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Out of all of the Call of Cthulhu
supplements that I’ve read, this is one of the best.
For sheer range of travel, The
Great Old Ones can’t be beat – there’s
places that the investigators go that’ll drop the jaw of even the most jaded
investigator. It has a gutload of imagination, enough for the stronger
scenarioes to make up for the weaker ones, but the weaker ones suffer in
comparison.
The first scenario, “The Spawn”, has the least descriptive – and least imaginative –
name, but it makes up for it with an interesting adventure set in a New Mexican
mining town. Not only are you facing off against a particular race of Mythos
monsters, you’re also under the stigma of being related to the Wobblies – the
International Workers of the World – in a town where labor agitation isn’t
exactly willing. To boot, there’s also another Mythos horror hanging around
that’s friendly to the local native population. And the local mining concern
just happens to be involved with both.
There’s a lot of good detail here.
The Wobblies are probably the best example, engaging in the kind of labor
agitation that was a part of the 1920s – rather than just being background,
it’s something that the investigators may have to directly deal with. Their
enemies in this scenario are remarkably powerful, to the point where
investigators may be forced to deal with the enemy one at a time, using high
explosives. A “magic bullet” would be nice, although I imagine that most
investigators will be able to capitalize on the monster’s weakness in order to
destroy it. The art is also pretty good, featuring investigators surprised by
the sudden appearance of the monster in the scenario. The looks on their faces
are going to be familiar to the players, I imagine…
“Still Waters” is a fun scenario, just for atmosphere alone. Focusing
around a search for an old book in the Louisiana swamps, it’s fairly short,
starting off with a massacre and ending in an exploration of a “haunted” house.
There’s some good stuff here, including the souveneirs of a couple closely
involved with the Mythos – a Byakhee doll, for example – and a basement which
has plenty of creepy details of its own. The final confrontation is supposed to
straddle the line between “humor and terror”. That’s easily done, but it could
slip into minor silliness if the Keeper doesn’t keep an eye on it. (And having
it occur at night, instead of in broad daylight, will help immensely.)
The standout scenario is “Tell Me,
Have You Seen The Yellow Sign?” – an
adventure that exemplifies everything that Call of Cthulhu can be. Instead of a
boogieman with mysterious motives, the villain of this piece has a clear motive
for what he’s doing – that makes it that much more horrific. There’s signs of
Mythos activity everywhere, but only the investigators will know it. There’s
scenes of horror that are simultaneously horrifiying and beautiful, which is
one of the things that I love about Call of Cthulhu. There’s plenty of oppurtunities
to stop the monster, but he isn’t a pushover. And there’s a scene at the end of
the scenario that lets the investigators know just how screwed they are if they
haven’t stopped the monster by now. Classic stuff – this could be a primer for
how to write a good Call of Cthulhu adventure, or how to structure one.
“One in Darkness” is another great adventure, combining gangsters with the
standard Mythos jack-knife – Nyarlathotep, whose thousand forms have been catalogued
extensively by Chaosium. Complaints about villain repetition aside, tbis is a
cracklingly good scenario. Think of the lowlifes from “Miller’s Crossing” with
supernatural aid; except that instead of being in charge, they’re messing with
forces that they don’t understand. Net result: Bloodbath for the cops,
bloodbath for the gangsters, and the investigators get to be sandwiched in the
middle of all of this fun.
Truth be told, I wish that there’d
been more attention paid to the gangster aspects of this scenario – the
investigation is excellent, featuring a pair of NPC’s that will likely
frustrate the characters, and a villain behind the scenes that nobody will
expect, but there’s something irresistably…genre about the idea of gangsters
backed by demons. Then again, it would
“The Pale God” is one of the less successful attempts referenced to
earlier. It opens up with a tremendous bang – a horrifying scene involving the
death of a friend, which is rapidly gaining status as the Number One Call of
Cthulhu cliché. In this case, though, the death is directly witnessed,
horrific, and is supported by excellent line art. Not bad to start with – but
the adventure descends into investigation followed by a dungeon crawl where
navigation is determined by dice rolls. (Not a bad thing, since there’s no way
to map an enormous, supernaturally complex labyrinth.) But the scenario peters
out about halfway through – there’s some good information about the Great Old
One in the labyrinth, and there’s some interesting material on the ritual that
this Old One likes to do, but there’s no definite end to the scenario besides
killing the Great Old One and escaping out of the other end of the labyrinth.
It’s more of a transition to the next scenario, but the scenario would do better
without a fixed conclusion, bringing a seed for a future scenario from this. It
could have been better.
The final scenario, “Bad Moon
Rising”, is the best of the lot – it’s the most vivid and the most
expansive in scope, moving the investigators from England to…well, that would
be spoiling the surprise. Let’s put it this way: It’ll be remembered for the
initial shock of the first transition; the rest is going to blow investigators
out of their seats entirely. Skillfully constructed, bringing many different
aspects of the Cthulhu Mythos under a single umbrella, and featuring some of
the most imaginative stuff that I’ve ever seen in an adventure – a visit to an
alien-constructed complex inspired by “Forbidden Planet”, a long-reaching plot
of the Great Race, alien surgeries – it’s difficult to discuss this adventure
without spoling the surprise.
So here’s spoilers; swipe to see
them: Not only do the characters wind up
travelling through a gate to a ruined complex on the surface of the fucking
moon, they wind up exploring a temple of
the Great Race which has lain fallow – and then the Great Race wake up,
imprison the investigators, and let them out again when the entire fucking
human race is extinct. After the
characters spend some time exploring the alien environment that they’re in,
they’re tossed into a time machine in order to witness the heat death of the
fucking universe, after which point they
watch it being rebuilt from the ground up and wind up in the exact same
position that they were in before they started – unless the Keeper decides that
he wants to put a Martian tripod on the horizon, or have people eat with lizard
tongues, or have humanity already half-corrupted by the Mythos and thoroughly
insane. This is the kind of adventure that everybody will remember for, oh,
just about forever.
Tom Sullivan contributes some
absolutely amazing artwork to this book, especially the
surreal-but-it-feels-like-it-could-happen painting of a Great Old One devouring
silent masses of people in an alien cavern. It’s an amazing image, and followed
up with some pretty decent line work within.
Is it worth buying? Initially, when I was first writing this
review, I said that yeah, it is worth buying – the showpiece of Call of Cthulhu
adventures. On second glance, though, some of the adventures suffer from
lackluster endings (One in Darkness has all the setup, but no followthrough;
The Pale God is just kinda…blah.) But look: Any book that has Bad Moon
Rising and Tell Me, Have you Seen the
Yellow Sign? is worth the money that
you’ll spend to get it at DriveThruRPG. And with a bunch of other interesting
ideas packed in for the ride, it’s eminently worth your time. Go buy it.
-Darren MacLennan
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