Sandy Petersen's Cthulhu Mythos (PFRPG)

***** (based on 4 ratings)

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Sandy Petersen is the undisputed authority on the Cthulhu Mythos in games as the author of the groundbreaking game Call of Cthulhu, the first game ever to bring H.P. Lovecraft's work to the gaming world. He now proudly presents the definitive and ultimate guide to bringing Lovecraft to the high fantasy, sword and sorcery worlds played using the Pathfinder rule system.

Here, your band of heroes can now fight (and maybe even defeat) monstrous horrors and bizarre, inhumanly advanced races in adventures featuring these unique entities, their magics, and the alien technologies accurately portrayed from Lovecraftian works!

This core rulebook features a bestiary with over 100 creatures, monstrosities, and Mythos Entities authoritatively revised and updated for use with Pathfinder, plus Plot Hooks and Campaign starters, information on Mythos Alien and Bizarre Technology, new expansive Insanity Rules, and details on Cults of Cthulhu and the Necronomicon and other blasphemous Tomes, as well as new Rituals, Spells, Archetypes, and Class Options.

Content Includes:

  • A bestiary with over 100 entries, almost half never before seen in a Pathfinder book before.
  • Over 25 Mythos Entities: Creatures in the Paizo's Pathfinder Bestiaries now authoritatively revised & updated in this book. Additionally, the original entries as found in the Bestiaries are also included for easy reference and comparison.
  • Over 50 NEW Mythos Entries: Creatures from the Cthulhu Mythos that have never before been published in any Pathfinder Bestiary.
  • Over 40 ‘Unusual Suspects': Creatures that could (and maybe should) be in the Cthulhu Mythos, found in the pages of the current Pathfinder Bestiaries. Some have been updated to reflect our new rules.
  • Adventures: Plot Hooks and Campaign starters by Sandy Petersen and others.
  • How to run horror in a heroic sword and sorcery setting by Sandy Petersen.
  • Mythos Alien and Bizarre Technology
  • New Expansive Insanity Rules
  • The Necronomicon and other Tomes
  • New Rituals and Spells
  • Archetypes and Class Options for Base Classes
  • Cults of Cthulhu and Other Great Old Ones
  • Mythos Magic Items and Artifacts
  • Aklo Language Essay
  • Mythos Ghouls as Player Characters
  • Mythos Eidolons, Familiars and Animal Companions
  • Tcho-Tchos
  • Gnorri as Player Characters
  • Advanced Adversaries
  • Zoogs as Player Characters
  • Mythos Cats and Mythos Cats as Player Characters

Product Availability

Ships from our warehouse in 1 to 7 business days.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PTGRPG-PF


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Average product rating:

***** (based on 4 ratings)

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Amazeballs

*****

I went in on the Kickstarter, and my copy recently arrived. It's truly fantastic. I strongly recommend it to anyone interested.


Briefly

*****

We play in Strange Aeons now and one of our players referred to this book while creating his character. Using these materials, he created incredibly cool and thematic 'hero' (objectively, the best in the group). Shortly after the beginning of our games I read this book and was amazed at the quality of the work. It looks like the best of Paizo's books. My respect to author and advice to everyone - go and take this book, you will not regret it!


An amazing supplement with flavor never seen before in Pathfinder

*****

The book is amazing a must have. Perhaps you´ll think it is kind of expensive, but it worth every cent spended on it.

The only thing I could complaint is the art of monsters, I would love to see the art in Cthulhu´s Portfolio, but the miniatures from Cthulhu wars are ok.

the revised monsters from pathfinder are amazing, gugs now are scary as hell.

I put 5/5 but if i could i would give it 1000/5

It has flaws, a few, but at the end you really won´t care about them


*****

Disclaimer: I backed the Kickstarter campaign that created this book, and paid for both physical and digital copies of this product. At the time of this review, the physical version was not available. As a backer, I received my digital copy of this product significantly before its public release.

All right! Here's another weighty tome - the PDF version clocks in at 513 pages, counting covers and the like, and the interior is a full-color production with a generous sprinkling of original artwork. The book itself is divided into 10 chapters, and we're going to go through them in order

Chapter One is the 'Getting Started' bit and dives into a few important things, especially how to use the book, a brief overview of the mythos (for the two of you who don't already know), and a discussion on how to properly bring horror to what is, let's be honest here, a heroic fantasy game. If you're looking for a true horror feel in your game, not just a few monsters with more tentacles than most, this section is required reading. Memorize it, even.

Chapter Two introduces Mythos Races that people can choose from. Dreamlands Cats are definitely the most unique, because you are playing an actual cat. Good luck with any Strength-based builds. Dreamlands Cats have scent, bite and claw attacks, the ability to physically travel to the Dreamlands, and nine lives. That might be important, given how fragile they are.

The next race is the Ghoul - which is not to be confused with the undead ghoul monster, despite the cannibalistic similarities. This race is living, with bonuses to Constitution and Intelligence, but little Charisma to speak of. Their Death Scent allows them to locate food (especially undead, which they can locate from up to 60 feet away - handy for dungeon crawls!), and they can feed on old meat for bonuses. Being immune to nonmagical diseases definitely helps with that.

The third race is the Gnorri, who are large monstrous aquatic humanoids. Their most unique feature may be the ability to change how many arms they have - two arms gives them a bonus to Strength, three has no ability changes but lets them hold something else, and four lets them hold a lot more at the cost of a drop in Constitution. They are amphibious, but slower on land and faster in the water.

The final race, Zoogs, are described as "widely dreaded and sometimes mocked from a safe distance". The book points out that all of the creepy legends are quite well-founded, and they really are dangerous little things. This race is especially big on treaties and agreements (which they consider sacrosanct), and this provides an easy way to integrate them into an Adventuring party - just have them promise not to eat party members, not to eat the party's familiars, and so forth. Zoogs are quick and smart, but not very strong. As small creatures, they get added bonuses on agility-based things - including a natural climb speed - and they make excellent rogues thanks to their Trap Mastery.

All of the races in the book come with robust writeups that describe personalities, history, culture, relations, and the like.

Chapter Three, Character Options, focuses on exactly what it sounds like. The section opens with a variety of mythos-themed archetypes (and the rules for applying them, if your group hasn't already gotten those). Examples include the "Mad Artist" Bard, the "Cultist" Cleric, and the "Researcher" Rogue.

Following this, we also have a few options for companions, including mutated versions of normal creatures and original companions like the Shantak. A Mythos Eidolon was included - so, did you ever want to summon and attack your foes with a protoplasmic mass of angry flesh? Yup, that's a thing now.

Past that, we have one new skill - Profession (Yog-Sothothery philosopher). This helps with many of the rules in the book, as well as identifying mythos-related entities (i.e. basically everything else in the book). Note that studying the unknown comes with drawbacks, starting with penalties to dread (a new effect), insanity, and confusion. Hey, nobody promised that dealing with mad eldritch things would be safe. XD

The book continues this section with a variety of new feats, mostly oriented around the new races. (Ghouls can heal from negative energy damage, anyone can go to the Dreamlands, magical items can be fused into a Dreamlands Cat's body, etc.). They're definitely worth taking a look at if you plan to use this book in your game.

Past that is one of the more unique options in the book - playing primarily as a familiar, complete with your own Sorcerer as a companion. Another archetype, the Prowler, makes melee combat more viable for cats, while the other races have their own archetypes for added fun and flavor.

After ALL of that, we finally reach Chapter Four, Insanity and Dreams. Dread is a new mechanic governing how badly you're messed up by Eldritch things, and all characters get a threshold of 3 + Wis. Exposure beyond the threshold has effects ranging from the minor (Disturbed, which has no in-game effect) to fainting and having a Heart Attack (2d6 Con damage). Characters can make a Will Save to avoid dread, and the book notes that it should only be used for particularly dangerous or dramatic things, rather than every time people encounter something creepy. Overuse takes away from the impact, after all.

The book also recommends the use of the Dread Resistance rule (which, basically, says that creatures immune to fear stuff get a bonus to dread).

A more long-term condition is Insanity, which can be acquired in multiple ways and manifests in the form of phobias, obsessions, erratic behavior, and the like. This is an alteration of normal insanity rules, and should also affect things like the insanity spell. Tables are included to help randomize the insanities, and - ahem - the art in this section demonstrates one of the many reasons this book is not for children.

(No, seriously. Fanservice art aside, this is a horror-focused book, and a certain amount of maturity is needed to make it work in a game. I strongly recommend against allowing children to read this product.)

The latter part of this chapter focuses on the Dreamlands, an important part of the Mythos. Characters normally don't remember what goes on in the Dreamlands, but some - like Dreamlands Cats - always remember. While the Dreamlands exist as a distinct plane of existence, they are almost impossible to reach by transport magic and the like (Plane Shift and Gate auto-fail, and even Wishes may fail). Time is distorted in the Dreamlands, and people (all of whom visit there when they sleep) can lead very different lives. This offers significant potential for having characters wake up with absolutely no idea what's going on - could be fun.

Several options - including items and feats - make it easier to remember what goes on.

Chapter Five focuses on magic, beginning with a variety of new spells. (These include things like shrinking a person but not their gear, getting rid of a target's highest available spell slot, and sending a dream of Cthulhu to give someone an insanity). Some of these are pretty nasty - say, implanting a Dark Young into somebody - and regularly using some of these might well drive characters towards Chaotic and/or Evil. No, really - those are fairly common descriptors among the spells. Characters from Occult Adventures are thrown a bone, here, and can take many of the new spells.

Beyond the spells, we get a section introducing Rituals, which are designed to be done as a group and can have significant effects. Rituals go from 2nd to 9th level (no easy 1st level rituals, sorry), and have effects ranging from summoning up an uncontrolled entity to scrying the Yellow Sign (of Hastur) on things. Defense-minded characters will probably want to look into the Create Elder Sign ritual, which can ward objects and places. Or, y'know, you could summon Azathoth. ...This is not recommended, since it usually leads to the destruction of the planet in short order.

In Chapter Six, we're introduced to Mythos Items and Artifacts. These range from the relatively mundane (a teapot that can only poison drinks for some people) to the more worrying (flasks that can turn into proto-Shoggoths) to the quite concerning (a drink that heals diseases and physical ability damage, but starts to turn you into a monster unless you succeed on a Fort throw).

Outside of these "normal" items, we have some alien objects that can't be easily manufactured or recharged, only found. Some of these are mildly useful (a drink that makes you 1d10 years younger), others are more useful (a drug that lets you ask a question about the past or future, a gate that teleports to a specific other location, etc.).

Up next is one of my favorite parts of this product - the Books of the Cthulhu Mythos. I love eldritch grimoires, so having a section with them was a special treat. Actually reading these tomes requires research, and you get a bonus over time if you keep studying it. Of course, it's a Mythos tome, so it's not that safe - each research check also has a chance of causing Dread (a rare case where it's commonly inflicted), but overcoming this may also award XP.

Each book offers a variety of benefits, including bonuses to certain skills, knowledge of spells and/or rituals, and occasionally specific and unique effects (like learning a spell you normally couldn't have). Tomes like the Book of Eibon, the Celaeno Fragments, and (of course) the Necronomicon are included. That last one is, perhaps unsurprisingly, the most complex and potentially dangerous book.

That said, mythos tomes are designed specifically to attract the unwary. Researching them isn't actually that hard - they do give you a bonus to it, after all. There's just, y'know, the possibility of going insane, dying, or calling up things far beyond your ability to control. Fun for the whole cult!

From there, this book goes into unique magical items. Some are fairly specific in nature (like the Chain of the Deep, a neck slot item that gives a bonus to Constitution but only works for certain types of creatures), others are useful for adventuring (the Silver Key, which helps when visiting the Dreamlands), and a few are quite powerful indeed (the Lamp of Alhazred, which can project windows to other times and places... and perhaps even allow teleporting to them).

The items section finishes up with a couple of Artifacts. The R'lyeh Disk fragments provide benefits to mythos entities (or can summon Cthulhu if they're put together - and no, of course he's not under you control), while the R'lyeh Tablet essentially has people Astral Project to R'lyeh and may even let them bring things back. Lots of plot opportunities, there. Meanwhile, the Shining Trapezohedron acts as a highly accurate Divination spell (that you can use at-will), but also has a chance of terrifying the watcher or, worse, summoning an avatar of Nyarlathotep.

Chapter Seven walks us through mythos cults. Each cult is described in detail and comes with a variety of gifts (benefits and options available only to members of the cult). For example, the cult of Shub-Niggurath may receive living horrors as pets/familiars/companions or Mi-Go technology, while the cults of Nyarlathotep grant different gifts based on the aspect being worshipped (from flight to one-time spells usable regardless of casting ability). These are interesting for tweaking enemies, and equally flavorful if your players are playing cultists.

The cults are focused on the most popular mythos entities - Cthulhu, Hastur, Azathoth, Yog-Sothoth, etc. - but some shorter entries are provided for other entities. (Atlach-Nacha, Bokrug, Dagon & Hydra, etc.)

We also get some pages on Tcho-Tcho (a human subculture), Deep Ones, general religious views of mythos entities, and how less-eldritch creatures tend to see the cults.

Chapter Eight - and would you believe we're only 40% of the way into this thing? - focuses on the Great Old Ones and the Outer Gods. Unlike the official bestiary entries, Great Old Ones - which aren't full deities - aren't really meant to be fought with this book. Fighting may help banish them, but they're difficult or impossible to actually hurt.

Instead, entities get an Elder Influence stat block. This is essentially a targetable area effect with one AC (yes, touch attacks also have to hit it - low BAB classes have almost no hope of doing so aside from spells that give them, like, a +20 to accuracy). For example, Abhoth - Outer God of disease, fecundity, and oozes - has a 300 foot influence with a 50 square foot nucleus, an AC of 40, almost 500 HP, and a +24 bonus to its saves. When it manifests, it spawns Filth (which are similar to proto-shoggoths), and damaging the influence creates more filth. If too many are present, Abhoth absorbs them and heals. Each filth can have a special power or effect, and damaging the area or the filth triggers a wide-range mind control effect.

Yes, it's nasty. Yes, it's really nasty. Yes, it's intentional. Elder Influences aren't the sort of thing you can just have a Paladin smite and full attack to get rid of. There's some 26 entities with influences presented, and yes, some of them are worse than Abhoth. (Azathoth, for example, requires accurately dealing over 700 HP in one round - while Great Cthulhu has multiple stages of influence and defeating him only sets him back one stage... so the fight may not be over yet). All in all, the section is about 90 pages all by itself.

Chapter Nine gives us the Mythos Bestiary, another hundred or so pages of creatures for parties to face. Note that simple combat encounters aren't always the best way to use these creatures. Many of them honestly don't care that much about mortals, and may not even want to fight unless they really have to.

Chapter Ten is an expanded bestiary, generally reprinting content from other sources. Republished content is inherently less valuable, but this is a mythos-themed book, and there's some genuine utility in having most such creatures in one tome instead of having to search through all of your other books. This section is also about a hundred pages - 20% of the book, give or take a smidge - and does include things like Cthulhu's stat block if you want to use it.

The book wraps up with an appendixes (creatures by CR - including Elder Influences) and the OGL.

Overall, this is a solid product, with few problems and errors. I did notice a couple - for example, there's a sidebar titled "Gamemaster's Note" that deals with the Dreamlands. That's not a problem by itself, but there's an index of sidebars on the front, and the title is vague enough to provide no helpful information when looking at that index. It's a minor quibble, as such things go, but it is a quibble all the same.

That said, this book is pretty much everything I hoped it would be when I chose to help fund it. I definitely got my money's worth, and if you enjoy some Lovecraftian lore in your games - as I do - then this is the mythos product to get. It gets 5 Stars, a Stamp of Approval, and my Recommendation.


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Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Modules Subscriber

Any estimate when we will be able to purchase the pdf?!


Pathfinder Adventure Path, Campaign Setting Subscriber

Have any other Kickstarter backers gotten shipping confirmation yet?

I haven't.


Checking on Kickstarter, it looks like it's being shipped through Fun Again Games (probably a partner of some kind?). There were a fair number of comments about not getting tracking numbers yet, but there were ALSO people saying they'd gotten tracking numbers. So... they are being shipped out, apparently.


Aaaaand I just got my tracking info. ^^


Got my tracking number. It's going to the wrong address. Awesome. It's as good as lost. This happens a lot with Kickstarter physical rewards and myself. Things run way overdue, and I move in the middle of a project, and lose the damn product in the process. Hopefully UPS can intercept it before it gets delivered...


For what it's worth, they did let people know when shipments were starting, and we had the opportunity to contact them and correct the address. (I very nearly had the same problem, but managed to get my address changed.)

Have you contacted UPS directly? They do have Delivery Intercept available for shippers, at least, plus the user-focused Delivery Change Request.


I did update with them and through Backerkit. UPS is unable to change address or even hold it at the distro center due to settings made by shipper. I attempted to email the shipper, but the address bounced as un-deliverable. I'll do some digging when I get home. This stuff is tricky to do on a phone between job tasks.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Modules Subscriber

So, if the books are already shipping, why don‘t they make the pdf available to everyone now? I really want to buy this thing... missed the Kickstarter :(


Last I saw, their plan was to release the PDF to the public shortly after the shipments go out. ^^ I'll hop on over to the Kickstarter and ask, though.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Modules Subscriber
GM Rednal wrote:
Last I saw, their plan was to release the PDF to the public shortly after the shipments go out. ^^ I'll hop on over to the Kickstarter and ask, though.

Great thank you for checking this!


I really do hope the PDF of this becomes available sometime in the near future.

And has anyone received a physical copy of the book yet?


Possibly? *All* NA shipments are either already in transit or waiting to be picked up. Looking at the tracking info, mine could plausibly arrive tomorrow or Friday.


Hopefully, this means that my FLGS will be getting a copy too. Yay!


3 people marked this as a favorite.

Look to the sky, way up on high
There in the night stars are now right
Eons have passed: now then at last
Prison walls break, Old Ones awake!
They will return: mankind will learn
New kinds of fear when they are here
They will reclaim all in their name
Hopes turn to black when they come back
Ignorant fools, mankind now rules
Where they ruled then: it's theirs again

Stars brightly burning, boiling and churning
Bode a returning season of doom!

Book GET.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

Received mine, and DAMN that's a quality book.


It really is. XD There's something about the physical book that PDFs can't quite capture. But the layout's great (good size, good font choices), the colors are crisp, the spacing on the sides is juuuuust right... and the paper choice feels good, too. There were a lot of delays on this project, but I'm VERY happy with the final result. Kudos to everyone who worked on it.


Pathfinder Adventure Path, Campaign Setting Subscriber

Just got my shipping confirmation this morning!

Expected delivery: 5/3/2018 by USPS!


I was not a backer (sadly, I did not know the project existed until long after pledges were closed), but, I did pre-order 2 books (one of each type) months ago. Does anyone know when pre-ordered books will ship (I ordered them off of the Petersen Game's website, long before you could pre-order here).


Soonish? I think they want to ship to the backers first - getting the product before everyone else is one of the perks, usually, because how blah is it to help make something only to see everyone else actually get the thing before you? - and I believe they still need to process orders for outside of the Americas (those were in a separate shipment). Any remaining preorders should ship shortly after that, at the latest.


Mu'tep wrote:
I was not a backer (sadly, I did not know the project existed until long after pledges were closed), but, I did pre-order 2 books (one of each type) months ago. Does anyone know when pre-ordered books will ship (I ordered them off of the Petersen Game's website, long before you could pre-order here).

I believe so. I also preordered a book, having missed the kickstarter, and have received my shipping confirmation earlier this week.

Contributor

2 people marked this as a favorite.
GM Rednal wrote:
But the layout's great (good size, good font choices), the colors are crisp, the spacing on the sides is juuuuust right...

Thank you! I'm really happy to hear people are liking the layout. ^_^


2 people marked this as a favorite.

*High five?*

Contributor

1 person marked this as a favorite.

*waves a tentacle in GM Rednal's direction*


2 people marked this as a favorite.

Well I got my hardcover in the mail yesterday and i've been looking it over. As far as subject matter I'm relatively happy. I like that ghouls areva playable race and not undead. The zoog seem interesting but i wonder why they didnt get a single feat.

The feats are a little limited. Of 17 feats 12 are based on the three new racial options. Some interesting spells, alchemical items and unusual magic items.

I am of two minds about the section on the Great Old Ones and the bestiary. The creature design is pretty tight and very broad. But the "artwork" is extremely disappointing. Pictures of the miniatures from the kickstarter adorned with only passable paintjobs. And since the pictures are so enlarged the quality of the paintjob comes off even worse.

Honestly the art is so dissapointing i don't know if i would have purchased it. I honestly expected more with this being over a year passed the initial promise date.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Modules Subscriber

Thanks for this info. But I would still buy the pdf, if only I could... :(


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Deluxe Comics Subscriber

Mine is still in my sidecart.

Dark Archive

I don't buy 3d party material, but this might be the one exception I've thought about. On the other hand everything about the lead-up to this product only reinforces how absurd this kickstarter subculture seems, at least with gambling I would know the odds.


2 people marked this as a favorite.

It's actually pretty straightforward most of the time. XD Kickstarters from reputable publishers tend to get completed, but a great many of them don't finish on time. Remember that the original delivery dates tend to be estimates for just the base release - if they hit a lot of stretch goals, things often get dragged out more. I usually add at least 25% to the time I expect stuff to be delivered in, and I don't plan on incorporating anything into my games until it's actually delivered.

(For what it's worth, the backers have had the PDFs for quite some time now. Sometimes manufacturing the physical goods takes a bit longer.)

Of course, the safest method of all is to get stuff with the public release. XD You usually pay more, and may not have access to limited items, but you'll definitely get it.


Pathfinder Campaign Setting, Companion Subscriber

and I got me a nice new book.

Collection of Monster cards that came with it is interesting and could be handy quick referance stuff.

Now I need to consider how I should incorperate this stuff into the Strange Aeons path and do some more work on my Greek Mythos setting


I pre-ordered through Paizo since I missed the initial Kickstarter. I hope they let us know when the stock arrives and they expect to ship.


Brother Fen wrote:
I pre-ordered through Paizo since I missed the initial Kickstarter. I hope they let us know when the stock arrives and they expect to ship.

That would be nice. I've been very patiently waiting on this tome expressly for running a Strange Aeons campaign.

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Modules Subscriber

I want this so badly. The books are sent, the backers have their pdf as well. So why can't we have the pdf now...?! :(

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I received my Kickstarter book yesterday afternoon. People should start getting stock over the next few weeks.


Dryder wrote:
I want this so badly. The books are sent, the backers have their pdf as well. So why can't we have the pdf now...?! :(

That depends on internal scheduling. It's possible they're waiting on a public release of the PDF until all Kickstarter orders have been shipped out (so backers outside the Americas - who ordered quite a few books - don't feel a bit left out).


Pathfinder Adventure Path, Companion, Modules, Starfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Still waiting on my 2 pre-order's from June 2017, but I can get it in Hero Labs...


Pathfinder Adventure Path, Campaign Setting Subscriber
Haladir wrote:

Just got my shipping confirmation this morning!

Expected delivery: 5/3/2018 by USPS!

My book arrived yesterday!

It's beautiful!


Yesterday (May 2nd, 2018), I emailed Petersen Games to ask for an ETA on my pre-order (I was not a backer). I got the following reply, which I'm very pleased with: "Last week we finished the KS and PM orders. As backers, they always get theirs shipped first. We are now shipping out the pre-orders. So you should have the book in a week maybe a little longer since we are shipping from the US to CA." Hopefully this will also mean that the PDF will soon be made available for general release.


For public release, I quote an employee of Petersen Games:

Quote:
We are looking at releasing the PDF after the backers and pre-orders have been delivered. The Hardbacks are on their way to the Distributors so they should be in the stores shortly.


Now that things are where they are, I guess it is time to start collecting some adventures. Other than Strange Aeons, what Cthulhu adventures are out there, suitable for a fantasy campaign?


1 person marked this as a favorite.

The Carrion Hill module is a pretty good choice. ^^


Chapter 4 of the Carrion Crown AP is also an excellent adventure to adapt.

Grand Lodge

I went in on the Kickstarter, and my copy recently arrived. It's truly fantastic. I strongly recommend it to anyone interested.


The more time I spend looking at the book, the more I like the Elder Influences. It's been awhile since I've seen a genuinely different sort of challenge in the game, and some of them are just evil. XD ...Which is a funny reaction for me, given how much I prefer to associate Mythos stuff with CN... I absolutely love grimoires and I expected to like those the most, so this change has been a (pleasant) surprise.

Paizo Employee Creative Director

2 people marked this as a favorite.
GM Rednal wrote:
The more time I spend looking at the book, the more I like the Elder Influences. It's been awhile since I've seen a genuinely different sort of challenge in the game, and some of them are just evil. XD ...Which is a funny reaction for me, given how much I prefer to associate Mythos stuff with CN... I absolutely love grimoires and I expected to like those the most, so this change has been a (pleasant) surprise.

Yay! Glad you're enjoying those influences; they were a blast to write, and it was a lot of fun getting the chance to do some design stuff that took encounters in a new direction. And trying to figure out how to make things work for some truly non-Euclidean concepts that Sandy came up with (I'm still in awe of his ideas for how Hastur works!).

Contributor

1 person marked this as a favorite.
James Jacobs wrote:
GM Rednal wrote:
The more time I spend looking at the book, the more I like the Elder Influences. It's been awhile since I've seen a genuinely different sort of challenge in the game, and some of them are just evil. XD ...Which is a funny reaction for me, given how much I prefer to associate Mythos stuff with CN... I absolutely love grimoires and I expected to like those the most, so this change has been a (pleasant) surprise.
Yay! Glad you're enjoying those influences; they were a blast to write, and it was a lot of fun getting the chance to do some design stuff that took encounters in a new direction. And trying to figure out how to make things work for some truly non-Euclidean concepts that Sandy came up with (I'm still in awe of his ideas for how Hastur works!).

Those were really really really fun to read when I was laying them out. Shubby is still my favorite. <3


Any word on when Paizo expects to ship their pre-ordered copies of this tome? :D


1 person marked this as a favorite.

All signs point toward "no".


For those interested, the PDF is currently available over on DriveThruRPG.


More correctly, "not yet". They'll post a notice when the stock is in and then shipping notices will go out as normal.


Brother Fen wrote:
More correctly, "not yet". They'll post a notice when the stock is in and then shipping notices will go out as normal.

"Not yet" ... the waiting is ... horryfying!

This is the RPG product I've wanted the most since The Pathfinder CRB back in 2009!

Can't wait to collect from my favorite store; "Fantask" here in København!!

Happy anticipation:-)

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