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, 10 August 2026
Miskatonic Monday #449: Whispers In The Frostbound Woods
Sunday, 9 August 2026
1986: Phoenix Command
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.
If the apogee of the military roleplaying game was Twilight 2000 in 1984, there was yet life in the genre still. Not in 1985, but in 1986, there were four military roleplaying games published. Delta Force: America Strikes Back! from Task Force Games, Eternal Soldier from Tai-Gear Simulations, Freedom Fighters from Fantasy Games Unlimited, and The Price of Freedom from West End Games were all published in 1986 and that is ignoring the paramilitary elements of the setting for 2300 AD from Game Designers’ Workshop. But in the four decades since, the straight military roleplaying game has been a rarity, and barring the return of Twilight: 2000 with Twilight 2000: Roleplaying in the World War III That Never Was from Free League Publishing, most, such as War Stories: A World War 2 RPG from Firelock Games and Alien: The Roleplaying Game from Free League Publishing, have been set in the theatres of World War 2 and Science Fiction. Of the four from 1986, perhaps the most famous—or should that be infamous?—was Phoenix Command.
Phoenix Command was published by Leading Edge Games, which had already released its first roleplaying game Rhand: Morningstar Missions, in 1984. It was designed as an accurate simulation of gunshot wounds with detailed aiming and firing rules, and authentic modern weapon data to create a simple, fast-paced game with an incredibly realistic feel. It came as a boxed set which included a forty-eight page, spiral-bound ‘Combat System Rule Book’; a twenty-six page, fully illustrated ‘Phoenix Command Modern Military Small Arms Supplement’; four double-sided Reference Cards; character sheets; and a single ten-sided die. Like many roleplaying books from Leading Edge games there was a streak of sly humour that ran through the quotations given in the extra-wide margins of the ‘Combat System Rule Book’. For example, ‘Blam. Blam. “Stop.” Blam. “Police.” Blam. Officer Axly.’ and ‘If you can’t dazzle them with style, riddle them with bullets.” Corley Norris’. The tone of that humour is set by the blurb on the back cover of the box:
“Are you tired of your current small arms combat system? Tired of inconsistencies and rules that simply don't work? If so, we invite you to conduct a short test:
Using your current small arms combat system, place the muzzle of a large caliber pistol between your character's eyes. Squeeze the trigger. Continue squeezing the trigger until he falls unconscious. Then have a friend put a band-aid over that nasty .45 caliber dent in his skull, and try not to get him shot too often in the week or two it takes to heal.
Now, using Phoenix Command, place the same pistol in the same place. Squeeze the trigger. You now have a choice: you can either roll up a new character or rush the body to a very sophisticated medical facility and discover the joys of role-playing a vegetable.
If you are nodding your head and smiling, and thinking that it would be nice to have a combat system that really works, welcome to Phoenix Command!”
This then sets out the stall for Phoenix Command. It was a highly detailed, highly accurate simulation of small arms combat designed to be used on its own, but more obvious as a replacement for the smalls combat rules that the Game Master and his players were dissatisfied with from whatever modern or military roleplaying game they were playing. There was fertile ground for this in 1986, whether it was The Morrow Project or Merc, Delta Force or The Price of Freedom, or more obviously, Twilight 2000. Essentially, just like the constituent parts of Rolemaster—Arms Law, Spell Law, Claw Law, Character Law, and Campaign Law—before it became a roleplaying game all on its own, were designed to replace the parts of the fantasy roleplaying game that a group was dissatisfied with, Phoenix Command was designed to bolt onto the modern or military roleplaying game of a group’s choice. However, unlike the various parts of Rolemaster which coalesced into a roleplaying game all of its own, Phoenix Command and its various supplements never would. Instead, stripped down versions of the rules would appear in Living Steel and the Aliens Adventure Game.
The spiral-bound ‘Combat System Rule Book’ is surprisingly short. However, do not in any way think that this means that Phoenix Command is not as complex as its reputation suggests it is. Phoenix Command is complex and that starts with Player Character. First, a player rolls three six-sided each for Strength, Will, Health, and Agility. Then the Game Master or player decides on the Player Character’s Gun Combat Skill Level. This ranges from one to twenty, with an average solider having a 2nd Skill Level, a veteran a 3rd or 4th Skill Level, an elite soldier a 5th Skill Level, 6th Skill Level, or 7th Skill Level, and a marksman a 9th Skill Level at the very least. What determines the actual Gun Combat Skill Level will depend upon the role that the Player Character has in whatever game or encounter that the Game Master is about to run or by the rough skill level in the roleplaying game that Phoenix Command is being used to replace. It should be noted that beyond noting that it represents the Player Character’s competence with small arms, there is no real explanation of what it is beyond that, and it is also the only skill in Phoenix Command.
What the player is instructed to do next is determine Encumbrance. This is the total weight of armour, clothing weapons, and equipment carried into combat. There is a surprisingly short equipment list and no real explanation of what each item is in comparison to the explanations of what each gun is in the ‘Combat System Rule Book’ and the ‘Phoenix Command Modern Military Small Arms Supplement’. After that, it gets complex with a lot of cross-referencing on tables. Base Speed is determined by cross-referencing Strength and Encumbrance on Table 2A and Base Speed and Agility on table 2B to find out the Player Character’s Maximum Speed. (This means that should a Player Character drop or shed a lot of weight, such as dropping a Squad Assault Weapon and switching to a pistol, all of this will need to be recalculated…) The Gun Combat Skill Level is checked on Table 2C for the Player Character’s Skill Accuracy Level, which measures his actual skill with weapons and knowledge of small arms tactics. Typically, a Player Character’s Skill Accuracy Level is six points higher than his Gun Combat Skill Level. Skill Factor is the Player Character’s Agility plus Gun Combat Skill Level, but there is no explanation as what it is. The number of his Combat Actions is determined by cross-referencing Maximum Speed with Skill Factor. Knockout Value is derived from Will and Gun Combat Skill Level. This is percentage chance of a combatant withstanding the pain of wounds and not falling unconscious.
Officer John Smith
Strength 11 Will 9 Health 11 Agility 12
Gun Combat Skill Level: 3rd Skill Level
Encumbrance 13.2 lb.
Base Speed: 2.5
Maximum Speed: 5
Skill Accuracy Level: 9
Skill Factor: 12
Combat Actions: 4
Knockout Value: 13
EQUIPMENT
Clothing (5 lb.)
Medium Flexible Armour (2.6 lb.)
Fighting Harness (0.6 lb.)
Holster (0.4 lb.)
Magazine Pouch (two magazines) (2.2 lb.)
Beretta M92F (2.4 lb.)
There is an example character, but not example of the creation process. There is also the basics of pre-generated troops intended to be used as quick NPCs.
Mechanically, there is no skill roll in Phoenix Command and no rules for handling actions that are not directly related to combat. So, the ‘Combat System Rule Book’ quickly moves on to weapons, movement, actions, and shooting. Each weapon has data for length, wait, reload time, rate of fire, ammunition capacity, and ammunition weight and feed device, which you would expect as per any roleplaying game with firearms. Added to this are Sustained Automatic Burst, a weapon’s accuracy during burst fire; Aim Time Accuracy Level Modifier, a measure of a weapon’s accuracy when time is spent aiming; Relative Impact Damage and Damage Class, which measures bullet penetration and bullet damage capability respectively; and Minimum Arc, the minimum number of hexes over which a burst of automatic fire is spread. Then each weapon has Ballistic Data and this is not for the weapon itself, but for different types of ammunition—Full Metal Jacket, Hollow Point, Armour, Jacketed Hollow Point, and Jacketed Soft Point—the Relative Impact Damage and Damage Class varying according to range.
Phoenix Command is intended to be played on a grid of two-yard hexes in a continuous stream of two-second phases. In each phase, the player will expend his Combat Actions on movement and actions that have an Action Cost. Movement takes into account direction of movement—forward, backward, oblique, and sideways; stance, including crouching, hands and knees, and belly crawl; elevation and terrain and depth of water; injury; and more. Actions include assuming a firing stance, ducking, changing facing, getting up and down, breaking and clearing glass from a window, drawing a pistol from multiple different types of holsters, tossing a grenade, and so on. The list is extensive, but advice is included on how to work out what the Action Cost is for any action not listed.
Each phase is broken down into three periods. First, in the Allocation period, players and Game Master allocate their Combat Actions. A player does not have to allocate all of them, but can save some of them for the Response period. In the Movement Period all combatants expend their Combat Actions assigned to movement, whilst any remaining Combat Actions are spent in the Response period. This can be on type of action, except movement. Primarily, it is spent is on combat actions. Fire resolution takes place at the end of the phase.
Fire resolution assumes that combatants take time to aim. The rules allow for hip fire and snapshots, both of which are done at a penalty, but otherwise to gain the full accuracy of a weapon, a player needs to assume a firing stance, which takes Combat Actions, and then spend one or more Combat Actions aiming. The Odds of Hitting is determined by aim time, firing stance, range, visibility, movement, and size of target. Each of these provides an Accuracy Level Modifier (ALM), which are in turn the Aim Time ALM, Target Range ALM, Firing Stance/Situation ALM, Visibility ALM, Movement ALM, Target Size ALM, and Effective Accuracy Level ALM. The Aim Time ALM will vary according to weapon and every weapon has a table for the number of Combat Actions spent aiming and the resulting modifiers. Visibility ALM accounts for smoke, darkness, optical scope, and so on. The Target Size ALM not only includes the stance and position of the target, but modifiers for the head, body, arms, and legs, which can be applied if an attacker wants to shoot at a specific body location. The total number of Accuracy Level Modifiers are called the Effective Accuracy Level and the higher this is, the greater the Odds of Hitting. This is cross-referenced on the Single Shot Odds Table to get a percentile chance and this is rolled equal to, or under, for a single to hit a target.
In addition, Phoenix Command also takes into account visibility of a target if the target moves. So, a target might be visible at the start and in the middle of the Movement Period, but not at the end, it allows a shooter to potentially fire at a target before he moves behind cover. It simply applies an Action Count penalty, the longer the target is out of line of sight the higher the Action Count penalty.
So far, this is the only time that anyone has made a dice roll. And what is important here is that it is not a skill roll of any kind—at least not in the traditional sense of a roleplaying game. Rather it is determined by the choices made by the player as to what stance his character will take, how many Combat Actions will be spent aiming, what weapon he is using, and so on. The character that a player has created and is controlling has no immediate effect on how good, or how accurate, a shot he is. Ultimately what the factors created during character generation influence is how many Combat Actions he has in a single phase. The more he has, the more can move, take cover, and so on, but ultimately, the more time he can spend aiming.
This though, is only for single shots. The process for fully automatic fire is slightly different. It is done in half second bursts into an Arc of Fire that indicates how many bullets are fired into each hex and thus at each target. Target visibility, which already accounted for the amount of time that the target was visible over the course of a single phase also indicates how many bursts can be fired at a target. In addition to aim time, firing stance, range, visibility, movement, and size of target all being factors in finding out the Odds of Hitting, automatic fire adds elevation as well as Arc of Fire. Automatic Elevation target size modifier replaces Target Size ALM and is taken from the Burst Elevation Odds Table. It is rolled first and if successful, the burst is at the correct elevation and a roll to hit using the Automatic Weapon Hit Chance Table. The chance of hitting depends on the Arc of Fire and Rate of Fire and is rolled per target, with the result also indicating how many bullets hit. An attacker can continue to first bursts or fully automatic fire from one phase to the next, but there is a Sustained Automatic Burst penalty for each weapon which is applied to the Effective Accuracy Level on each subsequent rounds of firing.
The next dice roll is to find out where a target is hit. This is a simple roll on the ‘Hit Location and Damage Table’ which gives different results based upon the target was looking around or over cover, if he was firing around or over cover, and if he is in the open. The amount of Physical Damage inflicted is determined by the weapon’s Damage Class and Effective Impact Damage. However, first you need to know what the Effective Impact damage is and that is worked out by subtracting the Protection Factors of any armour worn from the Relative Impact Damage. Relative Impact Damage is a measure of a bullet’s penetrating power and both that and the Damage Class depend upon the range of the attack and the type of ammunition fired. Armour is by location and its Protection Factors will vary from four for Light Flexible to thirty for Heavy Rigid. If the Effective Impact Damage is reduced to zero by the Protection Factors, the shot does not penetrate and no damage is inflicted. If the Effective Impact Damage is more than zero, but less than the Protection Factors, the shot penetrates, but its damage is reduced. To learn how much, the roll for the hit location is cross referenced with the correct Effective Impact Damage for the Damage Class of the weapon. If the Effective Impact Damage is greater than the Protection Factors, the shot penetrates and inflicts the full amount of Effective Impact Damage listed under the Damage Class. (The term used here is “full Damage Class (DC) column”, but there is no Damage Column marked ‘Full’, so presumably, the authors meant the maximum value.) Depending upon the Effective Impact Damage, the Damage Class, and the hit location, the Physical Damage inflicted can range from one to millions of points. Hit locations run from forehead to ankle-foot and also include glancing blows to general locations. In general, hits to the head—forehead, eye/nose, and mouth—will inflict anywhere from hundreds of points of Physical Damage to hundreds of thousands of Physical Damage.
The rules also allow for disabling blows if the shot hits an arm or leg and a target being knocked out by damage suffered. Any damage suffered greater than a target’s Knockout Value and there is a 25% chance that he will be rendered unconscious. This rises to 75% if the damage suffered is more than twice the target’s Knockout Value and 98% if is more than three times the target’s Knockout Value. And to remind ourselves, Knockout Value is not determined by Health, but by Will and Gun Combat Skill Level, so effectively, the better you are at firing guns, the less likelihood you have of falling unconscious due to pain.
After a battle, all wounded characters must check to see if they will live. Physical Damage Total is how much damage a character has suffered, whilst the Damage Total is a measure of the severity of the injuries suffered. To get the Damage Total, the Physical Damage is multiplied by ten and then divided by the character’s Health. The Medical Aid And Recovery Table is consulted to discover the Critical Time Period during which time the character must receive aid and the Recovery Roll to be made at the end of this period. This will vary according to whether the character receives no aid, first aid, goes to an aid station or field hospital, or is sent to a modern trauma centre. There are suggested adjustments for trauma centres, or hospitals, from 1831 to 2345—even though the weapons listed in the ‘Phoenix Command Modern Military Small Arms Supplement’ cover the period from 1910 to roughly 1990. The Recovery Roll is a percentile value and if the roll is made, the target will survive, the Critical Time Period also indicating how long it takes for the target to recover. Results of “00” on the Medical Aid And Recovery Table mean that the character cannot survive. The rules also account for the lingering effects of old injuries.
In general, if a target suffers a Damage Total of one hundred or more, he is in trouble without dedicated medical aid. At a Damage Total of a thousand and more and the Recovery Roll values plummet. However, there is no chance of a character dying in actual combat. There is a chance of being knocked out—a good chance—and only after a combat is it discovered whether a character has lived or died. For all that Phoenix Command claims to be accurate simulation of gunshot wounds, there is no means of working out if a character is dead in the midst of a shootout and no rules for rendering first aim whilst in combat. Experienced players of Phoenix Command can estimate the likelihood of a target not recovering from the amount of damage suffered, but both omissions make no sense.
Now all of this takes up sixteen pages of the ‘Combat System Rule Book’! Which begs the question, “What the hell is in the rest of the book?” There is some advice for running Phoenix Command, which includes delegating some of the tasks, using a ranging stick, and using markers to indicate each character’s status. There are two sample scenarios. Scenario one is ‘The Bridge of Oppenheim’, a beginning scenario for five to eight players and involves German and NATO forces facing a Russian invasion just outside Mainz and Wiesbaden. Each player controls a single figure, so all together equal to two squads who must hold off forty-eight Russians! It is designed to teach the rules for Odds of Hitting and damage. The second scenario is ‘The Defence of the Apollo Rey’. It places for four SAS (Special Action Squad) commandos aboard a vessel that has been taken over by nine terrorists. It is not as static as ‘The Bridge of Oppenheim’, with the terrorists searching for passengers and the commandos trying to incapacitate the terrorists without alerting them. Both scenarios come with maps and pre-generated characters.
The remaining ten pages of provide optional rules. These differentiate between non-blocking cover—that is, cover that blocks sight, not penetration and blocking cover that does both; field of view which can be increased by expending Combat Actions to look around; shotguns which involve Base Pellet Hit Chance and a Pattern Radius in working out the resulting Effective Accuracy Level; explosives and grenades, which includes the possibility of damage from both shrapnel and concussion; improved accuracy for all weapons; spotting and sound detection; defensive skills, initiative, and morale; Master Phasing Count; and second shot accuracy, pinned targets, and semiauto bursts. Of these, the Master Phasing Count is a means of determining when detailed timing of fire occurs, such as who fires first. This is discovered by cross-referencing a character’s number of Combat Actions with the Action Count and is measured in tenths of seconds. The defensive skills are the only rule to use a character’s Intelligence and the first mention that a character should have an Intelligence characteristic, but the inference is that it comes from the roleplaying game whose combat rules Phoenix Command is replacing rather be rolled for as in a standard roleplaying game.
The ‘Combat System Rule Book’ packs a lot of rules and a lot of detail in its forty-eight pages. There are moments where it is possible to see what the designers intended and grasp the rules as written, helped by numerous examples. However, turn the page and there is another set of rules for another specific situation and they have their own complexity. And then again. The advice for the Game Master suggests delegating tasks to her fellow players, but that assumes they understand the rules. The complexity of the game means that it is challenging to teach and none of it is necessarily intuitive or easy to grasp, whilst the constant need to consult the tables at the back of the ‘Combat System Rule Book’ can only serve to slow down the play of the game. At the very least, what Phoenix Command needs is a set of flow charts per player, one flow chart per action, and even as much as that would ease play, there is no denying that it would still be intimidating.
In comparison to the ‘Combat System Rule Book’, the ‘Phoenix Command Modern Military Small Arms Supplement’ is straight forward. It lists almost one-hundred-and-twenty handguns, submachine guns, assault rifles, squad automatic weapons, general purpose machine guns, light machine guns, heavy machine guns, shotguns, grenade launchers, anti-tank rockets, and rocket propelled grenades, and twenty-four grenades. The earliest weapon given is the Browning M1911A1, whilst the then most recent are the Italian Benelli CB-M2 submachine gun, German Heckler & Koch G11 assault rifle, and British XLE85E1 assault rifle, all of which were underdevelopment at the time of Phoenix Command’s publication. The only thing missing perhaps is a standard .38 caliber revolver instead of just the Smith & Wesson M36 2” Barrel, Chief’s Special.
Physically, Phoenix Command is well-presented and the production values are high. With its spiral bound format, the ‘Combat System Rule Book’ definitely looks like the technical manual it is supposed to be. There is a glossary of terms, and even though it is only forty-eight pages long, the ‘Combat System Rule Book’ could have done with an index. Arguably, ‘Phoenix Command Modern Military Small Arms Supplement’ could have done with one too. Otherwise, the illustrations—nearly all of them guns—are fine and the maps serviceable.
—oOo—
Roman J. Andron reviewed Phoenix Command in ‘Game Reviews’ in Different Worlds. No. 47 (Fall 1987). He opened with, “IMPRESSIVE. THAT is the first word that comes to mind when Phoenix Command is implemented in a game. Never before have such high degrees of realism and playability been achieved simultaneously in the gaming world. Compared to this, all other combat systems are nothing.” His only issues were with the use of English (or Imperial) measurements rather than Metric and that the high number of abbreviations slowed down the process of learning the rules. Other than that, the review was very positive and Andron awarded it four stars before concluding with “I heartily recommend this system to weapons buffs or anyone wanting to put realism into their role-playing or wargaming. Phoenix Command provides for a simple yet highly-realistic simulation of modern firearms combat. However, my recommendations cannot do justice to the system. It has to be used to be fully appreciated.”
Saturday, 8 August 2026
Dirt & Danger
‘Ashes to Ashes’, the first of the two scenarios in Dust & Blood has one of the more interesting set-ups for any Call of Cthulhu scenario, let alone for Cthulhu by Gaslight. A set-up that outside of Charles Dickens’ Our Mutual Friend is little known and a set-up that asks, “How did the Victorians get rid of their rubbish?” In Tudor times, the infamous gong farmers dug out and collected the ordure from privies and cesspits, but by the end of the Victorian era, extensive sewage systems had been built to prevent pollution and outbreaks of disease. That though, still left the household rubbish to be dealt with and that included tonnes of coal dust from each household. ‘Dustmen’ were employed by ‘dust yards’ to collect this dust and brought back to the dust-yard where it would be picked through by dust-sifters and fillers for anything valuable, including catskins, cinders, cork, oyster shells, and rags.
In ‘Ashes to Ashes’, the Investigators are employees at Lange’s Dust-Yard, either dustmen who collect the dust, totters who are rag-and-bone-men, dust-sifters, fillers, or workers on the destructor crew. All of these occupations are Lower Class roles, whilst the yard’s clerks are lower Middle Class roles. The scenario suggests minimum skill values for all of these Occupations and provides several NPCs who can be replaced by an Investigator if a player wants to take a particular role in the scenario. This gives the option for the players to create their own Investigators as well as choosing from the provided pre-generated Investigators. Also discussed are ways in which a Middle Class Investigator can be included, but at its core, ‘Ashes to Ashes’ is set in a working class environment which intentionally enforces the society of the time’s limits on where the Investigators can go, what they can do, and where they can be seen.
Given its length, it should be no surprise that ‘Ashes to Ashes’ starts with a bang. Or rather, with a bag. A bag that seems to be squirming. Has a pet been put out with the dust and the rubbish by mistake? It turns out not to be so, but something much stranger—a monstrous figure made of grey dust that that attacks the Investigators and other workers at the dust yard. This encounter begs the obvious question, “Where did the grey man and the bag he was in, come from?” The subsequent investigation quickly leads to a house at the posh end of the district that the dust yard works. Here the Investigators are confronted with a situation quite typical of Call of Cthulhu made all the more challenging by it being very much out of their Class and the location being very much not their place. It is a chance for them to see how the other half lives and the consequences of that. ‘Ashes to Ashes’ is a very likeable scenario, made all the more so by its genuinely different set-up and straightforward plot, made all the more difficult by the differences of Class.
The second scenario, ‘Signs Writ in Scarlet’, is longer and more demanding for both the Keeper and the players. It takes place over the course of three weeks beginning in October, 1889, and takes the Investigators down the streets and up the alleys of a Whitechapel scarred by the Jack the Ripper murders of the year before. In fact, the scenario is modelled on the murders and the reaction to them, but tells a story of its own rather than exploiting them or associating them with the Mythos. The district is beset by a new series of murders, this time of men rather than women, but found in similar circumstances in the fog and their flesh carved with curious symbols. The Investigators are either hired by the East End Citizens Committee, get intrigued by the newspaper reports, or are called in by Scotland Yard for their expertise, and so begin to look into the deaths. The scenario has twin parallel tracks that the Investigators will need to follow, one attending the many days of the coroner’s inquests held for each of the murder victims, the other working the streets and trying to gather clues via legwork. Both the coroner’s inquests and the deaths give the scenario a tight timeline and structure. What it means is that the Keeper will need to switch back and forth between the two investigative strands, one static, one free roaming. Players and Investigators will have more freedom of choice in the latter rather than the former, but the former is not without its incident and scope to ask questions.
The freedom of the street investigation is complicated by the fact that the Investigators are not the only ones looking into the deaths and searching for the culprit. Some of the groups conducting their own investigations have their own agendas and will not take kindly to the Investigators’ involvement. ‘Signs Writ in Scarlet’ has many more moving parts than ‘Ashes to Ashes’, is more detailed and involving, and has more NPCs for the Keeper to maintain a track of. The scenario also has two endings because it is not so much a matter of finding out who the murderer is, but a matter of finding out why. Investigating further will lead to some horrible revelations, although it is possible that the scenario will end in a bloody massacre should the players and their Investigators not continue their enquiries. This possibility and the complexity of the scenario are why it warrants more experienced Keeper and players.
The scenario update is not extensive, but it does include an option for use with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos which links the perpetrator to the character of Sweeney Tood, first seen in the penny dreadful serial The String of Pearls. This does feel like the overegging the scenario, given how judiciously it makes use of the Jack the Ripper legend, but otherwise the scenario benefits from some careful staging advice. If ‘Ashes to Ashes’ is grimy, then ‘Signs Writ in Scarlet’ is grim, but richly detailed and a classic worth updating and reprinting given that it has been out of print for over three decades.
Physically, Dust & Blood: Two Scenarios of Gaslight London is as well presented as you would expect for a Call of Cthulhu, Seventh Edition supplement. The illustrations are also good, those for ‘Ashes to Ashes’ actually having a lighter feel then those for then ‘Signs Writ in Scarlet’.
One quibble with the writing is that in places it favours American terminology first rather than British terminology. For example, in ‘Ashes to Ashes’ , the description of the disposal of household waste opens with “Recycling of household garbage (or rubbish as it is known in England)…” rather than, “Recycling of household rubbish (or garbage as it is known in the USA)…” Obviously, Call of Cthulhu and Cthulhu by Gaslight are published by an American company and their largest audience is American, but what it feels like is that an explanation is being given to non-American readers about a setting that is not American. Whereas the explanation should be for the American reader because it is not an American setting. Similarly, for the storeys of a house, the scenario uses “First (Ground) Floor” and “Second Floor” rather than “Ground (First) Floor” and “First (Second) Floor”. Again, this is a quibble, but given that Cthulhu by Gaslight is set in Victorian Britain and both scenarios are set in London, this phrasing is inconsistent, reads oddly, and is just slightly jarring.
Dust & Blood: Two Scenarios of Gaslight London provides very solid support for Cthulhu by Gaslight with something new and something old. The new gives a new angle from which to explore the Mythos in the Victorian era, whilst the old examines the Victorian attitude to murder following a public panic. In all honesty, two scenarios feels just two slight and it is easier to add one to an existing campaign than the other, which limits its use. Nevertheless, both scenarios in Dust & Blood: Two Scenarios of Gaslight London are very welcome support for the Keeper of Cthulhu by Gaslight, one new and inventive, one old, but a classic.
Solitaire: Ion Heart – Pilot’s Handbook
This is the set-up for Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook.
Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes some background to the setting really intended to provide flavour and detail, rather than mechanical support. This includes the history of the Astral Union, its organisations and what ordinary life is like, an explanation of the Emergent War and who the Nephilim are, and a timeline. Surprisingly, this also includes the various species which a player can chose from. These include Apollonians or humans from the Apollo-Theta system, the reptilian Varziss of the Varziss Triarchy, the bear-like Urvons of the League of Urvo, the winged and nocturnal bat-like Chiros of Chiros Coalition, the centaur-like Kirvae of the Kirvaen Prefecture, and the cat-like Mo’nau of the Mo’nau Republic. In addition to selecting one of these species during character creation, all of this material can be drawn upon when a player is recording in his journal.
In addition, Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook includes guidance on playing it as a two-player game. Instead of each player controlling his own Pilot and Mech, one player roleplays the Pilot and the other player the Mech, and it suggests the players divide responsibilities between journalling and rules referencing, as well as working together to decide on the actions of their shared Pilot and Mech.
Physically, the Ion Heart: Solo Mech Exploration RPG – Pilot’s Handbook is a nicely done roleplaying game. It is fetchingly presented in swathes of soft colours and easy to read and understand.
Friday, 7 August 2026
Friday Fantasy: The Grotesques’ Grotto
Unfortunately, this leaves the rest of NPCs in the scenario—the surviving royal witch hunters and an NPC or two—markedly underserved in terms of roleplaying potential. They are sadly underwritten, leaving little for the Game Master to work from in terms of their portrayal, but possibly leaving lots of room to develop from that might fit her campaign. Another issue with the writing is the descriptions given of the various locations. The writing is sparse and punchy, but the boxes of descriptive text often veer into details that should not be initially apparent to the Player Characters. For example, the boxed text for the Crypt reads, “A large Martyr sits cross-legged atop an imposing stone sarcophagus. The east and south walls are lined with niches. Most are empty but 4 contain inanimate Martyrs. The archway north (to Area 12) is draped in strands of glowing moss, a humid, noisome atmosphere wafting through it.” It seems odd for this text to mention the presence of Martyrs when that instead should be information for the players and their characters to discover. What it also means is that what should be in other scenarios, boxes of descriptive text there for the Game Master to read out, fail to serve that function in Quick Delve #2: The Grotesques’ Grotto. As a consequence, Quick Delve #2: The Grotesques’ Grotto requires just a bit more effort to prepare than it really should—all of which could have been addressed during the development and editing process for the scenario.
Physically, Quick Delve #2: The Grotesques’ Grotto is generally well presented. Barring the issue with the boxed text, it is decently written. The cartography is good, but the artwork is better. In fact, the artwork is excellent and really capture the feel and atmosphere of the individual encounters in the dungeon. The depiction of two of the three Grotesques is appropriately disturbing, but the most unsettling illustration is of the near-cadaverous Nymph, Pity, as she preys on a victim ready to drown him.
Quick Delve #2: The Grotesques’ Grotto feels inspired by the Oracle of Delphi at the Temple of Apollo on Mount Parnassus, its trio of Grotesques echoing also the three Fates, but the scenario otherwise avoids being inspired by Ancient Greece. Its primary storytelling impetus for the Player Characters will be how they react to the drives of the three Grotesques. If they ignore them, the scenario is likely to be an underwhelming experience for the Player Characters. Engage in them and there are definite consequences, ones that are entertaining, but will not affect a campaign in a drastic way which would unpin it and send it in another direction. Quick Delve #2: The Grotesques’ Grotto is underdeveloped in places, but not fatally so, in what is otherwise a solid scenario easily dropped into a campaign.
Cyber-Dungeon Classics I: Arcolgies
Netcrawl: Arcologies is a supplement that attempts to address the infinite number of possibilities when it comes to what the virtual reality environments of Netcrawl and the WorldNet look like, what might be found there, and what threats that the Avatars might encounter. It is in effect a dungeon generator for a cyberpunk and virtual world setting that the Judge can use as prompts to develop the space into which the Avatars are cast and bring it to (virtual) reality. The first part of Netcrawl: Arcologies looks at its namesake with a set of tables for defining what a particular arcology is like. The generator determines an arcology’s tone and theme, functionality, appearance, and style, plus the primary form of travel to and within the arcology. So its tone might be disorientating or entertaining, its theme lines and vertices or grimy, functionality a beta release or fortified, and its appearance a polygon or shaped like a vehicle, and so on. In style it could be gridded or circuitry and if a polyhedral shape, a cylinder, cone, or rhomboid prism.
Physically, Netcrawl: Arcologies is a vibrantly, neon affair. It is not illustrated, but the colours more than make up for it.
Monday, 3 August 2026
Miskatonic Monday #448: The Horror
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.
Author: Poul Erik Holmelund
Setting: Denmark, 1980s
Elevator Pitch: Kidstigators do right by the Knights Templar
Plot Hook: ‘Troll’ terror at a Summer Camp gone Cthulhu
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