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Showing posts with label Lovecraft Country. Show all posts
Showing posts with label Lovecraft Country. Show all posts

Monday, 27 July 2026

Miskatonic Monday #446: Feed the Many

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Lauren Hodges

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

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

Cons
# Needs an edit

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

Sunday, 7 June 2026

Scouting for Scares

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Monday, 16 March 2026

Miskatonic Monday #424: The Innsmouth Terror

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: John Hedge & Miskatonic Playhouse

Setting: 1923 Lovecraft Country
Product: Scenario
What You Get: Forty-six-page, 68.09 MB Full Colour PDF

Elevator Pitch: Hollywood horror comes to Innsmouth
Plot Hook: A stolen artefact leads from the Miskatonic University to a Technicolour film set on the edge of madness
Plot Support: Staging advice, five pre-generated Investigators, thirteen NPCs, three handouts, and a town full of Mythos monsters.
Production Values: Excellent

Pros
# Potential sequel to Stage Fright at the Playhouse
# Straightforward investigation
# Great double finale
# Fine addition to any Miskatonic University-based campaign
# Addition to The Society for the Exploration of the
Unexplained-based campaign from the Call of Cthulhu Starter Set
# Camerophobia
# Batrachophobia
# Chapodiphobia

Cons
# Works best as a sequel to Stage Fright at the Playhouse
# Straightforward investigation
# No maps

Conclusion
# Innsmouth investigation leads to Train to Busan Innsmouth-style
# ‘The Shadow over Innsmouth’ writ large, but in an entertaining fashion
# Reviews from R’lyeh Recommends

Monday, 23 February 2026

Miskatonic Monday #419: Broken Dreams

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Publisher: Chaosium, Inc.
Author: John Almack

Setting: Jazz Age Kingsport and beyond
Product: One-on-one scenario
What You Get: Eighteen page, 1.98 MB Full Colour PDF

Elevator Pitch: “Nothing happens unless we first dream.” — Carl Sandburg
Plot Hook: A damsel in distress in the Dreamlands
Plot Support: Staging advice, one pre-generated Investigator, two NPCs, two handouts, one map, and twenty-four Dreamlands inhabitants and/or monsters.
Production Values: Serviceable

Pros
# One Investigator, One Keeper rescue mission into the Dreamlands
# Easy to replace the pre-generated Investigator (or add another)
# Is the pre-generated Investigator a stand-in for Lovecraft?
# Classic fairy tale quest, but for Call of Cthulhu
# Good for nights in between sessions
# Oneirophobia
# Goblinphobia
# Zoophobia

Cons
# Straightforward quest-type tale

Conclusion
# A fairy tale in the Dreamlands
# Solid, one-on-one scenario given a couple of genre twists

Friday, 2 January 2026

Cthulhoid Choices: 365 Adventures – Cthulhu 2026

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—

A calendar is useful, if boring. Start of the month, check for appointments and things you are planning to do. Cross off the days as they pass, and when you get to the end of the month, flip over the page and start on the next. Either that or you are ripping off one page, day-by-day, month-by-month, all the way to the end of the year when you will start all over again with a fabulous new calendar. Of course, a calendar can be themed or display pictures from your favourite series of books or television series, or whatever you like, as there is probably calendar for it. What though if you wanted to investigate secrets and reveal a conspiracy, tramp the foreboding streets of Arkham, uncover rumours of monsters human and inhuman, and ultimately confront things that no man was meant to know? Well, of course, the obvious option would be to play Call of Cthulhu, Seventh Edition with your friends and set it in Arkham. That though would only be at the weekend or of an evening, but what if you could do it every day? What if you sit at your desk every day and, just for two minutes, roll some dice and fight the Mythos? And as you play from week to week, facing ever greater threats, you imperil your Sanity, but gain
greater rewards and abilities from one month to the next as you delve deeper into the the secrets of Arkham. As private investigator John Miller in 365 Adventures – Cthulhu 1926, this is what you are going to be doing for the whole of 2026!

365 Adventures – Cthulhu 1926 is the desk calendar that you want. Published by the amusingly named Sorry We Are French, the 365 Adventures: The Dungeon – 2025 is a desk calendar that you can play once a day for two minutes and fight the Mythos for the whole of the year. The first desk calendar from the publisher was a fantasy version, 365 Adventures: The Dungeon – 2025, and Sorry We Are French has followed this up with 365 Adventures: The Dungeon – 2026 as well as 365 Adventures – Cthulhu 2026. The aim of the game is to defeat the monsters of the Mythos throughout the week before a weekly showdown with a bigger threat on Sunday. The more Mythos monsters that John Miller can defeat during the week, the easier it is for him to defeat the creature on Sunday. At the end of the month the player can then compare his core with others on the publisher’s website. Once a month is done, the player flips it over to reveal both the next month and the story of his and Jon Miller’s progress and discoveries as well as a bonus that will help them both in the subsequent months. Over the course of the month, John Miller will want to avoid accumulating Madness as this will reduce his score. This goes all the way down to the final confrontation in December.

365 Adventures – Cthulhu 2026 consists of the flip calendar
with a rules leaflet, five six-sided dice, and an Investigator magnet. The flip calendar is marked with days illustrated with various threats—the authorities, cultists, twisted animals, tentacled monsters, and more. Each is numbered and marked with a symbol, either a flashlight, magnifying glass, or a revolver. The five dice come in two types. The two green dice are marked the same symbols as the calendar, whilst the three black dice are numbered from one to five and have the Cthulhu symbol on the ‘six’ face. Lastly, the Investigator magnet represents John Miller. It is a huge step up in useability compared to 365 Adventures: The Dungeon – 2025, consisting of a ring with a separate back. The ring is placed on the front of the flip calendar so that the current location can be seen through and the base is slid on the back of the location on the flip calendar. This holds John Miller firmly in place.

Each day, bar Sunday, John Miller faces down one encounter in the rest of the week. To do that, his player moves him to the day of the week where the encounter is and then rolls the dice. The aim is to roll equal to, or greater than, than the value of the encounter, and also roll the symbol on the green dice that matches the symbol attached to the encounter. The player gets to roll three times against the encounter to defeat it, deciding which dice to keep each time. The Sunday, end-of-the-week encounter works in the same way, but is much more of a challenge. For encounter defeated during the previous six days, the challenge is reduced by one. For overcoming a Sunday encounter, the player earns five points. However, if at the end of any encounter, any of the three black dice show the ‘Cthulhu’ symbol, John Miller gains a point of Madness. Fill up the Madness Meter for the month, and the player loses five points. At the very worst, this can mean that a score for the month drops into the negative. Fortunately, the Madness Meter resets at the end of the month.

Come the end of the month and the player flips over the month and reveals the next one. He also gets to read a little fiction charting John Miller’s progress and John Miller gains certain abilities having been affected by his encounters with the Mythos. For example, from February, encounters become more difficult if John has not accumulated at least one point of Madness, whilst from March, he can use a grimoire to help him against encounters, but this always incurs further Madness. Later on, agents of the Mythos lay traps to prevent him investigating any further and John Miller must find certain artefacts to help him defeat the horrors that he will face come the end of the year. These extra elements add player choice, greater complexity—if only a little, and increased challenge incrementally, adding too, to the play time needed each day—again, if only a little.

365 Adventures – Cthulhu 2026 is a day-by-day monster beat ’em, but one with familiar and accessible theme which it applies in a simple, if Pulp fashion. Like any commitment for a year, a player is going to start out strong, playing it and rolling dice day-by-day, but whether he can stick it out for a year is a matter of his willpower. Likely he will lapse occasionally and race to catch up. Beyond tracking the passing of the days, as with other entries in the series, 365 Adventures – Cthulhu 1926 is not much use as a calendar as the boxes for each day is occupied by a monster or trap, but it is not designed as such, being more game than calendar. The game play is not particularly detailed or deep, and so not particularly challenging either.

Physically, the 365 Adventures – Cthulhu 2026 is nicely presented, full of colour and detail that make you wish some of the creatures were available as card standees for your proper roleplaying game. The art style is cartoonish, but not funny or cute as 365 Adventures: The Dungeon – 2025 was in places. The rules themselves are simple and easy to grasp, helped by an extended example of play, whilst the monthly updates are enjoyable if short and the rules additions clear and easy to understand also.

365 Adventures – Cthulhu 2026 is a simple, silly product, thematic in a Pulp style, but probably too simplistic and too silly for some. Nevertheless, it is well executed and applies its theme in a clever fashion. For the devotee of Lovecraft and the fan of the Cthulhu Mythos, 365 Adventures – Cthulhu 2026 offers the player to fight the unknowable and save humanity with a little dice rolling and potentially save the good people Arkham—for the whole of 2026.

Monday, 8 December 2025

Miskatonic Monday #399: Strange Carol

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Konstantinos Kotsaridis

Setting: Arkham, 1926
Product: Scenario
What You Get: Forty-one page, 12.35 MB Full Colour PDF

Elevator Pitch: The circus is evil, because circuses are evil…
Plot Hook: What are a mistrusted academic’s ties to the circus?
Plot Support: Staging advice, six pre-generated Investigators, twenty-two NPCs, five handouts, one map, and one Mythos monster.
Production Values: Decent

Pros
# Can be tied with a Miskatonic University campaign
# Easy to adapt to other university cities and time frames
# Twists the classic circus as you would expect
# Cacophobia
# Algophobia
# Anomalophobia

Cons
# Muddled background & set-up
# Needs a slight edit

Conclusion
# The circus is a show, the scenario is a show
# Leads the Investigators on a clue trail without much agency

Monday, 3 November 2025

Miskatonic Monday #391: Where Dreams Take Root

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Matt ‘Doc’ Tracey & Keeper Doc

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

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

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

Cons
# Needs a slight edit
# No bungalow map

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

Saturday, 1 November 2025

Miskatonic Monday #386: For King and Country

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Michał Pietrzak

Setting: The Dreamlands, 2025
Product: Scenario for H.P. Lovecraft’s Dreamlands – Beyond the Wall of Sleep
What You Get: Twenty page, 1.49 MB Full Colour PDF

Elevator Pitch: When your dreams of roleplaying turn against you
Plot Hook: Rescue the princess, save the Game Master!
Plot Support: Staging advice, six pre-generated Adventurers, five NPCs, one map, and one monster.
Production Values: Plain

Pros
# Winner of the Stars Are Right Scenario Outline Writing Contest
# Involves trauma as a roleplaying mechanism
# Straightforward, classic fantasy set-up
# Oneirophobia
# Rhabdophobia
# Pantophobia

Cons
# Needs an edit
# The Game Master as deus ex machina
# Involves trauma as a roleplaying mechanism
# Investigators do not have the ‘basics’ of fantasy skills for The Dreamlands
# Should the climber have the climb skill?

Conclusion
# Deus ex machina versus deus ex machina
# Interesting concept with underwritten player agency

Friday, 31 October 2025

Miskatonic Monday #382: The Sea-Chest

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: John Baichtal

Setting: Anywhen from the Victorian era onwards
Product: Scenario hook
What You Get: Three-page, 2.03 MB Full Colour PDF

Elevator Pitch: A locked box mystery!
Plot Hook: “Fifteen men on the dead man's chest—
...Yo-ho-ho, and a bottle of rum!
Drink and the devil had done for the rest—
...Yo-ho-ho, and a bottle of rum!”
– Robert Louis Stevenson, Treasure Island
Plot Support: Staging advice, one ‘Mythos’ artefact, and one Mythos tome
Production Values: Decent

Pros
# Nicely detailed and well-written description
# Potential scenario/campaign set-up
# Easy to insert into a campaign
# Would work well with Cults of Cthulhu
# Kleidariaphobia
# Xenophobia
# Kleidiphobia

Cons
# Short and needs development
# A scenario/campaign starter rather than a one-shot

Conclusion
# Entertaining description of a locked-box mystery and its contents
# Pleasing single session waiting to be developed into something more

Miskatonic Monday #379: Arkham Fire

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Steve Anderson

Setting: Arkham, 2025
Product: Scenario
What You Get: Forty-six page, 12.86 MB Full Colour PDF

Elevator Pitch: Conflagration Groundhog Day style!
Plot Hook: Rescue the girl! Rescue the mother! Get lost in time!
Plot Support: Staging advice, six pre-generated Fire Fighters, six NPCs, twelve handouts, two maps, one Mythos artefact, three Mythos spells, and one Mythos monster.
Production Values: Singed

Pros
# Action-packed mystery in time
# Good one-shot for a convention game
# Disjointed by intention, but well handled
# Good set-up
# Upgrade to a Hound of Tindalos?
# Chronophobia
# Capnophobia
# Pyrophobia

Cons
# Requires careful handling of intentionally disjointed nature

Conclusion
# The house is already burning. Setting it on fire is not an option.
# Time-fractured mystery with a conflagration looming in the here and now
# Reviews from R’lyeh Recommends