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The Sevenfold Path

Game ID: GID0346803
Collection Status
Description

The Sevenfold Path is a both a “Mysteries”-style sourcebook and full-length, five scenario campaign for Call of Cthulhu set in Classic-era Iceland. 137 pages of thoroughly researched and highly detailed setting information include:

1. A “Mysteries” sourcebook depicting everything your investigators will need to know about Iceland and its capital, Reykjavik for occult investigations in the Classic era, including:

• The secret history of Iceland, back to the Hyperborean era;

• The beliefs, practices and influence of the Theosophist lodges of the early 1920s in general and Classic-era Iceland in particular;

• Proto-Nazi expeditions and infiltrations into late 1920s Iceland, including the Thule Gesellschaft and (legendary)? Vril Society, with the background on these movements;

• A guide to 1920s Icelandic life, culture, laws and attitudes, with a focus on how these will impact occult investigations;

• A new take on the cult of the Magna Mater/Shub-Niggurath, with a distinctly Icelandic flair;

• Four new Mythos tomes and a system for replicating Icelandic saga-era witchcraft and staves of power;

• About a dozen new monsters, including takes on beasts from Icelandic folklore;

• The real reason why volcanoes keep erupting in Iceland and what lies beneath the waves;

• And the centuries long impact of a new antagonist, the Cult of the Third Cloister, on Icelandic society.

2. The Sevenfold Path, a five scenario, integrated campaign pitting the investigators against an immortal Norse wizard, the Thule Gesellschaft, and their reluctant allies. Scenarios include:

• Turn to Stone, in which the investigators are summoned to rural Iceland to conduct an archaeological expedition of a ruined nunnery, the Third Cloister where one should not be; delve into an immaculate conception; discover that the Hidden People may not be so mythical after all; and are put to a horrible choice;

• Higher Than Truth, in which the investigators try to solve a murder mystery set in Reykjavik; clash with Thule Gesellschaft operatives up to no good; join a Theosophist lodge; and in the course of solving the mystery, are put to a horrible choice;

• Desire Made Manifest, in which the investigators discover a critical part of their antagonists’ plan; conduct a séance; and race across Iceland to find the entrance to the “Inner City at the Magnetic Poles”;

• Yggdrasil, in which the investigators explore the “Inner City at the Magnetic Poles”, which can take a number of forms (including a Lost World in the manner of Jules Verne or the land of the Vril-ya in the manner of Edward Bulwer-Lytton) and are put to a horrible choice; and

• Twilight Time, in which it all comes together and the investigators try to save the world.

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