Nocturnum

A conspiracy of destruction, a blast of ill will from an ancient god. A hunt and a chase from the heartland of Americal into the doom that awaits in the East. A horrific journey to the brink of insanity that lingers at the end of the world.

Nocturnum is an epic, modern-day campaign for d20 Call of Cthulhu. This horror epic introduces a terrifying new evil and an ancient conspiracy against humanity. Nocturnum is a mind-shattering journey through more than a dozen adventures complete with exstensive backgrounds, NPC, new monsters, and exotic locales. Can you survive...Nocturnum?

Night Falls.

Fantasy Flight is proud to present the Nocturnum modern-day epic Call of Cthulhu campaign. Packed with maps and player handouts, the Nocturnum campaign takes the investigators through over a dozen linked adventures in a horrific conspiracy that spans the globe.

  • Snowflake Valley: Snowbound in the sleepy mountain village of Snowflake Valley, the player characters are accused of murder. To clear their names, they must solve a mystery as old as the mountain itself -- while being stalked by a loathsome beast with a taste for human flesh.
  • Madness of the Twilight Queen: A forgotten cult, a mad scientist and a hot new drug all come together in a vortex of evil that threatens to destroy a small college town. It's all somehow connected, and if the player characters don't find out how, they will pay the price with their sanity.
  • Stillness: A girl is missing... a girl who has a secret with the power to kill. Desperate, her father implores the player characters, "Find my daughter!" But there are signs, terrible omens, that at the end of their search, only death and madness await.
  • Visiting Hours: At the request of a mysterious benefactor, the investigators visit a mental hospital looking for answers, but find only danger.
  • A Family Affair: Bower County, Georgia is a quiet town with dark and twisted past. Now its children are disappearing, and it's up to the investigators to find out why.
  • Revelations: Traitors are revealed as the investigators uncover a conspiracy in Savannah.
  • Thor's Anvil: In the frozen expanse of the Atlantic there lies an oil platform with a terrible secret... and a terrible fate.
  • The Copenhagen Connection: The investigators find themselves pursuing clues in panic-stricken Cophenhagen, while the forces of evil are closing in around them.
  • The Weaving of Three: An ancient village and a crumbling manor house conceal a horrifying secret -- and a dark connection to Ragnarok.
  • Beyond the Sea: The investigators' quest leads them to Latvia, where a grisly discovery awaits them.
  • Moscow Showdown: Guided by unseen hands, two mighty forces have come together for a final confrontation, and the investigators are caught in the middle.
  • Into the East: The investigators find danger, mystery, and terror on the Trans-Siberian Railroad.
  • Turning of the Wheel: Hundreds of miles from civilization, the investigators discover a hidden labor camp high in the mountains. Do they dare join the underground resistance?
  • The Tyrr Nemaii: In a remote corner of the world, an ancient machine works a mysterious evil.
  • The Armageddon Plains: This is how it ends.
 

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Beware! This review contains major spoilers.
This is not a playtest review.

Nocturnum is a series of d20 adventures for modern-day Call Of Cthulhu that can be moulded into a complete campaign. Investigators should be 4th level before beginning the campaign.

Nocturnum is a 304-pages-long mono softcover book, and costs $29.95. There's not a lot to directly comapre this sort of size to - the only comparison is with the Twin Crowns campaign setting, which came in $5 cheaper for the same page count. Font and margins are fairly good, but there is a fair amount of white space - at the end of each adventure, in the section containing handouts, and in particular the six pages left blank for 'notes' at the end of the book. Five more pages are dedicated to credits, contents, and ads. Twelve different artists were used in the book, and it shows, with the quality running from appalling to superb. To the detriment of the book, the styles also vary considerably - some were atmospheric and disturbing whilst others were bland or insignificant. The fairly non-descript colour cover features what must be a comet hurtling out of the page but looks more like a solar eclipse. Maps are clear if a little bland - some are clearly scaled on the map itself, others not (including the indoor maps which use a 5-foot grid indicated in the introduction). Writing style is excellent - very atmospheric where relevant with clear explanations of complex plot lines and mechanics. Editing seems good.

The background to the story is fairly complex. Aeons ago, evil creatures called shk'ryth were formed by the entropic entity of Azazoth in the depths of the earth, to fully awaken millenia later. A while later, a starfaring race known as the ktchoma, landed on earth and built a huge machine which was designed to pull their brethren's starships out of space towards their new world. A war between the ktcoma forced most to return to their homeworld, but four remained and went into stasis until they were discovered by a Danish explorer in the 19th century.

Meanwhile the shk'ryth rose to full awareness, understanding that they were effectively prisoners on earth, and seeking an escape to the stars. The shk'ryth, disguised as humans, formed a multinational corporation called TemCo, designed to fund research into shattering time and space to allow the shk'ryth to escape earth. Helped by one of the reawakened ktchoma, the shk'ryth discovered the ancient city of the ktchoma and the alien machine that lay within. Kidnapping a brilliant physicist and a number of psychics required to power the machine, the shk'ryth use the machine to attract a comet towards earth, planning to use the impact to fuel their plans to shatter time and space, possibly heralding not just the end of the earth, but the end of the universe as we know it.

Unknown even to the shk'ryth, they are being manipulated by the ktchoma who helped them. Also, the malign being of Nyarlathotep has discovered the existence of the shk'ryth and has catalysed some of his followers to further explore their goals in case they pose a threat to his domination. And somewhere, the other three ktchoma may also interfere with the shk'ryth's plans for ultimate destruction. Other, human, organisations are also involved, as astronomers have discovered the comet hurtling towars earth. Paralysed between requiring funding to find a means to divert the disaster, and not wanting to alert the public to the imminent danger which may cause widespread chaos, there is a conspiracy to keep the news from the rest of the world. And there are several humans who have discovered the secrets of the comet and the shk'ryth. These humans are in hiding, in danger of being exterminated.

The campaign is split into three parts, each containing three or more short adventures.

In Part I, the investigators get a chance to meet the shk'ryth and learn a little of their nature and their relation with the multinational TemCo. The adventures range from a number of bizarre murders in a hotel in the Rockies, to a small college town afflicted by an alien drug addiction, to San Francisco and the nearby peaks which hold a mysterious Tibetan monastery.

In Part 2, the investigators learn the full extent of the shk'ryth's plans and the imminent destruction of the earth. The section begins with the FBI after the investigators as the TemCo shk'ryth frame them. They meet with a human, Timothy Ekloff, who can tell them much more of the shk'ryth's plans, and there is a section detailing how to deal with any attempts to make the information public by the investigators. The investigators also meet Nyarlathotep's minions, and pay a visit to Ekloff's brother in a mental asylum, where they will probably be captured by the shk'ryth. Through somewhat of a deus ex machina, the investigators escape and can continue their investigations in a Georgia swamp, at Ekloff's home town. The investigators finally meet up again with Ekloff, but fall foul of a TemCo trap and find themselves regaining consciousness on a freighter heading to an oil rig. Attacked by strange sea creatures, the investigators must find a way off the rig and head to Denmark to follow further clues.

In Part 3, the investigators must race against time and TemCo to save the world, and possibly the universe. They move from Denamrk, where they find further clues to the location of the ktchoma machine in an old Danish manor house, to Moscow where they again meet up with Ekloff, before heading on to the Himalayas where they finally discover the ancient ktchoma city beneath the mountains. The investigators must then head on to the Gobi Desert to foil the shk'ryth's plans after they discover the last twisted secret of the plotline. The remainder of the book contains 26 pages of handouts reproduced from earlier pages for ease of photocopying and the blank notes pages.

Conclusion:
The value of this book is dependent on a few issues. Firstly, the GM must be interested in running a modern-day CoC campaign. Secondly, he must want to base his campaign around this storyline - despite its claims, running most of the latter adventures as part of another campaign will need some work to mutate to another plotline. Thirdly, the GM will need to fill in the gaps between adventures with her own or other published adventures, or the challenges of later adventures will prove too much for the investigators - the book advises this also. There is some railroading here and there, some of the scenarios require a bit of suspension of disbelief, and there is no real discussion at the end of the book on how to deal with the aftermath of the storyline.

That said, the book provides a compelling, complex, and atmospheric plotline that makes a good basis for a campaign. Locations are well detailed, NPCs personality, descriptions, and motivations are captured, and there is good advice to the GM on running the adventures. The quality of the writing is excellent, and the Indiana-Jones-style plot will provide excitement and an epic feel (this is not a research and ritual CoC campaign - the investigators need to be fairly tough to survive).
 

Nocturnum is a large (300 pages or so) softcover adventure anthology for Call of Cthulhu d20, priced at $29.95 and I paid full price for it*. It's from Fantasy Flight Games, most famous to d20 fans for making the Dragonstar d20. But apparently they put out 3 Call of Cthulhu products in the past, and this is essentially a combined, updated version of those products.

Nocturnum is set in modern day, though it was apparently written in 1998-1999 or so. While that's only a few years, I think it's left some of the material in it dated politcally, as well as technologically. So it is perhaps best to play it in 1998/1999 or so. Except, that's also problematic, since the events in this book are earth-shaking, and would greatly affect things - you could never put things in line with modern day.

That's my main problem with this book. While it's largely excellent, it's really best run as a campaign, not being integrated into an existing campaign (though that's just my opinion, I'm not knocking the score because of it). And while it's nominally for Call of Cthulhu, there's actually not all that many traditional Call of Cthulhu elements, so it can be run simply as a modern day horror game, using other d20 horror systems. Probably not quite apropriate for Pinnacles's d20 Weird War 2 setting, or Deadlands d20, for that matter, since you need technology at a fairly high level (say the 1960s or so), but could make a decent Spycraft/Series Archer game. And actually, this campaign seems far more suited to the d20 system, because instead of the traditional CoC game where the PCs are academics and reporters and such, they need to be fairly active and tough, almost Buckaroo Banzai types. Or mercenaries. At least that would be a big help in many scenarios in this book. They also tend to be fairly passive in this book, going along with the flow (ie, railroading), instead of reactive. Railroading I don't like.

From a stylistic point of view, FFG did a very good job invoking a sense of horror by including several short pieces of fiction (a few paragraphs). Most are the sort that make you go 'eeeew' or cringe a bit. The artwork is on a whole pretty good, and in some places, downright gruesome, though it also features Earl Geier, who I don't generally like much (his stuff in Shadowrun books is okay, but only just). The portraits of NPCs are awful, almost like caricatures instead of pictures.

Spoiler Space:















Basically, the PCs have to save the world from being hit by a comet (it seems these critters are trapped in the Earth, and need it to be hit by a comet to escape). Because this is absolutely well, huge, it's not suitable for most pre-existing campaigns. Including mine. So I've only run the first few adventures in the book, which aren't too closely related to the plot. Much of the rest is salvageable, though.

The first 30 pages or so give an overview of the plot, and introduces some key NPCs and some new monsters/villains/baddies. These are sort of Cthulhu related, but not really. They are sort of the offspring of Azathoth, but completely separate from any other Mythos critter, and even some of the gods like Nyarlthotep

The first adventure (about 30 pages) takes place when the PCs get stuck in a remote mountain town in wintertime by a blizzard. It seems there is a rash of horrible, werewold like killings. And so the suspicion for that now lies on the PCs, since they are strangers.

Unfortunately, the PCs don't really get to do much about it, just watching the werewolf kill other people. Until they are contacted by a mysterious american indian who tells them how to defeat the monster.

So, basically this adventure is nothing more more than a tourist excursun, where the PCs really do nothing more than sight-seer and watch people get killed. Oh, there's a bit of combat, but it's mostly scripted. Sort of interesting, but not much fun for my players. D-

The second scenario (about 22 pages or so) is much better. In this one, the investigators get to actually do some investigating in a college town. It seems that a old friend of theirs is in trouble. Occult trouble. So of course they have to come and help him.

Anyway, it seems there is a drug epidemic in this town. Not the typical drug either, a new, magical drug. Presumably, the PCs get to the bottom of it, with the help of this being in something of a parallel dimension. It's hard to describe concisely, but it's all very weird and eerie. And it lets the PCs take a fairly active role. A-

The 3rd scenario has the PCs tracking down the missing daughter of a complete stranger who writes to them asking for help. Why? Because they are knowledgeable in the paranormal/occult, and it seems there is some connection with that. (Why that never happens to me in real life, I don't know. Oh well.)

Basically, this guy's daughter went to a mountain in California on vacation, and disappeared. Being California, it's a weird mountain, with a monestary full of weird monks, as well as an observatory with weird astronomers. Reminds me of something of a combination of stories about 2 different mountains in California - Mt. Shasta, which is rumored to house a group of mysterious tibetan monks, and Mt. Palomar, which has a connection (albeit loosely) to some contactee cults.

It's not a very long scenario, because there is not exactly a lot of places for this young woman to be, but it does let the PCs drive the story (mostly - they have help from an unlikely ally) and do a decent amount of roleplaying, interviewing people. Still, this could have been fleshed out a lot more, I think. It's also not that hard, since the end show down is basically a case of let's you and him fight. B+

This also basically starts the story arc of the book. The girl was kidnapped by the villains of the book to help destroy the Earth, so they aren't too happy with the PCs.

The forth chapter is not really a scenario per se, but it seems the PCs have been set up by the villains in the campaign as murderers. And so the FBI is now chasing them. This details how that would work. This is one of those things that probably wouldn't fit a modern day game, since the FBI is probably busy either catching terrorists, or harassing people downloading music.

Chapters 5 - 7 are similar things. Not really scenarios, but mini-events that can happen to the PCs. The last one is a meeting with something of an ally.

Chapter 8 is a scenario, but fairly tied into the story arc. The benefactor/ally tells them to find this guy, who happens to be in a sanitarium. So they have to break in and visit him.

This one I had a lot of trouble with. I didn't run it, but one of the odd things, is this place has a combination of serial killers and just slightly disturbed people as patients. Call me crazy, but aren't these places segregated by how dangerous the patient is? I mean, would you put a teen aged girl whose only problem is compulsive lying in the same place as a guy who killed a dozen campers in a state park? Uh, I really hope not. I also think that it's quite possible that a PC would recognize this killer, since serial killers of that magnitude aren't that common.

Chapter 9 is a scenario, about 20 pages. It's pretty much tied into the story arc, but can be altered to remove that part fairly easily. Basically, the PCs go to this town to investigate an NPC important to the story arc, but find weird things afoot. They must solve it.

There's some interesting bits here, with white slavers, a swamp monster, and apparently a priest who has problems which quite probably are similar to what have been in the news for the last year or so. All in all, pretty good. B

Chapter 10 is pretty much a story arc only scenario. Basically, the PCs meet a contact, only he runs into some trouble with his waiter. And so the PCs end up in trouble, too. This is where the railroading really starts, as they end up being captured by the bad guys.

From here on out, all the scenarios are pretty much connected to the story arc.

In Chapter 11, the PCs find themselves in a brig on a ship. This chapter must have been written by a hippie/leftist/greenie/Woody Harrelson, who thinks all governments are evil (including that of Norways!) and have nothing better to do than blow up oil refineries and blame them on eco-terrorist groups. I mean, c'mon, yes, France sank one of Green Peace's ship, but well, insert your own French joke. So, I found this chapter to be just downright stupid, at least in terms of plot. At least that part. Anyway, the PCs end up on an oil rig that has been attacted by Deep Ones. Why? Well, it seems because a prominent Deep One (in human form) is being kept there (as part of the ongoing story arc).

Anyway, I found this whole scenario to be implausible and full of silliness. I mean, why couldn't someone on the oil rig just call for help? And in a lovely scene, the mean, despicable guvmint agent kills a guy on the ship, then in a matter of moments, chops him up and throws his body out the window. Oh please. You do get deck plans for an oil rig, though. So it's not a complete loss.

Chapter 12, the PCs wake up in a Danish hospital. Basically, and I'm selling this scenario a bit short, they run around Copenhagen getting chased. Well, not quite, but there's not much point to this scenario if you aren't running the campaign's story arc, and I didn't. And the fact that the comet is going to hit earth is important in this scenario, as the panic in the streets lets them escape from the people chasing them.

Chapter 13 again is very story arc related, but it can be removed from it pretty easily (I just had the PCs investigate mysterious disppearance of passersby). The PCs are after this important piece of information, which can only be found in a mysterious tomb of a Danish King. So, they go to this tiny town in Denmark. There they run afoul of the ancient Norns of Norse myths. It seems the Norns are up to no good. Anyway, the PCs can end up foiling their plot and getting the piece of information they need at the same time. B, but gets a - because of a stupid and pointless X-files reference.

Chapter 14 just has the PCs heading for Moscow. Didn't use it.

Chapter 15 has them in Moscow, investigating a tractor factory. There's no real reason for them to do so that is not story arc related, so I didn't run it.

Chapter 16 has the PCs on a train from Moscow to Irkutsk, and then on to Mongolia via truck. I hope they brought their passports. The train trip has some interesting PCs, and so can be possibly recycled for something else. The truck ride is pretty dull. Didn't run it. Some Russians might object to some of the stereotypes of Russians.

Chapter 17 has the PCs headed for Nepal. They don't really do much but sight-see. Didn't run it.

Chapter 18 has the PCs explore this mysterious ancient artifact the villains of the book are using to draw the comet to the Earth. Here it gets somewhat James Bond-ish. Didn't run it.

Chapter 19 has the PCs rescuing a super-genius Dr., so he can fix this gizmo that will save the Earth. Again, somewhat James Bond-ish. Didn't run it.

The last part of the book is about 30 pages, and is full of player handouts (not perforated or anything, so you'll probably want to photocopy them)


So, to sum up, this is actually a pretty good product if you are looking for a Call of Cthulhu d20 campaign. I can't recommend it all that much if you want to integrate it into an existing campaign, since a lot will go to waste. I also think it fits Call of Cthulhu d20 much better than it would have fit BRP CoC. For one, it's a bit too physical. PCs in BRP die, and die often. For another, the setting of Call of Cthulhu d20 is slightly different. It's more ambiguous for one. Nocturnum requires that all other Mythos critter on the planet sit back and do nothing to save the Earth. I mean, supposedly the Mi-Go are doing something to humans for a reason. They hang out in space - surely they would be able to divert the comet. And so on and so on. Nyarl-whatever investigates, and helps the PCs a bit, but then decides to try to kill the PCs. Yet he likes humanity, sorta. We're kind of like his ant farm. And pyschics. This adventure needs psychics. As far as I know, that doesn't fit the regular CoC universe, but it does fit the CoC d20 universe which even has rules for pyschics.

On the downside, if you do run it as a campaign, at the end, regardless of the outcome, it's going to be a changed world than our Earth. Obviously if the PCs fail, the world will be destroyed. But even if they suceed, there will be a lot of explaining to do. How does science try to explain just how the comet disappeared? How was society changed by the near catastrophe? What happens to the PCs? And so on and so on. I think the story arc would have made a better novel than a campaign.







* I actually bought 2 copies of this at full price. I was just going to buy it from my local game store, but they were sold out, so I ordered it from a mail order company. When it didn't arrive in about a month, I thought it lost in the mail (as I had ordered from a company that I had dealt with in the past and trusted). So when I saw my local store finally got in another copy, I bought that. A week later, the copy I bought via mail order finally showed up.
 

<I>This is one of those things that probably wouldn't fit a modern day game, since the FBI is probably busy either catching terrorists, or harassing people downloading music.</I>

How hard would it be to have them be set up by the villains as murderers that have minor connections to Bin Ladin or Al-Quida? A few extreme Muslim/Anti-America pamphlets in the right places, a copy of the Koran with some particularly fanatic text highlighted (their's plenty; [2.191] And kill them wherever you find them, and drive them out from whence they drove you out, and persecution is severer than slaughter, and do not fight with them at the Sacred Mosque until they fight with you in it, but if they do fight you, then slay them; such is the recompense of the unbelievers. [9.5] So when the sacred months have passed away, then slay the idolaters wherever you find them, and take them captives and besiege them and lie in wait for them in every ambush, then if they repent and keep up prayer and pay the poor-rate, leave their way free to them; surely Allah is Forgiving, Merciful.), some money transferred from a Middle-Eastern Bank, a few suspicious e-mails etc. That stuff is suspicious enough to get you detained, but circumstantial enough to be contested by a rabid attorney.
 

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