The Grindhouse: Ultimate Collection – Vol. 1-3 is an anthology of seven scenarios within the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults which had their heyday in the seventies. Each one is short, designed to be played in a single session, involves a locked room type of situation—sometimes literally, which keeps the action and the horror focused, and involves desperate, often bloody and brutal horror. Each scenario is presented in full colour, comes with its own set of pre-generated Investigators, and follows the same format. This consists of ‘Prelude’, ‘Objectives’, ‘Secrets’, ‘Cast’, ‘Signs’, ‘Threats’, and ‘Changes’. The ‘Prelude’ sets up and explains the scenario, the ‘Objectives’ the Player Characters’ involvement, ‘Secrets’ reveals what is really going on, ‘Cast’ lists minor NPCs, ‘Signs’ details clues which can be found, ‘Threats’ the dangers both Mythos and mundane, and ‘Changes’ the major events which occur during the scenario. The format does not always though, as in some places there is a lengthy description of the locations where the scenario takes place before the Keeper gets to the ‘Secrets’. In addition, there are Keeper Notes throughout and options, decent maps or floorplans of the location for each scenario, and indications of the type of horror each involves at the start of each scenario. Not all of the scenarios involve the Mythos, but their horror is all strong and bloody.
The Grindhouse: Ultimate Collection – Vol. 1-3 opens in underwhelming fashion with a non-Mythos scenario which involves a literal locked-room situation and little if any real investigation or agency. ‘The Crimson King’ is set in the early eighties and has the Player Characters invited to an exclusive Goth nightclub. Perhaps they want to attend, perhaps they are looking for a missing young woman? Unfortunately, there is very little for them to do or find out before the situation suddenly changes and they suddenly find themselves fighting for their lives and trying to escape. Which would be fine, but there is no other plot than this. The result is underplotted and one-note.
Fortunately, the next and subsequent scenarios are much better. ‘Isle of the Damned’ takes the Player Characters to a small island off the coast of Maine. It is 1974 and they have rented a small holiday home, intending to relax, fish, drink, and spend time away from the grind of modern life. Unfortunately, the island idyll is ruined by multiple somethings which a previous owner left behind after he had to flee following his name being linked to the disappearances of fresh corpses. That name is West, and since this is a Mythos scenario, that means reanimated bodies and body parts. The author has some fun with creating some freshly animated corpses and corpse cuts with which to scare the Player Characters, foreshadowing some of the bloody horror with bumps and knocks from below. Thus, the Player Characters find themselves trapped on an island surviving a zombie-style ‘uprising’ of a different kind.
‘The Dark Brood’ takes place in 1977 at a summer camp in the Appalachian mountains where the Player Characters are camp counsellors. Summer camp horror scenarios are a cliché unto themselves, invariably involving a madman who will stalk the counsellors and students, slashing them, and picking them off, one-by-one. Fortunately, ‘The Dark Brood’ eschews this cliché completely. When the children complain of upset stomachs and nausea, they are given something to settle their stomachs and set to bed early, but later, when the Player Characters suddenly awaken, the children have gone missing. Investigation reveals there is something very sour going on, something similar to that done in other scenarios for Call of Cthulhu, but made all the worse by being inflicted on children. Although they do not know it, the Player Characters are up against a time limit in what is one of the creepier scenarios in the anthology.
‘Jacknife’ is a classic road about to go very, very wrong. When the driver of an eighteen-wheeler picks up hitchhikers, he drives himself into a world of trouble. There is really only the one location for the scenario and that the truck and the flatbed of lumber it is hauling from Colorado to Texas. Anyone who has played the author’s
The Highway of Blood will suffer flashbacks as the Player Characters are chased across New Mexico by snake cultists and dustbillies. On the downside, the Keeper will need to acquaint herself with the Chase Rules from the
Keeper Rulebook, but on the plus side, a chase sets up plenty of tension and action, and setting the majority of the scenario aboard one moving vehicle adds a sense of claustrophobia to that too. The scenario could be run as part of The Highway of Blood or even a sequel of sorts, but gives too much away to run as a prequel. Otherwise, a great set-up for a horror scenario.
‘Hell Block Five’ casts the Player Characters as inmates of Irongate Penitentiary in Aylesbury, Massachusetts, incarcerated with some of the most infamous criminals in the United States. One night in 1978, the cell doors unlock and slide open in Cell Block Five, but without any alarms going off or sign of any guards. The blood and bodies of other inmates lie everywhere and the cell block seems infested with fungi and insects. The set-up and development has an intentionally nightmarish feel to it as the cell block fluctuates between its current state and something increasingly unreal. One issue is that the Player Characters do need to be driven to a bout of madness in order to discover an important clue and potentially push the story onwards. Another possible issue is that the Player Characters may encounter their worst fears, but none are listed for the pre-generated Player Characters. The players are, of course, free to create their own, but hints would have been useful. Overall, this is a solid prison-set horror scenario.
‘First Night’ takes another horror film cliché and does something interesting with it. It is 1980 and a group of college girls decides to spend the night in the mansion that was recently purchased by their sorority. So, we have a sorority house slumber party which takes a horrifying murderous turn after they find a witch board, which of course, they decide to play around with. Awaking later in the middle of the night to the sound of their bedroom doorknob being turned, something moving about the house, and the house being surrounded by a thick fog. The next few hours consist of the girls being chased round the house by nightmarish, incredibly stealthy monsters which can crawl across the ceilings and simply refuse to die. ‘First Night’ is a spiritual successor to ‘Hell Block Five’, but it apes its inspirations more closely by having the last girl standing receive a bonus to her Luck and a Bonus Die to all her actions. If it comes to this, then the players whose characters did not survive, should definitely control some of the monsters. Like ‘Hell Block Five’, there is the issue of the Player Characters possibly encountering their worst fears, but none being listed for them. The scenario also requires the Player Characters to participate in the use of the witch board, as it does not work without it happening. The players should be encouraged to have their characters do so in order to get this survival horror, monster chase scenario started.
Lastly, ‘The Hoodlums’ is a bonus scenario in The Grindhouse: Ultimate Collection – Vol. 1-3. Set in Worcester, Massachusetts, during the summer of 1983, it begins when a group of high school friends breaks into an abandoned train station to smoke some weed and one of their number suddenly disappears with cry for help! Following the cries leads into the sewers below and what seems to be a buried mansion decades old… The place feels old and macabre and plays out initially in exploratory fashion, which can turn into a deadly hunt depending upon how the young Player Characters interact with the inhabitants. The pre-generated Player Characters are nicely invidualised, they play Dungeons & Dragons, which lends itself to interesting roleplaying possibilities, and there is even a rule given for peer pressure.
Physically, The Grindhouse: Ultimate Collection – Vol. 1-3 is decently presented. Although it needs a slight edit in places, it is well written, and it decently illustrated throughout. In fact, some of the artwork is very good. The cartography is also good throughout.
The Grindhouse: Ultimate Collection – Vol. 1-3 would be an excellent anthology of Grindhouse-style horror one-shots. However, it is let down by the first scenario, ‘The Crimson King’, which is simply not of the same quality as the rest that follow. In fact, had ‘The Crimson King’ been left out or the bonus scenario ‘The Hoodlums’ simply replaced it, The Grindhouse: Ultimate Collection – Vol. 1-3 would be that excellent anthology. Consequently, The Grindhouse: Ultimate Collection – Vol. 1-3 is a good Grindhouse collection, providing the Keeper with a selection of easily prepared, brutal, often bloody, one-shots.