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

Monday, 24 August 2026

Island at the Top of the World

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Chtulhu 2d20: Operation Cold Threshold is a scenario that takes Achtung! Cthulhu 2d20 back to North America, but not the Mid-West USA of Achtung! Cthulhu Mission: Seventh-Inning Slaughter! or the ice cold of British Columbia, Canada of Achtung! Cthulhu 2d20: Operation Snowstorm. Instead, it takes the Agents out into the Bering Sea in winter, more than a year before the USA joined the war effort and two years before the establishment of Majestic. It is March 1940 and from intercepted radio transmissions, Section M has learned that Nachtwölfe has dispatched a secret expedition ferried board a disguised Russian trawler, the Yalina, into US territorial waters where it has anchored off an uncharted island known as Threshold in the US territorial waters of the Bering Strait. In response, British government has informed its US counterpart and very quickly, the two governments have agreed to launch a joint Anglo-US mission to investigate and interdict the Nazi expedition. This is before the US government establishes Majestic as its counterpart to Section M, so it recruits the soldiers and experts that Professor Richard Deadman, one of the key figures in the future operations of Majestic, perhaps supported by Section M operatives who have already had experience with Nachtwölfe, the Mythos, and the Secret War.

Achtung! Chtulhu 2d20: Operation Cold Threshold is not a complex scenario. It is a simple matter of climbing onto the island from the other side to the site of the Nachtwölfe expedition, traveling across the top, observing the expedition’s activities, taking images using the assigned experimental cameras, and deciding what to do. There are a couple of wrinkles along the way, such as the weather and a potentially nosy polar bear, but as the Agents film the site, it is obvious that whatever it is that Nachtwölfe is doing on the island, is going to come to fruition soon! It is up to the players and their Agents to decide how they react to that, whether that is scouting the site and the trawler out, or going in all guns blazing. Whatever they decide to do, the mission is going to end in a big fight—though the Agents will have no idea how big—because after all, Achtung! Cthulhu is a roleplaying game of shooting and punching Nazis, let alone blasting the Mythos. Stealth is the better option, since it enables the Agents to learn more, perhaps gain some allies, find the documentation they have been assigned to look for, and perhaps even capture one or two of the enemy. Either way, the way, the scenario will climax with a fight that is both silly and actually makes sense in terms of the Secret War. Plus, there is scope for another faction from the Secret War to join in the fracas if the Game Master wants to complicate things and that also makes sense.

The scenario is solidly supported with stats for all of the Nachtwölfe (and other) enemies, including the quite odd expedition leader, Professor Tedrich Sauber, and the thing that he is after. There are maps for both the island and the expedition site, but no image of the thing that Professor Tedrich Sauber is searching for—and that is pity, because it does deserve to be illustrated. There are no pre-generated Agents either.

Where Achtung! Chtulhu 2d20: Operation Cold Threshold has the potential to be a little more sophisticated is when the Game Master decides to set it. By default, the scenario takes in 1940, early in the war when the USA was not yet involved. In terms of the Secret War, the scenario takes place mostly after the events of Shadows of Atlantis, yet before A Quick Trip to France and subsequent missions. This limits when the scenario can be run as part of a campaign, as does the fact that it requires more experienced Agents. One way in which it can be used is as a side mission that serves as an introduction to the Secret Wars for American Agents, potentially recruits to Majestic in a few months’ time.

Physically, Achtung! Chtulhu 2d20: Operation Cold Threshold is well presented. The area maps are serviceable, but otherwise, the scenario is not illustrated.

Achtung! Chtulhu 2d20: Operation Cold Threshold is a simple affair that can be run as a one-shot or a side mission—perhaps when not every player can attend a session—that will play out in a single session. Although it is set up as a classic Commando-raid-style mission, there are some some pleasing little nuances to it that make it a bit more interesting than the gun toting, spell blasting, Nazi-punching shootout that it is. Plus it has a really surprisingly big bad (one that you really really wish had been illustrated.)

Saturday, 30 May 2026

Home & Horror

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Vive La Résistance is the ninth release for Achtung! Cthulhu 2d20, and does something a little different. Most missions in Achtung! Cthulhu 2d20, whether for Section M or Majestic sees the agents sent behind enemy lines, investigating the activities of the enemy in the Secret War, perhaps gaining the support of the homegrown resistance movement (itself, typically armed and supported by the SOE), thwarting those efforts, and subsequently returning back to base in dear old Blighty. But what of the resistance movements? What of these NPCs? They get to stay, hiding in the shadows, always moving, constantly in danger from being betrayed by collaborators, captured, interrogated, and worse. What is at stake is the freedom of their country from under the jackboot of the Nazi occupiers and oppressors. This is the subject of Achtung! Cthulhu 2d20: Vive La Résistance, presenting an overview of Resistance movements in Europe, new agent options, friends and foes, equipment—Mythos and mundane, and a quintet of missions and maps.

From the start, Achtung! Cthulhu 2d20: Vive La Résistance makes clear that campaigns involving the various resistance organisations will be different to normal campaigns for Achtung! Cthulhu 2d20, darker in tone and more dangerous in play. Whilst the Player Characters may be the heroic protagonists of the story, they will be constantly watched and often hunted, whilst not always having the support of their fellow countrymen. Collaborators and traitors might betray them at any minute—and sometimes they can be family or colleagues. Thus, the atmosphere of Achtung! Cthulhu 2d20: Vive La Résistance is one of mistrust and paranoia rather than just its usual straightforward combination of heroic, pulp action and weird Secret War occultism. There is plenty of scope for that combination, often acts of sabotage and resistance snatched in the dead of night between hiding out in fear of capture, interrogation, and worse. What this means is that the discussion about the campaign’s themes and tone in Session Zero will be differ from that of a standard Achtung! Cthulhu 2d20 campaign. Whilst the supplement does include a discussion safety tools, it is the standard discussion found in all Achtung! Cthulhu 2d20 books rather than addressing issues specific to Achtung! Cthulhu 2d20: Vive La Résistance.

The overview and history of the various resistances movements is relatively brief. This is done nationality by nationality, in turn covering the French, Dutch, Polish, and Yugoslavian movements. The coverage of the German, Italian, and Jewish resistance movements is even briefer, as is the general support provided for all of them by the SOE. At best, it is a good introduction to the subject, but not much more.

Achtung! Cthulhu 2d20: Vive La Résistance gives new Archetypes suitable for the underground war in Europe. They include the Assassin, Propagandist, Raider, Resistance Leader, and Saboteur, and all have their base attributes, skills, focuses, equipment, suggested Talents, and also a quick list of reasons why a player might want to play that role. To these can be added new Backgrounds that include Interrogator, Liberated Prisoner, Partisan, Striker, and Turncoat, and new Characteristics which include Anti-Fascist, Born Under a Bad Sign, Field Tester, Ruthless, and Sees Beyond the Veil. There are new Talents too, for example, Never Surrender! and Practised Skill are common Talents. Notably, the Weird Talent of Child of Carcosa means that the Player Character has been marked by the Yellow Sign and can mark it on others… If the Assassin Archetype perhaps looks too much like a femme fatale, the chapter is still a good mix of options, many of which can be used in a general Achtung! Cthulhu 2d20 campaign, not just in a Resistance-based one.

These are accompanied by heroes and villains ready to be added to a Resistance-based campaign, and if their backgrounds do not fit the country where the Game Master has set her campaign, they can easily be adjusted. They include the usual mix of the named and unnamed, but notable amongst the former is Standartenführer Helmut Ziegler, a Black Sun occult practitioner who specialises in interrogations, whilst of the latter, Black Sun Silverwalkers are troopers tasked with tracking down magical practitioners equipped specially-tuned amulets forged from silver and captured Dreamlands energy to detect magical emanations. The most controversial addition to Achtung! Cthulhu 2d20: Vive La Résistance is that of Demons. The supplement does not confirm or deny whether they are actual infernal creatures or entities of the Mythos adopting their guise for the gullible, but treats them as Mythos creatures. Their inclusion expands the horror in Achtung! Cthulhu 2d20 and gives the Game Master more options, it is debatable whether either was needed given surely that the Mythos is enough.

The includes a mix of equipment, spells, and tomes. There are requisition rules in Achtung! Cthulhu 2d20 and these primarily come in to play during preparation for a mission, usually at a base. Members of the Resistance rarely have that luxury, so most of the time they default to being in the field, though they can request items from SOE in London. Equipment includes a range of new skill kits, such as a Poisoner’s Kit and a Safecracking Kit; a bicycle dynamo for charging and powering electrical devices and a one-shot pistol disguised as a smoker’s pipe(!); and experimental items like Glue Grenades and Charges developed by Polish alchemists, and a Grounding Spike, a pure iron, sigil marked spike created by the Parisian diabolic society, Loge de Flauros, to weaken summoned demons! The new tome and spells consist of a Demonology spellbook, Abjuration Of The Regal Star, and its associated spells. Of these the new equipment is likely to be of more use, depending upon whether the Game Master accepts demonology in her game.

For the Game Master, there are tables and charts, which she can use to create missions for her Player Characters. These can be used in conjunction with the Achtung! Cthulhu Gamemaster’s Toolkit. Lastly, she is provided with five missions that she can develop into full scenarios. These include stealing a Mythos tome from a grand exhibition of stolen art in ‘The Grotesque Gala’; concealing signs of Resistance activities when the Nazis raid a base of operations in ‘Home and Hearth’; investigate and sabotage Nachtwölfe operations in a factory in ‘The Industry of Storms’; recover dropped supplies before the Germans do in ‘Under Moonlit Skies’; and delay a convoy train in ‘War on the Rails’. All five are given a good page of details and adventure hooks as well as a full colour map. These maps are also provided unmarked for the players’ use.

Physically, Achtung! Cthulhu 2d20: Vive La Résistance is well presented. The artwork is great and everything is well organised.

Achtung! Cthulhu 2d20: Vive La Résistance is mechanically sound, but thematically underwritten in places. Whilst it does mention the differences in tone and style for a Resistance style campaign, it does not explore them in any depth and the lack of advice for the Game Master given those differences is disappointing. Another area where the supplement could have benefited is a bibliography, since the activities and stories of the various resistance groups are not as well known and the Game Master could have done with greater inspiration. And then there is the inclusion of Demonology? Does it fit? Does it not fit? Its inclusion pushes Achtung! Cthulhu 2d20 towards more pulp horror, rather its usual Lovecraftian action horror, and it very likely not going to be for everyone. Achtung! Cthulhu 2d20: Vive La Résistance only touches the surface of its subject, leaving the Game Master with work to do to explore its themes.

—oOo—

Modiphius Entertainment will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Friday, 17 April 2026

Cannibals in the Cold

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Snowstorm is a scenario that takes Achtung! Cthulhu 2d20 back to North America, but not the Mid-West USA of Achtung! Cthulhu Mission: Seventh-Inning Slaughter!. Instead, the action is in British Columbia, Canada, and involves agents of Majestic rather than Section M. The scenario is intended to be set late in the war after the USA has become involved, but does not specify a year. It is designed for mid-level play by a group of experienced Agents and the author notes that the scenario is intentionally deadly, so advises that players might not want to play it using their primary Agents. However, the scenario does not include any guidance as to what character types might be useful or appropriate, nor does it include any pre-generated Agents ready to play. This is a major oversight, since the location of the scenario in western Canada means that it is actually not that easy to get existing Agents there, let alone the fact that it is suggested that they not be used at all. This makes it difficult to add to an ongoing campaign. As ever, a good mix of skills and abilities will be required to overcome the threats in the scenario, but given the physical and environmental nature of the scenario, every Agent should have some combat skills and some survival skills too. Mechanical or technical skills as well as scientific knowledge will also be useful. This is effectively a one-shot scenario, one that will probably take two to three sessions to play through given its focus on combat. Decent sized floor plans of the outpost are provided. They could be used to play out the likely multiple combats that will take place during the scenario using miniatures if the Game Master and players want to.

The Agents’ mission is to travel to Majestic Research Outpost Epsilon-3, which lies a few miles outside of the town of Dunley in British Columbia. Recently, communication has been lost with the outpost, which the Agents’ bosses suspects is due to the severe blizzard which has settled on the area. The Agents are to re-establish contact and assess the current status of the research being conducted there. If there are no problems, then they only have to report back to headquarters. If there are issues, they are ordered to extract the research and return it to headquarters. Of course, this is a scenario for Achtung! Cthulhu, so there are going to be problems.

Those problems begin as soon as the Agents leave Dunley. Having outfitted themselves with weapons and cold weather gear, they must trek their way through the snow and up the side of the mountain where Majestic Research Outpost Epsilon-3 is sited. This is a bit of slog in and out of game. Multiple tests of the Survival (Orienteering) and Athletics (Physical Training) are required to get through the checkpoints representing the journey, which is expected to take just under three hours. Plus, after every hour, a Resilience test is required to avoid both fatigue and further coming under the ‘Influence’, the latter a complication due to the supernatural nature of the blizzard. Mishaps can cause delays, but Momentum can be spent to reduce the time it takes between each checkpoint and potentially reduce the overall time the journey takes and the number of Resilience tests the players have to make for their Agents. After a combat encounter, the players have the choice of a longer, safer way, which will mean further Resilience tests are required, a quicker, but potentially deadly route involving a climb up a cliff…

The aim of the ‘Influence’ is to inflict a growing hunger upon the Agents. This cannot be satisfied by any obvious means and will continue to inflict fatigue losses throughout the scenario. Worse, if an Agent is overcome by ‘Insatiable Hunger’, he will immediately attack the nearest living person—NPC or player Agent—and attempt to chow down on them! In other words, the Agent has been turned into a cannibal, and guess what has happened to the men and women assigned to Majestic Research Outpost Epsilon-3?

After an encounter the ‘Influenced’, the Agents can get into Majestic Research Outpost Epsilon-3. Inside, it is quickly clear that whatever research is being conducted has been disrupted. There are bloody bodies and signs of a desperate fight everywhere, but eventually the Agents will find a lone survivor, a French scientist working for Majestic. It should be obvious that both the scientist and whatever research survives needs to be evacuated. However, as the Agents are chased back down the mountain, help appears in the form of a team of indigenous people’s Pathfinder Demon Hunters, who have been hunting the Wendigo that now stalk the area. Once the fight is over, the Pathfinder Demon Hunters have a demand of the scientist and the Agents. It turns out the research being conducted was on artefacts taken from a nearby dig site that the staff at Majestic Research Outpost Epsilon-3 had recently excavated. The Pathfinder Demon Hunters warn the Agents that unless the artefacts are returned, the Prescence locked within the mountain will be unleashed and the blizzard will spread unchecked across the whole of North America. So, the Agents have a choice to make…

The scenario will end with either the Agents working with the Pathfinder Demon Hunters and saving the world or fighting the Pathfinder Demon Hunters and getting away with the research and so not saving the world. The latter is probably campaign ending as the blizzard keeps spreading and spreading, but the scenario does suggest the possibility of the greatest conflict in world history being turned on its head as all sides involved in the war suddenly must work together to defeat a new enemy which threatens everyone. This is of course left unexplored, but as a new campaign direction, it has interesting potential.

Achtung! Cthulhu 2d20: Operation Snowstorm is a combat-focused scenario, one that is both straightforward and unless the players are new to the genre of Lovecraftian investigative horror, obvious in its choice of threat. There are points where there are opportunities to roleplay, but only a few and the choice presented to the Agents towards the end of the scenario is not an overly difficult one. One way in which greater roleplaying opportunities could have been added and perhaps the choice made more difficult is if the scenario had included a set of pre-generated Agents, complete with backgrounds tied to the situation in the scenario and to each other. This could have added tension and scope for roleplaying. Again, this is a missed opportunity, especially for what is effectively, a one-shot scenario.

Physically, Achtung! Cthulhu 2d20: Operation Snowstorm is well presented. It is decently written and the floorplans of
Majestic Research Outpost Epsilon-3 are more than workable. There is no area map and the scenario is not illustrated.

Achtung! Cthulhu 2d20: Operation Snowstorm is unsophisticated in its plotting and obvious in its choice of threat, as well as being combat-focused and physical in nature. This does not mean that it is terrible scenario, but rather as decently done as it is, it could have been all the better with some good pre-generated Agents tied into the scenario’s plot and each other.

Friday, 20 March 2026

Assault on Algiers

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Kindling is a scenario that takes Achtung! Cthulhu 2d20 back to North Africa after the events of the early war campaign, Achtung! Cthulhu 2d20: The Serpent & The Sands, although the two are not connected. Its set-up—and pretty much all of the scenario—is simple and straightforward. This because it is designed to be played as part of, and is included with, the Achtung! Cthulhu 2d20: Quickstart Pack, along with Achtung! Cthulhu 2d20: Operation Ultimatum. The latter is designed to serve as a one-hour demonstration session, whereas Achtung! Cthulhu 2d20: Operation Kindling is slightly more involved and will take a longer session in which to complete. It could easily be run using the players’ own characters, perhaps as a mission to run between the early part of the war and the mid- to late part of the war. However, the scenario is designed to be used as a quick-start, so includes four pre-generated agents. These consist of an indecisive American natural engineer and linguistic, an implacable British Commando with a reputation for surviving combat, a well-read Belgian police detective who has joined the Free French forces, and a French North African sorceress with an eye for clues and reading others. The latter is the only female pre-generated agent.

It is November 7, 1942. The Allies are about to launch their first combined operation—Operation Torch. This is an invasion of North Africa intended to help the British secure victory in North Africa and the Americans gain combat experience against the forces of Nazi Germany and Fascist Italy. Three task forces are to launch amphibious attacks on the Atlantic coast of Morocco and the northern coast of Algeria, both under the control of Vichy France. As part of this co-operation, Britain’s Section M is to co-operate with the USA’s occult department, Majestic, as well as the French Resistance, in support of Operation Torch, specifically support Operation Terminal, the Allied landing in Algiers, the capital of Algeria. The mission for the combined occult strike team has been named Operation Kindling.

Against the background of distrust between the French and the British because of the Battle of Mers-el-Kébir when the British attacked French vessels to prevent from falling into German hands, the Player Characters are ordered in turn to neutralise a force of Vichy troops at a police station, ideally by getting them to switch sides or surrender; destroy a radio tower; and ultimately, to capture a Nachtwölfe experimental artillery battery and hold it until relieved. The team is also warned that Black Sun forces may also be operating in the area. The set-up is this straightforward and the agents are likely to deal with the mundane Vichy forces very quickly. Only after than does the scenario get interesting. This is with the discovery of a Black Sun convoy which has clearly been ambushed and gunned down. The agents learn too that the ambushers took an object of importance—a ‘horn’. With this information in hand, the Player Characters still need to capture the gun battery, which turns out to be a Blauer Kristall-powered pair of lightning cannons! Once done, their orders are to hold the battery. Which the agents have to do against a force of Black Sun troops which is chasing the Nachtwölfe unit which was responsible for the ambush on the Black Sun convoy. The scenario will come to climax with the agents fighting alongside sudden and temporary allies—the fleeing Nachtwölfe soldiers—and discovering what the ‘horn’ is that they took from the Black Sun convoy.

Achtung! Cthulhu 2d20: Operation Kindling is a combat-focused scenario. There is a little room for interaction, but not a lot. The orders given to the agents mean that they and their players have little room to manoeuvre and act outside of their parameters. For example, the agents cannot do anything with the lightning cannons except shut them down or blow them up. As a combat focused scenario, the easiest way to run the scenario’s climatic combat scene is to let the players roll dice and handle the actions of their agent’s temporary Nachtwölfe allies as well as their agents lest the Game Master be overwhelmed with dice rolls. One thing that the scenario does is expose both players and agents to three of the factions in the Secret War and learn that the relations between the Nazi factions are strained to say the least!

Physically, Achtung! Cthulhu 2d20: Operation Kindling is generally well presented, though it has clearly been rushed in places. Both maps and agent illustrations are fine.

Beyond the amusing play upon its name, Achtung! Cthulhu 2d20: Operation Kindling is a serviceable scenario. Its emphasis upon combat cannot lift it above that and its skirmish nature suggests that its finale really wants to be fought out using miniatures and terrain. Yet it does a reasonable job of showing off the rules and some basic elements of the setting, so it does do what it was written to do.

Friday, 20 February 2026

Philippines Peril

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Talisman is a scenario that takes Achtung! Cthulhu 2d20 to a theatre of war that it rarely visits, instead focusing in the main upon the home front and Western Europe. That theatre of war is the Pacific and in particular, the invasion of the Philippines by the Japanese. It is early March, 1942, and with the attack on Pearl Harbour by the Japanese Imperial Navy only three months before having delivered a blow to American pride that still stings, the USA is about to suffer another defeat. That is the loss of the Philippines. Already, General MacArthur has been ordered to evacuate to Australia lest he be captured by Japanese forces, but there is still intelligence to be gained from the enemy—some of it of an outré kind. This is an opportunity for Majestic to learn more about the occult activities of the Japanese. What they know, what they wield in the Secret War, and what alliances they might already have made. Just three months into the war, this is an opportunity for Majestic to prove itself and what it is capable of. Achtung! Cthulhu 2d20: Operation Talisman is a one-shot scenario with five pre-generated Player Characters. It can be played as a one-shot, as the start of campaign in the Pacific developed by the Game Master, or as a potential source of Majestic agents who have been sent on their first important mission and if they survive, could be assigned elsewhere.

The scenario is a three-act affair which opens with the Majestic agents quickly brought together and briefed on their mission to go behind enemy lines and gain actionable intelligence about enemy occult efforts and assets, what their briefing officer describes as ‘Special Assets’, as well as confirmation of disappearances and massacres at the hands of Japanese forces. They are to trek north through the jungle and check on various villages near Mount Naib as they go. The biggest problem that the Player Characters face is that they are up against a deadline—less than five days. They definitely need to hurry up and they are likely to need to make a run for it on the way back.

Initially, the difficulties faced by the Player Characters on their north are natural—slippery underfooting, quicksand, a difficult river crossing, and more, but quickly they will come across more and more signs of Japanese activities, including an initial encounter with the scenario’s primary antagonists, Colonel Takeshita Fuyuto and a strangely silent, long haired and robed woman who appears to strike fear in the surviving villagers. At this point, the characters are not expected to intervene, the Game Master being expected to tell her players that the odds are overwhelmingly against their characters. However, the knowledge they can gather is useful and will help them in the river port of San Domingo where the Colonel Takeshita Fuyuto has established a base and is planning a ceremony of some kind the very night that the Player Characters arrive. Ideally, they should arrive beforehand, have time to reconnoitre the town and hopefully prepare a plan of action.

The summoning is the climax of the scenario and the Player Characters are free to deal with it as they wish. Given that maps are given for the town and the compound where Colonel Takeshita Fuyuto has his headquarters, this final encounter (as well as an earlier encounter at a village), can be run narratively or involve the use of tokens or miniatures—depending upon the inclination of the Game Master and her players. It is a challenging battle as there are still plenty of Japanese soldiers about and the Player Characters are lightly armed (though there is a scene early in the scenario where they have the chance to gain more or better equipment). The aftermath of the climax is a race back through enemy lines to report back to headquarters. Depending upon the outcome of the battle in San Domingo this can extremely unnerving or it can be a relatively safe journey bar a run in with a Japanese patrol or two.

The scenario includes full stats for the chief villains of the piece, Colonel Takeshita Fuyuto and his thoroughly evil ‘great-great-aunt’, Oba-San, as well as Japanese soldiers. The five pre-generated Majestic agents consist of a female dilettante* and traveller of Japanese-Sicilian background, a combat engineer, a military policeman with a background in the occult, an ex-burglar turned soldier, and a Filippino soldier and jungle scout. All five are lightly equipped as there U.S. Army is running short of supplies in the face of the Japanese onslaught.

* Her name is Beverly Andrews. There is no indication as to which set of sisters she is related to.

Physically, Achtung! Cthulhu 2d20: Operation Talisman is generally well presented, though it could have been tidier in places. It does not have any artwork, which is a pity as it would have been nice for the chief villain and his ‘great-great-aunt’ to have been illustrated. The scenario’s four maps are good, but these are battle maps, not area maps. Again, it would have been nice if the area map that the Player Characters are given in game as part of their briefing had also been included as a handout.

Achtung! Cthulhu 2d20: Operation Talisman is a mission-based scenario. Which means it is quite linear in its plotting, but it will tests the Player Characters from start to finish, there is scope for roleplaying, and of course, there is plenty of action. Plus it takes the players to a different theatre of war and focuses more strongly on other factions in the Secret War. Plus its treatment of the Mythos is a little more restrained in comparison to other scenarios involving either Black Sun or Nachtwölfe for Achtung! Cthulhu 2d20, so the tone of the scenario is a bit more creepy rather than out and out pulp horror. Achtung! Cthulhu 2d20: Operation Talisman is a solid scenario that be run as a one-shot, as a change of pace from other Achtung! Cthulhu 2d20 scenarios, or with some effort from the Game Master be the beginning of a behind the lines campaign in the Philippines.

Sunday, 25 January 2026

Victory & Venom

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: The Serpent & The Sands is the eighth release for Achtung! Cthulhu 2d20, and the third campaign following on from Achtung! Cthulhu: Shadows of Atlantis and Achtung! Cthulhu 2d20: Forest of Fear. There are two notable factors about the campaign and the supplement. First is that it is the second of the ‘Early War’ campaigns, beginning in May, 1941 at the same time as the Siege of Tobruk. What this means is that it can be run after the events of Achtung! Cthulhu: Shadows of Atlantis with relatively low experienced Player Characters, despite it actually being released after Achtung! Cthulhu 2d20: Forest of Fear, which is set in late 1944. The second is that it is not just a campaign, but also a sourcebook for Achtung! Cthulhu, providing a guide to the allies and enemies participating in the Secret War across North Africa, their aims, equipment, NPCs, threats, and more, along with numerous Player Character options and a host of Adventure seeds that the Game Master can all use to develop her own scenarios and missions, as well as run the other scenarios that Modiphius Entertainment has published that are set in this theatre of war. This means that Achtung! Cthulhu 2d20: The Serpent & The Sands is effectively two books in one. The book actually has two tables of content—one for the sourcebook half and one for the campaign—and even the edges of the pages are coloured differently to distinguish the two!

Achtung! Cthulhu 2d20: The Serpent & The Sands begins with an overview of Egypt and Libya and its major settlements and locations, including those associated with the Mythos. The most notable of these is Irem, the City of Pillars, here shifted from its Arabian desert location as given in H.P. Lovecraft’s The Nameless City which describes it as having been built by a sapient reptile species. Given the latter, this makes sense, since the major Mythos threat in North Africa in Achtung! Cthulhu is not the Deep Ones or the Mi-Go or the Nazi outré agencies, Nachtwölfe and Black Sun, but the Ophidians or Serpent People. The activities of all of these factions in Achtung! Cthulhu in North Africa are also described as well as those of Section M and Majestic. The main aim of Section M is to thwart the efforts of Black Sun to scour the region for as many artefacts and tomes as it can lay its hands on and prevent Nachtwölfe from finding further deposits of Blauer Kristall that fuel its advanced weaponry. The American Majestic is not as busy in the region, at least not until after the success of Operation Torch in 1942 and whilst it shares some of the same aims as Section M, is not as subtle about it, causing some friction. This does play a little into the stereotyping of Americans in the period, but that does not feel out of place in the Pulp fiction of Achtung! Cthulhu. Alongside the details of Nachtwölfe operations is a description of Adlerhorst, its own ‘Eagle’s Nest’, located in a huge cave complex hidden deep in the Tunisian desert.

The Deep Ones are a major faction in Achtung! Cthulhu, but given the environment, not in Achtung! Cthulhu 2d20: The Serpent & The Sands. They are relegated to minor faction, and joined by the bloodthirsty Children of Typhon dedicated to Yig and thus rivals to the Serpent’s Tooth; a handful of Free French occultists of the Géo Gras, who loathe Black Sun in particular for looting its lore; the Mi-Go, who may occasionally ally with Nachtwölfe, but have their own alien agenda; and the Eye of Ur, an Italian association of occultists dedicated to transcending the limits of the human form, whose origins dates back to Ancient Rome and whose leaders prefer to play the long game, are obsessed with the Great Library of Alexandria, and have longstanding links to the Black Pharoah, Nyarlathotep himself. They tend to have a Roman-theme, but modernised. They do not play a role in the campaign, but do appear in some of the adventure seeds, plus, of course, their presence makes sense since Italy has colonial possessions in North Africa and is one of the Axis powers. The Eye of Ur would likely play a role in any scenario or campaign involving Italian forces or figure later in the war once the Allies have invaded Italy. Player Characters may find allies in the form of a handful of Free French occultists of the Géo Gras and the more familiar Order of the Alnim, whose members loathe the Ophidians.

For the Game Master, there are stats for numerous Allied, Axis, and occult heroes and villains. Australian infantry, New Zealand Desert Patrol Soldier, an Alnim warrior, and German Afrika Korps troops and Italian forces. The BLACK SUN Krokodilmeister has an Augmented Assault Crocodile bound to him (instead of the traditional hound) and wears a face mask with an extended and toothed maw and a trench coat of cured crocodile skin, whilst the Nachtwölfe ‘Skorpian’ Class Sniper wears a ‘Skorpian’-class environment suit to survive long periods in the desert on deep observation missions whilst armed with an MK89 ‘Auslöscher’ Sniper Rifle. It feels like something out of Dune rather than Achtung! Cthulhu. There are stats too, for members of the Eye of Ur and Serpent’s Tooth cultists.

Of course, particular attention is paid to the Ophidians, the serpentine humanoid species that once dominated the planet millions of years ago in the Pliocene Era and have long been in hibernation, whilst those who are awake consider Humanity to be nothing more than mammalian vermin. This is because the Ophidians are a major Mythos faction in the region and the primary threat in the campaign. Achtung! Cthulhu 2d20: The Serpent & The Sands details their history, their long term and their current aims, and the effects of their toxins as well as what is known or conjectured about them. The latter is done via the notes, letters, and histories of the late Professor George Linden, found poisoned in his office following a fire that destroyed much of his research. It adds a human touch to the reptilian slant that follows in the descriptions of the various Ophidian villains and NPCs. Along with their bestiary—including several snake types, equipment, spells, and rituals, this aspect of the supplement significantly expands the threat of the Ophidians given in the Achtung! Cthulhu 2d20: Gamemaster’s Guide, providing the Game Master with options in how they can be used both in North Africa and elsewhere in the world where they might be found. The options are expanded because the Ophidians are divided between two different factions, the Atavistic and the Evolved, the former believing that their species should not change, whilst the latter believe that they should adapt to the changing nature of their world. A table of ‘Evolved Powers’ allows the Game Master to customise her Evolved Ophidian threats. Amongst the creatures listed which the Ophidians use is the Gryphon, and pleasingly, the supplement allows for the possibility that a Player Character might actually want one as a mount of his own!

Amongst the descriptions of the various items of equipment and vehicles for all of the factions, there are rules for mines and how to detect them. There are notable arms and armour such as the Dämon Luger, which feels very much like organic gun from the film, Existenz, but looks like a Luger and shoots plasma rather than teeth, and the Aegida Tactical Shield, an energy shield which looks like a scutum when activated, so used as protection device by the Eye of Ur. Lastly, Achtung! Cthulhu 2d20: The Serpent & The Sands adds Robowaffe, one of them a remote-controlled walking tank (so not quite a mecha) and the other, essentially a drone.

In terms of Player Character options, the supplement provides six new archetypes—the Adventurer, Diplomat, Gambler, Guide, Smuggler, and Spy. New Backgrounds include Alnim Mystic and Warrior, Archaeologist, Desert Rat, French Foreign Legionary, Free French Fighter, Greek Sacred Band member, LRDG Officer and Soldier, and Popski’s Private Army Privateer, plus Characteristics such as ‘Blood of Yig’, ‘Called to Mystery’, and ‘Rugged’, and Talents like ‘Evil Eye’, ‘Well-Informed’, ‘Eidetic Memory’, ‘Spray and Pray’, ‘Battlefield Sawbones’, and ‘Hunker Down’. These are a mix of those suited to North Africa, but many can be combined with the options from the Achtung! Cthulhu 2d20: Player’s Guide and other sourcebooks. They also enable players to create the classic archetypes of the pulp genre, but also be more inventive.

Being a book of two distinct halves means that Achtung! Cthulhu 2d20: The Serpent & The Sands warrants three conclusions. One for each half and then the book as a whole. There can be no doubt that the supplement half of Achtung! Cthulhu 2d20: The Serpent & The Sands provides a lot for the Game Master to use in her own scenarios and campaign. There are plenty of adventure ideas too and a good overview of the setting. However, the map of the region is underwhelming and does not mark all of the locations described. Whilst there are rules for mines and minesweeping, there are no rules for desert travel or survival—at least not in the supplement half of the book. They are instead saved for a whole chapter of ‘The Serpent & The Sands’ campaign. There is no denying that they are the focus of that chapter, but arguably they should have been in the supplement half with the rest of the rules. And perhaps if Achtung! Cthulhu 2d20: The Serpent & The Sands had actually been divided into two books, they would have been. If that was the case, the fifth chapter of the campaign would have been different, or at least had a different focus, whilst without the campaign half, the supplement could have included a scenario or two that explored the activities of other factions—the Eye of Ur in particular, in a bit more detail as well as one for the Ophidians that could have been added to the campaign.

The campaign in Achtung! Cthulhu 2d20: The Serpent & The Sands consists of ten-parts and will take the Player Characters west from Cairo and Alexandria to Tobruk and back, as well deep into the deserts and beyond. It is fast-paced, some of the chapters being playable in a single session, and it does have a focused narrative, the Player Characters being directed and driven to attempt and complete a series of missions. So, there is not a wide variety of options in terms of what the Player Characters can do and where they can go in the grand scheme of things. This is the nature of what is effectively a military horror campaign. The Player Characters are under orders. The military nature of the setting means that mass combat occurs several times throughout the campaign and that in combination with the number of NPCs and combatants is where the relative complexity of the campaign lies.

‘The Serpent & The Sands’ campaign begins in classic pulp fashion. The Player Characters meet an old friend, Aisha Aziz, an experienced agent of the Order of the Alnim, in Alexandria and shortly after they meet in a café, she is assassinated. She has time to tell the Player Characters what she came to tell them before she dies, that they should seek the Oasis of the Veiled Moon and a ziggurat beyond, and to do so, should find the Australian, Bruce Taylor, as the time of the snake is high. Going after the assassins leads to a rooftop chase and the revelation that they are Ophidians and worshippers of Yig. As soon as it learns of this, Section M wants the Player Characters to investigate this and find out what Bruce Taylor knows. He is a soldier with the Australian army and unfortunately is stationed behind enemy lines in the besieged city of Tobruk, several days travel west of Alexandria. The Player Characters can get a lift with the Long Range Desert Group and will have the chance to gain some impromptu desert training, before being dropped off and having to get across enemy lines themselves. It turns out that Bruce Taylor is in the guardhouse and facing a firing squad for deserting. He willingly joins up with the Player Characters and his commanding officer is happy to get rid of him. Taylor is a chancer though, so not to be trusted, but the Player Characters have no choice in escorting him back to Cairo, because they need his knowledge.

Taylor will help the Player Characters and he will get them into the Oasis of the Veiled Moon and beyond, but ‘The Serpent & The Sands’ is a Pulp horror campaign and so he will betray the Player Characters. The Game Master should play up his smiling, scoundrelly nature and much like the death of Aisha Aziz, the players should expect it and to some extent accept it as part of the genre. It will follow the discovery of a site of bloody carnage in the ziggurat where the true nature of the foe that threatens the North African theatre comes to light, the release of an Ophidian called Alom Shallar from her tomb. It is at this point that Taylor exits ‘The Serpent & The Sands’, which is a pity because he is one of the few well developed NPCs in the campaign and his absence means that there is no narrative arc for him in the campaign.

Up until this point, the campaign is straightforward and direct. It takes a break in the middle for a long trek through the desert using the supplement’s travel and survival rules, before returning to that style afterwards. Instead of using pre-determined encounters as in previous and subsequent chapters, the Game Master is creating random encounters for the Player Characters to run into. There is nothing wrong with bringing desert travel and survival rules into play, but the way in which it is done in this campaign is problematic. Focusing upon them to the exclusion of all else does not push the plot forward and focusing upon them in one chapter begs several questions. Why were they not used in pervious—and subsequent—chapters involving desert travel? Why were they not included in the supplement half of Achtung! Cthulhu 2d20: The Serpent & The Sands rather than the campaign half? Ultimately, the inclusion of the rules to the exclusion of all else does not make a lot of narrative sense here, as the Game Master could simply cut them and the campaign would not be affected.

After their trek in the desert, the Player Characters will get to the Caravanserai of a Thousand Fragrant Sighs. Here they can restock and supply, but also discover signs of Serpent’s Tooth cult activity and allies from the Order of the Alnim. These are vital as the Player Characters penetrate the labyrinth of the Serpent’s Lair where the Serpent’s Tooth are performing a ritual. The Player Characters have the opportunity to both disrupt the ritual and learn from the past in clues left behind by Alexander the Great as well as the location of the Temple of Stars. From this chapter onwards, the Player Characters are chasing Alom Shallar and her Ophidian retinue, attempting to stop her from finding the means and ways to complete her ultimate aim—summon the ancient Ophidian city of Sethopolis and establish herself as an important power in the middle of North Africa. These chapters are longer and more complex than the ones in the first half of the campaign, particular chapters involving puzzles and stealth, ultimately to a final confrontation in the depths of the Ophidian city. This is a tough, big battle as you would expect, but interestingly, along the way, the Player Characters can collect some allies—and not the ones that they expect. This aspect of the campaign highlights how in the Secret War of Achtung! Cthulhu, not every Mythos faction is willing to co-operate with any other and sometimes rivalries will push them to find other allies, even ones that would otherwise be enemies.

The grand sweep of North Africa allows us to draw from a variety of themes of images, especially for World War 2. Egypt has its teeming cities and its ancient history and mysteries, whilst the desert has its arid sands and scouring sandstorms, its excessive heat and lack of water. It evokes images of sweeping tank battles, hidden fields of mines, holding out against overwhelming forces as in the film Sahara, driving out of the desert in a Long Range Desert Group Patrol Vehicle to strike at Axis airfields like The Rat Patrol, Tobruk, or SAS: Rogue Heroes, and making the long trek across the dunes, hot and thirsty, trying to get back to Allied lines for one ice cold beer as in Ice Cold in Alex. Achtung! Cthulhu 2d20: The Serpent & The Sands combines these with the Pulp action of secret oases, strange pyramids, untrustworthy natives—in this case, cultists, hidden kingdoms, and Nazi-punching action of Raiders of the Lost Ark! Of course, ‘The Serpent & The Sands’ campaign takes the “Snakes. Why did it have to be snakes?” quote from that film and runs with it. Plus, there are one or two nods to the film throughout the campaign, including a rolling ball trap.

‘The Serpent & The Sands’ campaign is a muscular affair, an entertaining mix of pulp action and weird science. It is not a great campaign, but not a bad campaign either, both solidly straightforward and playable. There are missteps, notably the inclusion of a chapter entirely focused upon desert travel and survival when that should have been part of the campaign as a whole. The Pulp nature of the campaign’s plotting also means that the players do need to accept certain story beats such as betrayal and failure to achieve certain objectives in the later part of the campaign and so set up the final confrontation. The point is the campaign is tightly plotted. If the players can accept that, then ‘The Serpent & The Sands’ campaign is short enough that it will not outstay its welcome whilst moving on the overall campaign framework through the early part of the war.

Physically, Achtung! Cthulhu 2d20: The Serpent & The Sands is well presented. The artwork is great and everything is well organised. However, it is not as accessible as it could have been, because although there are two tables of content—one for the supplement and one for the campaign—there is no index. It could have done with more artwork, especially for the NPCs to make them better presentable for the players. The campaign could also have done with more maps of certain locations. That said, their inclusion would have eased the running of the campaign rather than being a necessity.

Achtung! Cthulhu 2d20: The Serpent & The Sands is literally a book of two halves. Arguably, it could and should have been two books, a supplement and a campaign. That would have given the Game Master the choice, to be able to purchase the sourcebook half of the book and use it to create her own content without having to purchase the campaign. Certainly, making it two books would have avoided some of the issues with the narrative of the campaign and made the supplement more obviously useful. However, it is not two books. Nevertheless, it is still a book of two halves and the supplement half of the book is better and more useful than the campaign side. Of course, it is useful to run the campaign, but its contents can be used beyond the campaign. The campaign itself is solid and entertaining, but no more than that. Together, they make Achtung! Cthulhu 2d20: The Serpent & The Sands a good package that has a lot of playable and useful content that expands the Secret War.

Sunday, 15 June 2025

Achtung! Ardennes

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Forest of Fear is the seventh release for Achtung! Cthulhu 2d20, and the second campaign following on from Achtung! Cthulhu: Shadows of Atlantis. It shifts the action forward by three years as previous releases for the roleplaying game are set earlier in the war, even during part of the Phony War, in 1939, 1940, and 1941. It is set in the Ardennes, in the weeks and days leading up to the Battle of the Bulge in late November and early December of 1944. It is also a sequel of sorts, to Achtung! Cthulhu 2d20: Assault on the Führer Train, which the Game Master can run as prologue to the main campaign, although that will be with pre-generated Player Characters, or Agents. The campaign, presented in eleven parts, requires experienced Agents with a good range of skills, including ideally, an Occultist with the ability to cast magic. At several points in the campaign, there are scenes of mass combat, so the Game Master may want to check the rules for handling such incidents in the Achtung! Cthulhu 2d20: Gamemaster’s Guide. The campaign also differs from more traditional campaigns of Lovecraftian investigative horror in four ways. First, it is heavily directed. Being a military-style campaign, the Agents will find themselves being either ordered to investigate and act by their superiors or being asked for help by the forces of local Resistance, rather than directing or leading the investigation themselves. Second, the campaign environs are limited to under the canopy and under the ground of the forests of Ardennes. This gives it much more of a localised feel than the traditional globetrotting campaign, which is what Achtung! Cthulhu: Shadows of Atlantis is. Third, the campaign develops into two parallel plot strands, one of which explores the relatively recent—in Mythos terms—history of the Ardennes as the German factions in the Secret War—Nachtwölfe and Black Sun, dig and in some cases, quite literally, bulldoze their way into the region’s prehistoric past. Four, the Agents will find themselves making alliances with some very strange bedfellows…

The set-up for the campaign echoes that of the Ardennes Offensive launched by Nazi Germany at the end of 1944 to stop further Allied advances and attempt to bring them to the table to negotiate. The desperation of Germany extends to its two factions in the Secret War—Nachtwölfe and Black Sun, and despite having been rivals for years, the need to defeat the Allies has driven them to do the unthinkable, that is, to co-operate. Their plan is known as Operation Brute Stärke, or Brute Strength, a secret coda to Hitler’s Operation Watch on the Rhine. The Agents are operatives for the British Section M sent to a field base ten miles behind Allied lines. There, Major Archibald Strang, codenamed Hunter, will brief them about the disappearance of Resistance leader Marta Archambaud—as detailed in Achtung! Cthulhu 2d20: Assault on the Führer Train, about the sightings and co-operation of Nachtwölfe and Black Sun, and the lack of intelligence about the region coming from Majestic, the American equivalent to Section M. Could the Americans be up to something? Major Strang would appreciate anything that the Agents can learn, but their primary orders are to investigate Nazi activities behind enemy lines in conjunction with the Resistance.

Achtung! Cthulhu 2d20: Forest of Fear starts with a good introduction to and explanation of the campaign and its background, along with some decent staging advice. The campaign proper begins with the Agents being sent behind enemy lines to ascertain enemy activity in the region. After making contact with the Resistance, they will be led to a remote farmhouse that serves as their base of operations for the campaign. In comparison to the missions to come, it is an intentionally quiet opener, but the Game Master is given several adventures to enliven the Agents’ stay at the farmhouse or visits to the nearby village. These can be used throughout the campaign, although the timeframe does tighten up near the end. The majority of the missions call upon the Agents to investigate archaeological sites, castles, ritual sites, and so on, often hiding entrances to cave networks that lead deep underground to the discovery of the Elder Thing undercity of Karvarteeli, which the Nazis have been surveying and plundering. The Agents will often find the Nazi efforts in disarray, the enemy either under attack by or having been attacked by eldritch forces. The often-brute force method of the Nazis have unleashed the dread servants of the Elder Things—the Shoggoth! Later in the campaign, it will become apparent that the Shoggoth—or at least the means to manufacture them—are what the Nazis are after, as well as the fact that not all of the Shoggoth are loyal to their former masters. There is even the possibility that the Agents might be able to communicate with the rebels, with one of the more horrifying moments in the campaign being faced by a Shoggoth holding a German soldier up like a puppet and having penetrated its brain, using him as a communications device!

In addition to investigating Nazi activities, the Agents are asked by their Resistance contact, Gaston Moreau, a Druid and secret follower of the goddess Arduinna, to help him in the ongoing fight between the Ardui, Ardenne Forest’s native Celtic deities, and the Crimson Brothers, a cult of evil monks, led by the Cowled Sorcerer, who want to free the Sleeping Horror, Chartotharkis, a godling imprisoned within the catacombs of a nearby ruined abbey. This is the second strand to the campaign, with the missions alternating between the two over its eleven missions, including the Agents actually meeting the Goddess Arduinna and the Ardui in person in their Sacred Grove (though this does involve a fair amount of exposition). The primary aim of the Ardui followers is to prevent the Crimson Brothers from succeeding and securing possession of three artefacts sacred to the Ardui—The Cauldron Which Never Empties, Flesh Drinker Sword, and Trident of the Dark Lake. One problem here is that the Agents cannot succeed in this. The Crimson Brothers do get hold of all three despite the Agents’ efforts and only in the final confrontation do they have a chance to reclaim all three.

The addition of the Ardui is not out of place in Achtung! Cthulhu 2d20: Forest of Fear as Achtung! Cthulhu has always had a folkloric and pagan element whose traditions have run parallel to that of the Mythos and which an Agent Occultist has been able to draw upon to be able to cast spells of his own. Often based upon Celtic and Viking traditions, as well as Hermetic traditions, the presence of the Ardui in the campaign brings this aspect of the roleplaying game to the fore and enables the Agent Occultist to interact more directly with those he owes fealty to—especially if he follows Celtic traditions.

The final confrontation with the Crimson Brothers also suggests an interesting interaction with the Nazis as an option. This is to form a temporary alliance with them in order to defeat the Crimson Brothers. It is suggested that this will add extra spice and roleplaying opportunities, the latter in a campaign where roleplaying and interaction with NPCs and the enemy is underplayed in favour of exploration, stealth, and combat. Of course, that is the nature of a more action-focused and combat driven roleplaying game like Achtung! Cthulhu. Nevertheless, it also highlights the underwritten nature of the campaign’s enemy NPCs in terms of roleplaying and their portrayal. Ultimately, if the Agents can help defeat the Crimson Brothers and prevent the summoning of Chartotharkis, they will gain the aid of Ardui in the final confrontation with the Nazis.

Penultimately, the Agents do have a chance to rescue Resistance leader Marta Archambaud, who was captured as detailed in Achtung! Cthulhu 2d20: Assault on the Führer Train. This is a big battle, potentially one of the most confusing ones to stage in the whole campaign as it involves a lot of forces. However, much of the battle takes place just slightly offstage to the Agents, so the Game Master could simply narrate it or she cut back and forth between the action. This would work well if the players were given control of the different forces on the Allied side. This also involves the Americans and forces from Majestic, the only time they appear in the campaign and even then, the mystery of what the Americans and Majestic are up to in the region, alluded to as a potential issue at the start of the campaign is never really explored—here or in the rest of the campaign. The campaign itself will come to a climax in a Nazi base atop a mountain, complete with cable car, so it ends more in the style of Where Eagles Dare than the style of the Indiana Jones and the Last Crusade that pervades the rest of the campaign.

Each mission follows the same format. Each starts with an introduction and a brief summary, before breaking the mission down scene by scene. There are typically details of encounters along the way, scene Threat spends for the Game Master, lists of adversaries, details of Truths that can come into play, and perhaps most importantly, the ‘Key Intelligence’, which summarises the important information that the Agents will learn as result of their completing the mission. Throughout there are also ‘GM Tip’ sections which give further information and advice. Some of these can quite extensive.

Rounding out Achtung! Cthulhu 2d20: Forest of Fear is set of six appendices. These in turn list all of the spells and spellbooks; treasures, artefacts, and tomes; arcane and esoteric technology; both allies and adversaries of the Ardennes; and handouts. The ‘Treasures, Artefacts, and Tomes’ in particular provides the details of artefacts sacred to the Ardui—The Cauldron Which Never Empties, Flesh Drinker Sword, and Trident of the Dark Lake, whilst the ‘Arcane & Esoteric Technology’ includes numerous Elder Thing devices which the Agents can recover, such as the Sensory Augmenter, Stasis Field Projector, and Ultrasonic Wardstone. For the Nazis, there are detailed write-ups of the Grendel Earth Mover, which Nachtwölfe used to bulldoze into the ruins and cavern systems of the Ardennes, and the Panzer VII Sabre Tooth Tiger, with which Nachtwölfe and Black Sun aim to stop the Allied advance on Germany. The handouts consist primarily of maps of locations where the action of the campaign takes place. All together the six appendices take up a fifth of the book.

Physically, Achtung! Cthulhu 2d20: Forest of Fear is cleanly and tidily laid out. The illustrations and the maps are excellent. However, there are two omissions in terms of the campaign’s items and NPCs. None of the new items and certainly none of the NPCs, whether an ally or an adversary, is actually illustrated. This is a less of a problem for the various items, but for the NPC, it is more of a problem, especially for the campaign’s main villains. It does not help that their physical descriptions are limited, leaving a lot for the Game Master to do in trying to impart to her players what their Agents’ foes look like.

Achtung! Cthulhu 2d20: Forest of Fear is a big bruising campaign, played out on an ever-bigger scale even though it is geographically limited to the Ardennes forest. The authors admit the campaign is linear and that is certainly true. This is very much a campaign where the players and their Agents are not going to direct the action, rather the reverse, being directed on missions and then fighting out the action. Once at a location, the Agents will have more agency, but on a strategic level, none at all. This has the possibility of frustrating players and it is not helped by the occasional heavy doses of exposition and travelogues before their Agents can get to the action. In effect, Achtung! Cthulhu 2d20: Forest of Fear is more a series of connected big scenes and confrontations in which the Agents get to battle it out with ever bigger threats. If the players are happy uncovering ever nastier secrets and punching out ever nastier Nazi threats, then there can be no doubt that Achtung! Cthulhu 2d20: Forest of Fear delivers that and delivers that very well, but any Game Master or player wanting more will be disappointed.

Saturday, 11 January 2025

An Achtung! Cthulhu Anthology I

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It  pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines brings together the first five scenarios published for Achtung! Cthulhu. They will take the Agents from the White Cliffs of Dover and the coast of east Scotland to the coast of the Netherlands and into the mountains of Romania, as well as to a baseball game in the USA. In addition, there is an extra mission, new to Achtung! Cthulhu, that will involve the Agents conducting a mission that parallels Operation Chariot, the raid on St. Nazaire. All six missions can be run as one-shots, but most of them can be run in chronological order and woven into a Game Master’s ongoing campaign that will take the Agents from the Phony War of 1939 through to the height of Nazi and Axis power occupation around the world. With care, this includes being worked into and around a campaign such as Achtung! Cthulhu: Shadows of Atlantis. Two of the scenarios are not designed for this, the one set on the home front in the USA and the new addition, both being set after the events of the campaign and one of them being designed as a one-shot, suitable for convention use. Both though, offer changes of pace and tone, enabling players to experience the Secret War in other places and with other types of character.

The six missions follow the same format. Each begins with a Synopsis for the Game Master, a Mission Briefing & Goals for the Agents, and some Historical Background to provide context. This is followed by the actual scenario itself, divided into its various acts, and ending for the Agents with a Debriefing. For the Game Master there the stats for the NPCs—both enemies and allies—and monsters that the Agents will encounter over the course of the mission.

The anthology opens with the short, sharp Under the Gun. This is set both atop and in the White Cliffs of Dover, where the army, preparing fortifications against a much-feared German invasion, discover strange stone pillar which seems to make everyone feel at least queasy, if not leave them suffering nightmares… Of course, the pillar is not just of interest to Black Sun, but also the local villagers, who possess a certain goggle-eyed appearance. Effectively, this is a mini-encounter with parallels with The Shadow Over Innsmouth—or at least the 1928 raid on the town—and it is combat focused, more so than other scenarios for Achtung! Cthulhu. Its short length also makes it easy to add to a campaign or to serve as a combat-focused interlude.

The second scenario is Operation Vanguard, which could thematically carry on from ‘Under the Gun’ as the links to Deep Ones are more obvious. The action, more detailed and involving stealth and investigation, as well as combat, switches to the Dutch coast and the Dutch fishing town of Nermegen. Section M has learned of a strange installation being constructed at both St. Olaf’s lighthouse and on the nearby Skellen Island and of the presence in the town of Nachtwölfe. This is a commando-style mission, right down to having to paddle ashore in folboats—or folding canoes, as used in Operation Frankton and made famous by the film, The Cockleshell Heroes. Whether making contact with the local Resistance or investigating Nachtwölfe activities, the emphasis is on stealth and that also goes for getting into both the lighthouse and the Nazi installation on the island. In the latter, the Agents will discover what Nachtwölfe has been up to, which has been experimenting on captured Deep Ones! The scenario will end in a big, bruising battle as the escaped Deep Ones take their revenge on their Nachtwölfe scientist and soldier captors. Throughout, the Deep Ones are kept implacable and mysterious, so although the players will know what they are facing, their Agents will not. One option here is have the players handle the Deep Ones as well as their Agents in combat so that the Game Master is not rolling too many dice, especially when it comes to the monsters of the Mythos versus the Nazis.

Operation Falling Crystal takes place on the east coast of Scotland where an archaeological dig discovered a strange blue crystal in nearby caverns. The archaeologists have no idea what it is, but Section M does! It is Blauer Kristall—or Blue Crystal—much coveted by Nachtwölfe, which uses it to fuel its increasingly weird weapons of war. Section M would very much like to get its hands on some of the strange mineral so that it can study it and perhaps develop a means to counter the strange technology being fielded by Nachtwölfe. With its set-up of something strange being discovered under the ground and it attracting the attention of the Nazis and as well as Section M, this scenario is very similar to the earlier ‘Under the Gun’. However, it does go beyond this, if only a little. There is both scope for investigation beyond the archaeological dig itself and for interaction with the Mythos beyond running away or blasting it to bits. This lifts what is otherwise adequate scenario that the Game Master would not want to run too soon after ‘Under the Gun’.

The Romanian Imperative leans into the Pulp sensibilities of Achtung! Cthulhu by sending the Agents into the unstable situation of the Balkans chasing after a Zeppelin! Jokingly referred to as a “wee holiday” by Section M, the Agents are to reconnoitre the area to determine why Nachtwölfe has sent a Zeppelin to a mining village in the Mures Mountains in Romania, discover what it is doing there, and take action. This entails a flight to Belgrade, in Yugoslavia, via Athens in Greece and from there a lengthy drive across the border into Romania and to the mountains, guided by a friendly smuggler. Dealing with checkpoints—Romanian and German—will be the least of the Agents’ problems, but once they reach the village, they will be able to learn a little about what has happened recently and also in the past. This, when combined with the opportunity to observe the work camp below the nearby castle over in the next valley, gives the players and their Agents all the information they need to make their next move. Ideally, this should start with contacting the locals who have been hired to rework the mine, but can also involve investigating the ruins of the castle, the work camp, and ultimately, getting aboard the Zeppelin itself, stationed, unmoored, and unnaturally immobile above the camp. The Zeppelin, enhanced by Nachtwölfe technology, is fully detailed and comes with a set of deck plans. The scenario should end with a fight aboard the Zeppelin—although a very careful one since nobody wants to set it alight—and with the chance that the Agents capture it and fly it back to Britain. They will be handsomely rewarded for their efforts if they do. This is a fun and exciting adventure that fully plays into the Pulp action of Achtung! Cthulhu.

‘Operation Eastbourne’ is the first of the two scenarios in the anthology intended as a change of pace and the only new scenario. Thematically, it can be run as a sequel to both ‘Under the Gun’ and ‘Operation Vanguard’, but need not be. It is effectively two missions in one. The Agents make up ‘Team Beta’ accompanying ‘Team Alpha’, a unit of commandos who will assault a gun battery as part of Operation Chariot, the raid on the French port of St. Nazaire intended to put its dry dock out of action and so prevent German navy ships like the Bismarck or Tirpitz being repaired there. This means that it is set later than the other missions in the book, so the Game Moderator may want to save it for later in her campaign. However, assaulting the gun battery is not the Agents’ objective. Instead, they will investigate a Black Sun archaeological dig and determine what the Nazis are up to. The players will play through both missions as part of the scenarios, the idea being that not only do they roleplay their Agents, but also the commandos (stats for the latter are provided to enable them to do so). The Agents can stick together or they can mix and match, so the players will be roleplaying mixed group of Agents and commandos for each mission. What this means is that either team could come to the help of the other if it gets into difficulty and since, unnaturally, both missions will involve encounters with the Mythos, roleplaying the commandos will remind the players that not everyone has encountered the Mythos before and will not necessarily be quite so blasé about it.

Although divided into the three traditional acts of an Achtung! Cthulhu scenario, ‘Operation Eastbourne’ need not necessarily be run in linear fashion, but could instead be run with the action in parallel, switching back and forth between the different missions at dramatically appropriate moments. In whatever way it is run, ‘Team Beta’ should meet up with ‘Team Alpha’—or even come to the rescue of—in the third and final act when the Black Sun operatives bring their plans to fruition on the rocky beaches of the Atlantic coast. This sets the stage for a big fight as the Nazis attempt a summoning, the Allies attempt to stop them, and all hell breaks loose! It is another grand finale which plays out more like a miniatures game and which calls for big heroic action. A very classic Achtung! Cthulhu scenario.

The last scenario in Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is Seventh-Inning Slaughter! This switches the action to the USA and a game in the All-American Girls Baseball League which is being attended by President Franklin D. Roosevelt. Unfortunately, so is Jörg Becker, a Nazi sorcerer, determined to prove both himself a capable agent to his Black Sun masters and thus get promoted, and that no-one is safe from the reach of Nazi Germany, not even thousands of miles away on American home soil. This is the second of the two scenarios in the anthology intended to as a change of pace and is probably the best one suited as a one-shot. To that end, it comes with four pre-generated Player Characters, divided between two baseball players, a war correspondent, and a would-be technical genius, and a plot that is played out innings by innings, with weirder and weirder things happening from one innings to the next. Food spoils and writhes with worms, a foul ball hits a member of the crowd, a lightning storm gathers, a dog goes crazy, there is spontaneous vomiting, the same man keep disappearing and reappearing, and so on. Although there is not much that the Player Characters can do to thwart Becker’s efforts until it is almost too late, they will be kept busy dealing with all of the other weird issues as they pop up until then. Effectively, this is a firefighting mission against the Mythos until the Player Characters can root out, and are prepared, to face the cause. This is a different style of scenario to the others in the anthology, offering a change of pace and location that works as a one-shot, a convention scenario, or respite from the main campaign.

Physically, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is cleanly and tidily laid out. The illustrations and the maps are excellent, although it does need an edit in places.

Initially, the title of Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines reads like a misnomer. After all, not all of the scenarios take place behind enemy lines—at least not as far as the Allies and Section M are concerned. Once you get Black Sun and Nachtwölfe involved, then three of the scenario do take place behind enemy lines on British and American soil! If there is anything missing from the anthology it is advice on when to run the scenarios in relation with Achtung! Cthulhu: Shadows of Atlantis, as most of its scenarios would work well with the campaign. Otherwise, Achtung! Cthulhu Mission Dossier Volume One: Behind Enemy Lines is a solid collection of scenarios that offers plenty of punching, bullet flying, Pulp-action against the Nazis.