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Friday, 1 May 2026

The Festival of the Shining Sun

Tekumel, because of the wealth of detail defining its laws, customs, mores and social structures, is immeasurably richer and more real a setting than any other I’ve played in. New players, used to more of a medieval Europe theme park environment, sometimes balk at its exotic names and ways of thinking: ‘How will I get my head around it all?’ Well, children don’t come pre-loaded with any culture either, and somehow they manage. In Tekumel gaming it’s why we usually start with a “fresh off the boat” set-up or a session zero in a location far from the main centres of civilization. With the Tekumel Sourcebook, The Eye of Allseeing Wonder, and Tirikelu you have everything you need to get started. Add Deeds of the Ever-Glorious and The Book of Ebon Bindings for extra spice.

Over the years my gaming friends and I have led whole parallel lives in the world of Tekumel. You’ll find its influence throughout ‘80s and ‘90s British gamebooks because the campaign roster included Jamie Thomson, Paul Mason, Mark Smith and Oliver Johnson. The Legion of the Sword of Doom in The Way of the Tiger? Look no further than Gruganu, Black Sword of Doom, the cohort of the god Ksarul, coupled with such Tsolyani regiment names as the Legion of Potent Destiny, the Legion of the Portals of Death, the Legion of the Night of Shadows, the Legion of the Storm of Fire, and the Legion of the Lord of Red Devastation.

When you have such a deep background, you can dive into a game with no preparation. The referee has to do almost nothing, in fact, as the player-characters drive the whole show. Players asked to sit out in another room continue to converse in-character. Adventures arise out of the goals the PCs set for themselves. Here’s a case in point. The characters were heading along the Sakbe from Bey Sű to to Sokatis. I had sketched a few notions that I could use as cues to the players for them to spin up into an evening’s events. For example:

Which led to the session of which this is the write-up:

As you arrived, preparations were being made for the Festival of the Shining Sun, dedicated to Hnalla’s second aspect. Chusun [Oliver Johnson] insisted on staying two days for the festival.

You took lodgings at the House of the Champion’s Rest, owned by Turuku of Mimore, an expat Salarvyani who obtained Tsolyani citizenship and is something of a local hero, having won a number of spectacular bouts in the arena until he retired five years ago.

Chusun visited the temple of Hnalla and made a lavish donation – his Excellent Ruby Eye with some 25 charges! This at least secured an audience with the Governor. You also spoke to the local police chief, Ssai hiMabran, a retired captain of the Legion of Hnalla. Chusun also gained admittance to an inner sanctum of the temple, where he saw the sun’s image focused on a pool of water and, disturbing it not by his breath, perceived sunspots that darkened the blazing disk.

Meanwhile, Tsamurel [Jamie Thomson] convinced Turuku to come out of retirement for one bout in the town’s quite impressive Hirilakte. The terms of the contest were to second injury. Tsamurel, to cover his bets, pawned the party’s Eye of Healing for 2000 Kaitars.

The festival began with an early morning contest. Young men of the town gather before sunrise to dive, swim the surging river, climb one of the tall swaying junkel trees on the far bank, swim back, and present an unbroken junkel nut to the Princess of the Sunrise, who by tradition is the prettiest local maiden. On this occasion the lucky girl was Eleara hiJefash, the Governor’s daughter.

Jangaiva [Mark Smith] and Tsamurel took part and was neck and neck with couple of local lads. Then Chusun noticed that one young fellow, Hogesh hiVurar of the Wooded Slope Clan, seemed to be cheating. Hogesh returned with some leaves stuffed inside a sheet (most contestants carried a sheet, net or sack) and swam into reeds where he previously hid a junkel nut the night before. When the deception was revealed, things looked bad for Hogesh and the crowd booed him, but Tsamurel (who was the legitimate winner) took the lad under his wing – in fact, went so far as to appoint him his second in the Hirilakte bout, which was scheduled for that evening.

There was a procession around the town, with Tsamurel riding as “Prince of the Sunrise” beside Lady Eleara, while Chusun chose instead to shave all his body hair and walk naked, beating himself with a whip and frightening the crowd with his enormous member, which seemed to become erect as he intensified his self-flagellation*.

Towards sunset, Chusun mastered his own Pedhetl, achieving momentary enlightenment into the inner mysteries of Hnalla’s second aspect**. He sat in the still-empty stands of the arena, and as people entered they took him for a holy man and gave him money and food in return for blessings.

Tsamurel and Turuku arrived, garbed as the champions of sunrise and sunset respectively. Tsamurel gave Hogesh the opportunity to address the crowd as his herald. Hogesh did so, putting just as much effort into singing his own praises as into bigging up Tsamurel, yet giving a stirring speech regardless that mollified the still-angry crowd. Only Chusun was not ready to forgive the young man for his attempt to cheat at the junkel nut contest – a naked, bald, seven-foot giant rose in the stands crying “Fraud!” and “False wretch, be silent!”

The duel began. Twice Tsamurel splintered Turuku’s mace, but each time stood back and called for a replacement before continuing the fight. Then Turuku scored a slight injury on Tsamurel. The bout was due to continue until either had taken two blows. As they fought on, Tsamurel’s mace broke and now Turuku called for another, joking to the crowd that they would soon have used up all the maces and might need to ask for a loan. Now Tsamurel wounded Turuku. It was all down to who would be injured next – and then, acting at precisely the same instant, both chose to attack and both blows drew blood.

A draw? The crowd could not allow it. Hastily conferring, Tsamurel and Turuku agreed to fight on until the next blow should decide the fray. After a furious exchange of attacks, parries and (on Tsamurel’s part) acrobatic dodges, Turuku’s mace struck home and Tsamurel’s legs buckled under him. He was back on his feet in seconds, both men bowing to the crowd. But Tsamurel was now 2000 Kaitars the poorer, and despite his 500 Kaitar share of the gate takings, has no way of redeeming the Eye of Healing from the temple.

In the evening, you heard rumours of a couple of burglaries that had occurred while everyone in town was watching the arena bout. This followed on from a spate of similar crimes that used to happen regularly years before, and were attributed to wandering woodfolk or puppeteers, but which had petered out in more recent times.

The next day, Chusun quizzed the Governor about the Black Ssu. The Governor's homeland turns out to have been the isles of Tsolei, and he told how the Black Ssu would raid the island to steal children who they bring up among them as "Non-Men" - humans who have been raised to serve the Ssu. He also mentioned what he knows of Hrugga, which is that Hrugga failed to give a gift to the demon brother Nurgashte because he couldn't afford anything of appropriate value after giving the scabbard of his fabled weapon, Kakara, to Bassa, king of the Black Ssu.

Meanwhile, Tsamurel met with Captain Ssai, offering to keep an ear open for news of the burglaries. On returning, he got into an argument with Turuku (the argument was all on Tsamurel’s side) when Turuku offered a gift of 500 Kaitars so that Tsamurel could redeem the Eye of Healing. Tsamurel, resenting the implication that he needed charity, tried to force Turuku into a rematch, but Turuku insisted he was now retired for good.

(In fact, the offer of 500 Kaitars would not have been enough. Tsamurel pawned the Eye for 2000 Kaitars and must pay back 2100 to redeem it, but only has 500 Kaitars – even if he’d taken the gift, that still leaves him 1100 Kaitars short. So you have probably lost both that and the Excellent Ruby Eye.)

* Hey, all I can say is that’s how Oliver chose to portray his character.

** There was a bit more background info that I gave in case any of the players wanted to delve into the religious aspects of the festival:

‘Hnalla’s Second Aspect is Chirashin Tulengkoi (literally "the Shining Sun") who gives his devotees surcease from care and freedom from grief or fear. He accepts only offerings of diamonds and other clear crystals. His priests and priestesses go nude except for necklaces, anklets, and bracelets made of ropes of crystals "hung about their persons, making each movement glitter and flash".

‘The most famous shrine of Hnalla's Second Aspect is in Jakalla. There, on his festival days, 9th Firasul and 4th Trantor, thousands of those whose lives have become sorrowful (the bereaved, crippled, those who have been shamed or paupered, etc) march in procession to his shrine. Miracles occur, souls are healed, and grieving hearts are filled again with joy on these days. [In the campaign it's currently around 22nd Drenggar, ie some 18 days to the 9th Firasul festival day.]

‘The "commonly known" or "outer" mystery of the Shining Sun's devotees, revealed to all lay followers such as yourself, is that the colours of the rainbow that a diamond makes from the pure white light of his disk are analogous to the things that make up all the rest of the universe. Each separate thing appears as having a single nature, but when all things are perceived at once, in their totality they are the light of the Shining Sun.

‘A deeper mystery is described by the priests as like gazing into a source of intense light. At first the light is dazzling, but gradually the eyes adjust and it is possible to make out some detail within the light source. In the same way, they say that those who receive initiation into the mystery cult of the Shining Sun can be taught to endure the light and will eventually have revealed to them the greatest mystery of all, which is to glimpse what is revealed within the source. Your own High Prelate of Hnalla in Bey Su, Chankosu hiMareda, is a special adherent of the Second Aspect and is rumoured to be an initiate to whom the mystery has been revealed.’

Thursday, 30 April 2026

What ho, chapbooks

You may have noticed that Fabled Lands Publishing has been releasing a few chapbooks lately. First we had Headcases, a compendium of bodiless horrors to chill the blood of the staunchest adventurer. Then Dealing With Demons, the fondly remembered series from White Dwarf back in the 1980s. 

And now there's The Only Way Is Narnia, a parody one-shot that we ran on the blog a while back -- but that version was only for GURPS 4e, while the new edition also has stats for D&D 5e, Basic Role-Playing, and Powered by the Apocalypse.

If Not-Narnia doesn't tempt you, what about a sci-fi/Arthurian mash-up with a feminist flavour? That's The Girl King, also based on an old blog post but now with Dragon Warriors stats and some luscious Aubrey Beardsley illos. You might like to dip into an infiltration-&-heist adventure from the Vulcanverse books: The City of Bones. Then there's The God in the Bowl, a locked room murder mystery with inter-party tension, inspired by the Robert E. Howard short story. Monster Hunt is a rumbustious old-school creature fest. The Fall of the House of Missal is one of the scenarios that Oliver Johnson and I wrote for Games Workshop's never-published Questworld book more than forty years ago; the adventure appeared on the blog ten years back as "Sweet is Revenge" but we've now converted it from RuneQuest to Dragon Warriors. Or we've got Kwaidan, a spook-infested Bushido adventure from White Dwarf #47 but now with Dragon Warriors rules.

This is the perfect time to try the chapbooks because tomorrow (May 1st), for one day only, they're completely free. Get them here.

Also tiptoeing out to the bookshelves without any fanfare have been some colour hardback editions of selected gamebooks. So far we've got The Temple of Flame, Once Upon A Time In Arabia, and Down Among The Dead Men.

Just one more thing, as Columbo used to say -- Dagon Warriors (sic) is now available on Kindle. At 80 pages it's a bit big to call a chapbook, so let's say it's a mini-RPG. This is a completely self-contained reworking of the blog post and scenario that you may have seen here, but now with all the rules needed for running Cthulhu-style investigative adventures in the 1920s and 1930s.

Are there any other gamebooks for which you'd like to see a collector's edition? Or other scenarios or topics that would make a good chapbook? Let us know in the comments.

Friday, 24 April 2026

Punch drunk

"Fifteen years since I had to take out a Green Beret..." Oh, just fuck right off, Frank Miller. Why stop there? How about: "It's been fifteen years since I had to take out a Terminator" or "It's been fifteen years since I had to take out a Chitauri attack fleet"?

In Batman: Year One we've been wondering up till that point how little Jim Gordon is going to deal with Flass and the other corrupt cops in the Gotham police department. He'll have to be wily and determined. Seek out some allies with mutual interests. Get leverage over his enemies, maybe dig the dirt on them. Dissemble so that they don't suspect what he's up to. Judge who he can trust and who he can get on his side.

But no, none of that happens, because it would call for some very smart plotting. Instead let's have him be the very pinnacle of ex-special forces. Then he can just beat up Flass and that'll solve everything.

Same for Alfred the butler, who used to be an interesting contrast with his employer, like C-3PO and Luke, but has morphed into the young Bruce Wayne's sensei. Nowadays Galadriel has to be Hit Girl and Dalby in The Ipcress File is a Bond-level killer. Talking of Bond, M now has to have a background in the SAS (probably he joined the regiment at the same time as Alfred Pennyworth). Even Wednesday Addams, who should be so terrifyingly cool that she never needs to resort to combat, now has to be a martial arts whizz.

Making every supporting character ex-SAS or a SEAL is the same mentality that bungs all of Arthur Conan Doyle’s characters into one universe and expects a round of applause. It's the colour-by-numbers approach to imagination. When writers can’t think of clever ways for their heroes to deal with the problems they’ve given them, they use the cop-out that they are super-tough brawlers – as if that ever really solved anything. 

As an antidote to all this, look instead at Lizzie Bennet tackling Catherine de Bourgh with just a keen mind and moral courage. Or reflect on why Odysseus is a more interesting adventure hero because he overcomes problems with his wits rather than brute strength. That's why I liked The Penguin TV show. Oz Cobb is tough, but not Steve Rogers tough. He's only one man in a ruthless criminal world where there are plenty of stronger and faster adversaries. Outnumbered and despised, an outsider among Gotham's established crime families, faced with an ever-changing crisis where plans are constantly going awry, he has to be cunning and think on his feet.

It's a storytelling lesson I learned at the age of seven watching Goldfinger. Back in those early days 007 wasn't harder than a UFC champion. He was just ultra-resourceful. And when he takes out Oddjob, that was the moment that shows what it takes to tell a good story.

Friday, 17 April 2026

The glories of Orb

You may not have noticed, but the Way of the Tiger gamebooks recently got a mini-makeover. All six of the original books are now available in ebook format as well as in paperback, and there's a new series page on Amazon.

What's unique about the Way of the Tiger books is the range of gameplay styles covered. In the early books you're a stealthy assassin. Then you have to conquer a kingdom -- but not just that, in the next book you have govern it. Enemy city-states move against you, making the next book a complete wargame, firstly of strategic choices as you manoeuvre to bring your adversaries to battle, then a contest of nerve and tactics as you try to break them once and for all. The last of the original series circled back to solo adventuring, but this time in the form of classic dungeon delving.

The dungeoneering made sense because the glittering centrepiece of the series is the world of Orb, Mark Smith's setting for the D&D campaign he ran for his friends at school. There were no ninja in Orb in those days, just classic sword-&-sorcery tropes. Many of the NPCs who pop up in the books were player-characters in Mark's campaign, which was still getting talked about (and occasionally run) when I met him at college the following year. I remember holding the Book of the Gods of Orb, a school exercise book in which he'd detailed all the temples and cults of Orb. There were other books too, and more material got added as the campaign progressed over the years. We played long-term in those days, not just a dozen sessions and on to the next thing. Orb was a genuine epic loved by everyone who was privileged enough to play in it.

The good news is that you can get a taste of that brilliance by playing the gamebooks that Jamie Thomson wrote with Mark in the 1980s. And if the downbeat ending of Book 6 bothers you, there's a very good sequel by David Walters (Redeemer) that lets you get Avenger out of that web.

Friday, 10 April 2026

Fellow travellers in the Vulcanverse

As you explore the Vulcanverse you can acquire various companions to accompany you on your quests. The companion you travel with can make a big difference to events at a location. They not only give advice or help, they sometimes become part of the story themselves. You can only have one companion at a time, so it’s a decision that can fundamentally change what you experience in the game.

I’m thinking of producing a series of Vulcanverse guides for the players who are put off by the thought of exploring without some hints. The Companions Guide would be the first, featuring overviews like this.

Loutro

You first meet Loutro at a dilapidated lakeside shrine to Aphrodite in the south-east of the land of Notus. Though Loutro respects the goddess of love, he reveals himself to be the last initiate of Tethys, the almost-forgotten goddess of rivers.

Loutro is one of your most loyal companions, becoming a reliable and steadfast friend and maybe even more than that. But despite your relationship he never loses sight of his main goal, which is to pass on his religious training to you. If you walk with him along the course of the Great River, which is now just a dried-up gully across the desert, he instructs you in stages until finally you earn the title Initiate of the Tethysian Mysteries.

Devoted as he is to you, Loutro isn’t going to hang around once his goal has been achieved, so if you want to experience some of the other regions of the Vulcanverse in his company you need to resist his urging to undertake that pilgrimage along the river bed. Once he leaves you he’ll never be available as a companion again, though you might well meet him in the course of later adventures. In fact, it’s during one of those later encounters that he gives you the means to acquire another of your companions.

Once you know the secrets of the river goddess’s cult as an Initiate of the Tethysian Mysteries, you can perform a ritual that will radically and permanently change the landscape of Notus and have ongoing effects throughout the whole Vulcanverse. The ritual is one of the three labours of Notus that must be completed to open up the main storyline in book 5, so you’ll want to get to it eventually, but again there’s no need to rush things. Some locations will no longer be accessible after the ritual and others will open up. You might want to explore Notus for a while longer first – in particular the mines just north of the Iskandrian delta.

When you do get around to the ritual, you're going to need three sacred items: a conch horn, a green pearl, and a baby's rattle. As for where you can find those, that's a subject for another guide.

Thursday, 9 April 2026

The cure for our ills?

Regular readers will already know I'm an evangelist for AI. And, yes, I'm aware there are risks, as with any new technology, but we are going to keep rubbing lamps and letting genies out. We just have to be careful how we deal with them. When he was setting up DeepMind, Sir Demis Hassabis was fond of propounding the vision: "Solve intelligence. Use intelligence to solve everything else." By everything he meant curing disease, solving the problem of controlled fusion, and all the other things that could make life on Earth a utopia.

Perhaps you are cynical about experts and/or multi-millionaires, but don't make the mistake of dismissing every member of a group on account of some bad apples. I know Demis personally (I used to work for him) and I assure you that he is motivated by a genuine vision of a better future. His delight in the workings of the universe, his ever-youthful curiosity, his humour, his intelligence, and his focus are the qualities that I think show human beings at their very best. For such men and women, the human adventure is just beginning.

I mention all this because there is a biography of Demis Hassabis just out. That's The Infinity Machine: Demis Hassabis, DeepMind, and the Quest for Superintelligence by Sebastian Mallaby. Hassabis is likely to be admired by future generations as a pioneer of a new era -- long after the likes of Musk and Trump are forgotten -- and, though I think the key to AGI might lie more in the work of Yann LeCun, and though I believe we should celebrate discoveries, not discoverers, anyone who is interested in the lives of those who shape history should take a look.

There is a depressing note. (It's the 2020s, so how could there not be?) Recently Demis seems to be cooling on the grand vision. “I’ve satiated that scientific desire for the moment…I’ve always been fine either way,” he says, justifying the shift in emphasis from AGI research to the LLMs that are where the money is now. It figures that Google isn't interested in idealistic research; it just wants commercial product. If it were me, I'd walk away. Demis is probably reasoning that maybe he can do more good with 1% of Google's focus than with 100% of the resources of an obscure research lab. Such compromises with the inevitable never work out. You never even get that 1%. The road to hell is paved with good intentions.

AGI, superintelligence, and the keys to a utopian future are all achievable in theory. Of that I'm almost certain. But whether the societies and institutions humans have created will ever allow us to reach that goal remains an open question. The fault is not in our science but in ourselves.

Thursday, 2 April 2026

Things Man Was Not Meant To Know

After the unveiling of the Dagon Warriors rules and the recent investigative scenario*, Teófilo Hurtado asked me how we would represent characters like Arthur Jermyn. The staple protagonist of a Lovecraftian story is not, after all, a two-fisted bruiser or a swami with mind control, simply a fellow of ordinary prowess and sometimes with an academic bent. OK, then...

The Scholar

Scholars are learned investigators and antiquarians who delve into forbidden knowledge and ancient mysteries. Unlike other professions that rely on physical prowess or psychic powers, Scholars use their extensive education and research skills to overcome supernatural threats. Their deep study of esoteric lore has granted them unusual resistance to mental intrusion, but at the cost of combat effectiveness.

Minimum Requirements: Intelligence 12+, Psychic Talent 9+

Starting Stats:

  • Health Points: 1d6+4
  • Attack 11, Defense 5
  • Psychic Attack 0, Psychic Defense 6 (enhanced mental resistance)
  • Evasion 3
  • Stealth 13, Perception 7

Progression:

  • Attack/Defense: +1 at 4th rank, then +1 at 7th, 10th, etc.
  • Health Points: +1 at 2nd, 4th, 6th, etc.
  • Psychic Defense: +1 each rank, with additional +1 at 4th, 7th and 10th ranks
  • Evasion: +1 at 5th, then +1 at 9th rank
  • Stealth: +1 at 4th, then +1 at 7th, then +1 at 10th
  • Perception: +1 per rank

Special Abilities

1st Rank Abilities:

  • Linguistic Analysis: Can attempt to decipher unknown languages, codes, and ancient inscriptions. At 1st to 3rd rank the Scholar will always be able to translate at least one important phrase. At higher ranks they can additionally interpret a percentage of the text equal to 1d10x their rank, though this usually takes a few hours.
  • Historical Research: Exceptional knowledge of historical events, antiquities, and academic sources
  • Psychic Resilience: Starting Psychic Defense of 6 instead of the normal 5

Higher Rank Abilities:

4th Rank: Academic Network - Can locate rare books, expert consultants, and obscure information through academic contacts.

6th Rank: Rapid Analysis - Can quickly assess supernatural threats and identify weaknesses through cross-referencing folklore and historical accounts.

8th Rank: Theoretical Construction - Can design and (given sufficient time and resources) build devices based on historical accounts and mythological descriptions. Examples include Eilmer's wings, Greek fire, siege engines from ancient texts, or protective talismans based on folklore.

10th Rank: Masterwork Construction - Can create sophisticated devices combining multiple historical techniques, such as mechanical calculators (such as the Antikythera mechanism), advanced Babylonian optics, or complex timing mechanisms using ancient mathematics and astronomy. (Cf gadgeteers in GURPS 4e.)

Scholar Skills

Scholars gain expertise in the following areas as they advance, beginning at journeyman level and becoming fully proficient by 5th rank:

  • Languages: All known ancient and modern languages (Latin, Greek, Sanskrit, etc.)
  • Archaeology: Understanding of ancient civilizations and their technologies
  • Occult Theory: Academic knowledge of supposedly supernatural phenomena (without the ability to practice it)
  • Research: Exceptional ability to find information in libraries, archives, and academic institutions

Combat Limitations

Scholars’ strength lies in preparation, research, and the construction of useful devices rather than direct confrontation.

What's Real and Make-believe?

The premise of the game is that extraterrestrial civilizations and other-dimensional entities first visited the Earth hundreds of thousands of years ago. Some of these creatures were worshipped as gods by primitive man. Over the millennia, the few definite facts have been distorted, misreported and added to until the field of “mythos lore” today bears little resemblance to reality. Those who imagine themselves to be perpetuating the ancient worship are like modern druids fancying they are continuing traditions from before the Roman conquest by mustering at the far more ancient site of Stonehenge. The prayers that cultists offer to Cthulhu are unheard, if indeed Cthulhu even exists as a single being, and would not be answered in any case.

That doesn’t mean that study of the Cthulhu mythos is not worthwhile. Consider Bible studies. Knowledge of the Old Testament will not tell you anything about the history of the universe, or even just the solar system, or provide useful insight into medicine, hygiene, nutrition or ethics, but nevertheless it is a valid academic subject. Similarly, Cthulhu mythos lore is largely a study of the many fabrications made over the centuries, the truth often being unknowable, but it is valuable for the Scholar to know about those beliefs because the actions of cultists who venerate Cthulhu and other such beings are predicated on such beliefs being true.

Design Notes

The Scholar's enhanced Psychic Defense progression provides significant protection against the mental attacks common in Cthulhu Mythos scenarios. Their construction abilities offer unique problem-solving options that complement rather than replace the combat abilities of other professions. At higher ranks, a Scholar might construct a collapsible glider, a defensive smoke bomb, or even a primitive spacesuit—all potentially invaluable tools for 1920s investigators facing supernatural threats.

Stats for an Average Scholar


*For traditionalists, here is a downloadable version of the "Abnormal Growths" scenario with Call of Cthulhu stats.

Friday, 27 March 2026

X marks the spot

Recently I've been working with Paweł Dziemski, co-author of Whispers Beyond The Stars, on an app version of my 1990s Tudor pirates gamebook Down Among the Dead Men

Paweł said it would be nice to have background images appearing behind the text panels that would indicate the prevailing location. So when you're escaping across the ocean in an open boat at the start, you get an image that distills the atmosphere of desperation and precarious survival. Later, there are images for the islands you might stop off at, and later still for the ports you stop off at and the various ships you might sail aboard.

Great idea. The snag was that I needed to find which sections correspond to which locations, which is not easy given that the whole adventure is randomized. So it was off to the loft to search through stacks of boxes until I found the original flowchart. (Yes, I still have it. What do you mean, hoarding? It was just as well I hung onto it these thirty years as it turns out.) Along with the flowchart I found the sketch above, the very genesis of the adventure.

I only realized after digging out the flowchart (written out on sheets of paper, incidentally -- no Twine in those days) that I didn't need it after all. I could just feed the book to NotebookLM and ask questions like, "Give me the section numbers for when the player leaves Port Leshand". Although Claude is my main AI assistant/coworker, producing helpful aids like the updated flowchart below, I'm continually impressed by what NotebookLM can do. It's moved far beyond simply being an intelligent index, which was how I first encountered it, and I can now set it to doing logic markup or helping me navigate old gamebooks.

My evangelism for AI aside, the Down Among the Dead Men app was coded the old-fashioned way (by Paweł) and you can get it from the Storm Weavers online shop in both English and Polish. I particularly like the atmospheric sound effects that Paweł has added. The creak of timbers, the cry of gulls, the lapping of waves, all add immeasurably to the sense of immersion. I know that most gamebook readers prefer a physical book, but this digital version is a lot more than just the text on a screen. If you try it out, let us know what you think.

Thursday, 26 March 2026

Blow the man down

Thirty-five years after it was first published, my pirates-and-sorcery gamebook Down Among The Dead Men is rising from the deeps as an app. More on that tomorrow.

Friday, 20 March 2026

In the mind thou art forever

Following on from last week's post, here's Clark Ashton Smith's verse tribute on the death of H P Lovecraft. It serves as both a farewell and an apotheosis, asserting that Lovecraft’s legacy is as eternal as the cosmic horrors he penned. The same sentiment was expressed by all of Lovecraft's friends -- as Hyman Bradofsky said, "Lovecraft lives on in his work" -- but it was left to the hierophant Klarkash-Ton to weave that thought into a spell:

To Howard Phillips Lovecraft

Lover of hills and fields and towns antique,
How hast thou wandered hence
On ways not found before,
Beyond the dawnward spires of Providence?
Hast thou gone forth to seek
Some older bourn than these—
Some Arkham of the prime and central wizardries?
Or, with familiar felidae,
Dost now some new and secret wood explore,
A little past the senses' farther wall—
Where spring and sunset charm the eternal path
From Earth to ether in dimensions nemoral?
Or has the Silver Key
Opened perchance for thee
Wonders and dreams and worlds ulterior?
Hast thou gone home to Ulthar or to Pnath?
Has the high king who reigns in dim Kadath
Called back his courtly, sage ambassador?
Or darkling Cthulhu sent
The sign which makes thee now a councilor
Within that foundered fortress of the deep
Where the Old Ones stir in sleep
Till mighty temblors shake their slumbering continent?
Lo! in this little interim of days
How far thy feet are sped
Upon the fabulous and mooted ways
Where walk the mythic dead!
For us the grief, for us the mystery. . . .
And yet thou art not gone
Nor given wholly unto dream and dust:
For, even upon
This lonely western hill of Averoigne
Thy flesh had never visited,
I meet some wise and sentient wraith of thee,
Some undeparting presence, gracious and august.
More luminous for thee the vernal grass,
More magically dark the Druid stone,
And in the mind thou art forever shown
As in a magic glass;
And from the spirit's page thy runes can never pass.


Lovecraft would have been touched, but he comforted himself with no delusions about actual life after death. Towards the end of his life, corresponding with friends who were discussing what they would do if given one hour to live, he wrote:

"For my part—as a realist beyond the age of theatricalism and naive beliefs—I feel quite certain that my own known last hour would be spent quite prosaically in writing instructions for the disposition of certain books, manuscripts, heirlooms, & other possessions. Such a task would—in view of the mental stress—take at least an hour—and it would be the most useful thing I could do before dropping off into oblivion. If I did finish ahead of time, I’d probably spend the residual minutes getting a last look at something closely associated with my earliest memories—a picture, a library table, an 1895 Farmer’s Almanack, a small music-box I used to play with at 2½, or some kindred symbol—completing a psychological circle in a spirit half of humour & half of whimsical sentimentality. Then—nothingness, as before Aug. 20, 1890."

Friday, 13 March 2026

"Abnormal Growth" (a Cthulhu Mythos investigative scenario)

Almost exactly 89 years ago, on March 15, H P Lovecraft died. That's my pretext for posting this scenario, which ties in with the rules for Dagon Warriors (sic) but could just as easily be run using Infinite Night or Call of Cthulhu or whatever system you prefer. (But don't for the sake of your own SAN use The Yellow King.) This is a modified version of a post that appeared on my Patreon page; sign up there and you'd have seen it a year earlier. The artwork below, apart from the growths vignette and the Fernsby house, is by Tillinghast23 on DeviantArt, who has lots of other stylish illustrations for work by HPL, Clark Ashton Smith, and others. The examples here all accompany HPL's poem 'Fungi from Yuggoth'. There is a downloadable copy of "Abnormal Growth" with Call of Cthulhu stats here, and another Depression-era scenario is "Bleak Prospect" by Scott Dorward in the collection Nameless Horrors.

The year is 1930. Prohibition has gripped the nation, and the roar of the Roaring Twenties seems a distant memory for many. In the sleepy town of Lucan Falls, nestled amongst the rolling hills and dense forests of upstate New York, life moves at a slower pace. But beneath the surface of this tranquil community, a sinister force is stirring. The player-characters start by looking into the disappearance of a Cornell dropout and end up confronting a horror from the fringes of the solar system.

The disappearance of Stanley Cakebread

The disappearance of Stanley Cakebread (21, brilliant but highly strung), a vagrant with a troubled past, has thrown the quiet town of Lucan Falls into a state of unease. Stanley, a Cornell dropout who had embraced a nomadic lifestyle, sent regular postcards to his parents in Manhattan. However, the postcards abruptly ceased a month ago, the last one postmarked from the small town of Harmony, just south of Lucan Falls.

The characters

The scenario is suitable for about six characters of 1st rank, or three characters of 2nd rank. The investigators may find themselves drawn into the mystery in various ways. As this is a one-shot, not all the player-characters need have the same background. It will make for a more interesting adventure if some are recruited by the Cakebread family, then encounter other PCs when they trace Stanley’s route to Lucan Falls. 

  • The family: Stanley’s wealthy parents, distraught over his disappearance, enlist the characters to find him. They meet at the family’s brownstone on March 24th, 1930. The characters could be private detectives, family members, and/or Stanley’s former college buddies. The parents provide his last few postcards, the final one sent from a town neighbouring Lucan Falls (see Handout below). 
  • Local law enforcement: Sheriff Harlow (see below) perhaps reluctantly deputizes the investigators, hoping to quiet any rumours before they spread. Missing hobos are one thing, but the loss of someone with wealthy family connections could attract unwanted attention. Or the characters could already be law enforcement officers in Lucan Falls. 
  • Town residents: Characters could have connections to the missing people, such as friends of a vanished hobo, or Miss Gretchen Price, a schoolteacher who briefly interacted with Stanley. 
  • Personal connections: One of the investigators might have previously known Stanley Cakebread, or even better (since other PCs are prioritizing Stanley’s whereabouts) they might have known one of the missing hobos. Perhaps one of the investigators has led a vagrant life themselves, either owing to the Depression or because they’re researching a book or a newspaper story, and shared a campfire meal with Stanley on his travels.

Handout

Stanley’s postcards trace his progress northwards through New York state, the last being postmarked February 28th 1930 from the town of Harmony. It reads:

Lucan Falls

Lucan Falls is a small, quiet town of 1,800 nestled in the Adirondack foothills. Its economy relies on logging and a small textile mill, but the Great Depression has left many out of work. A single main street features a general store, a diner, a post office, a modest library, and a barbershop. Surrounding the town are thick forests of pine and maple, dotted with winding trails and the occasional cabin.

Prohibition is in full effect, but moonshiners operate in the woods, supplying locals and visitors alike. The townsfolk are tight-knit and slow to trust outsiders, but they’re polite enough if you don’t ask too many questions.

Disappearances

Starting in November of 1928, family pets started going missing on the north side of town – mostly cats, but also one dog that ran away from its owner and was never found. That spate of disappearances stopped around March of 1929 and, insofar as the sheriff took any notice, he put it down to a wild animal. The elderly Miss Victoria Erwin (72, vague but charming) whose cat Mel was the last to go missing, says, ‘I think a bobcat must have been prowling around the town and then moved on.’ But Mrs Emily Hensley (80s, widowed), contradicts her; she insists a ‘monster’ was to blame for the disappearance of her cat: ‘He’d have seen off any two bobcats and not even taken a scratch. Not scared on any living thing on this earth, my Darkie.’

From April to September, three recently-deceased bodies were stolen from the town graveyard. Only one of these was noticed, in June when the nights are shorter, the headstone having been chipped in the grave-robber’s haste. That was the grave of Arthur Hempel, a local truck driver who drove off the road one night in a state of intoxication. The sheriff’s investigation concluded that it may have been the work of bootleggers irate at Hempel’s refusal to carry their wares. There was no evidence to support that theory, but in the absence of any other explanation the case was closed.

Starting the investigation

It shouldn’t take long for the family-hired characters to narrow the search down to the Lucan Falls area, at which point they can quickly meet up with other player-characters. There are various leads to chase up and NPCs to talk to.

Sheriff Clyde Harlow (40s, world-weary) isn’t aware of the hobos’ disappearance, but he’s sufficiently bothered by the news about Stanley Cakebread to assign a deputy to help out – even while maintaining that Stanley may never have even come to Lucan Falls: ‘Might be he headed over Porterstown way. More opportunities for casual labour there, I’d think. And it ain’t a whole lot further from Harmony.’

Following leads

The two hobos who went missing were (in November 1929) Daniel Louth, an unemployed construction worker from Albany, and (in January 1930) Harcourt Rosedale, a former art dealer who lost his life savings in the Wall Street crash. The authorities have no reason to suspect foul play as in these straitened economic times vagrants often pass through looking for work. However, there are those who can say more if the investigators do a little digging. Get the players to take the initiative and roleplay it, maybe chivvying things along with some PERCEPTION rolls if they need it:

Louth was due to meet up with some mechanics from a local garage. Forrest Packard (27, furtive) might be got to admit he owed Louth a couple of dollars from a crap game the previous night and was surprised he didn’t show: ‘I was set to tell him I only had but the buck fifty, and it was a take it or leave it type deal, but he mustn’t have needed it that bad as he never showed.’

The cook at the diner, Big Lou (50s, gruff but kind), remembers a drifter who came around begging for food back around Thanksgiving. ‘Tough, stringy little guy. Hands that had done some work. I remember thinking he could do with some gloves. I gave him some scraps and a half-bottle of – well, let’s say it was soda pop.’

Harcourt Rosedale kept to himself, but a local hunter, Bruce Dent (40s, heavy-set, affable) saw him a couple of times and could lead the investigators to the area where Rosedale must have been camping out. They’ll find his bedroll, some rusty cooking utensils, and even his boots. ‘Huh, fancy him leaving those behind,’ says Dent.

Jeb Gurney (50s, taciturn), a farmer who lives a couple of miles out of town, remembers chasing a figure away from his toolshed back in January. (That was Rosedale. Normally the trail would be too obscure by now for tracking, but Rosedale had only been on the road for a month or two and made no careful effort to hide his tracks, so allow a Scout to make a d20 PERCEPTION roll to find his camp site if Dent hasn’t already led them to it.)

More importantly, the investigators will want to look for evidence that Stanley Cakebread passed through here. Despite the sheriff’s reluctance to admit it (he privately hopes that Stanley never came to Lucan Falls) there are several people who encountered him.

The general store is the heart of town gossip. The owner, Edna McAllister (50s, sharp-tongued), recalls a young man who came in and asked to see a map of the local woods. ‘Said he needed to take a look at the trails hereabouts. Claimed to be hiking, but I know a bum when I see one. Pointed him at the library yonder. I’m not running a charity, am I?’

Miss Gretchen Price (30s, intelligent but guarded), a schoolteacher, ran into him in the town library. ‘I was struck by the sight of this pale young man whose clothes were shabby but well-cut. Of course, the economy has dealt just such a blow to many good folk unused to hardship. He had a cultured accent, too – oh yes, we spoke. I remember him being very interested in news of the new planet that had been observed. There has been talk of what to name it, and the young man said that it should be Pluto, “for wealth is far out of our reach now”. And he smiled as he said it, but it was the feverish and darting-eyed smile of one who is very deeply troubled.’

The hardest clue to uncover involves a couple of moonshiners, Guy ‘Giggles’ Pink and his brother Marvin, aka ‘Mule’ (both early 30s, clever, flash, ruthless). They chased Stanley away from their still on February 28 – the night he went missing. It was a new moon and he was blundering around with a flashlight, so if the Pink brothers weren’t so mistrustful they might have realized that he wasn’t looking to rob them. Of course, they won’t volunteer any of this to anyone associated with the law, but it’s possible to get them talking if they think they have a customer for their product. Alternatively, if surprised at night they may well turn violent.

Giggles Pink will resort to a revolver if they are outnumbered, but he is sensible enough not to want a gunfight – he has no intention of losing his life over a few pints of hooch – and so will threaten rather than start blazing away.

Whether or not the investigators encounter the Pink brothers, they could stumble across the still if they diligently search the woods north of town. However, the still is well-camouflaged – roll the still’s effective STEALTH of 19 against the searching character’s PERCEPTION (roll on 2d10; use the highest PERCEPTION in the party). It is much easier to find the flashlight that Stanley dropped when running away from the Pink brothers. On its own that proves nothing, but not far off the characters may find (d20 PERCEPTION roll needed) Stanley’s Kappa Alpha Tau fraternity pin and broken spectacles. This was where Walter Fernsby ambushed him.

What actually happened

Walter Fernsby (36, lank, burning-eyed, sullen, reclusive) is an amateur naturalist and former timber worker who lives in a ramshackle house along the road that runs north-west out of Lucan Falls. A little over a year ago, walking in the woods, Walter discovered a small patch of unusual fungus or lichen growing near a gouge in the earth apparently caused by a metallic or ceramic shell that was already deteriorating. Intrigued by the iridescent hue of the fungus, he scraped it up and took it home. Unbeknownst to him, the spores were the remnants of a Mi-Go – an alien being somewhat resembling terrestrial fungi – that had been destroyed in the crash.

Walter tried to culture the ‘fungus’ in the dampness of his cellar. As it grew it began to take the form of a new Mi-Go, developing intelligence, telepathy, and an insatiable need for organic matter to sustain its growth. Of course it had no knowledge of its nature or origin, but it used its natural intellect to learn English (which it speaks with a rasping, buzzing sound) and later it developed its power of telepathy enough to communicate with Walter and even exert subliminal control over him over a range of up to half a mile.

To provide the organism with food, Walter at first used small woodland animals. Then he caught a few cats that came around looking for milk. As the growing Mi-Go demanded more and more sustenance, Walter first tried grave-robbing, but after nearly getting caught he saw that the risk of discovery was too great. Then he found a down-and-out whom he got drunk on moonshine and then fed to the Mi-Go in the cellar. That was Daniel Louth. After that he killed Harcourt Rosedale, figuring that when hobos disappeared most people would assume they’d just moved on – if they even took notice of them in the first place.

Walter came across Stanley Cakebread in the woods at night. It was the dark of the moon, but the Mi-Go’s telepathy helped guide Walter by means of other senses than sight. Urged on by the almost fully-grown Mi-Go, Walter was incautious – instead of finding out who Stanley was, he coshed him with a tree branch and then strangled him. But Walter made a mistake in assuming that Stanley was just another vagrant nobody would miss.

Identifying the culprit

What will draw the characters’ attention to Walter Fernsby? He is the subject of much local gossip, an eccentric even before the Mi-Go pushed its tendrils into his mind, but nobody has any reason to mention him in the context of the disappearances. The characters will need to specifically ask about strange behaviour, in which case they may discover the following.

Walter's increasing isolation has been noticed around town. Always a loner given to long walks in the woods, he quit his job about a year ago and started to snub his former co-workers. ‘He used to buttonhole you and talk about tree roots and crown gall and what insects do to dead birds. Crazy coot. But lately he’d turn right around and hurry away. He was an oddball even as a boy, that one, and I said he’d only get stranger as he got older.’

Always very devout and involved in church affairs, Walter has continued to show up on Sunday mornings but he hurries away as soon as the service is over. The pastor remembers: ‘Once I tried to talk to him. “Walter, we could use your help at the summer fete.” He looked – I don’t know, almost grateful that I’d spoken to him. I thought he was going to say something, but then he looked around, as if he’d heard someone calling his name, and hurried off mumbling to himself. I really fear that young man has been seduced by the devil liquor.’

‘Took to buying a lot of fertilizer,’ says Edna McAllister. ‘For how long now? I can look it up right here. Starting November year before last, and he doubled the order a couple times since then. Oh, I forgot this. Last spring he got me to order a sheet of something called Wood’s glass from a factory in Syracuse. Got real impatient waiting for that to come in. And he bought a bunch of incandescent bulbs once he fixed himself up a generator last summer. Don’t seem to last him. Look here, a new box of bulbs every six weeks or so.’

Walter has become obsessed by the idea that the alien creature in his cellar is actually an angel. With Easter less than a month away, he goes to see the Reverend Thomas Loughty (50s, politely detached) to discuss descriptions of angels from the Bible, specifically Isaiah 6:2, Ezekial 1:15, Ezekial 10:12 and Daniel 10:5. He is extremely agitated and urgent, but says nothing about the Mi-Go, only insists that judgement is coming and we should open our eyes to ‘the seraphim and the ophanim, for they will come to guide the faithful.’

Distractions

There’s no challenge if Walter is the only suspicious person around town. There should be red herrings. The Pink brothers can be quickly dismissed as suspects – they’re unscrupulous and hardboiled, but hardly murderous. Their activities bring them into regular contact with bootleggers from the city, though, and the desecration of Arthur Hempel’s grave could lead the investigators off on a wild goose chase. The investigators will hear gossip about a near-legendary gangster, Billy ‘Spats’ Malone (30, wiry, with a perpetual five o’clock shadow), so-called not because of his dress sense but because he’s always having spats with people. Malone is a career criminal who found his niche managing the practical side of bootlegging operations for Vincent Costello, a mob boss in Albany. Malone oversees the drivers, muscle, and logistics, ensuring the hooch gets where it needs to go while keeping the law at bay. He wears practical clothes – a leather jacket, flat cap, and sturdy boots – and relies on the force of his personality to keep people in line, but has a set of brass knuckles in his pocket ‘just in case.’ The characters may never encounter Malone, but if they do then he’s quick with a wisecrack and quicker with his fists. He knows the backroads around Lucan Falls like the back of his hand and doesn’t take kindly to strangers poking into his affairs. Maybe he could become a useful contact in subsequent adventures if this adventure develops into a campaign.

Leonard Fisk (40s, truculent if thwarted) is a travelling salesman who occasionally blows into town and stays at a boarding house run by Joseph and Phillipa Dawes (50s). Fisk sells suspicious ‘miracle elixirs’ and is always asking odd questions. He hints that he might have spoken to Stanley Cakebread and even leads people to think he knows more than he’s letting on, but there’s no truth to that. He read about Cakebread in the paper in New York, where the family posted a classified ad asking anyone for information about their son, and just figures that a whiff of mystery might help his business.

In the woods north-east of town (quite a few miles from Walter’s house) the characters may come across a splintered tree and a furrow along which strangely misshapen plants grow in febrile profusion. This is where the Mi-Go probe crashed seventeen months ago. There is no sign of the probe itself, its casing having ablated in Earth’s atmosphere, nor are there any Mi-Go growths (Walter collected the only patch of spores), but radiation from the probe has caused the local flora to mutate in the soil it ploughed through.

For comic relief the characters could encounter a bunch of kids who style themselves the East Side Private Eyes. 10-year-olds Ron Bishop, Ken Heald, Andy Monroe and (accepted on sufferance by the three boys) Kitty Bateman scoot around town on their bikes and fancy themselves to be bold and resourceful investigators, although at least half of what they have to say consists of bragging and make-believe rather than actual evidence.

Out at the Fernsby place

If the characters go snooping around Walter’s house they find a refuse pit with the bones of rodents, birds, and even what may be the remains of a housecat. Walter is careful not to dispose of human remains so haphazardly, however – those he puts in his furnace. The pit also contains heaps of burned-out electric bulbs.

If they get close to the house they’ll risk telepathic detection by the Mi-Go, who will alert Walter.

The Mi-Go is aware that it will soon need to move beyond Walter’s cellar. To that end it would like to enlist better helpers with greater resources, both practical and social. It’s highly unlikely that the player-characters as a group would fulfil that purpose, but if it has the chance to recruit a lone character it will try that before ordering Walter to attack.

The Mi-Go keeps to the cellar during the day, but now that it is fully grown it has become daring enough to venture up into the house and even outside at night. A trail of scattered notes and drawings across the floor of Walter’s living room show his sketches of the creature as it grew, from a pulsating mass of flesh-coloured gills and lobes to something resembling a grotesque coral sculpture of a kind of winged insect or crustacean.

The description given by Henry Akeley in ‘The Whisperer in Darkness’ is of ‘a great crab with a lot of pyramided fleshy rings or knots of thick, ropy stuff covered with feelers where a man’s head would be [...] They are more vegetable than animal, if these terms can be applied to the sort of matter composing them, and have a somewhat fungoid structure; though the presence of a chlorophyll-like substance and a very singular nutritive system differentiate them altogether from true cormophytic fungi.’ 

It glows with an eerie flickering that makes it impossible to photograph as anything but a blurred shape. If Walter is with the characters when they encounter the Mi-Go, he starts ranting: ‘See the halo around it? The glory of God! Kneel! Kneel! It is an angel come among us!’ 

Is this his unforced belief, or the way his religious upbringing has led him to interpret the compulsions the Mi-Go has been planting in his brain? Your guess is as good as mine.

The Mi-Go can use the following Mystic abilities from the core DW rules as a 5th rank Psionic:

  • Mirage (level 1)
  • Dazzle (level 2)
  • Mind Cloak (level 3)
  • Telekinesis (level 3)
  • Clairvoyance (level 4)
  • Enthrall (level 4)
  • Force Field (level 5)
  • Mystic Blast (level 5)

Its telepathic communication is an automatic ability that does not need a roll to cast. It can sense the presence of minds within 100m (like the ESP ability but with longer range) and can project images and sensations (to communicate, not as an attack) to beings in its immediate vicinity whom it is conversing with.

Permanently killing the Mi-Go requires fire or acid, as otherwise it (or rather a new individual) will regrow from the spore-laden remains.

Wrapping up

The characters are far too late to rescue Stanley Cakebread. All that remains of him is the pocket watch his father gave him on his 21st birthday, discarded on the floor of the cellar amid sacks of fertilizer and a few small bones. The inscription is a quotation from Seneca that reads: ‘Dandum semper est tempus: veritatem dies aperit.’ (‘There is always time, and the days disclose the truth.’)