The Albion's Ransom: Little Girl Lost (1e)
Little Girl Lost is a full-length campaign for The Esoterrorists. Written by Ian Sturrock (Conana¸ BESM d20)¸ it's a race against time to rescue the daughter of your Ordo Veritatis boss. It's set in the UK¸ but designed for US operatives.
Investigators Abroad
You're all experts in your field. The amount you know about the dire work of the Esoterrorists¸ it's a wonder you're not mad¸ or paranoid¸ but somehow you keep fighting. 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.
It takes you to the grim North of England on what seems at first to be an ordinary missing persons case. Is this just a favor to set a respected colleague's mind at rest¸ or could something more sinister be at work?
Little Girl Lost includes:
- A complete adventure for The Esoterrorists
- Detailed appendices on British culture¸ life¸ and Esoterrorist activity
- Hundreds of clues
- Four Esoterrorists cults and one sinister cabal
Little Girl Lost - An apocalyptic investigation into the dark occult heart of England¸ from the Druids and mad poets to Crowley and the Satanists...
The sequel to Little Girl Lost¸ Worm of Sixty Winters is now available.
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?