Saturday, 17 January 2026
A Colder Cold War
SUBMERGED – A Rules Light Roleplaying Game of Life Under the Frozen Oceans is published by Farsight Games and written by the designer of Those Dark Places: Industrial Science Fiction Roleplaying and Pressure. In it, the players take the role of crewmembers of a submarine trying to make a living, hauling cargo and passengers, scavenging and salvaging, smuggling, and fulfilling whatever contract they can and pays the bills, all to pay off the mortgage on their vessel. Think of it as an undersea version of a tramp freighter campaign in the vein of Traveller or the television series, Firefly. Certainly, SUBMERGED has a similar blue collar sensibility—just not in space.
A Player Character in SUBMERGED is simply defined. He has ten Skills. These are Agility, Charisma, Close Combat, Technical, Medicine, Ranged Combat, Science, Strength, Submariner, and Subterfuge, and they range in value between two and eleven. In addition, he has Hit Points starting at twelve and then modified by his Strength. He can have an extra specialist or hobby Skill which lies outside the scope of the standard ten. Lastly, the Player Character has four Submariner Sub-skills.* These are ‘Helm’, ‘Sonar’, ‘Engineer’, and ‘WEPS’, the latter being the Weapons Officer. To create a character, a player simply assigns each of one of the numbers between two and eleven to one of the Skills and decides on a specialist or hobby Skill, if any, a name, and lastly assigns six points to the Submariner subskills. Character generation can be done in thirty seconds.
* Yes. Really.
Sunday Faruku
Engineer
Agility 4 Charisma 3 Close Combat 8 Technical 9 Medicine 6 Ranged Combat 5 Science 7 Strength 10 Submariner 11 Subterfuge 2
Sub-Skills: Helm 1 Sonar 1 Engineer 3 WEPS 1
Skill: Singing 6
Hit Points 22
Mechanically, SUBMERGED is a simple. To have his character undertake a task, a player selects the most appropriate Skill and adds its vale to the roll of a twelve-sided die. If the result is thirteen or more, then he has succeeded. The Game Master can adjust the difficulty as needed. It is as simple as that. Combat is handled as opposed rolls, with the highest roll indicating the winner. Thus, Close Combat versus Close Combat in a fist fight, but Ranged Combat versus Agility if the defendant wants to dodge. A punch does 1d2 plus Strength in damage, a blade 1d4 plus Strength, a pistol 1d6+6, and a rifle 1d12+6. Most Player Characters will last a punch-up, even a knife fight, but once firearms start being used, the best thing a Player Character is to get behind cover as a rifle can kill in a single shot.
The Submariner Sub-skills are used in conjunction with the Submariner skill. They are spent on a one-for-one basis to modify rolls using the Submariner skill.
The submarines are equally as simply defined. Each has stats for ‘Knots’, ‘Depth’, and ‘Cargo’, so how fast it can go, how deep it can go, and how much it can carry. The Armament details its weapons and defences. For the most part, operating a submarine is handled narratively until actually matters. Such as in combat. Initiative requires a Sonar operator since submarines have to detect each other, submarines have to be positioned to attack, and so on. Submarine combat is run as a series of opposed rolls. Sonar versus sonar to gain initiative; Helm versus Helm to gain a better firing position and bonus to the firing roll; and WEPS versus Helm to track a torpedo. The latter is done three times with the best out of three determining if the torpedo hits the target submarine or is avoided. Countermeasures can be launched once per combat to try and distract an incoming torpedo. Fortunately, most torpedoes are not designed to destroy submarines, but to cripple them or slow them, though a lucky—or unlucky—strike can still destroy a submarine. The crew can suffer injuries from the jolt of a torpedo explosion and damage typically knocks out a system that the engineer must race to fix.
SUBMERGED details several sample submarines, some of which are cheap enough for the Player Characters to take a mortgage out on (though if second-hand or more, it means beginning play with damaged systems), and small enough to be crewed by three or four Player Characters. Others consist of transports, defence and combat boats, and even pirate and mercenary boats. There is also a list of equipment, some suggested rates for various contracts, and descriptions of the major city states. There are scenario hooks too, plus an introductory adventure. In ‘The Blue King’s Wrath’, the Player Characters are hired by the city-state of Sub-London to infiltrate the base of a notorious pirate called the Blue King, who has established himself and his cult in an abandoned city-state project off the coast of Iceland, so threatening the North Atlantic trade route, and claims to be in possession of the ‘ultimate weapon’. The authorities in Sub-London want to know if this ‘ultimate weapon’ actually exists, what it is, and ideally, stolen from the Blue King. It is a quick and dirty affair that can be played through in a session or so. Plus, there are some secrets that once revealed the Game Master could develop into further adventures.
Physically, SUBMERGED – A Rules Light Roleplaying Game of Life Under the Frozen Oceans is a bit messy and it does need an edit in places. The main problem is that not everything is quite in the right places, but the roleplaying game is short enough not to matter very much and simple enough that the Game Master will not need to refer to the rules too often.
SUBMERGED – A Rules Light Roleplaying Game Of Life Under The Frozen Oceans has the very grubby feel of a seventies post-apocalyptic film and even a little of Escape from New York, especially in the scenario. Surprisingly, it combines quite a number of different genres in just a few pages—seventies disaster and post-apocalyptic films, all things nautical, piratical, and subaquatic, and blue collar trucking adventure—all of which will be familiar to both the Game Master and her players. SUBMERGED – A Rules Light Roleplaying Game of Life Under the Frozen Oceans is rough and ready, if not a bit damp and slightly rusty, but definitely easy to run and play. It would be interesting to see this alternate Cold War future developed and explored a little more.
Monday, 4 December 2023
Miskatonic Monday #249: The Pirate and the Bride
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Jazmin Ospa & Meghan Kuschner
Setting: Regency-era Bahamas
What You Get: Seventeen page, 6.21 MB Full Colour PDF
Elevator Pitch: Dagon’s ‘Red Wedding’
Plot Support: Staging advice, five pre-generated Investigators, eight NPCs, four handouts, and several hundred (Mythos) monsters.
Pros
Monday, 20 November 2023
Miskatonic Monday #246: Time’s Prisoners
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Stephen K. Stein
Setting: Regency-era South Atlantic
What You Get: Twenty-six page, 10.17 MB Full Colour PDF
Elevator Pitch: Some doldrums are deadlier than any Navy man can imagine.
Plot Support: Staging advice, seven pre-generated Investigators, ten NPCs, two handouts, four Mythos artefacts, and seven Mythos creatures.
Pros
Saturday, 28 October 2023
Miskatonic Monday #233: A Dive to Strange Depths
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author Matthew Tansek
Setting: Jazz Age Pacific
What You Get: Fifty-six page, 97.03 MB PDF
Pros
Friday, 27 October 2023
Miskatonic Monday #230: Forbidden Seas and Perilous Coasts
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Alexander Smith
Setting: Regency-era South America
What You Get: Twenty-three page, 13.03 MB Full Colour PDF
Elevator Pitch: A tale of exploration and retribution—and not in a good way
Plot Support: Staging advice, six pre-generated Investigators, one map, and three (plus more) Mythos creatures.
Pros
Saturday, 21 October 2023
Miskatonic Monday #225: A Drop of Nelson’s Blood
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: SR Sellens
Setting: The Admiralty, 1815
What You Get: Fifty-two page, 24.42 MB Full Colour PDF
Elevator Pitch: Agatha Christie’s And Then There Were None, but with half the attendees and celebrating the life of Horatio Nelson, 1st Viscount Nelson, 1st Duke of Bronte.
Plot Support: Staging advice, five pre-generated Investigators, eight NPCs, seven handouts, two floorplans, one Mythos tome, one Mythos spell, one unnatural creature, and a sea shanty.
Pros
Monday, 9 October 2023
Miskatonic Monday #222: The Pursuit
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Cameron Hays
Setting: Regency-era mid-Atlantic
What You Get: Eighteen page, 5.42 MB Full Colour PDF
Elevator Pitch: Sometimes the pressganged are worse than the dregs society has to offer...
Plot Support: Staging advice, six pre-generated Investigators, two NPCs (plus more), and two handouts.
Pros
Monday, 11 September 2023
Miskatonic Monday #216: In Strange Seas
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Friday, 15 April 2022
[Fanzine Focus XXVIII] Crawl! Number 11: The Seafaring Issue
Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.
Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3: The Magic Issue was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V: Monsters continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode. Lastly, Crawl! Number 10: New Class Options! provided exactly what it said on the tin and provided new options for the Demi-Human Classes.








