1 of 1 people found the following review helpful:
5.0 out of 5 stars
A Very Good Modern-day "Call of Cthulhu" Adventure, May 30, 2006
This review is from: Resection of Time (Call of Cthulhu) (Paperback)
This is a very engaging adventure for "Call of Cthulhu" in the modern-day setting. Although written for a modern-day setting, the adventure can be made to work for other eras as well, particularly the 1920's, with a little work by the Keeper. I suspect it will work very well run just as presented, although I saw fit to modify some of the particulars to fit in with my own players' likes and the preferences of our ongoing campaign.
Chief amongst my relatively few complaints about the adventure was the treatment of Arkham and the Miskatonic University in this supplement. Both are seedy, run-down places that are apparently just a step above being totally abandoned and razed.... not a fitting fate for the city and university around which many of H.P. Lovecraft's stories revolved! This simply had to go, in favor of a modern Arkham and M.U. that are more a modern-day equivalent to what Lovecraft described.
The remainder of the adventure, on the other hand, is quite good indeed, and needs little adjustment other than a few tweaks to make it personal for the players. It should be noted that the adventure will work best if the players' adventurers include a number of professors or similar academic types who will have reason to be interested in the archaeological background about "Mayan-Mythos cross-over" that is so important as a "hook" for the adventure.
Chaosium's summary text:
"At first, the death of successful archaeologist Kyle Woodson seemed an accident, an autombile crash turned fatal. When certain medical irregularities became apparent, and then the body was quickly cremated, the case became much more sinister to trained eyes.
"In this adventure, the investigators are challenged by the strange case of Kyle Woodson. Inquiries will take them across the United States of the 1990s, from San Francisco, and the Sanbourne Institute for Pacific Studies near Los Angeles, to decaying modern Arkham. In the end, all clues lead to ancient Mayan ruins, deep in Central America.
"This 64 page scenario book can be played in two to three nights. It contains twenty-five handouts, many featuring genuine Mayan glyphs and annotated translations. Artwork includes many thumbnails, several drawings of Mayan artifacts, and a number of beautiful gray-scale illustrations."
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