Minggu, 28 Maret 2010

[X770.Ebook] Fee Download Mythos Expeditions, by Kenneth Hite

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Mythos Expeditions, by Kenneth Hite

Mythos Expeditions, by Kenneth Hite



Mythos Expeditions, by Kenneth Hite

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Mythos Expeditions, by Kenneth Hite

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.

The Mythos Expeditions are a collection of adventures designed to be run as a standalone with new rules tailored for expeditions or as part of the Armitage Files campaign setting.

  • Sales Rank: #1809389 in Books
  • Brand: Pelgrane Press
  • Published on: 2014
  • Dimensions: 2.44 pounds
  • Binding: Hardcover
  • 240 pages

Most helpful customer reviews

0 of 0 people found the following review helpful.
Great concept in a beautiful book containing: 2 very good new rules, 1 awesome adventure, 1 awful adventure & 8 decent adventure
By Skiffyboy
Let's first say it's a beautiful hard back, with good binding and excellent artwork.

The best part is perhaps the Expedition mechanic (page 10-19), which introduces a Survival Pool as a method for the Keeper and the PC:s to keep track of a journey through the wilderness. It's brilliant in its simplicity, and offers up a way to collectively handle the sheer physics and logistics of investigators not readily having access to food, shelter etc. Should be made part of the Core rules (cue a second edition).

And, as most Investigators are probably Academics, so should probably the expanded rules on Academic careers and Miskantonic University tenures (page 20-29). It's a useful peace that certainly adds to the investigative style of Trail.

* Of the 10 expeditions, let's start with my absolute favourite. "TONGUED BY FIRE" is well-written, and centers on a museum relic coveted by a heretic Christian thuggee-like cult. It cleverly starts in Bombay only to do a flash-back to a Miskatonic colloquium for the Investigators to discover the purpose for them being in India. I find the reference to the Lemurians rather unnecessary and obstructive, however, as there are already sufficient threats to the PC:s and enough early myths on resurrection to make sense of. Leave them (and the Yeti) in Thibet for future adventure and let this one focus on India and the heretic Christians. While the Indian mythology is covered in depth, the proto-Christian tradition (founded during the evangelistic mission of Judas Thomas to India around 46-51AD, and later, presumably, devolved into heresy), the Prester John myth and the severed head of John the Baptist could have been a bit more elaborated on. The only thing missing in this excellent adventure, though, is a hand-out with paw prints comparing those of a tiger with those of a gorilla.

That being said, as my favourite adventure, I have delved deeper and expanded somewhat on the background. Make of these historically founded suggestions what you want. For instance, the Askripa cult would make use of the "triratna" as a symbol for their "dark trinity"; the enlightened (Jesus), the word (the unholy spirit) and the church (a strict apostolic hierarchy under a sovereign local presbyter who derives his position from John the Baptist). Prester John was never a single historical person, and here instead refers simply to whatever local priest who throughout the centuries has channeled the voice of the head of John the Baptist and so derives his authority on the two relics (head and mirror).

The Askripa cult also subscribes to the darker aspects on the unorthodox vamamarga tantric rites, which need to be better understood. Of the three tantric "gunas" (attributes) present in all tantric rites, the left-handed vamamarga puts its philosophical emphasis on "tamas", i.e. madness/chaos (rather than on activity/passion or purity/goodness). The 'normal' vamamarga is content in seeking self-control and enlightenment through the ritualistic restrictions on "the five pleasures" (=wine, meat, fish, flatbread and sex). In its more extreme expressions, vamamarga seeks also to unlearn self-preservation and other life-harboring, cultural norms (in order to not fear mortality or mourn materially detrimental change). This is another Christian connection; whereas the 'normal' Christian church teaches that man was born into this world with an original sin that was lifted by the death of Christ, this cult would probably see it the other way, that infants are innocent but that while growing up we're taught sinful and unnatural norms. And left-handed tantric practice is the way to achieve this. Worship is called Sadhana; this ultimate tantric goal is called Smashan Sadhana. The cult would also allege that Christ's death didn't redeem as much as it cursed us, and that as accomplices in the death of Christ, we should all atone for this guilt by association. Early devotees of vamamarga was the Kapalinka, "skull-bearers", sentenced murderers who had to carry a staff with the skull of their victim as punishment/ atonement, cover himself in ashes from funeral grounds and to subsist ascetically on alms alone. The Kapalinka worshipped their deity with blood, wine and sexual fluids in mysticist symbolism, possibly resorting to ritual cannibalism in secret ceremonies ("this is my flesh..."). The maiden mirror could then be referred to as a "kapala", a skull-bowl used in the cult's more secretive rituals, a votive device garlanded by flowers and adorned with faces.

And according to the Acts of Thomas', Christ was a heavenly redeemer who could free souls from the "darkness of the world" (which could be conflated with the funeral grounds of Smashan Kali). Perhaps using the mirror together with the severed head of John the Baptist (channeling the voice of Shiva as an infant) would allow the cult to appease Smashan Kali? The exclusive use of John's head would rule out further beheadings and shift attention to immolation at the funeral pyres. I really want to have a blueish-black goddess show up for the culmination, dancing wildly over the cinders, suddenly stepping forth on her left foot, randomly grabbing one of the Investigators with three of her four arms, raising her sword in her top right arm menacingly and asking him whether he wants to "bleed now or live eternally?". To 'bleed now' would be the right answer when talking to Smashan Kali (=accepting time as a transcendent and embracing a coming afterlife, while a Shiva follower and right-hand practitioner of vamamarga would cling on 'eternally' to a balanced physical existence). If the unfortunate Investigator answers wrongly (or tries to ask a question back to the goddess or calls out to the others; have him test Preparedness to prevent such a suicidal hesitation), his head comes off, otherwise he is kissed between the eyes, gets not only a +1 Cthulhu Mythos but also a permanent -1 Sense Trouble (as he'll be less concerned with physical threats). Afterwards, the Smashan Karma will take no part in the final fight Baryuhanon.

* After this great adventure, let's look at the worst one of this book. "A LOAD OF BLARNEY" is by far the weakest adventure of this book. A ship sinks off the coast of Ireland, but none of the crew escapes in the lifeboats and there is but a single survivor. Why? Well, that sounds a bit intriguing, and with the "dancing sickness" it had potential - perhaps it could have brought in some Irish freedom fighters and made the Investigators British, to add further tension.

Instead this adventure flaunts a rather pointless and half-hearted attack by moon-beasts, followed by a macabre ritual entirely unconnected to the adventure, in turn followed by swamp beings emerging from the peat while the Investigators follow the track from one site to the next... There's simply an annoying inflation in Mythos creatures and useless figurines (...it's not supposed to be D&D), the Stability checks are brought along by horror tropes, the gameplay is strictly railroaded by Mary Sullivan's map and bookings and the end is rather anti-climatic. A perhaps even greater lacuna is that the adventure makes no mentioning of Irish history, Celtic legends, superstitious traditions or occult folklore. Not even the ubiquitous figurines are offered any description. It's one thing that you don't expect a full Celtic campaign setting / source book, but a Keeper needs some background to set the tone and frame the investigation. Yet no Ability checks (...or figurines) will uncover anything that will assist the Investigators to defeat the Moon goddess. And instead the "Ladies of Sorrow" show up for the final battle; what are they doing in Ireland, FFS!? Already in 2009 (=five years prior to this book) Miskatonic River Press published a far superior and meaty take on "Our Ladies of Sorrow", so this seems just like a low budget plagiarism. Compared to the other adventures, this one feels shallow, poorly researched and lowers the overall quality impression of this great book.

* As for the other eight adventures, they're good-but-not-great. "DWELLERS IN THE DUNE" see the PC:s excavate some hominid bones in the Mongolian Gobi desert. Alas, the basic set-up is really just a sandbox, with far too little linear action with consequences. It's also somewhat difficult to understand what these ghosts really are (just smashing up the bones offer little satisfaction unless you know what they represented, IMHO).

* "MOTHER OF MALARIA" has a really poorly written Hooks section, that doesn't make much use of Gumshoe's strength. Otherwise it's one of the better written, though, and I appreciate the suggestion of movie stars who should play the part of various NPC:s, which helps conveying their personality ("Her demeanor combines confident professionalism with non threatening spinsterhood. In the movie version, she'd be played by Mildred Dunnock."). The final battle against the big mosquito larva seems rather railroaded, though.

* The next scenario is called "LOST IN A SEA OF DREAMS". The PC:s are to deliver a bathysphere to a Bermudas island, but on their way they get lost in the Sargasso sea... or is it the Dreamland?

* In "AN INCIDENT AT THE BORDER", the PC:s are to retrieve a meteor from the borderlands between warring Bolivia and Paraguay. The minions of two alien enemies are mixed in, but it's a fairly pointless story.

* "THE JAGUARS OF EL-THAR" revolves around a cenote water hole in the Yucatan, with a clash between two groups of big cats. Rather silly, with a poor ending offering few clues as to the properties and connections between Jaguar King, the statue and the portal.

* In "SERVED COLD" two former members of an Arctic expedition are found murdered, and the PC:s will investigate whether there's a connection, if more members are at risk and what could then stop the attacks. Now, we who have played "Walker in the Wastes" find yet another tupilaq rather boring (although these flesh golems are made more believable here than the snowmen of the earlier mentioned campaign). And as for the end, well, seeing as the shaman could easily summon more tupilaqs to kill off surviving Investigators and how all of the Eskimo leaders can call Ithaqua (which, incidentally, the PC:s have no way of knowing), I really can't see how the show-down could turn into anything else than murdering all 4 of them after having the shaman confess... probably all 18 of them. As a modified tupilaq rule, I would require the shaman to sacrifice a baby either of the person being avenged or of the person being targeted or one of his family. If the shaman could simply make do with any old remains and then target anyone he's ever heard about, the tupilaq becomes too powerful a tool. And seeing as all the tupilaq targeted members themselves (or their husband) left illegitimate babies behind, this restriction would still work well within the setting. Indeed, the use of babies for "tupilaq ammunition" would be much better, having the PC:s learn that the shaman had rounded up the mestiz children to "return them to their loins".

* "WHISTLE AND I'LL COME" a Stone Age tribe carved an odd whistle. The Investigators head to New Guinea to track down the source and purpose behind the whistle. It's a decent adventure, but as an aside, I really don't like it when rules are added in the midst of an adventure. If Pelgrane wants to make First Aid less efficient in the jungle and making wounds infected, they're probably right, but it should be in the core rules (unless it's specifically the jungle in New Guinea that is more corruptible due to its Mythos presence). Also, there are "hundreds" of polyp buds in the cave; there is no way the PC:s would have time to kill them all off. Possibly, one could say that only 15 are old enough to detach from the wall and fly, while the others are defenseless and will die anyway if the parent is killed.

* "CERULEAN HALO" takes place on Clipperton, an island with a historically intriguing past. The Investigators are to stake out this remote Pacific island before the president's planned visit. It's a good enough adventure, with ample opportunities for the Investigators to use their Abilities, but it's too bad they don't connect the Mythos events back to the Lighthouse story. The game mechanics for disturbing the dreams of the slumbering Xothian is rather clever, but I find the blood receptacle in itself more ridiculous than scary. Why would a superior Alien race be placated by having his statue soiled by apes? It's as if we humans would love to have ants smeared over our bodies.

3 of 3 people found the following review helpful.
A must get for a Trail Keeper
By Jetpack
Mythos Expeditions has 10 expeditions for the Trail of Cthulhu game. They are written by 10 authors, but they are actually were all very solid to me at worst. Real people were used in some of these expeditions, which is very clever. One author even suggests actors to help you visualize those NPC's.

As is needed in Trail, suggestions for skills are provided.

The really important part. Where do you head?

Mongolia
Norther Rhodesia
Bermuda
Paraguay
Yucatan
India
Greenland
Papua New Guinea
Ireland
Clipperton Island (look up the Mexican colony of 1917 and tell me that there wasn't a Mythos influence going on there)

There is only one expedition that has an ending that I don't like, but even that one suggest an alternative.

It's a well made hardcover. It has a few handouts in the back of the book, but this is not a handout heavy book.

I like the black and white art, especially the picture of the artist drawing a courtyard. Take a close look at his left wrist....

1 of 1 people found the following review helpful.
Why hasn't anyone done this before?
By Alfred J. O'neill
I honestly don’t know why no one has done this before: created an anthology of Cthulhu-based RPG adventures based around dangerous expeditions to the four corners of the earth.

Pelgrane Press does absolutely top-notch game products. The production values are excellent, the art is terrific, and the writing is marvelous. Mythos Expeditions was released to support their Trail of Cthulhu role playing game earlier this year; I bought a copy as soon as it became available and I haven’t been disappointed.

Trail of Cthulhu: Mythos Expeditions was written by Kenneth Hite and Robin D. Laws, with contributions from eight other experienced mythos writers, including Steven S. Long and Jeff Tidball. The ten scenarios within take investigators to Mongolia, Northern Rhodesia, Bermuda, Yucatan, India, Ireland, and stranger places.

This book is gorgeous and highly readable. You won't be disappointed.

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