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Showing posts with label Cthulhu Invictus. Show all posts
Showing posts with label Cthulhu Invictus. Show all posts

Monday, 11 August 2025

Miskatonic Monday #366: The List of Historical & Fictional Figures Statted for 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: Andy Miller

Setting: All of time and space
Product: Supplement
What You Get: Seventy page, 9.76 MB Full Colour PDF

Elevator Pitch: Who (or what) appeared where and when?
Plot Hook: Have I got that scenario or supplement?
Plot Support: No staging advice, actual NPCs, handouts, maps,
Mythos artefacts, Mythos or occult tomes, Mythos entities, or indeed, plot (in the traditional sense, otherwise lots of NPCs and Mythos entities)
Production Values: Plain

Pros
# Annotated list of historical and fictional figures itemised by product from Call of Cthulhu, Third Edition to Call of Cthulhu, Seventh Edition
# Listed separately by history and fiction
# Index of all individuals, great old ones, gods, and unique entities listed in The List of Historical & Fictional Figures Statted for Call of Cthulhu
# Engaging foreword and afterword
# There does not appear to be a phobia of lists, but there really should be

Cons
# Annotated list of historical and fictional figures itemised by product from Call of Cthulhu, Third Edition to Call of Cthulhu, Seventh Edition
# Listed separately by history and fiction
# Index of all individuals, great old ones, gods, and unique entities listed in The List of Historical & Fictional Figures Statted for Call of Cthulhu
# There does not appear to be a phobia of lists, but there really should be
# Highlights the fact that there really should be a similar product for scenarios

Conclusion
# Exhaustive reference guide to everyone and every ‘thing’ that has appeared in Call of Cthulhu
# Highlights the fact that there really should be a similar product for scenarios

Monday, 22 July 2024

Miskatonic Monday #294: The Assignment

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: Marco Carrer

Setting: Cthulhu Invictus
Product: One-on-One Scenario
What You Get: Ten page, 310.87 KB Full Colour PDF

Elevator Pitch: Sometimes a femme fatale lives up to her name
Plot Hook: A Finder doesn’t always want to find what he’s looking for
Plot Support: Staging advice, one pre-generated Investigator, four NPCs, one handout, floorplans,
and one Mythos creature.
Production Values: Plain

Pros
# One Keeper, one Investigator one-shot
# Short, one session noir-style investigation
# Plot could be adapted to a Noir-style setting
# Strigiformophobia
# Necrophobia
# Teraphobia

Cons
# Needs a good edit
# Familiar noir-style plot

Conclusion
# Short and bloody noir-style investigation
# Serviceable and easy to use

Saturday, 29 October 2022

Miskatonic Monday #146: Ravishing Beauty

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: Dr. Benjamin Will

Setting: Italy, 64 C.E.
Product: Scenario
What You Get: Twenty page, 1.41 MB Full Colour PDF

Elevator Pitch: Sometimes the walls are given a will
Plot Hook: A stay at a wealthy villa reveals the nastiness of the owners
Plot Support: Staging advice, four pre-generated Investigators with backgrounds, three maps
six  NPCs, and three Mythos monsters.
Production Values: Plain.

Pros
# One session scenario for Cthulhu Invictus
# Unpleasant NPCs
# Pleasing sense of claustrophobia
# Decent pre-generated Investigators
# Inventive use of the representation of myth
# Easy to move to elsewhere and elsewhen in the Roman Empire
# Potential campaign starter
# Sportaldislexicartaphobia
# Automatonophobia
# Artophobia

Cons
# Underwritten primary NPC interactions
# Includes scene where rape and sexual assault is a possibility

Conclusion
# Claustrophobic scenario which makes inventive use of the representation of myth
Solid scenario for Cthulhu Invictus that can be worked into a campaign or used as a campaign starter

Monday, 10 October 2022

Miskatonic Monday #134: A Balance of Blood

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu 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: Matt Puccio

Setting: Kingdom of Armenia, Second Century C.E.
Product: Scenario
What You Get: Forty-two page, 5.18 MB Full Colour PDF

Elevator Pitch: Identifying the greater evil can be a diplomatic challenge
Plot Hook: Diplomatic envoys discover a house of horror and woe
Plot Support: Staging advice, six pre-generated Investigators with backgrounds, three maps
, six  NPCs, one spell, one Mythos tome, and two Mythos monsters.
Production Values: Decent.

Pros
# Scenario for Cthulhu Invictus
# Interesting location for a Cthulhu Invictus scenario
# Pleasing sense of tension
# Every NPC is monstrous!
# Potential Cthulhu Invictus campaign starter
# Detailed investigation
# Good advice for portraying the NPCs
# Nicely illustrated
# Gerontophobia

Cons
# Needs an edit
# Some locations not mapped
# Illustrations could be used as handouts, but no handouts!
# Needs a careful read through by the Keeper

Conclusion
# Investigators must face night terrors and day terrors in a meaty investigation at the edge of the empire where identifying either victim or ally will prove challenging.
Solid scenario for Cthulhu Invictus with an interesting historical background and setting.

Sunday, 29 November 2020

A Sex Horrificam II

Fronti Nulla Fides—or ‘there is no trusting appearances’—is an anthology of six scenarios for The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome using Call of Cthulhu, Seventh Edition. Published by Golden Goblin Press, this setting presents new challenges in investigating and confronting the Mythos in Lovecraftian investigative roleplaying, shorn of its reliance upon libraries, newspaper archives, and Mythos tomes, instead requiring the investigators to ask others lots and lots of questions, do an awful lot of watching, and sneak about a fair bit. In other words, more detective legwork rather than research. Similarly, the reliance upon firearms found in conducting investigations in the Jazz Age of the 1920s, makes such investigations and confrontations with the Mythos more fraught affairs. The sextet in Fronti Nulla Fides see the investigators conducting a raid on a house of tinkers, a rescue mission to a city of white apes, a terrible sea journey, and in turn, hunts for a slave, a dragon, and a barbarian.

The anthology opens with ‘The Clockwork Oracle’, the first of three contributions by  publisher Oscar Rios. This is set in Corinth in Greece—though it could easily be moved to another city—and has the Investigators hired by a trio of brothers and sisters whose father has become obsessed with mechanisms and clockwork devices, in particular, a mechanical jay known as The Clockwork Oracle, which he believes can tell the future. This obsession has grown to the point that he is spending much of his wealth upon them, has allowed a gifted tinker to move into his home, and when confronted by his children, threw them out of the house. Amongst other things, siblings want the tinker removed from the house, their father separated from The Clockwork Oracle, both him and the household slaves kept safe, their family’s financial records secured, and more. Of these other objectives, each of the siblings has his or own objective and the scenario divides them between the Investigators, so adding a slight divisive element when it comes to the scenario’s set piece. Oddly, the biggest challenge in the scenario for the Keeper is portraying the squabbling siblings as they talk across each other, but otherwise this a short and straightforward scenario that provides an opportunity for the Investigators to conduct some classic detective work before the scenario’s grand set piece—the raid on the house. Here the scenario is almost Dungeons & Dragons-like, with much more of an emphasis on stealth and combat in comparison to scenarios for Call of Cthulhu, but this should make for a fun change of pace. The scenario also has numerous different aspects to its outcome which will need to be worked through, depending upon how successful the Investigators have been. Overall, ‘The Clockwork Oracle’ has a two-fisted muscularity to it, but still packs in plenty of story.

Jeffrey Moeller’s ‘Goddess of the White Apes’ is a sequel to his ‘The Vetting of Marius Asina’ from De Horrore Cosmico. ‘The Vetting of Marius Asina’ is an interpretation of ‘Facts Concerning the Late Arthur Jermyn and his Family’ in which the Investigators look into the background of Marius Asina to determine if he is suitable for elevation beyond his current rank of senator. Of course, he was not, since neither Marius Asina nor his family turned out to human, let alone barely Roman citizens! ‘Goddess of the White Apes’ leans into the pulpiness of the ‘Swords & Sandals’ genre, but combines it with weird miscegenation and horror, as the Investigators are directed to rescue from the nephew of the emperor from a city to the far south beyond the furthest reaches of the empire. There they find a city which is rapidly coming to ape Rome itself as the leader of the White Apes attempts to make both their home and their society more ‘civilised’! Here the Investigators—after the travails of their long journey south (though a means of cutting the journey time is explored)—must deal with a leader more capricious than a Roman Emperor and effect an escape. The set-up of ‘Goddess of the White Apes’ allows it to be run as a standalone scenario, but it works better as a sequel to ‘The Vetting of Marius Asina’.

Whether as crew or passengers, the Investigators find themselves in peril at sea in Charles Gerard’s ‘Following Seas’. As they sail aboard the Minerva from Antioch in Syria Palestina to Ostia, the port which serves Rome, the ship’s captain veers between depression and irrationality, his mood and actions upsetting the crew as strange energies are seen to swirl about the ship’s rigging. Both investigation and action will take place aboard the Minerva in what is classic, ‘ship in a bottle’ scenario, one that quickly pushes its narrative to an action-packed dénouement. Along the way, there is room for unsettling flashbacks, either ones which have happened in earlier encounters with the Mythos or ones which each player can create for their Investigator on the spot. ‘Following Seas’ is a decent scenario, one which is easily run as the Investigators are travelling between locations—perhaps in a campaign, perhaps between other scenarios, and which can easily be transferred to times and locations which involve sailing ships and sea voyages.

Oscar Rios’ second scenario is ‘Manumission’, in which Rome’s practice of slavery is put to a vile purpose. A vigilis—the equivalent of the police in the Roman Empire, comes to the Investigators for their help. In fact, he comes to them for their help because they owe him a favour or two, so ‘Manumission’ works best later in a campaign when the Investigators who have had a run in with the authorities. The vigilis wants them to help a friend of his whose nephew has been sold into slavery by his drunkard father. Quick investigation reveals that the boy has already been sold and the buyer is not prepared to sell him back. In order to rescue the boy, the Investigators will have to follow the seller and perhaps steal him back. However, in the process, they will discover why the boy was sold and that adds a degree of urgency to the rescue attempt. This is a solid piece of nastiness, nicely set up and waiting for the Investigator to do the right thing.

‘The Dragon of Cambria’ by William Adcock takes the Investigators to the west of Britannia and into Wales where a rich lead mine has unleashed a dragon! This is a classic monster hunt in Dungeons & Dragons-style, but one scaled to Call of Cthulhu, Seventh Edition, which means that the Investigators are likely to be snapped up in a straight fight between themselves and the creature. They will have to use their guile and planning to defeat the creature, though their efforts are likely to be hindered by rival hunters and locals interpreting the appearance of the dragon as heralding a rebellion against the Roman authorities.

Lastly, Oscar Rios’ third scenario takes the Investigators to the province of Germania Superior and beyond! In ‘The Blood Sword of Emeric’, a German tribal leader has risen in rebellion and is attacking locals and Romans alike, but is said to have a blood red sword capable of killing at a single cut and slicing through chainmail. Whether as agents employed by a merchant to recover a missing shipment, the head of a local fort beset by refugees wanting someone to bring him the head of Emeric, or even as agents of an occult society interested in rumours of the sword, the Investigators will need to get what information they can from the refugees, find a guide, and strike out beyond the frontier. The scenario is again quite straightforward and quite action orientated, but it does a nice bait and switch on the Investigators—not once, but twice!

Physically, Fronti Nulla Fides is well presented and edited. Each scenario begins with a full list of its NPCs and each scenario’s maps are generally good, and the illustrations, although having a slightly cartoonish feel to them, are excellent throughout.

Each of the six scenarios in Fronti Nulla Fides should take no longer than a session or two to play, each is different, and even despite their being quite short, time is taken to explore the possible outcomes and ramifications of each. Their length also makes them easy to fit into an ongoing campaign, either between longer, more involved scenarios or chapters of an actual campaign. They also provide a decent amount of physical and interpersonal investigation, showcasing just how rare it is that Lovecraftian investigating roleplaying at the height of the Roman Empire rarely involves visits to libraries or poring over Mythos tomes. Overall, Fronti Nulla Fides not only lives up to its title, but also provides the Keeper of a Cthulhu Invictus campaign with a set of six short, but enjoyably action-orientated and punchy scenarios.

Friday, 21 August 2020

Miskatonic Monday #44: Akhenaten Unveiled

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 a 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—

Name: Akhenaten Unveiled

Publisher: Chaosium, Inc.
Author: James Austin
Setting: Ancient Egypt (Cthulhu Invictus)
Product: Scenario
What You Get: 38.56 MB, thirty-five-page full colour PDF
Elevator Pitch: ‘Death on the Nile’

Plot Hook: King Amenhotep IV rejected the Egyptian gods. You have been assigned to assassinate him.
Plot Development: A perilous trip down the Nile leads to party town, strange magic, and ‘The King is dead! Long live the King!’
Plot Support: Glossary, twelve NPCs and monsters, its own Appendix N, two handouts, one spell, and six pregenerated investigators.

 Pros
# Intriguing plot
# Cthulhu Invictus one-s+hot
# Set in Ancient Egypt
# Physical puzzles
# Cthulhu Invictus meets Stargate

Cons
Cthulhu Invictus meets Stargate
# Pregenerated Investigators lack motivation
# Assassination set-ups needs development 
# Non-Mythos scenario

Conclusion
# Feels underdeveloped in places
# Physical puzzles
# Original, but non-Mythos plot

Sunday, 9 December 2018

Ave Cthulhu II

The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome is an update and expansion of Cthulhu Invictus, published in 2008 by Chaosium, Inc. for use with Call of Cthulhu, Sixth Edition, itself based on an Miskatonic University Library Association monograph published in 2004. Chaosium did a minor update of the setting to Call of Cthulhu, Seventh Edition  with Cthulhu Through the Ages, but it is Golden Goblin Press that has published this more thorough update following a successful Kickstarter campaign. This is good news given that both publisher and author of Golden Goblin Press have experience with the setting, having published the more recent scenario anthology, De Horrore Cosmico for the period, and written the only campaign for the setting to date. This is the highly regarded The Legacy of Arrius Lurco, published by the much lamented Miskatonic River Press, one of the few campaigns for Call of Cthulhu to be set outside the Jazz Age of the 1920s.

The setting for Cthulhu Invictus is 145 AD, during the reign of Antonius Pius. It is a period of relative peace and stability, his rule being over an empire of over two million square miles and some one hundred million people, stretching from the Black Sea in the East to Britannia in the West, from the deserts of Africa in the south to the Rhine in the north. Yet this period is not without its dangers, for there is a ‘Shadow War’ going on, being fought by a few in the know, against an enemy that they barely understand—cults dedicated to Great Old Ones and Outer Gods, alien creatures and beings which prey upon the citizens of the Empire, and remnants of civilisations and empires from before the rise of man—known as ‘Lost Kingdoms and Fallen Empires’, many determined to destroy not just the empire, but also the known world… Many creatures are the basis for myths and legends from across the empire and are often as dangerous, if not more so, than the tales of them tell.

The ‘Shadow War’ provides a very loose framework for a Cthulhu Invictus campaign framework, loose because it involves investigations and acquisition of knowledge by disparate groups and individuals. Each is aware of some aspects of the Mythos, but not all and should any communicate with the others, they might just realise the true extent of threat that mankind faces. Cthulhu Invictus supports this in two ways. One is a ready selection of Patrons, Investigator Organisations, and NPCs. The NPCs were all added as part of the Kickstarter and include a very lucky potential mentor; an infamous pirate, scourge of ships and sea devils alike; and the world’s best linguist. The Patrons range from a renowned astrologer to a collector of strange tales, whilst the Investigator Organisations include ‘The Awoken’, all survivors of similar incidents who have a strange sense about the world; ‘The Army of Metilus’, a ghost who gathers ‘soldiers’ to fulfil dangerous missions; and more. These are nicely detailed and provide the Keeper with set-ups and NPCs around which to build scenarios and campaigns.

The ‘Shadow War’ is not the only aspect of Cthulhu Invictus that marks the setting as being different to other campaign settings for Call of Cthulhu. In the Roman Empire—and beyond of Cthulhu Invictus, magic is real and everyone believes in it. Indeed, although its practice is illegal, it is possible for certain investigator occupations to begin play with a spell or two, typically drawn from the folk magic given in The Grand Grimoire of Cthulhu Mythos Magic. As much as Cthulhu Invictus uses the ‘monsters’ of the Mythos, it also draws from Greek and Roman myth for its own monsters—Cyclops, Gorgons, Minotaurs, and so on—but reinterprets through the lens of the Mythos to create something new, but familiar (and of course, definitely deadly). There have been some changes in the background to Cthulhu Invictus from the original edition to this one, notably to omit the more fantastical Mythos activities in Greece. There is certainly Mythos activity the empire’s Greek provinces, much of it dating over the course of thousands of years, but it is more restrained in nature here.

Yet Cthulhu Invictus is a Call of Cthulhu campaign setting and it shares aspects familiar to other more modern campaign settings too. These include international travel, so that it is possible to do a Roman world-trotting campaign; Pulp or Purist tones—the former offering ‘Swords & Sandals versus the Mythos’; ready access to arms (mostly melee weapons and usually not much help against the forces of the Mythos) and armour; and opportunity still for research at libraries, even on scrolls and artefacts which date from the time of the ‘Lost Kingdoms and Fallen Empires’. That said, low literacy rates means that the researcher is even more of a specialist than he is in more modern settings. Nevertheless, the supplement supports the role with a solid selection of new scrolls and tomes particular to the period, as well as various new Mythos artefacts.

In terms of investigator options, Cthulhu Invictus provides almost sixty Occupations, from Advocate, Apothecary, and Archer to Thief, Vigilis, and Writer. They include Roman occupations such as Augur, Centurion, Gladiator, and Prefect, plus non-Roman ones like Barbarian and Druid. In the main, investigator creation ues the same rules as Call of Cthulhu, Seventh Edition, but where investigators in the standard game, here they have the Status skill. It serves a similar function, but fundamentally it indicates a character’s social class and place in Roman society and thus what Occupation an investigator might have. A simple labourer would have a Status of no more than twenty, whereas a Senator would a Status of between forty and seventy. Certain Occupations, such as Gladiator and Magus, are so lacking in respect that instead of Status, they have Infamy, representing their lack of legal protections within the empire and putting them on a par with slaves.

A guide to the various degrees of Status is given, from slave or destitute freeman vagabond right up to Imperial Domus, a member of the emperor’s family, although this is unobtainable for most investigators. Included in this guide are suggestions on how to handle the place of slaves and women in investigator groups in Roman times. This is to get around the social restrictions on both at the time and to provide a group with some roleplaying challenges too, since playing either will be different to playing men. Both issues are potentially difficult, but they maturely handled here.

An extensive set of tables enables both Keeper and her players to generate suitably Roman names whilst a smaller set provides inspiration and options for an investigator’s background. Options are included for creating experienced investigators. Being set in the ancient world, Cthulhu Invictus replaces a lot of skills with ones appropriate to both time and place. These include Empire—knowledge of the Roman Empire, and Other Kingdoms—knowledge of kingdoms beyond the empire’s borders; the addition of Astrology and Augury as specialisations of the Science skill; and the inclusion of the Oratory/Rhetoric skill as a noble art. Combat skills are all treated as specialisations of the Fighting skill, including missile weapons and siege weapons.

In general, investigator creation in Cthulhu Invictus is no more complex than that of Call of Cthulhu, Seventh Edition, requiring no more than a few extra rolls on the names tables. Our sample investigator is a simple labourer, in from the country and hoping to better herself. She is a skilled apiarist and knows the value of honey in medicine, having been taught by her late mother, who was a freed slave. She would like to know more and hopes to work for an apothecary or physician.

Vibia Durmilla 
age 19, Labourer
STR 70 SIZ 80 CON 35 DEX 65
APP 45 INT 60 POW 65 EDU 25
SAN 58 Luck 70 Damage Bonus +1d4 Build 1
Move 7 HP 11

Status: Poor

Brawl 40% (20/8), damage 1D3+db, or by weapon type
Dodge 32% (16/6)

Skills: Appraise 15%, Art/Craft (Apiculture) 65%, Art/Craft (Potions) 25%, Drive/Teamster 30%, Empire 15%, Fast Talk 15%, Fighting (Brawl) 35%, First Aid 50%, Listen 50%, Medicine 26%, Natural World 50%, Occult 21%, Repair/Devise 35%, Sleight of Hand 35%, Spot Hidden 45%, Status 20%, Stealth 20%, Track 20%

Backstory
Personal Description: Ordinary looking woman who is overweight and who is never without a satchel containing a jar of honey and a small knife
Ideology: All happens according to the will of the gods
Traits: Stoic
Significant Person: Paulinia, a close friend in whose footsteps you are following
Meaningful Location: Tending to the beehives with her mother
Treasured Possession: Family Lares statues

To reflect the dangerous and different world of Cthulhu Invictus gives a number of rules and options that make the setting even more lethal, more difficult, and more different than in traditional Call of Cthulhu. These allow for wounds to become infected, for the religiously devout to gain a bonus when spending Luck points and the religiously indifferent to gain a penalty when spending Luck points—both reflecting the importance of belief in the gods in the Roman world and beyond; and different means of regaining lost Sanity, including home care, and humane, mystical, and agitation treatment. The Sanity gains from any of these methods is not great, no more than a four-sided die, and even then, they are not guaranteed to work, but that fits the setting and if the investigators are devout—and several faiths and philosophies are detailed to that end, they do get that Luck benefit as some kind of compensation at least.

One major difference between Cthulhu Invictus and Call of Cthulhu is that most people are superstitious and genuinely believe in gods, magic, and monsters. Not only do they worship the gods, but the stories they hear from cradle to the grave are those of myth and legend, including as they do numerous fantastic creatures. Yet these creatures are not just those of myth, but of the Mythos. Cthulhu Invictus very much presents centaurs, cyclops, harpies, gorgons, et al, as monsters, though some, like Dryads and Pegasi, are not monstrously dangerous. Other entries in this bestiary are not just monsters, but leftovers from the Fallen Kingdoms, such as the Izdonarii, the last defenders of the Lomarrians. As well as these monsters, Cthulhu Invictus presents several cults as potential threats for the Keeper to pose to her players and their investigators. These are found scattered throughout the empire, from Heralds of the Deep, which secretly worships Cthulhu, to The Eternal Fellowship, whose members seek immortality through any means.

In terms of mundane support, the supplement includes equipment lists, and guides to the Roman Legions, the Roman provinces, and Rome itself. The latter is described as a ‘brief tour’ and ‘brief’ is really how these chapters feel. This is not really a criticism of the content, since the Roman Empire is huge and consequently, there is a huge range of background to cover. Too much, of course, to really cover in the one supplement. It does mean however, that the Keeper may want or need to do further research, whether from history books or other roleplaying supplements.

Rounding out Cthulhu Invictus are are two good scenarios, both of them set in Rome, which makes them easy to run as part of a campaign. They can though, be easily set elsewhere in the empire in any big city. ‘Blood & Glory’ concerns strange goings on at an amphitheatre and a gladiatorial school and consists of two strong investigative strands, nicely encompassing both gender and status. Depending upon how the scenario plays out, it could actually be run a second time, though there should definitely be a break between the two should this happen. The second scenario, ‘Food for Worms’, does plague meets The Walking Dead in Rome. This is no simple zombie tale though and is very much the better for it.

Physically, Cthulhu Invictus is sturdy softback book. It needs a slight edit in places and its layout is perhaps slightly cramped in places, but is otherwise well written and an easy read. In terms of appearance though, it is clear that Golden Goblin Press is working to improve the look and production values of its books. Not only is it printed on better paper, Cthulhu Invictus is the publisher’s first full colour tome, but that colour is used judiciously, mostly for photographs and images of period artefacts and artwork. The remaining artwork gives the look of Cthulhu Invictus a pleasingly uniform look and style—especially following the exploits of an investigative party as commanded by their stalwart leader, Brita.

The advantage of a Cthulhu Invictus campaign is that it is very familiar to us from our history lessons and our epic films and television series set in the Roman world. Yet as familiar as it is, the Roman world presents its own challenges in terms of roleplaying and investigating Cosmic horror. These manifest primarily as social differences and different attitudes in terms of gender, religion, and philosophy—all of which Cthulhu Invictus explains and in the scenarios, showcases. What this highlights is that Golden Goblin Press has always had a better appreciation and understanding of the Cthulhu Invictus setting, and if the resulting supplement can never hope—or be expected—to cover everything about the Roman world, The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome is a more than handsome introduction to Lovecraftian investigative roleplaying in the Ancient World.

Monday, 16 May 2016

Time Sensitive Cthulhu

Since the publication of White Dwarf #42 in June, 1983, and the subsequent publication of On the Trail of the Loathsome Slime in 1985, the flexibility of when and where Call of Cthulhu can be set has never been in doubt. The publisher of the venerable RPG, Chaosium, Inc., capitalised on this flexibility, offering first boxed sets that explored the Dreamlands and Victorian England with H.P. Lovecraft’s Dreamlands and Cthulhu by Gaslight respectively, followed later by the modern era set Cthulhu Now, scenarios set in times past and future with Strange Aeons and Strange Aeons II, the end of the first millennium with Cthulhu: Dark Ages, and Imperial Rome with Cthulhu Invictus. Further, publishers as diverse as Pagan Publishing, Modiphius Entertainment, and Cubicle Seven Entertainment have all developed their own settings using Call of Cthulhu. Yet with the publication of the Call of Cthulhu, Seventh Edition Investigator Handbook and the Call of Cthulhu, Seventh Edition Keeper Rulebook, only two eras are as yet supported—Call of Cthulhu’s classic period of the 1920s and the contemporary era—whereas previous editions of the RPG had supported other eras, Cthulhu by Gaslight and H.P. Lovecraft’s Dreamlands in particular.

Given how much of a redesign and a rewrite Call of Cthulhu, Seventh Edition is, it is no surprise that there was just not the space to devote to these other eras—as lamentable as their omissions are. Fortunately, Chaosium has taken steps to address this lack with a slim supplement that serves as an introduction and primer to Call of Cthulhu in other times and places. In doing so though, it does create issues and problems of its own, the solutions to which will ultimately render this supplement redundant. Cthulhu Through the Ages: Guidelines for Playing Call of Cthulhu in Seven Different Eras presents four settings in the past, one setting that will never be in the here and now, and two future settings. They are in turn and mostly chronological order, Cthulhu Invictus, Cthulhu Dark Ages, Mythic Iceland, H.P. Lovecraft's Dreamlands, Cthulhu by Gaslight, Cthulhu Icarus, and The Reaping. Of the seven, only one of the settings is new to Call of Cthulhu—though not Chaosium, one is new to Chaosium, and one is new to print for Call of Cthulhu outside of a Monograph.

Each of the seven settings runs to no more than seven pages, providing in turn a modicum of background, a list of the skills pertinent to the setting, some Backstory suggestions and a handful of Occupations, a discussion of the Mythos in the period, a plot seed, and perhaps some setting appropriate Mythos monsters or investigator organisations. They begin with ‘Cthulhu Invictus’, which presents Call of Cthulhu at the height of Imperial Rome. So the Backstory suggestions include patron god, meaningful locations, and treasured possessions, whilst a player can also roll for his investigator’s birth portents. The sample nine Occupations range from Augur and Courtesan to Speculatore and Surgeon, whilst skills include Art and Craft (Poisons) and Status. There are no sample investigator organisations, but the type of organisations possible are discussed. Although a serviceable introduction to the setting, the good news is that although not for written for use with Call of Cthulhu Seventh Edition, Cthulhu Invictus is still in print and available, although its best support—The Legacy of Arrius Lurco and De Horrore Cosmico—has come from third party publishers.

Unfortunately the same cannot be said of the second setting, ‘The Dark Ages’. This is based on the supplement Cthulhu Dark Ages, originally published in German as Cthulhu 1000 AD, the English version, published in 2004, has been out print for a decade and even then, was ill-realised and ill-supported. The good news is that Cthulhu Dark Ages, Second Edition has the focus and realisation that the original edition lacked, although it is not yet in print. This primer has its Backstory suggestions and Life Events table, plus Occupations such as Beggar, Cleric, Monk/Nun, and Woodsman/Fisherman. The skills are very similar to those given for Cthulhu Invictus and the discussion of investigator organisations is about community rather than actual organisations. Perhaps the most interesting element to the setting is the worldview versus the Mythos, that of a religious rationale rather the scientific one of the twentieth century.

The third setting, ‘Mythic Iceland’ is a corollary to ‘The Dark Ages’ and thus Cthulhu Dark Ages, being set in the same time period. It is new to Call of Cthulhu, but not Chaosium, its origins lying in a supplement for Basic Roleplaying of the same name. The settings makes two fundamental changes to the rules for Call of Cthulhu, Seventh Edition. First, Luck when spent to adjust rolls as per the optional rule in the new edition, it cannot be regained. Once it is gone, it is gone. This reflects the Icelanic view that every man has a finite amount of luck. Second, it dispenses with Occupations because Icelandic society was not structured enough to support specialised professionals. Its treatment of the Mythos is not as expansive, but it is not detailed enough to be focused either, instead just pointing towards the involvement of certain entities. This though should be enough for an experienced Keeper to develop scenarios from. There is certainly some potential in ‘Mythic Iceland’ as it could also take the investigators from Iceland to Greenland and even pre-colonial North America.

The fourth setting is ‘Gaslight’, a primer for the recently published Cthulhu by Gaslight, Second Edition. Of the seven settings described in Cthulhu Through the Ages, it is chronologically the closest to the default Jazz Age of Call of Cthulhu and thus mechanically the most similar in terms of skills and Occupations. The section’s focus is primarily on the differences—mainly an emphasis on social class, so the Credit Rating skill is particularly important. It includes a few archetypal Occupations, such as the Adventuress, the Consulting Detective, Inquiry Agent, and so on, plus a pair of Investigator Organisations. The latter are given more space than the Mythos in the period, but that can accounted for the short gap between it and the Jazz Age. Nevertheless, at four pages in length, this is a short section and both feels and is brief.

The fifth setting, ‘The Dreamlands’ is likewise as short, but where ‘Gaslight’ will be historically familiar to players and Keepers of Call of Cthulhu, this section will be the most familiar in Cthulhu Through the Ages in game terms. After all, H.P. Lovecraft’s Dreamlands has gone through five editions and been supported with innumerable  scenarios. So it is not surprising that it just covers the basics—how to get into the Dreamlands, the Dreaming skill, and dying in the Dreamlands. There is also a map of the Dreamlands, plus new creatures not found in the Call of Cthulhu Keeper Rulebook—Gugs, Moon-Beasts, and Zoogs. Given that this runs to barely five pages—including the map—it seems odd that this section was not included in the Call of Cthulhu Keeper Rulebook.

The last two settings pitch Cthulhu Through the Ages into the future. ‘Cthulhu Icarus – A Futuristic Micro Setting for Call of Cthulhu’ originally appeared the magazine, Worlds of Cthulhu #2 and is the closest that the supplement has to an actual scenario. It casts the Investigators as part of the multi-national, multi-corporation crew of the Icarus, a spaceship exploring the outer reaches of the Solar System. Their discoveries though no less scientific, will point towards the horrors in the darkness of Space. The section includes three possible scenarios, each more or less, a one-shot. Despite this being the nearest to a complete setting in the supplement, there is potential here for more than just one-shots and it is a pity that this micro setting does not explore it further.

The second of the futuristic settings will be familiar to anyone with a degree of Call of Cthulhu lore. ‘The Reaping’ is set during the Cthulhu End Times, the near future when the Stars have come Right and the Great Old Ones have risen to devastate the Earth and cause the collapse of human civilisation. This period of the Earth’s history has been much discussed by Call of Cthulhu devotees in the past, but although there was talk of a supplement, the only thing to materialise was the Monograph, End Times, published in 2003. As a post-apocalyptic, Call of Cthulhu setting, this is perhaps the most interesting one—it is certainly the most original one—in the supplement, the entities and forces of the Mythos openly moving across the land whilst survivors hide in outpost sanctuaries, trying not to acknowledge the madness and insanity outside of their walls. The investigators—Healers, Lore Seekers, Scavengers, and more—might seeking ancient for their own purposes, searching for a sanctuary, or even attempting to thwart one of the many cults that hold power now. ‘The Reaping’ feels fresh and interesting and deserves more than just these few pages.

In addition, Cthulhu Through the Ages presents a guide to combat in the Cthulhu Invictus, Cthulhu Dark Ages, and Mythic Iceland settings. It is short and serviceable. The supplement is rounded out with Investigator sheets for each of the seven periods detailed in its pages.

Arguably, the book could have been better organised in that the skills from each individual setting chapter could have been collected into a chapter dedicated to just skills—just as Cthulhu Through the Ages does with ‘Swords and Arrows’, which gives combat rules for use with Cthulhu Invictus, Cthulhu Dark Ages, and Mythic Iceland. Such a chapter would simply list all of the skills in alphabetical order with an indication as to which setting they are used in. This would have prevented the repetition of the skills such as Drive Horse/Oxen, Fighting (Shield), Insight, Repair/Devise, and Status from the chapters devoted to Cthulhu Invictus and Cthulhu: Dark Ages at the very least. Plus it would have freed up more space for more background material and perhaps more adventure seeds. 

In terms of artwork as well as space, Cthulhu Through The Age is poorly served. Now the full pages that preface each chapter are fine, especially where the covers of the core books for each of the settings are used, are fine. Yet other art does nothing but take take up space, which along with the white space, could have been used to better sell the settings that the book is intended to promote.

Overall, Cthulhu Through the Ages is something of a mixed bag. Both ‘Cthulhu Icarus – A Futuristic Micro Setting for Call of Cthulhu’ and ‘The Reaping’ are relatively new  and feel full of untapped potential. Of the two, ‘The Reaping’ deserves a supplement of its own. The other five settings either have, or have had, supplements of their own and this is something of a problem. For example, both Cthulhu Dark Ages and H.P. Lovecraft’s Dreamlands are out of print, so there is no way for the Keeper to find out more information without some searching. Once they are in print for Call of Cthulhu, Seventh Edition, their content will make that contained in the particular sections of Cthulhu Through the Ages redundant. Further, for all five of these settings, it feels as if there is not enough information to do very much with any of them and does not help that these are not full adaptations from Call of Cthulhu, Sixth Edition to Call of Cthulhu, Seventh Edition, but merely sliver-like tasters for each of them.

Ultimately, Cthulhu Through the Ages is a supplement for the experienced Keeper and his players as it presents the way in which each of its settings should be adapted to Call of Cthulhu, Seventh Edition—and from this starting point, the resourceful Keeper can do the rest. That is, until editions of the particular supplements appear for Call of Cthulhu, Seventh Edition. For the neophyte Keeper it is much less useful, not having neither quite enough detail to be really helpful or to really hint at how good these settings can be.

-oOo-

Chaosium, Inc. will be at UK Games Expo.

Friday, 14 August 2015

A sex horrificam

For its third title, Golden Goblin Press returns to the setting of its principal author’s finest hour. That author is the prolific Oscar Rios, that finest hour is The Legacy of Arrius Lurco  and that setting is Cthulhu Invictus. As a setting, Cthulhu Invictus presents an approach to investigating the Cthulhu Mythos shorn of its reliance upon libraries, newspaper archives, and Mythos tomes, instead requiring the investigators to ask others lots and lots of questions, do an awful lot of watching, and sneak about a fair bit. In other words, more detective legwork rather than research. Similarly, the reliance upon firearms found in conducting investigations in the Jazz Age of the 1920s, makes such investigations and confrontations with the Mythos more fraught affairs. Unfortunately, Cthulhu Invictus never quite received the support it deserved from its publisher, Chaosium, Inc., but its potential was certainly realised in The Legacy of Arrius Lurco, published by the late, much missed, Miskatonic River Press, the only campaign published for Cthulhu Invictus, and arguably one of the best campaigns published for Call of Cthulhu in over a decade. Now, having putting out a third companion for Call of Cthulhu in the form of Island of Ignorance – The Third Cthulhu Companion and an anthology of scenarios set in New Orleans with Tales of the Crescent City: Adventures in Jazz Era New Orleans, Golden Goblin Press bring us an anthology of scenarios for Cthulhu Invictus in the form of De Horrore Cosmico: Six Scenarios for Cthulhu Invictus.

Written for Call of Cthulhu, Sixth Edition—in all likelihood one of the last supplements to be so—and published via Kickstarter, De Horrore Cosmico is an anthology of six scenarios for Cthulhu Invictus that take the investigators to southern Gaul, Britannia, Aegyptus, Sicilia, Caledonia, and of course, Rome. What really makes these six scenarios standout is that their inspiration is not just the works of H.P. Lovecraft, but in each and every case, specific works of H.P. Lovecraft. This is no mere matter of updating these stories as if they were being presented for the twenty-first century, but rather a case of their being adapted to fit the history, mores, and culture of Ancient Rome. The danger here is that this is window dressing, merely setting up the means for the investigators to play out the plots of the stories that serve as their inspiration rather than something new. Fortunately, De Horrore Cosmico does not fall prey to such dangers… As this is a review of Cthulhu Invictus scenario anthology, spoilers abound.

The six opens with ‘The Vetting of Marius Asina’, Jeffrey Moeller’s interpretation of ‘Facts Concerning the Late Arthur Jermyn and his Family’. The investigators are hired to go to the city of Massalia in southern Gaul and there investigate the background of Marius Asina to see if he is suitable for elevation beyond his current rank of senator. Rich if modest and thought to be of lowly origins, his background is a mystery and his family secretive. This requires careful and methodical investigation, thus highlighting the primary investigative process in Cthulhu Invictus. There is though, good reason for the family’s secrecy and the family is ready to protect such secrets. At its heart, as with the inspiration, this scenario is about tainted ancestry, one that the family would best prefer kept hidden. This is a fine start to the anthology, a rich re-imagining that presents not a threat as such, but a situation, one that in truth the presence of the investigators will disturb rather than thwart.

‘Doom’, inspired by ‘The Doom that came to Sarnath’, is written by Chad Bowser, the co-author of Cthulhu Invictus. Of the six scenarios in De Horrore Cosmico, ‘Doom’ is the most straightforward and the simplest, and the only one to present a direct threat to Rome. The investigators are again hired, this time by a patron who has been suffering from nightmare that foretell of the destruction of Rome. Perhaps this has something to do with a raid that the patron made upon a village whilst serving in the legions many years past? Although ‘Doom’ has some fine moments—particularly relating to the nature of portents of doom in Ancient Rome and in an encounter with a desiccated magus—but in comparison with the other five scenarios in the collection, it lacks sophistication and depth, and underwhelms because of this.

Publisher Oscar Rios’ contribution to the anthology is ‘Murmillo’. Its inspiration is ‘The Shadow Over Innsmouth’ and its structure is not dissimilar to that of the earlier ‘The Vetting of Marius Asina’. Here though the investigators are directed to go after a young man who is determined to become a gladiator, against his father’s wishes lest the boy bring disgrace upon the family name. The trail leads from one gladiator school to another and eventually to the doors of an isolated school dedicated to producing one type of gladiator for the arena—the Murmillo or ‘Fish Men’. The school values its privacy—and for good reason—but much like the town of Innsmouth that inspires the scenario, ‘Murmillo’ presents another situation that if not benign, at least keeps its inherent malignancy self-contained.

Phredd Grove’s ‘Kith and Kine’ takes the investigators to southwestern Britannia and is inspired by both ‘The Rats in the Walls’ and ‘The Whisperer in the Darkness’. With the legions busy elsewhere in the province, rumours have surfaced of a rebellion in the south, and with no-one to hand to suppress this uprising, the investigators are sent to look into these rumours. The question, do the potential rebels have cause? If not against Rome, then against those that Rome has put in charge?  ‘Kith And Kine’ pitches the investigators amidst inter-cult rivalries and feuding, which they will need to thread their way through in order to reveal the secrets in this scenario. The inspirations are less obvious in ‘Kith And Kine’ than the other entries in the book, and unlike the majority of those other scenarios, there is more agency at work upon the part of the antagonists. This is also the author’s first published scenario, but is a solid affair that has the feel of its setting despite being written by an American.

The penultimate scenario is ‘The Devil’s Mouth’. Written by Stuart Boon, it should be no surprise that this takes the investigators beyond the edge of the known world and the Wall of Hadrian into Caledonia, given that he is the author of the Origins Award winning Shadows Over Scotland. Assigned to a diplomatic mission, the investigators find themselves having to delve deep below the mountains of Scotland in order to perform a rescue mission in this scenario inspired by ‘At the Mountains of Madness’. The effect of which is make it feel like a mini-version of Beyond the Mountains of Madness and as with that campaign, the exploratory nature of ‘The Devil’s Mouth’ means that in places, play may slow to a crawl and the Keeper may have difficulty maintaining the interest of his players. Nevertheless, this focuses on the alien and the weird aspects of the Mythos and the exploration may be an interesting experience for any investigator who has some scientific knowledge.

The last scenario is written by the authors of the recently re-released Horror on the Orient Express, Penelope Love and Mark Morrison. Their inspiration for ‘The Case of Tillius Orestes Sempronius’ is ‘The Case of Charles Dexter Ward’ and finds the investigators in Rome where they are asked by a patrician to check upon his son who is convalescing at the family's country estate. The son has been ill for some time and has suffered from memory lapses. Given the inspiration it will be obvious that something is amiss fairly quickly, but proving it is another matter and that where the scenario’s challenge comes in and where it gets interesting.

Lastly—as raised by a Stretch Goal reached by the kickstarter—De Horrore Cosmico presents another sextet, not of scenarios, but of Patrons. The role of patronage played in Ancient Rome cannot be overestimated and that carries over into Cthulhu Invictus, where it provides investigators a degree of protection, financial support, and in many cases, direction. They include an attorney who serves as the intermediary for various peoples, including one that will amuse any theory conspiracists; a general with contacts throughout the empire; a poet with a penchant for the esoteric; and more… Any one of the six would serve as the driving force behind any campaign or ongoing game, either send the investigators off to the mysteries and missions described in De Horrore Cosmico—or any other collection of Cthulhu Invictus scenarios. This in fact, would be the only way in which the six scenarios in De Horrore Cosmico could used together as a campaign and to that end, it would have been nice if possible links to the six scenarios could have been given for each of its six patrons.

Physically, De Horrore Cosmico is reasonably presented. The choice of a marble effect behind the text does give the book a rather gray appearance, an effect not helped by the art and maps being too dark in places. That said, both the art and the cartography are well done, the former in particular capturing some of the anthology’s more notable revelatory scenes.

De Horrore Cosmico is a solid sextet of scenarios that successfully avoids the dangers of simply rewriting its stated inspirational sources, in most cases cleverly combining them with aspects of Roman culture. For example, the vetting process as seen in ‘The Vetting of Marius Asina’ and the combination of the Murmillo class of gladiator with certain type of batrachian threat in  ‘Murmillo’. For the most part, another aspect of Call of Cthulhu that De Horrore Cosmico also avoids is presenting its Mythos elements as threats, this being partly down its sources as much as it is its authors. This means that the anthology places an interesting take upon the Mythos, less confrontational and more passive in its malignancy. Though of course, this does not mean that the Mythos ‘dangers’ presented in De Horrore Cosmico will not react should the investigators uncover their secrets. It also means that De Horrore Cosmico: Six Scenarios for Cthulhu Invictus is mature set of scenarios, its horror pleasingly understated and awaiting discovery by the investigators.