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

Sunday, 24 March 2024

Assessing Arkham

By its very nature, the play of Call of Cthulhu is peripatetic, the Player Characters or Investigators travelling from strange mystery or occurrence to the next, their investigations and discoveries exposing them to the stark reality of cosmic horror, with little in the way of life in between, especially if playing one of the roleplaying game’s massive campaigns like Shadows of Yog-Sothoth or Masks of Nyarlathotep. That changes with Call of Cthulhu: Arkham. This is a supplement that presents the crown—if not the jewel that is Miskatonic University—in the milieu of Lovecraft’s fiction, the New England town at its heart, witch-haunted and fabled, rich in secrets and conspiracies and crime. It appeared in stories such as ‘Herbert West—Reanimator’ and ‘The Shadow Out of Time’, and it was from here and Miskatonic University that the disastrous 1930 expedition to the Antarctic was launched, as detailed in At the Mountains of Madness, followed by the Starkweather-Moore expedition of Beyond the Mountains of Madness. It is a new supplement for Call of Cthulhu, Seventh Edition from Chaosium, Inc., one that details the town and its history, its inhabitants, its shops and its societies, and much, much more. However, it is not a new supplement for Call of Cthulhu, having originally been published in 1990 as Arkham Unveiled. Designed by the late, great Keith ‘Doc’ Herber, Arkham Unveiled introduced and laid the groundwork for the Lovecraft Country series of setting supplements and anthologies that followed in the nineties and then again in the noughties with the superb anthologies from Miskatonic River Press, New Tales of the Miskatonic Valley and More Adventures in Arkham Country, again under the aegis of Keith ‘Doc’ Herber. In their wake has followed a raft of scenarios set in and around Arkham and across Lovecraft Country, enabling Investigators to experience the Mythos on their doorsteps. The republication and update of Arkham means that it can happen all over again.

Call of Cthulhu: Arkham begins with an acknowledgement of its own history and the credit due to Keith ‘Doc’ Herber and others. Not only that, but it retains Herber’s own introduction from 1990 edition alongside that of Mike Mason’s in 2023, and in the third and final of its three appendices, it provides a good bibliography that lists supplements and anthologies published by both Chaosium, Inc. and those of its licensees. This topping and tailing is a respectful acknowledgement of both Call of Cthulhu’s own publishing history and the contributions of authors and licensees to Lovecraft Country canon over the years. Chaosium, Inc. should be commended for including both. Not only does it show appreciation for the history of the roleplaying game and this supplement in particular that veteran players of Call of Cthulhu will be pleased to see, but it provides context and history for those new to the roleplaying game.

The actual description of Arkham begins with an overview and history. This gives a description of its general geography, its settlement by more liberal thinkers from Salem and Boston in the latter seventeenth century, its poor treatment of the indigenous peoples, its growth as a fishing port despite it being a river port on the Miskatonic River and an industrial town with its textile mills and the town’s fall in fortunes as those industries declined, all the way into the twentieth century and the Jazz Age. The opening year is 1922 rather than the 1928 of the earlier versions, so that the Keeper and her players can make the greatest use of the decade. Today, Arkham is recovering from the losses of the Great War only ended a few years before, much of its wealth and reputation reliant upon the early founding and prestigious reputation of Miskatonic University. There are notes too on climate, general government, annual festivals, firearm regulations, and crime, including the town’s two organised mobs, one working to replace the other. Dan O’Bannion’s Irish mob now controls the flow of bootleg whisky into the town, whilst Giuseppe ‘Joe’ Potrello’s gang has been but displaced from Arkham. Here too, is an overview of the major towns of the Miskatonic Valley, some like Innsmouth and Kingsport having their own supplements. This is a mix of fictional and real locations, but together they provide a snapshot of what is to come in future supplement exploring up and down the Miskatonic Valley.

For the Investigator, there are options in terms of background and skills. Arkhamites can have their own significant people and meaningful locations, and there are skills particular to the city and new to Call of Cthulhu. The Arkham skills are Navigate (Arkham) and History (Arkham), whilst the new skills are Reassure, which provides calming words and intuition as a means of recovering Sanity, and Religion, a general skill which can also be very useful for the Priest and Missionary Occupations. Investigator skills can be improved by attending various institutions, for example, the Ivan Toledo School of Dance for Art (Dance) or the N.E. School of Bookkeeping for Accounting. This can be a mix of night classes, self-improvement, or simply hobbies. Popular with players are likely to be the Arkham Gun Club or the Miskatonic Ladies Shooting Club, the latter coached by the Arkham Police Department. Notably, the resulting skill increases from such activities need not require skill checks to improve as in standard play, but simply be rewarded for time spent learning and practising the skills. For example, the owner of Ballard’s Auto Lot, Grainger Ballard, will not only sell or rent an Investigator a car, but offer a course of driving lessons. At the end of two weeks or ten lessons, the Investigator will simply gain a number of points in the skill depending upon his existing skill value. This has the extra effect of enhancing the Investigator’s independence of movement beyond Arkham and into the wider Miskatonic Valley and Lovecraft Country, perhaps in readiness for future supplements and scenario anthologies.

There is a list of clubs, societies, and Investigator organisations that they can involve themselves in, such as Arkham Chamber of Commerce or Miss Andrews’ Social Parlor, where retired ladies can congregate and socialise. There is the option too for Arkham Reputations, which can levy a penalty or grant a bonus die when it comes to interacting with folks in Arkham and up and down the valley, on skills such as Fast Talk or Persuade, and even on Credit Rating. This, of course, is dependent upon the actions of the Investigators and if they come to the attention of the authorities or the Arkham rumour mill. All Investigators begin as Respectable, but their public behaviour, accompanied by a successful Luck roll, can raise this to Distinguished and even Celebrated, but with a failed Luck roll, send it plummeting to Shameful or even Notorious. This, though, is only temporary, but similar repeated and public behaviour can cement the new Reputational status and its accompanying Bonus or Penalty for longer.

The day-to-day nature of life in Arkham is covered in guides to getting around the town—primarily on foot, taxicab, and trolley with its confines, and by bus and by rail beyond, by finding accommodation with a list of hotels and boarding rooms of varied quality and price, and of finding employment or help. In the case of the latter two, this will be tied to one of the hundreds of places of business and work described in the gazetteer that makes most of Call of Cthulhu: Arkham. This could be going to Markwil’s Theatrical Supplies to purchase the wigs, makeup, and costumes, whether for a costumed ball or the use of the Art (Acting) skill, the Science Hall at Miskatonic University to consult with a mathematician about a code, or attending weekly sessions with Doctor Allen Turner for help with a psychiatric issue. These are all means to pull an Investigator into the ordinary life of being an Arkhamite, of working and having a social life, of giving him a life other than making enquiries about the outré.

The bulk of Call of Cthulhu: Arkham is dedicated to describing the many businesses, residences, institutions, and places to be found across the town’s nine neighbourhoods. They are preceded by a directory which numbers and categorises everything for easy reference, and each neighbourhood begins with an overview and not only a very attractive map, but a very good map of the neighbourhood that depicts it isometrically. Each map is accompanied by a list of the points of interest to be found within its confines. Then the numbered entry for each location is given a description, which also includes a list of the notable folk to be found there. That though, is the extent of the simplest of entries. Many others include sections that give the benefits of visiting the location for the Investigators, examine the historical nature of the location, the strangeness to be found within or below, and also ‘Look to the Future’, which charts the history of the location and its inhabitants over the course of the next decade. This can be mundane or it can be Mythos related, tied into the particular events of Lovecraft’s stories. Some also include the stats and thumbnail portraits of particular NPCs, and notably, these have a list of personality traits that quickly enable the Keeper to grasp the nature of each NPC and help portray them. Even the simple list of the notable folk can include the core skill for each NPC listed. Beyond the immediate environs of Arkham, there are descriptions of the Town Heap, the Blasted Heath at Clark’s Corners, Goody Fowler’s cottage, and Arkham Airfield. Throughout there are cultural notes and details aplenty. This includes lists of films, novels, and songs that will be released throughout the twenties, but there are interesting sections on the importance of wearing hats and student life at the Miskatonic University as well.

Of course, the pride of Arkham is Miskatonic University, which stands proud in its own neighbourhood, Campus. The Campus description will perhaps be the most familiar to Call of Cthulhu, it previously having been visited by numerous supplements all of the way back to 1983’s Pursuit to Kadath from T.O.M.E. In terms of the Mythos, the most notable location is the Orne Library and its restricted section overseen by Doctor Henry Armitage and the University Exhibit Museum, and both locations are fully detailed and given floorplans as well. There is more than enough information here should any Investigator want to visit its hallowed halls and consult with an expert or visit its museum. There is probably not quite enough information to run a long-term campaign based around the university, but doing so is not impossible. However, Call of Cthulhu: Arkham would be an all but mandatory companion to any campaign based at Miskatonic University, expanding as it does, upon the town and its various neighbourhoods beyond the grounds of the campus. More recently, this chapter would work well with A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond, as would the rest of the book.

In terms of the Mythos, Call of Cthulhu: Arkham does two things. Primarily and overtly, it presents an overarching threat, that of the Arkham Coven. This strongly ties back into H.P. Lovecraft’s fiction with ‘The Dreams of the Witch-House’ and its antagonist, Keziah Mason, who continues to lead the Coven today, some two centuries later. She rarely makes an appearance at the coven’s gatherings, but she and the other twelve members are fully statted out, complete with motivations, spells known, and modifications for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Apart from Keziah Mason, they are all woven in all levels of society across Arkham, including banks, social clubs, shops, schools, and more, so the Investigators may come across members of the coven in walks of life and not know it. Plus, there is scope for the Keeper to create associate members who can serve all manner of roles in a campaign. That said, all thirteen members of the Coven are very powerful, both in terms of the Mythos and the mundane world, often holding positions of some authority, so will make very tough opposition for any Investigators looking into them. The inclusion of a fully detailed associate member might have provided the Keeper with an example and a lesser threat for the Investigators to face. Beyond that and more overtly, the Mythos is woven into the fabric of Arkham and its environs, such as the ‘Imperfect Resurrected Thing’—a holdover from Herbert West’s experiments that haunts the Railroad Properties; the Old Wooded Graveyard on Hangman’s Hill where the vengeful ghost of the witch, Goody Fowler, is said to manifest; the strange source of items secretly on sale at the antique shop, Unconsidered Trifle; the tunnels which run below the town’s sewers—also detailed—that are home to the strange Arkham Creepers; Dombrowski’s Boarding House, a.k.a. the Witch House, where the events of ‘The Dreams of the Witch-House’ will play out. Of course, the chapter on the Miskatonic University includes details of Doctor Henry Armitage and the surprising number of Mythos tomes held by the Orne Library. The lengthy section includes a discussion of who knows about the Mythos at the university and when.

One of the difficulties in presenting the historical period in which Call of Cthulhu: Arkham is set is dealing with its lack of diversity and representation. Here the authors strike a balance, but encourage the Keeper and her players to make choices. For example, the personal/romantic relationships and sexuality of named NPCs is intentionally left blank for the Keeper to decide what best fits her campaign and the book makes clear that LGBTQI+ people do live and work alongside their fellow heterosexual Arkhamites, but given the historical period and its social attitudes, they are very careful about whom they reveal this to. So, they are present in the town by intent, and the Keeper is encouraged to bring them into play. The town’s minority communities, whether of colour or culture, are accorded a similar treatment, the authors pointing out that they are subject to negative attitudes by some parts of Arkham’s white majority, but rather than focus upon that, the Keeper and her players should focus upon the diversity and richness of those cultures and communities. One example of this is the fact that that the racist attitude of Arkham’s bank managers make it very difficult for members of the African-American community in East-Town to obtain loans and mortgages, preventing property ownership and the improvement of businesses, but the positive effects of the Harlem Renaissance do work their way into the community in later years of the decade, encouraging creativity and artistic output. It would be great to see this explored in later supplements and anthologies in more detail. Ultimately, Call of Cthulhu: Arkham explores these potentially difficult issues in a broad manner, acknowledging them in what is an overview, but leaving it up to the Keeper and her players as to how to address them or change details as is their wont.

Rounding out Call of Cthulhu: Arkham is a set of three appendices. The first provides a timeline of the town and a table of typical Arkhamite names, the second collects game aides, such as the weather and Reputation rules, travel times, and generic NPCs in one place for easy reference, whilst the last is the aforementioned and excellent bibliography. Call of Cthulhu: Arkham also includes three extra items. The first is a Special Edition of the Arkham Advertiser, a copy of the town’s newspaper that can be used to help bring the town to life and pique the interest of the Investigator and his player. The intention is to use that interest as a hook that will lead the Investigator to look into a story further and so pull him into Arkham life and society. The other two are a pair of double-sided maps. One depicts a street plan of Arkham as if done as a business directory, whilst on the other side is a highway map of Massachusetts. The other shows a street plan for the Keeper with all of the locations in the book marked, with a topographical map of the outskirts of town on the other. Both sets of maps are down in full colour and on sturdy paper and very nicely done. The Special Edition of the Arkham Advertiser is done on newspaper paper and has a fantastic verisimilitude to it.

Physically, Cthulhu: Arkham is very well presented. The book is clean and tidy, and despite it consisting of hundreds and hundreds of individual entries is very easy to read. The cartography is excellent and the artwork great.

So the question is, is Call of Cthulhu: Arkham missing anything? Most obviously a scenario. Hopefully that will be addressed with new supplements and anthologies containing scenarios old and new. That said, there are already scenarios available and for Call of Cthulhu, Seventh Edition. This includes the aforementioned New Tales of the Miskatonic Valley, but there are two scenarios in the Call of Cthulhu: Keeper Screen. A table of places where the Investigator could go to increase his skills might have been useful though.

Call of Cthulhu: Arkham is designed as two things. First, a sandbox campaign setting with locations and NPCs and strangeness that the Investigators and their players can engage with and the Keeper can develop into scenarios and mysteries of her own. Second, as an introduction to Lovecraft Country and a jumping off point for supplements set up and down the Miskatonic Valley, old and new. Call of Cthulhu: Arkham is more successful at the latter than the former. This is not to say that Call of Cthulhu: Arkham does not provide the necessary information to do that, because it does. Rather that it leaves the Keeper with a great deal of work to develop that information into something playable. Far from impossible, but daunting nevertheless, especially given that Call of Cthulhu is not usually designed to do that. There can be no doubt that the shift from the more nomadic play style of Call of Cthulhu to the location play style of Call of Cthulhu: Arkham and Lovecraft Country is radical. Here though, Call of Cthulhu: Arkham shines in setting that up, establishing Arkham as a place and bringing its places, peoples, and peculiarities to life and then pulling the Investigators into that life, giving them homes, jobs, and social lives. It sets them up to notice the aberrations of Arkham, whilst laying the groundwork for future releases for Lovecraft Country.

Call of Cthulhu: Arkham is a truly impressive release for Call of Cthulhu, Seventh Edition. It takes a classic supplement and updates it for both the current rules and to make it accessible and useable and succeeds on both counts. It presents a charming façade of an old New England town behind which lurks the secrets and horrors of the Mythos, just waiting for the Investigators to discover if they take a peek too far. It provides a home and a life beyond investigations into the outré for the Investigators and so offers an opportunity for the players to roleplay them beyond maddening encounters with the Mythos, only of course, discover that such encounters can found lurking close to home. Above all, it lays the groundwork for the whole of Lovecraft Country, ready to be explored in future releases and by the Investigators from their homes in Arkham, whilst on their doorstep, it gives both players and Investigators the opportunity to investigate some of H.P. Lovecraft’s most well-known stories.

Monday, 26 February 2024

Miskatonic Monday #265: Mad Sci – How to Train your Shoggoth

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Kurt Havelock

Setting: Miskatonic University
Product: One-shot
What You Get: Thirty-eight page, 142.16 MB Full Colour PDF

Elevator Pitch: Miskatonic Mad Science
Plot Hook: Cartoonish capers with chemistry and whatnot causes chaos
Plot Support: Eighteen NPCs, one map, and sixteen Mythos monsters, plus one robot.
Production Values: Plain

Pros
# Entertainingly cartoonish art
# Interesting set of NPCs/Mythos Monsters
# Variant Great Race of Yith
Myxophobia
Teraphobia
Science Anxiety

Cons
# EDU as a stat is NOT stupid
# Variant Great Race of Yith
# All set-up, no plot
# No staging advice
# No investigation
# Unusable as written without a lot of effort

Conclusion
# All set-up, but no plot, investigation, adventure, or advice on how to use it
# Actually more the bible for an anime-style Saturday morning Miskatonic University mad science cartoon
# Reviews from R’lyeh Discommends

Monday, 12 December 2022

Miskatonic Monday #158: The Wolf in the Labyrinth

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Malcolm Harbrow

Setting: Jazz Age Arkham
Product: Scenario
What You Get: Twenty-two page, 1.31 MB Full Colour PDF
Elevator Pitch: What are you prepared to sacrifice to save someone?
Plot Hook: A missing author of macabre stories might just get the Investigators lost.
Plot Support: Eleven NPCs, seven handouts, one map, one Mythos artefact, 
and no Mythos monsters.
Production Values: Simple.

Pros
# Lovecraft Country scenario
# Solid investigation
# Can be tied into Miskatonic University
# Refreshingly different mystery
# The Mythos can only be managed, never defeated...
# Adaptable to Cthulhu by Gaslight or the modern day
# Suitable for one, two, or three Investigators
# All investigation, no action
# Would suit an Investigator with the Artist Occupation
# Mazeophobia
# Artophobia
# Diokophobia

Cons
# Needs a slight edit
# No stats for the NPCs
# The Mythos can only be managed, never defeated...
# All investigation, no action

Conclusion
# Excellent low-key investigation with a claustrophobic feel involving a variation upon a classic Mythos artefact whose effects can only be managed, never defeated.
# Suitable for a small group of Investigators, but lacks stats for the various NPCs

Monday, 5 December 2022

Miskatonic Monday #157: Annals of Flint’s Detective Agency Chapter 2: MESISTOPHELES’ MALICIOUS MILK

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Mark Potter

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Thirty-Four page, 1.82 MB Full Colour PDF
Elevator Pitch: “First you take a drink, then the drink takes a drink, then the drink takes you.” – F. Scott Fitzgerald, The Great Gatsby
Plot Hook: Investigating a young man affected by the demon drink leads to demons!
Plot Support: Eight NPCs, six handouts, five maps, four Mythos artefacts, 
and three Mythos monsters.
Production Values: Variable.

Pros
# Many Hobbit jokes
# Throws the Mob and the cops into the mix
# Decent investigation
# More than the Mythos involved for extra storytelling elements
# Familiar set-up and plot, but not badly done
# Selaphobia
# Dipsophobia

Cons
# Needs a strong edit
# Familiar set-up and plot, but not badly done
# Too many Hobbit and other jokes
# Maps a little too small

Conclusion
# Solid investigation at the height of Prohibition undone by too many jokes and uneven production values, and a degree of familiarity with other Prohibition-set scenarios.
# Good mix of the Mob, the Cops, plus extra storytelling elements gives some good roleplaying opportunities.

Monday, 28 November 2022

Miskatonic Monday #156: Along Came a Crystal

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Alonso R. Serrano

Setting: Jazz Age Lovecraft Country
Product: Scenario
What You Get: Seventeen page, 2.60 MB Full Colour PDF
Elevator Pitch: All that glisters is not gold.
Plot Hook: A hunt for a missing geologist lands the Investigators in a hole.
Plot Support: Two NPCs, five handouts, one map,
and two Mythos monsters.
Production Values: Variable.

Pros
# Potential addition to a Miskatonic University campaign
# Creepy use of replicated sound
# Keeper could prepare the soundbites
# Decent handouts
Geologically themed one-shot
# Crystallophobia
# Petraphobia

Cons
# Needs an edit
# Short investigation
# More action than investigation

Conclusion
# Short investigation leads to a confrontation with a near unstoppable geologically alien monster.
# Along Came a Crystal uses the replication of soundbites to creepy effect. 

Monday, 21 November 2022

Miskatonic Monday #155: Flesh Wounds

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. 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: Pete Burgess

Setting: 1920s Miskatonic University
Product: Scenario
What You Get: Sixty-four page, 87.60 MB Full Colour PDF
Elevator Pitch: Re-animator Rise Wild! 
Plot Hook: Students witness a bloody attack as curfew draws near.
Plot Support: Twelve NPCs, six handouts, four pre-generated Investigators, six maps and floorplans,
 two Mythos tomes, and one Mythos monster.
Production Values: Excellent.

Pros
# Miskatonic University horror
Excellent production values
# Superb artwork
# Action horror!
# Hemophobia
# Kinemortophobia

Cons
# Needs a slight edit
# Complex backstory
# More action than investigation
# What if the Investigators do not get involved?
# Requires careful preparation by the Keeper

Conclusion
# Blood-splattered horror in the halls of Miskatonic University in a superbly laid-out and grisly illustrated sequel to H.P. Lovecraft’s ‘Herbert West: Reanimator’
# Science versus SCIENCE! in a deadly night of action horror.

Sunday, 20 November 2022

The Fungi From Yuggoth II

Back in the early days of Call of Cthulhu, naming conventions for campaigns and supplements drew more on the literary titles of the source material rather than being inspired by the contents of either the campaign or the supplement. Thus, there are campaigns called Shadows of Yog-Sothoth and The Fungi from Yuggoth—later renamed Day of the Beast—neither of which were about Yog-Sothoth or the Fungi from Yuggoth, although the later do appear in the campaign. When Shadows of Yog-Sothoth does appear for Call of Cthulhu, Seventh Edition, it seems unlikely that it will be renamed since it was the first campaign for the roleplaying game, and should The Fungi from Yuggoth or Day of the Beast return, it could be good candidate for adaptation to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. However, there is a campaign worthy of the name, The Fungi from Yuggoth and that is A Time to Harvest: Death and Discovery in the Vermont Hills.

A Time to Harvest: Death and Discovery in the Vermont Hills – A 1930s Era Campaign Across New England and Beyond is notable for several things. Originally presented as a six-part Organised Play series for Chaosium’s ‘Cults of Chaos’, it takes place at the beginning of the 1930s, is primarily set in New England on the edge of Lovecraft Country, it uses Miskatonic University as its base—with the Investigators as students, it is designed to be an introductory campaign, and it involves the machinations of the unknowable Fungi from Yuggoth—or Mi-Go—as its central threat. Many of which are firsts. Thus to date, there has been no campaign involving the Mi-Go, although they have featured in many a scenario, including many set in Lovecraft Country. Similarly, there have been no Lovecraft Country campaigns, though there are plenty of scenarios set there. Nor have there been any campaigns involving Miskatonic University. Of course, there have been introductory campaigns. A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos being the best-known example. If so, then A Time to Harvest is its counterpart for Call of Cthulhu, Seventh Edition, and further, casting the Investigators as students is an appropriate introductory from which to involve them in Lovecraftian investigative horror. Although the idea of roleplaying students at Miskatonic University goes all the way back to the eponymous scenario in the 1983 anthology, Pursuit to Kadath from T.O.M.E., no supplement or campaign has effectively carried that through until A Time to Harvest.

A Time to Harvest can be run just using Call of Cthulhu, Seventh Edition. It can even be run using Pulp Cthulhu, and the campaign includes notes and adaptations to that end. However, the campaign suggests a number of extras which would prove useful. The first of which is for the Keeper to read H.P. Lovecraft’s ‘The Whisperer in Darkness’ as it serves as the inspiration, and sets the tone, for the campaign. The second is to reference a number of other supplements. Notably, H.P. Lovecraft’s Arkham will be useful for source material on the town where Miskatonic University is situated, and of course, the Miskatonic University supplement will be useful in expanding upon the information given in A Time to Harvest, which includes Occupations for students at the New England college. Lastly, it should be noted that A Time to Harvest does carry several content warnings. Understandably, A Time to Harvest is a horror campaign and it does involve obsession, in particular, romantic obsession, possession, and murderous minors, but there is advice for the Keeper on handling all of these elements should they be inappropriate for any of her players.

A Time to Harvest begins in the summer of 1930. A group of students—including the Investigators—are going on a field trip to the town of Cobb’s Corners in rural Vermont where one team will conduct geological research and the other collect anthropological data on local folklore. What is strange about this is that it follows a previous expedition which resulted in the death of one student and the disappearance of several others. It is against this backdrop and the often-overbearing presence of the town’s puritanical sheriff that oddities and strange incidents begin to occur. The leader of the fieldtrip—a fellow student—behaves erratically, the locals are at first welcoming, but then seem angered by the students’ presence, the weather turns against them, and whilst staying at the ramshackle farmhouse which has been rented for them, the students begin to suffer strange dreams… Ultimately, this second field trip to Cobb’s Corner ends in disaster, and very likely horror. The Investigators will in part be blamed for this, even though they are not really responsible, and consequently they have reason to feel aggrieved. Now as an introductory campaign, this first part of A Time to Harvest is more complex than perhaps it should be. There are two plot strands to be followed as the Investigators are divided between the anthropology team and the geology team, and some of the later scenes do require careful timing. Further, the Keeper has a large cast of fellow students to roleplay, her portrayal important for subsequent events in the campaign. These difficulties, such as they are, should be offset by careful preparation upon the part of the Keeper, but even so, the start to A Time to Harvest is more complex than that of Chaosium, Inc.’s other starter campaign, A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu.

The second chapter begins with the Investigators back at school, chastised and the subject of gossip. Out of character activities and attitudes amongst their fellow students should become apparent and arouse their curiosity. Forces beyond the Investigators’ understanding at this point, are operating in the hallowed halls of Miskatonic University and will likely move against them too before carefully sowing the seeds of chaos on campus and carrying out their primary objectives. The Investigators by this time should at least have their suspicions, especially if the Keeper has been roleplaying the now-antagonists well, but an entertaining optional scene atop Hangman’s Hill should leave the Investigators with some idea of what is going and a sense of urgency. The finale of chapter is combative in nature and if their Investigators survive, provides a cathectic climax, and it is followed by an optional chase. In fact, both optional scenes add a lot to the understanding of the Investigators and their players, and are great set-pieces.

In the third part, the Investigators gain an unexpected ally—Federated Oil and Chemical—whose owner takes a dedicated interest in the activities of what are now their joint enemy. In return for their co-operation, the head of Federated Oil and Chemical expects their aid in its forthcoming investigations into the activities of the Mi-Go. For the most part, there is a chance here for the Investigators to rest, recuperate, heal, and even restore a little Sanity and perhaps a little of their reputations, as well as learn something about the Mi-Go (and the Mythos in general). However, an optional trip to Canada reveals that sometimes suspicions about Mythos activity can be taken too far and the bloody finale exposes the Investigators to the dangers of the Mythos in general, rather than just the Fungi from Yuggoth. Whatever the outcome, the Federated Oil and Chemical field trip returns the Investigators, along with a small army of security men to Cobb’s Corners, this time armed and dangerous. Of course, such preparations are all for naught against the knowledge and technology of the Mi-Go, as the Investigators are forced to take drastic action to save themselves and their friends. The final part of the campaign has the Mythos rise wild and walk amongst the houses and surrounds of Cobb’s Corners in a maelstrom of maliciousness and mayhem with the Investigators likely caught in the middle. In addition, there is an alternate ending which continues the campaign which takes the Investigators to a place very far away in a fitting nod to the original the Fungi from Yuggoth campaign. More of a secret strike mission, this is specifically written for use with Pulp Cthulhu, although it can be adjusted to be run using standard Call of Cthulhu, Seventh Edition rules—though advice would have been useful to that end considering that A Time to Harvest is designed as an introductory campaign.

In terms of support for the Keeper, the campaign is well-appointed. The town of Cobb’s Corners and its inhabitants are described in detail—since the Investigators will be returning to it again and again; the Mi-Go are greatly expanded from their core write-up in the Call of Cthulhu Keeper Rulebook with multiple variants of the Fungi from Yuggoth given; Miskatonic University is covered in a good overview, including floorplans of various buildings; there is extra staging advice where needed; and there is a set of pre-generated Investigators, ready to use at the start of the campaign or as a source of replacement Investigators. Each includes background, thumbnail portrait, and options to be run using Pulp Cthulhu. There are notes too at the end on how to carry the campaign on, with the Investigators either back at Miskatonic University or still working for Federated Oil and Chemical.

Apart from one or two horror elements that some players might not want to have to deal with—hence the content warnings—the only potential problem with the campaign is the opening chapter and first half of the second. The Investigators and the players are likely to be on the back foot during these opening scenes, often blamed for events outside of their control, and feeling as if they are being punished. There is not really any way around this, except to advise the players to keep at what is potentially an initially disheartening play experience. Veteran roleplayers may have less of an issue with this, but as the beginning to an introductory campaign, it could be off-putting to those players new to Call of Cthulhu.

Physically, A Time to Harvest is very well presented. Both artwork and cartography are excellent throughout, the handouts are good too, and they are of course reprinted at the back of the book. There is a useful index too.

A Time to Harvest is a campaign in which the forces of the Mythos are proactive. There are clear and obvious thought processes behind their plans, whether this is attempting an objective, striking at the Investigators, or taking advantage of the efforts of others. There are moments too when the Investigators have the opportunity to take the fight back to them, whether that the campaign is being run for Call of Cthulhu or Pulp Cthulhu, but even if armed—and the campaign gives multiple means of the Investigators acquiring firearms—it is of course not going to be enough in the face of the Mythos. The scope of the campaign is kept enjoyably small and focussed, but it still hints at wider forces and presence of the Mythos without belabouring the point, which is perfect for an introductory campaign.

Ultimately, the choice of foe gives the campaign a distinctive feel too. A Time to Harvest is modern and dynamic, scientific horror rather than eldritch horror, and cosmic horror of a Science Fiction bent. A Time to Harvest: Death and Discovery in the Vermont Hills gives the Mi-Go—the Fungi from Yuggoth—the campaign they have been waiting for, Miskatonic University itself a great starting point for a campaign involving staff and students, and for the players and their student Investigators, a summer of horror and scientific madness they will never forget.

—oOo—

Both Reviews from Rlyeh and Chaosium will be at DragonMeet on Saturday, 3rd December, 2022.

Sunday, 9 May 2021

Cthulhu Classics IX

From one week to the next, Reviews from R’lyeh writes reviews of new games and supplements with an emphasis on Call of Cthulhu and other games of Lovecraftian investigative horror. This series concentrates on Call of Cthulhu and other games of Lovecraftian investigative horror, but not those recently released, but those of the past. There have been innumerable titles published over the years and this is an opportunity to appraise them anew, often decades after they were first released.

Having looked at the releases from Games Workshop, culminating with Green and Pleasant Land: The British 1920s-30s Cthulhu Source Pack, Reviews from R’lyeh now moves on to another early licensee for Chaosium, Inc. This is T.O.M.E. or Theatre of the Mind Enterprises, a publisher best known for the titles it released for use with Call of Cthulhu and Gardasiyal: Adventures in Tékumel, the 1990s roleplaying game set in the world of Tékumel: Empire of the Petal Throne. Between 1983 and 1984, T.O.M.E. would publish five collections of scenarios—The Arkham Evil, Death In Dunwich, Pursuit To Kadath, Whispers From The Abyss And Other Tales, and Glozel Est Authentique!—for use with Call of Cthulhu, Second Edition. It is the third of these titles, Pursuit to Kadath,  which is the subject of this review.

Pursuit to Kadath consists of two separate scenarios. The longer of the two is the titular ‘Pursuit to Kadath’, whilst the bonus, much shorter scenario is ‘The All-Seeing Eye of the Alskali’, which can be run after ‘Pursuit to Kadath’. From the outset, the title itself suggests the Dreamlands and H.P. Lovecraft’s The Dream-Quest of Unknown Kadath, if not the city located either north or below, the plateau of Leng. However, Pursuit to Kadath has nothing do with Kadath, the title here referring to a fictional location in Turkey. The use of the title then, is symptomatic of many of the early campaigns and anthologies for Call of Cthulhu, which would include Lovecraftian references in their titles, but not make use of them in their actual content. That said, apart from Horror on the Orient Express, the two scenarios found in the pages of Pursuit to Kadath are some of the very few to be actually set in Turkey. Title issues aside, the very good news is that Pursuit to Kadath is very much a huge improvement over the first two titles from the publisher. Both The Arkham Evil and Death in Dunwich have deservedly poor reputations because essentially, they are early attempts at writing scenarios for Call of Cthulhu, which simply do not work. Or at least, require a great deal of effort to make work and even then, not necessarily work to the greatest of effects. In comparison, Pursuit to Kadath is a huge improvement because it has a plot which makes sense. It is far from a perfect plot, but it makes sense. It also has an intriguing beginning and it also comes with a lot of historical background and information. However, like its forebears, Pursuit to Kadath is not without its issues. 

Set in 1923, Pursuit to Kadath casts the Investigators as students at Miskatonic University, who are also members of The Sunday Group, a prestigious social club. They may be rich enough to be members, but if not, they may have been sponsored for membership on academic merit. The scenario opens with the Investigators in the library when Darryl Stewart, a fellow member, shows then a weird photograph which has appeared on the front page of a newspaper. The caption on the photograph reads, “FLYING ARM!” and purports to show a bloodied arm which seems to have been brutally ripped from the shoulder of a policeman who subsequently died and is now floating the air. Several witnesses, including the photographer, have sworn that this is what they saw, but both Darryl and the Investigators can see another figure in the photograph and instead the arm floating in the air, it is firmly in the grasp of this figure, a figure which looks awfully like Nils Lindstrom, fellow student and Sunday Club member, and son of a Chicago senator. Further, in the photograph, Lindstrom is holding a bag used by 1st National Bank to transport money and there is a separate report of a bank robbery on the front page. So did the normally shy, mild-mannered Lindstrom rob the bank and if so why? And what drove him to commit such an act of sheer bloody violence? And why can the Investigators see him in the photograph and not others?

In addition, as fellow members of the Sunday Club, the Investigators have attended the same social events as Lindstrom, including a party at which they will recall strange events took place. Many of the attendees, including Lindstrom and the Player Characters, were hypnotised, and Lindstrom had a strange reaction. This was followed by a seance. Could this account for his now apparently even stranger behaviour? As they look into his strange behaviour and track his activities, the Investigators will find themselves following his trail from Boston to New York, where he seems to be inveigling himself into local high society and perhaps courting a young lady his family regards as a suitable match. Mundane help comes in the form of Lindstrom’s father who also wants to know what his son is doing, whilst Mythos help—or at least advice—comes from a strange dream with the Serpent Man who previously appeared in The Arkham Evil. Ultimately, Lindstrom does not tarry in New York for long, setting sail across the Atlantic towards the Belgian Congo with the Investigators on his tail. The Investigators are expected to follow, but towards the end of the crossing, the captain of Lindstrom’s vessel urgently broadcasts a message warning that he has been forced to divert to Turkey.

When the Investigators reach Turkey, they encounter one of the great set pieces in ‘Pursuit to Kadath’. This is the fishing port of Selefko, located on Turkey’s southern coast, Lindstrom’s vessel beached and broken on the shore, the town seemingly abandoned, but with the sound of the call to prayer emanating from the town’s mosque. The only inhabitant is Ahmed Mohammed Mohammed, a mighty, Anglophobic, scimitar- and musket-wielding warrior, who has been sent to deal with the devils who came ashore in Selefko and began preying upon the town’s inhabitants. He will brook no interference from the Investigators, but potentially, could become an ally, if only temporarily, in tracking down the source of the threat which befell Selefko. Ultimately, the Investigators will climb up Alacadaq Mountain on Lindstrom’s trail and descend into the mountain to face him before he can bring about final plans.

At its heart, ‘Pursuit to Kadath’ is a chase scenario. The Investigators start the scenario on Lindstrom’s trail and follow it all the way to Turkey, only catching up with the oddly behaving student in the scenario’s final scene inside Alacadaq Mountain. And what a richly detailed trail it is! Strange behaviour, a bank robbery, missing memories, bloody murder after bloody murder, an odd artefact, a diplomatic incident, and a vampire showdown on the streets of Selefko! Which makes for a very heavily plotted scenario. In fact, Pursuit to Kadath is not only a very heavily plotted scenario, but a scenario which is heavily plotted twice—and heavily pre-plotted at that! 

The issue is that the first half of the scenario is devoted to explaining both plot and background, along with any necessary stats, and so is much of the second half—though to a lesser extent. Further, a fair degree of the beginning investigation is done as a flashback, which involves a fair degree of exposition. What the Keeper is meant to do is follow the plot in the second half, but draw heavily from the first, but what it does instead, is effectively double the effort required to run Pursuit to Kadath. Especially in its preparation.

The heavy double-plotting of ‘Pursuit to Kadath’ is not the scenario’s only problem. The second is getting the Player Characters involved. There are no hooks except, ‘a fellow member of the society you belong to, is acting oddly, so why not for the good of the society, investigate?’ Which is essentially asking the Investigators to investigate because there is a plot there. Later on in the scenario though, NPCs contact the Investigators directly to ask them to continue their enquiries, at which point they have much more motivation. 

Third, in terms of plotting, the scenario’s denouement is severely underwritten with no explanation as to exactly what the Investigators are expected to do to thwart Lindstrom’s plans. A strange artefact would also appear to play a role in the scenario, but no proper explanation of what that role is given, certainly as far as the denouement is concerned. At best, it would appear that the Investigators are expected to rush in, all guns blazing, which feels more Pulp action than Lovecraftian.

The fourth problem is the poor handling of the Mythos in ‘Pursuit to Kadath’. The primary entity involved is Yig and his servants, a set of eleven Dragon Warriors that the Father of Serpents created to fight the other gods. Lindstrom has been possessed by one of these Dragon Warriors—who also appear on the artefact—and cuts a bloody trail from Boston to New York and then onto Turkey in an attempt to prepare himself to summon his master in an underground temple. With the benefit of hindsight and numerous scenarios for Call of Cthulhu and other roleplaying games of Lovecraftian investigative horror, this does not feel like any depiction of Yig and his servants seen anywhere else. Even at the time of the publication of Pursuit to Kadath though, it was noted how much the depiction of the Mythos and its entities differed from that seen in the source fiction and in Call of Cthulhu itself. Elsewhere the inclusion of a Serpent Man makes sense, but a scene involving both Ghouls and a Nightgaunt feels just too much, whilst the creation of vampires feels more Hammer horror than Lovecraftian.

That said, the scenario is very well supported. There is a quick guide to creating students at Miskatonic University, very basic, but years before 1995’s Miskatonic University: The University Guidebook and 2005’s Miskatonic University. This is accompanied by a list of the degree requirements for numerous academic courses at the university, which whilst interesting, is difficult to bring into play and looks wholly arcane to anyone who has not been to an American university. There is a good mix of handouts, some very plain, others made to look like period documents. Some of them though, like a local railway timetable feel superfluous. In addition, there is a sensible guide to hypnotism and what was widely believed about it in the nineteen twenties, a guide to handling languages, and a guide to Turkey in the early nineteen twenties. Overall, lots of useful and interesting material.

Despite these faults, ‘Pursuit to Kadath’ is a big improvement upon the earlier The Arkham Evil and Death in Dunwich. The plot is almost coherent—twice, and the background material is solid and useful. It could be run today, but only with some effort. Not because it is necessarily bad, but because the two plots need to be deconstructed and put back together as ‘a’ plot to provide some much-needed clarity. The Keeper might also want to rework the elements of Mythos, again to add clarity, and then perhaps decide what to do about the vampires. One option would be to push the Pulp elements of the scenario, perhaps enough to use it with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. It would require no little effort upon the part of the Keeper, and it is debatable whether that effort is worth it, but ‘Pursuit to Kadath’ is probably the first scenario from T.O.M.E. which has the potential to be worth it.

The bonus scenario in Pursuit to Kadath is ‘The All-Seeing Eye of the Alskali’ by E.S. Erkes. Much shorter than ‘Pursuit to Kadath’, it is again set in 1923 and where ‘Pursuit to Kadath’ ends in Turkey, ‘The All-Seeing Eye of the Alskali’ begins in Turkey. Thus, it could be run as a sequel to ‘Pursuit to Kadath’. The Investigators are hired by Ghazi Mustapha Kemal, the leader of Turkey—he would only add Ataturk to his name in 1934–to locate a missing British archaeologist, Quentin Halward. Halward is an expert on Troy and the Turkish government fears that word of his disappearance will cause it undue embarrassment. Halward was last seen in the company of two Russians. This should push the Investigators to make enquiries amongst the Russian community in Istanbul, which quickly involves them in a web of intrigue between the White Russian emigres and the official and unofficial Soviet personal in the city, as well as a strange Islamic sect with a reputation for having worshipped demons. Ultimately, the Investigators’ enquiries should lead them from Troy to the Crimea and Halward’s whereabouts.

‘The All-Seeing Eye of the Alskali’ is shorter and more direct than ‘Pursuit to Kadath’. It is also very much better written and would be easy to run today, just as it would have been at the time of publication. Its use of the Mythos is better, if only because it is greatly reduced. Really all it does is add a new Mythos race, one which was the basis for the Cyclops legend. Unfortunately, ‘The All-Seeing Eye of the Alskali’ does end in a fight, which is not particularly interesting. However, all of the running around and intrigue in Istanbul with the Russians should be fun to roleplay.

Physically, Pursuit to Kadath is decent enough, or decent enough for 1983. The cover is uninspiring, but the artwork inside—apart from the random skulls used to separate sections, is not too bad. Similarly, some of the handouts are not too bad either, and whilst the maps merely okay, they at least clearly depict what was intended. The use of period maps adds an element of verisimilitude, but are either too small or too dark to really make use of effectively.

—oOo—

Reviews of Pursuit to Kadath at the time of its release, were surprisingly positive. Writing in Fantasy Gamer Number 4 (Feb/Mar 1984), Warren Spector said, “Pursuit to Kadath gets an almost-unqualified rave. TOME has offered so much background material, you don’t even have to play Pursuit to Kadath to get your money’s worth – you can just incorporate all the background information into your own campaign. And they’ve even included a second – albeit brief – scenario in the back. You just can’t ask much more in an RPG module.”

However, when reviewing ‘Pursuit to Kadath’ in particular in White Dwarf 54 (June 1984), Nic Grecas wrote that, “There is one other aspect of this scenario which caused me some disquiet — the background mythos which is presented in this scenario in respect of a certain deity (to say which one would, of course, spoil a rather large amount of the scenario’s mystery) seems to me to be at odds with Lovecraft’s own writings and also with some of the information in the main rules. Fortunately this forms a part of the background for the keeper only and with very little work can be reconciled with Lovecraft and Chaosium. This was a regrettable lapse on the part of TOME, but in a game system which was written as a ‘labour of love’ by a group of people who strove to recapture the atmosphere of brooding terror found in  Lovecraft’s work, it is fortunate that these misconceptions do not intrude into the body of the scenario.” He concluded though, that “These points apart, Pursuit to Kadath is a fine scenario which, if well managed, can produce an excellent ‘crescendo of terror’, but beware; the final scene could be a terminal experience for many of the investigators!”. He was equally as positive about ‘The All-Seeing Eye of the Alskali’ and of Pursuit to Kadath in general that, “All in all, both scenarios are most creditable.” before awarding it eight out of ten.

Similarly, William A. Barton would highlight the differences between the Mythos of Pursuit to Kadath and its portrayal elsewhere, when he reviewed all five of the Call of Cthulhu titles from T.O.M.E. in Space Gamer #71 (Nov/Dec 1984) with ‘Whispers of Things Lovecraftian: TOME’s Cthulhu Modules’. In providing an overview of the line published to date before reviewing, the fourth release from T.O.M.E., Whispers from the Abyss and Other Tales, he wrote, “TOME’s offerings are all intended for CoC, though, in some instances, the Cthulhoid connection has been tenuous at the best. … This is a tendency for which TOME has received some criticism.” before continuing with, “Pursuit to Kadath was TOME’s worst offender in this regard. While the main scenario and shorter bonus, The All-Seeing Eye of the Alskali, did have more Cthulhian references than their predecessor — including Nyarlathotep, the Al-Azif, Yig, Father of Serpents, and a new Cthulhoid race, the Alskali (one-eyed giant cyclops) —  the mix of non-Mythos occult materials were even more pronounced. Yig, in particular, was distorted beyond almost beyond recognition as far as any past references. The greatest criticism that can be leveled against this scenario, however, is its name: In the stories of Lovecraft and his imitators, Kadath was the mythical land of dreams — or a blasted plateau in the cold waste — as noted in The Dream-Quest of Unknown Kadath. Yet in Pursuit, the Kadath of the title is a town in Turkey, not the Lovecraftian Kadath at all. According to Rawlings,* TOME felt that a scenario set in the surreal Kadath of the Mythos would be too difficult to do right, so they opted for the more concrete setting of the “real” Kadath. The title was not an intentional deception.”

* Presumably Steve Rawling, who provided extra content for Pursuit to Kadath.

Pursuit to Kadath was awarded three out of four stars by Steve List in Different Worlds issue 38 (Jan/Feb 1985), who wrote, “In Pursuit To Kadath, TOME has produced an excellent package of material for Cthulhu players and added some interesting lore to the ‘things Man was not meant to know.’ It is well worth acquiring.”

—oOo—

It is surprising that Pursuit to Kadath received so much praise at the time of its publication. Perhaps we have become spoiled by the quality of the content which is being written for Call of Cthulhu, and has been written for Call of Cthulhu over the years. Even so, better content was being written than Pursuit to Kadath in 1983. Of the two scenarios in this volume,  ‘The All-Seeing Eye of the Alskali’ is merely okay, but ‘Pursuit to Kadath’ is a double-stranded suety mess that is overly plotted, suffers from a Mythos mélange, and is underdeveloped where it counts. And yet, Pursuit to Kadath is not irredeemably terrible, just bad, but not irredeemably bad enough that its potential cannot still be seen and that you wish it could have been better.