Hello Keepers and Investigators, it’s Slick Dungeon. I’m here to review the first of the scenarios in Chaosium’s 7th edition anthology Nameless Horrors. As the name implies, these scenarios are not based on any monsters, creatures, or cosmic entities you might find in the Keeper’s Rulebook. The idea here is that every scenario should have a threat unfamiliar to even the most seasoned Investigators. There are six scenarios in the anthology and I will be reviewing each of them one at a time. They are set in different time periods and locations and can all be run independently of one another. And while some may be good to drop into existing long running campaigns, others are less suited to that purpose.
Please be warned, especially if you are in Investigator, there will be some spoilers in this review. If you are planning to play in this scenario as an Investigator stop reading now. If you are a Keeper who is considering running this scenario or thinking about purchasing Nameless Horrors feel free to continue. The review begins below the image.
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An Amaranthine Desire is initially set in the Cthulhu by Gaslight era with the Investigators all taking part in a covert smuggling operation in the city of Dunwich. Nope, not the one you are thinking. This is not the Dunwich of The Dunwich Horror but rather the Dunwich in England which is known as the capital of of the Kingdom of the East Angles but has since eroded into the sea due to multiple instances of intense storms.
The era in which the Investigators begin doesn’t have a ton of bearing on the scenario itself, so if you are running a campaign set in a different era and still want to run this one, it should work with only a few minor adjustments.
As the Investigators are about their secretive and illegal work, a major storm hits. This storm, along with the sound of church bells ringing, transport the group back in time to 1287, the year of the first massive storm to hit Dunwich. The scenario gives the reason for the storm and puts the Investigators into a situation where they need to find a way back to their own time, possibly find a powerful item wrapped up in the history of Dunwich, deal with the burning of an accused witch, and contend with one another’s various motivations.
The idea of the scenario is quite fun as there is a constant time loop that happens, sort of a Lovecraftian Groundhog Day if you will. And with the completion of each loop the Investigators age each time so the situation does become deadly. The time loop alone is not the only danger here and I would honestly be surprised if any party makes it out with no deaths at all.
I’m not going to give away any more of the plot here but I would like to call out what I find good and bad about the scenario.
In the good category, this is a really inventive situation and because there is no real warning about the time shift, your players will have to be creative and come up with solutions quickly to save themselves. Also, there are several NPC’s here who can be played in a multitude of ways from pure evil to morally ambiguous, making it a much more interesting scenario to run, with some replay potential for the Keeper with a different party. The pre-generated characters all have decent story hooks and good reasons to be smuggling at the beginning. Several of them also have connections to the events of the past which helps to move the story along. This is a one shot scenario made for around 4-6 characters and running it in 1-2 sessions is definitely doable here.
In the bad category, there were multiple instances of frustrating spelling and grammar errors in the scenario. Overall, this is a minor but distracting issue. The scenario itself is fairly complex and has a good amount of NPC’s so as a Keeper you’ll want to take notes as you read through. This is not so much of a “bad” thing, it’s just worth mentioning. The last thing which might be considered a negative is for the scenario to work best, it really does make the most sense to use the pre-generated characters. For that reason, I don’t actually recommend dropping this into an existing campaign without making some major changes to fit your current party of Investigators.
Overall, the inventive nature of the scenario, the unexpected twists, and the potential for surprising your players puts An Amaranthine Desire into the extremely fun to play category. Like with all scenarios, I do recommend reading the whole thing through once, then reading again to take notes, and skimming once more immediately prior to a session as there are a lot of moving parts here.
If you are looking to purchase Nameless Horrors you have a couple of options.
You can purchase it on drivethrurpg as a PDF here. Right now it’s on sale for $12 but it usually runs for $15. With this version you do only get the PDF so if you want a physical book this is not the best way to purchase. However, if you have the PDF you can probably just print out the relevant pages and handouts.
You can also purchase the softcover, which includes the PDF, from Chaosium’s website here. The cost here is $35. This version does have the advantage of being physical so the layout is easier to flip through and since you get the PDF, if you are willing to pay a little more, it is the better version.
So, have your played An Amaranthine Desire? If so, how did it go for your group? Let me know in the comments.