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

Saturday, 2 August 2025

1985: Fragments of Fear

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Fragments of Fear: The Second Cthulhu Companion was published in 1985. It was the second supplement for
Call of Cthulhu, a roleplaying game which in its forty-year history has had relatively few supplements compared to the number of campaigns and scenario anthologies. Following on from its forebear, Cthulhu Companion – Ghastly adventures & Erudite Lore, which was published in 1983, it brings together a collection of essays and scenarios, some of which are drawn from the pages of Different Worlds, providing the Keeper with source material and extra scenarios, all set within the classic period of the Jazz Age. In comparison to the Cthulhu Companion, this second volume is noticeably slimmer, being forty-eight pages in length whereas the Cthulhu Companion is sixty-four pages.

Behind its gripping cover, Fragments of Fear opens with what almost feels like an editorial from Sandy Petersen. It is interesting to note that the planned revision referred to here for Investigator creation for Call of Cthulhu, Second Edition had not been adopted since it was time consuming and spread an Investigator’s skill points too thinly. He added some errata from the Cthulhu Companion, but in particular, noted that as of time of writing (June, 1985), Call of Cthulhu was continuing to grow and prosper. By this time, Chaosium, Inc. had published nine books for the line and various licensees had published another six. That included two solo adventures, Alone Against the Wendigo (since republished as Alone Against the Frost) and Alone Against the Dark, and three campaigns, Shadows of Yog-Sothoth, Masks of Nyarlathotep, and The Fungi from Yuggoth. Apart from the Cthulhu Companion, the rest were scenario anthologies, as were those from the licensees.

In terms of content, the bulk of Fragments of Fear is written by Sandy Petersen. The actual gaming content begins with ‘Call of Cthulhu Questions Answered’, the equivalent of an F.A.Q. by Sandy Petersen. This does what it says, answering and explaining three different aspects of the rules that require further clarification. They consist of “Why does it take so long to read a Cthulhu Mythos book?”, “How Do I Learn a Language in Call of Cthulhu?”, and “Why Can’t My Investigator Get ‘Used-To’ Seeing Common Types of Monsters?”. These look very familiar, having been asked and answered multiple times over the forty-year history of Call of Cthulhu, most notably in the highly regarded The Keeper’s Companion Vol. 1. Familiarity though, does not negate the usefulness of the questions or the answers, but rather highlighting their relative complexity compared to the rest of the rules.

‘Mythos Comparative SIZes’ provides the weight equivalency in pounds and tones from SIZ 1 to SIZ 330, so if the Keeper wants to know how much Great Cthulhu weighs, it is roughly 950 tons! It complements another feature in Fragments of Fear and that is the ‘Size Comparisons’ foldout that appears in the centre of the book. Four pages long (plus a half page nearby), this shows how various entities of the Cthulhu Mythos, from Mighty Cthulhu, a Star-Spawn of Cthulhu, and Ithaqua to a Star Vampire, Gug, and in the background, a Large Dhole, compare in size to the average Human. The artwork is all done as silhouettes as per the cutout standees provided in the Call of Cthulhu core boxed set. The result though is both useful and silly, many of them of such behemothic size that actual SIZ does not matter.

Flavour and verisimilitude comes in the form of Sandy Petersen’s ‘Ritual Curses’. Whether an ‘Excommunication Ritual by Pope Clement VI’ or an ‘Ancient Egyptian Curse to Inflict Catalepsy or Death’, these are delightful inspiration for the Keeper and thoroughly deserve to be inflicted upon the Investigators in one form or another. It continues with ‘On the Ubiquity of Cthulhu’ by William Hamblin, which is itself a continuation of his translation [sic] of the Bulgarian scholar, Phileus P. Sadowsky’s ‘Further Notes on the Necronomicon’ from the Cthulhu Companion. It examines the linguistic appearance of Cthulhu in a variety of languages, including Hebrew, Arabic, and Sanskrit. Though short it lends itself to a linguistic underpinning of a global campaign against various cults dedicated to Cthulhu, especially in conjunction with the first article. Obviously, such a campaign would need a fair degree of effort, but together there two articles have potential.

Elsewhere, there is a map of Innsmouth, but perhaps the most useful inclusion in Fragments of Fear is ‘A Cthulhu Grimoire’, in which Sandy Petersen collates all of the spells from the nine supplements, campaigns, and anthologies so far then published by Chaosium. Some of these are very specific, such as Call the Beast from The Fungi from Yuggoth and Curse of the Stone from The Asylum & Other Tales, but there are many spells here that are regarded as classics of the roleplaying game, such as Cloud Memory, Consume Likeness, Flesh Ward, and Wither Limb. He also adds stats for numerous creatures and Mythos entities. First with ‘Lions and Tigers and Bears, etc.’, which adds a mix of big, dangerous, but mundane animals’, whilst ‘New Mythos Deities, Races, and Monsters’ gives stats and descriptions of entities including Bast, Doaloth, Glaaki and its servants, Insects from Shaggai, and Beings From Xiclotl, these entries making their first appearance here for Call of Cthulhu.

There are two scenarios in Fragments of Fear, one short, one long. The first, the uncredited ‘The Underground Menace’, originally appeared in Different Worlds Issue 19, runs to four pages and is set in northern Michigan, on the shores of Lake Superior. The area around the town of Winnemuck, has been beset by earthquakes, despite not being seismically active and the Investigators are hired to investigate. However, there is little investigation to really do, as even the townsfolk will reluctantly point out the likely cause, Bill Whittaker, who was run out of town a while back. With no other leads, the Investigators trek out into the deep woods and there confront him, making the awful discovery that he has transformed into a Ghoul and is about to summon something awful out of the woods in an effort to spread the influence of Cthulhu. Unfortunately, the only solution offered is a fight and that is against a very nasty opponent and the thing that he summoned. If the Investigators do not come armed for bear, they are going to find this a daunting encounter to survive. Perhaps the best part of this scenario is dealing with the scared townsfolk of Winnemuck, but overall, this is an underwhelming scenario that presents a tough challenge that the players and their Investigators are unlikely to be prepared for, and if they do survive, rewards the Investigators with some surprisingly high Sanity bonuses.

The second scenario is ‘Valley of the Four Shrines’. Written by Bob Heggie, at seventeen pages, it takes up the last third of the supplement. It is a rare scenario set in Africa outside of Egypt, taking place in the Belgian Congo. It begins with the discovery of a map and a few pages of a journal that falls out of a copy of Unausprechlichen Kulten in the Investigators’ possession. Both are written in German and describe a journey to a location identified as the ‘Valley of the Gods’, entered via the carved maw of a statue of Great Cthulhu. The scenario details the journey to this location via Cape Town in South Africa to the seaport of Banana, and from there up the Congo River to Leopoldville via various methods as travel along the river is blocked by multiple cataracts. Passing through several villages, the Investigators will reach the statue described in the journal and enter its maw. This leads into the valley of the title. The valley is infested with zombies, although they are magically constrained from certain paths and from entering the village at the head of the valley. The villagers fear and worship the zombies, which together with their awareness of the Mythos, means that they could be described as cultists. Yet they are not evil, but are in general, very happy with their lot and surprisingly benign in outlook.

Further exploration of the valley reveals several locations of note. One appears to float above the Lake of the Gods that dominates the valley. This is the very top of a Great Race city, one that collapsed millions of year before and now lies below the waters of the lake. Described as a floating temple, the only thing of note it contains is a member of the Great Race who has survived in stasis from since before the city’s destruction at the hands of the Flying Polyps, one of which lurks in the valley walls. It is possible, but very difficult, to communicate with this surviving member of the Great Race, and although the Investigators might gain its help against the Flying Polyp, what form this aid might take is left up to the Keeper’s imagination to determine. The other four are the shrines of the scenario’s title, in turn dedicated to Cthulhu, Cthugha, Hastur (or ‘He Who is Not to Be Named’), and an unknown Great Old One. These four are all identical offering a variety of strange effects and experiences and magical gewgaws that are best left untouched. Although it is very far obvious, destroying these shrines is the only way in the scenario to regain any lost Sanity.

‘Valley of the Four Shrines’ is problematic in many ways and fails to answer any questions that the Keeper and her players might have. The first of which is, “Why?” Apart from being set in the Belgian Congo and offering the opportunity for the Investigators to visit the remnants of a Great Race, why would the Keeper even run this scenario? The Investigators will only have an inkling of what might be found there, so why would they make the dangerous trek into the jungles of deepest Africa? The scenario certainly does not offer any suggestions and barring the possibility of aiding or hampering a coup d’état in a village the Investigators pass through, the scenario is completely devoid of any plot or story. It does not help that the author of the journal, Mannheim Dorffman, is left completely undescribed and that one person mentioned in that journal shares the surname with an NPC that the Investigators can meet, but no connection is made between the two. Thus, leaving the Keeper to wonder if there is something missing from the scenario or if the name is a pure coincidence.

The depiction of the inhabitants of various villages is mostly transactional and those outside the villages hostile, whilst beyond the dangers and details of journey up the Congo river, including an extensive list of encounters, the description of the Belgian Congo is non-existent. It would be a little rich to expect details of the terrible colonial history of the Belgian Congo, but there is nothing. There is no background, no history, no context, and it all feels like an overly ambitious, but poorly shot Saturday morning serial filmed on a backlot. ‘Valley of the Four Shrines’ is a terrible travelogue and an unremittingly uninteresting scenario.

Physically, Fragments of Fear is very well presented. The artwork is uniformly good, whilst the cartography is serviceable enough. In general, the supplement is well written and presented and an easy read.
—oOo—

Fragments of Fear was reviewed three times following its release in 1985. The first was by Phil Frances in Open Box in White Dwarf Issue 75 (March, 1986). From the start, he was not positive, opening with, “Chaosium’s companion packs should be pretty familiar by now, and the company’s intention to publish bits of lore to fit in elsewhere is essentially an admirable one. The latest collection of oddities is the Second Cthulhu Companion, also known as Fragments of Fear, which unfortunately falls into most of the pits that its predecessor managed to avoid.” He continued by describing ‘Valley of the Four Shrines’ as “[T]he direst scenario for Call of Cthulhu I have ever seen”, before concluding that, “Overall, Fragments of Fear disappoints me, especially as it follows in the wake of Masks of Nyarlathotep, the best CoC campaign to date. The biggest weakness is the ‘Valley’ scenario; surely Chaosium has better works than this on file? It lowers the whole tone of the supplement and takes up so much space that the other items truly appear to be Fragments.” Nevertheless, he awarded it an overall score of seven out of ten.

The supplement was reviewed in ‘Game Reviews’ by Michael Szymanski in Different Worlds Issue 43 (July/August, 1986). He was more positive, stating that, “The greatest achievement of this companion has to be the Cthulhu Grimoire, which lists and describes all new spells that were created for the previous seven supplements for the game.”, which was, “[A]n excellent timesaving reference for those Keepers who wish to create their own scenarios.” He also described ‘Valley of Fear’ as “[A]n excellent adventure for experienced Investigators, and it will certainly make them work for their rewards.” Before awarding it three stars, Szymanski, finished by saying, “Overall, Fragments Of Fear is an excellent supplement; though some may argue over the inclusion of certain pieces, everything in it can be used in one form or another, either to enhance the game or to provide for smoother play.” and “The book was well thought out and put together in an orderly manner. Fragments Of Fear displays the brand of quality we’ve come to expect from Chaosium, and this supplement is a definite step forward for a very unique game.”

Guy Hail reviewed Fragments of Fear in Space Gamer/Fantasy Gamer Issue 79 (August/September, 1987). Although he complained that ‘A Cthulhu Grimoire’ was not complete, omitting one spell from Masks of Nyarlathotep, he commented that, “Aside from this slip the supplement is better than the supplement for the first edition. The Sadowsky material is extremely fanciful and has thankfully been kept to entertaining length.” and of the other content, he said, “ The other miscellany here is offbeat or potentially useful.” Hail was positive about ‘Valley of the Four Shrines’ suggesting that, “Keeper emphasizing the remoteness of the valley and harmlessness of its human inhabitants will stun the investigating party with the strangeness of the uninhabited city of the Great Race.” He concluded by saying that, “Chaosium has published a lightly flawed and reasonably priced supplement for the many feverish fans of Call of Cthulhu.”

—oOo—
Ultimately, Fragments of Fear is always going to compared to the Cthulhu Companion, and unlike the Cthulhu Companion, little of the contents of Fragments of Fear would be collected into later editions of the Call of Cthulhu rules or subsequent supplements. In fact, only the new Mythos entities from ‘New Mythos Deities, Races, and Monsters’ would appear in subsequent editions of the roleplaying game, and it was not until the publication of the Call of Cthulhu Classic box set that celebrated the fortieth anniversary of Call of Cthulhu that it would be reprinted. What this indicates is both how highly the Cthulhu Companion is regarded, then and now, and how poorly Fragments of Fear is regarded in comparison, then and now. When this was published in 1985, it was highly anticipated like any scenario for Call of Cthulhu, but even in 1985, reading Fragments of Fear was disappointing.

Had it not been republished as part of the Call of Cthulhu Classic box set, the honest truth is that Fragments of Fear might have remained a forgotten supplement. There is no denying the then usefulness of some of the content in the supplement when it was originally published, but really there is there is nothing in its pages that really stands out as being worthy of a Keeper’s attention, either today or in 1985. What does stand out is just how underwhelmingly dissatisfying Fragments of Fear: The Second Cthulhu Companion very much was and is.

—oOo—

An unboxing of Fragments of Fear: The Second Cthulhu Companion can be found here.

Saturday, 15 April 2023

Review 1999: Cthulhu Companion

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Cthulhu Companion – Ghastly adventures & Erudite Lore was published in 1983. It was the first supplement for Call of Cthulhu, a roleplaying game which in its forty-year history has had relatively few supplements compared to the number of campaigns and scenario anthologies. It brings together a collection of essays and scenarios, some of which are drawn from the pages of Different Worlds, providing the Keeper with source material and extra scenarios, all set within the classic period of the Jazz Age. The supplement actually opens with a quick guide to adapting a Keeper’s campaign from the first to the second edition of Call of Cthulhu. The changes here are to what is recognisably the version of Call of Cthulhu which would form the basis of the roleplaying game for the next few decades until the advent of Call of Cthulhu, Seventh Edition.

The opening essay in the supplement is ‘The Cthulhu Mythos in Mesoamerican Religion’ by Richard L. Tierney. This builds on Zealia Bishop’s novella, ‘The Mound’, to draw correlations between the Cthulhu Mythos and the religions of Mesoamerica. Thus, Cthulhu is the Aztec Tlaloc, Yig is Quetzalcoatl, Nyarlathotep is Tezcatlipoca, Shub-Niggurath is Coatlique, and more. It suggests that there are signs of Cthulhu worship at Chichen Itza, explores the role played by the Mythos in the Aztec religious practices, and so on. A more contemporary sourcebook, for example, The Mysteries of Mesoamerica: 1920s Sourcebook and Mythos Adventures for Mexico and Central America from Pagan Publishing might not necessarily equate the deities of Mesoamerica with those of the Cthulhu Mythos quite so readily, instead leaving it up to individual cults and cultists to interpret however the Keeper wants. Nevertheless, as one of the first articles on comparative theology for Call of Cthulhu and on Mesoamerican religion, there is much here for the Keeper to work with if she wants to develop the parallels for her scenarios.
This is followed by William Hamblin’s translation [sic] of the Bulgarian scholar, Phileus P. Sadowsky’s ‘Further Notes on the Necronomicon’. This is a linguistical examination of the Kitab al-Azif or the Necronomicon which works from Arabic through Greek, Latin, and Egyptian to explain the meanings derivations of the names of various Mythos entities and races. It is a thoroughly enjoyable piece of faux scholarship which could worked into a campaign or scenario as a lengthy handout.

One of the great additions to Call of Cthulhu is ‘A Sourcebook For the 1920’s’, both an almanac for the Jazz Age and an expansion to the rules. The Cthulhu Companion expands upon this with ‘Sourcebook Additions’. These include a range of prisons by Lynn Willis, such as H. M. Deathoak Prison, Great Britain and the American Wayshearn Co. Work Farm. Each includes a physical description, the penal theory in force, routine functions, staff, and more. These are all horrid places and the Investigators best hope that they never end up behind the walls of any of these establishments, but in case there is plenty of detail here to help the Keeper bring them to life should an Investigator end up a prisoner for crimes he did, or did not, commit. Keith Herber details two skills, Photography and Lock Picking. The former is more interesting than latter, hinting at the difficulties of taking and developing photographs of the Fungi from Yuggoth, ghosts, and similar entities. This is an aspect, if only a small one, which Call of Cthulhu would revisit later. Sandy Petersen pens a ‘Lovecraftian Timeline’ for the various works of H.P. Lovecraft, running from the disappearance of the Starry Wisdom cult in Providence, Rhode Island in 1877 (from ‘The Haunter of the Dark’) to the autopsy performed on the Eridanus mummy in late 1932 after its attempted theft and deaths of the would-be thieves (from ‘Out of the Eons’). It is a handy little thing for the Keeper who wants to tie her scenarios into particular events depicted in Lovecraft’s fiction.

The ‘Rulesbook Additions’ gives new content to supplement the core rulebook for Call of Cthulhu. Glenn Rahman provides a long list of ‘New Phobias’, everything from Acrophobia, Ailurophobia, and Algophobia to Verbophobia, Vestiophobia, and Zoophobia. More phobias are always useful, as are the two Insanities—Quixotism and Panzaism—which Sandy Petersen contributes before working with Alan K. Crandall and Glenn Rahman on ‘Additional Deities, Races, and Monsters for the Cthulhu Mythos’, an expanded ‘bestiary’ of more Mythos entities for the roleplaying game. Many, like the Atlach-Nacha, Gnoph Keh, Gugs, Moon Beasts, and Lloigor will be familiar in the Call of Cthulhu canon today, but this article marks their first appearances and they would have been welcome additions, though not necessarily what the Cthulhu Companion would be remembered for.

‘Excerpts and Prayers’ collects pieces drawn from the works of H. P. Lovecraft, J. Ramsey Campbell, Frank Belknap Long, and Clark Ashton Smith and includes excerpts from the Necronomicon and Revelations of Glaaki as well as others. Much like the earlier ‘Further Notes on the Necronomicon’, these are all begging to be used as handouts in a campaign or scenario where they would add to their flavour and sense of verisimilitude.

If the Cthulhu Companion is remembered for anything, it is its four scenarios. These begin with John Sullivan’s ‘Paper Chase’. This is a then rare, one-on-one, one Investigator, one Keeper scenario in which the Investigator is hired to find out who is stealing some books. The trail quickly leads to a nearby cemetery where the Investigator will encounter the ghoul who is not only responsible for the thefts, but was the previous owner of the books! This is a classic which would be included in ‘Book Three—Paper Chase and Other Adventures’ of the Call of Cthulhu Starter Set. ‘Paper Chase’ is fairly benign scenario, really only deadly depending upon what the Investigator decides to do. Of course, there is the sanity-sapping realisation that the truth of the world is not as the Investigator knows it be, but this is a gentle introduction to Lovecraftian investigative horror and shows how although the Mythos is antithetical to mankind, aspects of it are not necessarily actively working against mankind.

The first long scenario in the Cthulhu Companion is ‘The Mystery of Loch Feinn’ by Glenn Rahman. Set in Scotland, it concerns the death near Loch Feinn of Professor Willard Gibbson, a noted palaeontologist working at the British Museum, whose last words were that he was onto “the biggest scientific discovery of this century or the last!” Putting aside the fact that ‘Feinn Loch’ is actually in the west of Scotland rather than due north of Inverness in the east as ‘Loch Feinn’ here, the scenario brings together the Loch Ness monster (or its equivalent) and the Mythos, a backward Scottish clan, a gothic ruin, and the first appearance of the Lloigor in a scenario. There are moments of silliness, such as giving an NPC the surname ‘MacGuffin’, but there is lots to investigate here and the scenario has an eerie, mystery of the moors feel to it, with very nasty encounters both below the castle and—if the Investigators venture out—on the waters of the loch.

Lynn Willis’ ‘The Rescue’ is a much more linear affair, taking place in the Appalachians where a US State Department official has been found dead and his daughter has gone missing. Joining the search party leads to encounters with the lowlife and the poor of the nearest town before the search sends them into the nearby hills, where the culprits behind the death and the abduction are lurking. The scenario turns feral as those responsible decide to hunt the Investigators. This is physically brutal confrontation with a Wild West style shootout in a ravine as the culprits—now revealed to be werewolves—stalk the Investigators. The scenario funnels the Investigators into this confrontation and that and the fact that it involves Lycanthropy is a potential issue. This may or may not fit the Keeper’s view of the Mythos, but the scenario gives a means of passing the Lycanthropic curse, treating it as a form of rabies.

The longest and grandest scenario is ‘The Secret of Castronegro’ by Mark Pettigrew and Sandy Petersen. Intended for moderately experienced Investigators, it sends them to the town of Silver City in New Mexico where there has been a rash of disappearances, including a Professor of Psychology, an anthropology student, and a local man from the nearby town of Castronegro. The clues should lead the Investigators to Castronegro, an odd, out of the way place dominated by two corrupt Spanish families, the de Diaz and the Vilheila-Pereira families, noted for their long teeth, black hair, and vibrantly green eyes. The Mythos seems to have run quietly wild in the town, a weird combination of Port Merion and Innsmouth, but both set in the desert. One notable establishment in the town is ‘The Tomb’, bizarrely stuffed with Mythos gewgaws and doodads for sale! The town’s inhabitants reactions to the Investigators’ presence and questions will be slow at first, but ramp up to daily pot shots and nightly bad dreams and then a kidnapping. The latter is unfortunately, a deus ex machina, that the player and his Investigator can do nothing about once it happens, forcing the player to create a new Investigator. Looming over the town is the Casa de Diaz and it is here that the Investigators will confront the scenario’s ultimate villain. Unfortunately, he only ever appears in the confrontation, never taking an active part in the scenario until the very end, which is a waste of a good villain. 
If the preceding investigation has been weird and creepy, the confrontation is likely to be physical and combative and this perhaps is the biggest weakness of the scenario. It either ends in combat against tough opponents here in the almost dungeon-like or lair-like house or not at all.

The Cthulhu Companion draws to a close with ‘Poetry’. This includes four poems by H.P. Lovecraft taken from The Fungi from Yuggoth and Other Tales, but also includes the one item that the Cthulhu Companion is really remembered for. This is ‘The Lair of Great Cthulhu’, an eyebrow raising set of Filk lyrics by Joan Carruth and Larry Press set to the tune of Glenn Miller’s Chattanooga Choo-Choo. Lastly, Morgan Conrad’s ‘Sanity Quiz’ which anything other than that, but instead a lengthy, two-page listing of every adjective that H.P. Lovecraft used in his fiction to describe his unworldly creations. It is either useless, or a priceless list of descriptive words for the Keeper to add to her vocabulary with describing the monsters of the Mythos at the table.

Physically, the Cthulhu Companion – Ghastly adventures & Erudite Lore is very well presented. The artwork is uniformly good and the cartography, if a little quirky, is as good. The cover depicts a desperate explorer trying to climb up out of a walled pit, chased by grasping tentacles. The inclusion of the fedora being knocked from his head hints at Indiana Jones, if only a little…

—oOo—
Cthulhu Companion – Ghastly adventures & Erudite Lore was first reviewed in ‘Open Box’ in White Dwarf Issue No. 51 (March 1984) by Jon Sutherland. He awarded it 7 out of 10 and ended his review with, “In conclusion, this tome is really of use only to the Keepers of Arcane Knowledge and given that this does not set out to fundamentally change any of the basic rules themselves, again this will limit appeal. The scenarios are quite good and altogether, this represents a predictable package and is reasonable value for money.”

Graeme Davis reviewed ‘The Cthulhu Companion’ in the Game Reviews department of Imagine No. 15 (June 1984). He was slightly dismissive of the supplement’s poetry, ‘Sanity Quiz’, and other bits and pieces, and said, “Apart from these, there is nothing which is not immediately useful to any campaign, and it is to be hoped that future supplements will maintain the very impressive standard of the Cthulhu Companion. The value for money is excellent, and no Call of Cthulhu referee can afford to be without it.”

Lastly, it was reviewed in Different Worlds Issue 36 (Sep/Oct 1984) by Steve Marsh. He said, “I liked the Cthulhu Companion. For a keeper who uses a great deal of background and whose investigators live for giblets of lore, it is easily worth the price. For a keeper who uses preset scenarios (I rarely do but will use some of these) it isn’t bad deal excepting for the hack-and-slash elements of the last scenario. Pricewise a keeper might be better off purchasing one of the scenario packs available for Call Of Cthulhu if not inclined to use the material in the Companion except such are by far too rare.” He expressed disappointment that more of the source material could not have been integrated into the supplement’s gaming content, but concluded that, “However, on the net, it is a good buy for the money. It meets Chaosium’s demanding physical product standards. Every article can be easily understood. Everything does have a use even if requiring a bit of work. Its only failure is that it is merely a good solid work instead of the brilliance I was expecting.”

—oOo—

The Cthulhu Companion would be reprinted in the 1986 collated Call of Cthulhu, Third Edition, which for the British audience would be the definitive edition of the roleplaying with hardback from Games Workshop. ‘The Secret of Castronegro’ would be reprinted in 1989 in Cthulhu Classics, along with Shadows of Yog-Sothoth, and of course, in ‘Paper Chase’ in the Call of Cthulhu Starter Set. The other scenarios and the rest of the volume’s content has not.

In 1983, there can be no doubt that the Cthulhu Companion – Ghastly adventures & Erudite Lore greatly added to Call of Cthulhu—new supplementary information, new Mythos monsters, and four scenarios—and all of it useful in some ways. It was a good supplement, which set the blueprint for the subsequent, but nowhere near as good, Fragments of Fear: The Second Cthulhu Companion, and the superior, Island of Ignorance – The Third Cthulhu Companion. Today, the content of the Cthulhu Companion – Ghastly adventures & Erudite Lore is still playable, although by modern standards too many of scenarios emphasise combat solutions over other means of resolution. Yet the Cthulhu Companion – Ghastly adventures & Erudite Lore genuinely added to Call of Cthulhu, expanding its background material and exploring the types of scenarios which the roleplaying game could support.

—oOo—

An unboxing of the Cthulhu Companion – Ghastly adventures & Erudite Lore can be found here.

The previous release
in 1982 from Chaosium, Inc. for Call of Cthulhu was Shadows of Yog-Sothoth. The next would be the anthology, The Asylum & Other Tales.