Every one holds a few dark, deep secrets close to their hearts. Some are small, and would seem unimportant if they were exposed to the light of day. Others are big, and could change the world. This book is about secrets that have been allowed to fester and darken in the shadows. Why was Robert Monroe-Tylor's coffin filled with bricks? What horror left Jason Andrews to die a sickening death? Why does Ralph Morgan hold conversations with himself? What manner of creature stalks the Vermont countryside? Investigators must uncover these secrets before they are destroyed by them. This Fright Night scenario pack is suitable for beginning keepers and investigators. The adventures can also be used by experienced keepers as interludes in a longer campaign. The scenarios in this supplement are short, providing four nights of fright!
Brian M. Sammons lives in Michigan, loves horror films and books, writes stories and reviews, edits various books, and is described by his neighbors as “such a nice, quiet man.”
Here are four scenarios meant for a 1990s set Call of Cthulhu. What makes them '90s you ask? Well, other than organ donation playing a key roll in the final one, nothing at all. That's kind of my problem with this book. Here are three scenarios that feel VERY much like they'd fit better in the 1920s, maybe even the 1890s. Frankly, other than the organ donation aspect, which could likely be changed to something else, or might even feel at home in a slightly more weird Cthulhu by Gaslight scenario if it were 'experimental organ transplantation,' the story also doesn't feel like it takes place in the 1990s. Closed Casket reminds me of the better Paper Chase with now appears in the Call of Cthulhu Starter Kit. A Love in Need has some very interesting ideas, and would be especially interesting if you want to dive into some moral grey areas and to pull on some heartstrings. The Unsealed Room, though parts of it feel a bit too dungeon-crawl, is probably the best and has some real potential. I hate traditional monsters in my Call of Cthulhu games, so this take on vampires is fun. I've often thought if I ever run Horror on the Orient Express, I'd have to re-write things to get rid of the vampire. Maybe something like this? The final scenario is Cult of One and I like the basic premise, I just don't know how it would play out. It might be good to weave into another story. It's the only one that feels even remotely "modern" and might mix into a Delta Green game with bit of work. Anyway. It's fine. It's just not very 1990s. Like...at all.
Four short scenarios set in the modern day with more of a classic CoC vibe to them. There’s nothing particularly special here, but all of the scenarios would make for a decent, quick gaming sessions. As the intro suggests, these adventures are probably better for beginner gamers. My only real complaint is that all of the handouts scattered throughout the text are reprinted at the end, which in such a short book feels like padding.
Basic Premise: 4 different short scenarios for the Call of Cthulhu RPG.
These 4 adventures can be combined to create a series of scenarios that tie together, potentially inserted into another, larger campaign, or be used as one shots. As per usual with Chaosium products, there are plenty of handouts and backstory provided to help the keeper set the scene and the mood. I love the role-play aspect of all things CoC, and these short scenarios fill the bill well. Also, as with all things CoC, be aware that there is horror and gore, so mind your comfort levels.