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. The importance of Shadows of Yog-Sothoth cannot be overstated. The first campaign for Call of Cthulhu, it paved the way for many classics to. Aglaranna. Digitally signed by. Aglaranna. DN: cn=Aglaranna, c=GB. Date: Z. Signature. Not Verified.

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To get the free app, enter your mobile phone number. Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? 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. As such, is perfect for introducing new players to the wonders of “Call of Cthulhu. During the course of play the investigators penetrate the outer layers of a secret sinister occult organization led by the lords of the Silver Twilight.

Beginning in Boston they investigate an organization in New York, run afoul of a coven in Scotland, roam the desert of the American southwest, vacation off the coast of Maine, and explore the mysteries of the South Pacific. Read more Read less.

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– Reviews – Shadows of Yog-Sothoth

Horror Roleplaying in the Worlds of H. Lovecraft Call of Cthulhu Roleplaying. The House of R’lyeh Call of Cthulhu. Tatters of the King Call of Cthulhu. See all free Kindle reading apps. From the Inside Flap The Silver Twilight dhadows a secretive, international order dedicated to the destruction of the human race. Customers who bought this item also bought. Share your thoughts with other customers. Write a customer review. Showing of 4 reviews. Top Reviews Most recent Top Reviews.

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It was first published in While the story was entertaining the execution was amateurish and the adventure just wasn’t up to the or set by later CoC campaigns. I would give it two stars.

This version released in is a revamp, an attempt to bring it up to standards of other campaigns. On the whole they’ve made a good fist of it and I would award it 3. They’ve put a lot of meat on the bones, adding over 60 pages of new material, to make it twice as long as the original SOYS.

There are more yog-soghoth and a few new scenes. Zhadows NPCs have been fleshed out and portraits provided for every one. There are also numerous sidebars packed with advice and alternative suggestions. But for my money they haven’t quite gone far enough. For example the two things that bug me most about the original are: The introduction is very weak. The investigators join a masonic order the Hermetic Order of the Silver Twilight and start prying into the order’s affairs when a member goes missing.


But the investigators have no real motive for doing either of these things. The revamp includes a sidebar discussing this and provides a few suggestions, but suggestions is all they are.

To my mind the best of these is that the investigators have been hired to find the missing man and the trail of clues lead them to the order and so they join with a view to continuing their investigations. Now if they’d simply run with this idea and extended the first chapter to cover the preliminary investigation I’d have been very happy. But the GM is left to do the work. The first half of the campaign is built on a series of extraordinary coincidences.

In the first chapter our heroes join the Hermetic Order of the Silver Twilight in Boston and discover that it’s a front for Cthulhu cultists. In the second chapter a wealthy businessman hires og to investigate mysterious doings in New York and again they encounter the Silver Twilight. In the third chapter a second wealthy businessman hires them to investigate mysterious doings in Scotland and again they encounter the Silver Twilight.

And in the fourth chapter a third wealthy businessman hires them cakl investigate mysterious doings in Hollywood and again they encounter the Silver Twilight. This just isn’t credible. Wouldn’t it be so much more believable if the investigators moved from one chapter to another by following up on clues that’d discovered themselves?

That’s what happens in other CoC campaigns. Now the original edition of SOYS did include one such clue shadws Chapter One, a letter pinpointing cultist activity in Scotland that a proactive party could follow up on to jump straight into Chapter Three without off waiting for a wealthy businessman to contact them.

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Now while the revamp still includes all those wealthy businessmen additional clues have been included to encourage proactive play. Chapter One includes a clue leading to New York and Chapter Two includes a clue leading to Devil’s Canyon, which is where the second half of Chapter Four takes calp, but there is no clue to lead investigators to Hollywood, where the first half of Chapter Four takes places.

A couple of newspaper articles linking Devil’s Canyon to Hollywood would do the job, but none are provided. So while these shortcomings are easily remedied by the GM, we buy products like this so we don’t have to put in the work ourselves. If they’d gone that little bit further I’d have awarded four stars. In short, this version is much better than the original but still not up to the standards of other Chaosium campaigns.

However what shortcomings remain are easily remedied by the GM. One person found this helpful. PS yog-sothoh make me an offer on the original – I’ll throw in a schematic of a Zeppelin in 15mil!! Old nostalgic book, in a new print. I decided to review this, since at the moment there is little in-print campaign material out there for Cthulhu.

A revamped edition of the notoriously variable Shadows campaign, which has now achieved something of a ‘classic’ status – perhaps more by dint of it being an early offering for CoC from Chaosium, rather than it being the best out there that accolade must go to Masks of Nyarlathotep, at time of writing out of print.


It’s not the sort of campaign you can pick up and play. It’s a stubborn beast in which there have been the hands yog-sohtoth numerous authors, and this has undoubtedly created a lack of cohesion dall but this very looseness is its main strength. Keepers who love to improvise will have a blast, those that find this difficult, may well come unstuck. I don’t recommend that newbie keepers try Shadows until they have a few games under their belt.

Chaosium has attempted to patch up the long-standing confusions and shortcomings by including many new box-outs, sidebars and additional helpful extras which are designed to make this notoriously difficult to run campaign flow a little more smoothly.

It also seems that some of the NPC descriptions have been beefed up, and there is a character portrait for the majority of NPCs, a copy of which will be extremely useful when juggling 30 or so NPCs in the Scottish scenario, which has to be one of the most difficult for a Keeper to run in the whole of the CoC setting. To be a little more specific without spoiling things, there are still problems with linking the scenarios logically again and again, a coincidence seems to lead players from one adventure to another – my players wouldn’t have stood for it, which meant more work for the keeperand there are numerous deathtraps, designed solely to kill off investigators again, probably necessitating the keeper to improvise or rewrite.

I recommend toning these down or omitting them. Shadoes several of the weaker scenarios can be jettisoned without problems.

Despite it’s flaws though, the good bits are very good indeed. The storyline is yog-wothoth epic, taking in various locales from the US to Scotland and Easter Island, and features one of the best human anatagonists you’ll find in an rpg. There’s also the climax, after which, you may well wonder where you can go now with Call of Cthulhu. Yeah, it’s a mess, but a likeable one.

Give it a whirl if you have more free time than most. See all 4 shadoww. Most helpful customer reviews on Amazon. This reprint has some additional material as well as updated statistics for use with 6th edition rules.

Shadows of Yog-Sothoth

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 shadoes as well as quite a bit of new art. 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. This is a classic CoC campaign. It’s movable from the ‘s to the present, even though it’s written for a ‘s era. It would port easily to the 30’s, 40’s, or 50’s without much modification. 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.