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Beyond the Mountains of Madness (Call of Cthulhu Roleplaying Game) Paperback – 1 Dec 1999

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Product details

  • Paperback: 438 pages
  • Publisher: Chaosium Inc (1 Dec. 1999)
  • Language: English
  • ISBN-10: 1568821387
  • ISBN-13: 978-1568821382
  • Product Dimensions: 3.2 x 21.6 x 28.6 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 2,045,173 in Books (See Top 100 in Books)

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9 of 10 people found the following review helpful By olen@omistaja.net on 6 Aug. 2001
Format: Paperback
Beyond the Mountains of Madness is an epic campaign for Call of Cthulhu that sweeps the investigators from New York to the depths of the Antarctic wastes. It is, without a doubt, one of the finest campaigns that Chaosium has ever published, although running it successfully will be a test for the most experienced gamemasters. The campaign is set in 1933, three years after the Dyer-Lake expedition from Miskatonic University discovered some extremely unusual biological samples at the base of a colossal mountain range in Antarctica. Disastrously, most of the expedition was killed in a tremendous gale, and their samples, notes, and equipment were scattered beyond recovery. The investigators are invited to join a new expedition, led by the famous explorer James Starkweather and Professor William Moore, a noted geologist and paleontologist. Starkweather and Moore aim to complete the work started by the MU expedition, and explore the mountain range, now known as the "Miskatonic Mountains." The campaign starts slowly enough. The expedition readies its supplies and equipment - including four aircraft - and after a few mishaps sails from New York on the SS Gabrielle. The tension rises steadily as the expedition sets out from the Ross Ice Shelf to the site of the disaster, and builds to a climax as a smaller party presses on and experiences horror and tragedy beyond the mountains. The Starkweather-Moore expedition is not the only party of explorers on the Ice in the summer of 1933. Another American expedition, led by millionaire industrialist Acacia Lexington, is camped on the Ross Ice Shelf. The Germans have also despatched a large expedition, ostensibly to assay the natural resources of the continent. These competing parties have their own part to play in the horrific conclusion.Read more ›
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 15 reviews
19 of 19 people found the following review helpful
And Epic is the Word... 31 Jan. 2001
By Terence Chua - Published on Amazon.com
Format: Paperback
They're not kidding - weighing it at some 440 pages, this monster of a campaign book is so huge, to call it a "campaign" somehow seems to be an understatement. Yet, it's not so much a campaign - that is, a series of connected scenarios - than one huge epic adventure with a definite start, middle and end.
The story brings the players from 1930s New York to New Zealand to Antarctica and finally to uncover the tragic fate of the Miskatonic University Expedition that preceded them, chronicled in Lovecraft's short novel "At The Mountains of Madness". Along the way, they will encounter murder, mayhem, sabotage, the lost chapter of Edgar Allan Poe's "Narrative of Arthur Gordon Pym" and at last, the ice-bound city of the Elder Things where a secret beyond imagining lurks.
The sheer amount of work that has been put into this is amazing. Everything to prepare you for an Antarctic expedition from shipping manifests to equipment is detailed - and even made part of the adventure. The supernatural element of this adventure is surprisingly minimal for a Cthulhu tale, but it is no less suspenseful or terrifying to face up to madness and thuggery. At the end of the day, the Elder Things are alien creatures more akin to extraterrestials than ghosts. Think of John Carpenter's "The Thing" and you'll start to get a feeling of what I'm driving at.
This is not a book or a campaign to be undertaken lightly - it will take a lot of hard work from both Keepers and players to make it work. On the down side, the adventure tends to be a little linear and assumes too many things to make the plot work. However, I literally could not put it down - heavy as it was - it was also a compelling read just for the sheer amount of *story* alone. As a high water mark for would-be game designers to read and emulate, it is in a class of its own. Well worth the price, and the read.
22 of 23 people found the following review helpful
Best RPG supplement in recent history 18 Oct. 1999
By A Customer - Published on Amazon.com
Format: Paperback
This adventure, a brilliant follow-on to Lovecraft's "At The Mountains Of Madness", totally immerses the players in the tense drama of an Antarctic expedition. Don't be put off by its sheer size--it's a combination of a campaign-length single adventure and a well-researched Antarctic sourcebook. Lots of player handouts and extremely helpful keeper material, including a detailed timeline of all the multiple plot lines, make this book a standout. It truly captures the essence of Lovecraft's great novella.
If your keeper can't afford it, chip in and buy it for him. You won't regret it. The Antarctic Explorer pack is also nice, but not necessary for playing.
9 of 9 people found the following review helpful
Packed with goodness 15 Aug. 2000
By cscase - Published on Amazon.com
Format: Paperback
The first thing I did when I got this book was look in the back for pizza coupons - it looks like a phone book. That is to say, for an RPG supplement, it's huge! However, even at this size, there is no boring "filler" info. Everything in here is useful and interesting. To be honest, I have never been much interested in the subject of Antarctica, in general or as the setting of a CoC game. It seemed bland. After reading some reviews of this book, especially Mr. Wills' (see below), I decided to check it out, though, and it is anything but bland or boring. To me, the two major strengths of this book are: 1. Depth of background, well-researched - There is a TON of in-depth info here about the Antarctic, from weather and terrain to survival and potential hazards. The NPCs are also very well fleshed out. There are plenty of charts, maps, and diagrams of the ships, buildings, and locations that will come into play. The Antarctic is radically different from anywhere most people have ever been, but with the info here, you will be able to make your players feel like they've really been there. 2. Flexibility, non-linear - I hate adventures or campaigns that lock the players into a set course of action. I concede a certain degree of linearity is necessary for a planned adventure, but where possible, I prefer a published scenario to line out the situation and the particulars for me, offer some possible courses of action that the players might take and some likely outcomes for each. That is exactly what this book does.
I'd say without hesitation that this is the best published campaign/adventure that I've ever seen.
10 of 11 people found the following review helpful
How good is it? 31 Mar. 2000
By Graham Wills - Published on Amazon.com
Format: Paperback
The simple answer is that it is very, very good. For a work ofthis length to be able to grab the attention of a seasoned roleplayercontinuously while reading it; for the text to be enjoyable purely as a solitaire reading experience; for the impressive feeling that, big as it is, the authors picked and chose what went in and really felt they needed more space; that is in itself a triumph. The style is immensely readable, the art consistent and enjoyable, the plot exciting and yet manageable, the layout and typography clean and attractive. It is worth buying even if you never intend playing it.
But you should play it. I have *almost* finished the campaign and it's been a nine-month blast!
6 of 6 people found the following review helpful
Even non-gamer Lovecraft fans will like this. 23 July 2001
By Moenbob - Published on Amazon.com
Format: Paperback
And that's the essence of my "review." More of a recomendation really. This massive tome is - if not THE best, certainly one of the best game supplements ever. However, you don't have to play CoC to enjoy it. "At the Mountains of Madness" is one of Lovecrafts best tales and this gaming supplement provides a wonderful "what if" scenario that extends and explores the ramifications of that short novel. If you are any sort of a fan of Lovecraft you will find plenty to enjoy here, gamer or no.
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