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Saturday, 2 August 2025

1985: Fragments of Fear

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

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Fragments of Fear: The Second Cthulhu Companion was published in 1985. It was the second supplement for
Call of Cthulhu, a roleplaying game which in its forty-year history has had relatively few supplements compared to the number of campaigns and scenario anthologies. Following on from its forebear, Cthulhu Companion – Ghastly adventures & Erudite Lore, which was published in 1983, it brings together a collection of essays and scenarios, some of which are drawn from the pages of Different Worlds, providing the Keeper with source material and extra scenarios, all set within the classic period of the Jazz Age. In comparison to the Cthulhu Companion, this second volume is noticeably slimmer, being forty-eight pages in length whereas the Cthulhu Companion is sixty-four pages.

Behind its gripping cover, Fragments of Fear opens with what almost feels like an editorial from Sandy Petersen. It is interesting to note that that the planned revision for Investigator creation for Call of Cthulhu, Second Edition had not been adopted since it was time consuming and spread an Investigator’s skill points too thinly. He added some errata from the Cthulhu Companion, but in particular, noted that as of time of writing (June, 1985), Call of Cthulhu was continuing to grow and prosper. By this time, Chaosium, Inc. had published nine books for the line and various licensees had published another six. That included two solo adventures, Alone Against the Wendigo (since republished as Alone Against the Frost) and Alone Against the Dark, and three campaigns, Shadows of Yog-Sothoth, Masks of Nyarlathotep, and The Fungi from Yuggoth. Apart from the Cthulhu Companion, the rest were scenario anthologies, as were those from the licensees.

In terms of content, the bulk of Fragments of Fear is written by Sandy Petersen. The actual gaming content begins with ‘Call of Cthulhu Questions Answered’, the equivalent of an F.A.Q. by Sandy Petersen. This does what it says, answering and explaining three different aspects of the rules that require further clarification. They consist of “Why does it take so long to read a Cthulhu Mythos book?”, “How Do I Learn a Language in Call of Cthulhu?”, and “Why Can’t My Investigator Get ‘Used-To’ Seeing Common Types of Monsters?”. These look very familiar, having been asked and answered multiple times over the forty-year history of Call of Cthulhu, most notably in the highly regarded The Keeper’s Companion Vol. 1. Familiarity though, does not negate the usefulness of the questions or the answers, but rather highlighting their relative complexity compared to the rest of the rules.

‘Mythos Comparative SIZes’ provides the weight equivalency in pounds and tones from SIZ 1 to SIZ 330, so if the Keeper wants to know how much Great Cthulhu weighs, it is roughly 950 tons! It complements another feature in Fragments of Fear and that is the ‘Size Comparisons’ foldout that appears in the centre of the book. Four pages long (plus a half page nearby), this shows how various entities of the Cthulhu Mythos, from Mighty Cthulhu, a Star-Spawn of Cthulhu, and Ithaqua to a Star Vampire, Gug, and in the background, a Large Dhole, compare in size to the average Human. The artwork is all done as silhouettes as per the cutout standees provided in the Call of Cthulhu core boxed set. The result though is both useful and silly, many of them of such behemothic size that actual SIZ does not matter.

Flavour and verisimilitude comes in the form of Sandy Petersen’s ‘Ritual Curses’. Whether an ‘Excommunication Ritual by Pope Clement VI’ or an ‘Ancient Egyptian Curse to Inflict Catalepsy or Death’, these are delightful inspiration for the Keeper and thoroughly deserve to be inflicted upon the Investigators in one form or another. It continues with ‘On the Ubiquity of Cthulhu’ by William Hamblin, which is itself a continuation of his translation [sic] of the Bulgarian scholar, Phileus P. Sadowsky’s ‘Further Notes on the Necronomicon’ from the Cthulhu Companion. It examines the linguistic appearance of Cthulhu in a variety of languages, including Hebrew, Arabic, and Sanskrit. Though short it lends itself to a linguistic underpinning of a global campaign against various cults dedicated to Cthulhu, especially in conjunction with the first article. Obviously, such a campaign would need a fair degree of effort, but together there two articles have potential.

Elsewhere, there is a map of Innsmouth, but perhaps the most useful inclusion in Fragments of Fear is ‘A Cthulhu Grimoire’, in which Sandy Petersen collates all of the spells from the nine supplements, campaigns, and anthologies so far then published by Chaosium. Some of these are very specific, such as Call the Beast from The Fungi from Yuggoth and Curse of the Stone from The Asylum & Other Tales, but there are many spells here that are regarded as classics of the roleplaying game, such as Cloud Memory, Consume Likeness, Flesh Ward, and Wither Limb. He also adds stats for numerous creatures and Mythos entities. First with ‘Lions and Tigers and Bears, etc.’, which adds a mix of big, dangerous, but mundane animals’, whilst ‘New Mythos Deities, Races, and Monsters’ gives stats and descriptions of entities including Bast, Doaloth, Glaaki and its servants, Insects from Shaggai, and Beings From Xiclotl, these entries making their first appearance here for Call of Cthulhu.

There are two scenarios in Fragments of Fear, one short, one long. The first, the uncredited ‘The Underground Menace’, originally appeared in Different Worlds Issue 19, runs to four pages and is set in northern Michigan, on the shores of Lake Superior. The area around the town of Winnemuck, has been beset by earthquakes, despite not being seismically active and the Investigators are hired to investigate. However, there is little investigation to really do, as even the townsfolk will reluctantly point out the likely cause, Bill Whittaker, who was run out of town a while back. With no other leads, the Investigators trek out into the deep woods and there confront him, making the awful discovery that he has transformed into a Ghoul and is about to summon something awful out of the woods in an effort to spread the influence of Cthulhu. Unfortunately, the only solution offered is a fight and that is against a very nasty opponent and the thing that he summoned. If the Investigators do not come armed for bear, they are going to find this a daunting encounter to survive. Perhaps the best part of this scenario is dealing with the scared townsfolk of Winnemuck, but overall, this is an underwhelming scenario that presents a tough challenge that the players and their Investigators are unlikely to be prepared for, and if they do survive, rewards the Investigators with some surprisingly high Sanity bonuses.

The second scenario is ‘Valley of the Four Shrines’. Written by Bob Heggie, at seventeen pages, it takes up the last third of the supplement. It is a rare scenario set in Africa outside of Egypt, taking place in the Belgian Congo. It begins with the discovery of a map and a few pages of a journal that falls out of a copy of Unausprechlichen Kulten in the Investigators’ possession. Both are written in German and describe a journey to a location identified as the ‘Valley of the Gods’, entered via the carved maw of a statue of Great Cthulhu. The scenario details the journey to this location via Cape Town in South Africa to the seaport of Banana, and from there up the Congo River to Leopoldville via various methods as travel along the river is blocked by multiple cataracts. Passing through several villages, the Investigators will reach the statue described in the journal and enter its maw. This leads into the valley of the title. The valley is infested with zombies, although they are magically constrained from certain paths and from entering the village at the head of the valley. The villagers fear and worship the zombies, which together with their awareness of the Mythos, means that they could be described as cultists. Yet they are not evil, but are in general, very happy with their lot and surprisingly benign in outlook.

Further exploration of the valley reveals several locations of note. One appears to float above the Lake of the Gods that dominates the valley. This is the very top of a Great Race city, one that collapsed millions of year before and now lies below the waters of the lake. Described as a floating temple, the only thing of note it contains is a member of the Great Race who has survived in stasis from since before the city’s destruction at the hands of the Flying Polyps, one of which lurks in the valley walls. It is possible, but very difficult, to communicate with this surviving member of the Great Race, and although the Investigators might gain its help against the Flying Polyp, what form this aid might take is left up to the Keeper’s imagination to determine. The other four are the shrines of the scenario’s title, in turn dedicated to Cthulhu, Cthugha, Hastur (or ‘He Who is Not to Be Named’), and an unknown Great Old One. These four are all identical offering a variety of strange effects and experiences and magical gewgaws that are best left untouched. Although it is very far obvious, destroying these shrines is the only way in the scenario to regain any lost Sanity.

‘Valley of the Four Shrines’ is problematic in many ways and fails to answer any questions that the Keeper and her players might have. The first of which is, “Why?” Apart from being set in the Belgian Congo and offering the opportunity for the Investigators to visit the remnants of a Great Race, why would the Keeper even run this scenario? The Investigators will only have an inkling of what might be found there, so why would they make the dangerous trek into the jungles of deepest Africa? The scenario certainly does not offer any suggestions and barring the possibility of aiding or hampering a coup d’état in a village the Investigators pass through, the scenario is completely devoid of any plot or story. It does not help that the author of the journal, Mannheim Dorffman, is left completely undescribed and that one person mentioned in that journal shares the surname with an NPC that the Investigators can meet, but no connection is made between the two. Thus, leaving the Keeper to wonder if there is something missing from the scenario or if the name is a pure coincidence.

The depiction of the inhabitants of various villages is mostly transactional and those outside the villages hostile, whilst beyond the dangers and details of journey up the Congo river, including an extensive list of encounters, the description of the Belgian Congo is non-existent. It would be a little rich to expect details of the terrible colonial history of the Belgian Congo, but there is nothing. There is no background, no history, no context, and it all feels like an overly ambitious, but poorly shot Saturday morning serial filmed on a backlot. ‘Valley of the Four Shrines’ is a terrible travelogue and an unremittingly uninteresting scenario.

Physically, Fragments of Fear is very well presented. The artwork is uniformly good, whilst the cartography is serviceable enough. In general, the supplement is well written and presented and an easy read.
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Fragments of Fear was reviewed three times following its release in 1985. The first was by Phil Frances in Open Box in White Dwarf Issue 75 (March, 1986). From the start, he was not positive, opening with, “Chaosium’s companion packs should be pretty familiar by now, and the company’s intention to publish bits of lore to fit in elsewhere is essentially an admirable one. The latest collection of oddities is the Second Cthulhu Companion, also known as Fragments of Fear, which unfortunately falls into most of the pits that its predecessor managed to avoid.” He continued by describing ‘Valley of the Four Shrines’ as “[T]he direst scenario for Call of Cthulhu I have ever seen”, before concluding that, “Overall, Fragments of Fear disappoints me, especially as it follows in the wake of Masks of Nyarlathotep, the best CoC campaign to date. The biggest weakness is the ‘Valley’ scenario; surely Chaosium has better works than this on file? It lowers the whole tone of the supplement and takes up so much space that the other items truly appear to be Fragments.” Nevertheless, he awarded it an overall score of seven out of ten.

The supplement was reviewed in ‘Game Reviews’ by Michael Szymanski in Different Worlds Issue 43 (July/August, 1986). He was more positive, stating that, “The greatest achievement of this companion has to be the Cthulhu Grimoire, which lists and describes all new spells that were created for the previous seven supplements for the game.”, which was, “[A]n excellent timesaving reference for those Keepers who wish to create their own scenarios.” He also described ‘Valley of Fear’ as “[A]n excellent adventure for experienced Investigators, and it will certainly make them work for their rewards.” Before awarding it three stars, Szymanski, finished by saying, “Overall, Fragments Of Fear is an excellent supplement; though some may argue over the inclusion of certain pieces, everything in it can be used in one form or another, either to enhance the game or to provide for smoother play.” and “The book was well thought out and put together in an orderly manner. Fragments Of Fear displays the brand of quality we’ve come to expect from Chaosium, and this supplement is a definite step forward for a very unique game.”

Guy Hail reviewed Fragments of Fear in Space Gamer/Fantasy Gamer Issue 79 (August/September, 1987). Although he complained that ‘A Cthulhu Grimoire’ was not complete, omitting one spell from Masks of Nyarlathotep, he commented that, “Aside from this slip the supplement is better than the supplement for the first edition. The Sadowsky material is extremely fanciful and has thankfully been kept to entertaining length.” and of the other content, he said, “ The other miscellany here is offbeat or potentially useful.” Hail was positive about ‘Valley of the Four Shrines’ suggesting that, “Keeper emphasizing the remoteness of the valley and harmlessness of its human inhabitants will stun the investigating party with the strangeness of the uninhabited city of the Great Race.” He concluded by saying that, “Chaosium has published a lightly flawed and reasonably priced supplement for the many feverish fans of Call of Cthulhu.”

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Ultimately, Fragments of Fear is always going to compared to the Cthulhu Companion, and unlike the Cthulhu Companion, little of the contents of Fragments of Fear would be collected into later editions of the Call of Cthulhu rules or subsequent supplements. In fact, only the new Mythos entities from ‘New Mythos Deities, Races, and Monsters’ would appear in subsequent editions of the roleplaying game, and it was not until the publication of the Call of Cthulhu Classic box set that celebrated the fortieth anniversary of Call of Cthulhu that it would be reprinted. What this indicates is both how highly the Cthulhu Companion is regarded, then and now, and how poorly Fragments of Fear is regarded in comparison, then and now. When this was published in 1985, it was highly anticipated like any scenario for Call of Cthulhu, but even in 1985, reading Fragments of Fear was disappointing.

Had it not been republished as part of the Call of Cthulhu Classic box set, the honest truth is that Fragments of Fear might have remained a forgotten supplement. There is no denying the then usefulness of some of the content in the supplement when it was originally published, but really there is there is nothing in its pages that really stands out as being worthy of a Keeper’s attention, either today or in 1985. What does stand out is just how underwhelmingly dissatisfying Fragments of Fear: The Second Cthulhu Companion very much was and is.

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An unboxing of Fragments of Fear: The Second Cthulhu Companion can be found here.

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