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Showing posts with label 1930s. Show all posts
Showing posts with label 1930s. Show all posts

Monday, 9 November 2026

Miskatonic Monday #474: The Black Tide Engine

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—

A dockside explosion in which labourers and stevedores are killed is undoubtedly a tragedy, but when strange effects are reported and it appears that someone is attempting to cover up the cause and those effects, it becomes a mystery. A mystery which attracts the attention of the Bureau of Occult Clearance whose mandate is to investigate events that cannot be readily explained through conventional means. Witnesses reported their ears popping, headaches, dizziness, watches appearing to lose time, lights flickering, and metal vibrating, close things suddenly appearing faraway and faraway things suddenly appearing close, and the explosion itself was unlike anything they had ever witnessed—it seemed to explode both outwards and inwards! It is 1934 and on the docks of the city of Liverpool, a deadly explosion has been reported unlike any other. What is the cause of the explosion? Who is trying to cover it up and why? To gain answers, the agents of the Bureau of Occult Clearance will find themselves investigating a deadly accident and a desperate coverup in the city of Liverpool that hint at the activities of a dangerous conspiracy in the northwest of England and ultimately following the conspiracy to the Lancashire coast and beyond in an effort to thwart science so ambitious it threatens the fate of the world!

This is the set-up for The Black Tide Engine: An Industrial Horror Investigation, a four-part mini-campaign set in the northwest of England for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Ordered by their superior in the Bureau of Occult Clearance to investigate the explosion at the dockyards in Liverpool, the campaign proper begins there two days after it occurred (though feeling as if it took place only hours before). After experiencing some of the strange effects described by the witness, the Investigators help in a rescue mission before having the chance to properly investigate the cause and who might have been behind the explosion. In traditional Call of Cthulhu, this would have involved interviews and visiting libraries for access to newspaper reports and occult tomes, but not so in The Black Tide Engine. Whilst there are plenty of NPCs to ask questions, the industrial nature of the campaign means that they are not consulting libraries or Mythos tomes—in fact, there is no Mythos involvement in this campaign—but looking through shipping manifests and railway timetables that point to conspiracy not of esoteric scale, but industrial scale. Whilst ‘Act 1: Smoke Over Liverpool’ begins in Liverpool, ‘Act 2: The Terncross Problem’ takes place in rural Lancashire where it becomes clear that the conspiracy has been operating as part of the country’s railway network and behind the cover of a former Admiralty programme which took place during the Great War and was subsequently and hastily shut down.

Along the way, and again and again, the Investigators will run into the agents of the conspiracy, revealed to be the Prometheus Foundation, a conglomerate of military, industrial, and criminal interests, whose total scope lies outside of the campaign. Their aim is harassment and diversion rather than termination, and whilst they are loyal to the Prometheus Foundation, they are not fanatics or insane. This is only one sign that there is a lack of madness to the campaign in comparison to others for Call of Cthulhu or Pulp Cthulhu.

If the first half of the campaign seems oddly geographically focused and bureaucratically obsessed with railways and railway timetables, it is in the second half where it begins to become clear why and the efforts of the Prometheus Foundation take on a scale previously imagined. Previous encounters and locations, like the furloughed construction sites, surely inspired by the shipyards of Barrow-in-Furness in neighbouring Cumbria, only hinted at the scale of the Black Tide Project and the aims of the Prometheus Foundation. The incongruous discovery of an underground railway like the London underground echoes both a James Bond villain’s lair and the BBC television series, Edge of Darkness, but until the ‘villain’ of the campaign is confronted in its final scene, it has more of a blue collar feel. There are yet more discoveries to be made alongside some moments of respite, but as the Investigators and the campaign hurtle towards the climax, the weird environmental effects escalate and the Investigators need to withstand them if they are to successfully confront the mastermind in his lair!

As a horror campaign, The Black Tide Engine leans more into its conspiracy and its industrial elements rather than its horror elements. It often feels as if the Investigators are facing the thirties equivalent of the
‘Men-in-Black’ rather than a horrifying threat. There is a surprisingly Sanity loss rate across the whole of the campaign and much like a ‘Men-in-Black’ style story, The Black Tide Engine is ultimately more about prevention and containment to the point that whatever the Prometheus Foundation is attempting to do or connect to, it is beyond the pay grade of the Investigators to know (or really, the Keeper).

Throughout, the staging advice for the Keeper from one act to the next and from one scene to the next is excellent. For the act, this includes its tone and feel, what the Investigators’ objectives are, and what they discoveries they might make and what they should have learned by the end of it, whilst for various scenes, it includes typical heroic actions that the Investigators might do depending on their role—physical, technical, social, and so on, staging particular scenes, whether it involves combat, action, or a chase, and also opportunities for them to learn more. Overall, the campaign goes out of its way to help the Keeper run it moment from moment.

One quarter of The Black Tide Engine is dedicated to support for the campaign and the campaign is for the most part, very well supported. There are eight appendices in total, the first of which details all of the campaign’s NPCs, including the leaders and notables of the Bureau of Occult Clearance and the Black Tide Project, as well as the subsequent Prometheus Foundation conspiracy, and other NPCs. The writeups for some of them include roleplaying notes too which nicely supplement the quotes given for each earlier in the campaign. The ‘Adversaries’ appendix covers the lesser figures in the Prometheus Foundation and its weird technology, whilst the third appendix presents the campaign’s technological wonders. First with an overview of the devices and weaponry developed by the Black Tide Project, though the Investigators are unlikely to get their hands on most of it during the campaign itself, and then with the Bureau of Occult Clearance experimental technology, which the Investigators do get use some of (and are amusingly given some warnings about their use at the start of the campaign). The fourth appendix details the campaign’s organisations, both the Bureau of Occult Clearance and the Prometheus Foundation, and their means of operation and this is followed by a detailed historical timeline for the campaign, the campaign’s handouts, Keeper Reference Sheets, and the pre-generated Investigator details in the remaining four.

The six pre-generated Investigator consist of an experienced sailor and salvage diver, an ambitious photo-journalist, an absent-minded scientist, a retired semi-professional boxer, a mystic and diviner, and a less-than retired smuggler and thief. All come with detailed backgrounds and some definitely have decent scores in the Electric Repair, Mechanical Repair, and Science (Engineering) skills that the campaign demands. These skills are likely to be the most useful throughout The Black Tide Engine.

Although the introduction to the campaign does prepare the Keeper, there is a lot in the appendices that she will need to read to fully understand the campaign and the motivations of the NPCs and the Prometheus Foundation as it gives more context and background. In terms of organisation, it does mean that initially, the campaign feels underwritten.

However, despite all of the background material presented, The Black Tide Engine lacks verisimilitude, feeling as if it was shot on a soundstage or film backlot like a Saturday morning serial in many cases rather than in actual places. This is not an issue in the campaign’s second half, as both ‘Act 3: The Deep Works’ and ‘Act 4: The Black Tide Engine’ are set deep underground, so there is a sense of unreality to them. Whereas in the first half, which is set in Liverpool in ‘Act 1: Smoke Over Liverpool’ and rural Lancashire in ‘Act 2: The Terncross Problem’, there is no real sense of place. There is no background to Liverpool or the Lancashire of the period, let alone England, so that the Keeper is likely to struggle to bring these parts of the campaign to life. More so if the Keeper is unfamiliar with either the period and the city and its adjacent county. Bringing the ordinariness of the setting of the campaign’s first half would arguably contrast very nicely with the outrĂ© nature of the second half.

The campaign’s maps and handouts are very well done. Many of them capture the bureaucratic nature of the campaign’s backstory and its current events very well. That said, it is a pity that the railway network map for ‘Act 3: The Deep Works’ is done across two pages rather than one and that there are no maps of the city of Liverpool and the county of Lancashire across which the events of the campaign play out as they would have also been useful

Physically, The Black Tide Engine: An Industrial Horror Investigation is well presented in an easy to read fashion. It uses period photographs rather than illustrations and these are generally well chosen. It does need an edit in places.

There are disappointing elements to the campaign such as the lack of period setting detail and ultimately the nature of what the Prometheus Foundation is trying to harness. In the case of the latter, how disappointing depends on how much the players and their Investigators want answers. It is in keeping with the conspiracy genre that the Investigators may never know, but for some players that may not be enough. However, The Black Tide Engine: An Industrial Horror Investigation has an energy pace and bureaucratic structure that gives it a markedly different feel in comparison to other campaigns for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, a surprising combination of the Pulp conspiracy and the railway timetable versus Pulp science!

Friday, 30 October 2026

Miskatonic Monday #457: Through the Sound of My Voice

uch 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.
Authors:
Matt ‘Doc’ Tracey & Zachary Sokol

Setting: Waukegan, Illinois, 1939 & The Dreamlands
Product: Scenario
What You Get: Forty-page, 44.31 MB Full Colour PDF
Elevator Pitch: What if the illusion of magic is real?
Plot Hook: “Now, listen to me. Listen to me... Whenever I hear the voice say, ‘Now, listen to me,’ I will obey.” – Major Dalby, The IPCRESS File
Plot Support: Staging advice, five pre-generated Investigators, elven NPCs, eight handouts, one map, one Mythos spells, one Mythos spell, one Mythos artefact, and some Mythos monsters.
Production Values: Excellent

Pros
# Solid investigation built around a woozy sense of unreality
# Well written and presented scenario
# Excellent artwork and handouts
# Rhabdophobia
# Oneirophobia
# Athazagoraphobia

Cons
# Needs a slight edit
# Underwhelming denouement in which the villain gets away

Conclusion
# From disaster to The Dreamlands (and back again?)
# Solid set-up and investigation let down by disappointing ending

Sunday, 6 September 2026

Gear & Teeth

To date, Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, Chaosium, Inc’s supplement of Pulp action set during the nineteen thirties for Call of Cthulhu, Seventh Edition has been supported by not one, but two campaigns. The better known of these is The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu, a campaign in the traditional sense of Lovecraftian investigative horror. It presented a world-spanning conspiracy, which took the heroic investigators from Bolivia, New York, Borneo, and Oklahoma to the Belgian Congo, Iceland, and Brazil—and beyond! The other campaign is A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, which although like The Two-Headed Serpent is based in New York and takes place in the nineteen thirties, is very different in tone and scope. Inspired by 
both ‘The Mound’, the horror/science fiction novella ghost-written by H. P. Lovecraft for Zealia Bishop, and Sinclair Lewis’ alternate history satire, It Can’t Happen Here, it combines fringe science or ‘Science!’ with the fringe politics of the period for a campaign that is as much Science Fiction as it is horror. Thus, it has been a while since there has been support for Pulp Cthulhu.

Tooth & Claw: Two Scenarios for Pulp Cthulhu presents two scenarios set in New England in 
the Desperate Decade—‘Of Clockwork & Clay’ and ‘Wolf Among the Flock’. Whilst both scenarios are written for use with Pulp Cthulhu and use classic elements of the Mythos, they vary in tone and application of the Mythos. ‘Of Clockwork & Clay’ is the more straightforward of the two, combining ‘Science!’ with traditional elements of both the Mythos and Jewish mythology in traditional Pulp detective narrative, whilst ‘Wolf Among the Flock’ gives the use of traditional Mythos creature a pleasing twist and sets the whole affair in an enclosed, sweaty, hothouse affair. Both scenarios can be played in two or three sessions and both scenarios are easy to add to a campaign. Neither scenario has any specific requirements, but ‘Of Clockwork & Clay’ will play better if an Investigator understands Yiddish and/or German and has a good working knowledge of ‘Science!’, whilst ‘Wolf Among the Flock’ will play well if the Investigators have points in the Science (Biology) and Science (Zoology) skills as well as, surprisingly, Other Language (American Sign Language). The ‘Animal Companion’ Talent may prove to be fun addition and a Big Game Hunter Investigator would work very well with ‘Wolf Among the Flock’.

‘Of Clockwork & Clay’ is set in Boston and opens in 1933  the Investigators being hired by the director of the city’s Museum of Fine Arts to investigate a break-in and theft. Several priceless artefacts have been stolen from the museum’s Judaica Exhibition, the exhibition arranged to show solidarity with the city’s Jewish community. The leads point to the nightwatchman, beaten up during the robbery, but who is yet to come into work again and the nature of the stolen Hebrew artefacts. Threads lead into the city’s Jewish and antiquarian communities and also into its criminal underworld, much reduced in influence and power in the wake of the lifting of Prohibition, before reaching the Boston Futurist Society, whose members are made up of freethinkers and radicals.

This is not a complex investigation and that is entirely in keeping with Pulp Cthulhu. As is the presence of the police, also investigating the break-in at the museum and who may be played as an ally or an enemy, and a squad of heavies led by a severe-looking woman wearing an eyepatch (she must be evil, she is wearing an eyepatch), again also ‘investigating’ the break-in at the museum. There is room for a punch-up or two or a chase with heavies, whilst working with those that can help the Investigators is a little harder.

Ultimately, ‘Of Clockwork & Clay’ will probably end with a break-in of the Investigators’ own devising, a confrontation with a misguided techno-millionaire, and a bruising attempt to prevent a nasty summoning. ‘Of Clockwork & Clay’ is a well written scenario which combines the Mythos and supreme ambition with its inspiration, The Golem: How He Came into the World, the 1920 German silent horror film. In fact, there is a chance in game that the Investigators will actually remember having seen the film. The result is a scenario that is a bit too familiar and more experienced players may work out what is going on early on and then need to play against their knowledge until it becomes obvious to their Investigators.

‘Wolf Among the Flock’ begins with the Investigators receiving notices of and invitations to the memorial service for Michael and Rachael Durney, famed explorers and collectors who travelled the world and built a private zoo at their family home between Boston and Arkham, and recently killed by a bear in their menagerie. This requires some set-up, perhaps in previous scenario (there is a connection given to the Boston Futurist Society, though the Durneys were members, not cultists), to really make its story be more tragic. In the wake of their deaths, the Durneys’ daughter, Naomi, has become a recluse, taken to her room, and decided to dissolve the zoo and sell off its animals.

As the first guests at the estate, the Investigators are given a grand tour and quickly realise that the house, the grounds, and the zoo are beginning to go to seed as the dissolution proceeds. There are fewer staff, fewer animals, and the animals that remain are nervous and disquieted. The Investigators are free to roam the grounds as they like, but there are couple of set pieces—nasty set pieces at that—and later, they will also be communicate, in limited fashion, with another victim of an animal attack on the  zoo grounds. Whilst the story is explicitly light on the Mythos, it is suffused with paranoia right through to the very end when the Mythos breaks out and runs rampant!

In terms of plotting, ‘Wolf Among the Flock’ is not as direct as ‘Of Clockwork & Clay’ and so the Investigators have more freedom as where to they go and what they do. This can work against the scenario—its only weakness—if the Investigators decide to follow certain clues to their conclusions. The Keeper is advised to forestall this from happening, which begs the question, why allow it at all? Otherwise, ‘Wolf Among the Flock’ is the better of the two scenarios in Clockwork & Claws. This is because it takes a familiar Mythos entity and does something different with it, shifting the weirdness and the horror into, “Though Nature, red in tooth and claw” as well as an unexpected direction in terms of rebirth and transcendance. Which gives what is a scenario for Pulp Cthulhu a subtler feel through most of its play than the Keeper and her players might otherwise expect.

Physically, Clockwork & Claws is well appointed. The maps and handouts are all decently done, and even if the artwork varies a little in quality, the art direction is very good. Time is taken to illustrate numerous scenes and artefacts which the Keeper can then show to her players. The cartography feels a little tight in places, but is otherwise very good. There is also content in the book which can be used beyond its pages, such as that on Boston, perhaps point to the usefulness of a Boston sourcebook for Call of Cthulhu.

Tooth & Claw: Two Scenarios for Pulp Cthulhu is not without its issues—the familiarity of Mythos and its application and that there only two scenarios here, rather than three or four, the latter disappointing because there is not really very much support for Pulp Cthulhu. Nevertheless, the two scenarios in Tooth & Claw: Two Scenarios for Pulp Cthulhu support the setting with two scenarios that are entertaining and playable, one of which is creepy and freaky in its final revelations.

Monday, 16 February 2026

Miskatonic Monday #417: Party Favour

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: PJC

Setting: Australia, 1932
Product: One-shot
What You Get: Fifty-four-page, 11.61 MB Full Colour PDF

Elevator Pitch: Revolution and reaction on the bloody streets of Sydney
Plot Hook: The favour is a hunt for missing Party loyalists
Plot Support: Staging advice, six pre-generated Communist Investigators, two major NPCs, twenty-eight handouts, two maps.
Production Values: Good

Pros
# Beer mat as a handout! (How very Australian)
# Historically detailed and annotated scenario
# Adjustable to run as a convention scenario
# Punch a Fascist moments built in
# Nice period maps
# Tyrannophobia
# Trypophobia
# Cuprolaminophobia

Cons
# Layout could be tidier
# Running it as a convention scenarios misses some of cultural subtleties

Conclusion
# Showcases the Great Depression’ effects from an Australian angle
# Politically-charged punch-up of a scenario
# Reviews from R’lyeh Recommends

Monday, 5 January 2026

Miskatonic Monday #405: The Mortal Muncher

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: Jared Tullis

Setting: 1930s New Orleans 
Product: Scenario
What You Get: Fifty-one page, 42.87 MB Full Colour PDF

Elevator Pitch: Fear upsets the Big Easy
Plot Hook: A monster stalks the streets of New Orleans and the Investigators may need to turn to crime to defeat it
Plot Support: Staging advice, five pre-generated Investigators, eleven NPCs, seven handouts, four maps, one floorplan, one Mythos Tome, two Mythos spells, and two Mythos monsters.
Production Values: Cramped

Pros
# Easy to adapt to other modern eras
# Highly detailed investigation into victims old and new
# High action monster hunt
# Includes detailed descriptions of New Orleans
# Sanguivoriphobia
# Haemophobia
# Kinemortophobia

Cons
# Needs an edit
# Cramped and information heavy

Conclusion
# Highly detailed vampire stakeout in the Crescent City
# The Gothic in Southern Gothic in a ‘B’ movie spine tingler

Monday, 29 December 2025

Miskatonic Monday #403: The Island of Insanity

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: Jay Sojdelius, Jonas Morian, Alison Cybe, and The Yellow Hand

Setting: New England, Argentina, and Antarctica, 1937
Product: Scenario
What You Get: Twenty-eight page, 25.72 MB Full Colour PDF

Elevator Pitch: The island that time should have forgot
Plot Hook: A race against the clock to find a missing author
Plot Support: Staging advice, four pre-generated Investigators, four NPCs, eleven handouts, and five maps, and one Mythos entity.
Production Values: Superb

Pros
# Pacy race against the clock 
# Easily adapted to other eras
# Easy to add to a campaign or run as a one-shot
# Very good looking scenario
# Great handouts
# Decent pre-generated Investigators
# Well presented background
# Automatonophobia
# Carceroophobia
# Antarcticaphobia

Cons
# No Sanity rewards
# Undeveloped in terms of cult reaction

Conclusion
# Superbly appointed, fast-paced race against time
# Cult antagonists need development in terms of motivation, action, and a human presence to lift into a full recommendation 

Monday, 3 November 2025

Miskatonic Monday #391: Where Dreams Take Root

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: Matt ‘Doc’ Tracey & Keeper Doc

Setting: 1930s Miskatonic University
Product: Scenario
What You Get: Fifty-two page, 91.36 MB Full Colour PDF

Elevator Pitch: Invasion of the Body Snatchers meets Little Shop of Horrors
Plot Hook: An ‘unofficial academic assignment’ turns into a nightmare
Plot Support: Staging advice, five pre-generated Investigators, seven NPCs, ten handouts, five maps, two Mythos tomes, and four Mythos monsters.
Production Values: Excellent

Pros
# Sweaty sense of unreality amidst academic ambition
# Excellent addition to any Miskatonic University-based campaign
# The Dreamlands as a threat, not a destination
# Almost psychedelic thirty years early
# Oneirophobia
# Anthonophobia
# Botanophobia

Cons
# Needs a slight edit
# No bungalow map

Conclusion
# Paranoid puzzler turns into hothouse horror
# Unreal treatment of the ‘plant as invasive force’ theme
# Reviews from R’lyeh Recommends

Sunday, 2 November 2025

Miskatonic Monday #388: Pulp Cthulhu: Heroes’ New Talents!

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: Davide Quatrini

Setting: 1930s
Product: Supplement for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
What You Get: Three page, 2.70 MB Full Colour PDF

Elevator Pitch: When some Talents are not enough, then you need more!
Plot Hook: More Pulp Action Talents for Pulp Action heroes.
Plot Support: Twenty-four Talents for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos 
Production Values: Plain

Pros
# Twenty-four Pulp Cthulhu Talents
# Broken down into four categories—Alternate Physical Talents, Alternate Mental Talents, Alternate Combat Talents, and Alternate Miscellaneous Talents
# Some very specific, so suit specific character types, such ‘Miner’ who always knows depth underground and time of day outside, good for a miner or a spelunker

Cons
# Needs an edit
# Some very specific, so not always useful such as ‘Chopper’ which reduces fumble chances when using a chainsaw as a weapon or ‘True Singer’ which lets a character counter any music- or song-based spell or eldritch power with a Hard Art and Craft (Opera Singer) roll

Conclusion
# If you absolutely have to have more Pulp Cthulhu Talents
# Cheap

Monday, 30 June 2025

Miskatonic Monday #359: The Kangaroo Route

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: Royce Wilson

Setting: 1930s United Kingdom to Australia, and all points between
Product: Sourcebook
What You Get: Fifty-Seven page, 42.81 MB Full Colour PDF

Elevator Pitch: “It Pays To Fly British” – Quantas Empire Airways
Plot Hook: London to Sydney in eleven days and see the Empire!
Plot Support: Aviation and travel history, a fully detailed aeroplane, seventeen adventure hooks, seventeen NPCs, three handouts, three maps, and more.
Production Values: Decent

Pros
# Detailed journey descriptions—there and back again!
# Potential campaign structure
# Visits places rarely touched upon by Lovecraftian investigative horror
# Interesting passengers
# Cocktail recipes!
# Useful for any pre- and post-World War II roleplaying game
# Aerophobia
# Hodophobia
# Thalassophobia

Cons
# Limited in time frame and geography
# Lots of story hooks, but all need developing
# Not a Mythos sourcebook per se...

Conclusion
# Richly detailed journey description for the rich only!
# Brings verisimilitude to a long voyage

Monday, 9 June 2025

Miskatonic Monday #356: Smoke on the Huangpu

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: Matthew Morris

Setting: Shanghai, 1931
Product: Scenario
What You Get: Thirty-six page, 19.85 MB Full Colour PDF

Elevator Pitch: “Nobody will laugh long who deals much with opium: its pleasures even are of a grave and solemn complexion.” – Thomas de Quincey
Plot Hook: Murder on the banks of the Shanghai leads to the ‘insanity’ of addition
Plot Support: Staging advice, Spotify playlist, four pre-generated Investigators, three NPCs, seven handouts, two maps, one Mythos tome, one Mythos spell, and two Mythos monsters.
Production Values: Excellent

Pros
# Single-session Shanghai investigation
# Decent pre-generated Investigators
# Well organised investigation
# Solid addition to a Shanghai-set campaign
# Works as well with two as with three or four
# Pharmacophobia
# Submechanophobia
# Speirophobia

Cons
# Single-session Shanghai investigation
# May drive an Investigator to addiction

Conclusion
# Suitably squalid investigation in the seamier side of Shanghai
# Feels like it should be longer, or there should be sequels

Saturday, 26 April 2025

Solitaire: Aces Over the Adriatic

There is something utterly romantic and beguiling as you soar through the skies above the azure waters of the Adriatic, the sun glinting off your wingtips, the wind rushing past your head, and the roar of the engine in your ears. Higher, faster, the dreams of your nation embodied in the sleek frame of the machine in your hands, for a moment you are free. Free of the demands of national pride and prestige, free of expectations, and maybe even free of the memories that you can never truly escape, no matter how fast or how high you fly… And then you turn over and dive. Dive back down to the exaltation of the crowds, to the popping glare of the press, to be amongst the men and women placed on a pedestal who are your peers and like you, know the freedom of flight, and to return to the horrors of your past and the creeping horror of Fascism along the shores of the Adriatic.

In Aces Over the Adriatic: A Solo RPG, you are that pilot. Perhaps a veteran of the Great War, mourning the loss of comrades, your skill and experience has put you at the controls of a seaplane, an entry into the ongoing Coupe d’Aviation Maritime Jacques Schneider, a biennial race for seaplanes and flying boats. You race for your country, but you also race for the memory of your friends lost in combat and you race for the love and glory of flying. Yet the speed and manoeuvrability of your machine may also see you undertaking missions facing pirates that are a threat the skies over the Adriatic, delivering urgent mail to Milan, or carrying contraband in sealed cases. Published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, this is actually a French roleplaying game written in conjunction with the MusĂ©e de l’Hydraviation in Biscarrosse, France. It is semi-historical in that in addition to being inspired by the technical innovation and the romance brought about by the Schneider Trophy in the interwar years, it is also inspired by the Studio Ghibli film, Porco Rosso.

A Pilot in Aces Over the Adriatic: A Solo RPG is defined by his Nationality, Age, some Personality features, a personal distinctive feature, a distinctive feature for his aircraft, and a Perk. Nationality will also determine the Pilot’s name and possibly the type of aircraft he is flying, whilst age will determine whether or not he served in the Great War. The Perk can apply to the aircraft, such as ‘Military-grade weapons’ or ‘Speed’, or it can apply to the Pilot like ‘Calm’ or ‘Daredevil’. He also has values for Gauge, Glory, and Nostalgia. Gauge represents the amount of damage that both Pilot and aircraft can withstand; Glory is the Pilot’s fame and ambition, as it rises, the Pilot will gain Perks, a nickname, and honorary titles; and Nostalgia is the Pilot’s link to his past and if it grows too high, the Pilot may suffer from melancholy and if it reaches ten, will forces them to hang up his flying helmet and goggles.

Name: Otillie Gottschalk
Nationality: German
Age: 31
Nickname: None
Honorary Title: None
Personality: Clever, Chatty, Clumsy
Distinctive Features: Pet Dachshund, ‘Rudy’
Aircraft’s Distinctive Features: Dark Blue
Perks: Intuition
Gauge: 4
Glory: 0
Nostalgia: 0

Actions and Questions are handled in a straightforward manner. An answer to a question can be determined by a simple roll of a six-sided die, but there is a table of more nuanced answer options included. For actions, A Pilot in Aces Over the Adriatic: A Solo RPG employs the ‘Push System’. When the player wants his Pilot to undertake an action, he rolls a six-sided die. This is the ‘Initial Die’. It is impossible to fail on the roll of the ‘Initial Die’. A result of four or less is a ‘Weak Success’, or a success with consequences, whilst a result of five or six is a ‘Strong Success’. It is as simple as that, but what if the player rolls a ‘Weak Success’, but wants a ‘Strong Success’? he can then roll a which can lead to a failure. The results of the ‘Push Die’ are added to the results of the ‘Initial Die’. If the total is still less than four, it is still a ‘Weak Success’ and the player can roll another ‘Push Die’; if it is five or six, it is a ‘Strong Success’; and if it is seven or more, it is a failure. Effectively, the Pilot is constantly pushing the envelope and there is a chance that it can be pushed too far.

The play of the games flows back and forth between Missions and Memories. A mission might be to ferry a wealthy passenger to Venice or help cover the story of another famous pilot for the Pilot’s national press. A Memory can come from any activity, such as visiting a city or whilst a Pilot repairs his aircraft, and might be about the war, friends, past loves, and so on. Both require a roll to succeed. Each Mission has four Challenge Points and the player rolls to reduce these, a ‘Strong Success’ reducing two, ‘Weak Success’, and a failure, none. The faster a player can reduce the Challenge Points, the more Glory his Pilot will be rewarded. Glory can be spent to gain more Perks and as the total Glory accrued rises, the Pilot will gain a Nickname and an Honorary Title. However, results of a Failure and a ‘Weak Success’ both reduce ‘Gauge’ the joint measure of damage that a Pilot and his aircraft can suffer. Pilot and aeroplane can keep flying as long as their Gauge is one or more, but if it is reduced to zero, they will crash.

A Memory takes place between Missions. If successful, it can restore Gauge and refresh Perks used. However, in the process of reliving a Memory, a Pilot gains Nostalgia and if that ever rises to ten, the Pilot will retire. In addition, it is possible to have a Flashback during a Mission, which works similar to a Memory and also increases Nostalgia. So there is a balance here between keeping flying and succeeding and getting lost in reminiscence. And of course, throughout, the player is writing a journal—or is that keeping a logbook?—of the story of his Pilot and his aeroplane over the skies of Europe. It is here Aces Over the Adriatic: A Solo RPG that comes into its own in supporting the Player.

Aces Over the Adriatic: A Solo RPG is rich in background detail. There are descriptions of Europe in the interwar period, Fascist Italy, seaplanes and flying boats, the Schneider Trophy, and more. These descriptions are more overview than detail, but they are enough for the player to start with. Besides the table of Missions, there is ‘The Control Tower’ which provides tables for weather conditions, iconic places, NPCs including historical pilots and sponsors, generating pirate group names, and more. All of which the player can use to generate details and elements of his Pilot’s life in and out of the cockpit and as it is logged. There is advice too on how to play Aces Over the Adriatic: A Solo RPG, the author suggesting, for example, that the player control and tell the stories of multiple Pilots at once as if writing a drama, and on how to make the play harder or easier.

Unlike many journalling games, Aces Over the Adriatic: A Solo RPG has the scope to be more than just a solo game. The rules are simple and straightforward and the content in terms of setting and support is potentially more than enough for a Game Master—Air Marshal?—to run Aces Over the Adriatic: A Solo RPG as a storytelling game for a small group of players, whose Pilots could simply be rivals, members of a squadron, or even an aerial circus.

Physically, Aces Over the Adriatic: A Solo RPG is a beautiful little book. There are plenty of period photographs and the book is well written. The character sheet is a little busy, but it has everything on there that a player needs to know, including the basics of the rules.

Aces Over the Adriatic: A Solo RPG does over romanticise its setting a little, content to let the spectre of Fascism hang in the background rather than engage with it and so leaving the darker elements of play to the Memories of the Pilot and thus in the past rather than in the now. Thus, despite being based on the history of the Interwar Period, it leans more towards the fantasy of its other inspiration, the Studio Ghibli film, Porco Rosso, in its play. To be fair though, bringing that into play would have been challenging and since the player is telling the story of his Pilot, he is free to bring those elements into play if he wants to. Nevertheless, Aces Over the Adriatic: A Solo RPG is an utterly charming roleplaying game and an utter delight for fans of history, especially aviation history.