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.
Monday, 15 September 2025
Miskatonic Monday #372: The Impossible Chamber
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There is a balance to find between knowing enough to be able to fight evil, versus not knowing enough and having it kill your or send you mad or knowing too much and having it send you mad, and worse have you betray society. This is the dilemma at the heart of heart of the Impossible Chamber, a secret society that knows just enough to know that what it knows is probably not enough and yet knowing more will compromise its mission. The tomes that it has had access to go back millennia, perhaps even more, but it is likely that its origins are only a few hundreds of years old. In more recent times, it may be connected to the Luminary Brotherhood of St. Joan which was established in Paris in the wake of the Affair of the Poisons that beset the city in the late seventeenth century. The Impossible Chamber was founded a few short years after the dissolving of the Luminary Brotherhood, just prior to the French Revolution. It managed to survive the turbulence of the years following the revolution and was even funded by Napoleon Bonaparte before his defeat at Waterloo and exile to St. Helena. By then, chapters had been established in both England and the United States of America. To its agents it provides the means to inform them of what they need to know to face the true horror of the universe and the means to fight it. Of course, it is never enough, despite the agents being the best informed and the best equipped to do so.
The Impossible Chamber is a supplement for Regency Cthulhu: Dark Designs in Jane Austen’s England which presents the Impossible Chamber as an organisation and benefactor for its Agents. It details its history and gives a timeline as well as descriptions of its organisation, some of its facilities—from Paris to Ohio, the arms and equipment it gives its agents, how it communicates, and how its upper echelons decide what its members investigate. Several campaign set-ups are suggested, perhaps with one Investigator an agent of the Impossible Chamber or all of them. Either way, an agent needs to have the Mythos skill and may even know a spell. In an age when conspiracies are rife—or at least appear to be, it is of paramount importance that an agent keep his membership of the Impossible Chamber a secret lest he lose Reputation, though the Impossible Chamber can help an agent gain Reputation too. That said, the Impossible Chamber is egalitarian in that it recruits from all levels of society to ensure it has access to all strata. Several Mythos artefacts that the Impossible Chamber holds in its library are detailed, like the Balthazar Pistols, which fire bullets capable of affecting things that ordinarily cannot be harmed by the unnatural, but which also have a high chance of killing their wielder and Lady Ostend’s Parrot, a seemingly ancient Greek automaton capable of speaking in several languages, including ones unknown to most scholars. This is alongside numerous Mythos tomes and several new spells.
A ‘Agents of the Impossible Chamber Experience Package’ enables a player to create an Impossible Chamber. He automatically gains five points of Cthulhu Mythos knowledge, loses Sanity for it, has encountered one Mythos creature at least once and is thus partly inured to its appearance, is suffering from a phobia or mania consequently, and has reduced Reputation, Sanity, and or Power as well. If the players do not want to create their own Agents, then six pre-generated Agents are provided, although their mechanical details do need to be checked.
For the Keeper there is a handful of adventure seeds, each with multiple options that the Keeper can develop. These are set in Scotland and the United States as well as across Europe and ate back roughly fifty or so years. ‘The Catch Me Who Can Affair’ is a complete scenario involving the Impossible Chamber and which can be played using the earlier pre-generated Agents. It is set in London in 1808 and intended to be played by two to three players, though more may be added. The inventor and steam engineer Richard Trevithick opened his Steam Circus in Bloomsbury, in the St. Giles district of London in July of 1808, but within months it closed and reopened twice. Now it has closed a third time and the Impossible Chamber suspects that something strange is the cause. The Investigators quickly discover from the foul smell and the coffin being removed that someone ‘died’ at the venue, whereas the previous causes had been subsidence under the circular track layout. Research in the library of St. Giles-in-the-Fields reveals some of the history of the district, that it was once a site of regular executions before they were moved to Tyburn. As the investigation progress, it becomes clear that someone other the Impossible Chamber is interested in what has happened at the Steam Circus and the corpse removed from deep underneath it. The final scenes will take the Agents deep into the Rookery of Seven Dials, potentially chased in and perhaps beyond… The scenario is nicely detailed and there is a slightly grimy, seedy fell to it.
Physically, The Impossible Chamber is well presented. The artwork is decent as is the cartography. It does need an edit in places.
The Impossible Chamber is a combination sourcebook and scenario that shifts how Regency Cthulhu: Dark Designs in Jane Austen’s England is played. In Regency Cthulhu, the Investigators are as much concerned with their Reputation as they investigating and thwarting the forces of the Mythos. As evidenced in the scenario, ‘The Catch Me Who Can Affair’, The Impossible Chamber moves the play back to a more traditional style of play—Call of Cthulhu rather than Regency Cthulhu—with less of an emphasis upon Reputation because the Agents are not actually as involved with the Bon Ton as they typically are with Regency Cthulhu scenarios. Without that emphasis, The Impossible Chamber is easier to run using standard Call of Cthulhu, while the organisation, the Impossible Chamber, lends itself to a campaign set-up where the Agents are more mobile and less concerned with their immediate neighbourhood.
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