Monday, October 27, 2025

Cthulhu Hack: Boston 1973 (part one)

I thought I'd give Stuart a break from running games, celebrate the "spooky season", and also cross off one of my many unplayed games, and so I put together a Cthulhu Hack investigation for the group.

The adventure is set in Boston in 1973, a city simmering with cultural tensions, carved up between rival organised crime groups, and which is unusually cold and foggy, even for a Massachusetts October.

The characters are all associated with or employed by Angel Investigations, a private detective agency formed by Eva Angel to give back to the community. Angel Investigations is run at a loss, mostly because of a lot of pro bono work, and is propped up by Eva's personal fortune, a sizeable inheritance.

The investigators are:
  • Danny Angel, Eva's brother, a world traveller, estranged from the Angel family, and recently returned home in search of direction.
  • Frank Armstrong, Danny's old school friend and occasional agency muscle. There are some suggestions that he has a shady past, which in a city like Boston, could mean all sorts of horrible things.
  • Al Chinard, Eva's on/off boyfriend, occasional heavy, and specialist in getting into places in which he's not supposed to be.
  • Muriel Shepherd, Danny and Eva's aunt, a struggling actor who helps out the agency between acting jobs.

26/10/1973:
Beacon Hill - DPLA - 00712119663532250445ab5c769af363
Angel Investigations was hired by Tara Brooks to find her brother Wesley, a freelance journalist with a particular interest in stories of the occult and supernatural. She had not spoken to Wesley since the 19th.

The investigators clambered into Al's messy car and went to Wesley's apartment. There they found notes on stories on which he had been working, including a ghost sighting and household pets drained of blood by a "vampire"; these two events took place close to each other. They also found a number for the Falcon Hotel; they rang and the desk clerk -- Robert -- told them that Wesley had not been seen since the 21st and owed payment for the room. They were also holding some of Wesley's belongings until payment was made.

The group went to the hotel and paid the fee. They received a book bag full of notes and research materials, indicating an interest in dancing ghosts, mention of a "priest", and an intention to visit Mary Wilson, the person who reported the ghost sighting.

The investigators then visited Wilson, who told them that her neighbour Pat Bibby received a parcel on Saturday the 13th and was later seen dancing a "strange jig" in her living room. Police visited the house on Monday the 15th and found Bibby hanged. Bibby had a funeral service at Our Lady of Grace on Thursday the 18th, and on the evening of the 18th, Wilson saw Bibby return to her home, enter for about 20 minutes, then leave again, vanishing into the fog. Wilson also reported that Wesley had interviewed her and seemed most interested in the dancing aspect.

They pondered investigating Bibby's house as it was just across the road, but decided to return after dark. Instead they visited Our Lady of Grace and spoke to Father O'Brian, who seemed preoccupied. The priest was caught a bit off-guard by their disconnected, scattershot lines of questioning but he revealed that Bibby was a good Catholic, knew that suicide was a mortal sin, and seemed relatively happy, so her death came as a considerable shock. He confirmed that Bibby was not buried on church grounds -- because of the suicide -- but that a local charitable organisation, the Sisters of Mercy, had offered to have her buried on the grounds of their building.

O'Brian dismissed the stories of exsanguinated pets, considering them to be idle gossip, and didn't have much time for tales of Pat Bibby returning from the grave; he was unimpressed when Al pointed out that Jesus Christ had done the same.

Aunt Muriel prodded O'Brian until he revealed that he was concerned because his parishioners John and Lauren O'Connor's toddler Julian had gone missing the night before. The police were involved, of course, but it was still a concern. The priest was unwilling to involve the investigators as the O'Connors had enough to worry about already, but again Muriel prodded until he agreed to telephone the family and ask if they would be willing to speak to the people from Angel.

(While O'Brian disappeared to make the phone call, the investigators had a quick sniff around the church for anything suspicious and found nothing.)

The priest returned to say that the O'Connors had agreed to see the investigators and gave them the address. There, they ran into some openly hostile Boston PD officers and learned that a Detective Jordan was on the case. They searched the house, finding nothing unusual beyond a suggestion that the boy's window had been forced, and some cobweb strands on the outside of the window and in the garden below. The cobwebs seemed normal enough, just out of place. Al took a sample.

Promising to return with any news, the investigators then went back to Pat Bibby's house, which had been boarded up by the police. Al scouted around the back and found that the boards had been carefully removed from the back door. Entering they found signs of Bibby's suicide, and a mysterious box that had been posted to Bibby from Italy on the 3rd. Inside was a mass of webbing in which was a small spherical depression. They also found some tiny crystals, about the size of rice grains.

In the cellar they noted that one wall was newer than the others, and had been put up in a hurry. Big Frank bashed this sloppy construction down in about an hour and in the cavity beyond the investigators found a beheaded and bound naked corpse of a man. Frank noted that the neck wound was clean, probably from a very sharp implement, and that the body had almost mummified, probably from the warm and dry conditions behind the wall. Al pondered how Frank knew so much about corpses...

Finding nothing else of interest, they decided to clean up and then call in the discovery of the body, anonymously. Then they decamped to a grotty late night diner to go over their findings and plan their next moves.

Thursday, October 16, 2025

Star Wars '78

(Yikes! I wrote this back in August, but held it back as I had plans for some follow-up posts. Those plans have changed for... reasons that I'll go into in a few weeks.)

In the sort of weird coincidence that makes humans believe in something that surrounds us, penetrates us, and binds the galaxy together, Star Wars gaming popped into my head from two different directions over the past couple of weeks. First, Stuart started running a short Star Wars D6 game; I haven't played it since around 1995 and it's been great fun getting back into it. A couple of days later, Jez Gordon asked, on the medias social:

"If you were gonna play in a Star Wars D6 campaign what would be your favorite era and why?"
To which I replied:
"Rebellion(ish), after SW but before ESB, in that fertile space where there was no more Star Wars, and anything goes.

(Basically, Marvel Star Wars.)"
This coincidence has got me thinking about an idea I've had for a while, which is the sort of Star Wars game I would run, and that game is Star Wars '78.

The three basic principles are this:
  • Only Star Wars itself -- the first film, and maybe its adaptations -- is canon.
  • Anything that came after can be used for inspiration, but isn't to be considered a "fact".
  • Anything I invent/borrow/steal cannot contradict Star Wars, but I can happily negate anything else.
It's more or less the Star Wars universe as of 1978, with the first film -- not even "Episode IV" at this point -- the only thing out there. This is the environment in which the original Marvel comics were released, and in which Splinter of the Mind's Eye was written. Wild, vague, and in flux.

Let's see what happens...

Live long and prosper!

Wednesday, October 01, 2025

Cadet Zenith

Cadet Marvel, a teen sidekick for Captain Marvel, from 2023:


Zenith, 2000AD's pop star superhero, from 1987:


Hm.

Thursday, September 25, 2025

His Head Doesn't Glimmer

I started watching Andor yesterday.


Gosh that first episode is terrible at setting up the premise, isn't it? If you were coming to this without having seen Rogue One it must be baffling; coming to it as a casual Star Wars fan, or as someone following the hype, it must be incomprehensible. But I will stick with it, as I am told by everyone that it is very good indeed.

In truth, it will be a bit of a struggle, not least because I can't take the villain Syril Karn seriously. He's basically Arnold Rimmer.

Syril KarnArnold Rimmer

With the protagonist -- opening scene aside -- being portrayed as a cheeky chancer, the whole thing has a UK sitcom feel, which isn't helped by 90% of the cast having appeared in UK sitcoms. We'll see how far I can get.

Monday, September 15, 2025

10 PRINT "HELLO WORLD"

Bear with me, my computer died last week, hence the lack of significant updates.

(Not that I'm promising significant updates when my new thinking machine arrives, but you get what I mean.)

I'll be back in a few days. I hope.

Friday, September 05, 2025

Five Alive!



In a fearsome feedback loop that threatens the very fabric of not much at all, Adam at Barking Alien followed up on my first five role-playing games post with a post about the five rpgs he's thinking about most right now. Or then, when he wrote the post. That seems like an excellent idea. Let's have at it!

  • 13th Age. I'm often thinking about 13th Age because I think it's an excellent game and I very much enjoyed running it in the past. I read 13th Age Glorantha the other day -- I backed as a Kickstarter in 1873 or thereabouts and never got around to reading -- and while it's massively incomplete, it has a lot of very good ideas. It's another layer of complexity on top of the base game -- I refer to it as Advanced 13th Age to no one because there's no one else here -- so I don't know if I'd run it, but it did make me excited to play 13A again, in some form.
  • Break!! I've got an idea for subverting the bright and cheery feel of Break!! with an apocalyptic horror campaign influenced by The Second Chronicles of Thomas Covenant, Kingdom Death, and few other bleak and depressing things. I can't quite decide if this is a terrible idea, or bold and exciting. Perhaps I will play it to find out!
  • Call of Cthulhu. I am almost always thinking about Call of Cthulhu. It has been too long since I last played.
  • Lamentations of the Flame Princess. This is a bit of a cheat as I'm working on a couple of books, but I am thinking about it and it is an rpg, so...
  • Star Wars d6. I've got a rough idea for a pirate campaign, a mix of original content and some published adventures I've got lying around that would fit well with a bit of bodging. This also ties in with another post I really need to get around to publishing one day. This day? No.

Wednesday, August 27, 2025

Very Very Frightening, Me

Bearing in mind that (1) the Sentry has always been a terrible concept, and (b) the whole "there are no Avengers" premise doesn't really convince given that we've seen at least one working version of the Avengers since Endgame, Thunderbolts* is really quite good!

It's interesting and (very) weird and funny and sad and it's about something, depression mainly. David Harbour, Julia Louis-Dreyfus, and Wyatt Russell are pretty good, but the standout is Florence Pugh, who is excellent and very nearly steals the film and turns it into Black Widow II Plus Some Supporting Guys I Guess.

It's a shame it didn't do better in cinemas, but I can sort of see why it didn't. It's almost like an anti-Marvel movie, a sometimes low-key, almost "small", film about a bunch of really quite rubbish "heroes" who accidentally become a team; in that way it's perhaps more accurate to call them the Defenders.

(Ha ha. Comics joke.)

Yes, the comic Thunderbolts have a better, more clever, origin, but I can see why we didn't, perhaps couldn't*, get that in the MCU.

I liked it! A lot!

(Except for Sentry, he's still terrible.)

Sunday, August 24, 2025

M People

I was noodling around with a project yesterday and realised that a lot of my favourite D&D-type monsters begin with the letter "M". So in the spirit of those old "make a campaign from only ten monsters" or "only use the Fiend Folio" posts of yore, let's see what's brought to us today by the letter "M"!

We will be using the AD&D2 Monstrous Manual, of course, for it is the best of the D&D monster books that isn't the Fiend Folio. Onward!

Mammal. An inauspicious start, but we have Ape, Carnivorous and Gorilla in there, so there's some pulpy potential.

Manscorpion. Not bad. Monstrous creepy hybrid bastards. Intelligent enough to have a society, and with manscorpion wizards! Nice and pulpy. I'd perhaps give them a tendency towards aggressive mansplaining and other forms of misogyny, just for the pun.

Not from the Monstrous Manual, obviously, but we must always make time for Iain McCaig!
Manticore. These have long been a favourite monster of mine. Lion-bat-scorpion-man monstrosities that are really angry, probably because they are lion-bat-scorpion-man monstrosities. Glorious.

Medusa. Another classic and another favourite. Can't go wrong with snake haired women with stone gaze powers. In the AD&D2 MM we also get the male version, the maedar, who are aggressively dull even by AD&D2 standards, and I will probably ignore them.

Merman. Fine, I suppose. I would probably blur them into sirens and play up elements of capricious horror, maybe even bring in some Deep One aspects.

Mimic. Great. Everyone loves mimics. Of course, I would have them be able to disguise themselves as anything, including people, probably. Imagine if the village blacksmith splits down the middle into a giant mouth and tries to eat you. Imagine!

Mind Flayer. Classic D&D enemies, but I've never much liked them, despite my Cthulhoid proclivities. Maybe I'd include one as a Big Bad type villain, squatting in a dungeon somewhere.

Minotaur. Another classic, literally. I've always liked minotaurs as a player-character option, so I'd include that too.

Mist, Crimson Death. I'm not a big fan of malevolent weather, but perhaps you could make this the centrepiece of an adventure and get away with only including one of them.

Mist, Vampiric. See above. Maybe the crimson death has these as its henchmen. Henchmists.

Mongrelman. Great! Horrific and sad. Monstrous but not necessarily monsters. They also fit into that Low Hit Dice Humanoid niche that every campaign needs. I love these guys.

Morkoth. Weird undersea hybrid thing with a very specific environmental effect, I wouldn't imagine lots of these in an M Campaign, but like the crimson death and mind flayer I could see them as the focal point of a one-off adventure. I'd probably put them into some sort of uneasy alliance with the mermen too.

Mould. Terrifying to me in real life because of a severe allergy, somewhat boring in game terms. They feel like a Gotcha! monster from the old days and if I drop anything it'll be these.

Mould Men. Fine, but we've got a similar and more visually interesting monster coming up, so I'd probably quietly fold these into them and hope no one notices.

Muckdweller. I would probably never use these in a standard campaign, as there are too many other Low Hit Dice Humanoids that would get used instead, but limiting myself to M-monsters gives them a way in and you know, I quite like them. They are Lawful Evil but I'd still put them into a sort of cute little guy role like a sort of amphibious Moogle, just a cute little guy with a burning hatred of land-dwellers.

Mudman. Great visual, boring monster. Another one that I'd probably use as the central idea in an adventure, rather than a common creature. Perhaps there would be some quest to return a mudman to human(oid) form, or at least find out where it came from and what created it.

Mummy. Yes, absolutely. Grade A superstar monsters.

Myconid. Mushroom people make for a great visual, and they are different and weird enough to feel alien, despite their intelligence and society. Like Groot but even stranger. I love them.


There's a desert or wilderness theme emerging with some of these monsters, with a bit of mythic Greece in there, and quite a few aquatic, or at least damp, creatures. A coastal desert perhaps, or a series or barren, hostile islands, with a swampy jungle area and some damp caves too. The number of hybrids suggest some sort of curse or experiments or cursed experiments, and I quite like the idea of a blasted "hot zone" that is home to the mists and rumoured to be full of treasure, Roadside Picnic style.

(Maybe the Zone produced the mutant hybrids?)

You've probably got the mind flayer, morkoth, and at least one mummy as "villains", maybe the crimson death and medusa too. Factions include the manscorpions, mermen, mongrelmen, muckdwellers, and the myconids; maybe there are enough manticores and medusas to form groups, maybe not. I like the idea of apes as a faction, although that's perhaps stretching the rules of the exercise a bit.

In terms of player-character options, although "Man" is technically there as an option, we are listed under "Human" in the MM, so I think I would limit players to the intelligent species above. And maybe the apes too. For fun.

Your turn. Pick a letter -- the first letter of your name, or roll a d26 if you have one -- and create a campaign from the monsters beginning with that latter. If you want.

Saturday, August 16, 2025

My Dirty Secret (Defenders)


Calvin, I did not resist the temptation.


I even read it! The most surprising thing is that it's not terrible. It's not good either, but by the standards of 1990's Marvel it could be much, much worse. Both writing and art are solid but unimpressive. The storytelling is clear but never dramatic. It's competent, if dull. That said, there's a halfway interesting central mystery.

There are a couple of clumsy, weird moments, like Spider-Woman almost fumbling an investigation just so Wolverine can tell her off in the next panel, or whatever the creative decision was behind this panel:


After some arbitrary fighting with random costumed villains, the issue ends with the introduction of a new character! We don't know if they are hero or villain, which I think was probably the intent. I hope.


(It's impossible for any of these characters to be standing where they are based on their positions in the previous panel, by the way.)

I don't have #2 so I don't know why this character is called Dreadlox, but I'm hoping it's something to do with liquid oxygen related powers. I did look the character up to see if they had appeared again, as they are just the sort of obscure rando who would get used in an Al Ewing or Jed McKay comic, but alas they only seemed to appear in this one storyline.

Anyway, that's Secret Defenders #1. Not terrible, not good either. I give it two Cables out of five.

Tuesday, August 12, 2025

Fantastic Five(ish)

Over at Tower of Zenopus, Blacksteel lists the first five role-playing games they played. I like rpgs. I like lists. Let's have at it!


The first rpg I played was Fighting Fantasy, except I don't always count it because my friend Gareth and I didn't properly grasp what what we were supposed to do, so we read through it together as a sort of collaborative solo Fighting Fantasy adventure. Still, we made choices and rolled dice and fought battles, and it is an rpg, so I'm counting it. Today, anyway.

Then there was a gap of a few years until around 1994 or 1995 when my friend Tim saw that I was a big Warhammer 40,000 fan and said something along the lines of "If you like orks with guns, then you'll love this" and...

We did love it. We played the heck out of Shadowrun for the next three or four years, until our group broke up as everyone headed off to university or went off to work or went travelling. Tim was a massive Shadowrun fan and had pretty much all of the splatbooks so he ran most of the games but occasionally wanted to play something too, and somehow we met Dave and Dave was a keeper of eldritch lore...


That was me done for. We played the heck out of Call of Cthulhu too and, unlike Shadowrun, that love survived "growing up" and has lasted through the years decades.

After that, it's a bit fuzzy and I'm not certain what my fourth or fifth rpgs were. We were teenagers with a lot of spare time, we were new to the hobby, and we played a ton of games between huge, sprawling Call of Cthulhu and Shadowrun campaigns. I know Dave introduced us to Cyberpunk 2020, RuneQuest, and d6 Star Wars, and Tim encouraged me to get and run Traveller: The New Era, and Tim also ran a bizarre sleep-deprived game of Basic Dungeons and Dragons -- the Black Box -- in there too, so those are all likely candidates, but my gut feeling -- based on Star Trek: Voyager being on the telly at Dave's house when we went over to play -- is that RuneQuest was fourth, specifically the Games Workshop third edition:


My friends and I still remember this game as "the Battle of the Left Arm" because for some reason the hit location dice were wonky that day and all of the player-characters had their left arms either injured or severed in a battle with some broo.

Fifth though? No idea. Roll 1d4:
  1. Black Box D&D
  2. Cyberpunk 2020
  3. Star Wars d6
  4. Traveller: The New Era

Update: Adam at Barking Alien has also weighed in with a First Five!