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

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 Musée 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.

Monday, 7 April 2025

Miskatonic Monday #350: Cthulhu Ireland

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—

Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey is special because it is a full-blown sourcebook for a region that is relatively little visited by any era or version of Call of Cthulhu and because it is one of the very few handful of titles originally released a part of Chaosium, Inc.’s Miskatonic University Library Association series of monographs. Originally published as Mysteries of Ireland – Horror Roleplaying in 1920s Ireland in 2012, it has been updated for use with Call of Cthulhu, Seventh Edition. It includes a complete guide to the Irish Republic of the period as well as Northern Ireland, its four major cities, its society, culture, and history, its folklore, and much more. That more includes an examination of the Mythos and its presence in and around Ireland, drawing parallels between myth and the Mythos, and five scenarios that will in turn will see the Investigators trapped in an Irish pub on a dark and stormy night by a fearsome creature out of faerie folklore, have a run in with batrachian horrors off the Irish coast after a smuggling operation goes wrong, fight a demon trapped beneath a village church, uncover the dark machinations of spiritualists, and discover the fecund and ghostly secrets on an island on Beltane Eve!

Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey opens with H.P. Lovecraft’s short story, ‘The Moon Bog’, a classic tale of rural horror in which the main characters ignore the warnings of the local villagers, decrying them as peasant superstition. Despite the existence of this story in the Lovecraft canon,Call of Cthulhu is notable in its lack of scenarios set on the Emerald Isle, certainly in comparison to the number set in the United Kingdom just over the water. ‘Other Irish Call Of Cthulhu Resources And Scenarios’ at the end of the supplement does a very good and well researched job of actually pointing out that there are more than you think. Nevertheless, this lack may be due to a combination of the differences between the cultures between England and Ireland and the political unrest and its consequences during the early part of the classic period for Call of Cthulhu making the writing of scenarios a challenge. As the supplement makes clear though, the Irish War Of Independence and the Irish Civil War that followed were over by 1923 and that whilst both sectarianism and occasional acts of violence occurred throughout the period, there were very few major incidents. Much like other historical aspects of the Roaring Twenties, a Keeper and her players need not engage with this element of the setting.

The geography and history of Ireland gives a firm foundation for what follows in Cthulhu Ireland, coming up to date with the end of the Irish Civil War and followed by a chronology of events at home and abroad that affect first the Irish Free State and then the Republic of Ireland. The overview in turn covers religion, justice and the police, currency and banks, fashion, the Irish language, and technology. The latter highlights the slow spread of technology throughout the country, whether that is the telephone, radio, electricity, and so on. In terms of transport, the horse and cart or the bicycle are more commonly used than the motorcar, but the island has an extensive railway network. Aviation is very limited, as is medical care, especially when it comes to mental illness. Players being players, will, of course, ask about firearms and for those that do, they will be delighted to discover that they are not strictly controlled. Particular attention is paid to public houses and drinking, an integral part of Irish culture, whilst cinema, theatre, and all manner of sports are discussed. Throughout, there are a lot of little details that will add flavour and verisimilitude to any excursion to Ireland by the Investigators. These include names of Irish coins and notes, the establishment of the Committee on Evil Literature to ban materials considered obscene or liable to corrupt public morals, and a discussion of Poitín—or Irish Moonshine. What comes across clearly is that Ireland is primarily a rural society and much of the excitement and the modernity of the period in terms of the racy culture of the Jazz Age that spread from the United States of America in the post war period was simply limited to the wealthier and more urbane classes of the cities.

The supplement begins its turn to the strange with an examination of festivals, such as St. Patrick’s Day, the Battle of the Boyne, Bealtaine, and more. Perhaps the most mundane, yet still odd, are the descriptions of the folkloric activities of the Mummers, Wrenboys, and Strawboys, all masked, but performing plays, protecting against a sorcerous seductress, and blessing weddings, respectively. It categorises various archaeological sites, including treasure hoards and bog bodies, before looking at the preponderance of haunted castles across the island. There is quick mention of various lines of traditional research in Ireland—newspapers, museums, and universities, before various occult and numerous occult societies are examined in more detail. This includes the miracles of St. Patrick as well as witches and warlocks, and more up to date, the notable psychics of the day. Not one but two different Hellfire Clubs are described as having been founded amongst the aristocracy of Dublin, whilst more recently, the Hermetic Society, the Dublin branch of the Theosophical Society is very popular with the leading figures of Irish literature of the day.

The supplement draws links between the origin myths of Ireland and the Mythos, most notably cultists of Chaugnar Faugn, believing that Fintan, husband of Noah’s granddaughter, is an acolyte of the Horror from the Hills, and will bear him from the Plateau of Leng to the new land; that the enemy that plagued the waves of settlers who came to the west of Ireland, the Fomorians, are in fact giant Deep Ones and their misshapen shoggoth slaves; and that Mórrígan, the tripartite goddess of fertility, war and fate, who was worshipped by and aided the Tuatha Dé Danann in their defeat of the Fir Bolg, is in fact, Shub-Niggaurath. Lugh of the Long is worshiped still by the Tuatha Dé Danann in the Otherworld and some also in the mortal world, though few know him to be one of the many masks of Nyarlathotep.

In terms of new Mythos species and other entities, the most notable addition are the Merrow. They are actually Deep Ones, descended from the twisted monsters and giants who fought the Tuatha Dé Danann, who hold sway on and below Tory Island off the coast of County Donegal, whilst their bloodlines trickle down the families up and down the nearby coast. Most species and creatures are more obviously drawn from Irish folklore, such as the Tuatha Dé Danann or Faerie Folk, the Banshee—friendly and hateful, the Leprechaun, the Púca, and both the Witch and the Witch’s Familiar. If there is anything lacking, it is a broader discussion of the presence of the Mythos in Ireland, so no mention of Cthulhu or Yog-Sothoth or Ghouls or the Mi-Go, for example. Now the Mi-Go do appear in two of the scenarios, but there is no broader overview of the Mythos in Ireland during this period in terms of inhuman and human activity. Yet what is detailed is pleasingly woven into the background and the history of Ireland, as well as its myths and legends, the latter often quite familiar and obfuscating the truth. As with the earlier list of haunted castles, there is a map marking the various Mythos sites across the Irish landscape. Further, these entries and many of the entries throughout Cthulhu Ireland are accompanied by boxes marked ‘Fairie Contact’, ‘Spiritual Threat’, or ‘Mythos Threat’, which suggest links to the Mythos and ideas that the Keeper could develop further. Such as, for example, the possibility that some Mummer groups might know and want to perform the play, The King in Yellow; that the head of antiquities at National Museum of Ireland is the Austrian, Adolf Mahr, who believes in the esoteric teachings of the Austrian occultist and proto-Nazi Jörg Lanz von Liebenfels, and wants to disseminate them in Irish occult circles; and that if the stone idol known as the Naomhóg of Inishkea was recovered and rededicated to Manannán mac Lir, leader of the Tuatha Dé Danann, King of the Otherworld and master of the sea, it would grant great powers over the weather and the sea. The hooks, both Mythos and magical in nature, continue throughout the descriptions of the four cities detailed in Cthulhu Ireland. They are, in turn, Dublin, Belfast, Cork, and Galway, and each is given a solid writeup.

Of course, most, if not all of the Occupations from the Investigator’s Handbook for Call of Cthulhu, Seventh Edition, are appropriate to Cthulhu Ireland. Four new Occupations—the Tinker or Irish Traveller, the Great War Veteran, the Fairie Doctor, and the Seanchaí—are given along with some minor modifications. For Irish Investigators, it is suggested that they know the Irish language as well as English, that they have an increased minimum Ride skill, and that the Occult skill be replaced by Folklore. Three out of the four new Occupations all start play with a higher Folklore skill than other Investigators and even a minimum of Cthulhu Mythos knowledge. The Tinker is similar to the Romany Gypsies, but is not related, and mostly get by apart from the political upheavals of the day. The Great War Veteran not only fought in the 1914-1918 war, but likely the Irish War Of Independence and the Irish Civil War that followed and is inured to acts of violence. This is only Occupation not to have a higher Folklore skill or start play with the Cthulhu Mythos skill. The Fairie Doctor was actually abducted by the Fairie for seven years. This requires a high Appearance as they only take beautiful people and once returned, the Fairie Doctor has knowledge of how herbs can be used for good or ill depending on the time of day, can see past some Fairie disguises, create Fairie artefacts like Witch Bottles and Hag Stones, and knows some spells. The Keeper may want to consult The Grand Grimoire of Cthulhu Mythos Magic for further folk magic spells. The fourth and last Occupation is the Seanchaí, wandering keepers of ancient lore and storytellers who may also have been taken by the Fairie and may thus also be Fairie blessed.

To support its five scenarios, Cthulhu Ireland includes ten pre-generated Investigators, four of which employ the supplement’s new Occupations. Sadly though, none of the ten come with a backstory. All five scenarios are graded according to the challenge they offer, with two being suitable for beginning Investigators and the other three being of an intermediate challenge suitable for Investigators with some knowledge of the Mythos. The first three scenarios—‘Fear The Púca’, ‘Poitín For Father Moloch’, and ‘The Demon In St Niclaus’s Church’—are more physical in nature, whilst ‘The Secret Of The Goligher Circle’ is the only scenario that is like a classic Mythos investigation, whereas ‘Fear The Púca’, ‘Poitín For Father Moloch’, ‘The Demon In St Niclaus’s Church’, and ‘Blood Fruit’ have ties—of varying strength—to Irish folklore. ‘The Secret Of The Goligher Circle’ is also the only scenario to take place in a city, the others all being set in rural environments.

Attending the wedding of a friend and out drinking before the wedding, the Investigators find themselves first trapped in the village pub and then the village itself in ‘Fear The Púca’. The Fairie creature has gone on the rampage and abducted the groom’s brother after he took wood from a fairie fort just outside the village. To find the brother and free the village from the Púca, the Investigators must negotiate with both the family and the crotchety old wise woman before descending into a nearby cave system, all whilst being harried by the Púca. It gets across the superstitious and well-founded fears of the villagers and the dangers of meddling when you should (and probably do) know better.

‘Poitín For Father Moloch’ has a similar theme. The Investigators have been asked or hired to collect a delivery of Poitín, or Irish moonshine, from smugglers on an island just off the coast. The arranged meeting goes awry when agreed signal changes to an SOS and gunshots are fired. Rushing to help the Investigators discover a bloodbath and signs that the smugglers have been attacked by an odd mix of creatures. Here the antagonists are the Merrow, the supplement’s version of the Deep Ones, who like the Púca in ‘Fear The Púca’, harass the Investigators all the way to the solution, though in a more murderous fashion. The scenario has a nice pace to it all the way to the finish.

An explosion opens ‘The Demon In St Niclaus’s Church’. It is set in 1922, at the height of the Irish Civil War, it is set entirely within the confines of an abandoned church which hides a secret. For centuries, it has been the prison of a terrible creature, which has now been freed following the detonation of dynamite that the IRA had been storing and did not want to fall into the hands of the authorities. All the clues are contained within the ruins of the church and the scenario is essentially a horrifyingly creepy locked room puzzle.

‘The Secret Of The Goligher Circle’ is set in Belfast and involves two real-life figures. One is the Irish spiritualist medium, Kathleen Goligher, and the other is William Jackson Crawford, a local engineer and academic who investigated and endorsed him before his suicide in 1920. In the scenario, his sister asks the Investigators to look into his death, which she does not believe to have been a suicide. Crawford’s interest in the occult and the local branch of the Theosophic Society, as well as his fascination with spiritualism, quickly becomes apparent. The scenario’s set piece is a séance with Kathleen Goligher, which will need careful handling upon the part of the Keeper, but which has the potential to be most unsettling. Further investigation leads to a strange house on the outskirts of the city below Cave Hill. The investigation is meatier than the previous three scenarios, being more of a traditional Call of Cthulhu scenario. That investigation could have been slightly better organised, but will reveal that the solution is very much grounded in the Mythos rather than spiritualism and ghosts.

Lastly, ‘Blood Fruit’ obviously and self-admittedly takes its inspiration from the 1973 film, The Wicker Man. It will climax on the night of Beltane, but opens in delicious fashion: At breakfast, an Investigator’s blood orange literally bleeds the words, ‘help us’. Where did the blood orange come from and how did the message get inside? It turns out that the tropical fruit is grown on an island off the Irish coast and this is not the first time that messages have appeared in fruit from the island. This is the island of Ortansey, which lies just off the coast of County Cork. The Investigators will be able to discover some background about its owner, Lord Connor O’Brian, before they go there, that his family were killed in a boating accident and he disappeared for several years in the 1890s. It is only since his return that the island has become renowned for its tropical fruit. The Investigators will need to be inventive in producing a reason for visiting the island as the owner is very careful about who has access. The island is surprisingly warm, infested with snakes (unlike the rest of Ireland), and the islanders are very open in both their paganism 
and their sexuality, despite claiming to be good Christians . Both will be very shocking to the attitudes of the day. The upcoming Beltane festival will speed events along to a climax that does involve sacrifice, but not necessarily the Investigators and not in a giant wicker man. The investigation will be quite challenging as the Investigators need to maintain convincing covers for their reason to be there and allay suspicions as they make their enquiries. The challenge for the players is roleplaying through an obvious, but still different pastiche. The latter, combined with the semi-tropical paradise that is the island, gives ‘Blood Fruit’ an air of unreality, intentionally at odds with the rest of Ireland and out of place in the book. Nevertheless, ‘Blood Fruit’ is a good scenario, an antidote perhaps to the often darkly, fey nature of the other scenarios.

Physically, Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey is very well presented. The artwork is decent and the maps are good. Although it needs an edit in places, it is well written and engaging. Sadly, for a book of its size, there is no index.

Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey is the definitive guide to Ireland in the 1920s for Call of Cthulhu, Seventh Edition, since there is no official guide from Chaosium, Inc. Thankfully, as the unofficial guide to Ireland for Call of Cthulhu, Seventh Edition, the supplement is almost as good as if Chaosium, Inc. had published it. It is informative and it is interesting and it deals with the difficult history during the early part of this period with care and sensitivity. Although it does not provide an overview of the Mythos in Ireland during twenties, what it does add to the Mythos is engagingly woven into Irish folklore and legend, ensuring that both have an even darker edge to them rather than being treated in a quaint or twee fashion. Further, given its closeness to the United Kingdom, Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey is also a good companion to any campaign set on the British Isles and would complement Cthulhu by Gaslight as well. Overall, Cthulhu Ireland: 1920s Horror Roleplaying on the Isle of the Fey is an impressive addition to the Miskatonic Repository and a great addition to Call of Cthulhu.

Monday, 24 March 2025

Miskatonic Monday #349: Omega Kappa DIE!!!

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—
Product: One-shot
What You Get: Seven page, 877.91 KB PDF
Elevator Pitch: Animal House meets Call of Cthulhu
Plot Hook: “’Cause they say
2000, zero-zero, party over, oops, out of time
So tonight, I’m gonna party like it’s 1999”
– 1999, Prince
Plot Support: Staging advice,
ten pre-generated Investigators, eight handouts, one set of floorplans, six NPCs, a robot, three Mythos monsters, and a goat.
Production Values: Excellent.

P
ros
# Thematically brilliant design
# Good handouts
# Inventively macabre description of the ritual
# En media res action
# Every player gets a Drunkometer
# Dipsophobia
# Social anxiety disorder
# Phasmophobia

Cons
# Astrology or Astronomy?
# A lot of mature elements and the caveats are deserved
# Some scenes are going make you go, “Ick!”, let alone the players
# “Nyarlathogoat”

Conclusion
# Don’t say Omega Kappa Pi, say Omega Kappa DIE!
# An orgy of witting nastiness that highlights the horror of the Mythos
# Reviews from R’lyeh Recommends & Discommends

Monday, 20 January 2025

Miskatonic Monday #333: Bride of the Wilds

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: H.S. Falkenberry

Setting: Appalachian Mountains, Georgia, 1932
Product: One-shot
What You Get: Twenty-eight page, 3.5 MB Full Colour PDF

Elevator Pitch: Sometimes the forest is fulsomely fecund.
Plot Hook: Witchcraft in the woods and a missing woman. Could they be connected?
Plot Support: Staging advice, four handouts, six NPCs, ten Mythos tomes, and four Mythos monsters.
Production Values: Decent

Pros
# Detailed missing persons case
# Solid investigation
# Easy to adjust to other eras for Call of Cthulhu
# Will end in a gunfight, but who should the Investigators shoot?
# Decent handouts
# Nyctohylophobia
# Wiccaphobia
# Tokophobia

Cons
# An abundance of Mythos Tomes
# Will end in a gunfight, but who should the Investigators shoot?
# Should violence have been the only option?

Conclusion
# Detailed investigation leads to a gunfight with a difficult choice
# Solid fear of the forest one-shot

Monday, 6 January 2025

Miskatonic Monday #329: Thicker Than Blood

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: Jack Currie

Setting: Arkansas, 1933
Product: Scenario
What You Get: Thirty-four page, 679 KB Full Colour PDF

Elevator Pitch: Monstrousness runs through more than the blood.
Plot Hook: A kidnapping sends the Investigators down south
Plot Support: Staging advice, one handout, one Mythos Tome, One Mythos spell, and one-hundred-and-ten Mythos monsters.
Production Values: Plain

Pros
# Short and straightforward
# Scope for development by the Keeper
# Hemophobia
# Anthropophagusphobia
# Teraphobia

Cons
# Needs a good edit
# More plot outline than investigation
# Why isn’t the FBI involved?
# No maps or floorplans
# Much, much shorter playing time than suggested
# Scope for development by the Keeper
# If they are tied to the kidnap victim, why no pre-generated Investigators?

Conclusion
# More plot outline than scenario with limited scope for investigation
# Underdeveloped, but not without potential
# Reviews from R’lyeh Discommends

Thursday, 31 October 2024

Miskatonic Monday #300: Los Hobos and the Wolves of Carcosa

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—

Los Hobos and the Wolves of Carcosa: A 1930s Grindhouse Scenario is a chase scenario. A chase scenario across the width of Mexico aboard a party train at the height of the Great Depression in which a bunch of Hobos with the courier job of their dreams find themselves at the mercy of five different factions all wanting what they got and none of them wanting it for good. Drawn in by the promise of two weeks’ wages—if they had a proper job that is—they will find themselves literally hounded from one location to the next, visiting a smokeshop that is both the classiest and the seediest in all of Tijuana, finding respite at a Hobo shanty and getting served a bowl of Squattin’ Pete’s Mulligan Stew, and all that before a showdown on the dance floor! Imagine if you will, if Alfred Hitchcock decided to co-write From Dusk to Dawn with Quentin Tarantino and Joel Coen and Ethan Coen shot the resulting script instead of O Brother, Where Art Thou?, and that just about gets the tone of Los Hobos and the Wolves of Carcosa.

Los Hobos and the Wolves of Carcosa is a scenario for Call of Cthulhu, Seventh Edition and the winner of the 2024 Gold Ennie Award for Best Community Content. From the author of The Highway of Blood and The Grindhouse: Ultimate Collection – Vol. 1-3, it is thus another scenario inspired by the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults such as Duel, I Spit on Your Grave, Last House on the Left, Texas Chainsaw Massacre, The Hills Have Eyes, and the more recent Death Proof, which had their heyday in the seventies. However, it shifts the action to the Desperate and Dirty Decade of the thirties and the height of the Great Depression with the Investigators as Hobos, the signature figures of the period.

The scenario has quite a bit of background to go through, from all the way back to the first performance of The King in Yellow forward to The Carnival of Madness. There are also a lot of NPCs, on and off the train. The ones that the Investigators will have the most ongoing interaction with those wanting the MacGuffin they are ferrying across Mexico. They include a slinky Serpent-person Hybrid and her knife throwing circus minion, a maniacal luchador, a group of Deep One hybrids a la Peter Lorre, a private investigator who is probably going to be out of his depth as much the Investigators are, and the wolves of the title, icky, maggoty hounds that will chase the Investigators all the way to the climax of the scenario. Now many of the NPCs and all of the Investigators have a single special ability each. The Investigators include a Skywalker with the ‘Acrobat’ special ability, a Stage Actor with the ‘Bullshit Artist’ special ability, a Boxer with the ‘Sucker Punch’ special ability, and a Farmer with the ‘Bowie Knife’ special ability. The inclusion of these special abilities moves Los Hobos and the Wolves of Carcosa away from traditional Call of Cthulhu and more towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, but not all the way. An option for the Keeper might be to shift Los Hobos and the Wolves of Carcosa all of the way to be playable as a Pulp Cthulhu scenario. In the meantime, Los Hobos and the Wolves of Carcosa is more of a hybrid between the two.

Once the scenario gets started, there are some great scenes from San Diego to Tijuana and from there to Ensenada and finally Mexicali, aboard the Mexicali Express, a party train set up for tourists who had originally wanted to drink free of the limits of Prohibition, but that has changed by the time the Investigators board. This includes a scene in a Tijuana tobacco shop whose proprietor is quite willing to sell the Investigators a whole more (necessitating a mature themes label) and the actual showdown at a Mexicali night club, whose name, The Crossroads, might just well be too much on the nose. The NPC motivations and possible actions are all nicely detailed, as is the Mexicali Express itself, helping the Keeper a great deal to run these encounters. Should the Investigators decide not to take the train all of the way or miss the train there is advice too on getting them to catch up or back on track, if not the railroad, to Mexicali.

For the benefit of both the Keeper and her players, there are excellent handouts and background on hobo life. The handouts include some period menus and part of a Tijuana Bible that will have both Keeper and player wondering about the author’s browsing history. The background on hobos is quite short, but it is not the only scenario for Lovecraftian investigative horror that has featured hobos. Golden Goblin Press has published one scenario in which they feature, Riding the Northbound: A Hobo Odyssey and dedicated an article to them in Island of Ignorance – The Third Cthulhu Companion. Included in Los Hobos and the Wolves of Carcosa is a list and explanation of Hobo Signs, to which it adds some new ones—one of which veteran Call of Cthulhu fans will appreciate spotting.

Los Hobos and the Wolves of Carcosa is described as a ‘Sandbox on a Railroad’. This suggests a wide area where the Investigators are free to come and go as they please and that the whole of this sandbox is on a track with a definite beginning and a definite end. It is a description that only just about works because it is both narrowing and stretching the concept of a sandbox an awful lot to get it to fit what Los Hobos and the Wolves of Carcosa actually is. Upon first glance, it looks like a railroad whose action takes place mostly on a railroad. The structure is more akin to the plot of a computer game in which the story is a thread which connects a series of cut scenes. Like most cutscenes there is exposition which moves the plot forward, but the actions of the Investigators are limited. They can ask questions, but little else. Where they can act is in the threads connecting these scenes, the scenes aboard the train. Do they hide from the train crew like any good hobo might or do they ride the rails like normal folk with a ticket and all? Which faction do they interact with? Which one do they fight? Which one do they run away from? And of course, once they get to the Crossroads, they have choices to make.

So, the question is, does this make Los Hobos and the Wolves of Carcosa a bad scenario? If this was a traditional scenario of Lovecraftian investigative horror, then perhaps. Yet it is not that. It is a one-shot horror scenario designed to tell a particular tale, tell it at pace, and whilst there are points where the Investigators have little agency, there are plenty more where they do. The point is, the threats are coming to them, and it is how their players decide their Investigators react and decide what they do that drives the story forward as much as the Mexicali Express carries them forward.

Physically, Los Hobos and the Wolves of Carcosa is very well presented. The artwork is decent and the handouts add a great deal to the atmosphere of the scenario. The scenario does need an edit in places.

Los Hobos and the Wolves of Carcosa: A 1930s Grindhouse Scenario is a fast-playing scenario that works as a desperate one-shot or convention scenario. It is surprisingly direct in its confrontation with the agents and entities of the Mythos as they worry at the Investigators on a thrilling chase through the underbelly of 1930s Americana.

Sunday, 27 October 2024

Short, Sharp Cthulhu II

Collections of short scenarios for Call of Cthulhu are nothing new—there was the 1997 anthology Minions, but that was for Call of Cthulhu, Fifth Edition. It was also a simple collection of short scenarios, whereas the more recent Gateways to Terror: Three Evenings of Horror in being both a collection of short scenarios and something different. Published by Chaosium, Inc. for use with either Call of Cthulhu, Seventh Edition or the Call of Cthulhu Starter Set, it is a trio of very short scenarios—scenarios designed to be played in an hour, designed to introduce players to Call of Cthulhu, and designed to demonstrate Call of Cthulhu. All three have scope to be expanded to last longer than an hour, come with pre-generated investigators as well as numerous handouts, and are designed to be played by four players—though guidance is given as to which investigators to use with less than four players for each scenario, right down to just a single player and the Keeper. All three are set in different years and locations, but each is set in a single location, each is played against the clock—whether they are played in an hour or two hours—before a monster appears, and each showcases the classic elements of a Call of Cthulhu scenario. So the players and their investigators are presented with a mystery, then an investigation in which they hunt for and interpret clues, and lastly, they are forced into a Sanity-depleting confrontation with a monster.

No Time to Scream: Three Evenings of Terror is the sequel. It is again designed to be used with either the Call of Cthulhu, Seventh Edition full rules or the Call of Cthulhu Starter Set, and again, it contains three scenarios. However, each is more expansive and plays out in a larger area than the single locations to be found in the scenarios for Gateways to Terror. Consequently, the three scenarios in No Time to Scream are longer, intended to be played in two hours rather than the one, That said, they can each be played in an hour and each comes with a rough timeline for such a playing length. Whether played in an hour or two hours any of the three scenarios works as as evening’s entertainment, or as a demonstration or convention scenario. All three are suitable for players new to Call of Cthulhu, whilst still offering an enjoyable experience for veteran players.

The anthology begins with an overview of its three scenarios and an extensive introduction—or reintroduction—to the core rules of Call of Cthulhu, Seventh Edition. This is to help the Keeper introduce the rules herself to her fellow players, whether sat round the table at home, playing online, or at a convention. In turn it discusses the investigator sheet, using Luck, skill rolls, bonus and penalty dice, combat, and of course, Sanity. Included here are references to both the Call of Cthulhu: Keeper Rulebook and the Call of Cthulhu Starter Set with pertinent points marked. The only thing not included here that perhaps might have been useful is a list of these references, possibly at the end of the section. It notes too, that the scenarios contain text to be read aloud to the players and two types of clues. ‘Obvious’ clues are meant to be found as part of the investigative as they are vital to its progression and they do not require any skill check to be found, whereas ‘Obscure’ add further detail and background, but are not vital to the completion of the scenario. They are typically discovered following a skill check. If an ‘Obvious’ clue does require a skill check, it is typically to see how it took the Investigator to find and to see if there are any complications from finding it. Otherwise this is all very useful, if not as a reminder, then at least as a means of the Keeper having to avoid flipping through another book.

Each of the three scenarios is tightly structured and follows the same format. This starts with advice on the scenario’s structure, specifically the timings if the Keeper is running it as a one-hour game. Then it discusses each of the four investigators for the scenario, including their notable traits and roleplaying hooks, what to do if there are fewer than four players, and what if there are more than four, before delving into the meat of the scenario itself. All three are very nicely presented, clear and easy to read off the page in terms of what skill rolls are needed and what the investigators learn from them. As well as decent maps, each scenario comes with a sheaf of handouts, suggestions as to how each of its four investigators react when they go insane, which includes possible Involuntary Actions and Bouts of Madness, and lastly, details of the four investigators. These are not done on the standard Investigator sheets for Call of Cthulhu, but those and the handouts are available to download.

The first scenario is ‘A Lonely Thread’, which takes place at the well-appointed country cabin of an elderly Professor of Archaeology who teaches part-time at Miskatonic University. A learned and avuncular man, he regularly invites guests to stay at his home, and this time that includes the Investigators. Unfortunately, it soon becomes apparent that the professor is unwell, is he acting oddly, and seems forgetful. Is that because he is ill, or is there something else going on here? Striking the right note of oddness takes some roleplaying skill upon the part of the Keeper and the players using what their Investigators know about him as given and suggested on the Investigator sheets. Just how soon the players and their Investigators notice and just how soon they act will greatly influence the outcome of the scenario.

The professor is definitely not himself, having become possessed by an alien wire-like entity, which he was investigating as part of his research into the Mythos and inadvertently set free. The creature has also threaded itself through the body of his housekeeper and is quietly gestating its new form in the wood cellar below the house (so, this scenario does prove that is something in woodshed). Once the Investigators have worked out that something is wrong, confronted the professor, fought and discovered his situation, then they will have the whole house to explore as well as his workshop. There is the opportunity to gain some clues before doing so, but the scenario’s time limit is reached when the creature-that-was-once-the-professor’s-housekeeper completes its transition and begins to stalk the Investigators through his house.

The ending is likely to be quite physical in nature, though the option is given for fleeing, as is setting fire to the professor’s cabin and workshop. This is actually covered in some detail and mechanically uses a Luck roll to determine if the Investigators are successful. Overall, this is a decent scenario and straightforward to run.

The second scenario, ‘Bits & Pieces’, moves the action to Arkham itself and the city’s morgue. This is where the Investigators will find themselves in 1927 after they receive a telephone call from a disgraced physician in which he mutters about cultists, resurrection, and the need for cleansing fire. The call brings a disparate group of people together, first at his apartment and then at the morgue, where once they have broken in (because it is closed for the night), they find the doctor almost dead, his final words being, “Don’t’ let them out.” So, whomever stabbed him in the neck with a scalpel is still in the morgue and not only that, but the corpse that the doctor was obviously working on, is not on the slab. So where has that gone? Once the Investigators start looking, they do not find anyone. However… what they do find are parts of a body and every single part wants to fight back.

‘Bits & Pieces’ feels very much inspired by the film Reanimator, because these body parts are animated and not only do want to get back together, they prepared to fight to do so. This scenario is huge, silly fun. It manages to combine both horror and what is effectively, slapstick. Plus, the body parts all do different things to the Investigators. The arms will lay traps and stab them, the legs kick them and run away, the torso barges them, and best all, the head not only bites them, it actually calls the police to try and get ride of the Investigators! The aim for Investigators is to grab all of the body parts and get them to the furnace to burn all of the evidence—if they can work out how to operate it. The time limit on the scenario is when the morgue opens up in the morning. This is a brilliantly fun scenario, very physical, and is going to be highly memorable one to play and run.

The third and last scenario is ‘Aurora Blue’. This is the most mature and complex of the three scenarios in terms of its themes and tone. This is because it sees a clash of the marginalised. It takes place in late winter, 1932 and the Investigators are agents if the Bureau of prohibition, marginalised because their backgrounds and their assignment. The Investigators consist of an African American, of mixed African American and Inuit heritage, an older African American, and a woman. Consequently, given the attitudes the Bureau of Prohibition, their careers have found them marginalised to the backwater of Alaska, at the time a U.S. territory rather than a state. This is because after first believing that a new source of very popular bootleg alcohol was Canada, their bosses want to blame the delay in actually investigating and dealing with the source, a farm in the Chugach Mountains, Alaska, and anything that might go wrong, squarely on the Investigators. ‘Aurora Blue’ helpfully includes a sidebar with advice on the portrayal of the marginalised quartet and the attitudes towards them, but also suggests that the Keeper refer to ‘Realism: Reality and the Game’ from Harlem Unbound.

In addition, the scenario also includes a ‘Memory’ for each of the Investigators, triggered by a scene or encounter, in which they each have the opportunity to recall a similar moment in which they were faced with the prejudices against them and what happened as a result. These flashbacks are a moment to highlight and personalise their status and for each player to roleplay his or her Investigator.

The scenario also suggests that the Keeper refer to the Color Out of Space—both the short story by H.P. Lovecraft and the film from 2019—for the look and style of ‘Aurora Blue’, as this is the threat at the heart of the scenario. Scenarios for Call of Cthulhu that involve a Color Out of Space tend to be quite traditional, the alien creature landing near a farm and its poisonous aura first causing unparalleled fecundity and change before a rot sets in that renders everything into a grey infertility. The difference between them is the set-up and who the Investigators are, and in this case, the Investigators are agents of the Bureau of Prohibition, and the set-up focuses on the clash between their desperation in being given a bad, possibility career-ending assignment and the economic desperation of the farm that is producing Aurora Blue, the brand of the bootleg alcohol which the Agents have been sent to investigate.

In many ways, ‘Aurora Blue’ is not a subtle affair, its horror on show from the start and its mutated fecundity and hints of its barren blight to come pervading the scenario throughout. The main opportunity for roleplaying is with the farmer’s daughter, ill-treated and then rendered mute by the effects of the Color Out of Space, with only crayons and paper as her only means of communication and with her drawings serving as clues that the players have to interpret. The scenario is also more sophisticated in terms of its outcomes. The Agents can succeed in completing their assignment and they can potentially defeat the Color Out of Space, but this is optional—fleeing the farm without destroying the Color Out of Space is an acceptable option. It may also be possible to get away with the farmer’s daughter, but the scenario does not really make clear to the Agents and their players the strength of the connection between her and the Color Out of Space and how, if possible, it can be broken. Consequently, the optimum outcome of ‘Aurora Blue’ is not as clear as perhaps it should be for a scenario that is as short as this and for a scenario that is designed in part to demonstrate the roleplaying game.

The book is rounded out with two appendices and a set of indices. The first of the appendices contains the handouts for all three scenarios,, whilst the second has the bibliographies of the authors. The indices consist of four—a general index and then one for each of the three scenarios.

Physically, No Time to Scream is very well presented, with decently done maps and a great deal of the artwork can be used to show the players during play. The handouts are also well done, the crayon drawings for the farmer’s daughter from ‘Aurora Blue’ standing out for being singularly different. Lastly, it should be noted that the running length of all three scenarios makes them fairly easy to prepare and have ready to run.

No Time to Scream: Three Evenings of Terror is good sequel to Gateways to Terror: Three Evenings of Horror. The three scenarios in this new anthology get better and more interesting as they go along. ‘Bits & Pieces’ stands out as a very rare combination for Call of Cthulhu—slapstick and horror—whilst ‘Aurora Blue’ is an excellent combination of back woods horror and poisoned hope with the need of the Investigators to prove themselves. As a collection of one-shots, demonstration scenarios, and convention scenarios, No Time to Scream: Three Evenings of Terror delivers three more, short doses of horror and does so in an engaging, well designed, and multi-functional fashion.