This week we demonstrate another new aspect of the Call of Cthulhu 7th edition rules. Paul takes on the role of Keeper and convinces Matt and Scott to run for their lives, as we check out the revamped chase mechanics.

The idea of the chase rules is that running away from trouble should be every bit as exciting as combat, especially as some of the most memorable action scenes in Lovecraft’s work are chases. What would The Shadow Over Innsmouth have been like if the narrator has stood and fought the deep ones? Well, apart from thirty pages shorter.

The chase this week is on foot, but we will follow up with a car chase in a later episode.

This is the first of the sweat lodge recordings, when we discovered that during the height of summer, Paul’s shed can reach temperatures normally only found in Cthugha’s pants. You may hear the guzzling of water, gasps of heat prostration and the sizzling of subcutaneous fat. Paul was laid-up with heatstroke for 24 hours after this, so we hope it was worth it.

Please feel free to leave a comment here if you would like us to explain any aspects in more detail, or track one of us down on Google+. Yes, people do use G+.

This week we talk about our favourite horror TV programmes. Some of these could be better classified as science fiction, drama or even comedy, but they all disturbed us in that special way that horror should.

No, comedies are supposed to make you _laugh_ until you cry.

Comedies are supposed to make you laugh until you cry.

These programmes span over fifty years of television, and while some may be a bit tame by today’s standards, they all still stand up as stories. Paul has verified this using his children as experimental test subjects. Electric shocks were applied only as necessary.


When did you say this was made?

If you don’t want to know what the programmes are until you hear us ramble on about them, look away now.

I think I see some spoilers up ahead.

I think I see spoilers up ahead.

The programmes we each chose are as follow.




You can find all the episodes of Beasts, The Kingdom, They Came from Somewhere Else, Jam and Urban Gothic on YouTube. Be warned that Jam is strong stuff, with lots of swearing, nudity and situations that will make your soul wither up and die.

Happy viewing!

Happy viewing, and don’t have nightmares!


In this week’s episode, we talk about the new Push mechanic in Call of Cthulhu 7th Edition.


If you’re not familiar with this change, it allows a player to retry a failed roll, but only if their character performs some action that justifies it and the player accepts that there will be dire consequences if they fail this second roll.

We discuss examples of how the mechanic can be used, ways that a Keeper can build up tension using Pushed rolls and possible consequences relating to different skills. We also digress a lot, because we’re poorly disciplined.

This week we put down the dice and talk about films instead. Specifically, we each choose the five films we found most frightening and then ramble on about them for a while. Even once Paul cut most of the digressions (including a section on Eden Lake, which probably should have been on my list), we still had an hour of this.

These aren’t necessarily our favourite horror movies (some of them aren’t horror movies at all, and at least one is unlikely to be anyone’s favourite), but they are the films that scared us most when we watched them.

Frying Tonight!

Frying Tonight!

There are a few spoilers, but we avoided them for any film made in the last ten years. Matt did complain about us spoiling one film until we pointed out that it is older than he is.

Speaking of spoilers, the films we chose are listed below, along with IMDB links. If you would prefer not to know what they are before you listen to the episode, look away now.

I warned you not to look

I warned you not to look




Happy listening, and try not to have nightmares. Especially not about Torgo’s knees.

The scariest thing about this movie

The scariest thing about this movie


In the second episode of the podcast, we run through creating Connections, one of the new mechanics in Call of Cthulhu 7th Edition.

Connections are ties that an investigator has to the good and normal things in life, including comforting beliefs, treasured items and loved ones. These can help the investigator through bad times, but they are also at risk of destruction and corruption at the hands (pseudopods?) of the Mythos.

Join us as we create an investigator background using these rules, explain some of the options and discuss how they can be tailored to your own preferred style of play.

The good news is that we had a better microphone for this episode, so you can actually hear us. The bad news is that I set the recording levels too high, and there is some slight distortion. The next episode is much clearer now that we’ve exhausted most of the mistakes we can make on that front.

There is a small amount of swearing in this episode. We’re British, and swearing is our national pastime. If this is the kind of thing that puts you off a podcast, please let us know in the comments and we can look into bleeping the worst parts should there be demand for it.