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Achtung! Cthulhu - Shadows of Atlantis Campaign

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Average Rating:4.7 / 5
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Achtung! Cthulhu - Shadows of Atlantis Campaign
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Achtung! Cthulhu - Shadows of Atlantis Campaign
Publisher: Modiphius
by Harri J. [Verified Purchaser]
Date Added: 10/29/2018 06:44:12

We recently finished the entire campaign using the pdf, I was the GM. It took us 25 delightful sessions, with the same group of characters - some deaths and insanities -and four players.

Best feature is the structure of each of the scenarios. They are presented in the same way for each scenario, and flow very well and as a result are really easy to prep as a GM. There are several ways to run the campaign, and this flexibility is designed for so it's easy to do. Various end options for each scenario are taken into account, so you have some support if your players do the unexpected, as mine usually do.

Positives are the huge amount of background information available for each of the locations. These are useful for later use as well in your A!C world. There are a few new game mechanics introduced, such as altitude sickness, which resulted in good roleplay opportunities without being too complex or time-consuming.

The scenarios themselves are good to excellent. They can be played either pulpy or more straight CoC-style. The climax of the campaign is amazing, and we are still working through the resulting chaotic aftermath two sessions later.

The production values are excellent. Artwork in the pdf is very good, layout is clear, handouts and maps look gorgeous, writing is great. Absolutely no complaints whatsoever with the way this gargantuan pdf was put together!

The negatives of the campaign are through omissions. At over three hundred pages and eight adventures this is a LOT for me as a GM to keep track of. There isn't a good summary of the campaign, who's who or what's what. For example, there is no single place where the pieces of the maguffin are explained, their locations, purpose and mechanics. Only after I read almost the entire book did I have all of them in my notes.

Other rather big omissions are maps, as several major encounters don't have maps to use, including the climax of the entire campaign. These days it's fairly easy to find suitable maps online, but missing pivotal maps is a strange design decision to make. Also, many of the NPCs don't have portraits, only some of the most major ones - but not even all of them.

I had these same criticisms for Modiphius's Three Kings, so it's unfortunate these seem to be an editorial decision or omission. None of these are game-breaking, but something to take into account when you prep for the scenarios so you don't end up browsing DrivethruRPG to get that map at the last minute like I did a few times..

I asked my players to give some feedback. They thought that the globetrotting was a lot of fun, enjoyed the variety in action and investigation, and thought the story was good. They also liked the fast and fun action, and uncovering the mystery of it all layer by layer.

Overall, this is an excellent campaign for Achtung! Cthulhu. Your players will trot around the globe over several months in-game and in real time. The scenarios are well built and fun, writing is good, and the GM has a lot of flexibility to run it her way. The few omissions can be overcome fairly easily, only sacrificing visual coherence and convenience.

Modiphius has produced a top notch book/pdf, and we're all looking forward to playing the next Achtung! Cthulhu campaign! Highly recommended.



Rating:
[5 of 5 Stars!]
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Achtung! Cthulhu - Shadows of Atlantis Campaign
Publisher: Modiphius
by David D. [Verified Purchaser]
Date Added: 09/05/2017 13:40:37

over 300 pages of content. excellent gazeteers on the cities and sites involved, worth the price of admission alone. with lots of NPCs and monsters statted out in both savage worlds and call of cthulhu rulesets

a unified adventure which takes you across the globe, into the mists of mythos history and nazi occultism. the adventure was in some places excellent (the egyptian dreamlands) and in others uninspired (the catacombs of rome) but it is modular enough to put your own spin on it if you care to add some elbow grease, and nowhere is it truly bad, just sometimes a bit generic.

it's not exactly what i was hoping for, it had more detail on the cities and era, but the adventure was less unified and dramatic than i had thought it would be. still it's a campaign very close to the one i would have written myself were i to make an 'all star achtung cthulhu' campaign. nazis, atlantis, globe trotting, dungeon crawling, secret histories. it's all there.

very strong product. I'd recomend most highly



Rating:
[5 of 5 Stars!]
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Achtung! Cthulhu - Shadows of Atlantis Campaign
Publisher: Modiphius
by George U. [Verified Purchaser]
Date Added: 05/11/2016 19:47:05

The quality of writing plus the depth and breadth of background information is amazing. This is not a campaign where you buy it and can jump right in so if you are looking for something light and easy as GM (or Keeper) then I would recommend going with something like 3 Kings instead. If you want something that is full of flavour and you're willing to put some time in reading (there are over 300 pages) then this is a campaign that I highly recommend.



Rating:
[5 of 5 Stars!]
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Achtung! Cthulhu - Shadows of Atlantis Campaign
Publisher: Modiphius
by Megan R. [Featured Reviewer]
Date Added: 12/14/2015 08:56:52

This mighty tome contains resources to empower you to run not just one but several campaigns weaving the Cthulhu Mythos into the horrors of the Second World War. The Introduction opens with a few words of fiction, as news of the discovery of Atlantis reaches Germany, then continues with background materials dogding neatly between what Achtung! Cthulhu is as a game and snippets introducing some of the many-layered complexities of plot that you have to play with in this book, before launching into a wealth of information about Atlantis itself... from Plato onwards, including many of the theories flying around by the 1940s which characters in the game could access as their interests take them in that direction. There's also an overview of the campaign as a whole, involving the search for Atlantis amidst a flurry of other groups who are looking for the same thing, many of whom will stop at nothing to be the first, the only, possessors of its secrets!

But what of the 'several campaigns' I mentioned? That's the clever part. The book is made up of three main sections, covering Europe and North Africa; the Middle East and Asia; and South America and the Arctic Circle. Now, you might have a very active and dedicated party who manage, even in wartime, to scamper around to all these places, but it's perhaps a bit more credible for multiple teams to be engaged in research. Each section has its own party of pre-generated characters supplied for use there, which can be issued to your players as appropriate. Or of course, if you prefer to use exsisting characters for all or some of it, there's advice on how to do that as well. The structure is very flexible so apart from the opening scene (covering Vienna and Rome) and the climax in Greenland, events can be run in pretty much any order that works best for you. If weaving it into other materials, start in late August 1939 as in, after Achtung! Cthulhu: Zero Point - The Three Kings but before Section M is set up in October 1939, which puts the characters in an ideal position to get embroiled in 'occult espionage' from the beginning. Unless you want to contend with the difficulties due to warfare, you might want to move quite swiftly and conclude the adventure by the summer of 1940 so that the party is able to travel around the world relatively freely without pesky U-boats and the like interfering!

Events in the first section, covering Europe and North Africa, start in Vienna and move through Fascist Italy before ending up in Egypt doing archaeology (what else does one do in Egypt, after all?). In the second part, the action is mainly in India and Tibet, whilst the third involves an expedition to darkest Peru. Then it's back home for a briefing in London before heading off to Greenland to discover what the Nazis are up to there and stop them in their tracks... if they can! If you have chosen to use separate parties (perhaps the proferred pre-gens) in the different sections, that London briefing can be used to draw the strands together in the hands of one group of characters (even if their players have been privy to everything!).

Each section is jam-packed with setting and background material which is of use whenever you have a party in that location, never mind when actually running this campaign. Throughout, NPCs are presented with stat blocks for both Call of Cthulhu and Savage Worlds, as are any other game mechanical parts of the book. Scattered throughout are some wonderfully-atmospheric handouts, which are collected together at the back of the book as well for easier access... certainly if you are using the PDF. Once the printed version is available, it might be a good idea to reproduce these as a free download on the Modiphius website, so you do not need to rip your book apart! Each section also contains several well-developed scenarios to provide access to the information that the characters will need to progress the campaign as a whole. Each is freeform enough to let the party wander pretty much as they please - or at least think that they can! - with notes about how to pick up any loose ends and ensure that they gain essential information and contacts.

Although there's much of use in these three sections, they are followed by a fourth one which includes the pre-generated characters (each group honed to one of the sections), adventure seeds for all the locations which are ideas arising from the author's research that didn't make it into the main plot arc but serve well as additional adventures, or for use on other visits to the same locations, additional rules and a collection of new enchantments and curses. The additional rules include notes on the perils of some of the terrain that the characters will be visiting as well as some of the creatures that they will meet. If you feel in need of additional inspiration there's a listing of books, films, web links and even other RPGs that might help.

Overall, this is a mammoth globe-spanning adventure to keep you and your players happy and engrossed for quite some time. I think I'd probably run it with a single group of characters - as many role-players prefer to hang on to their own, and to avoid confusion - or, if you know lots of people and like online gaming, you could run the sections concurrently using the pre-gens, then bring everyone together at the end to share notes and figure out how to defeat the Nazi plot! Whatever route you take, you ought to be in for some memorable adventures!



Rating:
[5 of 5 Stars!]
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