The book has been written.

The book has been read.

Now it rewrites you.

Across time it spreads, creating dread new realities.

And you’re in all of them.

Written and designed by GUMSHOE master Robin D. Laws, YKRPG takes you on a brain-bending spiral through multiple selves and timelines.

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa.

Four books, served up together in a beautiful slipcase, confront your players with an epic journey into reality horror:

  • Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
  • The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
  • Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
  • This is Normal Now. In the present day we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

New GUMSHOE features include:

  • A completely new player-facing combat system.
  • A fresh, evocative approach to wounds, physical and psychic, inspired by the innovations of GUMSHOE One-2-One.
  • Linked character creation across multiple settings.

 

Stock #: PELGY01 Author: Robin Laws
Artists: Aaron Aurelio Acevedo, Dean Engelhardt, Melissa Gay, Shel Kahn, Christian Knutsson, Jessica TC Lee Format: 4 x hardback books, presented in a slipcase, with a separate GM screen

Status: Pre-order coming soon

Bring Mind-Bending Spellcasting to The King In Yellow Roleplaying Game

Ritual magic of the Belle Époque! The desperate Science Jaune of a war-torn continent! Parageometrical horrors perfected in the labs of the tyrannical, overthrown Castaigne regime! Signing, the latest way to turn social media dysfunction into sorcerous reality!

Your players can master them all—at perilous risk!

Each spell is a Shock card with effects both useful and sinister. Do they hold onto that that spell they need to do that thing, even as their inner realities start to break apart? Or do they take the safe route, and cast out the buzzing, insistent power of the Yellow Sign?

New magic rules include 144 startling spells, background material on Carcosan magic in all four YKRPG settings, and GM guidance showing you how to incorporate player-facing occult powers into your game.

Plus, a quartet of scenarios, allowing the characters of each sequence to make double-edged deals with the world of sorcery:

Dancer at the Bone Cabaret pits the art students of Paris against a force that lures their Bohemian friends to the latest, hottest nightspot. But are they the patrons, or items on the menu?

A Coffin at Le Thil sends the supernatural-quashing soldiers of The Wars into a village haunted by subterranean enemy activity.

Memories of a Dream Clown confronts the victorious revolutionaries of Aftermath with a treasured but tarnished memory of childhood—and murder!

Love Wears No Mask finds This Is Normal Now’s ordinary heroes battling an intrusive yet enthralling phone app, and the dramatic goings-on of the subtly destabilizing dating reality show it promotes.

Play them separately, or chill your players with all of them. All they have to lose is their grip on reality…

Written and designed by: Robin D. Laws, Sarah Saltiel, Gareth Ryder-Hanrahan, and Ruth Tillman.

Status: Playtesting soon

Errors spotted after the books went to press are listed below. We periodically update PDFs to correct errors, so be sure you update your electronic copies to the latest current version. If you spot a possible error in the text, please alert us at support@pelgranepress.com.

Paris

p. 60: minor injuries occur a failure with a margin of 1, not on 0 or 1

p. 64: a margin of 0 is a success, not a failure

p. 148 / 156: Injury cards for Gendarmes are inconsistent between the table on 148 and description on 156. Either set of cards works, but since Blow to the Head/Ringing Cranium aren’t used elsewhere you may prefer them.

p. 163: Injury cards for the Rakes fell out of the manuscript at some point. They are:

Thrashed

Injury

-1 to all tests (except Preparedness). After any failed, salient test, roll a die. Even: discard.

Rapier Wound

Injury

-1 to all tests (except Preparedness). After one interval, as recipient of a Difficulty 5 First Aid success, trade for “Thrashed.”

p. 233, point 8. a. ii. B. should read “Refresh a general ability other than Athletics, Fighting, or Health”

 

Just before Christmas, I finished off the first part of my home campaign of THE YELLOW KING. We’re running it at a fairly fast pace (we’re alternating sessions with Warhammer in deference to the sensibilities of players who want to hit things with swords), and with only a limited number of sessions, I based virtually all the adventures around the player’s Deuced Peculiar Things.

It’s useful to my mind to think of YELLOW KING scenario planning as a grid. Along the top, you’ve got the array of Carcosan characters and tropes – The King, his Daughters, the play, the Yellow Sign, Castaigne, Mr. Wilde, black stars, madness – and any elements from the current sequence (Parisian political and artistic intrigue, the Continental War, the overthrow of the Castaign regime etc). Along the side, you’ve got the prompts provided by your players as Deuced Peculiar Things. You dig for horror and mystery where those lines cross.

So, my players gave me:

  • Chester: I met an enchanting man in a bar, we shared a night of passion, but I woke up in bed to discover I was lying next to a woman, who left without a word.
  • Sillerton: I dreamed I was at a strange party in a chateau outside Paris; when I investigated, I learned that the chateau burned down many years ago.
  • Ada: My brother Theo has vanished and no-one else – not even my other brother Chester – remembers he ever existed.
  • Reggie: My cat had a litter of kittens, but they came out as this ghastly congealed mass of conjoined bodies and limbs, a sort of feline centipede.
  • Dorian: I saw L’Inconnue de la Seine, and chased her into an entrance to the catacombs.

While I could have started with any of these, I picked Reggie and his cat-monster for two reasons. First, it’s the most immediate problem – three of the others are weird encounters, and Theo’s been missing for some time (and felt more like a long-running plot than a trigger event), whereas Reggie’s catipede was right there (well, right there in a bag, as they hammered it to death very quickly). Second, cats give me a link right to Mr. Wilde from the Repairer of Reputations (the mania he had for keeping that cat and teasing her until she flew at his face like a demon, was certainly eccentric. I never could understand why he kept the creature, nor what pleasure he found in shutting himself up in his room with this surly, vicious beast.”)

Carcosan Hybrids

So, what’s the crossing point? What Carcosan element might Reggie’s cat intersect with. A flip through the Paris book gave me the matagot (p. 159), a supernatural Carcosan spy in the shape of a cat. Maybe Reggie’s pet cat mated with a Carcosan entity, and that spawned the malformed catipede?

That worked – and instantly gave me a horrible consequence to play with. If mating with a Carcosan entity creates some sort of hideous hybrid… and Chester slept with a mysterious shapeshifter…

But if I was going to make hybrids a big part of the plot, I needed a reason for them to exist. The cat might be a random encounter, but why would some Carcosan courtier take the time to sleep with Chester? I went with the concept of anchors in our reality, which let me bring in the dreadful play and foreshadow stuff that’ll come up in the Aftermath sequence. So, Carcosa needs to get its hooks into reality. It starts with the infiltration of a concept, a malign thought – the play. As the play corrupts reality, it allows the establishment of stronger anchors, allowing Carcosan entities to cross over physically. They then create even stronger anchors, bootstrapping an invasion.

Living Statues

Dorian’s encounter with the mysterious inconnue connected to this plot too. L’Inconnue died in the 1880s, so she must have been a ghost, an illusion or some other supernatural weirdness. I decided to loop in both the art world and another of Chamber’s tales, the Mask. If there’s a mysterious fluid that turns flesh to stone, then maybe the same fluid could turn stone to flesh. The girl with the familiar face was a statue brought to life using Carcosan chemistry. Why? Because these living statues were the middle-stage anchor – host bodies of pseudo-flesh used like space-suits by Carcosan nobles in the period before they could manifest in all their glory.

The Cult of the Yellow Sign

So, there was still a gap in my cosmology – if the existence of the play in a given reality corrupts it enough for Carcosan weirdness to filter in, and if Carcosan weirdness gets worse as the King’s court establishes stronger anchors and invades, where did the play come from in the first place? I still had two Deuced Peculiar Things to play with – the vanished brother, and the mysterious party.

I came up with a sketched-out occult society who experimented with telepathy, spiritualism and other weirdness, the Society Jaune, who accidentally made contact with the King and saw the Yellow Sign. Theo fell into the clutches of survivors of this cult, and wrote the play after exposure to the Sign. A twist of temporal weirdness through Carcosa let me shove Theo out of linear time and back to the burning of the cult chateau during the Siege of Paris.

The View From The Cheap Seats

Obviously, slotting Deuced Peculiar Thing A into Carcosan Motif Y is only part of the adventure-design. Just because I knew that, say, a crazed sculptor was creating statues and bringing them to life in the catacombs didn’t mean I had a full adventure ready to go. All this technique gave me was a set of Alien Truths to build adventures around. However, keeping everything strongly connected to the players’ Deuced Peculiar Things and the most significant bits of the Yellow King Mythos let me give the players a whistlestop tour of Dread Carcosa while giving satisfying answers to all their Deuced Peculiar prompts.

The Wars start next week. Check back in a few months to see how that turns out…

We’re happy to announce we’re once again taking part in Free RPG Day 2019 on Saturday, June 15th, and this year’s free Pelgrane giveaway features adventures for the forthcoming The Yellow King RPG and 13th Age.

The Yellow King RPG – The Doors to Heaven

Behind Iron Doors, a Gateway to Doom!

Paris, 1895. A sensation-seeking band of art students confronts supernatural invasion from an alien realm. A play called The King in Yellow circulates in the city’s secret, decadent circles, twisting the ordinary and corrupting the sacred. In the students’ latest case, a fellow student’s disappearance draws them to the Notre-Dame Cathedral. Legend claims that its iron doors were sculpted through a pact with the devil. Behind this tale the investigators uncover a stranger truth, replete with hooded figures, an unearthly plague, and the terrifying creatures that inspired the gargoyles.

 

13th Age RPG – Assault on the Dungeon of the Pogonomancer

The renegade dwarf wizard has returned from exile, and now his army of thralls lays siege to the fortress of his ancestors. Doom and kinstrife threaten the lands of the dwarves! There’s but one chance – if a small band of heroic adventurers can brave the passage of the Underworld, they could strike at the wizard’s secret sanctum where he plots with his mysterious allies from the depths!

Battle through the tunnels of the world below! Navigate weird perils! Face fiendish horrors! It’s a race against time – if you tarry, the dwarves on the surface will most certainly perish!

Above all, don’t get entangled – for the dungeon of the Pogonomancer is certainly one hairy situation…

Standard GUMSHOE already treats Game Master Characters somewhat differently than player characters. Most notably, it advises that, in a fight, they drop at 0 Health, rather than going through the impairment thresholds that allow some PCs to keep going after hitting negative points.

The QuickShock GUMSHOE system, which debuts in The Yellow King Roleplaying Game, goes even further in separating the two types of character. For PCs, Health now bears no resemblance to hit points. Players use it to avoid certain types of injury outside combat. But they don’t risk keeling over when all their pool points have been spent. Instead you are too physically wounded to go on after you’ve gained 3 or 4 Injury cards. (This depends on whether the GM has chosen the tougher Horror mode, or the more forgiving Occult Adventure.)

Game Master Characters don’t collect Injury cards. The ones you choose to fight can die, if the group has chosen “Kill” as its objective. They can be hurt, if you have chosen “Beat Up.” The GM gives this condition story consequences, as needed, but it isn’t measured by numerically. (If later on you fight that Foe again, you could get an adjustment in your favor on the Difficulty number you’re trying to beat with your Fighting ability. That hardly ever happens, though.)

Outside of combat, the GM doesn’t use rules to determine whether GMCs suffer gruesome fates. That remains part of the narrative.

So when creating a Foe description, the designer distinguishes between

  • effects on investigators, as represented by Injury cards (or, in some edge cases, Shock cards
  • effects on GMCs, conveyed purely by description

The designer of a foe called a radiation beast might write:

Investigators coming within 15 m of the beast make Difficulty 4 Health tests to avoid Injuries, Minor and Major—Radiation Poisoning/Internal Bleeding. Other humans become faint and feverish, suffering hair loss and low blood pressure. Unless rushed to the hospital for treatment, they die. A Difficulty 4 First Aid success stabilizes all victims, keeping them alive without hospitalization for up to 12 hours.

Or the Foe designer can kick the question of how to handle GMC injuries to the Game Moderator:

Other humans sicken or die, depending on the needs of the scene.

Option 1 gives the players a way to interact with GMC injury, bringing in First Aid as a counter. Option 2 keeps flexibility in GM hands.

Whichever approach you take when writing up Foes, the bifurcation between PCs and GMCs is a factor that requires different thinking in QuickShock GUMSHOE than in other trad or trad-like games you may be used to.

Something to keep in mind when QuickShock joins the GUMSHOE SRD, not long from now.

Collage art by Dean Engelhardt


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

See P. XX

a column about roleplaying

by Robin D. Laws

Should you decide to play The Yellow King Roleplaying Game using the baseline version of GUMSHOE found in previous games, such as Trail of Cthulhu, Night’s Black Agents, or The Esoterrorists, you’ll want to translate its Foe stats.

You might also decide to snag YKRPG creatures to mess with investigators from another game, and need to perform the same maneuver.

Here’s a guide to doing that, but first, standard disclaimers apply.

In no version of GUMSHOE are creatures designed according to a formula or template. They always require eyeballing and adjustment as you move from initial conception to finished set of game statistics.

Never let the rough number ranges here take precedence over what you think makes sense for a creature.

Also remember that you can always increase the threat represented by a particular monster up or down by creating situational factors that confer advantage or disadvantage on the PCs in the particular fight you want to stage.

Difficulty Modifiers in QuickShock make this explicit, also highlighting ways that information gathered by the PCs can assist them when the story gets to the fighty bit. This is a concept you can easily steal for baseline GUMSHOE, as Difficulty modifiers exist in that game, even though they don’t appear directly in the foe descriptions.


When converting, use the foe’s Relative Challenge as a rough benchmark for the range of stats it might have in baseline GUMSHOE.

Some games split use more combat abilities than the other. For this purpose we’ll use “Main Fighting” and “Secondary Fighting” as placeholders for Scuffling, Shooting, Weapons and the like. Assign them as needed for the theme of your creature and your game’s genre.

You’ll have to assign Stealth and Alertness modifiers to QuickShock creatures, which do not include those numbers. Use the theme of the creature to decide how easy it is to sneak up on the creature, and how easily it sneaks up on others.

Glance at the Injury cards a creature dishes out, as sometimes an otherwise unimpressive enemy comes with cards nastier than you’d expect, which you’ll want to take into account when assigning Weapon damages. In the case of exotic attacks with lingering effects, use the card text as inspiration for special attack details. You may wish to steal these from existing standard GUMSHOE creatures, finding one that plays the same sort of trick.

Hit Threshold is as much a factor of creature size or other descriptive qualities as a matter of strict progression up a ladder of menace. A gigantic but formidable creature might have a Hit Threshold of 2; a small and weak one, like Lovecraft’s Brown Jenkin, might be hard to hit.

Once you’ve finished, eyeball the results and fix any number that seems oddly high or low given the concept of the creature.

Anyone with sufficient time on their hands to backwards-engineer the conversion kits from standard to QuickShock GUMSHOE will spot instances where I moved a creature into a different Challenge ranking for YKRPG than a literal reading of its standard stats would call for. When it comes to creature conversions between any two systems, theme should always win.

Weak

Athletics 4-9, Health 2-4, Main Fighting 5-7, Secondary Fighting 3-5

Hit Threshold 3

Weapon -2 to -2

Armor 0-1

Tough but Outmatched

Athletics 6-8, Health 6-10, Main Fighting 7-16, Secondary Fighting 6-10

Hit Threshold 4

Weapon -1 to 1

Armor 1-2

Evenly Matched

Athletics 9-12, Health 7-9, Main Fighting 9-12, Secondary Fighting 5-7

Hit Threshold 4-5

Weapon -1 to 3

Armor 1-3

Superior

Athletics 7-12, Health 8-18, Main Fighting 13-20, Secondary Fighting 7-9

Hit Threshold 3-4

Weapon 2-5

Armor 2-5

Vastly Superior

Athletics 10-30, Health 14-21, Main Fighting 18-28, Secondary Fighting 13-23

Hit Threshold 3- 4

Weapon 2-4

Armor 3-5

Overwhelming

Athletics 18-36, Health 32-40, Main Fighting 23-27, Secondary Fighting 18-22

Hit Threshold 2-4

Weapon 4-12

Armor 4-12

Too Awful to Contemplate

Athletics 30-50, Health 30-50, Main Fighting 28-32, Secondary Fighting 22-27

Hit Threshold 2-6

Weapon 5-12

Armor 4-12


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

A plot hook for The Yellow King RPG (This is Normal Now)

One or more investigators have a connection to teenager, Ayda, who comes to them for help. Her friend Carlos has retreated to his room and won’t come out. Last night his parents called a therapist to come over and coax him into seeking help at a facility. Still he refused.

Carlos isn’t having a mental health crisis, Ayda explains. It’s something much weirder than that. She’s heard that the investigators know about this stuff, and, against her friend’s instructions, is telling them what she knows.

Nearby in the neighborhood, in a mini-mall parking lot, stands the broken remains of a pay phone.

A few months ago, rumors started going round the local high school. If you listen to the phone, you might hear weird whispering voices. They sound distant and old-fashioned, the urban legend goes, like they’re reciting some Shakespearean play. Though not one that’s on the curriculum at school. The weird voices mention a king wearing a pallid mask, and someone named Cassilda. At the end it gets super perverse and awful, until you can’t stand it any more and fling the receiver away.

Then you’re doomed. Within a week, unless you convince someone else to listen to the phone and doom them instead, you die. A freak accident that pertains in some way to your personality kills you.

Cynthia Mortimer was the first to hear the voices. The expensive handbag she was so proud of and always boasted about got caught in the doors of a subway train, dragging her to her death.

Then Phil Campillo, a maniacally focused tennis player, got his head pulped by a bizarrely malfunctioning ball machine. They say he listened to the call to protect his girlfriend, Amy Washington, who couldn’t resist trying it out.

A week ago, a private investigator hired by Rich Danforth’s family was looking into the rumors and asking questions. He raised security dogs, and died when one of the stepped on his gun, releasing the trigger. Rich admits that he listened to the message, then chickened out and had his father hire someone to hear it in his place.

That’s how Carlos tells it, anyway. When Ayda asked how he learned all of this, she couldn’t pin him down. It’s like you just kind of know, right?

This is day six, and even though Carlos is staying away from everyone and everything, he can tell he’s next. Unless the investigators can figure out what’s going on and find a way to put a stop to it.


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

 

A column about roleplaying

by Robin D. Laws

This column concludes a four-part series illustrating what might happen in your grand Yellow King Roleplaying Game arc with a precis of what happened in mine.

It’s the present day. Not in a weird, post-revolutionary New York City, but in Toronto. Where everything is safe and ordinary. Where the characters we saw in the previous sequence of YKRPG lead quotidian lives, as drifted versions of their formerly hard-nosed, war-damaged selves.

In our sequence of This is Normal Now, the PCs looked like this:

 

Player

Character

Job

Drive

Freaking Weird Moment

Familiar Face

Chris

Alex Chavez

Barista

Greed

boss was murdered by an invisible stalker

na

Justin

Walter van Sickle

Technical Writer

Adventure

went to a Fringe play and doesn’t remember anything from intermission on & usher said play hadn’t happened that night

Lester Steele – (former silver cartel) boss

Paul

Georges Dubois

Landscape Painter

Thirst for Inspiration

aced his med school exam but exam he submitted was not what he wrote

Jordan von Sommer – (former preppy cop) – university pal

Rachel

Judith Dortmuth

Photographer

Malleable

at her friend’s photo opening, with playfully occult portrait – one of the portraits winked at her

Neera – TTC bus driver

Scott

Gavin Byrne

PKD Lecture organizer

Wants a Weirder World

woke up on the slab in the Process building

Tami Akana – his boss in this world, People’S Deputy

Sue

Sara Delaney

Barista – / Aspiring Actress

The Munchie Zone, next door to Cannabis Connection

Learn Real Magic To Make Herself a Star

tried to cast a spell and actually succeeded in levitating an object

Jeff Gill aka Creepy Carcoscan Guy – boyfriend and fellow barista — a not so successful classical musician

Jurie

Jack

Vanderbos

Marketing Coordinator

Escape from Mundanity

Checking Tweetdeck for his clients’ social media & led to weird meme / bot campaign about #foxes — all trace then vanished

Edmund Dawson – (former dissident) – hangs out in the park wearing tweed and being wise & playing chess

 

The Familiar Face entry notes the counterpart of a GMC from the previous sequence, drifted to the mundane reality of this one.

Chris went through a record number of characters in this final installment. The above entry notes his character as of the conclusion. His first character, Jerry Jean-Leon, appeared in this reality as a security guard, working at the weed dispensary owned by Scott’s original PC, Ben Rodriguez—who in Aftermath had been the Government Lethal Chamber technician.

What can I say? The mind-bending swirl of our 2018 had the Shock cards coming thick and fast, and, well, emotional casualties occurred.

The introductory scenario from the book, “Entanglement,” took two sessions, bringing the group together and showing them that they were all somehow connected by a supernatural conspiracy.

The following two sessions led them to investigate an up-and-coming local politician with unsavory links to Carcosa and associated atavistic philosophies. Through Jack’s marketing agency several members of the group were outfitted with wristband style personal assistant devices called Urchins. Though otherwise eager-to-please, these mobile devices could not be removed by ordinary means. When they started to rewrite Jerry’s past recollections, he fatally shot himself. (This was the player’s choice rather than an exit caused by taking too many Shock cards.)

In the next scenario, Jerry’s rugged counterpart from Aftermath showed up in this reality as the group probed a murder connected to their coffee shop hangout. The players obligingly embraced dramatic irony, treating this previous player character (now played by me) as the obvious villain. The real bad guy, who Other Jerry eventually helped them take out, was the Carcosan assassin from the prior sequence, a dead ringer for Sara’s boyfriend.

The following week, Jack’s assignment to set up a marketing event at one of the city’s haunted locations led the group to the Don Jail, a prison turned historical tourist site. They identified an eerie manifestation on the cell walls as an incipient new gate from Carcosa. In a returning motif, a maquette of a winged Salome from an exhibit of Gus Morley statues at the jail vanished during their ghost-busting. Meanwhile, a person Chris’ first replacement character, Clark, recognized as a character from a Philip K. Dick novel, came around the dispensary looking for the right prescription to shield his mind from an alien satellite beaming Gnostic philosophy at him. Finally a sighting of the animated statue flapping around outside the coffee shop cost Ben his grip on reality, for the second PC loss of the sequence.

Week seven dealt with the consequences of that departure and developed ongoing plot lines. The group learned more about the Urchin and the company behind it, pointing to the existence of a schism within the Carcosan conspiracy.

The following scenario tangled Judith up in the murder of a portrait client, a Russian oligarch with ties to arms dealing and one of the two conspiracies. The killer? His daughter’s Pretty Polly doll, armed with a butcher knife. This led the group to a cliffhanger at the victim’s warehouse full of C4.

After the explosion, the group discovered that a villain from previous sequences, Addhema the vampire, was back in play, allied with the animated doll. This sent them to a library in cottage company that held a collection of books once owned by the American poet Aaron Ravenwood (a Paris PC), which held a tome containing the means of killing Addhema. The players did the GM a solid by declaring that one of their aunts owned a cottage nearby, allowing for haunted events in the deep lakeside woods at night. This plunge into bloodcurdling Canadiana claimed Chris’ second character.

When dawn came but darkness remained, the group realized that events had taken on a global scale. Putting to rest the ghosts they’d raised at the cottage restored the sun’s progress through the sky—but not before Chris’ third character, a rustic local Eliptony expert, also lost his grip for good.

Returning to the city, the group engineered a confrontation with Addhema and Pretty Polly. This did not go well, requiring their last-minute rescue by their pal, the Philip K. Dick character.

Now knowing the story of how the Paris characters originally unleashed Carcosa on the world, they realized they would have to travel back in time to stop them. Further research into Addhema’s backstory led the group to her native stomping grounds in Poland. There they found a haunted tree containing a gateway to Carcosa.

After various horrors exploring that alien realm, including a meeting with the PKD character in which he revealed himself to be the King in Yellow, they found the portal they needed. It took them to Paris in 1894, before the events of the first sequence. When the American art students arrived in the city, the This is Normal Now characters invited them to a picnic and efficiently murdered them.

They returned to our 2018 forever altered. Unlike them, it was now truly, genuinely, unironically normal, with all of the shocks of their last few months remembered but undone.

After more than a year and a half of epic play, the forces of Carcosa had been defeated for good.

But in that was in my game. In yours, they’re just getting started…


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

Shock and Injury cards in The Yellow King Roleplaying Game are balanced assuming ongoing series play. When running a one-shot you may want to consider altering existing cards to make them nastier, or creating new, more intensely horrible ones. As in any horror game, players in one-shots often embrace the death spiral and find it perfectly in genre to end the session with a notable casualty count. YKRPG cards allow you to end their characters either physically or mentally. Given the reality horror motifs of its setting, you may find yourself leaning toward the latter.

I recently ran a game in the “This Is Normal Now” sequence for the gang on Dragonmeet eve in London. In addition to having a range of existing cards ready to serve to them, I cooked up a few tuned to the theme of the scenario—including this awful specimen:

In an ongoing game, something this harsh might be suitable for a climactic episode or the farewell to a player who has to drop your game for another commitment. Otherwise it’s way too brutal. Single cards that threaten to take your character out of the game do exist, but generally have much more forgiving discard conditions than this one, which requires you to pass the menace along to another player.

I don’t see myself using this card outside the context of this particular scenario. If I did, I’d drop the first effect line. There’s just too much going on in this card and the players found it confusing. The beneficial effect that tempts you to hold onto the card, endangering yourself and encouraging you to do bad things is something that works better in ongoing play. In a one-shot, the enticing circumstances don’t occur often enough.

As you might infer from the card title, the scenario was an homage to The Wicker Man, but with the dark impulses behind Brexit substituting for original film’s sexual panic. Players took on the roles of a Romanian short term construction crew, bound together by family ties, hired to complete an unfinished giant hollow wooden man in time for a music festival on March 29, 2019. (If you’re going to pay tribute to a classic, make that obvious as soon as possible, then add some other twist. The reference should never be your big revelation, because someone’s likely to guess it sooner than you planned.) I told players they could discard a card for free if they guessed the scenario’s title: Hard Brexit. No one got it, though Ken came up with a solid self-referential podcast pun, based on its setting in the town of Brampton.

Some readers may be hovering over your keyboards asking if we’re going to publish this, but it would be well past its topical sell date long by the time we could get it out. Anyway, all you really need is “Carcosa + Wicker Man + Brexit” and you’re good to go. For bonus points, perform a quick search of the local weirdness of a spot that cast the referendum’s densest Leave vote.

The card above is the Major Shock from a pair; here’s its Minor partner.

And here is another pair of custom Shock cards I didn’t wind up using. You can apply these to any Yellow King game, one-shot or not.


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

A column about roleplaying

by Robin D. Laws

It’s the present day. After a hundred years, the totalitarian Castaigne regime has fallen, and ex-insurgents like the player characters intend to make America a better place. But the vestiges of Carcosa left behind have other ideas.

This is the third in a series of four columns showing you what a full arc of The Yellow King Roleplaying Game might look like, with events from my own game as an example.

Having previously played art students in Belle Epoque Paris and soldiers of the Continental War, the players start the third sequence, Aftermath, by creating a set of characters with links to the previous ones. The post-revolutionary characters in my game were:

 

Player

Character

Civilian Occupation

Drive

Worst

Memory

Parallels

Chris

Jerome “Jerry” Jean-Leon

Security Guard

Political Cachet

mall was used as emergency collection center ala Katrina and hundreds of people died because he didn’t guard the electrical system

justifies his actions with unclear but loud references to Republican ideals

Justin

Walter van Sickle

Reporter

Writing Fodder

accidentally shot and killed friendly politician in a mistaken identity situation

Dropped a warehouse on some enemies

Paul

Nathan Dubois

Doctor

Redemption

final stages of the revolution, felt guilt over necessities of triage – made him identity people who could be moved (but were very hurt); is sure they were sacrificed in a gate-closing ritual

like the medic who started killing for the “greater good”; ancestor was Georges Dubois

Shel

Judith

Photographer

Vendetta

return to NYC on eve of revolution with info from family and younger siblings; arrived too late to see that younger sibling Vanessa was Yellow Sign agent and annihilated the rest in some sort of supernatural

first camera she ever owned was full of images of Ida’s work

Scott

Ben Rodriguez

Mechanic

Nagging Visions

crashed into a rooftop while in a Castaigne helicopter; only he and Jerry survived, watched rest of crew slowly die

a decorative gargoyle thing always seems to be there watching and it wasn’t there last week

Sue

Sara Delaney

Coffee Shop Owner

Wants to End It Once For and All

abusive relationship by leader of the resistance cell

world’s biggest Sophie fan girl

Jurie

Jack

Vanderbos

Marketing Coordinator

Danger Junkie

weird fox-like creatures sat back and looked at him peacefully had been eating people and licked his hand in a friendly way, tempting him to join them

likes weird things and has aversion to paper

 

We started with the “Sleeping Dogs” scenario from the book. Weirdly attentive readers will note that Hank Knight, the murder victim from this mystery, is an echo of Henri Cheval, the missing lover from the beginning of Paris. Your game won’t have an Henri Cheval, so you will probably reconfigure the victim so that it echoes events from your own series.

As is their wont with canine-themed investigations, the group took an expansive four episodes to explore all the nooks and crannies of this case.

Weeks five and six had the group investigating weird manifestations near a cemetery filled with early leaders of the Castaigne regime. As they sought to identify the nearby residents who had activated the Carcosan reality-bending effect, they confronted its manifestations: killer clowns, a human-sized fiji mermaid, and of course screaming foxes. Ultimately they traced the outbreak to the Yellow Sign insignia that bored, vandalizing teens had pried from the headstones in the cemetery’s VIP section.

During this scenario the group settled on its political goal, as Aftermath characters do. A good chunk of the first of this two-parter was devoted to the group deciding on its agenda and then discussing how to advance it. They decided to lobby for the creation of an agency to fight the occult. Their investigation of the haunted graveyard came at the behest of a likely patron in this pursuit, concerned about the plummeting property values of nearby apartments he owned.

The subsequent scenario returned to the murder mystery format. The killer turned out to be a revered dissident leader—or rather, the bio-engineered duplicate the regime replaced him during the bad old days. The dissident angle brought in one of Walter’s story hooks, his friendly fire shooting of another key anti-regime intellectual. The players dealt with this neatly, cooking up a press conference at which the duplicate revealed its monstrous form and fatally attacked the regime interrogator who killed the real dissident.

In week eight the team identified the explosives used in a bombing as dating back to the 1947 Continental War. This echo of the previous sequence led them to a scheme to sell off the still-functional contents of the city’s war museum. The plotters asked for mercy, on the grounds that they hadn’t being fully paid since the collapse of the old government and hey, curators gotta eat too. The team found itself in no mood to grant leniency, especially after the culprits tried sprung a death trap on them.

Mysterious heart attacks, deemed supernatural in origin, occupied the team’s attention in weeks nine and ten. They found that someone was directing a vengeance spirit, which echoed a longstanding motif from past sequences by leaving fiery winged Salome outlines at its murder scenes. The plotter turned out to be an important ally of their political patron, who wasn’t ready to cut him loose. This confronted the ex-insurgents with a moral dilemma—did they compromise and take the political win, or turn in the perp and set back their agenda?

The next week broke from Aftermath for a reprise of Paris, featuring the first set of characters in middle age. Set in Chicago during the influenza epidemic, this change-of-pace scenario had the group chasing an impetuous young Isaac Philipson—seen previously as a baby and then as the adult commander of the French army—in pursuit of a mystical artifact.

Moving back to Aftermath, the next two weeks concerned The Process. Powered by the artifact introduced in the reprise episode, this growing franchise operation offered to remove peoples’ traumatic memories of the civil war. The group investigated, finding plenty of creepiness but not enough evidence to take it down.

By this time it was the holidays again in our real world, so the next two-parter featured a “Christmas Carol”-referencing Carcosan assassin. Bent on revenge after being stiffed on a payment, it hunted the greedy members of a silver cartel. The crew made another uneasy political compromise by protecting the surviving cartel members in exchange for their support on the anti-supernatural agency. They took out the assassin in a Central Park showdown; only one of them had to wear the Santa suit.

Weeks fourteen and fifteen led the team to a weird science conspiracy stealing the brains of unconnected, apparently obscure individuals. The players, but not the characters, recognized the victims as famous celebrities in our timeline. Ultimately they discovered the purpose of the scheme: to reopen the shuttered gates to Carcosa by rerouting them through an alternate reality.

At the conclusion of this case, the team earned the final Chit point (the marker of their political progress) required to achieve their agenda.

With this milestone reached and the alternate realities motif now on the table, it was time to switch to the same characters in a different world, that of This is Normal Now.

Which we’ll get to when this series of columns concludes next month.


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Preorder The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

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