From one week to the next, Reviews from R’lyeh writes
reviews of new games and supplements with an emphasis on Call of Cthulhu and other
games of Lovecraftian investigative horror. This series concentrates on Call
of Cthulhu and other games of Lovecraftian investigative horror, but
not those recently released, but those of the past. There have been innumerable
titles published over the years and this is an opportunity to appraise them
anew, often decades after they were first released.
The series begins with perhaps one of the most important
scenarios ever published for Call of Cthulhu. For it is important
to note that without Trail of the Loathsome Slime,
Chaosium might never have published Cthulhu Now, and that without Cthulhu
Now, Pagan Publishing, might never have published Delta Green. The genesis of Trail of the Loathsome Slime though,
began with author Marcus L. Rowland, now best known for his RPGs, Forgotten
Futures and Diana: Warrior Princess. During the 1980s he was known as a prolific
contributor to the British roleplaying magazine, White Dwarf, writing numerous scenarios and articles, many of which
still stand up to scrutiny a quarter of a century later. White Dwarf had started in 1977, but it would be several years before
it would provide any support for Call of Cthulhu, a roleplaying game which
by then was two years old. That first support would be “Cthulhu Now! - Call of
Cthulhu in the 1980s”, which appeared in White
Dwarf #42 (June 1983), followed by “Cthulhu Now! - Part 2: Mini-Scenario
outlines for Call of Cthulhu in the 1980s” in the next issue. The first part
focused on skills and weapons, whilst the second outlined Dial 'H' for Horror,
Trail of the Loathsome Slime, and Cthulhu Now! as mini-scenarios.
Marcus L. Rowland’s two-part series set the tentacles of the
Call
of Cthulhu community aflailing. For as a roleplaying game, Call
of Cthulhu was then a historical piece. It was set in the Roaring Twenties,
the same period when most of H.P. Lovecraft’s fiction was written. The idea
that it could be set in periods other than that of the 1920s and especially one
that the readers of White Dwarf –
myself included, White Dwarf #42
being my first purchased issue – were intimately familiar was a revelation. The
popularity and the feedback on the series was enough to get Games Workshop to
ask Rowland to write a scenario for publication based on the material he had
published in White Dwarf. The result
was Trail
of the Loathsome Slime, a scenario published for contemporary Call of
Cthulhu in 1985 that would prefigure Chaosium’s Cthulhu Now by two years.
The scenario primarily takes place in the South Atlantic in
late 1983, early 1984, not long after the conclusion of the Falklands Conflict,
but it begins in London. The investigators are contacted by Russell Corey, an
American clairvoyant and investigator of the occult and the mysterious,
although not necessarily of the Mythos. He has revelations that he wishes to share,
but by the time that the investigators make the agreed upon appointment, Corey
is dead and the police have the building cordoned off. Getting into Corey’s
flat to find out what he wanted to share is the scenario’s first challenge.
If the investigators are successful, then they learn that
Corey believed that the disappearance just before the Falklands Conflict, of the
Delta Pioneer, a research vessel belonging
to the British Bird Preservation Society is connected to the activities of a
Satanist who was executed in 1927. Corey’s researches had revealed that the
Satanist was on Griffon Island in the early 1920s, the very island where the Epsilon Pioneer, the sister ship to the Delta Pioneer, is headed in the New Year.
Located in the British Antarctic Zone, Griffon Island is home to the Lesser
Barbed Penguin, the population of which was reduced by an oil spill the decade
before and the recovery of which, the British Bird Preservation Society
monitors annually.
Of course, the investigators have to obtain berths aboard
the Epsilon Pioneer, either as part
of the British Bird Preservation Society’s scientific survey team or as member
of the ship’s complement. This is the scenario’s second challenge. If they are
successful, the trip south is uneventful, whereas the arrival at the island is!
Something sends everyone aboard the ship into a murderous frenzy, and in the
chaos, the ship is grounded on the island’s rocky shore. Once the survivors are
ashore what worries them most is not the fact that they are temporarily
stranded on an island with thousands upon thousands of birds, but the fact that
island has been scoured of all life except for a few scared looking penguins…
To support Trail of the Loathsome Slime, several
new skills are reprinted from White Dwarf
#42 – including the use of Phone Phreaking, which certainly dates the
affair. The scenario’s maps and plans are very clear, and the three hand outs
are nicely done, one reflecting the computer technology of the time. That said,
another hand out, that of a pamphlet from the British Bird Preservation Society
about its work on Griffon Island would have been a nice addition. There would
have been space as some of the hand outs and maps take more space than they
really need to. In addition, the scenario does include notes on converting it
to the 1920s, essentially transforming it into a much simpler scenario with
little in the way of technology for the investigators to rely upon. It should
also surprise no one that it also has the feel of a period piece, as evidenced
in particular by the description of the computer technology, let alone some of
the minor events that occur because of where the scenario is primarily set.
For the most part, Trail of the Loathsome Slime is an action
orientated affair, whether that involves breaking into Corey’s cordoned off
flat, fighting off the frenzied crew and passengers of the Epsilon Pioneer, or facing down the true danger to be found on
Griffon Island, with relatively little in the way of investigation. The
challenges it presents in the early parts of the scenario suffer from having
too few solutions, at least as written, and as consequence, a Keeper might be forced
to hand waving those obstacles should the players roll badly. Also, it is
perhaps too straight forward a scenario and feels very much like an early effort upon the
part of an author whose later work would show more depth, more detail, and
more sophistication. “Draw the Blinds on Yesterday” (White Dwarf #63) and “Curse of the Bone” (White Dwarf #86) are both highly regarded examples of Rowland’s
later scenarios and showcase Rowland's writing to better effect.
At its heart, Trail of the Loathsome Slime still
has the feel of a magazine scenario. Which is no surprise given its origins as
an outline in White Dwarf #43. It
thus feels underwritten more than anything else, but a Keeper today would no
problem expanding upon the scenario given wealth of research material he would
have at his fingertips. Nevertheless, Trail of the Loathsome Slime is certainly
not without its charms, and of course, there is the matter of the title and in
that, Trail of the Loathsome Slime is simply joyous in its use of a
bad pun.
The title is a pun? That's passed me by all these years.
ReplyDeleteI wonder if the Griffon Island location is a nod to RuneQuest? It seems like too large a coincidence.
The title is a pun on Laurel and Hardy's Trail of the Lonsome Pine.
DeleteAs to the Griffon Island-Griffin Mountain/Island connection, I could not comment.
Wow. I can't believe I missed that all along.
DeleteGreat review, keep them coming!
ReplyDeleteSimon
White Dwarf started earlier than 1979. In 1977, in fact. Six issues per year.
ReplyDeleteThanks. No idea why I wrote 1979 rather than 1977.
ReplyDelete