Now, as I've mentioned many times before, the Dungeons & Dragons module, Castle Amber, is probably – probably – what first introduced me to Clark Ashton Smith. I can't say that for certain, especially after forty-five years, in part because Call of Cthulhu was released the very same year, 1981, and it includes a number of references to Smith and his creations, most notably Tsathoggua. Having been a devoted CoC fan since its initial appearance, it's just possible that it was this game rather than Castle Amber that turned me on to CAS, but I think that unlikely.
Speaking of Tsathoggua, perceptive readers will no doubt have noticed that I spell the name of the Hyperborean bat-toad god differently than does the title of this scenario pack. For reasons unknown to me, author Keith Herber inserted an "h" into the deity's name, an addition not attested in Smith's own work nor, for that matter, in Call of Cthulhu itself, whose entry on him spells it as I do. Given that CAS includes a mangled spelling of the name (Zothaqquah) in his Averoigne stories, this isn't a particularly unusual variant, but I nevertheless can't help but wonder why it was used here.
Trail of Tsathoggua is a 64-page book, featuring a terrific cover by Steve Purcell, an artist who, in his later career, would work for LucasArts, Nelvana, and Pixar. The book consists of three adventures, the first two of which are loosely connected to one another, while the third stands on its own and is, by far, the best of the trio – and indeed widely regarded as one of the best Call of Cthulhu scenarios of its early years.
The first adventure shares its title with the book itself, albeit with the definite article added, "The Trail of Tsathogghua." It concerns an Miskatonic University archeological expedition to Greenland, where a massive stone slab carved with a giant bas-relief and odd hieroglyphs has recently been discovered. As it turns out, the slab is an artifact of ancient Hyperborea, as described by Clark Ashton Smith, providing information not just about the prehistory of the region but also about the location of a temple to Tsathoggua that is strongly implied to be the same one Satampra Zeiros attempted to plunder untold millennia ago.
The second adventure, "The Curse of Tsathogghua," moves to Canada, British Columbia specifically, as characters investigate rumors of the Sasquatch and a connection to the Greenland expedition from the first adventure. Like the first scenario, this one has a connection to Smith's work, albeit a more tangential one, since the Sasquatch are depicted as present-day descendants of the furry Voormis of Hyperborea. The adventure also includes the possibility that, if successful, the investigators might draw the attention and patronage of the Canadian prime minister, William Lyon Mackenzie King (incorrectly called simply William Lyon McKenzie [sic] in the text), who, in real life, was secret Spiritualist with a keen interest in the occult.
The third and final adventure, "The Haunted House," a title it shares with the classic adventure found at the back of the Call of Cthulhu rulebook, takes place in Grand Rapids, Michigan, and has little to do with the other two. Instead, it focuses on the Van Laaden Mansion, which is plagued by all manner of unusual and possibly supernatural events. The explanation for this is a clever and genuinely spooky one: centuries ago, a druid merged his consciousness into a tree that was later felled and shipped to America as some of the lumber used to build the Van Laaden Mansion. Now, his spirit possesses the place and wreaks havoc.


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