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Showing posts with label Miskatonic Repository. Show all posts
Showing posts with label Miskatonic Repository. Show all posts

Monday, 21 September 2026

Miskatonic Monday #451: Something Smells Fishy

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: Ignacio Campos

Setting: Massachusetts, 1924
Product: Scenario
What You Get: Seven page, 3.84 MB Full Colour PDF
Elevator Pitch: If the Buffy the Vampire Slayer ‘Go Fish’ episode was written for Call of Cthulhu
Plot Hook: The swim team is being killed off just before the state championships
Plot Support: Staging advice, five pre-generated Investigators, six 
NPCs, two Mythos tomes, and three Mythos monsters (but plenty more in the sea).
Production Values: Good

Pros
# High school horror as the swim team splits apart
# Multiple endings considered—Will the Investigators keep the secret, flee, or destroy it?
# Thalassophobia
# Ichthyophobia
# Teraphobia (Internal and External)

Cons
# No maps
# Linear plotting
# Original staging, unoriginal plotting

Conclusion
# Could a title not be more apt?
# If your inspiration is Buffy the Vampire Slayer, why not run it using Bunny The Eldritch Slayer? 

Monday, 14 September 2026

Miskatonic Monday #450: Nightmares From The Depths

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—

Nightmares From The Depths: Cthulhu and the Mythos in Massachusetts is an epic campaign. Not of scope, not of scale, but of detail. Not of scope, because rather than taking the Investigators around the world on a globetrotting campaign against some inhuman and inhumane conspiracy, it dares not stray beyond the state lines of Massachusetts. Not of scale, because it does not involve an attempt by some crazed madman to bring about the end of the world as mankind knows it because the ‘Stars are Right’. Rather, its events may be seen as peripheral to such attempts. Nor will it encompass months of the Investigators’ time to complete. It begins on Tuesday 17th March, 1925 and ends on Thursday 2nd April, 1925. Fans of H.P. Lovecraft and his ‘The Call of Cthulhu’, will doubtless recognise the latter date, for it is the very day that Norwegian sailor, Gustaf Johansen, at the helm of the yacht, Alert, rammed it into “The Thing cannot be described…” In doing so, he drove great Cthulhu back under the sea to his tomb on the previously aeons-long sunken island of R’lyeh and thus disrupted the psychic signal that for weeks had been emanating the middle of the south Pacific and inflicted feverishly irrational nightmares upon psychics, artists, and occultists, whilst attracting the attention of his most devoted adherents and worshippers. In this perhaps, Nightmares From The Depths is a call-back to Shadows of Yog-Sothoth, the very first campaign for Call of Cthulhu. A call-back that is actually six times bigger than that 1982 release!

Nightmares From The Depths is a campaign for Call of Cthulhu, Seventh Edition published on the Miskatonic Repository. Inspired by the short, ‘The Horror at Martin’s Beach’ by H.P. Lovecraft and S. H. Greene, it is set over the course of fifteen very specific days in the March and April of 1925 and for the most part, is firmly set in Boston, from Brahmin high society and the shock of the new in its arts to the seedy seam of small time crime and greed and out to the bracing spray of sea and salt on the Massachusetts coast. This is a campaign on a par with A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond and A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, but far more geographically and chronologically constrained. Consisting of seven chapters, the campaign opens with ‘The Dreamer’ in which the Investigators as Private Detectives are hired by a family lawyer to find Kenneth ‘Kenny’ Jacobson, a poet, arts journalist for The Boston Herald, and Naval veteran of the Great War who has gone missing. The trail will lead from his work to his psychiatrist—it appears that Jacobson is possibly suffering from another bout of shellshock again—and into the orbit of one of the villains of the piece and his various contacts, rather than him directly. This is Ernest Armenfelt, a former Navy officer who served with Jacobson during the Great War. Initially, the campaign is more Film Noir than Mythos investigation, as barring a nasty side trek scenario, there is a little to no Mythos involvement at this stage. That changes with ‘The Murders’ as in some shocking acts of violence, the scenario’s antagonist moves amongst the avant-garde artworld of Boston, members of which have fallen under the influence of strange dreams. Following the acts of violence and their perpetrator leads to a nasty encounter with his acolyte in ‘The Shadow of Mather’. Both of these chapters do veer away from the actual search for Jacobson, but ‘The Lure of the Sea’ puts the Investigators back on track as a sighting sends them up the Massachusetts’ coast to the sleepy village of Pigeon Cove, where the inhabitants have their own problems and may benefit from the Investigators’ help. Though in some cases no less horrific these problems contrast with the malignity of the Mythos elsewhere. Primarily what the Investigators will learn is the location of Ernest Armenfelt and thus in ‘The Truth Revealed’ discover how far his greed has taken him. This is a short, one location chapter involving a confrontation in some fashion or another—Armenfelt versus the Mythos, Armenfelt versus the Mafia, or Armenfelt and the Mafia versus Mythos—which all depends on the actions of the Investigators. More news of Kenny Jacobson’s whereabouts returns the Investigators to ‘Death on the Coast’ and the coastal resort of Martin’s Beach. This is perhaps the most staged of the scenarios in the campaign as a torrential storm rolls in from the sea, the Investigators are split up to help lead search terms to save the villagers, and the Mythos runs wild as one of Cthulhu’s greatest servants smashes his way across the land Kaiju-style! Finally, in ‘A Bitter Pill To Swallow’, the Investigators confront the campaign’s villain as he seeks his ultimate triumph on Calf Island in Boston Harbour. It is a classic Call of Cthulhu finale, big, brawling, and bruising encounter held on an especially significant day, and though likely to be more physical than previous scenarios in the campaign, if successful will likely be most cathartic.

In addition, the campaign is supported by several Sidetrack Scenarios. All are optional, but the best brings out the monstrous in Humankind as well as the Mythos, some driven by the Mythos, others not. There are also two extra scenarios in Nightmares From The Depths which take place after the main campaign and are only tangentially connected to it. The first is the touloungeaphobic ‘The Sisterhood of Dreams’ which takes the Investigators to a Chicago under the thumb of Al Capone and his mob to investigate a series of murders at the hands of what turns out to be a feminist cult, whilst ‘The Stories of the Dead’ takes them further west to San Francisco and dark underbelly of Chinatown. Secrets of San Francisco will be both a useful reference and extra source of scenarios for ‘The Stories of the Dead’. These are two very solid scenarios, but they are extra to the campaign and if they had been omitted, it would not distract from the campaign as a whole.

Lastly, the campaign is supported with a set of six appendices. These in turn list new spells—Cast Away Flesh and Return to the Sea are particularly nasty, new artefacts, and Mythos tomes old and new specific to the campaign. There is also a list of scenarios set in Boston should the Keeper want to continue her own campaign beyond the pages of Nightmares From The Depths. The lists include those from Chaosium, Inc., from magazines, and from Stygian Fox Publishing as well as many from the Miskatonic Repository. Most notable are the ‘The Hermetic Order of the Silver Twilight’ chapter from Shadows of Yog-Sothoth and ‘The Haunted House’/‘The Haunting’ which is currently in the quick-start for Call of Cthulhu, Seventh Edition, as well as ‘Boston’, the article in The Unspeakable Oath Issue 16/17 from Pagan Publishing. There is no advice, sadly, as to whether the scenarios listed are suitable to add to the Nightmares From The Depths campaign, though it is such a chronologically constrained campaign that there really is little room to add extra scenarios. Other appendices list all of the NPCs by chapter and give easy-to-read transcriptions of all of the campaign’s handouts, whilst the last presents six pre-generated Investigators. These are a good mix and there are notes too on how to adapt them to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos.

If there is a downside to Nightmares From The Depths it is its size. It is four-hundred-and-fifty-four pages long and it does present the Keeper with a wealth of detail on Boston and its environs and it could very easily be argued that the campaign is probably the best sourcebook for the city of Boston in the Jazz to date for Call of Cthulhu, let alone Call of Cthulhu, Seventh Edition. Yet it is also an embarrassment of riches at times. Every place, every NPC, and so on is presented in detail and there is often too much information and that it is in places overwritten, both of which hinder the efforts of the Keeper to read and prepare the campaign.

Another issue is the campaign’s timeframe and structure. Although the campaign looks to be linear, threads link one scenario to another—as they should—actually create more of a sandbox and this can often lead to the Investigators following a lead into another scenario before finishing the immediate investigation. This is due to the lack of geographical constraints within the campaign. Since it is not a globe-spanning, world-trotting campaign there is no need to take a journey lasting days or weeks to follow a particular clue, the need to commit to such a journey invariably driving players and their Investigators to complete their inquiries in a particular location before moving onto the next. Almost all of Nightmares From The Depths is set in Boston which means that every location is just a taxi or tram ride away and there are no such geographical constraints.

The timeframe means that the Investigators need to be proactive in their inquiries. Although neither the players nor their Investigators know it, Nightmares From The Depths does have a deadline. So, the Keeper needs to push her players to investigate and to keep on investigating—literally to pick up the pace, as well as split up. The consequences of the need for this pace and geographical structure of the campaign means that the Keeper has to prepare a lot of the campaign upfront. That said, the content is decently organised with every NPC showcased at the start of each chapter, flowcharts to show connections, and indications of where threads link to and where they are linked from.

Physically, Nightmares From The Depths is impressively presented in sepia tones. It is profusely illustrated with period photographs of Boston and that in addition to the excellent maps and other period documents. The artwork, some of it by Paul Carrick and Earl Geier, is also good. The handouts are similarly very good. Some of the portraits of the NPCs do show evidence of some touch-up. The writing is clear, but overdone in places and it could have benefited from tighter editing.

Nightmares From The Depths is a really strong investigative scenario with lots of clues and strands to its mystery and mysteries. There is a lot here for players who like to play detective to get their teeth into, but it is a campaign for Call of Cthulhu and thus a horror campaign too. Nightmares From The Depths underplays its Mythos elements for much of the campaign, having them lurk at the periphery of the Investigators’ inquiries. This makes their presence and their influence when they do appear have much more of an impact and there are some great set pieces littered across the campaign. Such as discovering artist Maria Camhurst in her pain and agony; the séance at the Wavecrest Inn at Martin’s Beach which goes blazingly wrong; and the assault on the Boston docks warehouse by Deep Ones! Of course, the campaign does end in a big set piece, a summoning in classic Call of Cthulhu style.

Ultimately, Nightmares From The Depths is not a campaign about a madman working to summon a great evil in the demented service to his alien and uncaring master, although as the campaign progresses, that is its plot, but about the effects of the Mythos upon society at large. How the actions of the foolish and the greedy unleash consequences upon the innocent and how the emanations of a mind so incompatible with that of humankind bring out or exacerbate the worst in those it touches to the detriment of themselves and those around them. NPC after NPC suffers because of both and whilst that might be wearisome or overdone in another campaign, in Nightmares From The Depths it works because of the narrow timeframe, quite literally because the ‘Stars Are Right’ and so many can be touched by Cthulhu’s otherworldly influence. Other scenarios have touched upon it, but the authors of Nightmares From The Depths are to be commended for taking the dreams of “great Cyclopean cities of titan blocks and sky-flung monoliths.” described in H.P. Lovecraft’s ‘The Call of Cthulhu’ and building a whole campaign around it.

The truth is, Chaosium, Inc. could have published Nightmares From The Depths, as could any Call of Cthulhu licensee, and it would not have not only passed muster, it would have been recognised as a good campaign. That it is not published by an actual roleplaying publisher and put on its schedule of releases is all but astounding, because Nightmares From The Depths is almost as professional a product without it either being official or professional. That applies to the look and production values of the book as much as the campaign itself. Both are of a high standard.

Make no mistake, Nightmares From The Depths: Cthulhu and the Mythos in Massachusetts is an impressive and richly detailed campaign, horrendously human in its horror and monstrously malign in its application of the Mythos, and ingenious in exploring the vile influence of Cthulhu’s dreams at a signature point in Lovecraft’s fiction like no campaign or scenario before it. That it brings the city of Boston to life in the Jazz Age and gives the city its first campaign is a bonus.

Monday, 10 August 2026

Miskatonic Monday #449: Whispers In The Frostbound Woods

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—

Whispers In The Frostbound Woods – A 1940s Call of Cthulhu Scenario is an interesting scenario set at intriguing period in time and with two close, almost parallel storylines which can only be played by different groups. Set in February, 1941, it takes place in the deep winter of the frozen north on the border between the Soviet Union and Finland. An interim peace has broken out between the relatively new countries, uneasy after the Winter War of the previous two years which led to Finland being forced cede territory to the Soviet Union. Nevertheless, these concessions are not enough for Moscow and it has intensified its espionage and infiltration activities across the border, especially in Karelia, parts of which it had gained from Finland in the settlement of the Winter War. To that end, it has been sending small groups of infiltrators, called ‘Desants’, often consisting of Fins living in the Karelo-Finnish Soviet Socialist Republic (the former parts of Karelia gained from Finland), across the border. They are tasked with reconnaissance, sabotage, and disrupting Finnish efforts to maintain control over its borders. In response, Finland sent patrols of the Finnish Civil Guard to track and counter Desant operations.

At the start of Whispers In The Frostbound Woods, as part of Projekt Snegoviy Tsar—Winter King—an NKVD-led unit of desants has been dropped into Finnish Karelia to examine a location to determine whether it matches historical records and folklore descriptions and document any significant findings at the location, including photographs, sketches, and notes. Alerted by the sighting of parachutes and Soviet aeroplanes in Finnish airspace, a patrol of the Finnish Civil Guard has been ordered to locate and apprehend all foreign operatives that have landed in Finland. At the start of Whispers In The Frostbound Woods, the players are presented with a choice—play the Desants or the Finnish Civil Guard. Of the two, the story for the Desants is more fraught.

The scenario is supported with a lot of historical detail, which itself makes for an interesting read. All together, this covers the relationship between Finland and the Soviet Union, recent history of Karelia, the history of the Desants and the Finnish Civil Guard, and the typical equipment used by both groups. There are not only descriptions for the Keeper for both groups involved in the situation in Whispers In The Frostbound Woods, but a detailed description of what each does if they are used as NPCs rather than as Investigators. There is also a guide to hypothermia taken from the pages of Malleus Monstrorum Volume I: Monsters.

Effectively, two storylines run through Whispers In The Frostbound Woods, one slightly behind the other. For example, Desant team will experience fully its parachute landing in Finland, whereas the Finnish Civil Guard patrol will discover it afterwards and get to examine it. Other scenes either group will experience the same. As they travel, they will experience horrors of both past and present, including some quite visceral scenes, a flashback to a sacrifice that took place more than a thousand years in the past is particularly nasty. Eventually, the Desants group will reach the location indicated by their orders with the Finnish Civil Guard patrol close behind. The latter will find the former in disarray, split by infighting, if not actually dead. This is driven by the strangeness that both groups have experienced, but also the Mythos entity which has been manipulating events all along—for both groups. It is up to the Keeper to decide where and when this manipulation directly takes place. Some advice is included to that end, but given that this does involve the direct manipulation of an Investigator, the scenario is best run by an experienced Keeper and played by experienced players.

Beyond the details of the Mythos threat—a rival to Ithaqua—Whispers In The Frostbound Woods includes a lot of support for both Keeper and players. This includes nine well-done handouts as well as eight Investigators for the Finnish Civil Guard patrol and seven Investigators for Desants. This is to allow for a ready supply of replacement Investigators no matter which group is being played. The appendices include lists of period names and clocks for tracking both body temperature in conjunction with the earlier rules for hypothermia and also the influence of the Mythos entity at the heart of the scenario. Perhaps the most important appendix is the one providing Keeper guidance on the mind control used in the scenario. The advice is decent, but perhaps could have been put together with the details of the scenario Mythos threat and the progress clocks so that it does not feel as if the scenario is avoiding giving any advice at all.

Physically, Whispers In The Frostbound Woods – A 1940s Call of Cthulhu Scenario is decently done. The artwork is serviceable, but the handouts and choice of photographs used are very good.

An ambitious pair of Keepers could actually run the two strands in Whispers In The Frostbound Woods – A 1940s Call of Cthulhu Scenario separate, but in parallel to each other. One running the Desant mission, the other the Finnish Civil Guard patrol, before the final confrontation at the end. It would involve careful staging, but it could be done. Another option would be one group to play through the scenario as the Desant mission, and then a second group play through the scenario as the Finnish Civil Guard patrol, encountering the events and whatever was left behind in the wake of the Desant mission’s passing. It is a pity that options like this are not addressed in the scenario. Of the two groups, the progress of the Desant mission will be more freeform, whilst the Finnish Civil Guard patrol will often be reacting to whatever the Desant group has left behind and so its progress is more structured.

Whispers In The Frostbound Woods – A 1940s Call of Cthulhu Scenario is a linear scenario, not once, but twice. First on an expedition scenario and second on a chase scenario, and whilst each also has its own different tone, both are wintery, unsettling, and disturbing in places. Although there is more potential to its structure than is explore in the scenario, there is a sharp, icy grip to Whispers In The Frostbound Woods – A 1940s Call of Cthulhu Scenario.

Monday, 3 August 2026

Miskatonic Monday #448: The Horror

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: Poul Erik Holmelund

Setting: Denmark, 1980s
Product: Scenario
What You Get: Forty-two page, 41.15 MB Full Colour PDF
Elevator Pitch: Kidstigators do right by the Knights Templar
Plot Hook: ‘Troll’ terror at a Summer Camp gone Cthulhu
Plot Support: Staging advice, five pre-generated Kidstigators and sixteen Kidstigator portraits, one NPC, five maps and floor plans, one Mythos spell, and four Mythos monsters.
Production Values: Excellent

Pros
# First scenario to use the ‘Kidstigator’ rules from The Dare
# Good one-shot or convention scenario
# Solid, food-based investigation
# Genuinely jolly policeman
# ‘Murdertoys’ are exactly what you think they are
# iä iä Krôll´Bôll
# Possible resolutions fully explored
# Nice cover
# Now with added CitronmÃ¥ne (you’re welcome and where’s my slice?)
# Pediophobia
# Teraphobia
# Ornithophobia

Cons
# Needs a light edit
# There really should be a phobia of seagulls

Conclusion
# Linear, but entertaining scenario that nicely balances the joy of childhood versus the terror of ‘trolls’!
# Pleasingly captures the wonder of childhood summer before the horror
# Reviews from R’lyeh Recommends

Monday, 27 July 2026

Miskatonic Monday #447: The Black Tide

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: Jeremy Clifford

Setting: The high seas, 1690
Product: Scenario
What You Get: Thirty-four page, 3.77 MB Full Colour PDF
Elevator Pitch: What foul blackness flows in with the tide?
Plot Hook: Some treasures are more trouble than they are worth.
Plot Support: Staging advice, 
four NPCs, and three Mythos monsters.
Production Values: Good

Pros
# High seas, supernatural horror
# Strong advice on running the scenario
# Not so much the ‘Black Spot’ as the ‘Black Oil’
# Could the island be R’lyeh?
# Melanophobia
# Elaiophobia
# Trypophobia

Cons
# No deck plans or maps
# No pre-generated Investigators
# No advice on creating piratical Investigators
# No NPCs detailed
# No crew manifest

Conclusion
# Solid, detailed outline undone by a lack of NPCs to empathise with
# Linear, survival horror scenario 

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 

Monday, 20 July 2026

Miskatonic Monday #445: After The Flood

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: Keith Craig

Setting: Nebraska, USA, 2019
Product: Scenario
What You Get: thirty-one page, 3.34 MB Full Colour PDF
Elevator Pitch: “A mycelial network is a map of a fungus’ recent history and is a helpful reminder that all life-forms are in fact processes not things.” – Merlin Sheldrake
Plot Hook: The calm after the flood
Plot Support: Staging advice, five pre-generated Investigators, eight handouts, 
six NPCs, six maps and floorplans, and five Mythos monsters.
Production Values: Serviceable

Pros
# Suitably flat-feeling investigation across post-flood farmland
# Infectious horror that flirts with Ufology
# Classic Mythos-style Men-in-Black confrontation
# Makes use of the Malleus Monstrorum (notes included)
# Would work easily with with Delta Green: The Role-Playing Game
# Entomophobia
# Mycophobia
# Mysophobia

Cons
# Needs an edit
# Underwritten pre-generated Investigators
# Makes use of the Malleus Monstrorum (notes included)

Conclusion
# What fear blooms in a washed out, washed away horror?
# Classic Mythos-style Men-in-Black confrontation
# Reviews from R’lyeh Recommends 

Monday, 13 July 2026

Miskatonic Monday #444: Lost Library

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: Wille Ruotsalainen

Setting: Somalia, 1920s
Product: Scenario
What You Get: Twenty-four page, 59.42 MB Full Colour PDF
Elevator Pitch: ‘King Solomon’s Library’
Plot Hook: The promise of adventure and discovery
Plot Support: Staging advice, four pre-generated Investigators, 
six NPCs, two handouts, one map, one floorplan, one Mythos tome, and two beasts.
Production Values: Plain

Pros
# Atmospherically dusty journey into a hidden corner of Colonial East Africa
# Horror in the library is enjoyably not what you think
# Very light on the Mythos
# Decent introduction to Somali history and culture
# Bibliophobia
# Ammophobia
# Herpetophobia

Cons
# Needs an edit
# Very light on the Mythos
# Pre-generated Investigators could have been better designed around the scenario

Conclusion
# The horror of the Great War lingers in a cat and mouse hunt in a lost library
# Refreshingly different scenario in Colonial East Africa

Monday, 6 July 2026

Miskatonic Monday #443: Resonance Cascade

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: Florian Krates

Setting: An underground facility, 9:00 AM, May 16th, 2005
Product: Scenario
What You Get: Twenty page, 1.07 MB Full Colour PDF
Elevator Pitch: Call of Cthulhu meets Half Life.
Plot Hook: Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test... Warning. The test starts now.
Plot Support: Staging advice, no pre-generated Player Character employees, 
five NPCs, and five Mythos entities and monsters.
Production Values: Decent

Pros
# Half Life survival horror where death or escape are the only options
# Third-person dungeoneering in a doomed laboratory
# Helminthophobia
# Cleithrophobia
# Atelophobia

Cons
# No maps
# Locations, but no sense of the overall facility
# What if a Player Character employee dies? Can he respawn?
# Really, really needs pre-generated Player Character employees
# Half Life survival horror where death or escape are the only options

Conclusion
# A linear narrative plus no map makes progress challenging to describe
# Multiple Gordon Freemans without pre-generated Player Character employees

Miskatonic Monday #442: The Drowned Thorn

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: Stuart McNair

Setting: Lancashire Coast, 1926
Product: Scenario
What You Get: Ninety-Four page, 107.00 MB Full Colour PDF
Elevator Pitch: The secrets of the sands, fear of the foreshore.
Plot Hook: A missing rifleman on the shifting shore.
Plot Support: Staging advice, six pre-generated Investigators, 
sixteen NPCs, six handouts, three maps,  and three Mythos entities and monsters.
Production Values: Good

Pros
# Littoral horror where the intertidal edge keeps shifting
# Brilliantly nebulous
# Well worked through conclusion that presents the players and Investigators with concrete options
# Useful set of extra locations
# Decent handouts
# Thalassophobia
# Ammosophobia
# Epistemophobia

Cons
# Annoyingly repetitious in its use of NPC descriptors
# Needs an edit
# Brilliantly nebulous

Conclusion
# Challengingly off-kilter and nebulous environmental scenario whose sparseness may be difficult to impart
# The investigators will have to supply the emotion and thus the contrast

Monday, 29 June 2026

Miskatonic Monday #441: The Black String

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: Domoku

Setting: Lancashire Coast, 1926
Product: Scenario
What You Get: Twenty-six page, 3.94 MB Full Colour PDF
Elevator Pitch: Invasion of the Body Worm
Plot Hook: A missing entomophile? A changed entomologist?
Plot Support: Staging advice,
three NPCs, six handouts, three floorplans and maps, one Mythos tome, two new new Mythos spells, and three Mythos monsters.
Production Values: Plain

Pros
# Insects and body horror make for a classic threat
# Pleasing combination of theme and Mythos
# Has its creepy moments. Worm shower anyone?
# Solid investigation undone by the translation
# Scoleciphobia
# Mysophobia
# Entomophobia

Cons
# Needs an edit
# Challenging to read
# Weak introduction
# Would benefit from pre-generated Investigators with motives

Conclusion
# Challenging to run due to the underwhelming introduction and translation
# Insect invading body horror at the Insectarium with some well done creepy scenes