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Cthulhu Britannica London: The Curse of Nineveh

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Average Rating:4.7 / 5
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Cthulhu Britannica London: The Curse of Nineveh
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Cthulhu Britannica London: The Curse of Nineveh
Publisher: Cubicle 7 Entertainment Ltd.
by Megan R. [Featured Reviewer]
Date Added: 12/28/2017 09:37:44

This mammoth work comprises a campaign set in London during 1925-1926. Intended to be used in conjunction with the Cthulhu Britannica London box set, it is made up of seven parts based around artefacts brought back from an archaelogical expedition to Nineveh. The Introduction explains all this in detail along with background material about what was going on in Nineveh in ancient times and the history of the excavations themselves. This includes references to The Journal of Reginald Campbell Thompson which is available separately as both a novel and something that makes an epic in-character handout to give to your players - Campbell Thompson was the expedition leader. A timeline for the whole campaign and key players are also presented here. Notes on each are extensive, including what they are after and what they are prepared to do to attain their objectives. This enables you to plot their actions throughout the campaign, rather than having them only reacting to the party's actions.

Next comes information on how to set up the campaign. It's assumed players will create characters specifically for it, and to facilitate party formation an organisation called the Wentworth Club is provided: they'll all be members. This is a typical London club, although it has recently decided to accept ladies as well as gentlemen into membership. The club is based on a shared interest in folklore, mythology, history and the occult. Full floorplans and details of some leading members and club staff are provided. Furthermore, there are notes on creating suitable characters for the campaign, likely middle or upper class fellows with appropriate interests for Wentworth Club membership. These interests may be professional or they may be hobbies. There are also options for those who don't want to be club members and a note about integrating replacement characters. Of course, if you are running other London-based adventures (or decide the party is based there) the Wentworth Club makes a good focal point before or after you run this campaign, if you do so at all.

The rest of the book contains the seven adventures. Six relate to separate artefacts from the Nineveh excavation, the final one reveals the underlying plot and brings matters to a head. Interestingly, depending on party actions, events in later chapters may be set in motion even before they have finished the investigation at hand, so it's worth being familiar with the entire campaign before you start (although things are quite well sign-posted as you go through the text). This gives an excellent feel of the world carrying on regardless, making events feel more real to the party.

The first chapter begins at the Wentworth Club at a memorial banquet for a deceased member. Here the party meet one Theodore Rayburn-Price, who is to become a benefactor and mentor of sorts. At the time, though, he is concerned about a young lady journalist who is investigating the rumour of a curse attached to an artefact... which of course soon ends up in the party's hands. (If you have it, so does the young lady's journal - The Journal of Neve Selcibuc, published separately - which she is happy to hand over. From then on - and indeed throughout the campaign - there is a wealth of clues to follow up, people to meet and incidents to investigate.

This campaign is classic Call of Cthulhu at its best, and any Keeper ready to tackle an epic campaign that will take months if not a year or two to complete could do a lot worse than consider this one. Resources in this book alone are excellent, and the companion Cthulhu Britannica: London box set and the two journals mentioned above serve only to enhance it.

[5 of 5 Stars!]
Cthulhu Britannica London: The Curse of Nineveh
Publisher: Cubicle 7 Entertainment Ltd.
by Louis C. [Verified Purchaser]
Date Added: 03/03/2017 17:42:11

I'm a beginning keeper and at the time of writing only part way through the campaign but we're really enjoying it. My players are really enjoying the largely freeroam/sandbox nature of the material and although they aren't in any way tied to rails the material is written in a way that allows the overall campaign to stay on track.

One word of warning I do have is with the beautiful journals that are produced as handouts for this, I found that they contain some material that seems at odds with what's in the campaign itself. Certainly the Neve Selcibuc journal dropped a lot of red herrings that were difficult to deal with especially given the sandbox nature of the first chapter.

I would thoroughly recommend this, we're having a blast with it. While it's far from necessary the London box set that Cubicle 7 produce is also recommended. I'd consider carefully though buying and handing out the journals.

[4 of 5 Stars!]
Cthulhu Britannica London: The Curse of Nineveh
Publisher: Cubicle 7 Entertainment Ltd.
by Perry T. [Verified Purchaser]
Date Added: 12/23/2016 12:56:44

Yet to play, but this promises to be an amazing campaign.

Perfect partner to Cthulhu Britannica: London box set.

[5 of 5 Stars!]
Cthulhu Britannica London: The Curse of Nineveh
Publisher: Cubicle 7 Entertainment Ltd.
by Harri J. [Verified Purchaser]
Date Added: 10/26/2016 15:59:10

Beautifully presented, well-written and fun Call of Cthulhu campaign set in 1925 London. This would have been a classic if it had a stronger Cthulhu Mythos theme, and a less rushed climax (production-wise)

We played this seven-chapter campaign over 28 gaming nights earlier this year. We are a veteran Cthulhu group, but only recently got back to it with Fantasy Grounds. I'm reviewing the PDF only.

The Curse of Nineveh is set in 1925 London. An expedition to Assyrian ruins brought back something awful, and people have started dying. There might be a curse there somewhere. Enter investigators.

This is a long campaign. It is written and built really well, as it allows the GM to do his own thing, and running the campaign with a group who don't like campaigns to be "on rails" works well with the material. There are enough touchpoints so you or your players don't get lost, but it's loose enough. I ended up having to gently help my players just a little bit in the final chapter, as they were lost on what to do next.

It is suitable to play with new characters, but due to the complexity and length of the campaign, I would not recommend this to new GMs. While there is a 1925 London sourcebook from the same publisher, it is not necessary - we ran the campaign without it.

The production values in the campaign are top notch. Every single NPC is beautifully illustrated, and the maps and handouts are well done. It is a real pleasure to read and use, and present to my players. The layout is done well, there is a good index, and finding NPCs is easy. Each chapter begins with an overview which is hugely helpful for the GM, and ends with assumptions on what the players should know by then, which is also useful in knowing whether my players are on track or not.

My main criticism comes from the weak theme. While 1925 London is beautifully described as are the NPCs and the campaign is suitably bleak, Cthulhu Mythos comes through very thinly, and is just a minor part of the campaign.


The first time the investigators encounter their first true mythos creature is well past 2/3 of the campaign. And another later almost inevitable encounter is with a major baddie, which appearance would essentially mean the end of the world. It is unclear if that was the intention, or if the authors just did not fully appreciate the repercussions of such an encounter.

There are non-mythos creatures and encounters earlier in the campaign which some might feel out of place, but given the subject matter of the book they felt mostly OK, except for one chapter which added an entirely different mythos with that of ancient Assyria and Cthulhu. Odd choice, as it was also the chapter least connected to the main thread of the campaign. I didn't mind it, and neither did my players, as it was a fun distraction.


Also, it appears that that the designers ran out of time or money, as the last two chapters of the total of seven feel rushed. They are the shortest, and they also miss maps for two of the most iconic and memorable scenes in the campaign. This is a peculiar omission, given there are maps for some minor NPC homes in the earlier chapters.

My players echoed my sentiments on the production values being good, and theme being weak. They were expecting more mythos critters, but overall we had an amazing time with the campaign.

Overall I'm docking one point for the weak connection to Cthulhu Mythos and some poor choices with encounter design. I would dock another point for the odd planning choices by rushing the end of the book. But in the end the production values are so good, and especially the character artwork and illustrations are really beautifully done. Combined with the campaign itself being so well built and fun that 4/5 feels like a fairer score. Recommended with allowance given to the weak theme: if I was running this again, as a GM I'd add some Cthulhu monsters earlier into the campaign.

[4 of 5 Stars!]
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