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Evenings of Terror with Elvira® consists of nine small
(about ten pages each) adventures for Pacesetter's Chill, "each
suitable for an exciting evening of role-playing fun". They can be
used as one-shots or incorporated in a campaign between adventures,
when the "Chill Master" hasn't gotten around to preparing a "big"
scenario again. One or two can even be run in the style of
Dungeon magazine's Sidetrack whenever the ongoing adventure
includes a long travel through a suitably forlorn region.
Each of the nine adventures is presented in a clear and structured
way. Between the bulk of the plot in the rear, broken down into
encounters, and a short synopsis of it up front, there are sections
collecting and describing the creatures and bad mojo encountered by
the PC envoys, providing GM advice, a background, and giving dreams
for the clairvoyants. The creature and background sections combined
explain the NPCs' motivations so that the GM can adapt the plot if the
players deviate from the one lined out by the encounters. And while
the prescient dreams look like a fixture of Pacesetter's
Chill-products, this matter is often overlooked by authors
of fantasy/horror adventures, leaving the GM floundering in the face
of a PC who wants to use his or her precognitive skills.
But the adventures in Evenings of Terror, while being described
as "macabre and strange", are only average and rather uninspired, I'm
afraid. They aren't exactly bad, but they aren't good either. Rarely
original or innovative, they contain plot-holes and clichés and
sometimes contradictions. Not many of them, but enough to say that
there is not one really good adventure in the collection.
WARNING: SPOILERS AHEAD
1. The Epidemic
A monster turns a small town into zombies — starting with the
pets!
This adventure certainly needs work, for one thing, why is Katie
Mattingly still alive to spill the beans to the investigating PCs?
And the small town is just not isolated enough for the inhabitants to
just sit and be turned into zombies one by one instead of screaming
for the authorities.
2. Lanier House
The PCs must escape or destroy a living house that wants to eat them.
This is a nice twist; the house is not haunted by an evil creature,
but is the evil creature itself! Sadly, the author didn't go the
whole nine yards, so the effect is the same. Why does the house need
the "Gnarl" spell to bend its own steps? Or why is the building's
plan fixed at all if it is a living creature? Changing rooms would
call up a surreal feeling without giving away the solution and confuse
the players no end. What's more, the house does change. It
looks like a 1800s mansion today, but it has been around for a long
time and I'm sure it has put on a Las-Vegas-style teepee face to lure
in the indians.
The plot is extremely dull, the encounters are just a rundown of the
rooms and it starts the very opposite of subtle, with the doors
slamming shut the minute all PCs are inside. The PCs are trying to
get out while the house tries to scare them out of their Willpower
stat and eat them.
3. A Little Room
The PCs are called to bust an angry, troubled revenant ghost in a room
overlooking a 300 foot drop (IEEE, to recycle the old Pentium joke).
This is the epitome of closed-room drama: The PCs enter, the doors
slam shut (again — and by the way, what does the "Slam" spell do
if the PCs have taken the door off its hinges beforehand?), and they
are trapped in a single room with no resources besides those they
carried in.
Here we have an interesting, if brief, background motivation. It's a
stock haunting of sorts, but nicely fleshed out. Unfortunately, the
adventure quickly deteriorates into an exercise in Willpower
economics, with the ghost alternating between spending it on a killing
spree and recovering it in long hours of rest. I probably wouldn't
have fun GMing that. Come to think of it, I'm not sure it works at
all: The PCs just have to force the ghost to "Haywire" their cell
phones (alright, walkie-talkies, it's 1985 after all) for 24 minutes
to drain its Willpower completely.
Let's hope one of them had a prescient dream the night before, because
the three ways of defeating the revenant are (1) unlikely to succeed,
(2) almost impossible to do (the author even says so) and (3) look
positively suicidal and the only way to figure out it's not is by way
of a prescient dream. The "Matter of Dream" section is all-important
in this adventure. If the PCs don't dream, there are a few hints
leading to method (3), but since it boils down to throwing themselves
off the cliff I doubt very much my players would implement it. Come
to think of it, the assignment letter would probably have them asking
S.A.V.E. (and the GM) for a severance package.
In the unlikely event that (a) the PCs accept their assignment and (b)
live through the ordeal, they'll probably stone the GM in
effigie for the adventure's author. You see, the doors open and
the ragged survivors stumble into the presence of the housekeeper, who
has just found an old diary explaining it all! If I were a
card-carrying cthulhoid satanist so eevil as to be expelled from his
church of other card-carrying cthulhoid satanists, I'd know who I'd
put a curse of eternal flatulence on.
4. Animal House
A ghost vet turns the PCs into a row of animals to get them into the
local SPCA chapter.
If you ever wanted to rub your PCs' noses in the mess they leave
behind, this is the adventure for you. They are to look for missing
persons in a city troubled by the strange behaviour of its pets. When
the envoys confront the vet who, as they'll quickly find out, treated
all the animals, he metamorphs them into dogs, cats, mynah birds and
finally guppies and gives them to a different family each day so they
can experience first-hand the humiliations pets have to suffer.
My issue with this adventure is twofold. First, the players won't
like the humiliation of being turned into a procession of Snoopy-,
Tweety- (complete with Sylvester!) or Nemo-clones and of being subject
to humiliating treatment. They can't even do anything about it, the
GM effectively leads them by their noses through the whole adventure.
If they are like my players, they'll resent being stuck in animal
bodies, even if they realize that the death of the spell caster will
eventually reverse the metamorphosis. Second, PCs turned into
poodles? Come on! This might work in a silly game like
Pandemonium! but not in Chill, which has a much darker
tone.
5. The House on the Hill
The envoys stumble on a scene right out of Frankenstein — not!
This is probably intended to be the "comic relief" adventure. In the
midst of a torrential rain, the PCs' car breaks down and they have to
take shelter in the Gothic mansion they can see in the flashes of
lightning. A hunchbacked servant welcomes them in and promptly leaves
them to wander about aimlessly until they hear screaming from the
cellar. There, a man viss a German accent administers emergency
surgery to a young woman. Break out the stakes! Sorry, wrong movie.
And sorry, no monsters, the doctor and patient are real!
The only hint that the immigrant physician is really trying to save
the lift of the young woman, who was injured in another car crash, is
that the cliché is thick enough to cut. I wonder why the mansion
doesn't have a fizzling neon sign saying "Hermann Bates, M.D." and a
row of six by three foot mounds of earth behind with a shovel sticking
in one of them.
If they don't get the picture, it'll be bloody mayhem before they find
out that nothing untoward is going on. At least the girl will have
died because the PCs delayed the good doctor in patching her up. The
way he comes across initially, he'll soon be dead of lead poisoning,
players being what they are. Little Igor will come a-runnin with a
pitchfork and won't accept any lame excuses. Or, as the author put
it: "One can only hope that no player character has killed anybody!"
Indeed!
A dangerous aspect of this is that a GM might take it as an edifying
experience for trigger-happy PCs. It isn't. Events are unlikely to
stop at the point the GM wants to make, and the PCs will come out as
murderers and fugitives. If they enter the house at all — you
wouldn't willingly enter a building right out of an Oxnard Montalvo
film, at the dead of night, unprepared and without being able to call
for support, would you?
6. Still Life
A fellow envoy and art critic is murdered, by the hands of a 17th
century Dutch painter.
This is one of the better adventures of Evenings of Terror. It
has an original idea and well-rounded characters, in my opinion. The
only thing that detracts from it is the fact that the victim is a
member of S.A.V.E., the ghost-busting agency of the PCs. He is aware
of the situation and has called for help, but he doesn't seem to take
any precautions and so is murdered in his sleep. On the other side,
the PCs, who form a team hastily assembled to bail out one of their
colleagues, are expected to kick their heels in their hotel rooms for
six hours because the didn't get an earlier appointment with the
victim. However, this is easily remedied: Just make poor Driskell
DOA.
7. Rounded by a Sleep
Guests in a posh New York hotel room are killed in their sleep.
Another example of the clueless envoy! The manager is a member of
S.A.V.E., and the only justification for it is that he can cry for his
buddies to help him. Which is the only thing he does, I mean, this is
a variation of a classic haunting, and he can't even supply
information about the first death that happened in the room twenty
years ago and spawned the evil ghost. Who hired that man?
What follows is a so-so dream world adventure. The ending is
difficult to play, because once again the PCs have to dive into the
abyss without a tangible clue they can survive it. While this works
in a (scripted) movie, the GM will have a hard time generating the
fear and despair the PCs need to feel to put themselves into positions
bordering on suicidal. And together with a little railroading this
may cause the players to enter a bored "enjoy the ride" mind-state.
8. Crime Magazine
The PCs tangle with mobsters controlled by an evil gun.
For all you Chill fans out there, the adventure probably is not
connected with the excellent short story "Gun Control" by Steve
Antczak, which appeared in the later, Mayfair Games collection
Chilled to the Bone. So the revolver which is the physical
part of an evil multidimensional being is another original, and
clever, idea, and supported by background. However, the adventure is
marred by a number of annoying flaws.
For one thing the ending is less than sketchy, really not much more
than "and now you only have to take the Gun to Germany, smuggle it
through customs, dig up its long-dead maker and shoot the corpse with
it, while all the time it controls whoever is holding it and tries to
make him shoot his fellow envoys". For another, it is a needless
attempt at a 30ies film noir setting with a beautiful, not quite
innocent girl, a Bogart-style gumshoe and greasy mafiosi. This just
doesn't work in the 80ies, I think.
Talking of the gumshoe, since he stumbled across zombies animated by
the Gun, he is to be induced into S.A.V.E. by the PCs. A very
interesting idea, because it gives the PCs an opportunity to deliver a
sales rap which might help the players get deeper into their
characters. But it never happens. The detective seems to be a
S.A.V.E. member in all but name and leads the PCs directly into the
adventure.
9. Haunt Thy Native Place
Vampires take over a roadside village and live on motorists.
This adventure I consider the best in Evenings of Terror,
largely because I had a very similar idea myself (hah!). It is one of
the "sidetrack" scenarios that can be put into a larger adventure if
it includes enough travelling by car. While the plot is quite
straightforward, the setting conveys a nice surreal feeling. And it
has an Elvira® reference!
Appendix
The one-page appendix lists five new Evil Way disciplines (black
magic), although I can't tell if they are really new. I've just
finished two old Pacesetter adventures (Isle of the Dead and
Deathwatch on the Bayou, both of them towering over the at most
average scenarios in Evenings of Terror, incidentally), which
also have the same spells and say that they already have been
published in the Things supplement. I only have the newer,
Mayfair edition of Things, and if that has the spells and
creatures said to be inside, they have changed the names.
Repeating this information at the back of Evenings of Terror
sits well with me. I'll call it redundancy, and there seems to be a
lot of it in the Pacesetter products. There certainly is in
Evenings of Terror, e.g. the creatures get a stat block in
the creature sections as well as when they appear in the adventures.
Beats having to look up the stats in an armful of books, I think.
OH, SPOILERS ENDED AROUND HERE, BY THE WAY!
Wait a minute, what about Elvira®?
I'm a foreigner, I don't know Elvira®. I have read the pertinent
Wikipedia articles, of course, but I don't think I have understood the
Elvira® phenomenon. So please excuse me if to me she is just a
pre-angst buxom goth chick with fake hair and my statements about
Evenings of Terror with Elvira® are only conjecture.
Evenings of Terror is hosted by Elvira® as if every
adventure were an "Evening of Terror" in a late night TV series of
unconnected horror films. The hostess gives an introduction and final
thoughts at the start and the end of every adventure in the
collection. These run to ten lines, on average, of quite meaningless
drivel. I wonder if she is in any way connected with Evenings of
Terror or if she just raked in the money in return for her name.
The corny phrases and the fact that she doesn't appear in any of the
adventures (apart from #9 where a horror show with Elvira® is the
only thing on TV) may be a bow to her nature as a TV presenter. She
doesn't feature in the movies or deliver meaningful information (read:
spoilers) for them either, does she?
The problem is who the presentation is directed at. The GM certainly
doesn't need it, and it is of little value for the players. It might
even spoil their fun because it breaks the fourth wall. So basically
the Elvira® aspect as presented in Evenings of Terror is
meaningless. I wonder why the authors didn't involve her in their
adventures. Wouldn't it be fun if a PC could meet one of his or her
favourite TV personalities? And she's the one who seems to know
everything about the stories she hosts on the tube, so why not have
her tangled up in one of them? Why not have some evil creature invade
the TV stage? Why not have the PCs encounter her — maybe
opening a mall somewhere — so she can provide a few clues? In
my opinion, the Elvira® connection in Evenings of Terror is
a complete waste.
But the Elvira® business even draws the adventure collection down.
She appears quite literally at the beginning and end of every story,
in a half or quarter page b&w photograph (colour for the covers, of
course). There are a couple of maps and plans, some very well
executed, but apart from them and the Elvira® stills, there are no
illustrations at all. Which is a shame because Pacesetter employed
some very inspired illustrators, e.g. Jim Holloway, whose style
of goofy realism breathes life into Paranoia, and Stephen
D. Sullivan, whose art graces Isle of the Dead and
Deathwatch on the Bayou.
Odds and ends and verdict
Overall production quality is fair. Layout is clear and
well-proportioned. There are a few instances of excessive
cut'n'paste, the stat blocks could use boxes, and a few typos. The
prose is pleasantly smooth and devoid of peculiar styles or
affectations. While the drawn maps are mostly well done, the
Elvira® b&w stills are badly rastered and pale, but that may be
just faded ink and yellowed paper.
Evenings of Terror with Elvira® is so-so. Minor mistakes
and loveless execution regularly drag down good ideas. Sometimes a
little more effort would have gone a long way. Especially the
"Encounters" sections of the adventures often consist only of a boring
list of rooms. Railroading abounds, but the scenarios are mostly too
short for that to be more than a nuisance. However, most of the
stories are sound in principle and will do for an evening of terror if
the GM hasn't prepared anything else.
The collection sits on the fence between the 2 and 3 ratings, so I'll
give it a 2 for style, largely due to the Elvira® angle, and a 3
for substance, because it's nine average adventures.
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