Wednesday, January 21, 2026

Retrospective: Trail of Tsathogghua

I continue in my Quixotic quest to find RPG products that show the influence, explicit or otherwise, of Clark Ashton Smith. As I wrote last week, this has proven a surprisingly difficult endeavor, so I hope I can be forgiven for grasping at whatever straws I can find, which is why, this week, I'm taking a look at Trail of Tsathogghua, a scenario pack for Chaosium's Call of Cthulhu, first published in 1984. 

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.

Taken as a whole, Trail of Tsathogghua is a mixed bag, but there are enough good ideas here to make it useful to almost any Keeper running a Call of Cthulhu campaign. As a fan of Clark Ashton Smith, it's nice to see ideas from his Hyperborea cycle incorporated into the game, even if the incorporation doesn't have a huge overall impact. Too few RPGs look to CAS at all, so I suppose I'm naturally inclined to give bonus points to products like this one that make even a small effort to do so.

8 comments:

  1. Maybe you should check Mythras' Monster Island which has a strong CAS influence, specially on its reskin of mythras magic

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  2. Amazing cover art. I got this scenario in the 2 inch CoC box set they produced a few years back, but I haven't read it yet. I think they still have some of those sets in stock.

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  3. This isn't an RPG and I'm not sure you read comics, but the series Tales of Telguuth published in the British magazine 2000AD always struck me as directly inspired by CAS, might be worth checking out

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  4. As far as CAS-inspired RPG products go, The Complete Book of Necromancers is my favorite. Smith is mentioned in nearly every chapter. I wrote a post about it on the DMR blog several years ago.

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  5. Yes, look at the "Cities of Bone" supplement for the Al Qadim setting. Huge campaign book that is dripping with CAS vibes, and yes, a bunch of the stuff from the Book of Necromancers is there in a more expanded form.

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    1. I agree. City of Bones and supplement Book of Necromancers (blue cover AD&D 2nd Edition) are full of CAS influence.

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  6. Quixotic, James? I do not think your quest ansurd or impractical in any way. Here you've pointed me to more game-crack about Tsathoggua (or Sodagui, if you prefer.) And Bigfoots = Voormis? This one goes on the wish list...

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  7. I finally thought of a D&D supplement that - while not directly inspired, seems most closely related - to CAS' doomed magical worldview:

    None other than Dave Arneson's The Infernax of Spells, Necromancy, and Black Magic (1978) supplement. Actually, I don't think Arneson actually contributed to it, but he did write the introduction and endorsed the alternative magic system.

    I think the key thing about the spells in it are that they are vampiric, treacherous and ill-fated, yet alluring and entrapping of the curious. This magic is pulpy, raw and dangerous.

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