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Showing posts with label New England. Show all posts
Showing posts with label New England. Show all posts

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.

Sunday, 6 September 2026

Gear & Teeth

To date, Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, Chaosium, Inc’s supplement of Pulp action set during the nineteen thirties for Call of Cthulhu, Seventh Edition has been supported by not one, but two campaigns. The better known of these is The Two-Headed Serpent: An Epic Action-Packed and Globe-Spanning Campaign for Pulp Cthulhu, a campaign in the traditional sense of Lovecraftian investigative horror. It presented a world-spanning conspiracy, which took the heroic investigators from Bolivia, New York, Borneo, and Oklahoma to the Belgian Congo, Iceland, and Brazil—and beyond! The other campaign is A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu, which although like The Two-Headed Serpent is based in New York and takes place in the nineteen thirties, is very different in tone and scope. Inspired by 
both ‘The Mound’, the horror/science fiction novella ghost-written by H. P. Lovecraft for Zealia Bishop, and Sinclair Lewis’ alternate history satire, It Can’t Happen Here, it combines fringe science or ‘Science!’ with the fringe politics of the period for a campaign that is as much Science Fiction as it is horror. Thus, it has been a while since there has been support for Pulp Cthulhu.

Tooth & Claw: Two Scenarios for Pulp Cthulhu presents two scenarios set in New England in 
the Desperate Decade—‘Of Clockwork & Clay’ and ‘Wolf Among the Flock’. Whilst both scenarios are written for use with Pulp Cthulhu and use classic elements of the Mythos, they vary in tone and application of the Mythos. ‘Of Clockwork & Clay’ is the more straightforward of the two, combining ‘Science!’ with traditional elements of both the Mythos and Jewish mythology in traditional Pulp detective narrative, whilst ‘Wolf Among the Flock’ gives the use of traditional Mythos creature a pleasing twist and sets the whole affair in an enclosed, sweaty, hothouse affair. Both scenarios can be played in two or three sessions and both scenarios are easy to add to a campaign. Neither scenario has any specific requirements, but ‘Of Clockwork & Clay’ will play better if an Investigator understands Yiddish and/or German and has a good working knowledge of ‘Science!’, whilst ‘Wolf Among the Flock’ will play well if the Investigators have points in the Science (Biology) and Science (Zoology) skills as well as, surprisingly, Other Language (American Sign Language). The ‘Animal Companion’ Talent may prove to be fun addition and a Big Game Hunter Investigator would work very well with ‘Wolf Among the Flock’.

‘Of Clockwork & Clay’ is set in Boston and opens in 1933  the Investigators being hired by the director of the city’s Museum of Fine Arts to investigate a break-in and theft. Several priceless artefacts have been stolen from the museum’s Judaica Exhibition, the exhibition arranged to show solidarity with the city’s Jewish community. The leads point to the nightwatchman, beaten up during the robbery, but who is yet to come into work again and the nature of the stolen Hebrew artefacts. Threads lead into the city’s Jewish and antiquarian communities and also into its criminal underworld, much reduced in influence and power in the wake of the lifting of Prohibition, before reaching the Boston Futurist Society, whose members are made up of freethinkers and radicals.

This is not a complex investigation and that is entirely in keeping with Pulp Cthulhu. As is the presence of the police, also investigating the break-in at the museum and who may be played as an ally or an enemy, and a squad of heavies led by a severe-looking woman wearing an eyepatch (she must be evil, she is wearing an eyepatch), again also ‘investigating’ the break-in at the museum. There is room for a punch-up or two or a chase with heavies, whilst working with those that can help the Investigators is a little harder.

Ultimately, ‘Of Clockwork & Clay’ will probably end with a break-in of the Investigators’ own devising, a confrontation with a misguided techno-millionaire, and a bruising attempt to prevent a nasty summoning. ‘Of Clockwork & Clay’ is a well written scenario which combines the Mythos and supreme ambition with its inspiration, The Golem: How He Came into the World, the 1920 German silent horror film. In fact, there is a chance in game that the Investigators will actually remember having seen the film. The result is a scenario that is a bit too familiar and more experienced players may work out what is going on early on and then need to play against their knowledge until it becomes obvious to their Investigators.

‘Wolf Among the Flock’ begins with the Investigators receiving notices of and invitations to the memorial service for Michael and Rachael Durney, famed explorers and collectors who travelled the world and built a private zoo at their family home between Boston and Arkham, and recently killed by a bear in their menagerie. This requires some set-up, perhaps in previous scenario (there is a connection given to the Boston Futurist Society, though the Durneys were members, not cultists), to really make its story be more tragic. In the wake of their deaths, the Durneys’ daughter, Naomi, has become a recluse, taken to her room, and decided to dissolve the zoo and sell off its animals.

As the first guests at the estate, the Investigators are given a grand tour and quickly realise that the house, the grounds, and the zoo are beginning to go to seed as the dissolution proceeds. There are fewer staff, fewer animals, and the animals that remain are nervous and disquieted. The Investigators are free to roam the grounds as they like, but there are couple of set pieces—nasty set pieces at that—and later, they will also be communicate, in limited fashion, with another victim of an animal attack on the  zoo grounds. Whilst the story is explicitly light on the Mythos, it is suffused with paranoia right through to the very end when the Mythos breaks out and runs rampant!

In terms of plotting, ‘Wolf Among the Flock’ is not as direct as ‘Of Clockwork & Clay’ and so the Investigators have more freedom as where to they go and what they do. This can work against the scenario—its only weakness—if the Investigators decide to follow certain clues to their conclusions. The Keeper is advised to forestall this from happening, which begs the question, why allow it at all? Otherwise, ‘Wolf Among the Flock’ is the better of the two scenarios in Clockwork & Claws. This is because it takes a familiar Mythos entity and does something different with it, shifting the weirdness and the horror into, “Though Nature, red in tooth and claw” as well as an unexpected direction in terms of rebirth and transcendance. Which gives what is a scenario for Pulp Cthulhu a subtler feel through most of its play than the Keeper and her players might otherwise expect.

Physically, Clockwork & Claws is well appointed. The maps and handouts are all decently done, and even if the artwork varies a little in quality, the art direction is very good. Time is taken to illustrate numerous scenes and artefacts which the Keeper can then show to her players. The cartography feels a little tight in places, but is otherwise very good. There is also content in the book which can be used beyond its pages, such as that on Boston, perhaps point to the usefulness of a Boston sourcebook for Call of Cthulhu.

Tooth & Claw: Two Scenarios for Pulp Cthulhu is not without its issues—the familiarity of Mythos and its application and that there only two scenarios here, rather than three or four, the latter disappointing because there is not really very much support for Pulp Cthulhu. Nevertheless, the two scenarios in Tooth & Claw: Two Scenarios for Pulp Cthulhu support the setting with two scenarios that are entertaining and playable, one of which is creepy and freaky in its final revelations.

Monday, 27 April 2026

Miskatonic Monday #432: The Bail Jumper of St.Isidore

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: Alexander Nachaj

Setting: Canada, 1928

Product: Scenario
What You Get: Thirty-four page, 1.86 MB Full Colour PDF

Elevator Pitch: A missing artefact leads to a missing man leads to a man eater
Plot Hook: When a monster crosses your path...
Plot Support: Staging advice, five handouts, four NPCs, one map, one Mythos spell, and one Mythos monster
.
Production Values: Tidy.

Pros
# Very straightforward investigation
# Easy to slot into an existing campaign
# Easy to adjust to other times and places
# Easy to run as a convention scenario
# Plays to the Private Detective tropes
# Entertaining NPCs
# Boxophobia
# Gynophobia
# Diokophobia

Cons
# Needs an edit
# Very straightforward investigation
# Plays to the Private Detective clichés
# Handouts are text handouts, even for the photographs

Conclusion
# Straightforward investigation with some entertaining NPCs
# Plays to the tropes and clichés of the Private Detective genre and is easy to adapt

Monday, 23 March 2026

Miskatonic Monday #425: Debitum Ignis

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: Christian Grundel

Setting: Late 1600s Colonial Rhode Island
Product: Scenario
What You Get: Fifty-two-page, 14.22 MB Full Colour PDF

Elevator Pitch: Peril, paranoia, & Puritanism in Rhode Island
Plot Hook: Bloody hog horror leads to the wrong man being accused of witchcraft—or does it?
Plot Support: Staging advice, six pre-generated Investigators, thirteen NPCs, two maps, one spell, and one Mythos monster.
Production Values: Outstanding

Pros
# From the author of Deadfellas
# Set in Colonial-era America
# Strong interactive and roleplaying-based investigation
# Nice sense of isolation and paranoia
# Includes notes on Investigator creation in addition to the pre-generated Investigators
# Includes hooks that can be expanded for further scenarios
# Creepy cuckoo-in-the-nest antagonist
# Dikephobia
Stawatchatophobia
Paranoia

Cons
# Needs an edit
# Some repetition
# Highlights the lack of a Colonial era sourcebook

Conclusion
# The Crucible meets Call of Cthulhu
# Strong interactive, social investigation in an age of propriety
# Reviews from R’lyeh Recommends

Monday, 22 December 2025

Miskatonic Monday #401: Attack of the Brain Bats!

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: Tod Miller

Setting: Vermont, 1920s
Product: One-shot
What You Get: Thirty-Three page, 16.98 MB Full Colour PDF

Elevator Pitch: For the Investigators it is going to be a ‘Picnic in Hell’!
Plot Hook: “Like a bat out of hell
Oh, like a bat out of hell
Oh, like a bat out of hell
Oh, like a bat out of hell (I’ll be gone when the morning comes)
Like a bat out of hell (I’ll be gone when the morning comes)
Like a bat out of hell (ooh, ooh)”
Bat Out of Hell, Jim Steinman
Plot Support: Staging advice, six pre-generated Investigators, two NPCs, two handouts, one map, one Mythos tome, one Mythos spell, and four Mythos monsters.
Production Values: Good

Pros
# Open-ended invasion from space scenario
# Easy to adapt to other nations and time periods
# Has a fifties in the twenties feel
# Easy to prepare, but player-led with no set outcome
# Hylophobia
# Kinemortophobia
# Chiroptophobia

Cons
# Batty
# Has a fifties in the twenties feel

Conclusion
# Entertainingly batty tale of invasion and zombification
# “We’re going a space-bat hunt!”
# Reviews from R’lyeh Recommends

Monday, 8 December 2025

Miskatonic Monday #399: Strange Carol

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

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

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

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

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

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

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

Saturday, 30 August 2025

Dangerous Diaspora

When Malcolm Donnaughy, an aspiring Boston politician with links to Irish nationalism is found decapitated in his back yard, followed by Michael Cyr, a New York journalist who wrote about the Irish War for Independence, hoping for a peaceful resolution, and then, Corinna Franz, a German immigrant in Boston, questions are asked. In the fractious and often hot tempered debate has ardent nationalism turned into a bloody vendetta for one faction against all others? Or is there something else going on. It is set in late 1920 in Boston and New York, and points between, as the USA stands on the brink of tremendous change in the aftermath of the Great War. As a result of their contributions to the war effort, women have already received the vote following the passing of the 19th Amendment, but many other groups campaign, raise funds, and foment for radical change. None more so than amongst the Irish diaspora in North America. As the Irish War of Independence rages on the other side of the Atlantic, the disparate groups amongst the Irish nationalists cannot agree on what they want exactly, even though they may share a common cause.

This is the set-up for The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil, a scenario for Call of Cthulhu, Seventh Edition, published by Stygian Fox Publishing. It is set against a backdrop of radical change and often radical activism that the scenario takes the time to explain, not just for the benefit of the Keeper, but also for the player as several of the pre-generated Investigators are activists—radical and otherwise. Further, these activist roles are represented by some of the new Occupations included in
The Wild Hunt, whilst others, no less political, represent the establishment. The political Occupations include the Activist, the Political Animal, and the Political Machine Lieutenant. The more mundane Occupations consist of the Bootlegger, the Knocker-Upper, literally someone who goes round the city waking people up by knocking on their windows, the Messenger/Runner, the Performer, the Pinkerton Agent, Prohibition Agent, and Travelling Salesman. The only outré Occupation is the Occultist. Some of these are new, others are variations upon those found in Call of Cthulhu, Seventh Edition.

Setting up the scenario in terms of the Investigators requires some decisions to be made by the Keeper. Some of the pre-generated Investigators are members of law enforcement, some are activists or political operators, others are journalists or connected to the book trade. Each is connected to the investigation in some way and the ten are equally divided between Boston and New York. Some care is required to get them involved and working together, especially if they come from different cities.

Once set up, the scenario proper begins with the discovery of Corrine Franz’s dead body, perhaps even by one of the Investigators. After this, the investigation begins to clip-clop along in a timely fashion, Corrine’s ex-student, turned book thief, toy boy boyfriend (and likely thief from the bookshop owned by one of the pre-generated Investigators) providing the first clues, leading to the dirtiest speakeasy ever (really, it is under a coke plant) and onto New York’s Book Row. Key to continuing the investigation is learning the names of one or more activists connected to what turns out to be an extreme wing of the Clan na Gael, a fundraising organisation dedicated to the establishment of an Irish free state. Once the names are known, the investigation can swing into high gear and multiple lines of inquiry open up. This includes tracking their activities before and after the Great War, its members having been very busy in the last two years. The Investigators may even have the aid of other Irish nationalists embarrassed at quite what these extremists are doing in the name of the cause.

Ultimately, the Investigators will have enough information to have some idea of what the Irish nationalists-turned-cultists have been trying to do and what they might have unleashed. It is possible for the Investigators to stumble into the final scenes, which will involve a confrontation with the cultists and then what they have summoned, but hopefully by the time they do so in the back woods of Massachusetts, they will have at least learned enough information to have a good idea what is going on. And what is going on, as the title of the scenario suggests, is that the cultists are attempting to summon and harness something out of Celtic myth as a means to aid the Irish nationalist. Of course, this being a Call of Cthulhu scenario, this has not gone well and now, the cultists are suffering the consequences, scared, almost mad, but coherent. Facing the summoned threat is challenging, again, dedicated research should be enough to forewarn and perhaps, even forearm the Investigators.

The scenario is very well supported. The clues and links are made clear, the NPCs are nicely detailed, and there are lengthy sections devoted to library research in both Boston and New York, and there are detailed write-ups of the Mythos tomes that appear in the scenario. There is also a handful of new Mythos spells too. The various handouts are very well done and do include a puzzle that the players may have to work out.

The Wild Hunt is not a Mythos scenario per se, but rather that its monstrous antagonists are a Mythos interpretation of Celtic myth, one that the scenario’s human antagonists believe too much in and fall foul of. This is then layered out over the American north-east of New York and New England, taking in a little of Lovecraft Country along the way, from the heights of academia to the lows of the dirtiest dives imaginable, and then out into the swamps. Around this is built a rich, meaty investigation that will be really enjoyable to conduct with numerous interesting NPCs for the Keeper to portray—even the minor ones. The jazz trio of Black American NPC investigators deserve not just a mention, but scenarios of their own, suggesting a link to Harlem Unbound, whilst there are links to Masks of Nyarlathotep in the scenario, and thematically at least to Cthulhu Ireland. The scenario is not dissimilar to The Order of the Stone: A Horror Mystery in Three Parts, which could even be run as a thematic sequel to The Wild Hunt.

Physically, The Wild Hunt is pleasantly presented. The layout is clean and attractive, though it could be tighter in places, and the maps are well done. What stands out is much of the artwork, done in pastels that gives it a distinctive look reminiscent of Edward Hopper.

The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil explores a side of its default period rarely explored in Call of Cthulhu. Its presentation of activism and especially Irish nationalism is maturely handled, though warrants the ‘For Mature Gamers’ label on the cover. This is a mature scenario, with a strong emphasis on the investigation before the horror is confronted, mixed with an enjoyably unhealthy dose of politics.

Monday, 3 March 2025

Miskatonic Monday #343: Hope’s End

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 Steen Stahlhut

Setting: New England, 1914
Product: One-shot
What You Get: Forty-six page, 4.74 MB PDF
Elevator Pitch: Can a zombie be guilty of making a false instrument?
Plot Hook: New England in a time of cholera.
Plot Support: Staging advice, four pre-generated Investigators,
nine handouts, three NPCs, three maps, one Mythos tome, one Mythos spell, and two monsters.
Production Values: Underwhelming.

P
ros
# Scenario near Lovecraft Country
# Easy to adjust to other locations
# Historically inspired scenario
# Mythos elements pleasingly hidden under another investigation
# Nosophobia
# Necrophobia
# Kinemortophobia

Cons
# Why are grave diggers in Call of Cthulhu always drunk?
# Needs a good edit

Conclusion
# Medical turned Mythos investigation undermined by poor presentation
# Potentially a very serviceable investigation

Monday, 13 January 2025

Miskatonic Monday #331: Trouble At Scarrick Isle

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: Man Of Thousand Hobbies

Setting: Jazz Age Massachusetts
Product: One-shot
What You Get: Ten page, 778.23 KB Full Colour PDF

Elevator Pitch: One goes missing off Innsmouth Island?
Plot Hook: Missing off Massachusetts
Plot Support: One map, eighteen NPCs, and two Mythos monsters.
Production Values: Plain

Pros
# A project for the Keeper to rework
# Batrachophobia
# Sanguivoriphobia
# Thalassophobia

Cons
# Is it a sequel or isn’t it?
# Deep Ones and vampires
# Not enough set-up
# Needs an edit

Conclusion
# Too bare bones, too many NPCs, and not enough clarity
# The Keeper needs to pull it apart and put it back together again
# Reviews from R’lyeh Discommends

Monday, 18 November 2024

Miskatonic Monday #321: Wicker Hollow

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: Matthew Hepler

Setting: New Hampshire, Modern Day
Product: Scenario
What You Get: Twenty-eight page, 1.69 MB Full Colour PDF

Elevator Pitch: It’s like The Wicker Man, but in New Hampshire and with students, not Edward Woodward
Plot Hook: Hiking horror fails to overcome a horror of weeks before
Plot Support: Staging advice, nine handouts, three maps, and two NPCs.
Production Values: Scruffy

Pros
# Dramatic set-up
# Fast playing one-shot
# Non-Mythos folklore horror
# Easy to add the Cthulhu Mythos
# Easy to transfer to other Call of Cthulhu times and settings
# Pyrophobia
# Thanatophobia
# Samhainophobia

Cons
# Needs an edit
# Layout is awkward to read and needs to be toned down
# No pre-generated Investigators
# Underwritten NPCs
# Obvious in its inspiration

Conclusion
# One-session one-shot survival horror
# All too obvious in its inspiration

Monday, 4 November 2024

Miskatonic Monday #319: Stage Fright at the Playhouse

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—

Name:
Stage Fright at the Playhouse
Publisher: Chaosium, Inc.
Author: John Hedge with The Miskatonic Playhouse

Setting: Arkham, 1923
Product: Scenario
What You Get: Thirty-Nine page, 36.38 MB Full Colour PDF
Elevator Pitch: It’s a sequel to ‘Edge of Darkness’
Plot Hook: Arcane marks add to the mystery of the theatre
Plot Support: Staging advice, five pre-generated Investigators,
six NPCs, six handouts, one map, seven Mythos artefacts, and three Mythos monsters.
Production Values: Excellent

Pros
# Sequel to ‘Edge of Darkness’
# Can be played using the Call of Cthulhu Starter Set
# Part of ‘The Next Adventure’ series
# Part of the Call of Cthulhu – Ongoing Horror BUNDLE
# Seedy feel of small town theatre with big dreams
# Suitably overwrought
# Kinemortophobia
# Theatrophobia
# Achondroplasiaphobia

Cons
# Needs a slight edit
# Alternative hook stronger than the sequel hook
# Pre-generated Investigators an odd Miskatonic Repository medley

Conclusion
# Once it gets going, turns into a frothy Mythos farce
# Underwhelming sequel, but an entertaining scenario