


The Esoterrorists RPG
Series · 6 books · 2007-2013
Books in series

#1
The Esoterrorists
2007
You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world. The Esoterrorists introduces the GUMSHOE rules system, which revolutionizes investigative scenarios by ensuring that players are never deprived of the crucial clues they need to move the story forward.
With The Esoterrorists you can
\* Equip your characters with up to 39 fine-grained investigative abilities, ranging from Interrogation and Data Retrieval to the ever-popular Forensic Entomology and always useful Bullshit Detector.
\* Round them out with 13 crucial adventure abilities, which help you fight, run away, and retain your mental stability when the horrors come knocking.
Also included, for gamemasters:
\* Data on the terrifying world of the Esoterrorists, and the Ordo Veritatis, the benevolent global conspiracy that fights them
\* Creatures of unremitting horror.
\* Detailed instructions on structuring investigative scenarios for the innovative GUMSHOE system
\* Advice on bringing those scenarios to life in play
\* Operation Slaughterhouse, an advanced example scenario of geopolitical horror

#3
Esoterror Summoning Guide
2013
The Esoterror threat is growing. The membrane is thinning. Eradicating the threat did not work. Surpressing the threat is failing. The next step is Containment. We will have to create quarantine zones of areas of high supernatural presence and designate safe zones for habitation. Using force against the Esoterrorists has not worked. We must understand them and their methods in order to defeat them. We must know what they know. Then we can defeat them.
This document is the first step toward that. It discusses the wall between our reality and the Outer Dark, how it is measured, how it can be injured and repaired, and speculates about its nature and purpose. The summoning techniques the Esoterrorists use and how we, the Ordo Veritatis, can counter these actions. There is also a section on how to deal with Outer Dark Entities after they have manifested. Direct contact with ODE’s is not recommended if any other options exist.
The Esoterror Summoning Guide by Gareth Ryder-Hanrahan is a supplement for The Esoterrorists. It also includes a short adventure based upon the material presented.

#5
Albion's Ransom
Little Girl Lost
2008
Albion’s Ransom is a full-length campaign for The Esoterrorists.
This could be your toughest case yet. First up, get the girl back. Next, find out if the Esoterrorists are involved. Then shut down their conspiracy. Finally, just try to stay alive.
Little Girl Lost is an Esoterrorists scenario set in the UK, particularly Manchester & Derbyshire. It forms the first part of the two-part Albion’s Ransom sequence, though it is also designed to stand alone. The scenario revolves around a missing 18-year-old student, the daughter of a major figure in the Ordo Veritatis who also happens to be a highly ranked member of the FBI – a former field agent now funded to do research into counterterrorism.
The player characters are brought in to find her – partly as a favor to Van Rijn, but also because there is a risk that she’s been specifically targeted by the Esoterrorists to put pressure on her father.
The sequel to Little Girl Lost, The Worm of Sixty Winters is now available.

#6
Albion's Ransom
Worms of Sixty Winters
2013
Worm of Sixty Winters is a full-length campaign for The Esoterrorists. It works as a stand alone adventure, or as the conclusion of Albion’s Ransom: Little Girl Lost.
An Esoterrorist weather control ritual has brought sudden blizzards and extreme temperatures to an unsuspecting England. This they hope will be the first stage of the Fimbulvetr of Norse mythology – a dreadful winter that lasts three full years and heralds Ragnarok, the Viking apocalypse.
You are the American team – brought in as experts in your field – that failed to stop that ritual.
Now only you can prevent the Esoterrorists from causing irreparable damage to the Membrane. In a hazardous chase across a snow-covered Britain, facing sinister cultists, terrifying bikers and ordinary people taking desperate measures to survive the extraordinary circumstances, you must use all your resourcefulness just to carry on.
Featuring additional adventure seeds by Matthew Sanderson which focus on individual tales of horror to personalise the impact of Britain under snow, Worms of Sixty Winters allows your players to fully experience the breakdown of society in the Esoterrorists’ greatest threat to the Membrane.
Given one final chance to make things right, can you prevent the Esoterrorist plot to unleash Fimbulvetr?

#7
Profane Miracles
2008
Profane Miracles is designed for a group of 3 - 6 players looking for a fast-paced, action-packed adventure to set the blood pumping. It's easy to pick up and play.
Jonathan Bentley, millionaire financier, has been raised from the dead at a Los Angeles charity ball by self-styled "psychic to the stars" Cassandra Madrigal.
Is Bentley really alive, or in some other state? What is his wife Grace's involvement? Is Madrigal an agent of esoterror, and how deep does the conspiracy go?
Your team must move from the opulence of high society, to the dangers of The Core and Skid row, to mansions and hospitals.

#9
Six Packed
2009
A fast-play adventure for The Esoterrorists
A mutilated corpse is found hanging a slaughterhouse, bullet wounds in the shoulders, elbows and knees. It looks like a terrorist punishment killing, but there are subtle clues pointing at Esoterrorist involvement…
Can you stop a terrible chain of events before the world wakes up to headlines which weaken the Membrane and let the creatures of unremitting horror pierce the Outer Black?
Six Packed is a stand-alone adventure for The Esoterrorists, designed to be played in 3-4 hours with minimal preparation. In playtest, hearts were racing as the mystery had to be solved before the deadline.
Six Packed also features creatures designed by Dave Allsop and developed by Adrian Bott.
Authors

Robin D. Laws
Author · 59 books
Writer and game designer Robin D. Laws brought you such roleplaying games as Ashen Stars, The Esoterrorists, The Dying Earth, Heroquest and Feng Shui. He is the author of seven novels, most recently The Worldwound Gambit from Paizo. For Robin's much-praised works of gaming history and analysis, see Hamlet's Hit Points, Robin's Laws of Game Mastering and 40 Years of Gen Con.