on project leads to unexpected discoveries in Providence, Rhode Island.’ The chance to explore a forgotten series of tunnels dating back to colonial times, while helping out a friend, should be enough to drive investigators in this adventure. Research is not vital to success, but will give the players a better idea of what is going on, as well as allowing them to realise that the tunnels were abandoned a long time ago. The adventure then uses a variety of methods to get the investigators into the tunnels and keep them there, including social and physical pressure. The adventure is designed to work best as a single desperate rescue mission and escape, rather than a careful search, and sidebars give new Keepers tools and ideas on how to keep the investigators moving. The goal is very straightforward, though the keeper can leave hints or artifacts to lead to future adventures. The Lovecraftian themes of ‘time abyss’ and unknown knowledge could be campaign these developed from here. The main antagonist is very powerful, and with his assistants certainly capable of wiping out a whole party. The creature’s goal is not necessarily to destroy intruders, so investigators do have a decent chance of escaping, even if their friend will never quite be the same. The images in this one are particularly effective and many can be shown to the players directly. Genius Loci by Brian Courtemache – ‘Not all is well at Danvers State Lunatic Asylum and it's down to the investigators to heed a friend in need's cry.’ This institution really existed and had a spooky enough history, though the addition of one of the most insidious Mythos entities adds to the danger and excitement. A friend of the investigators (or more compellingly, one of the current or previous investigators) writes to ask for rescue from Danvers and that there is something ‘wrong’ there. The structure of the adventure suggests an initial open journey to the Hospital, followed by research and planning before returning to rescue their friend and confront the horror at the centre of the terrible events. Inexperienced players may be truly bewildered at the reach and power of the creature they face, and plenty of incidents can be used to complicate their researches. The Keeper has the option at the end to invoke ‘alien reasoning’ and allow the creature to feed on its own henchmen rather than plucky but unfortunate adventurers. This is a non-Lovecraftian entity, but one with a long history in Chaosium adventures. There’s a chance for investigators to gain access to an old journal that may well have leads or hints to further adventures. Servants of the Lake by Glynn Owen Barrass – ‘The hunt for a missing person reveals ancient secrets in the wilds north of Kingsport.’ Investigators known for discrete work in finding people get a job to find a missing young man from his banker father. The trail leads to a motel between Clark’s Corner and Kingsport. The elderly British owners seem innocuous and helpful, but the atmosphere of the place is notably strange, and clues confirm that the missing man was there. Alert investigators should have a good chance to save themselves and their fellow guests and unravel the mystery, but what will they tell the father? This connects to an adventure in the 7th edition Keeper Rulebook and to the works of another non-Lovecraftian author, making it possible to start a linked campaign using this god. The set up will be familiar to anyone who knows traditional movie horror movies, which should make for a good entry into the game. Ties That Bind by Tom Lynch – ‘Strange rock formations have been found in Mrs. Carrington's prized fountain. But these are like no rocks seen before!’ This is a rather more comic scenario, especially if played with experienced players. Not terrible Lovecraftian, but should be an entertaining evening’s play as investigators try to placate an angry, wealthy matron while keeping the ignorant from injury and death. The Mythos element is almost entirely incidental to this one, unless the investigators find a well hidden location. This is a well written place, full of mystery and hidden danger, but potentially more about setting up future plots than being any use in the resolution of the adventure as written. None More Black by Brian M. Sammons – ‘The death of a Miskatonic University student leads the investigators into unsavoury neighbourhoods and dark business dealings.’ A new drug is on the streets in 1920s Prohibition era, and a friend of the investigators dies horrifically from it. Thoughts of justice in the mundane world against the pusherman leads to evidence that the drug is not natural, and the police cannot help. An embittered man is using the drug for monetary gain, but has plenty of Mythos protection. A showdown in a slaughterhouse should be suitably spooky and horrific, allowing unnatural justice to play out, or forcing the investigators to take matters into their own hands. Connections could lead investigators into the Dreamlands, and the use of another unusual god and an old diary could allow the investigators to follow old leads to a number of mythos locations. Probably the one I’m least likely to run, but still a fine adventure. The handouts are repeated at the back for ease of access. Chapter Eight then features ten pre-generated characters, allowing a Keeper to get started right away. All have photographs and a good mix of professions and skills to create a balanced party. The book ends with comprehensive indexes of each of the adventures and author biographies. VERDICT: Doors to Darkness does achieve the goal of presenting fairly simple adventures in a way to give new Keepers the advice and support they need to run them with confidence. At the same time, there are new twists on old foes for experienced Keepers, and ideas that can be dropped into any campaign. For old hands, some of thew adventures are redolent of the short adventures published in the Cthulhu Companion, but here there is enough extra detail to turn these into campaign founding adventures. Pluses: - Good straight-forward adventures with solid Keeper advice - Enough new twists to keep experienced players guessing - Fine presentation including great drawings - Good pre-generated characters Minuses: - All Lovecraft Country settings, in the 1920s - Advice on updating to other eras or as single investigator would have been appreciated If you got it for free, don’t dismiss Doors to Darkness unread. For newcomers to RPGs and Cthulhu gaming this book is strongly recommended for its adventures, presentation and advice.
Occupation and Skills. This is the “Base Chance” that every investigator has with that skill. Any points you add to a skill stack with its Base Chance. For example, if you add 15 points to the “Conceal” skill (Base Chance of 15) you would have “Conceal: 30”. After selecting the Occupation Skills, select your Hobby Skills. The Book of the Smoke is an oddity. The intentional use would be as an in-game prop for any setting where an occult London would be researched; however, it is best suited for Trail of Cthulhu, particularly the Bookhounds of London (a great read, by the way). My initial impression of the book was lackluster.