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RPG Review: Adventures in Arkham Country

I must note, off the bat, that I haven’t ever used this book in game, though I have thumbed through it.
The book is hailed on the cover as “Five classic adventures set in Lovecraft country, including visits to Arkham, Dunwich & Kingsport”. It is designed for players playing in the 1920′s, but it can easily be adapted to the modern age.
Each adventure begins with a prologue of the backstory for the GM (or Keeper, as CoC refers to it) followed by an Investigator Introduction, which is mainly for the Keeper to read to the Investigators. Following that is some Keeper’s Information, which is information that only the Keeper should be privy to. There are a few handouts throughout, but some should probably be retyped to make them look more realistic (in the first adventure, ‘A Happy Family’, there is what’s supposed to be a note from Jonathan Whitelock, but it takes up only half the page, and would look much better if the players were handed a handmade letter.
There are useful maps throughout of each location, as well as creepy and inspiring artwork.
There’s some great background information that could be used for any CoC game, including a great map of Arkham, a map and description of Dunwich Country,and even a map and description of Arkham Sanitarium (a useful location for any Keeper of CoC).
One of the adventures (the longest one in the book), “With Malice Afterthought”, includes some phenomenal rules for simulating an entire court case, and has a whole table for adding up the defense and prosecution’s cases.

I think for anyone running a Chaosium Call of Cthulhu game, it’s definitely worth getting, whether you’re playing in the 1920s or in the modern day. You don’t even have to run the adventures presented here; there’s enough material for use outside of these adventures. For anyone else, I suppose if you’re running D20 CoC, the adventures are all usable, you just need to adapt the rules over. But the book is really no use to anyone running another game.