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Showing posts with label Modern. Show all posts
Showing posts with label Modern. Show all posts

Monday, 21 July 2025

Miskatonic Monday #362: Bunny The Eldritch Slayer

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Andrew Edward

Setting: Late nineties teen television
Product: Scenario for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
What You Get: Sixteen page, 2.30 MB Full Colour PDF

Elevator Pitch: Not the Buffy you know
Plot Hook: Rescue the Bunny in lurve...
Plot Support: Staging advice, five Scoobies, two NPCs, three handouts, one map, one Mythos spell, and one Mythos monster
Production Values: Decent

Pros
# Great cover
# It knows, you know, and it knows you know
# Either a loving pastiche or a knowing rip-off
Gelotophonia
Turophobia
Ephebiphobia

Cons
# Vangelis

Conclusion
# Cheesetastic pastiche or parody that does what you expect
# Cultist-punching action in a pink highlighter love letter to a nineties classic

Saturday, 12 July 2025

[Free RPG Day 2025] The Expanse RPG Transport Union Edition Quickstart

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The Expanse RPG Transport Union Edition Quickstart is the introduction to, and quick-start for The Expanse RPG Transport Union Edition, which is an update and expansion to The Expanse Roleplaying Game. Both roleplaying games are published by Green Ronin Publishing, and both are based upon The Expanse series of Science Fiction novels by James S.A. Corey, and the television series of the same name. However, where The Expanse Roleplaying Game is set during the events of Leviathan Wakes, Caliban’s War, and Abaddon's Gate, the first three novels, The Expanse RPG Transport Union Edition moves the action on to the Transport Union era, the thirty-year period between Babylon’s Ashes and Persepolis Rising, the sixth and seventh books in the series. The events of the series to date have taken place across a settled Solar System with tensions between the United Nations of Earth, the Martian Congressional Republic, and the Belters of the outer planets, which would lead to the establishment of the Outer Planets Alliance to protect their interests. The discovery of a strange molecular technology on Phoebe, a moon of Saturn, would lead to radical changes across the Solar System. The Protogen Corporation, the corporation assigned by the Martian Congressional Republic to study it, branded it the Protomolecule and conducted experiments which would kill millions and ultimately threaten the Earth. Fortunately, there were some who could direct the threat away from the Earth and towards Venus, where it would radically transform the planet beyond all understanding. Further conflict would arise with the discovery of the first ring gate, but the establishment of the Transport Union has placed the Belters on an equal footing with the United Nations of Earth and the Martian Congressional Republic, and given them access to over a thousand worlds beyond the Solar System.

The Expanse RPG Transport Union Edition uses what has become known as the ‘AGE’ or ‘Adventure Game Engine’ was first seen 2010 in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, the adaptation of Dragon Age: Origins, the computer game from Bioware. It has since been developed into the Dragon Age Roleplaying Game as well as the more generic Fantasy AGE Basic Rulebook and a more contemporary and futuristic setting with Modern AGE Basic Rulebook.

A Player Character in The Expanse RPG Transport Union Edition is defined by his Abilities, Focuses, and Talents. There are nine Abilities—Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, and Willpower. Each attribute is rated between -2 and 4, with 1 being the average, and each can have a Focus, an area of expertise such as Accuracy (Gunnery), Communication (Leadership), Intelligence (Technology), or Willpower (Courage). A Focus provides a bonus to associated skill rolls and, in some cases, access to a particular area of knowledge. A Talent represents an area of natural aptitude or special training. A Player Character also has a Background, Social Class, and Profession, plus a Drive, Resources and Equipment, Health, Defence, Toughness, and Speed, and Goals, Ties, and Relationships. Instead of Hit Points, a Player Character has Fortune Points, which can be used to alter the result on the Drama Die or withstand damage, reflecting the Player Character’s luck being used up or running out.

Mechanically, the AGE System and thus The Expanse RPG Transport Union Edition, is simple enough. If a Player Character wants to undertake an action, his player rolls three six-sided dice and totals the result to beat the difficulty of the test, ranging from eleven or Average to twenty-one or Nigh Impossible. To this total, the player can add an appropriate Ability, and if it applies, an appropriate Focus, which adds two to the roll. Where the AGE System gets fun and where the Player Characters have a chance to shine, is in the rolling of the Drama die and the generation of Stunt Points. When a player rolls the three six-sided dice for an action, one of the dice is of a different colour. This is the Drama die. Whenever doubles are rolled on any of the dice—including the Drama die—and the result of the test is successful, the roll generates Stunt Points. The number of Stunt Points is determined by the result of the Drama die. For example, if a player rolls five, six, and five on the Drama die, then five Stunt Points are generated on the Drama die. What a player gets to spend these Stunt Points on depends on the action being undertaken. In the original 2010 Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, the only options were for combat actions and the casting of spells, but subsequent releases for the roleplaying game and then Modern AGE and The Expanse Roleplaying Game, have expanded the options. Now they include not just combat options, including firearm-related actions of all kinds, but also movement, exploration, and social situations, plus, of course spaceship operation and combat.

The Expanse RPG Transport Union Edition Quickstart explains all this in twelve pages and provides everything needed for the accompany scenario, ‘Lost, But Not Alone’. The Player Characters are the crew of the Miriam Makeba, bound for Castila, when they pick up a faint distress call coming from a moon orbiting one of the outer planets. Following the signal to its source reveals the Ratel, a cargo hauler that appears to have crash-landed after being attacked. Further investigation locates the crew in a nearby series of tunnels. Unfortunately, only one has survived, the others having been attacked by something in the tunnels. The lone survivor will be able to tell the Player Characters what happened, but now they find themselves also at the mercy of what killed the surviving crew. ‘Lost, But Not Alone’ is a survival horror scenario, which takes place in a complex built by the same species which built the rings that give access to so many extra-solar system planets. It is a classic Science Fiction survival horror scenario, so not too demanding for either the Game Master or her players.

The scenario does include options for adding it to a campaign or beginning one if the Player Characters have no spaceship. There are ways—legal and illegal—included to make some money as well. Six pre-generated Player Characters are also included with the quick-start. These consist of Cho Ha-Neul, an engineer with a zest for life who’s good at fixing things and making friends; Koa Garcia, a former MCRN engineer seeking adventure and opportunity; Marcus Toussard, an ex-UN soldier who survived the devastation of Earth during the Free Navy Conflict; Olivia Anand, a former combat medic who has seen their fair share of pain and suffering; Phoenix Wu, a hotshot pilot who is still haunted by their involvement in the Free Navy Conflict; Titiana Osun, a natural leader and activist from the Belt who seeks to help those still suffering from the depredations of war and disparity.

Physically, The Expanse RPG Transport Union Edition Quickstart is cleanly presented, illustrated throughout in full colour, the artwork nicely depicting the future of The Expanse, as well as its various characters. In places, it is perhaps slightly too busy in terms of its layout, sometimes making it less than an easy read. However, it is well written and an engaging read, especially the background and the advice for the Game Master on running a game.

The Expanse RPG Transport Union Edition Quickstart is a serviceable introduction to what is the second edition of The Expanse Roleplaying Game. The accompanying scenario is well presented and easy to slip into a campaign, but just feels a bit too familiar.

Friday, 6 June 2025

Friday Fear: The Nightmare

In the late 1970s and early 1980s, the city of Stockton, California, was beset by a rash of strange deaths amongst its Hmong community. The Hmong were refugees from the Vietnam War and subsequent conflicts in southeast Asia. A total of one-hundred-and-seventeen immigrants and their descendants died under strange circumstances in their sleep, suffering from what doctors called ‘Sudden Unexpected Death Syndrome’ or ‘SUNDS’. However, the community did put these deaths down to medical causes, but to a supernatural creature that had accompanied individual families to the USA, continuing to prey upon the men of the families as they slept, literally pressing upon their chests and paralysing them in waking nightmares and feeding upon their terror, killing them in the process, whilst to outsiders making it appear as if they died in their sleep. The Hmong call this creature the ‘Dab Tsog’. That was decades ago, but now the city and its Hmong community has once again been beset by an outbreak of deaths due ‘sleep paralysis’. Could the Dab Tsog have returned to prey on the Hmong community? After losing one of her patients to these nightmares, Dr. Maria Vicente, who conducts studies at a sleep clinic, is beginning to suspect that something is stalking the sleep of her patients and so asks for help from anthropologists, folklorists, and investigators. Published by Yeti Spaghetti and Friends, The Nightmare is a short, one-night horror scenario, part of and third in the publisher’s ‘Frightshow Classics’ line. Ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.

The Nightmare, like the first in the ‘Frightshow Classics’ line, Horror in Hopkinsville, before it, is inspired by a real incident, one that also inspired the Nightmare on Elm Street series of horror films. It returns to the story in Stockton and opens with the Player Characters attending Dr. Vicente’s sleep clinic where she is attempting to study the disrupted sleep patterns of a young boy. The Player Characters will have had the opportunity to conduct some research about Stockton, the deaths amongst the Hmong, and the community’s belief that a Dab Tsog was responsible. They will also have discovered that strange lights have been seen in the city as well, but most notably they will have made the link between the Dab Tsog and figure of the ‘Night Hag’ found in other cultures. Thus, the scenario really sets the players and their characters up with what they need to know right from the start. After an encounter in which Dr. Vicente’s young patient has his sleep interrupted in a frighteningly scary fashion and one, if not more, of the Player Characters are lured away, the narrative in the scenario is not to discover that there is supernatural threat abroad in Stockton, but rather to confirm what the Player Characters already think it to be. To do this, they will need to visit the Hmong and ask some questions of the not always trusting members of the community, calling for some good roleplaying.

The Nightmare is a three-act story. In the first, the Player Characters ‘witness’, or at least, experience someone suffering from the predations of the Dab Tsog and the second investigating the reactions of the community. The third brings the story to a climax back at the sleep clinic where, with local help, the Player Characters can lure the Dab Tsog into striking and thus revealing her presence and making her vulnerable. This will result in an intense physical battle in which the Player Characters have very little time in which to attack—so they had better be prepared. She is not the only threat that the Player Characters may face, but she is the toughest one.

In terms of support, the scenario includes a handful of handouts and eight pre-generated Player Characters. They represent a good mix of ages and backgrounds, several have the Investigation skill, others the Paranormal Folklore skill, and a couple the Sense Monsters Paranormal ability. The latter will be very useful, whilst one is a very dab hand with the dagger, which will be extremely useful in the final encounter.

Physically, behind its creepy cover, The Nightmare is decently presented. The artwork is decent and is dark and foreboding throughout, whilst the floorplans of the sleep clinic are nicely done (though oddly, there is no toilet on the floor where it is located). Although the handouts are plain, the pre-generated Player Characters portraits are good.

The Nightmare is short and direct, no surprise given that it is intended to be played in a single session. Like The Blood Countess before it, the scenario very much has the feel of an episode of a television series. For The Blood Countess, this was Kolchak: The Night Stalker, but for The Nightmare this is The X-Files, though a standalone episode, not one tied to the Series’ ongoing plot to do with UFOs and aliens. Overall, The Nightmare is easy to prepare and will provide a good sessions’ worth of creepy horror that might put the players, let alone the characters, off their sleep.

Friday, 11 April 2025

Friday Fear: The Blood Countess

A monster stalks the streets of Los Angeles as a series of bodies of young men and women are found in bodies of water—although the authorities do not yet truly know it. Are these deaths due to the ‘Shoreline Slasher’ or something worse, something out of history, one of the most prolific murderers of the early modern period? Of course, it is the latter. This is the set-up for The Blood Countess, a scenario that is pretty much upfront about who or what is responsible for the deaths, who or what the Player Characters will be investigating, and who or what they will have to defeat. Anyone who knows their history, certainly their bloodier history, and their macabre history, will know who the Blood Countess is. This is Countess Elizabeth Báthory of Ecsed, who was accused of the torture and murder of hundreds of peasant girls and sentenced to immurement. Over the centuries her reputation as a monster has not only grown, but also become associated with vampiric lore. If Dracula is the preeminent vampire, then the Hungarian Countess Elizabeth Báthory is his female counterpart. Published by Yeti Spaghetti and Friends, The Blood Countess is a short, one-night horror scenario, part of and second in the publisher’s ‘Frightshow Classics’ line. Ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.

The Blood Countess initially focuses on the most recent death, that of Michael Ventnor, his body found with many puncture wounds, and the disappearance of a student, Veronica Brookes. A nicely detailed and laid out investigation, involving a good mix of persuasion and sidestepping the authorities, as well as sneaking into back offices to look at security footage, plus a trip to the city museum to look at some ghoulish torture implements from the European Middle Ages, will ultimately point to a modelling agency, recently founded in the city, and an address in a neighbourhood full of ‘McMansions’. The name of the agency is the De Ecsed Agency and research into the name of the owner, Bethany De Ecsed, will give the players and their character some intimations as to who might be responsible and what they might be up against. Although not subtle, it should add a little shiver to the scenario for the players. The scenario will culminate in the Player Characters breaking into the home of Bethany De Ecsed, making some unsurprisingly bloody discoveries, and hopefully getting away following a nasty confrontation with the murderess.

The scenario is supported with maps of the McMansion, a handout giving a detailed description of the life and legend of Countess Elizabeth Báthory, and an autopsy report for Michael Ventnor. It also comes with eight pre-generated Player Characters, two of which have Paranormal abilities. None are members of law enforcement, though one is an ex-police detective, and some have interests in the occult or weird crimes. The biggest challenge in the scenario is really getting these Player Characters together in order to co-operate on the investigation. Although there are some suggestions, this is where the scenario is at its weakest. Although set in Los Angeles, the scenario is easily relocated to any big city with a body of water where the bodies can be dumped.

Physically, behind its suitably bloody cover, The Blood Countess is decently presented. The artwork is reasonable, the floorplans of the McMansion are clear and easy to use, and the scenario is well written.

The Blood Countess is not a subtle affair, but it is fun, combining a solid, often sympathetic investigation with the lurking threat of a monstrous murderess that the players are going to be aware of almost right from the start of the scenario, adding a little frisson of anticipation as to how ghastly and how dangerous she is actually going to be when the confrontation comes. The investigation itself feels reminiscent of an episode of Kolchak: The Night Stalker—and there is an episode of that series involving a vampire in Los Angeles—and playing the scenario in the style of that series could work quite well. Overall, The Blood Countess is a very solid addition to the ‘Frightshow Classics’ line, offering a good session of American pulp horror that pitches the Player Characters up against a tough version of a classic monster.

Saturday, 15 March 2025

A Conjunction of Conspiracies

For many, their first expose to the world of Lovecraftian investigative horror and conspiracy that is Delta Green would have been the scenario, Puppet Shows and Shadow Plays, which appeared in the Delta Green sourcebook published for use with Call of Cthulhu by Pagan Publishing in 1997. However, it was not the first scenario for Delta Green. That was Convergence and if On the Trail of the Loathsome Slime is not only one of the most important scenarios ever to be published for Call of Cthulhu and certainly the one with the best ever title, then Convergence is certainly its equal, in importance, if not the humour of its title. On the Trail of the Loathsome Slime, published in 1983 by Games Workshop, based on the article, ‘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, introduced the concept of roleplaying in the modern day for Call of Cthulhu. Up until that point, scenarios and campaigns had been set in the Jazz Age of the Roaring Twenties. With On the Trail of the Loathsome Slime, players could have their Investigators encounter the Cthulhu Mythos in the world that they were familiar with, that is, their then here and now. If On the Trail of the Loathsome Slime updated Call of Cthulhu, then Convergence not only updated it by another decade, but it also introduced both an entirely new way of playing it and an entirely new reason to play it. In introducing Delta Green, what Convergence did was give a reason as to why the Player Characters are investigating the Mythos, that they are both investigating and covering up evidence of the Mythos.

Convergence, though, was not widely available when first published. This was in the pages of The Unspeakable Oath, Issue 7, published in the Autumn of 1992 by Pagan Publishing. Originally published for Call of Cthulhu, Fifth Edition, Arc Dream Publishing [has since updated the scenario for use with Delta Green: The Role-Playing Game. The scenario begins in September 1996, after the FBI and Georgia state troopers arrest Billy Ray Spivey, a teenager who has been on a strangely reluctant rampage, robbing gas stations and killing an attendant with punch, in pain, and fleeing his family after killing his father. Medical analysis of the teenager reveals that the muscles in his arms and legs have been entirely replaced with a strange tissue that mimics human muscle, but possesses non-human characteristics, and his arms and legs are covered with microscopic scars. This occurred after he disappeared for two days some nine days ago. The contact for the Agents—as the Player Characters in Delta Green: The Role-Playing Game—assigns them to travel to Spivey’s hometown of Groversville, Tennessee, investigate what happened to him and find out who or what performed the surgery on him.

The Player Characters are Federal Agents, but for this operation go undercover conducting an investigation into Spivey’s drug connections. Their investigation should be as low key as the town is sleepy and quiet, there being an air of melancholy to the place. In the course of their investigation, the Agents will discover classic signs of UFO activity—signs of abductions, cattle mutilation, and more… Then, Convergence really puts the knife in. The Agents are given a means of detecting the cause of Spivey’s condition and it is everywhere… If that is not enough, Convergence takes a firm grip of the handle of the knife and gives it a hard twist or two. Not only are the Agents being monitored—not once, but thrice over, by agents human and inhuman, and cowboy media ready to put them under the spotlight. In both ways, Convergence quickly amplifies its horror and the horror in which the Agents find themselves in. It serves this up in a couple of really great set-pieces, one of which will put the players off from going into motel bathrooms for life! There really are some scenes in the scenario which are going to make the players go, “Oh shit!” This is an indication of the quality of the writing, combined with the quality of the ideas underlying Delta Green. Ultimately, the play of Convergence boils down to two things. One is surviving. The other is surviving and conducting a successful cover up of the investigation. Both are incredibly challenging and there is high chance of a total party kill in the scenario.

If there is an issue with Convergence it is the television series, The X-Files. Both the setting of Delta Green and The X-Files deal with similar subjects and feel similar. However, Delta Green predates The X-Files, but nevertheless, Convergence very feels like an episode of the television series. A very nasty episode. Any player who goes into the scenario thinking that it was going to be like the television series would have received a big shock.

Physically, Convergence is superbly presented in the standard style for Delta Green: The Role-Playing Game. The artwork is also great, as you would expect from Dennis Detwiller.

Convergence is short, no surprise given its original appearance as a scenario in a semi-professional magazine. But it packs a punch—quite literally. Convergence was a great introduction to the conspiratorial world of Delta Green in 1992, establishing the pattern for Delta Green operations and scenarios for decades to come. It is still a horrifyingly scary three decades on…

Friday, 14 March 2025

Friday Fear: Horror in Hopkinsville

On the night of Sunday, 21st August 1955 and the early morning of Monday, 22nd August 1955, five adults and seven children, residents near the communities of Kelly and Hopkinsville in Christian County, Kentucky, were attacked in their farmhouse home. For four hours they held off an assault by small, dark alien creatures peering in through their windows and doors. Were the strange creatures, nicknamed the ‘Hopkinsville Goblins’, actually extraterrestrials from outer space, having just landed in their UFO, something else, or as the United States Air Force officially classified the encounter for a Project Blue Book, a hoax? Although the event has passed into folklore and become a renowned close encounter case amongst UFOlogists, even celebrated as the Little Green Men Days Festival in Kelly community, most regard it as a hoax. Now, your players have an opportunity to find out for themselves as their characters investigate a similar case in Hopkinsville, Kentucky. Published by Yeti Spaghetti and Friends, Horror in Hopkinsville is a short, one-night horror scenario, part of and first in the publisher’s ‘Frightshow Classics’ line. Ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games, whilst its UFOlogical themes that it would very well with Delta Green: The Role-Playing Game.

Horror in Hopkinsville does not concern the infamous Kelly-Hopkinsville encounter directly. Rather it is a sequel in which the Player Characters investigate another incident and so might posit a cause for both. David and Julia Wright have been terrorised in recent weeks by strange and unusual occurrences in and around their house. Scratching sounds on the roof late at night, followed by chittering or ‘clicking’ noises, loud thumps on the side of the house, the electricity in the house flickering, and the camera system that the Wrights installed to capture evidence of the culprits broke down, whilst the motion-sensor lights have proven ineffective, having detected nothing. The Wrights have been unable to find any cause and are almost at their wits’ end, so they want the matter investigated. The scenario suggests several ways in which the Player Characters might get involved—being a friend or relation of the Wrights, other inhabitants in the town having suffered similar incidences and indicate that the Wrights might have witnessed something, the Wrights revealed their story to a local paranormal or UFO study group of which the Player Characters are members, or the Player Characters are members of a secret organisation that investigates the paranormal or UFOs and are responding to a report made by the Wrights. However, the eight Player Characters provided in Horror in Hopkinsville are really only suited to the first three options rather than the fourth.

Prior to the start of the adventure proper, the Player Characters get to do some research, either using the Humanities/History, Journalism, or Paranormal/Folklore skills. Both the skills and their results reveal at the very least the details of the Kelly-Hopkinsville encounter, and are also easily adapted to the roleplaying game of the Game Master’s choice. The scenario proper begins with the arrival of the Player Characters at the Wright family home on a quiet Wednesday evening. There they have the opportunity to both interview the family, including with some care, the Wright’s eight-year-old daughter, Tianna, and investigate the house. The inference is, of course, that whatever is plaguing the house, has some connection with Tianna, that, for example, she might be psychic. Investigation quickly reveals evidence that something is going on and this is confirmed as the action quickly heats up. The scenario neatly accounts for most of the options that the Player Characters might take, such as one of their number watching from outside whilst the rest investigate inside, but whatever the Player Characters do, it should lead up to a couple of jump scares and the revelation that there is something under the Wright family home—in the sewers!

If the scenario is fairly tightly plotted up until this point, the Player Characters have more freedom of action after they descend into the sewers under the street around the Wright family home and begin searching for the strange creatures that have been lurking near and scratching the house. Effectively, the scenario becomes a bug hunt in the dark, broken by the cold beam of their torches and the hissing of the white, pasty creatures. The scenario includes some encounter descriptions for when the Player Characters are down in the sewers, but does feel underwritten. Perhaps the possibility of the creatures having kidnapped the Wrights’ baby son might have provided some impetus for the Player Characters to act and it would have been interesting if the creatures’ lair were described so that the Player Characters could not only find it, but also find evidence that the activities of the creatures are connected to the Kelly-Hopkinsville encounter?

By the end of the scenario, the authorities will have arrived and the Player Characters will need to justify their actions, running around in the sewers, firing guns being frowned upon. This will take some persuasion, but will be easier if the Player Characters are members of a secret government agency. That agency might want to clean up the area and cover up the story even if they are not.

Physically, Horror in Hopkinsville is well presented, although the choice of font and artwork is a little heavy in style. This though, does not mean that it is bad. The scenario is not badly written, although it does need an edit in places and it is written for an American audience, so the Game Master may need to look up a term or two. The cartography of both the house and the sewers is decent, whilst the front cover is excellent, echoing the look and feel of the classic covers for the Chill roleplaying game and pulp horror paperback books.

Horror in Hopkinsville is designed to be a pulp horror scenario, one that is easy to run and quick to prepare—and that is the case, no matter which roleplaying rules the Game Master decides to use. However, it is not a sophisticated plot or story and the Game Master may want to develop it a bit further herself. However, for a single evening’s worth of straightforward, easy-to-prepare, pulp action horror, Horror in Hopkinsville is a decent choice.

Monday, 10 March 2025

Miskatonic Monday #346: Silent Valley

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: James Bunnell

Setting: Modern day Alaska
Product: Scenario
What You Get: Thirty-four page, 12.55 MB Full Colour PDF

Elevator Pitch: “No one dare disturb the sound of silence...” – The Sound of Silence, Paul Simon
Plot Hook: When silence falls, what secrets does it reveal?
Plot Support: Staging advice, six pre-generated Investigators, ten NPCs, two handouts, one map, and one Mythos monster.
Production Values: Plain

Pros
# Eerie sound of silence
# Grim investigation into a silent town
# Potential scenario for Delta Green: The Role-Playing Game
# Sedatephobia
# Kinemortohobia
# Pupaphobia

Cons
# Explanation of what is going on could be clearer and earlier
# No Stifled stats
# Why are none of the Investigators armed?
# Town, village, or hamlet?

Conclusion
# Potentially eerie, creepy scenario in need of development
# Requires the sound of breathing

Miskatonic Monday #345: Under The Chalk

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Z.V. Cretney

Setting: Dorset, 1976
Product: Scenario
What You Get: Thirty-five page, 32.58 MB Full Colour PDF

Elevator Pitch: Five Go Mad in Dorset
Plot Hook: What’s a folk festival without fear and folly?
Plot Support: Staging advice, five pre-generated Investigators, eight NPCs, eleven handouts, one map, and one Folk monster.
Production Values: Excellent

Pros
# Atmospheric period piece
# Folkloric horror a la Nigel Neale
# Feels as if it was made by ITV
# Decent handouts
# Calxophobia
# Chorophobia
# Hemophobia

Cons
# Needs an edit
# Layout needs a good tidy up
# No actual phobia of Morris Dancing
# Just a little too arch
# The University of Rural Dorset. UNFORGIVABLE.

Conclusion
# Fear and loathing in West Dorset
# Pleasing pastoral oddness that ramps up into bloody rustic horror
# Reviews from R’lyeh Recommends

Saturday, 22 February 2025

When the Wind Walks

Something strange happened in Willis, Alabama at 1:43 am on December 22nd, 1998. The temperature dropped from a typical seasonal average of 3 degrees Celsius to -30 degrees Celsius for a total of four hours. Every person, every creature, is dead. Frozen to death. Is this evidence of an extraterrestrial incursion? Is it freak weather, perhaps a recurrence of a local phenomenon known as ‘Jack Frost’? Or it something else. Above all, what can be learned from it? The authorities want to know. Authorities deep with the U.S. government and they will kill to keep it a secret including even their own staff. Scientists, drawn from an ultra-classified UFO research project, are assigned to investigate the freak incident. They are part of the infamous MAJESTIC programme, specifically PROJECT PLUTO from the top-secret labs at Area 51, supported by the pararescuemen and pilots trained to recover alien technology from OPERATION BLUE FLY, with security provided by NRO DELTA, the lethal ‘men in black’ who keep America’s secrets from America itself. On the ground they will come to realise that what they are examining lies beyond the scope of PROJECT PLUTO and as the weather oscillates, sending temperatures unnaturally plummeting and nerves soaring, events around them exacerbate the growing sense of fear and paranoia. Can the scientists of PROJECT PLUTO discover the cause of the frigidly deadly ‘Jack Frost’ incidents and prevent it from escalating before their own security turns on them? Christmas is certainly going to be one to remember—if they survive!

Jack Frost is a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. In traditional scenarios for Delta Green: The Role-Playing Game set in this period, the Player Characters are members of Delta Green, the organisation, at times official, but in 1998 unofficial and regarded as an antigovernmental conspiracy, dedicated to investigating the Unnatural, limiting its effects, and preventing the wider public from becoming aware of it. Not so in Jack Frost. In Jack Frost, the Player Characters are scientists working for MAJESTIC and PROJECT PLUTO and United States Air Force personnel from OPERATION BLUE FLY. This puts them on the other side, though their enemy is not the itinerant members of Delta Green, but a combination of themselves, their own security, and what they encounter on the cold nights in the Yellowhammer state.

Jack Frost is a one-shot scenario designed to be played in two to three sessions with six pre-generated Player Characters, four of whom are scientists and two of whom are United States Air Force personnel. It is played out over the course of three days and three nights in the lead up to Christmas Day. Potentially, if there are any survivors, their experiences as part of Operation WEATHERWATCHER may drive them to switch sides and begin working for Delta Green rather than MAJESTIC. However, Jack Frost is a challenging scenario—in fact, a very challenging scenario—and the likelihood of the Player Characters surviving beyond the events in Alabama, let alone in the long term, is low. Anyone surviving long enough to work for Delta Green following an operation a la Control Group is going to be a very remarkable individual and it is going to take a lot of skill and luck upon the part of his player.

Jack Frost begins with the Player Characters being transported to Willis, Alabama, where the scenario proper opens with a briefing. By the standards of Delta Green: The Role-Playing Game, it is an incredibly extensive and detailed briefing, the wealth of knowledge presented to the players and their characters a radical contrast to that normally given Delta Green agents. What it highlights, even as it threatens to overwhelm the players, is the means and resources that MAJESTIC has to hand with its extensive governmental funding, whereas Delta Green is operating with virtually no budget! However, with that budget comes not just responsibility, but also oversight. In the case of Operation WEATHERWATCHER, quite literally, as there will be a two-man team assigned to the Player Characters from NRO DELTA to provide security, obviously to protect them and and the operation, but also to watch over their actions every day. As the scenario progresses and events get weirder and weirder, this need to watch the actions of the Player Characters transforms into paranoia. The situation is not entirely hopeless for the Player Characters though, as a combination of their persuasiveness and their knowledge, they may be able to convince them that their actions are the right ones...

Over the course of the three nights, the situation gets worse and worse. There are some truly horrible moments in the scenario as you would expect, some of which make you glad that it is a one-shot. The threat faced by the Player Characters is Itla-shua, the ‘wind walker’ of the far north, whose presence is felt nightly until the temperatures are cold enough to facilitate an appearance. Meanwhile, his children rise and if not stopped, will go on a rampage that might not end, but occur again and again in deep winters for decades to come. Stopping his coming and then banishing him is very, very difficult. The situation has to play out in a certain way and things have to go right for the Player Characters. There is definitely no guarantee that this will happen and there is the strong possibility of failure and death for all concerned.

Structurally, Jack Frost feels tightly constrained with its time limits and difficult choices made all the harder by the fact that the Player Characters will often need to get permission to follow them through. The information dump at the start of the scenario is daunting and the two Player Characters who are not scientists, but United States Air Force personnel, may initially find themselves with relatively little to do. As the action picks up on subsequent nights, this changes when they may become vital to the survival of everyone. There is scope for the players to each roleplay a secondary character, again from amongst the United States Air Force personnel, as they are better suited to the action scenes in the scenario.

What marks Jack Frost out as a very different scenario for the Delta Green: The Role-Playing Game is not just the fact that the Player Characters are members of MAJESTIC, but that it is a science horror scenario. It is science that drives the Player Characters to investigate the Unnatural and only late into the their investigative efforts do they realise that what they face is beyond science or even beyond the remit of MAJESTIC with its obsession with obtaining the advanced technology of the Greys. Nevertheless, they have to rely on the scientific process, which lies outside the traditional means of investigating Lovecraftian horror and Lovecraftian investigative horror roleplaying games. As a consequence, both the Handler and her players need to make some adjustment in conducting the investigation and reading the majority of the handouts that take the form of instrument and sensor readouts. This is not to say that there are no traditional handouts, such as newspapers or letters, but they need to be searched for whilst under the watchful eyes of NRO Delta agents.

Physically, Jack Frost is very well done. The artwork is excellent, for the most part, and the handouts are all equally as good.

MAJESTIC has always been portrayed as the villain in the Delta Green: The Role-Playing Game and Jack Frost is no different. Except that the players get to see this from the inside, by roleplaying members of the programme who believe in its aims and know that it is doing the right thing. Their experiences in Willis, Alabama will change that outlook—if they survive. Jack Frost takes Delta Green: The Role-Playing Game through the looking glass to discover just how mercilessly cold it is with a shockingly frigid and fearfully difficult investigation.

Monday, 17 February 2025

Miskatonic Monday #340: Deadfellas

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

DeadFellas
Name: DeadFellas
Publisher: Chaosium, Inc.
Author: Christian Grundel

Setting: New York, 1982
Product: One-shot (though probably more, plus stabbings)
What You Get: Thirty-two page, 3.46 MB Full Colour PDF

Elevator Pitch: “A road trip is a way for the whole family to spend time together and annoy each other in interesting new places.” – Tom Lichtenheld
Plot Hook: The Drive. The Body. The Hit. The Horror.
Plot Support: Staging advice, four pre-generated Mobsters, one handout, two maps, three Mythos spells, and one Mythos monster.
Production Values: Excellent

Pros
# Classic Mafia road trip set-up
# Fantastic tensions between the Mobsters
# Mafia memories are the worst
# Almost deserves to be staged as if in a car
# Paranoia
# Thanatophobia
# Detection apprehension

Cons
# Needs an edit
# Short

Conclusion
# Four killers, four secrets, one monster, who gets put on ice?
# Great set-up demands some great roleplaying
# Reviews from R’lyeh Recommends

Miskatonic Monday #339: The Exhibition of Dread

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Jared Tallis & The Stars Are Right

Setting: Modern Day Boston, USA
Product: Scenario
What You Get: Forty-five page, 4.97 MB Full Colour PDF

Elevator Pitch: Life is art
Plot Hook: What do you do if the haunting for inspiration becomes a haunting for real?
Plot Support: Staging advice, five pre-generated Investigators, three NPCs, two handouts, one map, and one (or more) Mythos monster(s).
Production Values: Good

Pros
# One-session, one-shot
# Challengingly creative end scene
# Atmospheric haunting
# Nice map and decent handouts
# Phasmophobia
# Ososphobia
# Aportaldislexicartaphobia

Cons
# Needs an edit
# Pre-generated Investigators underdeveloped
# Two good halves, barely connected

Conclusion
# Art or die decision
# Too good halves do not make an engaging whole

Monday, 10 February 2025

Miskatonic Monday #338: The Road Unravelled

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Sean Liddle

Setting: Michigan, 1985
Product: Scenario
What You Get: Nine page, 427.46 MB Black & White PDF

Elevator Pitch: A haunted road leads to haunted house and a window into the past
Plot Hook: A road survey reveals more than road safety.
Plot Support: Staging advice
Production Values: Plain

Pros
# Can be run as a one-on-one scenario
# Easy to adjust to other eras for Call of Cthulhu
# One session scenario
# Slightly eerie situation
# Oikophobia
# Cetaphobia
# Agyrophobia

Cons
# Layout is very tight
# Haunted house rather than haunted road scenario
# Requires some development by the Keeper

Conclusion
# Slight, if lightly eerie haunted house scenario
# Groundhog Day with added misogyny