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I have not test played yet but it looks like a lot of fun for a session in my near future. :-)
The Resort immediately brings to mind the biting satire and sun-soaked suspense of The White Lotus. The title and premise evoke images of wealthy, self-absorbed vacationers indulging in a luxurious escape—only to find themselves ensnared in a much darker, far more insidious web. Players are bound to have a blast embodying their quirky, sympathetic (yet perhaps obnoxiously affluent) characters as they navigate this superficially idyllic retreat.
Structurally, The Resort is superlatively well put together. The adventure flows seamlessly with clear timing, distinct locations, and well-defined events indicated in charts and graphs, making it exceptionally easy for Keepers to run without feeling overwhelmed.
One of the most delightful aspects of this scenario is its presentation. The glossy illustrations and maps evoke the feel of tourist brochures from Bali or Thailand—beautiful yet slightly too-perfect depictions of paradise that cleverly mask the lurking horror beneath.
The plot itself is a fun mix of corporate greed, body horror, and ecological disaster which I won't go into for fear of spoilers, but none theless the idyllic front of the retreat is a cover for corporate greed, body horror and experiments run amok.
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"The Doom that Came to Melbourne" is a very fun Call of Cthulhu adventure that delves into themes of forgotten histories, colonial legacies, and the consequences of disturbing ancient powers. Set against the backdrop of 1920s Melbourne, the adventure masterfully blends cosmic horror with historical tension, presenting a richly layered story where the city's vibrant surface conceals a terrifying underworld.
The plot revolves around the weakening of a protective seal designed to contain the deadly Flying Polyps, ancient beings tied to Melbourne's supernatural past. This disturbance occurs when a powerful artifact, hidden for generations by Indigenous leaders and early settlers, is unknowingly sold leading to the release of long buried evil.
The investigators are drawn into a desperate struggle that takes them from Melbourne's subterranean depths to the Great City of the Yith and even to outer space giving a rich and diverse field of play for the Keeper to play with.
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"A Night at the Majestic" delivers a masterful blend of historical authenticity, Lovecraftian horror, and thrilling investigative gameplay that will captivate both Call of Cthulhu veterans and newcomers. Set in the atmospheric regional town of Pomona, Queensland, in 1925, the scenario skillfully incorporates real-world events—such as the notorious "Bushranger Ban"—and weaves them into a chilling narrative about the alien Mi-Go and their nefarious schemes.
Presentation and Layout
The scenario is beautifully laid out, with an engaging mix of historical context, vivid descriptions, and a clear structure that makes it a joy to read and run. The inclusion of detailed sidebars, such as "The Story of the Kelly Gang" and the implications of the "Bushranger Ban," provides historical depth that enhances immersion.
Plot and Atmosphere
The premise is unique and compelling: investigators attending a cinema showing at the Majestic Hall inadvertently stumble into the final stages of a Mi-Go plan to consolidate control over human narrative and creativity. The stakes are high, with the Mi-Go harvesting human brains to fuel their Large Brain Machine Network (LBM), a chilling concept that underscores the alien menace’s ingenuity and ambition.
The setting is richly atmospheric, capturing the allure of early cinema and the underlying tension of censorship and rebellion in 1920s Australia. The juxtaposition of small-town charm with cosmic horror creates a unique mood, balancing historical intrigue with the dread of the unknown.
Historical Integration
The scenario’s historical grounding is one of its standout features. The use of the Bushranger genre as a cultural touchstone adds authenticity and a layer of social commentary, while the "Dangerous Film" sidebar about nitrocellulose film stock cleverly ties historical details into the narrative.
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I'll just start with noting I am a sucker for standing stones! And that first caught my eye after watching way too much BBC folk horror as a child.. ;-) The story is remarkably rich, set in what is today New York. There is a lot of story here worthy of a small campaign over a number of nights. It is really well laid out and well illustrated with maps and images that bring it to life.
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First of all I adore the gholden age cinema art of the cover, which so reflects the fun I remember as a child watching old Bela Lugosi and Vincent Price films. This scenario taps into such a fun blend of classic horror and Lovecraftian dread. Drawing on and The Beast with Five Fingers, the scenario bridges a nostalgic love for black-and-white suspense. It just drips with atmosphere and classic horror fun. The Southern Gothic backdrop of Louisianna just adds so much to the story and feel. A great one shot horror night!
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This is a great overwview of the iconic route between Australia and the UK during the early days of flying. Called the kangaroo route because it featured over 10 stop overs across Asia, Africa and Europe, like Asia, Africa and Pacific's Orient express of the airwaves. Filled with plot hooks, adventures and background information on each location, fromn Athens to Singapore and beyond. Its a must have for classic lovecraft Call of Cthulhu gamers.
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This is the cutting edge of RPG layout and ease of reading as a keeper. Along with great yarns and high prudction values we can expect from Chaoisum
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The scenario pays homage to Conrad’s Heart of Darkness by positioning Kurtz as a central figure whose transformation into something "barely human" echoes the novella’s exploration of the thin veneer of civilization. In Heart of Darkness, Kurtz’s madness reflects the darkness within humanity, exacerbated by the brutal realities of colonialism. "Into a Dark Heart" takes this further, suggesting that Kurtz's metamorphosis is not just psychological but physical, as he becomes a literal key to unleashing a cosmic horror upon the world. "Into a Dark Heart" succeeds in its goal of translating the themes of Heart of Darkness into the language of Lovecraftian horror. It is a scenario that challenges players not just with physical dangers, but with the existential dread that comes from confronting the darker aspects of human nature—both within themselves and in the world around them.
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The adventure begins innocently enough, with four friends scouting the picturesque Hanging Rock as a potential filming location. The scenario quickly takes a dark turn when the group encounters a man searching for his lost daughter—a man who, unbeknownst to them, has been trapped in this nightmarish place for 60 years. This eerie encounter sets the tone for the rest of the scenario, as players are drawn into the twisted, otherworldly geometry of R’lyeh Peak.
The concept of Hanging Rock as an outcropping of the fabled island of R’lyeh is both imaginative and terrifying. It reinterprets the site's real-world mystique through a Lovecraftian lens, turning its crags and tors into a labyrinthine, 11-dimensional maze filled with deadly traps and insane monsters. The challenge of retrieving six nuggets of gold to escape this reality is a clever twist that keeps the tension high, forcing players to confront both their fears and the very fabric of space and time.
What truly elevates "Bad Day at Hanging Rock" is its ability to evoke a profound sense of disorientation and dread. The non-Euclidean geometry of R’lyeh Peak ensures that players are never quite sure where they are or what horrors might be lurking around the next corner. The scenario’s atmosphere is thick with the same kind of eerie, inexplicable terror that made Picnic at Hanging Rock a classic, while also adding the existential horror of Lovecraft’s mythos. The juxtaposition of these two styles creates a unique and unsettling experience that is sure to leave a lasting impression.
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"The Exhibition of Dread" offers a fascinating one-shot experience set against the eerie backdrop of the Boston College of Modern Art. This scenario blends the unsettling atmosphere of H.P. Lovecraft’s "Pickman’s Model" with the psychological horror of modern-day ghost stories like "The Haunting of Bly Manor," creating an immersive, spine-chilling narrative for 2-5 players.
From the outset, the scenario establishes a strong sense of place, drawing players into the world of art students at a college with a dark and mysterious past.
The pacing of "The Exhibition of Dread" is one of its strongest elements. It starts with an innocent assignment and slowly escalates into a tense, high-stakes situation where the investigators must descend into the literal and metaphorical darkness of the college's underground caverns. The gradual unveiling of the mythos-influenced art and the history of the Loewen’s Sanitorium builds suspense, leading to a terrifying confrontation with the undead. The scenario's climax—forcing players to choose between creating a sanity-draining masterpiece or facing the wrath of the undead—is both thrilling and deeply disturbing, perfectly capturing the essence of Lovecraftian horror.
In terms of gameplay, "The Exhibition of Dread" is well-suited for both new and experienced players. The scenario’s flexibility in setting allows Keepers to adapt it to different time periods, though its default setting in the winter of 2023 adds a contemporary feel that may resonate with many groups. The adventure’s dark themes, including madness and death, are integral to the experience, but the scenario wisely advises groups to discuss their comfort levels beforehand, and to use safety tools like the X-card, ensuring a positive and respectful gaming experience.
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"Los Hobos: The Wolves of Carcosa" is an exquisitely crafted and exceptionally well-presented adventure that immerses players in the unique and often overlooked world of 1920s hobo culture. This scenario stands out not only for its meticulous attention to historical detail but also for the thrilling dose of Tarantino-style action that drives the narrative forward. The blend of gritty realism with intense, cinematic moments creates an experience that is both evocative and exhilarating, making this a must-play for those looking to explore a darker, more complex side of the era.
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A fast-paced Call of Cthulhu scenario set in a haunted hotel in Malaysia, perfect for a quick 2-3 hour session. Whether you're looking to break up an ongoing campaign or want a stand-alone adventure, this scenario delivers a concise and engaging experience.Inspired by the author's own chilling experience in a rural hotel where an elevator stopped on a non-existent floor, What the Fu?! explores what might have happened if they had stayed. With easy-to-follow instructions, detailed floor plans, and an atmospheric setting its great for a quick beer and pretzels game.
Spoilers
The investigators arrive at Hotel 888 in the fictional town of Batu Kerling, drawn in by its recent renovations and promising reviews. But as they settle in for the night, they quickly realize something is amiss—the hotel is haunted by a dark past. The scenario kicks off with the Keeper giving a brief overview and introducing the pre-generated investigators. Once everyone is ready, the eerie journey begins. As the investigators explore the hotel, they'll encounter manifestations of the supernatural and must uncover a hidden room crucial to their survival. The tension ramps up when the xiongshi, an East Asian-inspired monster, makes its presence known, forcing the players into a desperate struggle for survival. The scenario concludes with either a daring escape or a grim demise, followed by a brief epilogue to wrap up the story.
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Just a note, it’s crucial for Keepers to approach the material with cultural sensitivity, but I really appreciate the disclaimer at the start of the adventure.
The story begins with the yarn of an Indigenous community fleeing from a deadly dust storm, believed to be a dark spirit of the land. Their salvation comes in the form of a mysterious, multi-limbed entity they call "Grandmother," who protects them and becomes the focal point of their worship.
The narrative then shifts to the 1850s gold rush, where prospectors discover rich veins of gold and silver within a sinkhole near Sanctuary. The influx of miners disrupts the peaceful existence of the First Nations people, leading to a chilling turn of events where those deemed unworthy are sacrificed to Grandmother. The eerie atmosphere builds as miners start to disappear, and strange sounds echo from the depths of the mine, ultimately leading to its abandonment.
Decades later, the mine is reopened, but history begins to repeat itself as miners once again go missing. The investigators are called in to solve the mystery, navigating a scenario filled with tension, eerie landscapes, and dangerous choices. The inclusion of pre-generated investigators and detailed scenario hooks make it easy to immerse players in this tale of supernatural horror. This does very well at blending together historical themes with a pervasive atmosphere of claustraphobia and hard choices in the depths of the mines.
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"Storm from a Teacup" is an engaging one-shot adventure for Call of Cthulhu 7th Edition, set in the Prohibition-era US, and intended for 1-3 players plus a Keeper. The adventure unfolds in the fictional town of Pineview, where a mysterious new tea blend has swept through the youth, leading to hallucinogenic and terrifying Mythos-related visions. The scenario cleverly balances the familiar with the novel, offering flexibility in setting, allowing Keepers to easily adapt it to various campaigns, as I did by relocating it to 1929 Chicago.
The adventure excels in its atmosphere, capturing the eerie undercurrents of the era, with flappers, bootleggers, and dark magick practitioners creating a rich backdrop. The central mystery of the tea blend is a fantastic concept, gradually revealing itself as the investigation deepens. I appreciated the broad selection of skills that allowed for multiple approaches to challenges, enhancing the player's experience.
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Review here with spoilers.
This adventure plunges players into a hard-boiled noir setting with Raymond Chandler vibes, but with a Lovecraftian twist. As a private investigator, possibly joined by a partner like a fellow detective or a cynical journalist, you’re hired for an unusual missing persons case. The catch? The client, Irene Blackburn, wants to keep her husband, Henry, missing rather than find him. Its an adventure really designed for a hard boiled loner and a Keeper, with isoklation and alienation as part of the narrative.
Henry Blackburn, an aerospace mogul, has discovered a way to travel to the otherworldly city of Hali, where he has pledged himself to the dark forces of Hastur, the King in Yellow. This has turned him into a nightmarish figure, whose increasingly violent behavior threatens Irene's life. She sees his disappearance as her ticket to freedom and a lucrative divorce settlement.
The narrative unfolds like a classic noir tale, with gritty detective work leading to a surreal chase through the shadowy streets of Los Angeles to the portal to Carcosa. The investigator’s ultimate decision—whether to trap Henry in Carcosa or follow him into the alien horrors of Hali—brings the story to a chilling climax. This scenario blends noir atmosphere with cosmic horror, offering a story that’s both stylishly grim and deeply unsettling.
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