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Showing posts with label United Kingdom. Show all posts
Showing posts with label United Kingdom. Show all posts

Monday, 10 March 2025

Miskatonic Monday #345: Under The Chalk

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: Z.V. Cretney

Setting: Dorset, 1976
Product: Scenario
What You Get: Thirty-five page, 32.58 MB Full Colour PDF

Elevator Pitch: Five Go Mad in Dorset
Plot Hook: What’s a folk festival without fear and folly?
Plot Support: Staging advice, five pre-generated Investigators, eight NPCs, eleven handouts, one map, and one Folk monster.
Production Values: Excellent

Pros
# Atmospheric period piece
# Folkloric horror a la Nigel Neale
# Feels as if it was made by ITV
# Decent handouts
# Calxophobia
# Chorophobia
# Hemophobia

Cons
# Needs an edit
# Layout needs a good tidy up
# No actual phobia of Morris Dancing
# Just a little too arch
# The University of Rural Dorset. UNFORGIVABLE.

Conclusion
# Fear and loathing in West Dorset
# Pleasing pastoral oddness that ramps up into bloody rustic horror
# Reviews from R’lyeh Recommends

Monday, 2 December 2024

Miskatonic Monday #324: Lost and Found

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: SR Sellens

Setting: Great Britain, 1926
Product: Scenario
What You Get: Sixty-eight page, 66.47 MB Full Colour PDF

Elevator Pitch: Classic railway murder mystery meets the Mythos
Plot Hook: “There’s an unexpected item in the baggage area!”
Plot Support: Staging advice, six pre-generated Investigators, ten handouts, one map and one train plan, ten NPCs, one cat, three Mythos artefacts, one Mythos tome, one Mythos spell, and two Mythos monsters.
Production Values: Ferroequinologically excellent

Pros
# Richly detailed scenario
# Wonderfully thematic layout
# Easy to adapt to Cthulhu by Gaslight or other periods with trains
# Easy to insert into a campaign
# Bonus histories
# Ferroequinology!
# Cleithrophobia
# Teraphobia
# Siderodromophobia

Cons
# Ferroequinology!
# Warranted a bibliography
# Classic trapped with an unstoppable monster scenario

Conclusion
# Classic cosy railway murder gets trapped by the Mythos in a richly detailed and thematically presented scenario
# Highly flexible and adaptable to multiple periods and actual Call of Cthulhu campaigns!
# Reviews from R’lyeh Recommends

Friday, 1 November 2024

Miskatonic Monday #304: Last Call of Cthulhu

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: Pete Burgess

Setting: The Lake District
Product: Scenario
What You Get: Sixty-one page, 29.06 MB Full Colour PDF

Elevator Pitch: Late-night lock in horror hell
Plot Hook: It’s gonna be one hell of a night down the local…
Plot Support: Staging advice, four pre-generated Investigators, eight handouts, three maps and floorplans, nine NPCs, and two Mythos monsters.
Production Values: Outstanding

Pros
# The layout and graphic design are excellent!
# Actual rules for drinking whilst playing Call of Cthulhu
# Beer mats as Investigator sheets?
# Understated creepy horror until it’s really NOT
# Scope for fish out of water navigating British pub culture
# Tight, one night, one session scenario
# Excellent artwork and handouts
# Chorophobia
# Dipsophobia
# Tavernaphobia

Cons
# Actual rules for drinking whilst playing Call of Cthulhu
# Cover and extraneous artwork suggests fifties, not modern day
# ‘S’MPANPAMPANPANIOMPANION’?
# Needs a slight edit

Conclusion
# Very well presented single session, one-night horror
# What if the monster was already inside at The Slaughtered Lamb?
# Reviews from R’lyeh Recommends

Monday, 7 October 2024

Scares Under Scotland

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Falling Crystal takes place on the Home Front with the Player Characters, or Agents, suddenly rushed to the Scottish coast where a strange discovery has been made. With the Battle of France over and the Nazi war machine readying itself for Operation Sea Lion, Britain is frantically preparing defences against imminent invasion. In Scotland, this includes teams of coast watchers keeping an eye for roving U-boats, whilst just inland, near the sleepy village of St Abbs, an archaeological dig led by Professor Angus MacLeary, has made a discovery in an ancient cave system below a hill that sits behind a megalithic stone circle that stands looking over the sea. This is a highly valuable cache of the Blauer Kristall—or Blue Crystal—much coveted by Nachtwölfe, which uses it to fuel its increasingly weird weapons of war. Section M has been alerted to the discovery and quickly despatches a team of Agents, that is, the Player Characters, north to investigate and secure what could be a war-winning resource for analysis by the boffins at Clemens Park.

From the outset, Achtung! Cthulhu 2d20: Operation Falling Crystal sounds quite a bit like Achtung! Cthulhu 2d20: Under the Gun and in a great many ways, it is. Both scenarios are set on the Home Front and both take place in August—Achtung! Cthulhu 2d20: Under the Gun in August, 1940 and Achtung! Cthulhu 2d20: Operation Falling Crystal in late August/early September. Both scenarios are intended as sequels to Achtung! Cthulhu 2d20: Operation Vanguard, and thus both scenarios have the issue of the latter taking place in August, 1940. So there is a tight timeline involved. Both scenario involve a discovery being made underground which first attracts the attention of Section M, then the associated forces of the Mythos—in Achtung! Cthulhu 2d20: Under The Gun it is Deep Ones, whereas in Achtung! Cthulhu 2d20: Operation Falling Crystal, it is the Mi-Go—and both end in a three-way tussle between the Agents, the agents of the Mythos, and one of the Nazi factions in the secret war. Surprisingly, Achtung! Cthulhu 2d20: Operation Falling Crystal, it is Black Sun and not Nachtwölfe. Since it involves the Black Sun, it can be run after the events of ‘A Quick Trip to France’ found in the Achtung! Cthulhu Quickstart: A Quick Trip to France.

This is not to say that there are no differences. The Agents will have the opportunity to engage a little with the locals at the village pub at one in the scenario and there is an engagingly Hitchcockian feel to the train journey from London to Scotland. The Agents will also have their first encounter proper with the Mi-Go, one of the utterly alien factions in the Secret War, and may be able to parley with them in order to persuade them to work as allies, if only temporarily, against the Black Sun soldiery which has landed on the coast to take control of everything. There is more scope for roleplaying too, with the villagers, with the members of the coastal watch, with the members of the archaeological team, and even with the Mi-Go! What Achtung! Cthulhu 2d20: Operation Falling Crystal also does is introduce the Agents to both two more factions in the Secret War—Black Sun and the Mi-Go—and to the fact that the relationship between the Nazi factions, Black Sun and Nachtwölfe, is actually a rivalry.

Achtung! Cthulhu 2d20: Operation Falling Crystal is another short, sharp scenario which can be completed in a single session. There is a bit of clean-up in terms of what happens to the members of the archaeological dig and any captured Black Sun agents or troops, and the success of the Agents is measured in just how much and who they can get back to London. Success is not guaranteed through as the Agents face some tough Black Sun forces for a small group and they may make any potential successes less guaranteed by not making allies in the scenario. This a tough little scenario, high on combat and action over investigation.

Although Achtung! Cthulhu 2d20: Operation Falling Crystal is not a complex scenario, like the previous Achtung! Cthulhu 2d20: Under The Gun, its climax does involve a big battle with multiple opponents and factions, so it does feel a little like a mini-wargame rather than the climax of a roleplaying scenario. Certainly, the Game Master might want to have the factions involved in this tunnel and cave-based confrontation divided between herself and the Player Characters to make it easier to run and give her fewer dice to roll and NPCs to keep track of.

Physically, Achtung! Cthulhu 2d20: Operation Falling Crystal is cleanly and tidily laid out. It is not illustrated, but the maps of the various locations are decently done.

Achtung! Cthulhu 2d20: Operation Falling Crystal is a short and serviceable scenario, more action and combat than investigation. Its main problem is that it feels too much like Achtung! Cthulhu 2d20: Under The Gun, so the Game Master may want to run at least one scenario, if not more between the two if she is running the Achtung! Cthulhu 2d20 scenarios in chronological order. Otherwise, Achtung! Cthulhu 2d20: Operation Falling Crystal is an easy scenario to add to an early war campaign for Achtung! Cthulhu 2d20.

Monday, 30 September 2024

Danger Under Dover

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Under the Gun takes place on the Home Front with the Player Characters, or Agents, suddenly rushed to the Kent coast where a frightening discovery has been made. With the Battle of France over and the Nazi war machine readying itself for Operation Sea Lion, Britain is frantically preparing defences against imminent invasion. This includes the fortification of the Kent coast, specifically in and around Dover and its famous, chalk cliffs which stand at the closet point between England and France. There are news reports that excavations have unearthed an ancient British fort, but this only a cover story. What an archaeologist and several British army engineers have discovered is a strange stone pillar which seems to make everyone feel at least queasy, if not leave them suffering nightmares, seeing things out of the corners of their eye, and if that is not odd enough, suffering bouts of ichthyophobia! Those that have been suffering the worst have been hospitalised. As agents of Section M, the Player Characters are ordered to investigate the site at St. Andrew’s Cliff.

With a little care, the Agents have the opportunity to learn what happened to the men digging at St. Andrew’s Cliff and perhaps conduct a little research locally. Very quickly, the Agents are rushed to the site, now a combination of fortification in the making and archaeological dig site, both semi-abandoned. The Agents have the afternoon to investigate the site before events take a sudden and highly confrontational turn. The site, including the Agents and the few members of the British Army left to guard the site are attacked—not once, but twice! First by locals from the nearby village and then by Nazis. The Agents may already have discovered the legends about the nearby village of St. Andrews, but what they find out in the confrontation is that the legends are true, that, “Them St. Andrew’s folk aren’t right — flat-faced, goggle-eyed devils!” In other words, Deep One Hybrids. The Nazis are members of Black Sun, though only a small team that has landed by glider on the cliffs nearby. This is a big fight—though small in the scheme of things—over who has access to the strange stone pillar in the case of the Black Sun unit and who should be punished for defiling the strange stone pillar in the case of the villagers.

Achtung! Cthulhu 2d20: Under The Gun is a short, sharp scenario which can be completed in a single session. It does leave the question of what to do with a village of Deep One Hybrids on the English coast up to the Game Master. Either raid the village and intern everyone as per the U.S. Navy and U.S. Marine Corps raid on Innsmouth in 1928 or actually recruit them as allies in the Secret War against the Nazi occult? Both options are valid and both would make for interesting developments, especially the latter. More so if the Game Master is planning to run Achtung! Cthulhu 2d20: Operation Vanguard. The events of Achtung! Cthulhu 2d20: Under The Gun take place in June, 1940, whereas the events of Achtung! Cthulhu 2d20: Operation Vanguard take place in August, 1940. Both involve Deep Ones, so they are thematically linked and thus Achtung! Cthulhu 2d20: Operation Vanguard can be run as a possible sequel to Achtung! Cthulhu 2d20: Under The Gun. Since it involves the Black Sun, it can be run after the events of ‘A Quick Trip to France’ found in the Achtung! Cthulhu Quickstart: A Quick Trip to France.

Although Achtung! Cthulhu 2d20: Under The Gun is not a complex scenario, its climax does involve a big battle with multiple opponents and factions, so it does feel a little like a mini-wargame rather than the climax of a roleplaying scenario. Certainly, the Game Master might want to have the factions involved in this fog-bound confrontation divided between herself and the Player Characters to make it easier to run and give her fewer dice to roll and NPCs to keep track of.

Physically,
Achtung! Cthulhu 2d20: Under The Gun is cleanly and tidily laid out. It is not illustrated, but the maps of the various locations are decently done.

Achtung! Cthulhu 2d20: Under The Gun is a short, sharp encounter with the multiple forces of the Mythos that also manages to pack in a little investigation as well. It can be played in a single session and this makes it easy to drop into a campaign, especially taking place early in the war.

Sunday, 4 February 2024

Five Children & It

A camping trip on the edge of the Norfolk Broads and the edge of the Norfolk Loop leads to a strange encounter late at night. A pulse of energy in the sky over the Loop appears to open a rift and something flies through it and over the Kid viewing it, bathing him in a strange, purple light. Then it flies away. In the following days there is a surge of activity at the Norfolk Loop, one of the United Kingdom’s leading scientific and technological centres of study and development, its staff disrupted through a change of management and the new management scouring the area around the Loop, including the nearby seaside resort of Great Yarmouth. The Kid who saw the event and was bathed in the light is drawn to a site that a team from the Norfolk Loop is investigating. There he and his friends make an amazing discovery—an egg. A strange, translucent, purple egg-shaped object. Could this have been left behind by the thing that flew out of the rift? Why is the Kid drawn to it? If it is an egg, what is going to hatch out of it? This is the set-up for They Grow Up So Fast.

They Grow Up So Fast is the second campaign for Tales from the Loop – Roleplaying in the ’80s That Never Was, the roleplaying game of childhood in an alternate 1980s in which young teenagers explore rural small-town Sweden, but a rural small-town Sweden in which its streets, woods and fields, and skies and seas are populated by robots, gravitic tractors and freighters, strange sensor devices, and even creatures from the long past. To the inhabitants of this landscape, this is all perfectly normal—at least to the adults. To the children of this landscape, this technology is a thing of fascination, of wonderment, and of the strangeness that often only they can see. In Tales from the Loop, it is often this technology that is the cause of the adventures that the children—the Player Characters—will have away from their mundane, often difficult lives at home and at school. Published by Free League Publishing, the Ennie-award winning Tales from the Loop is not solely a Swedish-based setting. By default, it is set on Mälaröarna, the islands of Lake Mälaren, which lies to the west of Stockholm. This is the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. There is another Loop however, an American counterpart to The Loop, this time located under Boulder City in the Mojave Desert in Nevada, near the Hoover Dam. Here the particle accelerator is operated by the Department of Advanced Research into Technology and there is an extensive exchange programme in terms of personnel and knowledge between the staff of both ‘Loops’. With the publication of Our Friends the Machines & Other Mysteries, a third Loop was introduced. This is ‘The Broads Loop’, located under the Norfolk Broads in the East of England and built and operated by MAFF, the Ministry of Agriculture, Fisheries, and Food. It is in and about ‘The Norfolk Broads Loop’ that They Grow Up So Fast is set.

They Grow Up So Fast is a short, four-part campaign set in 1988, with its four scenarios divided between the four seasons. It opens in the Spring with ‘Easter Egg Hunt’, in which one of the Kids will have a strange encounter on a campaign trip and together with his friends, come into possession of a strange alien that together they will feel drawn to hide and protect. A few weeks later in the Summer and ‘The Best of What Might Be’, the egg hatches and the Kids bond with the oddly cow-like creature that is revealed. As school begins in the Autumn and ‘The Year’s Last, Loveliest Smile’, the Kids will have to move the surprisingly cute lain and find it a better hiding place. The campaign comes to close with ‘You can’t Get Too Much…’ with a race to find the creature once again and get it home… All of this whilst facing school bullies, news interest about UFO sightings, staff upheaval at the nearby Loop and its consequences as a new government organisation—ReGIS or ‘Regional Geomagnetic Information Sciences’, part of the Ministry of Defence—takes over, protests at the Loop, and a highly qualified, but very new and very inexperienced science teacher who takes a deep interest in their activities. Each scenario is intended to run in roughly four hours or so, perhaps two sessions at most, that They Grow Up So Fast really is very short campaign.

To help the Game Master set the scene for the campaign, there is a solid primer on the United Kingdom and the Norfolk Broads of the late eighties. This covers activities that Kids might engage in, what they might listen to, and what they might watch. There is even a discussion of the politics of the period. Altogether, there is enough here for the Game Master to provide a picture of the eighties for her players, although no doubt there is plenty more to draw on elsewhere and so set further set the background. Nevertheless, there is genuine sense of nostalgia in the description given here and any Game Master or player of certain age, who grew up during this period in the United Kingdom, will recognise it. Further, as with other supplements for Tales from the Loop, there are notes and suggestions on how to run They Grow Up So Fast in either the Swedish or the American setting, including maps of the appropriate locations around their respective Loops. Each of the four scenarios is well organised and follow the pattern set in the core rules by being divided into five phases—‘Introducing the Kids’, ‘Introducing the Mystery’, ‘Solving the Mystery’, ‘Showdown’, ‘Aftermath’, and ‘Change’. Details of countdown events are given to push each Mystery along as well as suggested scenes and other advice.

Physically, They Grow Up So Fast is as well presented as you would expect for a Tales from the Loop title. Of course, it highlights Simon StÃ¥lenhag’s fantastic artwork, but the writing is also good and the layout is clean, tidy, and accessible. All four scenarios follow the same format, making them easy to access and relatively easy to run.

It is great to have a campaign for Tales from the Loop set in the United Kingdom and given the fact that its four scenarios take place over the course of the year, there is scope for the Game Master to run other scenarios in between those four. However, the scenarios do rely on the extensive use of the Charm and Sneak more than the others and the plot to They Grow Up So Fast is underwhelming. This is primarily due to two factors. One is the familiarity of its plot, which feels very much like the plot of one of the films suggested as its inspiration, E.T. The Extra Terrestrial. Other suggested mood setting films include Pete’s Dragon, Free Willy, and Gremlins. One effect though, of setting the campaign in the United Kingdom, is to give They Grow Up So Fast certain shabbiness as if the Children’s Film Foundation made E.T. The Extra Terrestrial on a very much reduced budget! The other factor is that as written the ending does not feel quite as climatic as it should, it can also end in an even more underwhelming failure, but that will probably be different in play and the Game Master will need to up the pace depending upon the flow of events.

They Grow Up So Fast is a solid enough campaign, but not on par with other releases for Tales from the Loop. Ultimately, this is due to the familiarity of the plot, but if the Game Master is looking for a Tales from the Loop campaign in the style of E.T. The Extra Terrestrial, then They Grow Up So Fast is exactly what she is looking for.

Monday, 10 July 2023

Miskatonic Monday #204: To The Tolling of The Bell

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.

—oOo—

Publisher: Chaosium, Inc.
Author: J. Michael Arons

Setting: United Kingdom
Product: Scenario
What You Get: Nine page, 3.13 MB Full Colour PDF

Elevator Pitch: For Whom the Grounded Bell Tolls
Plot Hook: When an unmounted bell rings, ghosts walk the streets
Plot Support: Staging advice, one handout, two NPCs,
and one Mythos monster.
Production Values: Plain.

Pros
# Underplayed, but decent small village mystery
# Potential priests in peril
# One-session investigation
# Needs development, but can be slotted into an ongoing campaign
# Could work with one or two Investigators
# More Hammer Horror than Cosmic Horror
# Easy to adjust to Cthulhu by Gaslight or the modern day
# Kampanaphobia
# Ecclesiophobia
# Religiophobia

Cons
# Needs a slight edit
# Undeveloped set-up for the Investigators
# The NPC has his own Investigator sheet?
# Unclear if the NPC is an NPC or an Investigator
# No pre-generated Investigators
# No maps
# More Hammer Horror than Cosmic Horror

Conclusion
# Underdeveloped, but promising ecumenical horror, which with work, would slot easily into a campaign
# More Hammer Horror than Cosmic Horror

Sunday, 7 May 2023

Kingdom of Consternation

Vaesen – Mythic Britain & Ireland is sourcebook for Vaesen – Nordic Horror Roleplaying, the Sweden-set roleplaying of folkloric horror set during the nineteenth century published by Free League Publishing. In fact, it is the first sourcebook for the roleplaying game, one that takes the roleplaying game to new territory—though not new territory for roleplayingand there confront new creatures amidst familiar tensions. Between superstition and modernity. Between industrialisation and rural traditions. These are joined by new, heightened tensions. Between the rich and the poor. Between employers and employees. Between North and South. Between the cities and countryside. The setting is Great Britain and the United Kingdom during the latter half of the reign of Queen Victoria. The British Empire is reaching its heights, trade flows in and out of the county’s ports bringing wealth as well as foreigners not to be trusted, the demand for goods means bosses drive their workers harder and install new and more powerful machines to increase production. Yet across the isles, as in Sweden, the supernatural lurks at the edge of society. In Sweden, it is the Vaesen, the supernatural creatures who helped out on the farms, gave a hand when it came to calving, ensured that lost children would find their way home, and kept everyone alive during the harsh winters of Northern Europe, and in return would receive milk and grain from the farms. In the British Isles, it is the fey or fairies, who make their homes in parallel realms of their own, but slip into ours, their mercurial interactions with mankind often leading to mysterious encounters at best, bloodshed at worst. Fortunately, just as Sweden has the Society—or Order of Artemis—dedicated to investigating supernatural threats and preventing interactions between them and society leading to further bloodshed or exposure, Great Britain and Ireland has the Apollonian Society.

Vaesen – Mythic Britain & Ireland can either be used as an expansion to Vaesen – Nordic Horror Roleplaying or a whole new campaign setting. In other worlds, the Player Characters could travel from Sweden to investigate the mysteries of sceptred isle, or indeed to fey it presents shifted to Scandinavia, but it could also be used as the basis for a Britain-set campaign, with the Player Characters being English, Irish, Scottish, or Welsh rather than Swedish. This is its default, but it has notes and suggestions as to how to involve Swedish Player Characters. That default has its advantages. In particular, the period and setting will be familiar to the English-speaking gaming hobby, as after all, this is the land of Charles Dickens, Sherlock Holmes, the Hound of the Baskervilles, and Jack the Ripper. Similarly, there will a certain familiarity in the fairies it details, such as the Banshee, Pooka, Redcap, or Selkie. However, as much as this familiarity makes it easier to engage with, it loses some of the mystery, which the Swedish default setting of Vaesen – Nordic Horror Roleplaying always maintained because it was unfamiliar. However, the supplement maintains enough mysteries of its own, whether that is the strange locations it describes, the fairie threats it details, and the scenarios it presents.

Funded following a successful Kickstarter campaign,
Vaesen – Mythic Britain & Ireland is written by Graeme Davis, co-author of Warhammer Fantasy Roleplay and The Enemy Within campaign, as well as most notably, GURPS Faerie. Which given the wealth of research and detail that the GURPS line is famous for, means that the author has a certain expertise when writing about the supernatural threat that the Player Characters will face in the United Kingdom. The book includes an overview of Britain and Ireland, a gazetteer of strange places, details of the fae and their realms, the Apollonian Society, new Archetypes, a host of supernatural creatures, and three lengthy mysteries.

Vaesen – Mythic Britain & Ireland opens with an overview of Mythic Britain and Ireland. This is not intended to be a historical treatment of the setting or period, in part because there is insufficient space and in part because the setting is familiar. Instead, it opts for a combination of history and fantasy. This shows in its inclusion of notables of the period, so that alongside figures such as Charles Dickens, Florence Nightingale, and Oscar Wilde, there are also fictional characters like Sir Harry Flashman, A.J. Raffles, and Sherlock Holmes. All are given thumbnail descriptions, as are the important cities of the Ireland, Scotland, and Wales. London is understandably given more attention, covering the city’s important locations, railways, and other institutions. Particular attention is paid to the tensions rife across all four countries, with suggestions as to how include Fenian fairies (and others) agitating for home rule, Social Class, and more in a Vaesen game set in the British Isles. Many locations—in and out of London—are accompanied by a short description of a haunted place, whether that is the Blackley Boggart of Boggart Hole Clough near Manchester or suggestions that spirits haunting Hackney Marshes might be of Roman or older origins. Several Mysterious Places, like the Cerne Abbas Giant and Loch Ness are described too, before the supplement dives in deeper detail about the parallel worlds of the Fairie. This provides solid background for the Game Master to involve her players and their characters in visits to Annwvyn, Tír Na nÓg, fairy glades and rings, and so on.

The equivalent of the Society in Britain, the Apollonian Society, whilst linked to the one in Sweden, has a history all of its own. The Apollonian Society was originally founded by Doctor John Dee, scientist and astrologer to Queen Elizabeth I, together with Sir Francis Walsingham, the Queen’s spymaster, and Edmund Spenser, whose epic poem, The Fairie Queen, would threaten to reveal too much about the Fairie and their realms. Much of its archives are based upon the records and correspondence of William Stukely, noted antiquarian and often regarded as the ‘father of archaeology’. The Apollonian Society even has its own headquarters in the form of Rose House, complete with its own seemingly ageless butler, Hawkins. Options are suggested to who or what Hawkins might be. Overall, there is a nice sense of the historical and the fantastical to the Apollonian Society and of course, Rose House has the same scope for development as Castle Gyllencreutz in Upsala.

Vaesen – Mythic Britain & Ireland includes three new archetypes for Player Characters—the Athlete, the Entertainer, and the Socialite. These are perhaps the easiest of the content in the supplement to transfer back to roleplaying game’s default setting of Sweden, and indeed, any setting of the period. There is a pleasing flexibility to the Athlete, so that the archetype’s main skill and Talent vary according to their sport, for example, for cricket, the main skill is Agility and Talent is Gentleman, whilst for Tennis, the main skill is Force and Talent is Fleet-footed. The illustration for Archetype, a prize fighter, is delightfully suitable. Conversely, it is a pity that the same is not done with the Entertainer archetype, which simply has to rely on the Manipulation skill and Performer Talent. ‘Expanded profession and ‘Life Event’ tables support the inclusion of the three new archetypes in the supplement as well as those in the core rulebook.

One option for Player Character and NPC interaction is the aforementioned rules for Social Class, deference meaning that those of a higher gain a bonus to Empathy tests when dealing with those of a lower social class, whilst conversely, those of a lower social class suffer a penalty with dealing with their social betters. This reflects the nature of social class throughout the Victorian era and beyond, but the rules do paint a broad brush and lack nuance. Ideally, the Game Master should adjudicate their use as necessary on a case-by-case basis.

The highlight, of course, to Vaesen – Mythic Britain & Ireland are its English, Irish, Scottish, and Welsh equivalent of vaesen. Drawing upon a mixture of Celtic myth and local folklore—sometimes very local folklore—the supplements discusses the nature and common features of many of the isles’ fairie creatures, including their invisibility, invulnerability (except of course, for a loophole particular to each type), the nature of fairie challenges, favours, and forfeits, even impossible tasks. Some thirteen fairie are detailed, each given a two-page spread as in the core rules, complete with Apollonian Society notes by William Stukely, the possible ritual necessary to defeat the creature, three example conflicts between the creature and mankind, and variants. The conflicts for the Banshee, the first fairie entry in the supplement, include a Banshee who will not howl, a Banshee who reaches out in dreams, and banshee who wails despite the last of the nearby family line not wanting to die. The variants include the Caoineag, a water-bound version who is almost impossible to interact with and the Bean-nighe, a crone-like creature who washes the clothes of those who are about to die in a stream. The other fairie include the Black Dog, Boggart, Glastig, Hag, Knocker, Nuckelavee, and several others. there are even notes on adapting the vaesen from the core rulebook to Vaesen – Mythic Britain & Ireland setting.

Vaesen – Mythic Britain & Ireland includes three mysteries. All three clearly present their conflicts, countdowns, and catastrophes, the latter occurring if the Player Characters fail to act in time. Clues are given location by location, and each scenario ends in a confrontation, climax, and possible aftermath. All open with a latter to the Apollonian Society which will draw the Player Characters hither and thither, first to rural Gloucestershire where a young man has been arrested for the murder of his sweetheart and the ground about his village has been beset by unusually late and cold frosts, to the north of Wales where a rash of accidents in a slate mine suggest something unchristian, and then back to London to locate a missing brother last seen at an artists’ colony upsetting the middle class propriety of Hampstead Heath. They can of course, be played in any order. Taking up almost half of the supplement, all three scenarios are excellent, highlighting conflicts between tradition and reason, tradition and modernity, the mysterious and the mundane, as well as depicting the social differences and attitudes in all three locations. Although there are notes to adapt the scenarios to the Swedish default setting of Vaesen – Mythic Britain & Ireland is , doing so would lose some of the flavaour and nuance to be found in each scenario.

If there is an issue with Vaesen – Mythic Britain & Ireland, it is that it does skimp on the history and background to its setting. It does have the benefit of familiarity though, so a Game Master and her players can rely on knowledge they may already have, but if not, it does mean that both will need to conduct more research. Thankfully, neither is all that difficult to research, and in addition, there are plenty of books readily available on the folklore of all four countries.

Physically, as you would expect, Vaesen – Mythic Britain & Ireland is a lovely looking book. The cover is ominous, but inside the various fairie and NPCs in the scenarios are brought to vivid life by the artwork of Johan Egerkrans. The book is well written, the handouts are well done—if a plain in places, and the cartography is excellent.

Vaesen – Mythic Britain & Ireland takes the structure and style of Vaesen – Mythic Britain & Ireland and places it in what be the familiar for much the English speaking hobby. That familiarity may lead to clichés, but this is actually not all that much of an issue given the supplement’s mix of the fantastical and the historical, meaning the Player Characters can don deerstalkers and tramp the moors in search of malicious or mischievous wee beasties or hunt for horrors on the fog-bound streets of London and neither would be out of place.
Vaesen – Mythic Britain & Ireland is an excellent supplement, opening up the world of Vaesen to a whole new realm and making the fairie something to fear.

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Free League Publishing will be at UK Games Expo
from Friday 2nd to Sunday 4th, 2023.

Friday, 4 November 2022

Friday Faction: The Hellebore Guide to Occult Britain

There are plenty of good guides to the weird and wonderful past of Great Britain. The country is rich in folklore, the occult, magic and mysteries, horrors and hauntings, and much, much more, and so has been subject to numerous books and guides. The Readers Digest Folklore Myths and Legends of Britain and The Lore of The Land, backed up with Brewer’s Dictionary of Phrase and Fable, will give anyone with an interest in the myths and legends of the United Kingdom a good grounding in the subject, but both are hefty books. So they are not easily carried on the go, and in the case of both The Readers Digest Folklore Myths and Legends of Britain, several decades old. The Hellebore Guide to Occult Britain does a similar job and covers much of the same material, but differs in two important ways. First, it is a more recent treatment of the subject and second, it is smaller and thus infinitely portable. In fact, The Hellebore Guide to Occult Britain is actually designed to be portable for it actually includes the post codes for each of the numerous locations and sites described in its pages—though it is unlikely that all of these sites actually receive anything via Royal Mail (other delivery services may deliver). What this means is that the sites of the various standing stones, ghost sightings, occult personages, and more, are all easy to find. The Hellebore Guide to Occult Britain may not be pocket-sized, but digest-sized, it is easy to carry around.

The Hellebore Guide to Occult Britain is published by Hellebore, which collates various essays and pieces devoted to British folk horror—including folklore, myth, history, archaeology, psychogeography, witches, and the occult—into a series of fanzines. It covers the United Kingdom, region by region and country by country, so Wales, Scotland, and Northern Ireland, as well as England—with London as a separate location. It starts in the southwest in Cornwall, and moves steadily east and north. The maps are marked with clear icons, including ‘Witches and Cunning Folk’, ‘The Old Gods’, ‘Magic, Rituals, and the Occult’, ‘Ancient Megaliths’, ‘Ports to the Otherworld’, and more. So in Dorset, Bradbury Rings and Cerne Abbas are the site of ‘The Old Gods’; Avebury and Stonehenge sites of ‘Ancient Megaliths’ in Wiltshire; ‘Witches and Cunning Folk’ of Pendle in Lancashire; and the ‘Curses and Portents’ of Cleopatra’s Needle and the ‘Magic, Rituals, and the Occult’ at both the Science Museum and the Victoria and Albert, all in London. This barely touches upon the hundreds and hundreds of entries in The Hellebore Guide to Occult Britain.

The various regions across The Hellebore Guide to Occult Britain are colour coded, each region’s entries combining a mixture of short descriptions with slightly longer pieces. For example, Worcestershire has short entries on the Fleece Inn with its three white circles inn front of its fireplace to prevent the entry of witches via the chimney and Penda’s Fen, the children’s television series from the seventies, but longer entries on Bredon Hill and Wychbury Hill, the latter the site of an iron age hillfort, several follies, and the mystery of Bella in the Wych Elm. London is an exception to this with numerous entries under several different banners, such as Bloomsbury with the British Museum, Freemason’s Hall, and amusingly, both Treadwell’s Bookshop and The Atlantic Bookshop, and Hawksmoor’s London and Doctor John Dee’s London (Dee will also have entries for Manchester and Oxford).

Where The Hellebore Guide to Occult Britain differs from other books of legend and folklore is its inclusion of sites particular to film, television, and literature. As with the other categories used in the book, these are clearly marked on the maps. For example, Aldeburgh in Suffolk is listed under ‘Film and Television Locations’ for the Martello Tower there, as it was the basis for M.R. James’ ‘A Warning to the Curious’, whilst several locations across southwest Scotland are listed as locations for the classic British folkloric horror film, The Wicker Man. There are not too many of the film, television, and literature locations throughout the volume, but in the case of the film and television entries, they add visual cues in particular for the imagination.

Physically, The Hellebore Guide to Occult Britain is cleanly, if tightly laid out, primarily in black and white with the occasional use of spot colour. If there is an issue with the book it is that the liberal illustrations are not as crisply produced as they could be. The book does include an index and a list of references as well.

For roleplaying purposes, The Hellebore Guide to Occult Britain is a useful book to have to hand. It is a veritable fount of ideas and hooks that the Game Master could turn into roleplaying encounters, scenarios, or mysteries for her gaming group. No more than that though, for the entries are thumbnail-sized and should be considered to be pointers or starters for the Game Master who will then need to conduct a little more research to flesh out the scenario or mystery. Nevertheless, much of the content would work in a wide range of horror roleplaying games, including They came from Beyond the Grave! from Onyx Path Publishing or Call of Cthulhu, Seventh Edition from Chaosium, Inc., as well as specifically United Kingdom-based roleplaying games, like Liminal from Wordplay Games, The Dee Sanction: Adventures in Covert Enochian Intelligence from Just Crunch Games, Vaesen – Mythic Britain & Ireland for Vaesen – Nordic Horror Roleplaying from Free League Publishing, or Fearful Symmetries for Trail of Cthulhu from Pelgrane Press.

The Hellebore Guide to Occult Britain is an indispensable travel guide to the legends and folklore of Britain. It is not so much a definite reference guide, but more a reference starter, a point from where the reader (or gamer) can have her interest piqued and from there conduct her own further reading and investigations. Compact, but full of interesting content, The Hellebore Guide to Occult Britain is an excellent little tome to take off the shelf and flip through or even have handy in the bag when you want to find something really interesting to visit nearby.

Monday, 4 April 2022

Miskatonic Monday #102: The Dragon of Wantley

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: SR Sellens

Setting: Jazz Age North Yorkshire (sans Jazz).

Product: Scenario
What You Get: Fifty-Two page, 17.57 MB Full Colour PDF

Elevator Pitch: What evil hides behind an elopement?
Plot Hook: How far will the cultists and Investigators go in determining the aims of the cult?
Plot Support: Straightforward plot, staging advice for the Keeper, two maps, thirteen handouts, ten detailed NPCs, one Mythos tome, one ballad, and five pre-generated Investigators.
Production Values: Decent.

Pros
# Ferroequinology
# Superb cover
# Lambton Worm-like scenario grounded in classic English folklore
# Decent background introduction to England
# Excellently done handouts and photographs
# Gentility hides a nasty little plot
# Nobility hides a dark secret
# Huge potential to disastrously break Yorkshire (a bit) 
# Roleplaying opportunities amongst the manners and mores the English Class system
# Can be run as part of Day of the BeastMasks of Nyarlathotep, or Tatters of the King

Cons
# Needs an edit
# Mummies feel like a red herring
# Underdeveloped in places
# Needs an area map
# No hooks for Day of the BeastMasks of Nyarlathotep, or Tatters of the King
# Huge potential to disastrously break Yorkshire (a bit) 

Conclusion
# Nicely supported scenario which twists classic English folklore
# Plenty of roleplaying opportunities amongst the manners and mores of the English Class system as the Investigators winkle out a dark secret.