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Type of bind: Paperback
Dewey Decimal Number: 793
EAN num: 9781568821740
ISBN number: 1568821743
Label: Chaosium Ltd.
Manufacturer: Chaosium Ltd.
Quantity: 1
Page Count: 144
Printing Date: August 15, 2004
Publishing house: Chaosium Ltd.
Sale Popularity Level: 536961
Studio: Chaosium Ltd.
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Rated by buyers
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I just bought this classic adventure (I owned the very first edition years ago) for $8.98 in the used section. It was remaindered for some reason and shipping was free, so I bought this updated version. For $9 you have little reason to restrain your "add to cart" finger.
Rated by buyers
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Shadows of Yog-Sothoth was one of the early adventures released by Chaosium for their Call of Cthulhu game system. Despite its age (more than a couple decades), the adventure still has bite and the foes are dangerous and the rewards great.
The investigators are faced with a glocal conspiracy to raise Cthulhu himself. The book contains a variety fo adventures that must be dealt with. When Shadows was written, linear path from start to finish was the standard in the gaming industry. Thus, one can't complain about rail-roading the investigators a bit. Skilled Keepers will have to fill in the cracks when their players wish to investigator ancillary elements and plot points - but there is plenty to work with.
Shadows paved the way for (arguably) the finest and most challenging adventure for CofC (or any other game): Masks of Nyarlathotep, 1st Edition (Call of Cthulhu) [BOX SET]. It deserves to be on every CofCer's shelf as a reference and nostalgic guide to the game's history.
Rated by buyers
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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.
Rated by buyers
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Sandy Petersen, et.al.'s Shadows Of Yog-Sothoth: A Global Campaign To Save Mankind (1568821743, $23.95) also adds to the 'Call of Cthulhu' roleplaying game, presenting a seven-part campaign revealing the Silver Twlight organization. Chapter connections, biographical sketches of characters, numerous line drawings and complex plot details will be welcomed by avid roleplayers.
Rated by buyers
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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 very 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 endeavor 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 subsequent 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 endeavor 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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