Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label 1920s. Show all posts
Showing posts with label 1920s. Show all posts

Monday, 14 September 2026

Miskatonic Monday #450: Nightmares From The Depths

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—

Nightmares From The Depths: Cthulhu and the Mythos in Massachusetts is an epic campaign. Not of scope, not of scale, but of detail. Not of scope, because rather than taking the Investigators around the world on a globetrotting campaign against some inhuman and inhumane conspiracy, it dares not stray beyond the state lines of Massachusetts. Not of scale, because it does not involve an attempt by some crazed madman to bring about the end of the world as mankind knows it because the ‘Stars are Right’. Rather, its events may be seen as peripheral to such attempts. Nor will it encompass months of the Investigators’ time to complete. It begins on Tuesday 17th March, 1925 and ends on Thursday 2nd April, 1925. Fans of H.P. Lovecraft and his ‘The Call of Cthulhu’, will doubtless recognise the latter date, for it is the very day that Norwegian sailor, Gustaf Johansen, at the helm of the yacht, Alert, rammed it into “The Thing cannot be described…” In doing so, he drove great Cthulhu back under the sea to his tomb on the previously aeons-long sunken island of R’lyeh and thus disrupted the psychic signal that for weeks had been emanating the middle of the south Pacific and inflicted feverishly irrational nightmares upon psychics, artists, and occultists, whilst attracting the attention of his most devoted adherents and worshippers. In this perhaps, Nightmares From The Depths is a call-back to Shadows of Yog-Sothoth, the very first campaign for Call of Cthulhu. A call-back that is actually six times bigger than that 1982 release!

Nightmares From The Depths is a campaign for Call of Cthulhu, Seventh Edition published on the Miskatonic Repository. Inspired by the short, ‘The Horror at Martin’s Beach’ by H.P. Lovecraft and S. H. Greene, it is set over the course of fifteen very specific days in the March and April of 1925 and for the most part, is firmly set in Boston, from Brahmin high society and the shock of the new in its arts to the seedy seam of small time crime and greed and out to the bracing spray of sea and salt on the Massachusetts coast. This is a campaign on a par with A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond and A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, but far more geographically and chronologically constrained. Consisting of seven chapters, the campaign opens with ‘The Dreamer’ in which the Investigators as Private Detectives are hired by a family lawyer to find Kenneth ‘Kenny’ Jacobson, a poet, arts journalist for The Boston Herald, and Naval veteran of the Great War who has gone missing. The trail will lead from his work to his psychiatrist—it appears that Jacobson is possibly suffering from another bout of shellshock again—and into the orbit of one of the villains of the piece and his various contacts, rather than him directly. This is Ernest Armenfelt, a former Navy officer who served with Jacobson during the Great War. Initially, the campaign is more Film Noir than Mythos investigation, as barring a nasty side trek scenario, there is a little to no Mythos involvement at this stage. That changes with ‘The Murders’ as in some shocking acts of violence, the scenario’s antagonist moves amongst the avant-garde artworld of Boston, members of which have fallen under the influence of strange dreams. Following the acts of violence and their perpetrator leads to a nasty encounter with his acolyte in ‘The Shadow of Mather’. Both of these chapters do veer away from the actual search for Jacobson, but ‘The Lure of the Sea’ puts the Investigators back on track as a sighting sends them up the Massachusetts’ coast to the sleepy village of Pigeon Cove, where the inhabitants have their own problems and may benefit from the Investigators’ help. Though in some cases no less horrific these problems contrast with the malignity of the Mythos elsewhere. Primarily what the Investigators will learn is the location of Ernest Armenfelt and thus in ‘The Truth Revealed’ discover how far his greed has taken him. This is a short, one location chapter involving a confrontation in some fashion or another—Armenfelt versus the Mythos, Armenfelt versus the Mafia, or Armenfelt and the Mafia versus Mythos—which all depends on the actions of the Investigators. More news of Kenny Jacobson’s whereabouts returns the Investigators to ‘Death on the Coast’ and the coastal resort of Martin’s Beach. This is perhaps the most staged of the scenarios in the campaign as a torrential storm rolls in from the sea, the Investigators are split up to help lead search terms to save the villagers, and the Mythos runs wild as one of Cthulhu’s greatest servants smashes his way across the land Kaiju-style! Finally, in ‘A Bitter Pill To Swallow’, the Investigators confront the campaign’s villain as he seeks his ultimate triumph on Calf Island in Boston Harbour. It is a classic Call of Cthulhu finale, big, brawling, and bruising encounter held on an especially significant day, and though likely to be more physical than previous scenarios in the campaign, if successful will likely be most cathartic.

In addition, the campaign is supported by several Sidetrack Scenarios. All are optional, but the best brings out the monstrous in Humankind as well as the Mythos, some driven by the Mythos, others not. There are also two extra scenarios in Nightmares From The Depths which take place after the main campaign and are only tangentially connected to it. The first is the touloungeaphobic ‘The Sisterhood of Dreams’ which takes the Investigators to a Chicago under the thumb of Al Capone and his mob to investigate a series of murders at the hands of what turns out to be a feminist cult, whilst ‘The Stories of the Dead’ takes them further west to San Francisco and dark underbelly of Chinatown. Secrets of San Francisco will be both a useful reference and extra source of scenarios for ‘The Stories of the Dead’. These are two very solid scenarios, but they are extra to the campaign and if they had been omitted, it would not distract from the campaign as a whole.

Lastly, the campaign is supported with a set of six appendices. These in turn list new spells—Cast Away Flesh and Return to the Sea are particularly nasty, new artefacts, and Mythos tomes old and new specific to the campaign. There is also a list of scenarios set in Boston should the Keeper want to continue her own campaign beyond the pages of Nightmares From The Depths. The lists include those from Chaosium, Inc., from magazines, and from Stygian Fox Publishing as well as many from the Miskatonic Repository. Most notable are the ‘The Hermetic Order of the Silver Twilight’ chapter from Shadows of Yog-Sothoth and ‘The Haunted House’/‘The Haunting’ which is currently in the quick-start for Call of Cthulhu, Seventh Edition, as well as ‘Boston’, the article in The Unspeakable Oath Issue 16/17 from Pagan Publishing. There is no advice, sadly, as to whether the scenarios listed are suitable to add to the Nightmares From The Depths campaign, though it is such a chronologically constrained campaign that there really is little room to add extra scenarios. Other appendices list all of the NPCs by chapter and give easy-to-read transcriptions of all of the campaign’s handouts, whilst the last presents six pre-generated Investigators. These are a good mix and there are notes too on how to adapt them to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos.

If there is a downside to Nightmares From The Depths it is its size. It is four-hundred-and-fifty-four pages long and it does present the Keeper with a wealth of detail on Boston and its environs and it could very easily be argued that the campaign is probably the best sourcebook for the city of Boston in the Jazz to date for Call of Cthulhu, let alone Call of Cthulhu, Seventh Edition. Yet it is also an embarrassment of riches at times. Every place, every NPC, and so on is presented in detail and there is often too much information and that it is in places overwritten, both of which hinder the efforts of the Keeper to read and prepare the campaign.

Another issue is the campaign’s timeframe and structure. Although the campaign looks to be linear, threads link one scenario to another—as they should—actually create more of a sandbox and this can often lead to the Investigators following a lead into another scenario before finishing the immediate investigation. This is due to the lack of geographical constraints within the campaign. Since it is not a globe-spanning, world-trotting campaign there is no need to take a journey lasting days or weeks to follow a particular clue, the need to commit to such a journey invariably driving players and their Investigators to complete their inquiries in a particular location before moving onto the next. Almost all of Nightmares From The Depths is set in Boston which means that every location is just a taxi or tram ride away and there are no such geographical constraints.

The timeframe means that the Investigators need to be proactive in their inquiries. Although neither the players nor their Investigators know it, Nightmares From The Depths does have a deadline. So, the Keeper needs to push her players to investigate and to keep on investigating—literally to pick up the pace, as well as split up. The consequences of the need for this pace and geographical structure of the campaign means that the Keeper has to prepare a lot of the campaign upfront. That said, the content is decently organised with every NPC showcased at the start of each chapter, flowcharts to show connections, and indications of where threads link to and where they are linked from.

Physically, Nightmares From The Depths is impressively presented in sepia tones. It is profusely illustrated with period photographs of Boston and that in addition to the excellent maps and other period documents. The artwork, some of it by Paul Carrick and Earl Geier, is also good. The handouts are similarly very good. Some of the portraits of the NPCs do show evidence of some touch-up. The writing is clear, but overdone in places and it could have benefited from tighter editing.

Nightmares From The Depths is a really strong investigative scenario with lots of clues and strands to its mystery and mysteries. There is a lot here for players who like to play detective to get their teeth into, but it is a campaign for Call of Cthulhu and thus a horror campaign too. Nightmares From The Depths underplays its Mythos elements for much of the campaign, having them lurk at the periphery of the Investigators’ inquiries. This makes their presence and their influence when they do appear have much more of an impact and there are some great set pieces littered across the campaign. Such as discovering artist Maria Camhurst in her pain and agony; the séance at the Wavecrest Inn at Martin’s Beach which goes blazingly wrong; and the assault on the Boston docks warehouse by Deep Ones! Of course, the campaign does end in a big set piece, a summoning in classic Call of Cthulhu style.

Ultimately, Nightmares From The Depths is not a campaign about a madman working to summon a great evil in the demented service to his alien and uncaring master, although as the campaign progresses, that is its plot, but about the effects of the Mythos upon society at large. How the actions of the foolish and the greedy unleash consequences upon the innocent and how the emanations of a mind so incompatible with that of humankind bring out or exacerbate the worst in those it touches to the detriment of themselves and those around them. NPC after NPC suffers because of both and whilst that might be wearisome or overdone in another campaign, in Nightmares From The Depths it works because of the narrow timeframe, quite literally because the ‘Stars Are Right’ and so many can be touched by Cthulhu’s otherworldly influence. Other scenarios have touched upon it, but the authors of Nightmares From The Depths are to be commended for taking the dreams of “great Cyclopean cities of titan blocks and sky-flung monoliths.” described in H.P. Lovecraft’s ‘The Call of Cthulhu’ and building a whole campaign around it.

The truth is, Chaosium, Inc. could have published Nightmares From The Depths, as could any Call of Cthulhu licensee, and it would not have not only passed muster, it would have been recognised as a good campaign. That it is not published by an actual roleplaying publisher and put on its schedule of releases is all but astounding, because Nightmares From The Depths is almost as professional a product without it either being official or professional. That applies to the look and production values of the book as much as the campaign itself. Both are of a high standard.

Make no mistake, Nightmares From The Depths: Cthulhu and the Mythos in Massachusetts is an impressive and richly detailed campaign, horrendously human in its horror and monstrously malign in its application of the Mythos, and ingenious in exploring the vile influence of Cthulhu’s dreams at a signature point in Lovecraft’s fiction like no campaign or scenario before it. That it brings the city of Boston to life in the Jazz Age and gives the city its first campaign is a bonus.

Monday, 27 July 2026

Miskatonic Monday #446: Feed the Many

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: Lauren Hodges

Setting: Arkham, 1920s
Product: Scenario
What You Get: Thirty-nine page, 4.97 MB Full Colour PDF
Elevator Pitch: The Thing from Another Trattoria
Plot Hook: What makes one restaurant more popular than another?
Plot Support: Staging advice, two handouts,
three NPCs, two floorplans, and three Mythos monsters.
Production Values: Good

Pros
# Suitable for one Investigator and Keeper play
# Easy to add to an Arkham-based campaign
# Solid, food-based investigation
# Probably can be played quicker than the suggested running time
# Easy to adapt to other cities and Little Italys
# Deipnophobia
# Scoleciphobia
# Cibophobia

Cons
# Needs an edit

Conclusion
# Trattoria on trattoria action!
# Well presented investigation suitable for one-on-one play
# Reviews from R’lyeh Recommends 

Monday, 13 July 2026

Miskatonic Monday #444: Lost Library

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: Wille Ruotsalainen

Setting: Somalia, 1920s
Product: Scenario
What You Get: Twenty-four page, 59.42 MB Full Colour PDF
Elevator Pitch: ‘King Solomon’s Library’
Plot Hook: The promise of adventure and discovery
Plot Support: Staging advice, four pre-generated Investigators, 
six NPCs, two handouts, one map, one floorplan, one Mythos tome, and two beasts.
Production Values: Plain

Pros
# Atmospherically dusty journey into a hidden corner of Colonial East Africa
# Horror in the library is enjoyably not what you think
# Very light on the Mythos
# Decent introduction to Somali history and culture
# Bibliophobia
# Ammophobia
# Herpetophobia

Cons
# Needs an edit
# Very light on the Mythos
# Pre-generated Investigators could have been better designed around the scenario

Conclusion
# The horror of the Great War lingers in a cat and mouse hunt in a lost library
# Refreshingly different scenario in Colonial East Africa

Monday, 6 July 2026

Miskatonic Monday #442: The Drowned Thorn

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: Stuart McNair

Setting: Lancashire Coast, 1926
Product: Scenario
What You Get: Ninety-Four page, 107.00 MB Full Colour PDF
Elevator Pitch: The secrets of the sands, fear of the foreshore.
Plot Hook: A missing rifleman on the shifting shore.
Plot Support: Staging advice, six pre-generated Investigators, 
sixteen NPCs, six handouts, three maps,  and three Mythos entities and monsters.
Production Values: Good

Pros
# Littoral horror where the intertidal edge keeps shifting
# Brilliantly nebulous
# Well worked through conclusion that presents the players and Investigators with concrete options
# Useful set of extra locations
# Decent handouts
# Thalassophobia
# Ammosophobia
# Epistemophobia

Cons
# Annoyingly repetitious in its use of NPC descriptors
# Needs an edit
# Brilliantly nebulous

Conclusion
# Challengingly off-kilter and nebulous environmental scenario whose sparseness may be difficult to impart
# The investigators will have to supply the emotion and thus the contrast

Monday, 15 June 2026

Miskatonic Monday #439: Fear of Overtime

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: Phanzar

Setting: New York, 1929
Product: One-shot
What You Get: Twenty-three page, 8.22 MB Full Colour PDF
Elevator Pitch: ‘Karoshi’ would be a safer way to go…
Plot Hook: It starts with a bang!
Plot Support: Staging advice, five pre-generated Investigators,
five NPCs, two handouts, one map, one Mythos artefact, and one Mythos monster.
Production Values: Good

Pros
# Overtime survival horror
# Closed location one-shot
# Escalating horror that builds and builds
# Nicely done location
# Ergophobia
# Diokophobia
# Microphobia

Cons
# Needs a slight edit
# Investigator templates rather than pre-generated Investigators
# Escalating horror is very procedural
# Only way to defeat the hunter is through violence

Conclusion
# Opens with a bang and the horror builds and builds
# Literally brings a shrinking feeling to survival horror

Miskatonic Monday #438: Abracadabra!

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: Steven Hernandez

Setting: New Jersey, 1926
Product: One-shot
What You Get: Thirty-eight page, 40.94 MB Full Colour PDF
Elevator Pitch: “Never try to fool children, they expect nothing, and therefore see everything.” – Harry Houdini
Plot Hook: There should be nothing magical about a missing boy
Plot Support: Staging advice, four pre-generated Investigators,
five NPCs, five handouts, one map, one Mythos tome, one Mythos monster, and one boiled cabbage recipe.
Production Values: Good

Pros
# Solid double crime investigation
# Strong on investigation and interaction
# Horror of the Mythos versus horror of a distraught gangster father
# Easily adapted to other periods, especially Cthulhu by Gaslight
# Easily adapted to other cities
# Excitingly weird, but pacy finale
# Tycophobia
# Scelerophobia
# Rhabdophobia

Cons
# Needs a slight edit
# Not every location is mapped
# Finale needs careful study and staging

Conclusion
# Solid set-up leads to strong investigation and a race to the finish
# Police procedural which proves that Mythos and magic should never mix…

Monday, 8 June 2026

Miskatonic Monday #437: The Light on the Hill

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: Geoff Bridges

Setting: London, 1928
Product: Scenario
What You Get: Fifty-four page, 36.42 MB Full Colour PDF
Elevator Pitch: Missing men lead to pastoral horror
Plot Hook: Ensure that restoration work is complete
Plot Support: Staging advice, five pre-generated Investigators, 
seven NPCs, seven handouts, four floor plans and maps, and one Mythos monster.
Production Values: Excellent

Pros
# Home Counties, market town horror
# Strong on investigation
# Can be adapted to other periods, especially Cthulhu by Gaslight
High production values
# Excellent handouts
# Ecclesiophobia
# Nyctophobia
# Gephyrophobia

Cons
# Portraits heavy-handed
# Short

Conclusion
# Short, but well done and well presented parochial peril 
# Solid investigation and low key horror

Sunday, 7 June 2026

Scouting for Scares

The concept of children versus Cthulhu is not new, but it is challenging when it comes to roleplaying, since it has to provide rules for playing children in Call of Cthulhu, a roleplaying game in which the Investigators are adults, and also make adjustments for the lethality of encountering its alien races and cosmic entities—both mentally and physically. Publisher Trepan’s The Haunted Clubhouse: The Little Play House of Horrors made few changes, whilst The Dare from Sentinel Hill Press stripped the rules back with ‘The Call of Kid-thulhu’. Both of those are single scenarios, whereas Golden Goblin Press’ The Eldritch New England Holiday Collection explored the young lives of scions of the Mythos, making adjustments in terms of the amount of Luck that the youthful Investigators can spend and receive and its campaign framework. Campfire Tales: Scouts Against Cthulhu goes even further. Inspired by the likes of The Hardy Boys and Nancy Drew books, films E.T. the Extra-Terrestrial and The Goonies, as well as the more recent Stranger Things and even Scooby Doo, Where Are You? presents rules for creating pre-teen and teenage Investigators, gives them an Investigator organisation, and the Keeper a complete setting and campaign that plays out over the course of several years.

As the title suggests in Campfire Tales: Scouts Against Cthulhu, what the supplement for Call of Cthulhu, Seventh Edition from Chaosium, Inc. does is make its Investigators the young members of a Scouting organisation. This gives them the reason to be together and bond together, because over the course of their time as Scouts, they will discover strange things in the ‘Westhaven Campaign’ about their hometown, things that few, if any, adults will believe. Then perhaps as result of their experiences in their formative years, they might become adults who will investigate the Cthulhu Mythos in the traditional sense and go on as adult Investigators looking into the mysteries of such campaigns as Masks of Nyarlathotep or A Time to Harvest. To do that, Campfire Tales and the ‘Westhaven Campaign’ shift the story back a few years from the Jazz Age of classic Call of Cthulhu, to the late 1910s and the end of the Great War. This will add its own tensions to the ‘Westhaven Campaign’ in terms of the relationships between the Scouts—both the junior Investigators and NPCs, and adults in the setting, but it also means that if the Scouts graduate from Campfire Tales, that they can attend college and gain some experience and life skills before diving into the myriad of options in terms of scenarios and campaigns set during the Jazz Age. Essentially, instead of a player describing his Investigator’s backstory, he and his fellow players can roleplay it.

Campfire Tales: Scouts Against Cthulhu begins with an origin of the project and a history of the Scouting movement, and also the ‘Wayfarer Scouts’, the fictional organisation that the junior Investigators belong to in the campaign. Notably, the founder’s wife is a supporter of suffrage and thus the organisation allows both boys and girls as members. The Scout-Investigators will all be members of the same patrol and as they age and learn—and also play through the ‘Westhaven Campaign’, they will move through four ranks. These are ‘Wanderer’, ‘Rover’, ‘Ranger’, and ‘Warden’. As a ‘Wanderer’, a Scout-Investigator will be eleven or twelve years old, but by the time he is a ‘Warden’, he will be seventeen or eighteen. As he progresses, each Wayfarer Scout will learn new skills, improve the skills he already has, and earn badges. Badges provide an important benefit during play.

To create a Scout-Investigator, a player rolls for characteristics as normal, although Strength, Size, and Education will vary depending upon the Scout-Investigator’s age and rank in the Wayfarer Scouts. Instead of an Occupation, a Scout-Investigator has a Hobby, such as Amateur Sleuth, Farmhand, Junior Photographer, Junior Police Corps, Library Helper, Religious Assistant, or Shop Assistant. Each suggests the obligations that the Scout-Investigator has, lists eight skills, suggests an associated ‘Trusted Adult’, and a badge that the Scout-Investigator can start play with. All Scout-Investigators receive a set number of points to assign to their Hobby. The ‘Trusted Adult’, whether that is petty criminals or local police for the ‘Street Punk’ or a boat owner, fisherman, or navy veteran for the ‘Junior Sailor’, is an adult that at least will listen to what the Scout-Investigator has to say and trusts them, whereas other adults do not trust the Scout-Investigators and will be wary of them. Through events and roleplaying, a ‘Trusted Adult’ relationship can be soured, but it provides each player and his Scout-Investigator an NPC to interact with and the Keeper with an NPC to portray on a regular basis. In addition, the Scout-Investigator has a ‘Fear’ that can make certain situations for him more stressful.

Henrietta Brinded
Age 11, Hobby: Amateur Sleuth
Family Credit Rating: Average
Trusted Adult: Local Librarian
Badges: Wayfarer Scout Badge, Wanderer Badge, Reading Badge

STR 18 SIZ 36 CON 40 DEX 70
APP 75 INT 75 POW 65 EDU 30
Cool 65 Luck 80 Damage Bonus -2 Build -2
Move 8 HP 5

COMBAT SKILLS
Dodge 35%
SKILLS
Law 30%, Library Use 55%, Locksmith 26%, Persuade 35%, Read Lips 26%, Spot Hidden 50%, Stealth 45%, Track 35%
LANGUAGES
Other Language (French) 11%, Other Language (Latin) 11%, Own Language (English) 30%

BACKSTORY
Personal Description: Tall and skinny, sandy haired and freckled.
Treasured Possessions: Latin-English Primer, magnifying glass
Traits: Honest
Phobias: Heights

Mechanically, Campfire Tales makes a change to one skill and adds three others. The Credit Rating skill is shifted to reflect the status of the Scout-Investigator’s family rather than the Scout-Investigator himself, since he will likely have a few cents in his pocket. ‘Language (Signals)’ covers Semaphore and Morse Code; is imported from Cthulhu Dark Ages and replaces Psychoanalysis, but is more immediate in its effect; and Ride (Bicycle) is self-explanatory. Campfire Tales otherwise lists all of the skills in Call of Cthulhu, but many are marked as uncommon for Scout-Investigators or as suitable only for adults. Luck can be more readily spent to adjust skill rolls and if a Scout-Investigator gets stuck, the Keeper can ask for a ‘Leap of Logic’ roll, enabling the naïve eleven-year-olds to connect the dots in a televisual or cinematic way.

When out camping or hiking, a Scout-Investigator can suffer ‘Adversity’. This comes in the form of five forms—cold, hunger, lost, overburdened, and sore. Campfire Tales details their individual effects, but in addition, the more of them that a Scout-Investigator is suffering, the more penalty dice that a player has to roll for Cool rolls for his Scout-Investigator. However, if a Scout-Investigator overcomes one of the five adversities, it encourages the player to describe what his Scout-Investigator actually does to overcome them.

The major addition to Campfire Tales is that of ‘Badges’. All Scout-Investigators start play with the Wayfarer Scout Badge, Wanderer Badge, and an Ability Badge from his Hobby, and will go on to earn Rover, Ranger, and Warden Badges. Each of which will replace the previous rank Badge in terms of the ability it grants. Every badge gives the holder benefits, which will often alter traditional Call of Cthulhu play. The Wayfarer Scout Badge lets a Scout-Investigator spend Luck to help others; the Wanderer Badge enables Scout-Investigator to succeed at one roll once per session; the Rover Badge to refresh the Scout-Investigator’s Luck; and so on. The Ability Badges include Animal Friendship, Crafting, Cycling, Hiking, Knot-Tying, Nature, Orienteering, Public Speaking, Radio, Signals and Codes, Weather, and more. Each of the Ability Badges grants an increase in an associated skill and an extra bonus once per scenario. For example, the Animal Friendship Badge lets a Scout-Investigator understand whatever it is that a dog or cat is trying to tell him; the Camping grants a bonus to the Mechanical Repair skill; and the Weather Badge to correctly forecast the weather. All of these badges bring a strong narrative element to the play of Campfire Tales as well as enforcing the world of Scouting with its culture of self-improvement and self-reliance.

In terms of combat, Campfire Tales makes some pleasingly thematic changes that both account for the size of a Scout-Investigator and the Scouting ethos. Unlike traditional Call of Cthulhu, in Campfire Tales the Scout-Investigators can not only work together, but are encouraged to do so to gain the benefits of Assisted Fighting Manoeuvres. These are not set in stone, but dependent upon the situation, the imagination of the players, and the goal they want their Scout-Investigators to achieve. Examples given include entangling an enemy in a bedsheet to give time for the Scout-Investigators to run away or pushing an enemy down the stairs. The rules for handling Assisted Fighting Manoeuvres are slightly complex, relying upon the Scout-Investigators’ Builds to determine if they gain bonus or penalty dice, but they do include a fully worked out example which is helpful. Further most weapons are cumbersome for Scout-Investigators and require a Strength check to wield without a penalty. When hurt, a Scout-Investigator heals faster, ignores Major Wounds, and at zero Hit Points is unconscious, not dead. Unless a Scout-Investigator suffers damage equal to his maximum Hit Points in one go or under certain circumstances, he cannot die. Spending thirty points of Luck will also allow a Scout-Investigator to escape death.

The last big change to Campfire Tales is to Sanity. It replaces Sanity with ‘Cool’. A Scout-Investigator’s Cool is equal to his Power and unlike Sanity does not go up or down. Instead of losing Sanity points and going insane if a Cool roll is failed, a Scout-Investigator can suffer one of five involuntary reactions—‘Fawn’, ‘Fight’, ‘Flight’, ‘Flop’, or ‘Freeze’—which the player is free to choose from (though the Keeper can dictate which reaction a Scout-Investigator has), and his player must tick a Distress Box on the Scout-Investigator sheet. These are labelled ‘Stressed’, ‘Jumpy’, and ‘Upset’, but have no mechanical effect, though of course, they should be roleplayed. When all three are ticked, the Scout-Investigator is ‘Distressed’ and possibly subject to ‘Delusions’ as per standard Call of Cthulhu. A Scout-Investigator’s Fear will make a Cool roll harder. Ticks can be removed from Distress Boxes with a night of rest at home, a good night’s camping round the fire, or at the end of a scenario.

The setting for ‘Westhaven Campaign’ is Westhaven, a quiet town some forty miles west of Arkham, Massachusetts, near the border with New Hampshire. So, on the edge of Lovecraft Country. The notable locations, including the scout hut, and NPCs, including any ‘Trusted Adults’, are all detailed, as is the ‘Sons of Seth’, a branch of a secretive cult with Egyptian origins that governs the town. Also detailed are the members of a second, rival Wayfarer Scout squad in the town, a very helpful Hobo, Boxcar Jim, and there are also options for shifting the campaign to the relative metropolis of Arkham and the heart of Lovecraft Country.

The ‘Westhaven Campaign’ is divided into four parts, one for each Wayfarer Scout Rank and thus two years apart. All four scenarios include ‘Leads’—obscure and obvious clues—at the end of particular key sections to help the Keeper each run one. They start with ‘Tremors Below’, which is for Wanderer scouts. The Scout-Investigators are taking regular hikes to work towards their Hiking Badge in the nearby Orth-Beane Forest Preserve when the fog sets in and suddenly, Don Blackwell, the assistant scout leader in charge of the hike, is grabbed from below and pulled under the earth, leaving his scout hat behind. Lost out in the woods, the Scout-Investigators must find their way back to Westhaven, perhaps plagued by bad dreams and fears of what exactly it was that attacked Don Blackwell, but a friendly and desperate dog leads the Scout-Investigators to what is both a bloody discovery and a potential source of solutions. The scenario culminates in a chase back to town, the Scout-Investigators harried by the thing from below.

Two years later and the Scout-Investigators are Rover Scouts when one of their number’s curiosities are aroused by the arrival of a large car from which two men in dark suits deliver a wooden crate to the home of Colonel Grimm, local celebrity author and semi-retired explorer, and they seemed to be talking to the crate. The scenario plays better if one of the Scout-Investigators is related to Colonel Grimm since it makes it easier for him to gain access to his house and strengthens the reason why the Scout-Investigators want to, and otherwise, the Scout-Investigators will have to break in, which may not be in keeping with the Scouting code of conduct. The Scout-Investigators do have a potentially sympathetic ally in the house in the form of Colonel Grimm’s housekeeper, but they also have to get into Colonel Grimm’s study where the crate is kept. Get past the possible issues with the set-up and the scenario has some nasty secrets to unleash within the house, which the Scout-Investigators will need to battle to defeat.

As Ranger Scouts, the Scout-Investigators can discover the ‘Treasure of the Secret Way’ after Boxcar Jim gives them a map to an old mine marked with the word, ‘gold’. Worse, after some research, the Scout-Investigators learn that it is also haunted. This is an exploration scenario, as much like a dungeon as a children's adventure film from the eighties, one filled with secrets, some mundane, some connected to the Mythos and the history of nearby Westhaven.

More secrets of Westhaven are revealed in the fourth and final part of the campaign, ‘Shadow Over Westhaven’. This is a two-part scenario and will take longer to complete than the previous three scenarios. In the first part, ‘Lakeside Horror’, now Warden Scouts, the Scout-Investigators as well as the Scouts from the other patrol are invited on a three-day camping trip to New Hampshire’s Green Mountains, and everything seems to be going well when two Scouts go missing from their tent. This combined with the odd behaviour of the brother and sister hosts and strange discoveries made in the woods, puts everyone on edge, with good reason as the trip comes to a brutally nasty conclusion.

If the first part sees the Scout-Investigators acting directly against adults in the form of the sinisterly bucolic brother and sister, the second part escalates this as they act against many of the adults in Westhaven. In ‘Hands of Winter’, when they return to town, the Scout-Investigators find it in an icy grip—figuratively and literally—as fires are banned, the temperatures drop, and many of the townsfolk are driven to construct a series of wooden towers, whilst the rest cower in fear. The Scout-Investigators’ inquiries point to the home of the brother and sister hosts of their ghastly camping trip and potentially one of the creepiest scenes in the campaign. The scenario ends with a traditional summoning ceremony which requires careful staging by the Keeper. However, one advantage that the Scout-Investigators have is that they can ‘Be Prepared’ and have to hand many of the items and artefacts that they gathered in the previous three scenarios. The scenario includes notes on how each of them can be used in the finale to give them all manner of boons. The scenario does suggest what happens if the Scout-Investigators fail (and if they do fail, it could set up a more traditional Call of Cthulhu campaign with the town under the sway of an evil cult), as well as what happens if they succeed. A nice touch is that if they do succeed, the Scout-Investigators earn the respect of the adults in Westhaven.

Rounding out Campfire Tales is a set of four appendices. These provide extra scenario seeds, a glossary of Scouting terms, a list of spells in the campaign (including three new ones), and a quick reference guide for the campaign’s new rules. These are all useful.

In addition to the fact that it is designed to be played with teenage Scouts, the ‘Westhaven Campaign’ is not a traditional campaign for Call of Cthulhu. Its story is more physical than mental and what holds it together is not the Sons of Seth as a threat, but the presence of the Scout-Investigators and what they experience in and around the town. Indeed, the Sons of Seth as an organisation does not play a role in the campaign, though several of its members do. Where in a traditional campaign for Call of Cthulhuu, the Investigators would be directly making enquiries into the cult, here the Scout-Investigators are never given the opportunity and it is not part of the campaign as a whole. Consequently, the ‘Westhaven Campaign’ is more a series of adventures with some occurring adversaries, than a campaign with a beginning, a middle, and an end. The Mythos is also non-traditional until the very end.

The ‘Westhaven Campaign’ is relatively straightforward and the experienced Keeper could run it without reference to the Call of Cthulhu Keeper Rulebook (though the Keeper may want to refer to the Chase rules for the first scenario). However, Campfire Tales is not a standalone book. It just could have been. One thing it is missing is advice for the Keeper on writing and creating more for the genre. So, Campfire Tales is a campaign with a very specific set-up rather than a supplement. Had it had that advice it might better have lived up to its tagline.

Physically, Campfire Tales: Scouts Against Cthulhu is well presented. In particular, the artwork is some of the best of any supplement for modern Call of Cthulhu. It is directly inspired by the work of Norman Rockwell—and this is intentional. Rockwell painted scenes of Americana and pastoralism and had a strong association with the Boy Scouts of America, illustrating covers for the organisation’s publications and calendars. So, it is fitting that his style is adhered to here.

Campfire Tales: Scouts Against Cthulhu is the most radical campaign and supplement for Call of Cthulhu, Seventh Edition since Regency Cthulhu: Dark Designs in Jane Austen’s England. The latter forced the players and their Investigators to think about their social status and their reputation in investigating the Cthulhu Mythos, but Campfire Tales forces the players to think about investigating the Mythos from a very different position where the players cannot bring the force of the adult world to bear and must see things from a child’s perspective. It counters this with the narrative elements such as the effect of the Badges and the Assisted Fighting Manoeuvres that also reinforce the Wayfarer Scouts set-up and the Investigators as Scout-Investigators. Campfire Tales: Scouts Against Cthulhu presents and supports a great set-up and a different way in which to play Call of Cthulhu, and does so with some entertaining scenarios rather than a campaign in the traditional sense.

Monday, 13 April 2026

Miskatonic Monday #428: Colours of the Deep

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: Nader Rabie

Setting: Massachusetts, USA, 1925
Product: One shot
What You Get: Thirty-seven-page, 2.19 MB Full Colour PDF

Elevator Pitch: The Colour Out of Space… “Under the sea … Under the sea”
Plot Hook: A tourist trip by advanced submarine ends with a clang and pales into horror...
Plot Support: Staging advice, six pre-generated Investigators, nine handouts, one schematic and one deck plan, and two Mythos monsters.
Production Values: Excellent

Pros
# Exhilaratingly creepy underwater threat
# Doubly trapped—underwater and in a mine!
# Strange bedfellows make for maddening allies
# Easy to prepare
# Easy to adjust to other modern times and coastal cities
# Nicely selected illustrations
# Submechanophobia
# Thalassophobia
# Monochromophobia

Cons
# Needs an edit (surprisingly)
# No maps, but the schematic works
# Feels a little too modern for its period

Conclusion
# A one-shot which takes the Investigators somewhere different
# Creepy, claustrophobic encounters with the Mythos that are definitely fish out of water!
# Reviews from R’lyeh Recommends

Monday, 23 March 2026

Miskatonic Monday #426: Private Dining

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: Hayley P

Setting: New York, 1926
Product: One shot
What You Get: Sixteen-page, 1.61 MB Full Colour PDF

Elevator Pitch: Fine dining turns into a fight against the fungicidal façade!
Plot Hook: The dinner must go on... 
Plot Support: Staging advice, four pre-generated Investigators, six NPCs, two handouts, and lots of infected.
Production Values: Plain

Pros
# Zombie-uprising-style scenario, but over dinner
# The investigators really can fight it with fire
# Best served with dinner, not the fungus
# Easy to adjust to other times and cities
Mycophobia
Kinemortophobia
Pyrophobia

Cons
# Plain maps

Conclusion
# Fight the fungus with fire!
# A zombie-uprising scenario by any other name