21 November 2016

The Haunting (Call of Cthulhu adventure summary)

Since October 2014, I've been running a (very) sporadic Call of Cthulhu 7th edition campaign. Most of the adventures I've run have been new ones written for the 7th edition. The one exception is "The Haunting," which of course dates back to the beginning of Call of Cthulhu. Since "The Haunting" was included with the "quick start" rules for 7th edition, I started with it. Below is my brief summary of that adventure. (I will post summaries and impressions of the other adventures in the near future.)

The Setting:

1920s Massachusetts (Boston and Arkham), i.e., "Lovecraft County."

The Investigators:


Helen Tilton. Freelance photographer and journalist.
- Originally from Toronto.
- Sometimes works for the Boston Globe.
- Has Marxist sympathies.


Bertrand Smyth. Lecturer in Archaeology. Originally from London.
- Visiting lecturer at Harvard University (1922-23).
- Specializes in Ancient Greece.
- A veteran of the Great War.
- Cousin of Stephen Knott (property-owner and collector of rare artifacts).
- A bit of a ‘fuddy-duddy’ (dresses in an unstylish Edwardian manner).


Max Brewster. Private Investigator. Bostonian (originally from Lowell MA).
- A forty-ish, slightly greasy, gumshoe.
- A specialist in dodgy divorce cases.
- Plenty of street smarts, but little formal education.

The Scenario: The Haunting (September 1922).
[Warning: Spoilers below!]

Stephen Knott – cousin of Bertrand Smyth and owner of several Boston properties (‘Knott Properties’) – hires Max Brewster to investigate the ‘Corbitt house’. Knott has had trouble selling the house because of rumours that it is ‘haunted.’ Helen becomes involved because she knows of the house’s reputation and thinks that there may be a story worth pursuing. Bertrand agrees to assist in the investigation as a favour to his cousin. After some preliminary research the party investigates the house and discovers that it is indeed haunted. Poor Bertrand is tossed out of a second-story window by an animated cot, and later is attacked by a floating knife. Battered and frightened, the investigators leave the house.

Before returning to the house, in the course of their investigations, the party explores the ruins of the ‘Chapel of Contemplation.’ They come across some strange symbols amongst those ruins – symbols that look to have been recently painted. The symbols are of three Y’s arranged in a triangle, with a staring eye in the centre. 

A previously hidden basement also is discovered. There the investigators locate a moldy journal and an ancient tome (the tome later is identified by Bertrand to be the Liber Ivonis). Employing her connections with the Boston police department, Helen subsequently discovers that the church had been subject to a secret police raid years ago because of alleged unsavoury ‘cultish’ activities. The ‘pastor’ of the church, Michael Thomas, was arrested and sentenced to 40 years in prison on five counts of second-degree murder. However, he escaped from prison in 1917 and remains at large.

Eventually the investigators discover a hidden crypt beneath the Corbitt house, and encounter the undead sorcerer Walter Corbitt. It seems that it was Corbitt who had been causing all of the mysterious difficulties within the house since his ‘death’ in 1866 (including the deaths and mental illnesses of the house’s occupants over the past several decades, most recently the Macario family). After a tense struggle, the investigators defeat Corbitt, and the vile sorcerer’s body dissipates into dust. The investigators decide not to mention Corbitt’s existence to anyone else, including Stephen Knott. 


After their victory over Corbitt, the investigators resume their old lives as best they can, but remain in touch because of their shared experience (which they cannot discuss with anyone else). Bertrand studies the Libor Invonis and learns some things that mankind was not meant to know…

Thoughts on the scenario:

This is a solid adventure that (obviously) has stood the test of time. The players were appropriately creeped out as their investigators learned more about the Corbitt manor and the Chapel of Contemplation. The final encounter was quite tense, with Corbitt taking control of Helen and almost killing poor Max! 

One weakness with the scenario is that not much is provided in the text in terms of advice for bringing the investigators together and motivating them to work for Stephen Knott. In this respect, I think that "The Edge of Darkness" is a better beginning adventure, as it provides a compelling reason for the investigators to work together and go on the mission in question (it also provides more structure for players unfamiliar with role-playing games).

That criticism aside, though, we all enjoyed this adventure. It was a good way to test out the 7e rules. I would give it 8/10.

15 November 2016

Beren and Lúthien book coming next year

This news is a few weeks old, but since I'm too busy to write a proper post right now, I thought that I would mention that there is a Beren and Lúthien book coming next year. (More info available here and here.)


Last month I finally got around to reading The Children of Húrin -- and thoroughly enjoyed it! I've been getting back 'into' Middle-earth over the past few month (in no small part thanks to Cubicle 7's Adventures in Middle-earth book), and so am looking forward to picking up Beren and Lúthien once it's available.

For someone who's been dead for over four decades, Prof. Tolkien certainly is quite prolific!

24 October 2016

The End of Dark Dungeons


Jack Chick has passed away.

Chick was the author of numerous fundamentalist Christian comics. The most famous, for fans of role-playing games at least, was the (unintentionally) hilarious Dark Dungeons—which eventually was adapted into the (intentionally) hilarious film by the same name.

At least Chick was spared yet another Halloween…


15 October 2016

Not the Sons of Fëanor again!

I've been busy with the damnable 'real world' of late (hence the scarcer-than-usual blogging here in recent months). But I would be unforgivably negligent if I did not mention this recent New York Times story: "After Mudslides and Flooding in Iceland, Elves Are Suspects."

I have a few things I'd like to write about once I get over my current pile of work and forthcoming journeys. Among them: Some thoughts on The Children of Hurin (and a couple of other novels I've read recently), the new revised Crypts and Things, some Mythras updates, some notes on my recent Call of Cthulhu (7th edition) campaign, and some further thoughts on the new Middle-earth supplement for Dungeons & Dragons 5th edition.

Also, I'm planning to revamp this blog sometime soonish (among other things, I'll be revising the links, blogroll, and so forth).

So, gentle readers, I promise to be back with further musings at the end of the month!

17 September 2016

Initial Impression of Adventures in Middle-earth


A while back I mentioned that Cubicle 7 was producing a Middle-earth supplement for Dungeons and Dragons 5th edition (“Can Gandalf be a 5th edition D&D magic-user?”). Well the PDF of that supplement is out now. It’s called Adventures in Middle-earth. I have it, and after spending a few hours going through much of it, I have to say that I think that it looks quite promising. It does a solid job of adapting the 5e rules to Tolkien’s world, something about which I had been somewhat sceptical.

Cubicle 7 provides a general overview here, and a preview is available here.

The game is firmly set in post-Hobbit northern Middle-earth. The starting date is 2946 of the Third Age, five years after death of Smaug and the Battle of the Five Armies. The maps and cultures focus on the ‘Wilderland’ (roughly, Mirkwood and its surrounding territories).

There are eleven ‘cultures’ available to player characters. (These cultures replace standard D&D ‘races’.) They are: Bardings (those people from Lake-town who followed Bard to re-establish the city of Dale), Beornings (the hairy followers of Beorn), Dúnedain (the ‘Rangers’ of Eriador, that is, the surviving ‘High Men’ remnants of the lost kingdom of Arnor), Dwarves of the Lonely Mountain, Elves of Mirkwood, Hobbits of the Shire, Men of Bree, Men of the Lake (the townsfolk of Esgaroth, now largely recovered from Smaug’s attack), Men of Minas Tirith (Gondorians), Riders of Rohan, and Woodmen of Wilderland. So seven of the eleven cultures are from the Wilderland. This is mildly annoying, as simply adding a few more cultures – say, Elves of Rivendell and Lothlórien, Dwarves of the Blue Mountains, and another Gondorian culture or two (perhaps Men of Dol Amroth and Pelargir, the other two main cities of Gondor in the late Third Age) – would have covered most of the PC-worthy cultures of north-western Middle-earth. Ah well, this is obviously a minor irritation.

There are six new classes. They are (with options in parentheses): Scholar (master healer, master scholar); Slayer (rider, foe-hammer); Treasure Hunter (agent, burglar); Wanderer (hunter of beasts, hunter of shadows); Warden (counselor, herald, bounder); and Warrior (knight, weaponmaster). The classes strike me as quite flavourful and appropriate for Middle-earth.


You may notice that there are no traditional spell-casting classes! While there are some (quite limited) magical abilities available to characters in the form of ‘virtues’ (cultural feats, such as ‘Wood-Elf Magic’ or the Dwarves’ ‘Broken Spells’), or higher-level class abilities (such as the Scholar’s 17th level ability ‘Words Unspoken’ and 18th level ability ‘Words of Command’), none of the classes can prepare and cast spells in the manner of D&D clerics and wizards. The authors note that you can add such classes (or any other D&D class for that matter) if you think that they fit into your vision of Middle-earth, but they did not want to include them amongst the ‘core’ set. This strikes me as the right approach. While there are characters within Middle-earth who have magical abilities (both ‘goodly’ individuals like Malbeth the Seer, and certain other Dúnedain, as well as the dark sorceries practiced by likes of the Mouth of Sauron and other ‘black’ Númenóreans), the D&D magic system is generally a rather inappropriate way of modeling them.

The backgrounds are rather flavourful as well, and help explain the characters’ goals and motivations. They include: loyal servant, doomed to die, driven from home, emissary of your people, fallen scion, the harrowed, hunted by the shadow, lure of the road, the magician, oathsworn, reluctant adventurer, seeker of the lost, and world weary. Each background gains two skill proficiencies (so ‘loyal servant’ gets ‘insight’ and ‘tradition’, whereas ‘the magician’ gets ‘performance’ and ‘sleight of hand’) and a special feature (e.g., ‘doomed to die’ has the feature of ‘dark foreboding’). Players also should select a ‘distinctive quality,’ ‘specialty,’ ‘hope,’ and ‘despair’ for their characters based upon their backgrounds. I really loved this section. It shows how D&D 5e backgrounds can be shaped to immerse characters within the ethos of the setting.

The equipment section covers coinage, trading and bartering, and the world’s different standards of living (e.g., ‘martial’ and ‘prosperous’), which are determined by characters’ cultures. Also covered are weapons, armour, and special culture-specific items (like ‘Dalish fireworks, ‘Dwarven toys,’ pipeweed, etc.). The discussion of herbs, potions, and salves is brief but very good – and quite ‘Middle-earth-ish’ in flavour. Finally, a number of colourful ‘cultural heirlooms’ are presented – such as ‘Dalish Longbow’ and ‘Axe of Azanulbizar’ – that characters can gain if they take the ‘Cultural Heirloom virtue’ or (rarely) find them as treasure during their adventures.

I haven’t gotten to the rules for journeys, the Shadow, the Fellowship phase, and so forth yet, but my quick skim of them has me rather excited. I think that this is going to be a fun game to play! I am looking forward to checking out further books in this line.

Indeed, I’ve already started digging though my old MERP collection, thinking about what materials to convert, what campaigns to run…

For a more complete overview and review, see this post by Rob Conley at his ‘Bat in the Attic’ blog.

Oh yeah, I should mention that the book is beautiful in terms of art and layout!


30 August 2016

Dungeons and Dragons artifact from 1983


I found this slightly damaged artifact in the basement of my parents' house today. I'm pretty sure that I drew it in 1983. I was 12 or 13 at the time, and Advanced Dungeons and Dragons had become my life.

Ah, memories!

28 August 2016

Loz Con 2016 summary

So "Loz Con 2016" took place over the weekend of August 12th—14th. The generous host, Lawrence Whitaker, summed up the grand event in the following Design Mechanism post:
LozCon 2016 was a lot of fun. With 7 attendees, it had grown by over 25% on 2015's venture, and the variety of games was, as ever, eclectic. 
1. Cthulhu 7 - in which an intrepid band of Irish hoodlums investigated a strange tenement in Arkham. Lots of madness ensued. 
2. Into the Odd - in which an intrepid band of semi-Undead residents of Necrocarcerus went for a fun day out in the theme park of the demon Muurl. Lots of madness ensued. 
3. Bridge Over Troubled Parallels - in which an intrepid band of Valhalla agents ventured to an alternative Edinburgh, encountered an alternative Billy Connolly, an alternative Sean Connery, some alternative killpanzees, and almost died in very horrible ways. Most controversial scenario of the con, and madness ensued. 
4. The One Ring - in which a hand-picked fellowship (chosen by Elrond himself) escorted a twitchy Ranger to his ancestral home, that appeared to be in the hands of bandits and a creature known as 'The Eye'. Fighting ensued, and the madness was confined to the 'Ranger'... 
My thanks to the marvellous attendees (Blain, Chris, Jude, John, Sean and Erich) and compliments to the chef (me)...
One quick correction regarding Loz's comment on the Mythras/RQ6 'Arkwright' game ("Bridge Over Troubled Parallels"): "in which an intrepid band of Valhalla agents ... almost died in very horrible ways." One agent — my character, the Scottish revolutionary hero Duncan Barr — did die in a very horrible way. He was shot to death by machine-gun wielding chimpanzees. I guess I should've expected that that would happen, as we were in Edinburgh after all. Still, it was an ignoble way to go. Indeed, the entire adventure went pear-shaped over a period of five hours (red herrings pursued, mission failed, parallels destroyed, one character killed, multiple characters near death, etc.). Ah well...

I ran the Call of Cthulhu 7th edition game. The scenario I used was "Missed Dues" from the 7e Keeper Pack. It worked quite well as a 'one shot' adventure. It also was quite effective at introducing some new players to the CoC universe. However, given the adventure's hook — all the characters are gangsters who owe the local 'boss' a favour, and thus agree to try to track down a burglar behind in his 'dues' — it probably would not fit within a regular 1920s campaign. But if one did want to run a campaign in which all of the characters were criminals, this adventure would work well with the other one in the Keeper's Pack, "Blackwater Creek." (The latter adventure can be run either for a group of bootleggers or a group affiliated with Miskatonic University. When I ran the adventure last year, I used the latter hook, as one of the characters was a professor at MU. [I plan to write more about my sporadic, but still ongoing, CoC 7e campaign here in the near-ish future.])

Finally, I enjoyed The One Ring role-playing game a lot more this time around than I did the few sessions I played of it a few years ago. I had a small issue with the way the 'madness' mechanic worked, but other than that I thought that the game did a rather good job in capturing the feel of late Third Age Middle-earth. Consequently, I would be happy to try TOR again, and am considering picking up the new hardcover version for my collection.

This is the second Loz Con I have had be pleasure of attending. My thanks again to Lawrence for hosting. I hope to attend again in 2017!

25 August 2016

Stephen Colbert and Anderson Cooper discuss Dungeons and Dragons

This exchange (within the first three minutes or so) between Stephen Colbert and Anderson Cooper is pretty hilarious. (And of course Cooper's favourite character was an elf.)

12 August 2016

Tolkien Elf or Prescription Drug?

Two months ago I posted a story about my experience with the 1980s ‘Dungeons and Dragons panic’. I mentioned that one of the friends with whom I gamed regularly during my early teens (~ 1984) had an elf character named ‘Feldene’ (an anti-inflammatory drug, properly known as ‘Piroxicam’).

Well, it turns out that many prescription drugs have names that sound quite elvish! Indeed, there is a quiz: “Prescription Drug of Tolkien Elf”? (Much to my shame, I scored only 24/30.)

It’s good fun. Almost as good as the high from some Finarfin

31 July 2016

C is for Cthulhu


I was excited to discover today that a new ‘children’s book’ based upon the Cthulhu Mythos has been created. It’s called Mythos ABC, and a free PDF version is available. I think I just failed my Sanity roll!


As you can see, the art is wonderful. (Since the PDF is free, I assumed that there would be no problem with sharing a few of the pictures in a smaller format.)


There is an article at Vox on it (a friend linked to it, which is how the book came to my attention). Truly, if Vox is reporting on Cthulhu-related items, Lovecraft has permeated all aspects of our culture! (I’m not sure that’s a good thing…)

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I'm a Canadian political philosopher who divides his time between Milwaukee and Toronto.