In the latest episode of their well-structured podcast, Ken and Robin talk narrative payoffs, the US election, QAnon, and game designer / paranormalist James "Herbie" Brennan.

 

For the “Mr. Wilde’s Wild Halloween” one-shot of The Yellow King Roleplaying Game I ran recently on Twitch, I knew the action would open with the investigators heading to a party. To fit both the occasion and the reality-bending theme, and to demonstrate to the audience how Shock and Injury cards work, I decided to kick off by giving the characters the chance to partake of recreational drugs. The existing cards that fill this role are themed specifically to drunkenness, and appear in the Paris sequence. The contemporary This Is Normal Now setting called for cards with titles that could refer to a broader range of substances.

The cards from the existing pair are also a touch on the complicated side, calling for more rules explanation than I wanted to get into. So I created a pair of cards with simpler mechanics and titles fitting a wide range of mood-altering substances. You too may find these useful in your game.

Characters avoided these cards by scoring Difficulty 4 Health successes.

If you watched the game you may recall that only Cat’s character failed, taking the minor card, “High.” I gave it a relatively easy and common discard condition in the hope that the audience would get to see it removed. Which is what happened, so I owe the Actual Play spirits a solid.

Unlike “Tipsy”, the minor card in the drunkenness pairing, “High” lacks the “Non-lethal” tag. You could add it back in if you prefer. However, with harder drugs you can easily rationalize why a dose gone awry could finish off a character who has already sustained multiple injuries. Even a safer drug might turn out to be laced with something fatal, or exacerbate existing wounds, should “High” occur as a Final Card.

Like “Tipsy,” you’ll note that these are Injury cards, not Shock cards, reflecting the characters’ decision to ingest a recreational poison. Their minds might be altered, messing with their Focus tests, but by a chemical rather than emotional source.


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.

With Crown of Axis out of its design and development phases and currently with the editor, I thought See Page XX readers might be interested in hearing how the adventure came about—a behind-the-scenes look at how one adventure came to be, for aspiring RPG designers or anyone who likes to hear how the sausage gets made.

It began with Rob Heinsoo emailing to tell me that Pelgrane wanted a new 1st level introductory adventure for 13th Age. Shadows of Eldolan and The Strangling Sea are both excellent, but they’d been out for a while and it would be good to have something fresh to offer. Would I be willing and able to write:

  • A 44(ish) page adventure for level 1 characters
  • Introducing GMs and players to 13th Age, its distinctive mechanics, and its approach to F20 roleplaying
  • With different types of antagonists than the other intro adventures (e.g. not undead)
  • As soon as possible?

This was the first time I’d actually been asked to write an adventure instead of volunteering myself. Wreck of Volund’s Glory began as a homebrew adventure I wrote to run at Gen Con, and I pitched it to Kobold Press as a product after a few successful sessions. The general outline of Temple of the Sun Cabal took shape at the 13th Age Adventure Workshop panel at Gen Con, and I offered to write it up as a full adventure for 13th Age Monthly.

This project would also be the longest and most complex RPG project I’d ever tackled. I love a good writing challenge (and seeing my name on the covers of things), so I said yes. Rob asked me to send him a pitch and a proposed outline.

I thought about the adventures that most excited me when I was new to RPGs, playing Advanced Dungeons & Dragons as a teenager back in the early 80s. As a huge fan of Fritz Leiber’s Fafhrd and Gray Mouser stories, I loved city adventures—ones where armed and dangerous rogues wander through bustling markets filled with exotic goods, fight duels, chase pickpockets, evade the city watch, and become embroiled in the sinister schemes of the wealthy and powerful. A lot of introductory adventures are set in the kinds of places Fafhrd and the Mouser left behind in order begin their careers—for this one, the heroes would follow their example and head for the big city.

For a long-form creative project I find it useful to have a one-sentence summary of what this thing is and what it needs to accomplish, so I can refer back to it throughout the process in order to keep myself on track.  For this project it was, “An introductory 13th Age adventure in which the PCs are new adventurers seeking their fortune in a wealthy and powerful city, and which will inspire the same feelings of wonder and excitement I experienced when I encountered City-State of the Invincible Overlord as a teenager.”

And where would such an adventure be set but in Axis, the seat of Empire?

I immediately realized what I’d be getting myself into if I set this adventure in Axis. Writing an adventure to introduce brand-new players and GMs to a game is a heavy responsibility already, but to set it in arguably the single most important city in the game? What on earth was I thinking? But the idea grabbed me and wouldn’t let go: our heroes would test their mettle in the legendary City of Swords itself.

But only if Rob agreed.

NEXT: In Which The Author Adds Meat to These Bones, Researching Axis, Brainstorming Adventure Elements, and Constructing an Outline to Present for Rob’s Stern Judgment

 


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. 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.

In the latest episode of their rigorously tabulated podcast, Ken and Robin talk machine politics in F20, the Chicago Film Festival, abandoned president heads, and a different Shah.

by Kevin Kulp

As mentioned when we looked at Conan, it’s fun to see how a hero you know translates into Swords of the Serpentine. Let’s take a look at two ways to play Michael Moorcock’s classic antihero Elric of Melniboné using the SotS rules.

You’ve probably heard of Elric or seen pictures of him even if you’ve never read Moorcock’s work: skinny with long white hair and red eyes, cloaked in black armor, wielding the soul-devouring blade Stormbringer. The naturally frail Elric uses Stormbringer’s power for health and strength, as the blade’s fell magic replaces the expensive alchemical potions Elric used to take to survive. Sure, Stormbringer tends to kill and drain the soul from anyone Elric likes or loves, but isn’t that a small price to pay?

(As a hero, Elric might be a tiny bit flawed. *cough*)

There are a few aspects of Elric that we want to capture when we recreate him as a Swords of the Serpentine hero.

  • Stormbringer eats souls and is hard or impossible to get rid of
  • Emperor Elric is a noble sorcerer who summons demons and gods to do his bidding, but is also manipulated by them (especially by his patron god of chaos, Arioch)
  • He’s weak and frail unless he consumes rare and expensive alchemical supplements, or unless his sword Stormbringer consumes souls to heal him

Option One: Elric, Sorcerer of Demons and Blades

In this option we create Elric as a sorcerer who has the spheres Blades, Chaos, and Demonology, all affecting health. We don’t give him a single rank of Warfare. “But Kevin,” you ask, “Elric spends all his time stabbing people with Stormbringer! What gives?”

Good question. If you want to play Elric your first inclination is probably to ask the GM for a magic sword like Stormbringer. Problems are that you haven’t done anything to earn it, SotS a game about your own personal capabilities and not those of your items, and you don’t want to risk so iconic an item being lost, destroyed, stolen, or taken away by the GM.

Stormbringer

There’s an easy solution. SotS is predicated on “your abilities define your capabilities, and you describe those capabilities however you want.” Use Sorcery instead of Warfare, select the Blades sphere, and describe your attacks as swinging Stormbringer. You decide the fate of anyone you defeat, so when you defeat someone announce “their souls are devoured by my sword.” Flavorful, tragic, and effective.

Narratively, Stormbringer is a pitch-black demon-sword with red runes; mechanically it’s just the form your Sorcery damage takes. You attack using Sorcery, your base attack does 1d6+1 damage to Health, and you can boost damage with Investigative spends as normal. This is very different from (say) D&D’s approach to magic items, but fits right into how Swords of the Serpentine handles player narrative control.

Elric’s Demon-Summoning

For this version of Elric, demon-summoning ancient gods is handled with the normal Sorcery rules alongside the Demonology sphere. You may choose to save your Corruption spends for particularly powerful demon-summoning to emulate Arioch or other gods laying waste to your enemies for you. You probably gain your sorcerous power from Elric’s patron Arioch, God of Chaos.

Frail Health

So how do we handle Elric’s frail Health? Here we may need to ask the GM for a house rule.

“How do you feel about me losing one point of Health every new scene (until I reach -5 Health), and to balance this I’m healed one point of Health for every Refresh token I create when killing enemies?”

Is it fair, balanced, and fun? The GM considers this and says yes (the effect is similar to the mace Lifedrinker on page 189 of Swords of the Serpentine’s Adventurer’s Edition) – and adds that you could also spend 2 Repute each adventure to procure rare alchemical drugs that would pause your Health loss for the adventure.

Option One’s Elric

Name: Elric VIII, 428th Emperor of Melniboné

Mournful, Frail, Albino, Regal, Introspective

Drives: Blood and souls for my Lord Arioch!; All the books, ALL OF THEM; Balancing between Law and Chaos

Defenses – Health: Health Threshold 4, Armor 3, Health 10

Defenses – Morale: Morale Threshold 3, Morale 8

Offense – Sorcery: Sorcery 10 vs. Health; Damage Modifier +1 (Stormbringer/Blades, Chaos, Demonology)

Offense – Sway: Sway 3; Damage Modifier +1 (haughty)

Investigative Abilities: Command 1, Intimidation 1, Liar’s Tell 1, Nobility 3; Corruption 3, Forgotten Lore 1, Leechcraft 1

Allegiances: Ally: Outlanders 1; Ally: Sorcerous Cabals 1; Enemy: Outlanders 1

General Abilities: Athletics 5, Bind Wounds 6, Preparedness 3, Stealth 3, Sorcery 10 (Blast), Sway 3

Sorcerous Spheres: (Affects Health) Blades; Chaos; Demonology

Gear: Distaste for your degenerate culture; patron gods who manipulate you; a head full of powerful summonings; a black-bladed, rune-covered sword named Stormbringer; a frail body kept alive only by alchemy or magic; black plate armor; weighty responsibilities; far too many dead friends and lovers; a cousin who’s trying to overthrow you; red eyes, pale skin, and white hair

Special: You lose 1 Health at the start of every new scene, down to -5 Health; prevent this by spending 2 Repute per adventure on rare alchemical concoctions. When defeating adversaries with Stormbringer, you can drain their souls to heal 1 Health per Refresh token you earn.

Option Two: A Two-Hero Approach

Want to team up with a friend? One of you plays Elric… and one of you plays Stormbringer.

There’s no real reason why your Hero in Swords of the Serpentine can’t be a sentient sword. The main challenge to consider is “how does a sword exert its will on the world?”, and there are lots of way to show that. You might be able to fly, or have a human act for you, or possess others, or have limited nearby telekinesis. As long as you can still do the same sorts of things a human could, you aren’t bending any rules or creating a power imbalance. In this case, you settle on Stormbringer manipulating humans around it, or subconsciously communicating through its wielder.

If you and your friend want to play partners like Stormbringer and Elric, and your GM says okay, go for it. Maybe you even switch off every few games. Just make sure the player with Stormbringer feels like they are making a difference in the narrative.

Both Elric and Stormbringer are considered Heroes and each gets an attack during a round, making it look to enemies like Elric is an incredibly accomplished warrior. Delightfully, give Stormbringer ranks of Bind Wounds so that it can heal its wielder.

Option Two’s Elric

This Elric is almost the same as above, but with no Bind Wounds ability and 8 ranks of Warfare.

Name: Elric VIII, 428th Emperor of Melniboné

Mournful, Frail, Albino, Regal, Introspective

Drives: Blood and souls for my Lord Arioch!; All the books, ALL OF THEM; Balancing between Law and Chaos

Defenses – Health: Health Threshold 4, Armor 3, Health 10

Defenses – Morale: Morale Threshold 3, Grit 1 (duty), Morale 8

Offense – Sorcery: Sorcery 8 vs. Health; Damage Modifier +1 (Blades, Chaos, Demonology)

Offense – Sway: Sway 3; Damage Modifier +1 (haughty)

Offense – Warfare: Warfare 8; Damage Modifier +2 (Stormbringer)

Investigative Abilities: Command 1, Intimidation 1, Liar’s Tell 1, Nobility 3; Corruption 3, Forgotten Lore 1, Leechcraft 1

Allegiances: Ally: Outlanders 1; Ally: Sorcerous Cabals 1; Enemy: Outlanders 1

General Abilities: Athletics 5, Preparedness 3, Stealth 3, Sorcery 8 (Blast), Sway 3, Warfare 8 (Cleave)

Sorcerous Spheres: (Affects Health) Blades; Chaos; Demonology

Gear: Distaste for your degenerate culture; patron gods who manipulate you; a head full of powerful summonings; a black-bladed, rune-covered sword named Stormbringer; a frail body, kept alive only by alchemy or magic; black plate armor; weighty responsibilities; far too many dead friends and lovers; a cousin who’s trying to overthrow you; red eyes, pale skin, and white hair

Special: You lose 1 Health at the start of every new scene, down to -5 Health; prevent this by spending 2 Repute per adventure on rare alchemical concoctions. When defeating adversaries with Stormbringer, you can drain their souls to heal 1 Health per Refresh token you earn.

Option Two’s Stormbringer

Name: Stormbringer, a greatsword of power

Demon-haunted, soul-devouring, deceitful, deadly, hungry

Drives: Blood and souls for Lord Arioch!; keep Elric safe and victorious; destroy everyone Elric loves or cares for

Defenses – Health: Health Threshold 4, Armor 3 (demon-forged steel), Health 10

Defenses – Morale: Morale Threshold 3, Grit 1 (deviousness), Morale 8

Offense – Sorcery: Sorcery 8 vs. Morale; Damage Modifier +1 (Fear)

Offense – Warfare: Warfare 8; Damage Modifier +2 (razor-sharp blade)

Investigative Abilities: Intimidation 3; Corruption 1, Spot Frailty 2, Tactics of Death 4

Allegiances: Ally: Mercenaries 1; Ally: Outlanders 1; Enemy: Church of Denari 1

General Abilities: Bind Wounds 6, Stealth 8 (Where’d It Go?), Sorcery 8 (Blast), Warfare 8 (Cleave)

Sorcerous Spheres: (Affects Morale) Fear

Gear: Growing impatience, mollified by blood; envy of anyone Elric seems to care for; a burning joy of chaos; faded memories of being a free demon; a body shaped like a night-black blade with glowing red runes; knowledge of Elric’s terrible need; a shameful desire for partnership

Special: You can’t walk or fly, but if left behind you can use Stealth to reappear wherever you would like, including within your scabbard. You must swallow the soul of any creature defeated by your blade. You can only apply your Bind Wounds to yourself or your wielder. You have a subtle mental link with your wielder that allows you to communicate.

 


Kevin Kulp (@kevinkulp) and Emily Dresner (@multiplexer) are the co-authors of Swords of the Serpentine, to be published in 2021. Kevin previously helped create TimeWatch and Owl Hoot Trail for Pelgrane Press. When he’s not writing games he’s either smoking BBQ or helping 24-hour companies with shiftwork, sleep, and alertness.

 

Fire Opal Media Inc. 13th Age Roleplaying Game Community Use Policy

Last updated April 21st, 2016

 

Applicable to Non-Commercial Activity

The 13th Age community is an intelligent, creative, dedicated, and enthusiastic group of people, and we at Fire Opal Media appreciate and value the contributions of our community members. This Community Use Policy is designed to encourage you to spread your enthusiasm and creativity while respecting ownership of our copyrights, trademarks, and other intellectual properties.

While copyright and trademark laws protect our property, they also prevent you from using our intellectual properties in most circumstances. That means that you are generally prohibited from using any of our logos, images, or other trademarks or copyrighted content without our consent. This policy grants you the consent to use some of our intellectual property under certain circumstances.

This policy authorizes certain non-commercial use of the 13thAge – related material specifically identified in the Permissions section of this policy (“13th Age Material”).

When we say “non-commercial,” we mean you cannot sell or otherwise charge anyone for access to content used under this Policy. If you make any commercial use of 13th Age Material, your rights under this Policy will be automatically terminated, and any permission granted by this Policy will be immediately revoked. If Fire Opal Media believes that you are in the publishing business, you are considered to be a commercial user, and you are not granted any right to use any 13th Age Material under this Policy. (Commercial users may be able to use or license certain 13th Age Material outside of this Policy and the Archmage Engine with our express written consent. If you are interested in securing permission or a license, please contact us at business@fireopalmedia.com)

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By using content under this Policy:
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  • You agree to present Fire Opal Media, our products, and the 13th Age Material in a generally positive light.
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We at Fire Opal Media would like to note a special thanks to Lisa Stevens and Paizo Publishing LLC for allowing us to leverage their excellent policy!

A valued customer asked: how to use GUMSHOE One2One, in its Cthulhu Confidential incarnation, to play Fall of DELTA GREEN? Mechanically, the One2One system works perfectly for DELTA GREEN play, ably handling the psychological disintegration and physical maiming expected of Agents with Problem cards. The investigative abilities also cross over neatly – I’d suggest the following abilities for the player character:

Agency, Architecture, Cop Talk, Flattery, HUMINT, Inspiration, Interrogation, Intimidation, Military Science, Notice, Streetwise, Survival, Tradecraft and Traffic Analysis, with the other investigative abilities allocated to Sources.

Add Bureaucracy to the list of General Abilities, so our hypothetical Agent has the abilities

Athletics 2, Bureaucracy 1, Conceal 1, Cool 2, Demolitions 1, Disguise 1, Drive 1, Filch 1, Firearms 2, First Aid 1, Heavy Weapons 1, Mechanics 1, Melee Weapons 1, Network 2, Pilot 1, Preparedness 2, Ride 1, Sense Trouble 1, Steath 2, Unarmed Combat 2. (You could arguably keep Psychotherapy, but as its primary use is helping others, and you’re all alone… it’s probably not worth it.)

Sources & Bonds

Cthulhu Confidential has a supporting cast of recurring Sources who provide both emotional support and investigative abilities; Night’s Black Agents: Solo Ops, with its globetrotting adventures, has a Network ability and Contacts instead. Fall of DELTA GREEN requires both. You can call up Contacts who’ll help out for one adventure, but you also have two or three emotional Bonds – people you care about. These people can be useful to your investigations – maybe your best buddy knows Chemistry, or your girlfriend has Art – but a Bond doesn’t have to have any Investigative Abilities.

In addition, you have a Bond with your DELTA GREEN Case Office – the recurring character who gives you your assignments.

If you pick up a Mythos Shock problem that would force your character to leave play at the end of the scenario, you can Burn a Bond, destroying your emotional relationship with that character. You can’t burn your Case Officer.

Sudden Death

Cthulhu Confidential recommends that the Gamemaster refrain from killing the protagonist; Dex may get shot, possessed or driven insane, but he’ll generally struggle on to the final scene before expiring, so the player gets to experience a satisfying story. The Fall of DELTA GREEN, though, is all about disappointment, misfortune and the unknowable nature of the Mythos – so more sudden deaths are perfectly in-genre. (After all, the player can always switch to playing another Agent investigating the disappearance of the previous character…)

All Alone Against The Mythos

So, why are you a lone DELTA GREEN Agent, instead of the usual cell of investigators? Some options:

  • Lone Globetrotter: It’s a lot easier for DELTA GREEN to get a single Agent out to a flashpoint than a whole team. You’re the first Agent in to investigate suspected Mythos activity. Your cover role is one that involves lots of travel (AFOSI investigator, CIA Operative, CDC disease hunter, FBN investigator, US Marshal, FBI Special Agent, journalist).
  • The Cleaner: You work directly for one of DELTA GREEN’s steering committee – you’re the trusted right hand of, say, Brigadier General Fairfield or Dr. Warren, and get dispatched to clean up messes or further your patron’s interests against rival factions on the Executive Committee or against the guys over in MAJESTIC.
  • Our Man in Havana: You’re DELTA GREEN’s go-to guy in a particular city or region; maybe you’re a CIA spy attached to the US embassy in Rome, or a Five Eyes SIGINT analyst in New Zealand who takes a lot of trips to isolated mysterious islands in the South Pacific…

This weekend, Metatopia, the game design festival, has moved online! Register here until Sunday, November 8th at 6:30PM EST if you’re interested in catching up with some of the content. Here’s where you can find the Pelgranes in the mix (all times are in EST):

Friday, November 6th

9:00PM – 10:00PM
D044: Translating Non-Game Intellectual Properties To Games
Presented by James Lowder, Darren Watts, Daryl Andrews, Scott Woodard, Robin Laws. Licensing an intellectual property for your game is potentially both artistically and financially satisfying. However, the process of actually melding your design with the specifics of the property is a creative challenge, to say nothing of the perils of disappointing the fans! Our band of experts have worked with a wide range of IPs and will share what they’ve learned.
Serious, All Ages
Location: Concord

 

Saturday, November 7th

9:00AM – 10:00AM
D054: Games, Gamefeel, Vocabulary and Umami
Presented by James Wallis, Cat Tobin, Kieron Gillen, Jacob Jaskov. We all know how certain games feel in play and how they make us feel, but as designers and critics we don’t have a set of words to describe it. Do we need an experiential vocabulary of play, and what would one look like?
Serious, All Ages
Location: Concord

 

6:00PM – 7:00PM
D073: The 100 GP Pearl: Economics and Trade as Design Elements

Presented by Jason Pitre, Rob Donoghue, Emily Dresner, Kenneth Hite. Economics and trade have long been foundational elements of game design, from the hyperinflation of dungeon pillaging to the free traders of Traveller. In this panel, we discuss how these aspects can be used as the foundation for game mechanics and procedures. Don’t make me quote the rules of acquisition at you.

Serious, All Ages
Location: Concord

 

9:00PM – 11:00PM
D079: RPG Points of View

Presented by Darren Watts, Nicole Lindroos, Kenneth Hite, James Crocker. Explain This Lingo: Trad. OSR. Story Game. Lyric Games. And Indie, which shouldn’t be about design at all. OK, folks from the Forge. We know this gave you the vapors. It’s okay to go make yourself a cup of tea and skip this one. There are a lot of folks coming in who have missed a whole lot of RPG chatter, and we get questions about what the lingo means fairly regularly. We’re going to dip into what these mean and what each category brings to the table that can be stolen and repurposed elsewhere.

Serious, All Ages
Location: Concord

 

Sunday, November 8th

9:00AM – 10:00AM
D085: Building Better Character Connections
Presented by Cat Tobin, Becky Annison, Sharang Biswas. How to Design !More! !Drama! into your RPG! Some of the most satisfying role playing experiences come from the dramatic outcomes of emotional connections between player characters. We look at ways for tabletop and LARP writers to design for deeper character relationships and dynamics, to provide a structure for GMs to bring more of the good kind of drama to their RPGs.
Serious, All Ages
Location: Concord

 

12:00PM – 1:00PM
D091: Grow Your RPG Brand

Presented by Cat Tobin, Will Sobel, JR Blackwell, Christopher McGlothlin, Maz Hamilton. You’re an RPG designer now! That’s great, but now how do you get your awesome game in front of players who will appreciate it? How do you position yourself for future projects? Basically, how do you get your name on a game to mean something? Our panelists grapple with this sticky problem!

Serious, All Ages
Location: Concord

In the latest episode of their sterling podcast, Ken and Robin talk magical cooking, the Potosi Mint fraud, irony, and Fernando Pessoa’s Crowley period.

Four Hallowe’en Horrors for the Yellow King RPG

(Photo by Rick Monteiro on Unsplash)

 

The Ugly Americans (Paris)

Hallowe’en is an American tradition – well, mostly derived from immigrants from the United Kingdom, but America added a lot of sugar and exported it back. Certainly, it’s not a French tradition – the French celebrate La Toussaint, All Saint’s Day, on November 1st.

But you’re American students in Paris – if you can’t be obnoxiously loud and tacky tonight, then something’s terribly wrong with reality.

So, the characters go on an absinthe-and-candy-fuelled bender across Parisian pubs and cafes, dressed in unlikely costumes. Obviously, they have to call in on the Montmartre Cabaret (du Néant, and de l’Enfir – Paris, p. 100), They pick up a couple of other revellers along the way. As the party wears on, with drunken Halloween games and superstitions, they end up in a bar around three in the morning, and someone in the party suggests they have to tell ghost stories. Everyone in the group must tell a ghost story.

Someone else in the party – some masked stranger they picked up en route – also tells a story. A haunting, surreal tale about a city of masked revellers, troubled by a masked stranger, and the coming of the King in Yellow.

The next morning – All Saint’s Day –  while fighting through handovers, the characters realise the following:

  • Something’s horribly wrong with the world. They can feel it in their bones, in their skulls. There’s a yellowish cast to everything.
  • None of them can recall how that stranger joined their company last night. One of their French introduced him to them… but they can’t recall exactly who or when. Finding out how they met that masked stranger is an ongoing mystery to be solved.
  • The stories each of them told have become their Deuced Peculiar Things.

 

Trick or Treat (The Wars)

October 31st, 1949. Your squad’s fighting in the Continental War. An enemy prisoner – any rumours that he’s a sorcerer are nonsense, of course – escaped from the facility where he was being interrogated, and has taken refuge in a nearby village. All routes leading out of the village have been secured, so he must be hiding in one of the houses – he’s probably holding some of the locals hostage, and forcing them to hide him. Your squad’s orders are to go house to house, searching each homestead in turn, until you find the escaped sorcerer. Correction – escaped prisoner. Not a sorcerer. He certainly has not conjured Carcosan entities, and the village is not a series of set-piece traps and nightmarish tableaus.

To navigate the village and find their quarry, the squad must deal with each house in turn, solve whatever Carcosan peril or weird encounter awaits them there, and follow a series of clues to discover where the escaped sorcerer is hiding.

Knock on each door in turn, and pray that a trick is the worst fate that awaits you…

 

Dress Up In You (Aftermath)

You’re all tired and traumatised by the events of the revolution; you need time to heal. One of the characters has a relative who lives out in a small town; they’ve got a big house, with space for all of you to stay. You can hang out in the countryside for a few weeks, take a break from the twin stresses of monster-hunting and politics.

Outside, the town’s getting ready for Halloween. Some small places like this came through the Castaigne years better than the big cities. It was easier to hide, out here. Fewer eyes. As twilight draws in, you see the town’s kids putting on their costumes. A lot of Dream Clowns, like always, but… yuck, some of them are dressed as Regime entities. Explosionists, Argus, Sphyxes, Carcosan visitors. Little siblings tagging along with their big brothers and sisters, dressed as cute Cancer Bags with legs.

Then… from downstairs, the sound of breaking glass. The house is under attack. Those aren’t costumes any more – the kids have been transformed into a cavalcade of horrors.

Some lingering supernatural threat (a Castaigne sorcerer, hiding out? A Carcosan tripwire? A spasm of fading magic) has made the make-believe horrors of the past real again. How to the characters escape the town and find the source of the transformation when they can’t kill the innocent children beneath the masks?

 

Your Face Will Stick Like That (This Is Normal Now)

The fun new gimmick this Halloween is a live face-swap app. You run it, and it swaps your face on video for that of your friend, or a cartoon character, or a celebrity. This Halloween, they’ve added a bunch of spooky faces – witches and vampires and goblins and… ew, that’s tasteless. There’s a Famous Serial Killers tab – Dahmer, Bundy, Jack the Ripper… and that freaky guy who killed those kids last year, the Halloween Stalker. They never caught him, did they? Anyway, don’t click on that.

Uh-oh. It was swapped your face anyway. And it’s swapped it in real life. Suddenly, you look like the infamous uncaught serial killer. Not on video. Physically.

How do you get your real face back? Does the killer have your face now? Or is this some sick joke where you’ve got to kill someone to earn your face back? And why is the logo of the app developer this weird yellow squiggle that you swear you’ve seen before?

Oh god – that was the doorbell. There are kids here, trick or treating! Quick, pull on a mask so they don’t recognise you – no, him! The Halloween Stalker! Get rid of the kids – NOT LIKE THAT – and then call your friends from the café, because you’re going to need help figuring out what’s going on!

 


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.

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