Bookhound_coverBookhounds of London

Kenneth Hite

An Ennie- and Golden Geek-award-winning supplement for Trail of Cthulhu.

These cycles of experience, of course, all stem from that worm-riddled book. I remember when I found it – in a dimly lighted place near the black, oily river where the mists always swirl.
– The Book

Forbidden Tomes

Bookhounds of London is a brand new campaign setting for Trail of Cthulhu, packed with period detail, where the Investigators seek out books about horror and strangeness and become, seemingly inevitably, drawn into the horror themselves. It provides in-depth material on London in the 1930s, carefully slanted towards Mythos investigators.

An Ancient City

Bookhounds’ London is a city of cinemas, electric lights, global power and the height of fashion. It’s about the horrors – the cancers – that lurk in the capital, in the very beating heart of human civilization. A Templar altar might well crouch, mostly forgotten, in the dreary Hackney Marshes, but altars to false gods tower over the metaphorical swamps of Fleet Street and Whitehall. And as for lost, prehuman ruins … who’s to say what lies under London, if you dig deep enough?

Terrible Choices

The PCs aren’t stalwart G-men or tweedy scholars exploring forbidden frontiers. Instead, they acquire maps (and maybe guidebooks) to those forbidden frontiers from fusty libraries and prestigious auction houses. They are Book-Hounds, looking for profit in mouldy vellum and leather bindings, balancing their own books by finding first editions for Satanists and would-be sorcerers. They may not quite know what they traffic in, or they may know rather better than their clientele, but needs must when the bills come in. This volume includes:

  • 32 authentic full-colour maps with unique new street index of London in the 1930s, and plans of major buildings.
  • A Mythos take on London in the 1930s, packed with contacts, locations and rumours.
  • New abilities such as Document Analysis, Auction and Forgery, as well as new occupations and drives.
  • Full statistics for a host of new and horrible Mythos creatures to pit against the Bookhounds.
  • Whitechapel Black-Letter, a brand new adventure which takes Bookhounds through the bleak East End of London on the trail of a powerful 15th century grimoire.

With Bookhounds, Kenneth Hite creates a rich sandbox full of dusty tomes, crooked dealers and dark alleys, a perfect setting for any Mythos investigation.

A Detailed Guide to London in the 1930s

Bookhounds of London also features  a complete, indexed street map of London, recreated and adapted from original sources, packed with over 200 locations essential to Investigators. Whatever system you play, this is an essential resource for Mythos roleplayers. The PDF version is fully cross-referenced. The cartography in Bookhounds won a silver ENnie award.

Page XX Map Close Up

See the complete reviews to date here

Not only does Bookhounds make me want to run a game, it makes me feel confident that I could run that game well. Many supplements place the burden of extracting a game from their contents on the Keeper; this book does not. As an unconfident and less experienced Keeper, this is excellent. If you only get one supplement for Trail of Cthulhu, this should be it.

Whomever, decides to buy it will certainly get their money’s worth and more. This is a beautifully and hauntingly illustrated book, in which the graphics are not horrific but do instill a certain sense of dread. I would commend Pelgrane Press once again for creating yet another beautiful product that is both attractive, functional and serves a multitude of purposes.

I don’t think I’ve ever read a gamebook which so carefully integrated the character of the city with the character of the play. It is an imaginary London, but one vivid and playable … Bookhounds could obviously be easily used by a traditional Call of Cthulhu GM and I’d recommend they pick it up. Anyone with an interested in London or England in the first half of the 20th Century should consider it as well.

To the usual Trail mix of Pulp vanilla and Purist chocolate, we now get rainbow sherbert Arabesque, rocky road sordid, and disgustingly neon Technicolor. We can only hope that Pelgrane provides more support for this line so as to give us more of what is otherwise an impressive and inspirational book.

Stock #:PELGT16 Author: Kenneth Hite
Art:Jerome Huguenin Format: 184 pg case bound with colour plates

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See Page XX book cover croppedSee Page XX is an irregular column written by Robin D. Laws, as part of the monthly See Page XX webzine. This collection brings together his first twenty four columns.

The columns are amazingly innovative, sometimes bringing in to the light techniques many GMs use without having a name for them, sometimes putting forward brand new ideas. They only dwell in theory as much as is required to highlight practical techniques.

There is advice for designing games, researching and planning games, running games, improvising, commentary on the rpgs and their relationshop to other media.

This collection also includes two internal design documents for the GUMSHOE system, which are invaluable aids to creating GUMSHOE background settings and The Esoterrorists adventures.

These columns are frequently funny, occasionally controversial, but always entertaining. So when you next find a See Page XX, you’ll know where to turn.

 

Stock #: PELPX01 Author: Robin D. Laws
Artist: Robin D. Laws Pages: 64pg PDF

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President Eisenhower established Project Moon Dust in 1953 to locate, contain, and coordinate everything known about the alien presence on Earth. The public-relations and open-source arm of Moon Dust was called Project Blue Book. Blue Book ended its work in 1970. It is 1978. Your work never ends. This GUMSHOE campaign frame, Moon Dust Men, can be a sci-fi, conspiracy, or horror game – it’s up to you to find the truth.

Moon Dust Men includes new abilities (Ufology), new skills (Remote Viewing, Psionics), aliens (Greys, Nommo), and cryptids (chupacabra, Mothman). This campaign frame introduces Backslash Points, a rule-variant for the “weird science” genre typified by The X-Files or Fringe.

A Moon Dust team comprises three to six personnel, usually including a linguist, a technician, and a combat ops specialist. All are airborne, or at least jump, qualified – UFOs don’t always crash near roads or landing strips. The Air Force attempts to cross-train team members in the skills of the others to ensure a team functional capability despite any casualties that may be incurred in their employment.

Ken includes sprinkles of moon dust campaign frames for Ashen Stars, Esoterrorists, Fear Itself, Mutant City Blues, Night’s Black Agents, and Trail of Cthulhu.

Praise for Moon Dust Men:

“In under a dozen pages, Moon Dust Men provides you with an interesting set-up, character variations, extraterrestrials, weird monsters, and sneaky Russians – all easily layered over any version of the Gumshoe system you happen to have lying around. Whether you want to run an interesting one-shot, tweak your current setting to include conspiracies and aliens, or try for a whole campaign, this supplement gives you enough to get going. For little more than a tall brewed coffee from a High Street coffee chain, you have all the prerequisites for mysterious adventures fighting insidious Greys and our ubiquitous reptilian underlords.” – Paul Baldowski

Moon Dust Men is the sixth installment of Ken Writes About Stuff Volume 1, or it’s available as a stand-alone from the store.

 

Stock #: PELH07D Author: Kenneth Hite
Artist: David Winship, Jeff Porter Pages: 11pg PDF

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“As to what the things were — explanations naturally varied.” So are described the Hideous Creatures: Mi-Go, the fungi from Yuggoth, the half-crustacean haunters of the hillside, the malevolent alien miners … are also opponents of the Yellow Sign and tireless questers for science. And that’s just one story! Are they servants of Nyarlathotep or fellow sentients trapped in a hellish cosmos? Listen for their whispers in tales of kobolds and kallikanzarai, look for their traces in Himalayan snows and heartland crop circles.

They resemble pinkish-gray crustaceans, with two nippers and myriads of twitching smaller limbs. A bulbous, frond-covered head and two membranous wings complete the picture. They communicate with each other telepathically, or by changing the colors of their wrinkled heads, but they can speak human tongues in buzzing, insectlike voices. Their multiple legs leave strange footprints resembling pronged wedges; it can be difficult to tell which direction they traveled from such spoor.

Hideous Creatures: Mi-Go includes:

  • Two unique scenario seeds from The Whisperer Out of Time,  to the Whispering Campaign
  • Deadly Mi-Go Weaponry
  • Keeper clues for every GUMSHOE investigative ability
  • Six mythic echoes from across the world
  • Fourteen Mi-Go Variations
  • And new powers, like Earthquakes, Orbital Flight, and more, with GUMSHOE statistics

In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.

Praise for Hideous Creatures:

“a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.”High Trust, High Drama Blog

“I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” Paul Baldowski

Hideous Creatures: Mi-Go is the fifth installment of Ken Writes About Stuff Volume 1, or it’s available as a stand-alone from the store.

 

Stock #: PELH06D Author: Kenneth Hite
Artists: Ian Schofield, Stefano Azzalin Pages: 11pg PDF

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“You wanna shoot me, Marshal? You ain’t fast enough, and my posse has a pyromaniac gadgeteer who’s already aiming at ya. You ain’t got the grit. You want me, I’ll be traveling the owl-hoot trail.”

– Calabash Twigg, orcish outlaw, part-time bounty hunter and a very bad man

To ride the owl-hoot trail: to take up as an outlaw.

– American Old West idiom

Owl Hoot Trail is a gritty Clint Eastwood western, set in a hostile fantasy world where half’in gunslingers ride out with shee scouts and hill folk preachers to escape the law, where mentalists cheat you at poker and gadgeteers build gizmos to keep undead off the range. Shee and half’ins and hill folk might exist in this world, but bullets hurt – hard. And there’s a whole range of monsters roaming the lonesome prairie, just waiting for a tasty morsel like you to cross their path.

Half rules book, half adventure, Owl Hoot Trail showcases the adventure They Rode To Perdition, a multi-part mystery and starting campaign setting that’s centered on the little town of Perdition. With as close to an epic storyline as you’ll find in a western setting, the PCs can change Perdition for good with their actions.

Using slimmed-down game mechanics you already know, the Old West of your imagination just got a lot more dangerous.

Stock #: PELW01 Author: Clinton R. Nixon, Kevin Kulp
Artist: Rich Longmore Pages: 136pg Perfect Bound

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Justice Trade cover

Now the war’s over, and you and your crew of freelance effectuators patrol the edge of civilized space, trying to pay the bills while you keep the peace.

 

But the competition in this line is fierce, and sometimes you have to cut corners — which makes you wonder if justice bought and paid for is any justice at all…

 
The Justice Trade contains three adventures for Ashen Stars – The Justice Trade, Terra Nova and Tartarus – written by Leonard Balsera, author of Profane Miracles and co-author of the smash hit Dresden Files; GUMSHOE designer and gaming luminary Robin D. Laws, and Bill White, author of The Big Hoodoo. It also includes a bonus twenty-minute demo game by Kevin Kulp to introduce players to the world of Ashen Stars.
 
 

The Justice Trade

When the PCs answer a distress call from the planet Cabochon, they become embroiled in the political machinations of two powerful figures who each seek to shape the future of the Bleed. Will they choose to do good and make the Bleed a better place – or to do well for themselves?

Tartarus

In a devastatingly hostile environment,  hard-bitten lasers – who know enough not to touch the gooey stuff or take off their helmets in an untested biosphere – investigate the demise of a survey crew doomed by the above mistakes.

Terra Nova

The Terra Nova,  last of the great luxury liners from the Combine’s heyday,  is dead,  a victim of disaster now drifting in the space between worlds. The last of the survivors clutch desperately to life,  waiting for rescue. All but one; who waits only for a chance to finish the job,  uncovering a secret which the Terra Nova has kept hidden for decades.

Stowaway

A twenty-minute demo,  which is a great introduction to Ashen Stars and includes six pre-generated characters.

Stock #: PELGA07 Author: Leonard Balsera, Kevin Kulp, Robin D. Laws, Bill White
Artist: Chris Huth, Pascal Quidault, Kyle Strahm Pages: 96pg Perfect Bound

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According to the legend, in 1944 the SS built a mysterious device deep in a Silesian mine shaft. Its bell-like shape gave it the nickname “die Glocke,” or “the Bell,” but the purpose of “Project Lantern-Bearer” remains a mystery to this day. Was it a time machine? A zero-point energy generator? A gateway to another world? Die Glocke cuts through the legend to the truth — and then piles on a bunch more legend. Plus, a look at “die Glocke” as a Night’s Black Agents node, a Trail of Cthulhu seed, or an Esoterrorist black site

The core of the Bell legend is this. In an abandoned coal mine in Poland, the Nazis built Something that violated the laws of orthodox physics. More than that – it blasphemed against them. That Something had the form of a large metal Bell (Glocke in German), and it could have won the War, but the Allies closed in. Those who built it were killed, and it was taken away to a hidden place where its power slowly poisons any mind that beholds it, even now. Where the Bell rested remains a desolate place, guarded by a concrete henge.

Praise for Ken Writes About Stuff:

“As a general rule, I recommend anything [Ken] writes as highly valuable reading material, and “Die Glocke” is no exception. Five stars.”Jeffrey V.

“a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.”High Trust, High Drama Blog

Die Glocke is the fourth installment of Ken Writes About Stuff Volume 1, or it’s available as a stand-alone from the store.

 

Stock #: PELH05D Author: Kenneth Hite
Artist: David Winship Pages: 10pg PDF

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