Although a number of official  adventures are available through Pelgrane Press, The Esoterrorists has never been as well supported as some of the other GUMSHOE RPGs. To rectify this, and provide a few stepping stones for players and GMs new to the setting, the following are scenarios designed for new Ordos Veritatis operatives. Some of these are released as freebies while others will appear for sale (for a reasonable price) via Pelgrane’s Community Content programme on DrivethruRPG.


  • [Scenario] Operation Harvest Moon – The Esoterrorists

    But there’s a full moon risin; Lets go dancin in the light; We know where the music’s playin; Lets go out and feel the night.
    Neil Young, Harvest Moon from Harvest Moon, 1992

    OPERATION HARVEST MOON is a THE ESOTERRORISTS adventure (published by Pelgrane Press) designed as a one-off ‘convention-ready’ scenario or as a way of introducing new players to the world of The Esoterrorists. It also works well as a cold opening to a much longer series of dark and dangerous missions.

    With the discovery of a body in the lower reaches of Blackbear Mountain (one of the many peaks within Wyoming’s Bighorn National Forest), a Search & Rescue team is urgently summoned to determine whether others might be trapped by the early-season change in weather. But what starts as a civil response may quickly become a life-or-death experience, where the hunters become the hunted.

    The Membrane is weakened. What has come through?

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  • [Scenario] Operation Parcel Post – The Esoterrorists

    “Just a quick and dirty pick up they said… a cake walk, huh?
    Well, we’ll just see about that shall we…”

    OPERATION PARCEL POST is a quickstart scenario written for Pelgrane Press’ The ESOTERRORISTS Roleplaying Game. Complete with three pre-generated characters, this adventure is designed to be run as either a one-night sample session or as a pick-up game at a convention.

    In this scenario, the are Operatives assigned to investigate a strange crate that has been stopped passing through Customs in a large, international airport near where they operate. Arriving amidst an influx of holiday session travellers, the party will discover that the package in question contains an artifact infused with an Outer Dark Entity (ODE). Of course, what starts as a nice and simple ‘locate and grab’ mission soon escalates into a bizarre game of cat and mouse as the ODE uses its influence and power to escape the airport and the perhaps our heroes!

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  • [Scenario] The Esoterrorists: A Night on the Town

    With the creation of the GUMSHOE Community over on DrivethruRPG, I thought it was time that I updated and released my Esoterrorists 2nd Edition Demo scenario – A Night on the Town.

    This is now available as a ‘Pay What You Want’ (nominally $2.00 US) over on DrivethruRPG – https://www.drivethrurpg.com/product/429239/A-Night-on-the-Town–A-The-Esterrorists-Second-Edition-Demonstration-Scenario–Version-11

    There isn’t too much substantively changed in this new version, barring a few spelling mistakes and a new ‘standard’ layout (oh, and a new much better looking cover!) and the original release will remain available here as an archive.

    A Night on the Town has been written as a demonstration scenario for The Esoterrorists RPG. It arose after the author realised that the GUMSHOE system brought a specific set of expectations to the gaming table. These skills, while easy to learn, can be difficult to explain without examples, and are best demonstrated in play.

    A Night on the Town is a quick, single session scenario (coming in at 18 pages) and provides three complete Ordos Veritatis’ operatives ready to roll into the action!

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  • [Scenario] Geist in the Shell

    Geist in the Shell has been written as an introduction to a larger The Esoterrorists campaign; acting as a framework (or kicker) upon which Game Masters can build their
    scenarios. While this was written for the 1st edition Esoterrorists ruleset, it can be easy adapted to the more recent 2nd edition with little need for change.

    Karl Geist is dead. Although you wouldn’t have guessed it to look at him, Karl, a tall, lanky youth, barely out of his teens, knew more about the world of the Esoterrorist threat than even the most observant Ordos Veritatis operative could ever have imagined. And it was this knowledge that has seen him murdered. It is up to the OV operatives to find out just why Geist was killed and his brain removed. Of course, this mystery will lead the characters to discover so much more…

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