by Demian Katz
Shadows of Yog-Sothoth
Published by Chaosium, Inc.
Written by Sandy Petersen, John Carnahan, John Scott Clegg, Ed Gore, Marc Hutchison, Randy McCall and Ted Shelton
Edited and Expanded by Lynn Willis, Jeff Carey and Don Coatar
Cover and Illustrations by Tom Sullivan
Additional Illustrations by Mislet Michel and Andy Hopp
Format, Maps and Diagrams and Layout by Charlie Krank and Badger McInnes
176-page perfect bound softback
$23.95
I'm a big fan of the campaign module; it's the best of both worlds - you
get the convenience of pre-designed material and the continuity of a
long-term storyline. Since I'm also a big fan of Call of Cthulhu, I've
long been interested in getting my hands on a copy of Shadows of
Yog-Sothoth, an adventure which tends to come up whenever great campaign
modules are discussed. Unfortunately for me, the adventure was first
published in 1982 and reprinted in 1989 as part of Cthulhu Classics, and
I wasn't able to get my hands on a copy until it was recently
re-released in an expanded form.
Since I was unable to acquire the earlier editions of the adventure, I
can't comment on how significant the revisions here are. If the
introduction is to be believed, though, most of the changes are cosmetic
- sidebars with advice for the Keeper have been added, the page layout
has been peppered with additional illustrations and redesigned to
resemble the products of Call of Cthulhu's German licensee,
Pegasus-Spiele, and player handouts have been expanded. Speaking of
player handouts, thereŐs also a lengthy appendix in the back which
conveniently puts all of the handouts in one place and offers some of
them in a larger format than what's found embedded in the text. The
only thing that could have been more convenient would be a downloadable
PDF version.
Lurking in Shadows (spoilers ahead)
In Shadows of Yog-Sothoth, the investigators gradually learn about an
evil organization called the Order of the Silver Twilight which is
intent on waking Cthulhu ahead of his planned schedule. This revelation
takes place over the course of seven scenarios, each with a distinct
flavor. In "The Hermetic Order of the Silver Twilight," the
investigators are first led to the Order when it starts recruiting in
Boston; the scenario is quite open-ended, serving mainly to introduce
the recurring villain of Carl Stanford and to offer some resurrected
wizards and monstrosities inspired by Lovecraft's The Case of Charles
Dexter Ward. "Look to the Future," a short follow-up, has Stanford
engaging in a scheme involving time travel and puts the investigators in
direct contact with Nyarlathotep.
The third scenario, "The Coven of Cannich," is the most complex in the
book, and it is here that things really start to get underway. The
investigators travel to Scotland to help a man in danger and find
themselves involved with a coven of witches, serpent people and a
dangerous artifact known as the R'lyeh Disk. About half of the (quite
lengthy) scenario consists of NPC descriptions, and there are two whole
sidebars devoted to helping the Keeper remember who everyone is, so this
requires a lot of preparation and role-playing, but it's not all
character study - there are also disk pieces to find, multiple locations
to explore and some hideous monsters to battle. Ancient artifacts and
horrible monsters are also featured in the fourth scenario, "Devil's Canyon,"
in which the investigators visit a movie set plagued by suicide and
madness, and may end up with the Arc of Vlactos.
Up through the fourth scenario, each adventure could easily stand alone
(although there is already some continuity and a sense of momentum as
clues about the Order build upon one another). Starting with the fifth
scenario, the campaign really begins to come into focus. "The Worm that
Walks" toys with the players' expectations - it introduces them to
Christopher Edwin, who resembles the standard generic NPC designed to
introduce an adventure but who is actually a disguised mi-go attempting
to send the investigators to their doom. This doom takes the form of a
run-in with a family straight out of The Texas Chainsaw Massacre, a
pleasure cruise marred somewhat by the presence of a shoggoth, and a
less-than-restful stay in a haunted hospital. It is nearly inevitable
that at least one PC will be dead by the end of this... but that's Call of
Cthulhu for you.
The final two scenarios build to Cthulhu's rise. "The Watchers of
Easter Island" reveals the true purpose of those famous stone heads
while entangling the party with the Chilean military, deep ones, an
ancient priest and a truly nasty undead opponent. The finale, "The Rise
of R'lyeh," is pretty much what it sounds like. It's actually rather
short and disappointingly skimps on details, but it still manages to
give the Keeper some of the tools necessary to build on the players'
imaginations and construct a spectacular finale to the campaign.
More Sanity Loss for Your Gaming Dollar
Following the main Shadows of Yog-Sothoth campaign are two
beginning-level scenarios designed to introduce players to the game. It
seems somewhat odd to include basic adventures in a product clearly
aimed at experienced players, but I guess they had to do something to
fill out the page count.
The first of these adventures, "People of the Monolith," sends the investigators to Hungary to learn about a mad poet. It's short, uneventful, fleshed out in all the wrong places, and
generally a waste of four pages. Fortunately, this is more than made up
for by "The Warren," which plays on Lovecraft's theme of monstrous
inbreeding and, after having the players follow an enjoyable trail of
clues, does a good job of using the classic dungeon crawl format in a
Lovecraftian context.
Analysis
Shadows of Yog-Sothoth has something to please everyone. Since each
scenario feels a bit different, players who experience the whole
campaign shouldn't get bored with it, and Keepers who prefer to pick and
choose from the material are likely to find at least a few things that
they can adapt into their own campaigns. That being said, the adventure
has some notable shortcomings. The biggest problem is that it has the
potential to spoil the whole game. Call of Cthulhu is largely about
suspense, and this adventure doesnŐt really hold back once it reaches
its conclusion. This adventure is designed for a party that is already
quite experienced, and once they have gone through it all and actually
battled Cthulhu himself at close quarters, Lovecraftian horror may lose
some of its mystique (never mind the fact that most of the characters
will likely be dead or insane by this point).
The fact that this adventure makes use of many of the big-name mythos
figures is probably a sign of its age - in 1982, there was a less urgent
need to find fresh new enemies for the players to face, and using
material from the core rulebook was a more obvious choice. The
adventure's vintage shows in a few other ways. Tom Sullivan's simple
line artwork, while by no means bad, looks a little dated, especially in
contrast to the somewhat overdone modern layout. The organization of
the adventures is also a bit haphazard, not taking advantage of some
adventure design lessons learned over the past couple of decades. The
best scenarios unfold like a story while they are read, giving the
Keeper some of the same sense of discovery that the players should feel
when the game is run. Some of the adventures here jump around so much
that they require careful study for proper comprehension and are less
than a pleasure to read; this shouldn't detract from running the actual
game, but it's unfortunate for the casual reader.
Because of the retro feel of the adventure, the various tools added on
to this revised edition feel slightly out of place. As I already
mentioned, the fancy layout work clashes with the simple artwork, and
some of its details (such as large insects strewn goofily around several
pages) are simply obnoxious. The tone of the sidebars is also
noticeably more modern than the main text of the scenarios. These
modern touches are not unwelcome, however - it's nice to have attractive
handouts ready to be given to the players, and some of the sidebar
advice is really helpful in managing complex scenarios, improvising and
spicing things up.
Even though I haven't seen previous editions of the book, some corrections are both obvious and welcome - there's a note on page 100, for example, which points out an inaccuracy in one of the original illustrations. The overall quality of proofreading seems pretty good, but there are some typos which are most likely new errors introduced in this edition.
These are minor but irritating - "Cthulhu" is spelled incorrectly at
least once, one scenario has incorrectly numbered handouts, one area map
fails to include some features described in the text, and one handout,
rather confusingly, features a Keeper version in the main text and a
Player version in the appendix rather than putting both versions in both
places. At least one typo caused me to laugh out loud - on page 99, a
character's face is described as being "badly scared" by a shotgun
blast. Nitpicky, I know, but Chaosium has been around for a long time
and publishes some high-end fiction titles, so I have high expectations.
Conclusions
I'm glad I've finally read Shadows of Yog-Sothoth. While I'm not
actually inspired to drop everything and run the whole campaign, there
are some pieces here I'm eager to use the next time I'm asked to run a
Call of Cthulhu game - "The Warren" is perfect if there's very little
time available for preparation, and "Devil's Canyon," with its enjoyable
combination of isolation, movie-making and horrifying danger, would make
a great one-off. Some poor organization and the lack of a really
tightly-defined storyline prevented this from being a thoroughly
enjoyable read in and of itself, but the variety on display in the scenarios
still kept the pages turning. Shadows of Yog-Sothoth is showing its age
in some regards, but its classic status is nonetheless deserved, and it
still has enough to offer to justify its reprinting more than twenty
years after its initial creation.
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