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We’re back in the office from our outings to PAX Unplugged in Philadelphia and Dragonmeet in London, just in time to bring you plenty of gifts. Leading the way is a great present for the Night’s Black Agents Director in your life – a GM Screen and Resource Guide, just what they always wanted! Bring the horrors of the Indochine jungles into your home this holiday season with the luxurious The Fall of DELTA GREEN limited edition, or upgrade from the traditional puppy or kitten with lions, tigers and owlbears in the 13th Age Bestiary 2 limited edition! And for remote friends and coworkers, the long-awaited digital versions of both The Book of Ages and Loot Harder are now available.

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If you use background music in your 13thAge games – such as the wonderful 13thAge soundtrack – you can replace the regular rules for icon relationships with a more improvisational approach. Here’s how it works.

  1. Players choose their icon relationships as normal during character creation.
  2. The GM creates a playlist, mixing in the songs for each players’ icons plus a few more suitably atmospheric tracks. The playlist should be longer than the expected length of the game session. Play it on random shuffle.
  3. Instead of rolling relationship dice, whenever an icon’s song comes up, the first player to invoke that song gets to call on it for a suitable story-based benefit, or a +d6 bonus to an attack roll or background check.
  4. More than one player can invoke the same icon at the same time, but that’s the equivalent of rolling a 5 on a regular icon die – it’s a benefit with strings attached. There’ll be an icon-related complication later on.

The trick here is that the songs act as immediate prompts. Players who freeze at the question “how might your relationship with the Priestess help you in this session?” have far less trouble with the question “how might the Priestess help you right now, in the middle of this conversation you’re in?” It’s an approach better suited to a free-wheeling, anarchic, anything-goes campaign than a carefully plotted one.

Possible variants

  • Bardic balladeers get to add songs to the playlist.
  • The GM adds hostile icons to the mix – badness gets triggered when they play
  • Hit next whenever anyone gets a crit
  • Hit next whenever the escalation die increases
  • Players can add their personal theme songs as well as their icon relationships

13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

Roleplaying games are fascinatingly mediated. In almost every other storytelling medium, the audience perceives the action directly. They see the actors on the stage or screen, the characters in the computer game, the voices in the radio play. In prose, true, the author can play tricks with an unreliable narrator or writing in a very subjective fashion, giving an internal monologue – but that runs the risk of alienating the reader. If the audience can’t follow the plot, the story’s lost.

In a roleplaying game, everything goes through the GM. The player gets second-hand impressions of what’s happening (“you see the figure crawling out of the grave”) and then interrogates the GM to get the details the player is interested in (compare the questions “do I recognise the figure” versus “are there any exits? Anything I can use as a weapon”). This gives the GM immense influence over the player’s perceptions of what’s going on (I talked about this before in Spooky Significance).

In a one-on-one game like Cthulhu Confidential, you can go even further. Traditionally, it’s a terrible idea to take control of a character away from a player for long – if Bob’s mind-controlled by Dracula, then Bob ends up sitting there bored while Alice and Eve play on without him.  In a one-on-one game, though, you can skip ahead or around in time easily, and use your influence over the player’s perceptions to shape how they experience the transitions.

For example, you can have an abrupt transition…

Suddenly, someone jolts against you. Your hand burns – they’ve spilled coffee on you. You’re sitting in a coffee shop. Sunlight’s blazing through the window. You’ve no idea how you got there. The last twelve hours are a blank. What did you do in that time?

…a smooth transition…

You find yourself sitting in a coffee shop. It’s daylight. You have only hazy memories of the last few hours, full of gaps. It’s all a bit vague. Anyway, what are you doing?

Or even an unnoticed transition.

You go home to sleep. The next day, you what, grab coffee? Ok, you’re in a coffee shop, when…

The Horror Within

For a mechanical patina – assume the player character has some dark power within them. They’re a secret werewolf, intermittently possessed, channeling psychic forces, unstuck in time… When the player hits a Setback, give the player the option to reroll the dice – but the player suffers a period of missing time, during which they’re under the control of the dark forces. What did they do while their dark half had control?

In Cthulhu Confidential, there’s a host of ghastly horrors that might seize control of Dex. He might be possessed by a Shan or mind-swapped with a member of the Great Race of Yith. Or, like ill-fated Walter Gilman, he might find himself slipping in and out of dreams, waking in unfamiliar places with only hazy memories of his actions…


GUMSHOE One-2-One retunes, rebuilds and re-envisions the acclaimed GUMSHOE investigative rules set for one player, and one GM. Together, the two of you create a story that evokes the classic solo protagonist mystery format of classic detective fiction. Can’t find a group who can play when you can? Want an intense head-to-head gaming experience? Play face to face with GUMSHOE One-2-One—or take advantage of its superb fit with virtual tabletops and play online. Purchase Cthulhu Confidential and future GUMSHOE One-2-One products in print and PDF at the Pelgrane Shop.

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Late autumn is upon us, and it’s the season to curl up in front of a roaring fire with a good book. New books in autumnal green and brown are the limited edition versions of The Fall of DELTA GREEN and the 13th Age Bestiary 2, available in the webstore this month, alongside a compendium of mythos monsters and more in Hideous Creatures: A Bestiary of the Cthulhu Mythos, available to pre-order now.

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Hallowe’en is sadly over, but this month, it’s our printers who’ve been largely horrifying me, with tales of a 10% increase in paper prices. This has generated some hair-raising quotes for our upcoming books, specifically impacting the printing of The Yellow King RPG. Kickstarter backers will be unaffected, but it may make the final book collection more expensive than we’d originally anticipated. This seems to be an industry-wide development, so consider making any holiday book purchases sooner rather than later.

NEW! Limited editions of The Fall of DELTA GREEN and the 13th Age Bestiary 2

If you’ve ever listened to Ken and Robin Talk About Stuff (and if you haven’t, you should!), you’ll know that Ken loves books. This is particularly true of lush and exclusive books, so we’re excited to be releasing the limited edition of The Fall of DELTA GREEN this month. Wrapped in a green faux leather cover, reminiscent of Indochine jungles, this luxury version of the GUMSHOE adaptation of Arc Dream’s Delta Green: The Role-Playing Game includes a bookplate straight from the pen of Ken himself.

Brown faux owlbear-skin wraps the limited edition of the 13th Age Bestiary 2. Rob Heinsoo didn’t capture the creatures for the binding himself, but he has hand-signed a bookplate for each copy. Rob was ably assisted in the writing of the Bestiary 2 by a Monstrous Legion of co-authors – too many to include on the bookplate, sadly, but maybe you can catch ’em all at conventions? If you do, we’d love to see photos of your bookplate!

The Persephone Extraction

I’m delighted to report that we’ve been able to add the final PDF of The Persephone Extraction to pre-orderers’ bookshelves. It’s eight pages longer, and £7/$8 cheaper, than we anticipated when we innocently released it on pre-order last year, but it’s done, and in the hands of the printers. Assuming we’ve broken the back of the Count (you know which one)’s curse on releasing Night’s Black Agents books, we’ll be shipping this out to pre-orderers in January.

Hideous Creatures: A Bestiary of the Cthulhu Mythos

And speaking of books being longer than anticipated, we’ve just added another eight pages of an index to Hideous Creatures: A Bestiary of the Cthulhu Mythos. We’re putting the final touches to this now, and will be updating pre-orderer PDFs later this month. Indexing something so information dense is a fascinating task, and it’s given me a new appreciate for the depth of research Ken puts into his work. Every page is rich with the accumulation of a lifetime’s study of esoteric lore, and the whole is a deep dive into the mystic and mythostic.

Cthulhu Confidential Problem and Edge card deck

Many of you have expressed interest in a printed copy of the Cthulhu Confidential Problem and Edge card deck, and we’ve been working with our partners at DriveThruRPG to make this happen. You can now print your own deck of Cthulhu Confidential cards on demand over on their website, along with our other card decks like the Hillfolk and Dracula Dossier card decks.

Conventions

If you’re out and about this month, you can catch up with us at a number of conventions. Ken and I will be doing panels and hanging out at Metatopia in New Jersey this weekend. Colleen will be holding down the fort at our first ever Gamehole Con booth in Madison, WI. Ken is a Guest of Honour at U-Con in Michigan. Colleen and I will be boothing at PAX Unplugged in Philadelphia, but if you’re on the other side of the pond, Simon, Gareth, Ken, Robin and Rob Heinsoo will be propping up the Pelgrane booth at Dragonmeet in London, England.

 

 

A column about roleplaying

by Robin D. Laws

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

In The Wars, the players leave behind the roles of Belle Epoque art students, becoming soldiers in the 1947 Continental War. As French soldiers, they fight on the Loyalist side, with the identity of the enemy, the Crowns, determined in part by the events they played out in Paris. In that game they worked with the German foreign office against the Yellow Sign conspiracy—so here, the French and Germans are democratic allies against the authoritarian English, Russians, and Nordic nations. Your Paris game will probably inspire in a different configuration of forces when you get to The Wars.

Characters were:

 

Player

Character

Civilian Occupation

Drive

Damn Peculiar Thing

Connection

to Previous PC

Chris

Sgt Cerf

Career Military

 

 

 

Duty

Recurring nightmares about the coming mission – fake tanks are filled with corpses whose faces he knows

Comes from family of longtime anti-Carcosan operatives, Gus was grizzled American friend

Justin

Pvt Jean Edouard

Writer

Curiosity

entered an empty plain and was surrounded by spectral horsemen

had Aaron’s old diaries

Paul

Pvt Marc Logres

Med Student

Heard grandpa’s stories about Carcosa

On three occasions, food in the mess tin look like topographical features – then you’ve gone on a mission to that place and found a mutilated corpse–face gone but the same person maybe?

Georges’ grandson

Shel

Pvt Ange Vanel

Photographer

Morbid Curiosity

ran into a woman who looked like one from the book of portraits

has a book of Ida’s portraits

Scott

Pvt Thomas Gerard

Merchant

Can-Do Attitude

Voices on the camo recordings are saying his name

supplied O’Brien’s architectural firm with building materials

Sue

Lt Rose Cheval

Career Military

Vindication

sky turned white and the rest of the platoon was killed

Jurie

Pvt Georges Renard

Accountant

Truth

saw that people were made of paper and tore apart a little girl

 

(This is the list of characters as of the end of the series, with replacement characters coming in after the deaths of original PCs. Hence, Lt. Cheval’s lack of a connection to a Paris character. Jurie joined us in progress, and so had no Paris PC to link up to.)

For this series I assigned my players the premise I figured they’d find the most fun and flexible: they became a Shadow Squadron, engaged in advanced camouflage activities, with the occasional foray into intelligence operations.

Sometimes my players like to squeeze every last drop of soup from the bones. When I ran the scenario from the book, “A Feast for Wolves,” they spent four sessions on it. I imagine that will remain something of a record. Again, I don’t want to spoil the contents of the published adventures, so let’s just say they took the option that required the most reactive improvisation from the GM. So it became much more of an epic than you see on the page.

Week five was a haunted house / constrained location scenario, with the wartime twist being that the squad couldn’t leave the scary place because they’d been ordered to hold it as a strategic location. This was the session in which the terrible cries of foxes became an ongoing horror motif that continued to echo through the rest of the arc. I’ve already described it in detail here.

Week six, “The Installation”, had the group investigating weird activity around a French research facility. They discovered a mad science experiment to imbue walkers—the many-legged equivalent of tanks in this reality—with the consciousnesses of unwilling experimental subjects. Addhema, their vampire Big Bad from Paris, made her return as the brigadier general in charge of the program. When your villain is immortal, her reappearance two generations later requires no additional explanation.

The next two sessions featured another reimagining of an opponent from Paris, as the group discovered that a town they’d been sent to spread disinformation in was under attack from animated statues, including a winged Salome. Deep in the woods, they found the studio of a now elderly Gus Morley, Chris’ character from the previous sequence. Now played as as GMC, I ensured that he was as truculent as a typical Chris character. So of course Chris’ current character grew impatient with him and shot him dead. I would never second-guess my players in public, and so won’t mention that the group hadn’t gotten the clues from him when the fatal point of annoyance was reached. GUMSHOE promises that you can get all the information if you look in the right place with the right ability, not that you won’t pull your sidearm and shoot the information dead when it mouths off to you.

Weeks nine and ten found the group on assassination prevention detail, as a supernatural killer sent by the Crowns attempted to take out the French high commander—Isaac Philipson, the baby from Carcosa introduced at the end of the Paris sequence, now an adult. Addhema made another appearance as a trusted ally of Philipson’s—again in a position where the group was unable to move against her.

Next came a classic murder mystery in a military setting, as the group tried to figure out which member of an infantry squadron killed their medic. They found their culprits, who had been driven to homicidal unreason by exposure to the terrible play, The King in Yellow.

The twelfth week foreshadowed the coming big battle sequence. The squadron was reassigned from camouflage duty to muster for an assault against enemy-occupied Marseilles. As Loyalist forces massed, the group learned that soldiers were falling prey to mysterious fratricidal urges. They traced this malign influence to a ghostly figure of vengeance luring the unwary to a woodside brothel.

A final two-parter culminated in a set-piece action sequence that sent the squad plunging through Marseilles as climactic battle raged all around them. When the characters took refuge in the sewers, I introduced the cross-reality motif by having them bump into weird scientists from our modern day.

In the end they captured Camilla and took her to Cassilda (or was it the other way around?), and one revealed the suicide vest that destroyed them both—along with several of the PCs.

Or did it destroy anyone but the mortals?

With a big finish to this sequence, but also more unanswered questions, we were ready to move on to Aftermath, which I’ll encapsulate 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. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

 

…didn’t stay in Paris

A column about roleplaying

by Robin D. Laws

One of the key distinguishing features of The Yellow King Roleplaying Game is its quadruple arc structure. When played in its fullest campaign mode, your YKRPG series spans four timelines/realities, with connections between the four sets of PCs reverberating from the past of Paris, to the weird battleground of The Wars, to the alternate post-revolutionary Aftermath and finally to what looks a lot like our present day in This is Normal Now.

As our publication date draws closer, I thought GMs would find it useful to see an example of how this works in play. Over the this and the next three editions of this column I’ll be sharing a precis of my own series, starting with the events of Paris as revealed by the choices of my players.

Characters were:

 

Player

Character

Field

Drive

Deuced Peculiar Business

Chris Huth

Augustus “Gus” Morley

Sculptor

Ennui

That organ didn’t look like it was designed to play by itself—and I didn’t see anyone entering or leaving the organist’s booth

Justin Mohareb

Aaron Ravenwood

Poet

Family Propensity

strange shoreline, staring up at a bone white sky with ebony stars

Paul Jackson

Georges Dubois

Landscape Painter

Thirst for Inspiration

instead of the cathedral he’d drawn a stone circle atop a hill with a human sacrifice being performed by something that is not quite human

Shel Kahn

Ida Phillipson

Portrait Painter

Taste for Danger

Followed a tall dark haired woman, to a place without time

Scott Wachter

Arthur O’Brien

Architect

Youthful Naivete

Followed by winking lion-faced gargoyles

Susan Davis

Sophie Dupleix

Muse

Taste for Decadence

her man is gone and so is his house and no one remembers him

 

As you’ll see, some of the Deuced Peculiar Businesses selected by the players bubbled up into the plotline more than others.

The first two episodes I improvised in response to Sophie’s Deuced Peculiar Business, the disappeared lover. This represented a very strong choice on Susan’s part, as it created an immediate crisis that had to be dealt with. I decided to weave this into an opportunity for the group to pick up a patron to help nudge them along the path to occult investigator status. My players respond well to a bit of external help and ongoing motivation. You might go in another direction with a group that prefers to sandbox their way toward a storyline.

The hunt for Sophie’s man, Henri Cheval, led to agents of the German foreign office intent on quelling the growing influence of the Yellow Sign. For a supernatural menace, I took advantage of the fact that we had a sculptor in the crew, making the antagonist one of his statues. Because of course it had gained sinister animation.

I had already used the same plot device in an earlier preview run for the Pelgrane crew and recommend it as a choice that reliably delivers.

Our art students heroes discovered that Gus’ statue of Salome had eaten the son of their future German patron and arranged for it to be melted in a foundry. They also gained the first inklings of the Carcosa conspiracy, including the possibility that they had somehow aided the publication of The King in Yellow during some kind of memory fugue.

These events took two sessions. The next two we devoted to the sample scenario found in the Paris book, “The Ghost of the Garnier.” I won’t spoil it by describing how they solved its mystery.

Sessions five and six featured the appearance of Ida’s overbearingly bubbly mother, Elsie. Mrs. Philipson had discovered a doctor with a miraculous rejuvenating process she intended to bring back to America. As she became as outwardly young as her daughter, the students smelled danger, especially when the doctor’s office was found ransacked and bloodstained. The investigation led to a circle of sorcerers who had granted themselves superhuman powers by pledging themselves to the King in Yellow. The scenario also involved the hideous secret of how medical leeches are farmed, and the first historical figure to appear in the series—the occultist Gerard Encausse, aka Papus.

Session seven was our Christmas episode, in which the group left the city in pursuit of a copy of the play. In a rural village they discovered that it was being used in a ritual to turn an imminent birth into a dread anti-nativity, giving the King a flesh and blood form in our reality. The team dispensed with this threat in time to return to their favorite Parisian student hangout for mulled wine. A great deal of mulled wine.

Sessions eight and nine introduced the broader political implications of the Carcosan menace, as the group investigated an Italian diplomat intent on drawing on the Pallid One’s power to fight his country’s war in Ethiopia. Using the liqueur he employed to contact the king, Ida entered a hallucinatory, dream-like state and was able to converse with the masked overlord, and to again meet his daughter Cassilda. This scenario also recapitulated the events of Robert W. Chambers’ story “The Yellow Sign”, pitting the group against a corpse animated by the king.

Week ten was another one-shot, in which a vagrant was found murdered near Notre Dame wearing a coat he had stolen from Arthur. This led to his Deuced Peculiar Business, as the cathedral’s gargoyles turned out to be the culprit, and him their real quarry. The art students pioneered explosive munitions by deploying a device called a land torpedo against the gargoyles.

The final three weeks of the Paris sequence introduced a new Big Bad—the Comtesse de Potocki, eventually revealed to be the legendary vampire Addhema, as seen in Paul Feval’s wildly pulpy 1865 novel The Vampire Countess. After plenty of obstacles, mind control, and barbed mockery from an opponent too powerful to defeat directly, they pestered their foe enough to prompt her to abandon her Paris HQ.

In parallel with this struggle, in another liqueur-fueled journey to Carcosa, Ida met with Cassilda and was given a baby to “take care of.” Choosing to interpret this instruction in a kinder light than the Carcosan princess clearly meant, she brought the baby, named Isaac, back to earth.

I could have spun out another episode or two to bring the Paris sequence to a conclusive end, but instead chose a sudden shift to The Wars, where Isaac Philipson’s story would continue. For more on that, tune in 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. Pre-order The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

October means just one thing; it’s Hallowe’en season, and we’ve got just the thing to get you into the horrific mood in the form of new release Hideous Creatures: A Bestiary of the Cthulhu Mythos. Weighing in at a hefty 352 pages in hardback form, this collection of traditional, and novel, creatures from Lovecraft has everything you need to get you through the month that’s in it. If you prefer your monsters more infernal, the PDF of the 13th Age Book of Demons is available alongside the print edition now. And if the jungles of Indochine are your idea of horror, the GUMSHOE conversion of Delta Green: The Role-Playing game, The Fall of DELTA GREEN, is also available in print and PDF format.

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There appeared certain odd stories of things found floating in some of the swollen rivers

– The Whisperer in Darkness

Some of the horrors of the Cthulhu Mythos are composed of ultraterrene matter, or hail from dimensions or angles beyond the ones we know, or cannot die in any way we can comprehend. Others, though, can be destroyed or at least inconveniencedby physical force. Strange things were swept down by the floods from the forested hills beyond Brattleboro, or washed up on the beaches of Massachusetts after the destruction of Devil’s Reef – or were found dead on the floor of the library at Miskatonic.

A maddening of alien horrors march across the pages of Hideous Creaturesbut what might they leave behind if destroyed? What remains… remain? What might the investigators find mounted on the wall of the famous big game hunter who killed himself with his own elephant gun? What relic might they steal from the Thibetan monastery? What tattered robe of hide does the cult priest wear when he capers and howls prayers to the Old Ones?

If the investigators do find a trophy or other preserved remnant of a Mythos creature, examining it might yield vital clues. It’s better to learn, for example, that hunting horrors are rejuvenated by electricity by subjecting a small piece of hunting horror tissue to an electrical current, rather than desperately using the last charge of your stolen Yithian lightning gun on the monster as it pursues you…

 

A Feejee Mermaid: The creature was of substance similar to ours – it dies when you shoot it, and the body doesn’t vanish or sublime or turn to slime. The creature might be mistaken for an especially grotesque example of fanciful taxidermy, a chimera made by sewing together bits of different animals; the wings of some Patagonian bat, the head of a malformed goat, crocodile teeth…

Likely candidates: Bat-Thing (obviously some sort of bat), Byakhee (a pterosaur, clearly), Serpent Folk (a genuine Feejee Mermaid)

The Bones Might Be Human: There are physical abnormalities, of course. Take the care of John Merrick, the famous elephant man of London! Or those suffering from certain extreme skin conditions, worse than leprosy. These remains are bizarre, yes, likely mangled post-mortem by some accident, butthey’re clearly human. Maybe some animal bones mixed in, but they’re human. What else could they be?

Likely candidates: Deep Ones, Ghouls, Medusa, Rat-Thing (the bones of children, I fear, mixed with the rats who ate the remains), Raktijiva (the head’s been destroyed, obviously), Spawn of Yog-Sothoth (Human Son), Tcho-Tcho (the poor stunted creature!), Wendigo (some sort of primitive throwback or degenerate, I’ll wager) Y’m-Bhi (my god! It’s a mass grave!)

A Patch of Hide: Keeping the entire carcass is impossible, unless you happen to own a convenient aircraft hangar or refrigerated warehouse. The investigators might find a small patch of leather carved from a vast huge, a single impossibly huge claw, or a pickled eyeball the size of a man’s head.

Likely candidates: Bhole (impossibly tough worm-leather), Dark Young (clearly some sort of wooden sculpture), Hunting Horror (a rare breed of elephant or hippo, perhaps)

 It All Evaporated: The remains decay almost instantly into foul-smelling liquids or noxious gases, leaving nothing behind. With extensive experimentation, a knowledgable chemist might hit on the right conditions and mix of chemicals needed to preserve the remains.

Likely Candidates: Flying Polyp (explodes into cloud of cancerous cells), Gaseous Wraiths (deflates under pressure), Mi-Go (alien matter dissolves), Moon-Beasts (dissolve into star-jelly; contact with decaying remains is agonisingly painful), Vampirish Vapour (rapid deliquescence into rot and slime)

Mysterious Stains – and Echoes: The creature’s remain vanish, but they don’t just dissolve into slime or sublime into mist. Something of the entity remains in the place where it died. Not a haunting, exactly, but a stain upon the land. An unhealing scar, a place that echoes the horror over and over.

Likely Candidates: Black Winged One (hauntings, sick building syndrome), Colour Out Of Space (blasted heath), Great Race of Yith (remains drawn back through time-gate; temporal distortions persist), Hounds of Tindalos, Lloigor (dreams and nightmares), Night-Gaunts (hideous tittering from no discernible source) Ultraviolet Devourer (‘thin place’ where higher dimensions can be seen) 

That Is Not Dead…: Some creatures do not die so easily. The Elder Things dug up by the Miskatonic Expedition revived after millennia buried in the ice caves; shoggoths are virtually indestructible. These ‘remains’ might revive under the right conditions.

Likely Candidates: Elder Things (preternatural resilience), Hounds of Tindalos (what is an ending to an entity who moves through time?), Shoggoth (every shoggoth cell is a shoggoth), Star Vampire (still exists in a dimension we can’t perceive, can be called up by blood), Worm-Cultist (every worm recalls the totality…)


Hideous Creatures: A Bestiary of the Cthulhu Mythos is a collection of thirty-one of Lovecraft’s most celebrated – and most cryptic, some of which have never taken stat form in an RPG – creatures, written up with full stats, clues, mythic echoes, adventure seeds, and in-world documents for Trail of Cthulhu. Purchase Hideous Creatures in print at the Pelgrane Shop.

 

I was listening to the new BBC podcast on The Ratline (it’s about escaped Nazis and post-war conspiracies, so it’s useful for both The Fall of DELTA GREEN and the Dracula Dossier), and was struck by one observation that there are very few survivors of WWII left. For that matter, most of those who were in senior positions in 1977 are retired or gone, too. Vampires may be immortal, but most witnesses are not. The larger the gap between the ‘present day’ strand of the campaign and those historical periods, the less plausible it is for various supporting characters to still be alive.

(On the bright side, Al-Qaeda is apparently enjoying a post-ISIS resurgence, so… I guess that’s good for espionage campaigns involving vampire-tainted counterterrorism operations.)

There are several ways (some used in the Director’s Handbook) to introduce an NPC from the 1940s or 1970s other than tracking them down in some retirement home.

The Successor: The Agents run into a child, former assistant, confidante or custodian of the late NPC who knew them very well and can answer all their questions. The dutiful daughter who took care of her aging parent; the protégé of a senior spy; a student of the late academic who carried on her work. This successor may dismiss stories of vampires and supernatural strangeness as nonsense, but the Agents can glean vital clues despite their disbelief. (In particular, see “Cushing”, p. 92)

I’ve Got A Box Of Papers In The Attic: You’re looking for my mother. She died ten years ago… she never talked about her work for the government, so I can’t help you. Although, now that you mention it, there’s a box of her papers in the attic. She never threw them out. Said we shouldn’t look at them, but she had us drag them down once a year so she could relive old memories. Huh – actually, it was always on St. George’s day, and that’s today. What a co-incidence. I’ll go up and get them…” (The Acting Director of MI5, p. 80, uses this approach) 

The Transcript: The Agents discover a transcript or a recording of the late NPC – and  the mysterious interviewer is questioning them about the exact topic the Agents want to interrogate them about! Not only do the Agents get the information they seek, but they also have a new mystery to investigate – who was this other vampire hunter, who seems to have followed the same trail of clues as the Agents? And what happened to them? (The Late Con Artist, p. 84, uses this approach).

The Flashback: Combine any of the previous three with a flashback, perhaps using an adventure from The Edom Files. You need to talk to the MI5 Deputy who ran security in London in ’77. He’d dead – but when you dig into his files, you learn about another incident a few years earlier, involving the ballet…

Later in the campaign, dead NPCs can take a more active role:

I Have Prepared This For You: Not only do the Agents find the late NPCs’ papers/diaries/successor, they discover that the NPC anticipated that one day, someone would come looking, and that they’d need help. The NPC left behind a cache of supplies (Night’s Black Agents, p. 94), possibly including some Objects or handouts from the Hawkins Papers – and definitely including some lovely period gear. Escape in that lovingly maintained Aston Martin DB6, or take out bad guys with a WWII Sykes-Fairbairn knife issued by the Special Operations Executive back in ’41.

The Dream: One of the Agents dreams of the late NPC. It’s an unusually vivid nightmare – the two are in some building associated with the NPC (the old MI6 headquarters at Century House, a cottage in the Cotswolds, Ring Manor, a castle in Transylvania, a nightclub in Berlin) while a storm rages outside and some animal tries to break in (but what animal beats its wings against the upper windows like a bat, but scratches at the door like a dog?). Clearly, it’s just a dream, and none of the information obtained within can be relied upon… especially as Dracula can send deceitful visions by night. Or did the late NPC have some special grace from the Almighty to send one last message?

Necromancy: The campaign crawls with ways to raise the dead. There’s the Spirit Board (p. 279), the Online Mystic (p. 126), the Psychic (p. 96), the Solomonari (p. 74). Any of them could call up a dead soul, or even resurrect a corpse in some ghastly mockery of life. For the dead travel fast – and talk even faster, under interrogation.


Dracula is not a novel. It’s the censored version of Bram Stoker’s after-action report of the failed British Intelligence attempt to recruit a vampire in 1894. Kenneth Hite and Gareth Ryder-Hanrahan have restored the deleted sections, inserting annotations and clues left by three generations of MI6 analysts. This is Dracula UnredactedFollow those clues to the Director’s Handbook, containing hundreds of encounters: shady NPCs, dangerous locations, conspiratorial nodes, and mysterious objects. Together they comprise The Dracula Dossier — an epic improvised, collaborative campaign for Night’s Black Agents, our award-winning vampire spy thriller RPG. Purchase the Dracula Dossier starter kit bundle in print and PDF at the Pelgrane Shop.

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