

The Silver Twilight is a secretive, international order dedicated to the destruction of the human race. As brave investigators, you must piece together passages from esoteric books, shards of strange artifacts and puzzling letters to discover the Silver Twilight's loathsome goals. In addition to the campaign, this book includes two bonus scenarios. "The People of the Monolith" introduces the mysteries of the Cthulhu Mythos, and no harm can come to the investigators except through insanity. As such, is perfect for introducing new players to the wonders of "Call of Cthulhu."The other bonus scenario, "The Warren," presents and unsettling challenge for even experienced players.

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Product details

Paperback: 144 pages

Publisher: Chaosium Inc.; 2nd edition (August 15, 2004)

Language: English

ISBN-10: 1568821743

ISBN-13: 978-1568821740

Product Dimensions:

8.3 x 0.4 x 11 inches

Shipping Weight: 15.5 ounces (View shipping rates and policies)

Average Customer Review:

4.4 out of 5 stars

7 customer reviews

Amazon Best Sellers Rank:

#157,700 in Books (See Top 100 in Books)

This 2004 reprint has some additional material as well as updated statistics for use with 6th edition rules.Player handouts are now in the back of the book, unlike the original where they were all stapled into the middle. NPC, creature and spell statistics have been updated for 6th edition rules. NPC portraits have been added as well as quite a bit of new art.New text has been added such as tables for NPC location/function and charts that "connect" clues, NPCs and locations. Some of the new additions are very helpful for the Keeper in that they present additional NPCs, background material and advice.Overall, I would highly recommend this for new and old players alike. The only complaint I have is the somewhat hard-to-read text/fonts they've used on some of the player handouts.

This is a classic CoC campaign. It's movable from the 1890's to the present, even though it's written for a 1920's era. It would port easily to the 30's, 40's, or 50's without much modification. 1890's or modern would require some modifications, but it's not difficult. It's a fun game with a lot of opportunity to encounter both human and mythos baddies. San checks for all who read this tome.

Quiet a good read, i found the secret society part to be a font of new ideas.

This is a nice scenario book. I can recommend it, having said that it is not perfect. The plot was ok, but not marvelous. A bit to linear and simple, but all in all good.

I admit this series is my favorite scenario set, along with the scenarios in H. P. Lovecraft's Dreamlands (Call of Cthulhu Horror Roleplaying), it is extremely good.I could say it is complete, detailed, inventive, and expressive (swarming with adjectives? -- nope, just this review) -- but that doesn't tell you much.Each scenario telegraphs itself well and is nicely contained.Each scenario set is survivable, consistent, and cleanly laid out and set up. I've been playing and designing FRPGs since 1969 (gagh, with hex paper and chits), contributed to D&D (and edited the Expert Set) and was a playtester for Call of Cthulhu. Some things catch the soul of the game, have proper nuance of plot and could exist in the world as the game imagines it.A good scenario collection is a joy to read as well as to play, fits the themes of both the game and the books the game is based on, and is consistent and intelligent. Once you finish with over a hundred and seventy pages in this bound collection (originally a boxed set, and realize it was done in early 1980s, the collection is amazing.Even now it is five star good.First, it offers two extra scenarios to start a group off with if you need to introduce players to either gaming or to Call of Cthulhu.Next, it has a nicely constructed and well contained mainline of scenarios from the introduction to the hermetic evil order to the final confrontation.It has a complete collection of handouts, music suggestions, and guidance for how to recover when things go astray (Call of Cthulhu allows that to happen).One of the best things about it is that it is thorough and complete. Could it have gone more places and had a little less linear path -- sure, all you need is another hundred pages of text. Within the limits of the page length and the milieu, you couldn't ask for more.Especially at the price this sells for.Still my favorite after all these years.

This 176 page soft cover book is a seven part campaign adventure for the Call of Cthulhu role-playing game. Set in the late 1920's, the scenarios can be played independently or as part of a massive campaign to halt the threat of a sinister cult who is trying to raise the city of R'Lyeh from the ocean's depth and release the Great Old Ones on the world. The campaign is geared towards more experience players although you could take a couple of newbies along as well.In the first scenario, the investigators learn of the Group called the Hermetic Order of the Silver Twilight. The group has a secret cult interior that most of its members do not even know about. The investigators will join the Order and attempt to infiltrate its secret cult in order to discover its sinister intentions.In the second adventure, a new group called "Look to the Future" attempts to finance and carry out the plots of the Silver Twilight. This adventure will result in a player or two taking a short but memorable jaunt into the future.Part three takes the investigators to Scotland and the town of Cannich to encounter witches and the mythical Serpent people, in search of a missing archaeologist who discovers some ancient Pictish ruins and a mysterious disk. A tale influenced by Arthur Machen and Robert E. Howard!The fourth adventure finds the investigators contacted by a Hollywood millionaire who wants them to find out the source of the problems on the set of his new film. They'll encounter ghostly images on an outtake reel and discover the sinister history of Devil's Canyon.From Hollywood to Portland, Maine for the next scenario as the true plots of the Silver Twilight unfold and the investigators are faced with three terrible deathtraps.Scenario six takes the action to one of the most mysterious places on Earth-Easter island and it's massive stone statues in what will be the most dangerous adventure yet.Everything climaxes in "The Rise of R'lyeh" as the investigators travel to that island, now risen from the ocean, for the final battle against the Lords of the Silver Twilight.In addition to these seven connected adventures, the book also provides two additional scenarios geared towards newer players. "People of the Monolith" is based upon "The Black Stone" written by Robert E. Howard in probably his most famous Cthulhu Mythos tale. The other scenario, "The Warren" takes the players to Boston to investigate the deserted Boucher estate and attempt to locate a friend of one of the investigators.While I've been role-playing for over 25 years, I'm a relative newcomer to "Call of Cthulhu". What impresses me most is how great a job the designers do in making things easy on the GM or Keeper. It makes no assumptions that you're already an expert and leads new Keepers like myself along with thorough information. The inclusion of handout materials in the form of mock newspaper articles, telegrams, photos, etc, that can be copied for the players is a great touch and does a far better job of conveying the feelings of suspense and dread than I eve could if I merely tried to describe the action for the players. They realize full well how important mood is to this game and do everything they can to help the keeper convey that to the players. They even provide tips on what kind of music would be appropriate to play in the background during certain adventures. I never saw that in D&D before! An excellent campaign for players of this game. Better for experienced players but even new players can get through it with a little help from the Keeper.Reviewed by Tim Janson

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