See P. XX: What Happened in Paris

 

…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.

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