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Showing posts with label Halloween Horror. Show all posts
Showing posts with label Halloween Horror. Show all posts

Monday, 3 November 2025

Miskatonic Monday #394: Hot Bro Summer

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: Rina Haenze & Evan Perlman

Setting: West Coast, USA
Product: One-shot
What You Get: Twenty-five page, 2.37 MB Full Colour PDF

Elevator Pitch: “Now you watch reality TV, you watch them in all those pools or Jacuzzis, and I say to myself, was I that stupid? But that was me then.” – Marcel Dionne
Plot Hook: A reality television series that is really going to work the body beautiful
Plot Support: Staging advice, six pre-generated Himbos, two NPCs, six Mythos monsters, and a bevy of ‘Hot Young Things’.
Production Values: Serviceable

Pros
# Narcissistic horror in front of the world’s cameras (and beyond)
# Body beautiful versus body dysmorphic disorder
# Can the himbos be the heroes?
# Dysmorphophobia
# Venustraphobia
# Androphobia

Cons
# Some players are going to need ‘How to Himbo’ guide
# Single session stress test
# No house floorplans
# Needs a slight edit

Conclusion
# Himbo Horror! Mythos horror! Reality television! Which is worse?
# Quite possibly the biggest roleplaying challenge your players will ever face, bro!

Miskatonic Monday #393: From the Library of the Playhouse

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

—oOo—

It is true to say that titles such as De Vermis Mysteriis, Unaussprechlichen Kulten, and of course, The Necronomicon lurk in the darkest corners of our collective gaming consciousness—and even beyond that, promising knowledge and power of the most profound and revelatory nature. Each exposes truths as to the nature of the cosmos and humanity’s place within that cosmos and the power to manipulate the cosmos, as well as the secrets of those who seek such power, who despite the revelations of humanity’s insignificance in cosmos still want to lord it over them, and who want to manipulate the universe in ways that no sane man would. Yet they also offer salvation if the reader is prepared to pay the price to his equilibrium and overcome the difficulty of finding and gaining access to works of such a dreadful and blasphemous nature that they have in the past, been banned, burned, locked away, or simply hidden. Let alone the fact that such a book might require the reader to know Latin, Ancient Greek, Arabic, or an obscure or lost language in order to read it. For as much as they offer truths that can set a man on the road to arcane and awful power, they may offer another man the means to thwart those who would tread such a path. Drawn from the imaginations of authors including H.P. Lovecraft, Robert E. Howard, and Ramsy Campbell, they have appeared in fiction numerous times and in gaming likely as many times, if not more. The influence of Call of Cthulhu in spreading the names of such Mythos tomes cannot be underestimated and perhaps the best sourcebook for describing what they are, what their significance is, and what they contain, remains The Keeper’s Companion vol. 1.

From the Library of the Playhouse: a catalogue of Mythos tomes presents another sixty-five new titles that lie in wait, ready to illuminate, inform, and inculcate the overly curious and the immoderately ambitious. Most entries in the supplement are a page long each and most are illustrated, often to chilling effect such as the Prophecies of Cizin, written in Myan glyphs incised on human skin whilst the owner was still alive and later flensed, the illustration showing that skin hanging up.
Every tome is given a title and details of the language it was written in, who wrote it, and when. This is followed by a detailed description and the roleplaying game stats. They include the ‘Sanity Loss’ incurred for reading the book and the possible amount of ‘Cthulhu Mythos’ skill gained in the process, both the amount gained from an initial reading and later prolonged study. The ‘Cthulhu Mythos Rating’ represents the percentage chance of a reader finding a specific reference in a Mythos tome, whilst ‘Study’ is the actual needed to read the tome from start to finish. ‘Suggested Spells’ gives the spells that might be found in a Mythos tome, for which the Keeper will need access to the Call of Cthulhu Keeper’s Rulebook. In addition, The Grand Grimoire of Cthulhu Mythos Magic will also be useful. Some entries have their own spells, new to Call of Cthulhu, Seventh Edition. Lastly, each entry is categorised according to its ‘Rarity’ from ‘Common’—available in most book shops or libraries, to ‘Unique’—there only being one known copy.

The supplement is organised by era. These are Prehistoric (before 3000 BCE), Ancient (3000 BCE–499 CE), Medieval (500–1499), Early Modern (1500–1799), Late Modern (1800–1945), and Contemporary (1946 to present). The collection opens with Echoes of Eternity, the billions of years old pattern within the radiation left over from the Big Bang that might truly be understood only by reading the notes made by the Mi-Go and if thoroughly read might end in the instant death of the reader and ends with the Unknown Data Crystal found in the Polaris system in the twenty-third century that if meditated upon, will give answers to astronomical or navigational questions. In between, The Writing on the Wall can be found on great blocks of marble in the Australian desert, written in languages from far away, but encoded within is a hidden message that if read, will swap the reader’s mind of the Yithian scientist who wrote and allow him to escape his species’ doom; the Incolae Profundorum, a book found in the wake of the Venice floods of 1966 and which to this day remains damp and smelling of mould and salt and which describes the great benefits of aquatic civilisations; and the Isi Aldranna, the Norse runes carved into the hull of a Viking longship found quite well preserved found in an ice cave that tell the story of its great voyages, the inference being that they took the crew far beyond given that one of the spells it imparts is Brew Space Mead! There are versions of Marlowe’s Doctor Faustus and Edmund Spenser’s Excursions into Faerie, and even The Book of Uncommon Prayer, whilst Le Culinaire Macabre is a book of macabre recipes written by the notorious ‘Cannibal Chef of Lyon’ that if cooked and eaten provide surprising benefits. Zimmer’s Marchen is a coda to Grimm’s Fairy tales, providing very much darker interpretations of the German folktales; Quaint and Curious Tales of Bodmin Moor collects Cornish tales of witches and the Devil and causes the reader to dream after reading a story of being visited by a witch, different each time, who offers the dreamer a new spell; and Brearley's Railway Time Tables and Assistant to Railway Travelling for September 1892 is so comprehensive a collection of railway timetables and local travel details that includes routes and stations that do not yet exist and includes the spell Ghost Train! Jahrila Phool—or Flowers of Death—is a cheap pulp novel in Hindi that imposes its plot upon the reader’s life; Hawker Brothers Ltd.’s Super Fun Party Time Activity Book is a children’s puzzle book with bizarre geometric join-the-dots puzzles (example included) and Oперация Mышеловка—or Operation Mousetrap—is set of microfilm canisters containing kompromat material on a large number of foreign dignitaries, celebrities, and world leaders performing unspeakable rites from just up until Glasnost and subsequently lost in the fall of the Soviet Union. Perhaps the weirdest is Nettleton’s Gourmet Alphabet Soup, a cheap, but popular brand of alphabet pasta shapes in tomato sauce that when heated forms messages of either forbidden knowledge or tips for cooking the perfect soup! The most delightful entry is An Ultharian Treasury: Prose and Poesy of Catkind, a collection of songs, stories, and poems from the literary and folk traditions of the Cats of Ulthar from The Dreamlands, all telling of their triumphs over the vile entities of the Mythos and meant to impart lessons of morality or practicality to young kittens. Of course, such tales are best appreciated when performed orally and in the language of Cat!

Threaded through the supplement, effectively serving as chapter or era breaks, is Ex Libris. This is a classic cautionary story of the dangers of taking too much of an interest in strange books. The conceit is that it takes place at the same theatre where the Miskatonic Playhouse—actually a podcast that performs content from the Miskatonic Repository—performs its plays. In addition, the first of two appendices summarises all of the Mythos tomes in the book, whilst the second provides a set of tables to ‘Build Your Own Tome’.

The second appendix does highlight the issue with From the Library of the Playhouse. One of the tables allows a Keeper to roll for the affiliation of the Mythos tome. However, there is no such affiliation listed for actual entries in the supplement, which would have made them easier to use. Physically, From the Library of the Playhouse is well presented and laid out, though it does need an edit in places.

From the Library of the Playhouse: a catalogue of Mythos tomes is an engaging showcase of invention and creativity. Its entries are as much additions to the Mythos as new iterations of it and its influence, but above all, it is a collection of potential hooks that might spur further creativity on the Miskatonic Repository. There in lies a challenge. How many of its entries will form the basis of new scenarios?

Miskatonic Monday #392: Calamity in Drywater Canyon

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: Raul Longoria

Setting: Texas-New Mexico border, 1870s
Product: Scenario
What You Get: Twenty-one page, 27.28 MB Full Colour PDF

Elevator Pitch: Butchery in the Badlands will lead to blood!
Plot Hook: Opportunities aplenty, but frontier fears face the unwary
Plot Support: Staging advice, six pre-generated Investigators, three NPCs, two handouts, two maps, and four Mythos monsters, and a horse.
Production Values: Serviceable

Pros
# Invasion of the cannibal zombies in the Wild West!
# Open rather than plotted investigation
# Combat focus suggests that Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos could be an alternative rules set
# Osophobia
# Speluncaphobia
# Kinemortophobia

Cons
# Open investigation will careful handling by Keeper
# No backstory for the Investigators

Conclusion
# Hell comes to take a bite out of Drywater
# Rootin’ tootin’ shootin’ brawlin’ showdown against the forces of evil!

Miskatonic Monday #391: Where Dreams Take Root

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: Matt ‘Doc’ Tracey & Keeper Doc

Setting: 1930s Miskatonic University
Product: Scenario
What You Get: Fifty-two page, 91.36 MB Full Colour PDF

Elevator Pitch: Invasion of the Body Snatchers meets Little Shop of Horrors
Plot Hook: An ‘unofficial academic assignment’ turns into a nightmare
Plot Support: Staging advice, five pre-generated Investigators, seven NPCs, ten handouts, five maps, two Mythos tomes, and four Mythos monsters.
Production Values: Excellent

Pros
# Sweaty sense of unreality amidst academic ambition
# Excellent addition to any Miskatonic University-based campaign
# The Dreamlands as a threat, not a destination
# Almost psychedelic thirty years early
# Oneirophobia
# Anthonophobia
# Botanophobia

Cons
# Needs a slight edit
# No bungalow map

Conclusion
# Paranoid puzzler turns into hothouse horror
# Unreal treatment of the ‘plant as invasive force’ theme
# Reviews from R’lyeh Recommends

Sunday, 2 November 2025

Miskatonic Monday #390: The Forbidden Beat

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: Robert J Grieves

Setting: The Second Summer of Love, London
Product: One-shot
What You Get: Twenty-three page, 8.75 MB Full Colour PDF

Elevator Pitch: A conspiracy of sound of Olympic proportions
Plot Hook: “Off with your head
Dance ’til you’re dead
Heads will roll
Heads will roll
Heads will roll
On the floor”
Heads will roll, Yeah Yeah Yeah’s
Plot Support: Staging advice, ten NPCs, three maps, one ‘Mythos’ monster, and a playlist.
Production Values: Serviceable

Pros
# Hedonistic horror on the London rave scene
# Lowlife on the edge of national gentrification
# Opportunity to create some interesting Investigators
# Melophobia
# Pharmacophobia
# Chapodiphobia

Cons
# Needs an edit
# DJ Eric Z gives it all away
# No pre-generated Investigators

Conclusion
# Scuzzy Saturday Night Squatter’s Rites
# ‘All your base are belong to Azathoth’

Miskatonic Monday #389: The Menagerie of Forgotten Horrors

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—

The Menagerie of Forgotten Horrors: A Role-Playing Scenario Set in the Classic 1920s Era is set in New York City and its surrounds in the summer of 1923. It opens in classic fashion a missing persons case, Mary Cobbler being concerned about the disappearance of her younger brother, John. She will alert the Investigators by telegram and then in person, they will learn that of later John has been sleeping poorly, spending time at the local library conducting research of some kind, and had received a letter that he avoided talking about. He has been gone a few days after leaving to conduct his sister thought was more research at libraries in New York. A simple search of his room turns up multiple clues as to his paranoid state of mind, a preoccupation, and some correspondence with a Doctor Edward Huntingdon who like the Cobblers, lives in New York suburb of Greenwich. Unfortunately, by the time the Investigators get to Doctor Huntingdon’s house, he is lying dead in a congealing pool of his own blood, on the floor of his office, his face and the front of his skull missing, as large, black maggots writhe in what remains of his brain!

It is a striking opening scene to the scenario—the earlier interview with Mary is more like an extended cold open—which sets the tone for the rest of the scenario. It is clear that there is something strange, not to say ghastly, going on and it is equally clear that John is somehow mixed up in it. This is confirmed when men come to the house shared by John and his sister and break into search it in the middle of the night. Ideally, the Investigators will be staying there, the default being they are actually based in Arkham, several hours’ travel away in New England, so that the Keeper can run a creepy cat and mouse encounter in the dark of the Cobbler residence. Further investigation upon the part of the Investigators will lead to a farm on the outskirts of Greenwich and into New York itself. There are other nasty encounters too, again with the strange men who broke into the Cobbler house, at a church and then later in a New York warehouse before the plot leads into scenario’s final revelation and climax in an unexpected location, some ‘distance’ from the city. A handful of endings to the scenario are given, at least one of them having a very nasty sting in tale.

So what is going on in The Menagerie of Forgotten Horrors? The scenario revolves around an attempt by a group of occultists and members of an extended family, led by a wealthy industrialist, to lift a curse that has plagued the family for centuries. They are not the villains of the piece though. The villains are the cultists who originally placed the curse and the cultists that now want to keep it in place. There is a pleasing bait and switch here. The occultists and family members and their plans that John Cobbler has got himself wrapped up look like traditional Call of Cthulhu cultists at first, whereas they are merely well intentioned, and of course, misguided, since they are, after all, dealing with the Mythos. The actual cultists, the ones which want to prevent the industrialist and his cohorts from lifting the curse, are the evil, monstrous ones here. Effectively, this is not just a case of a bait and switch between occultists and cultists, but also what looks like cult on cult action. All of which is going to look mighty mysterious and downright confusing to the players—especially if they are veteran players of Call of Cthulhu—let alone their Investigators.

More than half of The Menagerie of Forgotten Horrors is dedicated to supporting the Keeper. The Mythos monsters are surprisingly detailed, and the scenario includes thirty maps and handouts. The scenario also comes with six pre-generated Investigators including a biology professor at Miskatonic University, a private investigator, a journalist and author who writes about the occult, a boxing coach, a historian, and a vaudeville performer. All six come with detailed backstories, but how they are connected to each other, let alone John Cobbler, to come together to investigate his disappearance is a mystery in itself and really, the scenario’s biggest weakness.

Physically, The Menagerie of Forgotten Horrors is very nicely presented with decent artwork and excellent maps and handouts. In fact, there are some thirty maps and handouts, and they are really very good. However, it does need an edit in places. It is decently organised, and each scene ends with the clues and links to other scenes and locations.

The Menagerie of Forgotten Horrors: A Role-Playing Scenario Set in the Classic 1920s Era is a richly detailed, clue dense scenario that takes a classic Call of Cthulhu situation and switches things around to rightfully confusing effect. This is a surprisingly cunning, but well put together scenario.

Miskatonic Monday #388: Pulp Cthulhu: Heroes’ New Talents!

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: Davide Quatrini

Setting: 1930s
Product: Supplement for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
What You Get: Three page, 2.70 MB Full Colour PDF

Elevator Pitch: When some Talents are not enough, then you need more!
Plot Hook: More Pulp Action Talents for Pulp Action heroes.
Plot Support: Twenty-four Talents for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos 
Production Values: Plain

Pros
# Twenty-four Pulp Cthulhu Talents
# Broken down into four categories—Alternate Physical Talents, Alternate Mental Talents, Alternate Combat Talents, and Alternate Miscellaneous Talents
# Some very specific, so suit specific character types, such ‘Miner’ who always knows depth underground and time of day outside, good for a miner or a spelunker

Cons
# Needs an edit
# Some very specific, so not always useful such as ‘Chopper’ which reduces fumble chances when using a chainsaw as a weapon or ‘True Singer’ which lets a character counter any music- or song-based spell or eldritch power with a Hard Art and Craft (Opera Singer) roll

Conclusion
# If you absolutely have to have more Pulp Cthulhu Talents
# Cheap

Miskatonic Monday #387: Shadow & Illusion

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: John Almack

Setting: Jazz Age Chicago
Product: One-shot
What You Get: Twenty-four page, 2.70 MB Full Colour PDF

Elevator Pitch: Some dummies are no fools
Plot Hook: What’s the trick when a magician dies performing a magic trick?
Plot Support: Staging advice, four pre-generated Investigators, seventeen NPCs, two handouts, one map, and one ‘Mythos’ monster.
Production Values: Serviceable

Pros
# Magic murder mystery?
# Easy to adjust to other settings or time periods
# Magic and the Mob don’t mix
# Detailed staging for some scenes
# Option for running as a more mundane scenario
# Chance for some Investigators to shine on stage
# Rhabdophobia
# Automatonophobia
# Stagefright

Cons
# No Mythos
# No real introduction for the Investigators
# A lot of NPCs to keep track of
# Underwritten Investigators
# Needed more creepy venting

Conclusion
# The perils of performing in a tale of murder and magic
# Tonight’s performance is not going to go off like clockwork, it going to go like hackwork!

Saturday, 1 November 2025

Miskatonic Monday #386: For King and Country

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: Michał Pietrzak

Setting: The Dreamlands, 2025
Product: Scenario for H.P. Lovecraft’s Dreamlands – Beyond the Wall of Sleep
What You Get: Twenty page, 1.49 MB Full Colour PDF

Elevator Pitch: When your dreams of roleplaying turn against you
Plot Hook: Rescue the princess, save the Game Master!
Plot Support: Staging advice, six pre-generated Adventurers, five NPCs, one map, and one monster.
Production Values: Plain

Pros
# Winner of the Stars Are Right Scenario Outline Writing Contest
# Involves trauma as a roleplaying mechanism
# Straightforward, classic fantasy set-up
# Oneirophobia
# Rhabdophobia
# Pantophobia

Cons
# Needs an edit
# The Game Master as deus ex machina
# Involves trauma as a roleplaying mechanism
# Investigators do not have the ‘basics’ of fantasy skills for The Dreamlands
# Should the climber have the climb skill?

Conclusion
# Deus ex machina versus deus ex machina
# Interesting concept with underwritten player agency

Miskatonic Monday #385: The Grindhouse: Volume 4

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—

The Grindhouse: Volume 4 is a duology—a
‘double feature—of scenarios within the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults which had their heyday in the seventies. It is a sequel to The Grindhouse: Ultimate Collection – Vol. 1-3, and like that anthology presents short scenarios that can be played in a single session. However, unlike the scenarios in the anthology, the two presented in The Grindhouse: Volume 4 are not locked room situations. Nevertheless, they are still action and horror focused and involving bloody and brutal horror. Each scenario is presented in full colour, comes with its own set of pre-generated Investigators, and follows the same format. This consists of ‘Prelude’, ‘Objectives’, ‘Secrets’, ‘Cast’, ‘Signs’, ‘Threats’, and ‘Changes’. The ‘Prelude’ sets up and explains the scenario, the ‘Objectives’ the Player Characters’ involvement, ‘Secrets’ reveals what is really going on, ‘Cast’ lists minor NPCs, ‘Signs’ details clues which can be found, ‘Threats’ the dangers both Mythos and mundane, and ‘Changes’ the major events which occur during the scenario.

The first of the two scenarios in The Grindhouse: Volume 4 open with ‘Nazi Bikers Must Die!’. As the title suggests, this is definitely a scenario that is far from the traditional Jazz Age, tweeds and pipes-style of Lovecraftian investigative roleplaying. As is made clear on the duology’s back cover, this is not, “…[Y]our typical Call of Cthulhu scenarios where some classy, well-dressed investigator sips tea and pours over leather books in some wood panelled library.” Instead, this is a muscular, bruising brawl of a scenario that ends in a knockdown bar fight and a showdown to prevent a summoning in dusty New Mexico, not all that far from Roswell. It takes place in the sleepy town of Dexter, where the Player Characters, the members of a biker gang called ‘The Devil’s Pistons’ ride into town in search of a book. They have been commissioned to intimidate or persuade a local dealer in antiquities and rare books to sell an eighth century Sumerian manuscript called The Eshnunna Rubbings. It appears to be a simple job, well within The Devil’s Pistons’ capabilities and they have been promised a solid pay-out.

Unfortunately, things begin to look bad for the Player Characters when ‘The Reichers’—a rival gang whose members’ bikes, clothes, and bodies are emblazoned in neo-Nazi symbols—rides into town. By the time the Player Characters get to the bookseller, it is clear that he does not have the book, but with some due diligence, they can learn that it is in the possession of a local bar owner, a friend of the bookseller. Fortunately, the Tread Mark bar is the kind of rough establishment where the Player Characters like to hang out. Unfortunately, so do ‘The Reichers’ and add in a Jewish occultist hell bent on revenge and what you get is knockdown, stand-up barroom brawl that Robert Rodriguez would be proud to stage.

In some ways, this is a nasty scenario, a dirty mix of Nazis, Nazi ideology expressed by the NPCs, occultism, and a criminal biker gang—and it is the members of that criminal biker gang that the players roleplay. To be fair, the scenario clearly advises that it is not for everyone and plus, the bikers of ‘The Devil’s Pistons’ are not evil themselves, just happy riding alongside and over the edge of the law and none of them are without a conscience. Further, the scenario is fun and the Player Characters get to punch Nazis—a lot! This is a very physical scenario, involving far more combat than most scenarios for Call of Cthulhu. Given that, a few tweaks to adjust to Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos might be worth considering and the big barroom brawl would also work with miniatures and a map given its focus on combat. Lastly, and as an aside, the scenario does miss a trick by not being set in the town of Castronegro from the scenario, ‘The Secret of Castronegro’, found in the Cthulhu Companion – Ghastly adventures & Erudite Lore.

‘Cold as Hell’, the second scenario shifts to the New England of Lovecraft Country and the long-blighted town of Dunwich in the heart of winter. It takes place in The Wayward Inn, a historic building in the heart of the town, where contractors employed to carry out some necessary renovations have made an important and of course, dangerous, discovery in the building’s cellars. The Player Characters are “private couriers of unusual items” hired to collect the item that was discovered during the initial work and deliver it to the archaeology department at Miskatonic University. Since they work across New England, they are pretty much used to transporting the weirdest of items, no questions asked. There is a fair bit of backstory and set-up before it is revealed what is going on.

Very quickly, the Player Characters and the patrons of The Wayward Inn find themselves under siege by members of the Dunwich community dressed with no regard for the frigid temperatures and hellbent obtaining the item that the Player Characters have come to collect and committing as much bloody mayhem and inflicting as much suffering as they can in the process. There is a handful scenes to set the situation up and highlight the cruelty of the threat that the Player Characters face, but after that, the Keeper is feel to proceed however she wants the monstrous Dunwichers to act.

‘Cold as Hell’ is a trapped room, survival horror scenario, though there is nothing to stop the Player Characters from making a run for it in their Chevy Impala. There are some secrets to be found in, or rather below, the inn, but they will not really help the Player Characters. The scenario is ably detailed and combines elements of John Carpenter’s The Thing from Another World with a classic zombie film, but it never rises above being okay for what it does. There is familiarity to it, to its set-up, and to its pacing. There is nothing to stop the players embracing that familiarity and playing along with it, but unlike ‘Nazi Bikers Must Die!’, none of those players are going to come away from playing ‘Cold as Hell’ shouting, “Hell, yeah!”.

In addition, ‘Cold as Hell’ gives the Keeper a lot of NPCs to maintain a track of and whilst there four pre-generated Player Characters for the scenario, four feels like too many for their backstory and occupation.

The duology comes to a close with rules for vehicle chases—since either scenario could involve a vehicle chase of some kind—and ‘News and Culture: 1973-74’, a quick guide to what the background period was like and what was happening, particularly in the USA. Both are useful in their way.

Physically, The Grindhouse: Volume 4 is decently presented. It is well written, and it decently illustrated throughout. In fact, some of the artwork is very good. The cartography is also good throughout. of the two, ‘Nazi Bikers Must Die!’ is the easier to prepare.

The Grindhouse: Volume 4 is a duology of two halves. One is a little too icy and lacks that certain spark on the page. The other is a grab ’em by the cojones, stone-cold dust-up in the sands of New Mexico that will have the players cheering on the action and their bikers pounding on the Nazis in a thriller of a showdown.