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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Eric Hinkle wrote:
For those interested, the PDF is currently available over on DriveThruRPG.

Now available with a starter adventure.


I'd rather buy that here than somewhere else if at all possible.


Any idea when we'll see the hardback? I have mine pre-ordered through my local brick and mortar and they're clueless!!!

Scarab Sages

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Adventure Path Charter Subscriber

So are we EVER going to get this? Especially since the PDF is available on other sites...I kind wish I did not pre-order it here.


Mayr wrote:
So are we EVER going to get this? Especially since the PDF is available on other sites...I kind wish I did not pre-order it here.

Echoing this. Let's hope they don't shaft us on the shipping charge.


I can try poking them again? Pretty much everything should be on its way - although I wouldn't mind a comment from Paizo if they know anything about the shipping status.


So, I sent an inquiry to Paizo customer service about this and here's the response - sadly not what any of us wanted to hear:

Paizo customer service wrote:

The only people who have received physical copies of this book are the first wave of kickstarter backers who had priority for receiving the first printing of the books. Unfortunately, the entirety of the first printing went to fulfilling kickstarter backers. Apparently some kickstarter backers are still waiting on their books as well, because there are no more physical copies until a second printing is run. Unfortunately, the creators of the book have not provided us with a timeline for when this second printing will be ready for us to be able to fulfill non-kickstarter orders.

Thank you for your patience while we wait for information on the second printing of the book. I wish I had more definitive information on when this would happen, but it is not a timeline that is in Paizo’s control to determine.


Ok. We all just got screwed.


Pathfinder Adventure Path, Modules Subscriber; Pathfinder Battles Case Subscriber
Brother Fen wrote:
Ok. We all just got screwed.

Sort of.

On the one hand, the fact that this product was a Kickstarter thing tells you that the creators didn't have the fiscal business infrastructure to create it, market it, and distribute it traditionally. Outside of the Kickstarter backers, anyone who is ever able to buy the product is lucky because we were never the target audience.

On the other hand, that they printed fewer copies than they had backers is unimpressive.

On the gripping hand, it's possible that some copies were damaged or unsuitable for shipping.

Ultimately my Strange Aeons game starts a week from tomorrow. It'll probably last two years, but if I don't have the book soon-ish, I won't likely incorporate whatever rules may or may not be in it that I may or may not want to incorporate because I haven't seen them because even the PDF isn't available (here). Which means I may cancel the pre-order.

Which means the creators got screwed.


That's the second time I've been (effectively) screwed by a Kickstarter. Dudes, you guys got pre-orders for this item a year ago. Being unable to fulfill all of those pre-orders is sloppy.

The pre-order-come-lately's I can understand having to wait. Those who ordered a copy while within the Kickstarter window should not have been pooched.

On the fifth tentacle, it'll show up eventually....

Or the sixth tentacle may cancel the hardcopy order and, maybe, let the seventh tentacle buy the PDF.

Maybe.

Edit: wait, so the company however many of us pre-ordered hardcopies of this book through has known about the fact that said item went to "yet-to-be-determined" and did not let us know that we were going to be on a delay of who-knows-how-long before getting our copy/copies?

WTH is that? >:(


2 people marked this as a favorite.

On the fandom tentacle, the Spheres of Power Wiki is adding the content in accordance with the OGL. No art, but the wiki currently has basically all the player content up (spells, archetypes, magic items, races, feats, etc) and a good chunk of the Elder Influence blocks (which are basically endgame threats anyway). New monsters are presumably coming after. So, if you want to look at a legal copy of the book's contents and decide whether or not to get the PDF afterwards... ^^


1 person marked this as a favorite.

Probably best to cancel this order and find someone that has the book in stock.

Scarab Sages

Adventure Path Charter Subscriber
Brother Fen wrote:
Probably best to cancel this order and find someone that has the book in stock.

How do you cancel an order? I cannot access my side cart

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Mayr wrote:
Brother Fen wrote:
Probably best to cancel this order and find someone that has the book in stock.
How do you cancel an order? I cannot access my side cart

You can start a thread in the Customer Service Forums and CS will get you taken care of... once they're back from Paizocon on Tuesday.


GM Rednal wrote:
On the fandom tentacle, the Spheres of Power Wiki is adding the content in accordance with the OGL. No art, but the wiki currently has basically all the player content up (spells, archetypes, magic items, races, feats, etc) and a good chunk of the Elder Influence blocks (which are basically endgame threats anyway). New monsters are presumably coming after. So, if you want to look at a legal copy of the book's contents and decide whether or not to get the PDF afterwards... ^^

Damn. Now I want a full copy even more.


*Glances up*

Actually, one more thing I want to say. I've been reporting on updates from the Kickstarter, and I was under the impression that Paizo and other companies were likely to receive physical copies at the same time. I wasn't actually aware there'd be multiple printings for NA, and I may have come across as implying Paizo would have copies soon when no official source stated or confirmed that. That is, Paizo's not necessarily "late". I'm pretty sure they are going to get copies, just... y'know, they'll tell you when these books are available.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber

I got mine signed by Liz! :D


Pathfinder Adventure Path, Modules Subscriber; Pathfinder Battles Case Subscriber
GM Rednal wrote:

*Glances up*

Actually, one more thing I want to say. I've been reporting on updates from the Kickstarter, and I was under the impression that Paizo and other companies were likely to receive physical copies at the same time. I wasn't actually aware there'd be multiple printings for NA, and I may have come across as implying Paizo would have copies soon when no official source stated or confirmed that. That is, Paizo's not necessarily "late". I'm pretty sure they are going to get copies, just... y'know, they'll tell you when these books are available.

(I certainly hope that) nobody is blaming you GM Rednal. You've been going above and beyond the call of duty providing what little information has been obtainable. You should have our thanks, not our blame.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
TriOmegaZero wrote:
I got mine signed by Liz! :D

Woohoo! I'ze jelly:3


2 people 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

I put in a preorder. Either I get what I ordered, or nobody gets my money. Good enough for me.


Anguish wrote:
GM Rednal wrote:

*Glances up*

Actually, one more thing I want to say. I've been reporting on updates from the Kickstarter, and I was under the impression that Paizo and other companies were likely to receive physical copies at the same time. I wasn't actually aware there'd be multiple printings for NA, and I may have come across as implying Paizo would have copies soon when no official source stated or confirmed that. That is, Paizo's not necessarily "late". I'm pretty sure they are going to get copies, just... y'know, they'll tell you when these books are available.

(I certainly hope that) nobody is blaming you GM Rednal. You've been going above and beyond the call of duty providing what little information has been obtainable. You should have our thanks, not our blame.

No blame from me to GM Rednal to be crystal clear.

To reiterate Anguish's thanks: thanks, for everything!


Mm. I just wanted to apologize if I gave anyone false expectations about the timeline. XD; I know what it's like to be eagerly awaiting something, expecting it to come soon, then hearing "oh, it's still undetermined, more copies are coming later".

(I mean, it's not like this is a nebulous book that may or may not happen - I got my physical copy. They exist. I do feel like the PR could have been done a bit better, though, to clarify when exactly books for non-KS backers are going to go out.)


2 people marked this as a favorite.

So, a continued follow-up on the chaos that has followed this book. If you go to Sandy Peterson's game company website:

Peterson Games

There is a whole apology letter (big banner at the bottom of the page) that gives the details of their shipping warehouse announcing that they were going out of business just as they started shipping the books. It appears that the "didn't print enough" theory might have been premature as well. They now have a new warehouse and should be continuing shipping again. Hopefully that means that retail/wholesale orders will be shipping soon too.


I haven't read the entire thread, but...

I wonder if there will be a Starfinder version of this. Seems like something that would be very useful.


Browolfe wrote:

So, a continued follow-up on the chaos that has followed this book. If you go to Sandy Peterson's game company website:

Peterson Games

There is a whole apology letter (big banner at the bottom of the page) that gives the details of their shipping warehouse announcing that they were going out of business just as they started shipping the books. It appears that the "didn't print enough" theory might have been premature as well. They now have a new warehouse and should be continuing shipping again. Hopefully that means that retail/wholesale orders will be shipping soon too.

Oh, good. Now I have an excuse for pestering my FLGS again. And again. And again...


I don't know how much this issue impacted the Cthulhu books - although they did seem to ship rather slower than it had been initially suggested they would. We'd have to ask, I guess, and it probably won't help that we're waiting on a second printing (that's hopefully already been made).

On the other hand, any excuse to visit your FLGS is a good one? XD


None of the 3 FLGS in my area carry 3PP books, sadly.


Not even as special orders for customers who pre-order through them?


GM Rednal wrote:
Not even as special orders for customers who pre-order through them?

That's what my FLGS did - they're great that way:-)

Hope you can find a store willing to do that (I think that's what a decent book shop should do, but then I live in Denmark og store culture might be different?)


1 person marked this as a favorite.
GM Rednal wrote:
Not even as special orders for customers who pre-order through them?

They will special order them. What I meant was they don't stock them on the shelves.


I contacted Petersen Games late last night for an update on my preorder. This was the reply that I received just now:

"All Preorders for Pathfinder Books were processed 6/13/18, including the 2 books you purchased. We are truly sorry for the delay in shipping these. It normally takes a couple days for a tracking # to populate in the system. That should be available soon for you."


Mu'tep wrote:

I contacted Petersen Games late last night for an update on my preorder. This was the reply that I received just now:

"All Preorders for Pathfinder Books were processed 6/13/18, including the 2 books you purchased. We are truly sorry for the delay in shipping these. It normally takes a couple days for a tracking # to populate in the system. That should be available soon for you."

Fingers crossed!


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Although much later than hoped, at least it will become reality given that the pdf exists and some backers received physical copies. Maybe the rest of us will have it before 2019.

This is a lot better than Palladium's promised "Mechanoids Space" that was advertised in 1993 - supposedly to come out in Spring of 1994. 24 years later and it still doesn't exist, yet is advertised as "coming soon". Cthulhu himself preordered it, and when he finally wakes up a millennia or two from now it will still be "coming soon".


The Book has landed in København!
Just got my copy an hour ago - it's veeery nice!
Now I just have to meet a deadline before I can dive into the horrors ...


YES! I got an email saying that my FLGS now has my copy waiting.


KestrelZ wrote:

Although much later than hoped, at least it will become reality given that the pdf exists and some backers received physical copies. Maybe the rest of us will have it before 2019.

This is a lot better than Palladium's promised "Mechanoids Space" that was advertised in 1993 - supposedly to come out in Spring of 1994. 24 years later and it still doesn't exist, yet is advertised as "coming soon". Cthulhu himself preordered it, and when he finally wakes up a millennia or two from now it will still be "coming soon".

Should see the firestorm over their "handling" of their Robotech-related Kickstarter. Five years of failure right there.


The prices on the secondary market have been ridiculous. Still no luck in securing a copy.


@Pagan priest: So, what you're saying is... the stars were right?

@Brother Fen: If FLGS are getting copies now, hopefully you'll be able to find one at a decent price soon. ^^


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

So will Paizo finally be able to ship copies to those of us who ordered them here next month?


Got my preorder (which I ordered through Petersen Games) just now (in Canada). They look to be in great shape. Very glad to finally have them. Now I just need some adventures :)


Don't know if it means anything, but the product details for the book here on the Paizo site no longer say this is a preorder. It just says that we can order it. It also shows in my side cart as waiting for the next possible subscription shipment to ship. Maybe the stars are finally right...


On the kickstarter page there is an interesting review...so far the only very negative one I've seen anywhere. The poster starts off by saying that he is "bitterly disappointed" - but only mentions two things that he takes issue with: the lack of feats for non-Mythos races (he counts only 5), and the artwork. That resulted in him being *bitterly* disappointed? Ok, fair enough. His views are his views and that is fine and I respect that.

I tend to agree with him about the artwork, but, fortunately, I knew about the artwork before I pre-ordered. I still think its unfortunate that what is probably the most important artwork of the book (gods and monsters - i.e., all the various entities of the Mythos) are just photos of the figurines. But, at least I knew about that beforehand and decided to order the book anyhow.

Regarding the lacks of feats. Personally, I think there is a point here that some people may have missed. When 3.5 released Elder Evils, I bought it from my local game store, took it home, and delved into it. Not a bad book, not the greatest either, but what really shocked me at first was the lack of character stuff. No new feats. No new skills or adapted skills. No new spells, or classes, or prestige classes, etc. etc. Nothing. For a book that was not a pure monster book, this was unheard of for a 3.5. At first I felt a pang of disappointment about that, but then I quickly realized that any of that kind of content would undermine the entire point of the book. The Elder Evils were intended to be forgotten, unknown entities that the player characters simply have no particular experience or expertise with. They have their classes and spells and feats from other books, but there was nothing to give players a bit of an edge specifically with regard to the Elder Evils and their minions. That was the point. Characters are meant to be totally out-of-their league and in unfamiliar territory.

And, all along, I expected the same with the Cthulhu book. There should not be lots of feats, or special class abilities, or new spells, etc. etc. that will help characters defeat the Great Old Ones or the various monsters of the Mythos. Whatever the characters already have is what they have...if they already have feats that give them combat bonuses, well, there ya, go. But they should not have options for anything specific to the Mythos, as the Mythos should be largely unknown...encounters with Mythos beings should completely catch the characters off guard. The way I look at it, this book should not be used as simply another monster book, but as a source book for creating a whole particular theme or feel to a chunk of the GM's campaign; and to remain true to the intent of the Mythos, no character options (or very few) should exist. "Deep One" or "Mythos creature" should not be a possible option for a ranger's favored enemy, etc., etc.

Anyhow, just my thoughts.


I saw that review too. I'd have been surprised if I didn't know about the art, but it was known up front. As for specific content, someone will always complain.


Upset about the lack of feats for non-Mythos characters? I suppose that I could see that. I would liked to have seen more of everything. Sadly, 1000 page books are a tad unwieldy, not to mention expensive. Oh well. Maybe a few supplements are in order...


Mu'tep wrote:
On the kickstarter page there is an interesting review...so far the only very negative one I've seen anywhere.

My review and you apparently have issue with my having a differing opinion so I'll expand on it.

As for feats, archetypes, etc I would like to see the crunch necessary to create a specifically Mythos game since that what this book was supposed to be for, The Pathfinder Cthulhu Mythos Book. So I was expecting a lot of specificly tailored character options that would allow you to create a Wizard, Alchemist, Investigator, etc that was something unique to the setting.

No, despite what has been suggested, I'm not looking for the opportunity to starting ticking off Great Old Ones from my hit list. But stating that the Mythos should be "unknown" and that there shouldn't be specific crunch to address it leads me to this question: Why have the book? Nothing specific for the characters? I don't need the book then. I have the stories and I can use them and adopt them as I see fit if we're just going to leave it as unknowable.

And the art was HUGE to me. If you are going to sell me a bestiary I want decent art. The concept art for those figs would have been better than what was presented. This Kickstarter raised a huge amount of money. The figs sold were pre-created options from another Kickstarter from what I understand. Nothing new there, probably just some left overs or just a new run. The book itself, so very much of it is based on previously existing information. It is simply an adaptation of what has been in existence for decades, so the work that went into this book is adaptation of pre-existing information into Pathfinder Language and presentation of this information though art and layout.

And of those three the layout is lovely. The crunch and art, disappointing.

If you disagree, that's fine. We're all folks. I'm glad you're happy with it. I'm not.


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.....I guess it's a matter of perspective? Depending on how you count them, this book has, oh, a little over 100 pages of new, player-relevant options. Some people probably feel that's quite a bit - others, not so much.


Craig Bonham 141 wrote:
Mu'tep wrote:
On the kickstarter page there is an interesting review...so far the only very negative one I've seen anywhere.

My review and you apparently have issue with my having a differing opinion so I'll expand on it.

As for feats, archetypes, etc I would like to see the crunch necessary to create a specifically Mythos game since that what this book was supposed to be for, The Pathfinder Cthulhu Mythos Book. So I was expecting a lot of specificly tailored character options that would allow you to create a Wizard, Alchemist, Investigator, etc that was something unique to the setting.

No, despite what has been suggested, I'm not looking for the opportunity to starting ticking off Great Old Ones from my hit list. But stating that the Mythos should be "unknown" and that there shouldn't be specific crunch to address it leads me to this question: Why have the book? Nothing specific for the characters? I don't need the book then. I have the stories and I can use them and adopt them as I see fit if we're just going to leave it as unknowable.

And the art was HUGE to me. If you are going to sell me a bestiary I want decent art. The concept art for those figs would have been better than what was presented. This Kickstarter raised a huge amount of money. The figs sold were pre-created options from another Kickstarter from what I understand. Nothing new there, probably just some left overs or just a new run. The book itself, so very much of it is based on previously existing information. It is simply an adaptation of what has been in existence for decades, so the work that went into this book is adaptation of pre-existing information into Pathfinder Language and presentation of this information though art and layout.

And of those three the layout is lovely. The crunch and art, disappointing.

If you disagree, that's fine. We're all folks. I'm glad you're happy with it. I'm not.

Yeah. You're whining about a bunch of stuff EVERYONE knew going in. That's why we can't have nice things because there's always someone that doesn't pay attention and then cries about it afterward.


Craig, I wouldn’t say that I have an issue with the fact that you don’t like the book. I was just somewhat perplexed that you indicated that you were not just disappointed, but *bitterly* disappointed but only listed two things you took exception to. And please understand, I’m not trying to be argumentative…just trying to present a different perspective. You and I both spent personal bucks on this book and even though I don’t know you, and don’t have anything to do with Petersen Games, I just feel bad for you that you don’t like, and wish that it was otherwise. I would love to see you find things about the book that maybe might help you regret a lot less the fact that you spent money on it.

“But stating that the Mythos should be "unknown" and that there shouldn't be specific crunch to address it leads me to this question: Why have the book? Nothing specific for the characters? I don't need the book then. I have the stories and I can use them and adopt them as I see fit if we're just going to leave it as unknowable.”

I’m not sure I’m following you, but when I said that the Mythos should be unknown, of course I meant to the player characters and the world at large. The GM should of course be up on it, and the book helps with that, and of course, NPC cultists should also be up on it, as well as some sages, scholars, etc.

But, in my own opinion, typical campaign characters, including the player characters, should have never heard of anything to do with the Mythos - at the start. Overtime, if you’re planning on running Mythos adventures, then naturally they would begin to learn about the Mythos, discover that there are cults who worship strange gods that they have never heard of before but which seem to be called Great Old Ones, etc. And having the book supports all of that.

The book is very useful because it provides a great deal of material that can be used by the GM to create challenging encounters for the player characters. The huge number of Mythos specific monsters, the various gods, the spells, etc.

Yes, it is true, that you could make these things from scratch. Or, you could convert from other game systems. But, either way, that would take a great deal of time to do so. If you’re running a Mythos themed campaign, vs. just a one off adventure, you probably want stats for more than just one type of Mythos monster, you probably want to have information on the gods, a whack of spells, grimoires, etc. Creating all of that from scratch or adapting them from another game system is a huge time monger.

The purpose of the book (beyond making money for the publisher) is to provide you with everything you need upfront, so that you, as the GM, do not need to spend your time doing that.

That is the point with all game books – making money for the designer, and providing useful resources for the dm/keeper/gm, whoever, so that they don’t have to do all the leg work.

Sure, you could use the Mythos monsters already presented in the Bestiaries, but I feel they lack the specialness of Sandy’s versions. You could also use the spells, gods, and monsters from the d20 book, but again, while adequate, having a Pathfinder Mythos book that has been painstaking overseen by Sandy Petersen is ideal, ensuring that everything is just a little bit (or a lot) more “OMG!!! Run-for-your-lives!”-ish than what we have seen for d20 or Pathfinder before.

The book also has a lot of supportive theming elements, like the rules for dread, the overview of Aklo, the magical items, the rituals, etc. etc. Those are all great things to have. And, regardless of whether they have been seen before, it is awesome to have them now customized for Pathfinder.

Regarding archetypes and feats, and such, well, personally, those are things that I think are a lot easier and far less time consuming to create than say a bunch of monsters and gods. So, if those are things that you really want to have, those probably can be made from scratch, or adapted from existing stuff, without having to spend too much time doing so.

“The book itself, so very much of it is based on previously existing information. It is simply an adaptation of what has been in existence for decades”

Yes, that is very true, but it should not have come as any surprise. The whole point of the book is to present Pathfinder compatible rules for running a Cthulhu mythos campaign or series of Cthulhu Mythos adventures. It would have been very disappointing if classic Mythos spells and monsters and gods were not detailed in such a work.

But, in many ways the material is new. The names and lore are the same – that is to be expected. However, the book is packed with a lot of amazing innovations – case in point, Hastur. The rules for insanity are not the same rules invented for Chaosium’s Call of Cthulhu RPG. Same designer, but different rules.

Please don’t misunderstand me, I think the book is lacking in some ways. Like you, and as I mentioned before, I was also disappointed with the artwork. But, again as I mentioned before, I knew about the artwork going in.

“If you are going to sell me a bestiary I want decent art.”

I think that is very important for a book that is filled mostly with monsters that are brand new, and which nobody has any idea of what they look like other than the designer, hence the need for really great art work. But like you said yourself, you’ve got the stories. The Mythos is a pre-existing setting or genre or whatever you want to call it. So, you probably have a good idea what the monsters are supposed to look like and there is sooo much art out there on the web on Mythos creatures. But I hear you. The art is what it is, and what it is, is disappointing.

I also feel it was not necessary to re-print all the Mythos content from the Bestiaries. I get why they wanted to re-print monsters that are Mythos-ish. Fine. But, since the book already had new, Sandy Petersen approved versions of Deep Ones and shoggoths, etc., do we really need the less innovative versions of those monsters re-printed in the same book? Probably not, and they just took up space that could have bee used for something else. On the other hand…options. I can use the version of the Deep Ones created for the book to be Deep Ones. And I can use the version of the Deep Ones created for the Bestiaries to be some other type of creature. Maybe “shallow ones”

And, part of me does sort of think that maybe some character stuff would have been cool for NPC cultists…but on the other hand, once character options are out there, even if intended only for NPCs, there will always be that player who wants to use that stuff, so I’m not truly disappointed that the characters options are not more extensive than they currently are.

And speaking of the new sanity rules…I think they are well thought out, but I feel that the Chaosium rules are somehow more “fun.”

So, sure, there will always be things that will disappoint us with any purchased product. But, overall, I personally think it is an awesome accomplishment.

But, again, that is just my opinion, and I do realize and respect the fact you feel otherwise. As before, just sharing a different perspective, hopefully to help take off some of the sting that you feel.


This now seems to have filtered through to UK retail - I just caved & ordered it from Chaos Cards (Not ordered from them before). I'm not a collector - I always aim to use every book I buy.

I don't have an immediate opportunity to use this but it strikes me as one that I will regret not picking up for years if I don't.

Obviously it's not going to replicate COC in Pathfinder, because the assumptions of the systems are too different - but what I think it will do is make a unique take on both Pathfinder & Cthulu Mythos that isn't offered by either of them alone.


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Nice 1 hour + review on Youtube :
https://www.youtube.com/watch?v=9FYmLi3pWcU

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