No one celebrates Halloween in 1895 Paris, the first sequence of the reality-spanning Yellow King Roleplaying Game. Observance of that holiday won’t start until sometime in the 20s or 30s in the United States.

However, the proximity of All Soul’s Day may provoke an uptick in the ghostly activity triggered by the publication of a certain madness-inducing play.

In the spirit of the holiday, check out this trio of supernatural foes, among those added to the game thanks to the stretch goal-busting actions of our well-attired and sophisticated Kickstarter backers.

Egregore

Investigators with the Occultism ability know the concept of the egregore. Believers describe them as discarnate thoughtforms capable of influencing groups of people. Some describe them as the great forces that move human history. While certain ritual magicians seek them out as sources of arcane insight, Christian occultists like the Martinists warn that they are really a form of demon.

As with so many other occult beliefs, the opening of the gates to Carcosa have realized that which was once imaginary. This egregore is the shade of a dead Carcosan noble, held together by spite and glee in the suffering of others. Translucent and insubstantial, it acts as a spirit guide to questing occultists. It uses its ghostly powers to grant would-be magicians the entirely illusory impression of spiritual progress. Sometimes the deluded protege undergoes experiences convincing him that he can manipulate external events through magic.

In return for these gifts, the egregore requires the protege to commit acts of calculated cruelty. Seemingly trivial at first, the entity steadily escalates them to encompass sabotage, assault, kidnapping and murder. Egregores gain a particular charge from acts of cultural desecration, from arson in churches to the destruction of beloved art works.

To remain anchored to a protege, the egregore must arrange for its true name to be hidden in a place significant to the manipulated person. If the investigators discover this, and then find the name, they can call it out, causing the egregore to assume substantial form, which can then be physically dispatched in a fight.

An insubstantial egregore cannot be captured or killed, and deals out shocks instead of injuries.

Numbers: 1

Difficulty: Superior 6 / 8

Difficulty Adjustments: +2 for each character who can fight but doesn’t;

Toll: 2

Injuries, Minor and Major:

Korrigan

In Breton folklore the term “korrigan” may refer to any faerie creature, or to a version of the classic alluring faerie maiden who lures young men away from this world into an unholy supernatural realm.

Do these tales reflect past eras of Carcosan influence on earth, when they came here to take slaves?

With the gates open (perhaps again) between our world and Carcosa, slave-hunters, either following an old pattern or mimicking folk tale imagery, have come here to collect healthy young human specimens to serve its noble courts.

Korrigans look like red-haired humans of great physical allure, but of indeterminate age. Their delicate beauty may strike wary observers as alien or eerie. When aroused to anger or passion, their eyes glow a fiery red.

They hunt by emotional entrapment, winning the love of their victims over a period of weeks or months. At the end of the mysterious courtship, the target signs an agreement consigning his (or, more rarely, her) soul to the korrigan. The korrigan then takes the subject to Carcosa and sells the contract to the head of a noble Carcosan household. The victim loses vitality but does not otherwise age, regretfully toiling for his new masters for many generations before fading away into nothingness.

Korrigans prefer flight, or the use of psychic influence, to combat. A few prove physically formidable when cornered. PCs resist the psychic attack dealing a korrigan’s Shock cards, which it can use on one investigator per scene, with Difficulty 5 Composure tests. Once one character has one of these cards, it reuses its power only when desperate.

When revealed or pressed, the hypnotic beauty of the korrigan may give way to the pale, mask-like visage typical of Carcosans.

Numbers: 1

Difficulty: Evenly Matched 5 / 7

Difficulty Adjustments: +2 for each character who can fight but doesn’t;

Toll: 2

Shocks, Minor and Major:

Injuries, Minor and Major:

Petroleuse

During the Commune a cadre of female anarchists terrorized the bourgeoisie by roaming the city with gasoline bottles, which they set alight and tossed through the basement windows of well-appointed homes. Compared to vengeful maenads, they sometimes committed these acts of revolutionary arson with their children in tow.

The Yellow Book has conjured them back, in ghostly form, translucent and wreathed in flame.

Numbers: equals number of player characters

Difficulty: Evenly Matched 5 / 7

Difficulty Adjustments: -1 if the party has already learned of the historical significance of the petroleuses, +1 if not

Toll: 2

Injuries, Minor and Major:

Download the cards here.

The Yellow King pre-order is about to vanish like the ghost of a murdered arsonist. Jump on before it’s gone!

New creature for The Esoterrorists or Fear Itself

A hole opens up in the road outside your house. You pay no attention to this. Guarded by construction fence, it shows every sign of being regular repair work. Maybe they’re fixing the water mains. Or resurfacing the pavement. But then it gradually dawns that you never see anyone working on it during the day. It couldn’t possibly have opened up during the night, could it? You’d have heard them, and been disturbed by the noise. What construction projects get done in the darkness?

Projects by the workmen do. These beings from the Outer Dark materialize beneath busy urban areas. Drawn to neighborhoods in flux, they absorb and reflect anxieties of homeowners and renters alike. The nature of the change matters not. They show up where foreclosures are rampant, and where rising rents threaten to price out longterm residents. Anyone who gazes down into their holes becomes a psychic power battery. Once empowered they sneak from their tunnels, unlock your doors, and to stand over your bed at night, drinking your essence. As you start to die, your symptoms mimic those of hazardous chemical exposure. Doctors may try to find the source of the contamination, but no matter how many soil tests they perform they never turn up the real truth.

To end an infestation you have to descend into their tunnels. Once underground one finds a labyrinthine dig defying ordinary geometry. Stopping them means finding the original gateway to the Outer Dark. The workmen, with their helmet-like heads, glowing eyes and skulking bodies, individually pose no greater threat than an ordinary person. But there are so, so many of them. And if they take you out in their subterranean home ground, you join their ranks, slaving eternally for more scraps of emotional residue…

Abilities: Athletics 6, Health 6, Scuffling 6

Hit Threshold: 3

Weapon: +1 (pick-axe or shovel)

Alertness Modifier: +1

Stealth Modifier: +2


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’