A stand-alone roleplaying game by Robin D Laws
You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world. The Esoterrorists introduces the GUMSHOE rules system, which revolutionizes investigative scenarios by ensuring that players are never deprived of the crucial clues they need to move the story forward.
Upgrades, Improvements and New Content for the 2nd Edition.
This new edition of The Esoterrorists is 4 times longer and allows you to:
- Equip your characters with fine-grained investigative abilities, ranging from Interrogation and Data Retrieval to the ever-popular Forensic Entomology and always useful Bullshit Detector.
- Round them out with 13 crucial action abilities, which help you fight, run away, and retain your mental stability when the horrors come knocking.
- Absorb the latest, in-depth intelligence data on the terrifying world of the Esoterrorists.
- Learn the never-before-revealed inner workings of the Ordo Veritatis, the secret international agency that sends you out to smash the foe.
- Recoil at raw reports detailing all-new creatures of unremitting horror.
- Root yourself in a site of small town menace with the new Station Duty campaign frame and scenario.
- Confront fever dreams of the apocalypse in a brand new introductory scenario, OPERATION: PROPHET BUNCO!
Also included, for gamemasters:
- Data on the terrifying world of the Esoterrorists, and the Ordo Veritatis, the benevolent global conspiracy that fights them
- Creatures of unremitting horror.
- Detailed instructions on structuring investigative scenarios for the innovative GUMSHOE system
- Advice on bringing those scenarios to life in play
- Operation Slaughterhouse, an advanced example scenario of geopolitical horror
The Esoterrorists is easy to learn, easy to play and replayable by design.
Incorporating years of advice, actual play experience, and design evolution, The Esoterrorists Enhanced Edition includes all the rules you need to play the game that revolutionized investigative roleplaying. Dripping with ichor and jammed with content, this is the heftier, meatier, definitive tome gamers have been crying out for ever since they laid their paws on the original.
Reviews of The Esoterrorists:
… the game does deliver on its promise. You could easily explain the rules to someone in 15 minutes enough so that they could play. You can also learn them enough to run the game in about an hour.
I was apprehensive about the system but I was wrong – it worked really well for me.
The rules are incredible – I honestly think this is the best investigation-based RPG ever printed.
|Stock #: PELG012
||Author: Robin D. Laws with Gareth Ryder-Hanrahan
|Artist: Phil Reeves, Kyle Strahm
||Pages: 160 page perfect bound
Over at RPGNet, Kafka has been working through our new releases, and has posted a great review of The Esoterrorists 2nd Edition, giving it 5/5 for Style and Substance.
Kafta notes that the second edition contains “both an update of the basic rules (GUMSHOE), hence edition change but also add-ons that make it more the game (possibly) more enjoyable”, and then concludes by saying that “it is a significant improvement over 1.0 by addressing all the shortcomings that slim volume had. It is not only twice the value for the buck – but very careful attention is paid to explaining the workings of the GUMSHOE system – so if that still eludes you – this book is worth its weight in gold (and it is a heavy book).”
You can read the full review on RPGNet here.
On the UK Roleplayers forum, Ragr has given the Esoterror Factbook a great 8/10. Ragr says the Factbook “…expands the background wonderfully and provides great advice for developing characters and helping the players to visualise exactly what their job as OV investigators is all about.”
Ragr concludes by saying:
“For me this book was a palpable hit and highly recommended, if not essential, if you’re plunging into the world of Esoterror and want to maximise the experience.”
You can read the full review of the Esoterror Factbook on the UK Roleplayers forum here.
Worm of Sixty Winters is a full-length campaign for The Esoterrorists. It works as a stand alone adventure, or as the conclusion of Albion’s Ransom: Little Girl Lost.
An Esoterrorist weather control ritual has brought sudden blizzards and extreme temperatures to an unsuspecting England. This they hope will be the first stage of the Fimbulvetr of Norse mythology – a dreadful winter that lasts three full years and heralds Ragnarok, the Viking apocalypse.
You are the American team – brought in as experts in your field – that failed to stop that ritual.
Now only you can prevent the Esoterrorists from causing irreparable damage to the Membrane. In a hazardous chase across a snow-covered Britain, facing sinister cultists, terrifying bikers and ordinary people taking desperate measures to survive the extraordinary circumstances, you must use all your resourcefulness just to carry on.
Featuring additional adventure seeds by Matthew Sanderson which focus on individual tales of horror to personalise the impact of Britain under snow, Worms of Sixty Winters allows your players to fully experience the breakdown of society in the Esoterrorists’ greatest threat to the Membrane.
Given one final chance to make things right, can you prevent the Esoterrorist plot to unleash Fimbulvetr?
|Stock #: PELG013
||Author: Ian Sturrock with Matthew Sanderson
|Artist: Claude Bernier-Tremblay & Jérôme Huguenin
||Pages: 80pg Perfect Bound
Until 7th March get Esoterrorists, Fear Itself and supplements from the rpgnow.com sale.
The Esoterror threat is growing. The membrane is thinning. Eradicating the threat did not work. Surpressing the threat is failing. The next step is Containment. We will have to create quarantine zones of areas of high supernatural presence and designate safe zones for habitation. Using force against the Esoterrorists has not worked. We must understand them and their methods in order to defeat them. We must know what they know. Then we can defeat them.
This document is the first step toward that. It discusses the wall between our reality and the Outer Dark, how it is measured, how it can be injured and repaired, and speculates about its nature and purpose. The summoning techniques the Esoterrorists use and how we, the Ordo Veritatis, can counter these actions. There is also a section on how to deal with Outer Dark Entities after they have manifested. Direct contact with ODE’s is not recommended if any other options exist.
The Esoterror Summoning Guide by Gareth Ryder-Hanrahan is a supplement for The Esoterrorists. It also includes a short adventure based upon the material presented.
|Stock #: PELG014D
||Author: Gareth Ryder-Hanrahan
|Artist: Phil Reeves, Jeff Porter
||Pages: 44 page PDF
Your town isn’t like other places. There’s something wrong with it.
No-one wants to admit to themselves, but things are strange here. More madness. More sorrow. More deaths. More horrible ‘accidents’. It’s not like it used to be. There’s something rotten in the heart of this place, a cancer of the soul that eats away at everything good and leaves only monsters behind. Your town is sick.
Who or what did this to your town? Some government experiment? Corporate pollution? Was it something alien? Do invisible monsters lurk at the threshold of perception, warping your town in their own nightmare images? Or – even worse – did someone you know do this? Could your neighbours, your friends, even your family be somehow responsible for this inexorable slide into the abyss?
You didn’t want to admit things had gotten bad, but the strangers forced you to see. They came to town to uncover its secrets, to pierce the veils of deception and find out what’s really going on. They pit cold science against occult horror. They want the truth.
They call themselves the Ordo Veritatis.
And they need your help.
Station Duty is the new Esoterrorist setting from Gareth Hanrahan. OV agents are stationed in a small town at one the membrane’s weak spots and must stop the Outer Dark from breaking though.
Status: In playtest
Six months ago, Ordo Veritatis agent John Sheldon went off the organisations radar following an emotional breakdown in the wake of loosing his wife in a car crash. He held is sister, fellow Ordo Veritatis agent Caroline Sheldon responsible for her death as she was drunk at the wheel that night. Psychiatric Metrics feared John went out to perform a solo mission to expose the heart of an Esoterrorist funding network he had uncovered in Amsterdam. The proposal for that mission had been shelved months ago due to its low probability of success.
When his body turns up in Amsterdam, evidently the sacrifice in an Esoterrorist ritual, the eye of suspicion turns on the rest of his team he left behind. Are they guilty by mere association, or are they innocent of his fate? They are given a chance to find out what happened to their friend and colleague, and in the process clear them from any suspicion in the eyes of the Ordo Veritatis.
The Love of Money is an Esoterrorists adventure for 4-6 players from incredible GM and Pelgrane Crew favourite, Matthew Sanderson. It is designed as a single stand-alone adventure with pre-generated characters provided, but can be tweaked to accommodate integration into an ongoing campaign.
Read a review of Love of Money on rpg.net 10/10
Pelgrane Press is a venerable workshop of the dreadful and breeding terror by producing highly skilled adventures and supplements that contain just that – FEAR and PANIC – containing the best of what one’s own nightmares may conjure up.
||Author: Matthew Sanderson
||Pages: 112 page PDF
Here is actual play of the Esoterrorists adventure Profane Miracles, with a home-designed follow up adventure using Fear Itself here, from the excellent Role Playing Public Radio. There is a bit of banter at the beginning, but they get into it pretty quickly and get on with the game.