REVIEW OF Death in Luxor
******Minor Spoilers**********
Death in Luxor is a Goodman Games adventure for 1920's era Call of
Cthulhu using the BRP rules by Chaosium. The module is the first of
Goodman's new "Age of Cthulhu" line of adventures and it will be available from
your FLGS in December.
Summary: Set in 1926, it concerns a University of Chicago expedition to
Luxor, Egypt that has excavated the mortuary temple of Ramesses III. After
uncovering the 3000 year old tomb they were haunted by the sights and dreams of
the horrors they found and their minds snapped.
The adventure begins with the investigators flying into Luxor, asked to visit by
their colleague on the premise of visiting a successful expedition. There
is a horrible storm that is buffeting the ancient city and by the time the
investigators arrive it is already too late and the Professor and his entire
team are already dead. They are greeted on the tarmac by the local police
who are determined to send the Americans back the way they came. On
visiting the expedition's headquarters, a mansion known as "the Chicago House",
they discover a gruesome mass murder has just taken place. The
investigators must rush to gather elaborate clues before another troop of police
arrive to investigate the crime. The group must then track down the
survivors and follow up on multi-branching clues to unravel what happened, and
what is about to happen. They follow the clues through the dirty back
streets of Luxor, possibly back to the Chicago House, and out into the
excavation while being pursued and hindered by several interested parties.
The adventure ends as all Call of Cthulhu scenarios should, with a dangerous
ritual and either the destruction of the investigators or the staving off of an
ancient horror. As the author adds in his conclusion, "as in any authentic
Call of Cthulhu saga, these two endings are not mutually exclusive", and he's
really not kidding.
The characters and plots are noted to lead into later Age of Cthulhu adventures.
The Physical Product: It is 48 pages total with 37 pages of scenario
with appropriate and interesting artwork and maps, 6 pages of hand outs, and 5
pages of pregens. Sample stories are provided with the pre-generated
characters that tie them to the scenario, but it is not dependent on these
pregens. It is a black and white interior, including artwork and
maps. The maps and artwork are well done and add to the feel of the
scenario. The maps are very pretty and functionally useful and I hope that
we would eventually see color maps on the website.
The "Feel":
It is a free form event based investigation with several fixed locations
that can be visited in any order. The events are clear in their
relationships and well laid out and the keeper can flip easily from one to the
next as necessary. The adventure is focused heavily on investigation,
however while the scenario discusses that the crafty investigators may never
need to resort to violence, the opposing cultists and Mythos agents would beg to
differ. Violence is very likely but it appears it could possibly be
completed by luck, thorough investigation, and knowing when to flee. This is
definitely not a dungeon crawl.
The scenario is very graphic in places and treats murder and violence in a more
gritty way than previous publishers. There are graphic murders and several
suicides, even before the Mythos presents itself fully. Some areas of
description are uneven in tone, but the sections that drive the plot are very
well done.
There is a definite tip of the hat to several classic investigations
(Masks, Shadows, etc), but it still seems fresh and original. My
suspicion is that this is stage one in something of the scope and feel of
Shadows of
Yog-Sothoth, but that is pure speculation. If that is the case, I think
this line will be superior to that classic investigation.
The Crunch:
The clues are cleverly placed and interesting and they each provide multiple
avenues of investigation which is very useful with novice investigators.
There is a deeper layer and some very tricky elements that will reward veteran
investigators as well. The flavor text is very cinematic, especially at the
beginning as the storm builds and the murders are discovered, and it helps build
the appropriate tension and mood. There should also be an
award presented for most interesting use of accounting skill and best multi clue
placement using severed fingers.
The author presents an optional system to represent more difficult skill tests,
for example (Sneak, -5%). At first it seems clever and an effective way to
balance skill tests, but I think it becomes cumbersome in a system that can
practically be played diceless. So your mileage may vary depending on your
play style.
The author also presents an encounter to insert should the investigation grind
to a halt. Every scenario should have this element and it is very
interesting and effective.
There are some distracting oddities like, "Tall windows flank a pair of
elaborate wooden great doors, and – strangely – the courtyard is nearly overrun
with frogs of all sizes" and the frogs are never further described or explained.
My biggest disappointment was the missing infomation about the culture and
landmarks of the city of Luxor. The city should have very easily been
another character in the story. The alienness and flavor of 1926 Egypt is
seriously missing. The fact that the locals should speak Arabic is never
touched upon. I would think the Cairo Guidebook from Chaosium would fill
in those gaps.
Value: For 2-3 nights of gaming at $12.99, I would consider this a very
good value. Accessible and useful for both novice and experienced
investigators.
Rating: 4 out of 5 stars. The storyline, investigation, and excellent presentation make it easy to overlook the things I nitpicked above.