Nothing but the Wind is short, one-session, tale of frozen terror set in North America during the Dark Ages for Call of Cthulhu 7th edition.
The players take the role of Vikings settlers on the continent (presumably along the shores of Newfoundland) where, its noted, relations between Norse newcomers and the Native population have been largely amicable. With an eye towards fostering continued warm relations, the player characters are tasked with investigating mysterious disappearances from nearby Native villages.
The adventure begins with the party arriving by boat at Howling Rock, a village on the verge of extinction. Here, in true CoC fashion, they interact with some creepy people, and then over the course of a few tension-filled days go about investigating the village and nearby woods and ultimately slaying the beast(s) bedeviling the region.
Author JP Stephens has crafted a fun, if decidedly deadly, adventure here. Player characters will know the culprit almost from the very beginning (players may in fact suspect it from the very get-go), and there is only so much plot you can fit into a handful of pages, but Stephens does an excellent job at creating a supernatural slow burn.
With an eye towards quick play, Stephens has provided four well-designed pre-generated characters and offers suggested timeframes for each scene – you can sit down and run this adventure in less than two hours, which makes Nothing but the Wind ideal for conventions or pick-up games.
The only drawback of this focus on instant playability is a lack of detail. The adventure certainly can be run as is (I did), but Keepers may want to invest some time in fleshing things out a bit. Another drawback is the pricetag: $4.99 is too steep for such a brief adventure, especially one without art.
Relying more on mood than in-depth story, Nothing but the Wind may be short but packs a Cthulhu-sized punch with a number of scenes that have the potential to stick out well after the dice have stopped rolling.
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