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Saturday, 1 November 2025

Miskatonic Monday #385: The Grindhouse: Volume 4

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.

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The Grindhouse: Volume 4 is a duology—a
‘double feature—of scenarios within the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults which had their heyday in the seventies. It is a sequel to The Grindhouse: Ultimate Collection – Vol. 1-3, and like that anthology presents short scenarios that can be played in a single session. However, unlike the scenarios in the anthology, the two presented in The Grindhouse: Volume 4 are not locked room situations. Nevertheless, they are still action and horror focused and involving 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 first of the two scenarios in The Grindhouse: Volume 4 open with ‘Nazi Bikers Must Die!’. As the title suggests, this is definitely a scenario that is far from the traditional Jazz Age, tweeds and pipes-style of Lovecraftian investigative roleplaying. As is made clear on the duology’s back cover, this is not, “…[Y]our typical Call of Cthulhu scenarios where some classy, well-dressed investigator sips tea and pours over leather books in some wood panelled library.” Instead, this is a muscular, bruising brawl of a scenario that ends in a knockdown bar fight and a showdown to prevent a summoning in dusty New Mexico, not all that far from Roswell. It takes place in the sleepy town of Dexter, where the Player Characters, the members of a biker gang called ‘The Devil’s Pistons’ ride into town in search of a book. They have been commissioned to intimidate or persuade a local dealer in antiquities and rare books to sell an eighth century Sumerian manuscript called The Eshnunna Rubbings. It appears to be a simple job, well within The Devil’s Pistons’ capabilities and they have been promised a solid pay-out.

Unfortunately, things begin to look bad for the Player Characters when ‘The Reichers’—a rival gang whose members’ bikes, clothes, and bodies are emblazoned in neo-Nazi symbols—rides into town. By the time the Player Characters get to the bookseller, it is clear that he does not have the book, but with some due diligence, they can learn that it is in the possession of a local bar owner, a friend of the bookseller. Fortunately, the Tread Mark bar is the kind of rough establishment where the Player Characters like to hang out. Unfortunately, so do ‘The Reichers’ and add in a Jewish occultist hell bent on revenge and what you get is knockdown, stand-up barroom brawl that Robert Rodriguez would be proud to stage.

In some ways, this is a nasty scenario, a dirty mix of Nazis, Nazi ideology expressed by the NPCs, occultism, and a criminal biker gang—and it is the members of that criminal biker gang that the players roleplay. To be fair, the scenario clearly advises that it is not for everyone and plus, the bikers of ‘The Devil’s Pistons’ are not evil themselves, just happy riding alongside and over the edge of the law and none of them are without a conscience. Further, the scenario is fun and the Player Characters get to punch Nazis—a lot! This is a very physical scenario, involving far more combat than most scenarios for Call of Cthulhu. Given that, a few tweaks to adjust to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos might be worth considering and the big barroom brawl would also work with miniatures and a map given its focus on combat. Lastly, and as an aside, the scenario does miss a trick by not being set in the town of Castronegro from the scenario, ‘The Secret of Castronegro’, found in the Cthulhu Companion – Ghastly adventures & Erudite Lore.

‘Cold as Hell’, the second scenario shifts to the New England of Lovecraft Country and the long-blighted town of Dunwich in the heart of winter. It takes place in The Wayward Inn, a historic building in the heart of the town, where contractors employed to carry out some necessary renovations have made an important and of course, dangerous, discovery in the building’s cellars. The Player Characters are “private couriers of unusual items” hired to collect the item that was discovered during the initial work and deliver it to the archaeology department at Miskatonic University. Since they work across New England, they are pretty much used to transporting the weirdest of items, no questions asked. There is a fair bit of backstory and set-up before it is revealed what is going on.

Very quickly, the Player Characters and the patrons of The Wayward Inn find themselves under siege by members of the Dunwich community dressed with no regard for the frigid temperatures and hellbent obtaining the item that the Player Characters have come to collect and committing as much bloody mayhem and inflicting as much suffering as they can in the process. There is a handful scenes to set the situation up and highlight the cruelty of the threat that the Player Characters face, but after that, the Keeper is feel to proceed however she wants the monstrous Dunwichers to act.

‘Cold as Hell’ is a trapped room, survival horror scenario, though there is nothing to stop the Player Characters from making a run for it in their Chevy Impala. There are some secrets to be found in, or rather below, the inn, but they will not really help the Player Characters. The scenario is ably detailed and combines elements of John Carpenter’s The Thing from Another World with a classic zombie film, but it never rises above being okay for what it does. There is familiarity to it, to its set-up, and to its pacing. There is nothing to stop the players embracing that familiarity and playing along with it, but unlike ‘Nazi Bikers Must Die!’, none of those players are going to come away from playing ‘Cold as Hell’ shouting, “Hell, yeah!”.

In addition, ‘Cold as Hell’ gives the Keeper a lot of NPCs to maintain a track of and whilst there four pre-generated Player Characters for the scenario, four feels like too many for their backstory and occupation.

The duology comes to a close with rules for vehicle chases—since either scenario could involve a vehicle chase of some kind—and ‘News and Culture: 1973-74’, a quick guide to what the background period was like and what was happening, particularly in the USA. Both are useful in their way.

Physically, The Grindhouse: Volume 4 is decently presented. It is well written, and it decently illustrated throughout. In fact, some of the artwork is very good. The cartography is also good throughout. of the two, ‘Nazi Bikers Must Die!’ is the easier to prepare.

The Grindhouse: Volume 4 is a duology of two halves. One is a little too icy and lacks that certain spark on the page. The other is a grab ’em by the cojones, stone-cold dust-up in the sands of New Mexico that will have the players cheering on the action and their bikers pounding on the Nazis in a thriller of a showdown.  

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