This scenario is written by Robin Liljenberg. The man behind the rules of the new edition of KULT. And the one that started the whole project from the first place and had the idea to update KULT into the PBTA-system. And if you don’t want any spoilers I can say this. The scenario is great. And just like all the scenarios in Taroticum and Other Tales it really stands out and is different.
To cut a long story short. This is survival horror on a jungle island. Think Lord of the Flies, Lost, The Green Inferno and Deliverance merged into one story.
The players are traveling across the Indian Ocean and their plane crashes. They wash up on the shores of a strange island that seems to be evil in itself. Here horrors from the characters past comes to life and they have to fight nature, servants of the Death Angel Golab to find a way to escape. The scenario comes with four premade characters but there is a short guide how to create new characters if you want to make your own.
Survival is the core theme of the scenario and equipment is scarce. To simulate this the scenario comes with equipment cards that the players need to keep track of. Here a flashlight can be a vital thing, a first aid kit can save you from death and a cup of coffee can help you recover stability. The player can also find a map over the island and have to decide among themselves decide where to go and what to do. In some ways it feels like an OSR scenario but there are scenes that are made for the premade characters that gives the story a far more personal touch which I really like.
There are several of these Equipment Cards included in the scenario.
While the characters explore the island they have a chance of uncover more and more aspects of its backstory. They may come upon the natives that are a cult in service of Golab, find an old research station where clues are left in an old journal. Find out that there is another Cult on the island that brought the plan down but the coolest scene is when you learn about how the Archons and Death Angels have fought over this place. An old skeleton of a Lictor and his brutal sword (which is not just to take) gives you an insight that something larger is at play.
The scenario is easy to understand and easy to play but it still feels epic. There are a lot of NPCs and creatures that are well developed and that are memorable and characteristic. I hope to see a full campaign penned by Robin Liljenberg for KULT: Divinity Lost. Just by reading this it is clear that he is as excellent in creating a good atmosphere, a cool plot as he is designing rules.
It is said that this scenario might be played during one evening, but I think it could be played for several sessions. There are much to explore and do on the Island of the Dead and I get the urge to fill the map with more locations, survivors and clues to the mystery.
I highly recommend it, and it is nice to explore KULT: Divinity Lost away from the urban environment.
There are a lot of room on the island for a GM to include new places and enemies. And it would probably be possible to run this one shot as a full campaign.