“Nobody wants to see that, smell that…”

When a news story starts with the phrase “In what sounds like a scene from a horror film,” the media monitors at the Ordo Veritatis sit up and take notice.

When a basement floods with gore and bone, as happened in Bagley, Iowa in mid-October, they send a team of investigators, alert to possible Esoterror activity.

It might just be that the neighboring meat locker shares a drain with the unfortunate homeowner’s basement. That will certainly be the story the agents spread when they later conduct their Veil-Out.

Or it could be a blutkeller, an Outer Dark manifestation that forms around abattoirs and meat-packing facilities. A spell propagated by Esoterror operatives conjures it into this reality. The working requires the dumping of a human corpse amid animal waste products at the facility. An entity enters the mixture of blood and flesh, either remaining in the facility or slurping down the nearest drain or sluice. It then periodically surfaces to opportunistically attack lone victims, pulling them down into itself and devouring them, ooze-style. When it disappears into a partially clogged drain after an attack, it leaves a portion of itself behind. The blutkeller can come up through any connected pipe, or through demonic multilocation, phase into another nearby underground room. It can only phase into buildings visited by persons who have come into skin contact with its liquid residue. During the mission briefing, the team’s Mr. Verity strongly advises the use of hazmat suits when examining any potential blutkeller effluvia.

The demonic entity lacks solid substance and cannot be fought by normal means. An ingenious team might manage to contain or slow its rampage by freezing it with liquid nitrogen. To permanently banish it from the world, they must place the person who summoned it in its presence. Compelled to attack and devour its benefactor, it shrieks with thwarted rage before a red vortex sucks it back into the Outer Dark.

Until that happens, the summoner gains an infusion of psychic energy each time the blutkeller kills. This attracts luck, positive attention, and physical vitality. Agents may concentrate their search on local individuals gaining sudden wealth, popularity, or fame. To prove their case, they seek evidence that the target researched the ritual and had its corresponding, distinct sigil tattooed somewhere on the body.

It is not possible to cast the spell without expecting an ensuing series of horrible deaths. While agents may regret the necessity of feeding the summoner to the entity, they can assure themselves that the target made its bargain with the Outer Dark knowingly and

[sunglasses off]

…in cold blood.


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.

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.


We can say relatively little for certain about the life of Robert W. Chambers, but it is clear from his work that knew France and its history. For this reason it is tempting to believe that the name Hildred Castaigne, unreliable narrator and protagonist of the classic Yellow King story “The Repairer of Reputations,” took its inspiration from the early 19th century murderer Edme Castaing.

Castaing, a young and impecunious doctor, befriended a pair of wealthy patients, the brothers Auguste and Hippolyte Ballet. In 1822, the consumptive Hippolyte died while in Castaing’s care. His fortune went to Auguste, who made Castaing his heir. Half a year later, after drinking wine and then milk given to him by Castaing, Auguste also died after a prolonged fit of vomiting.

Both victims had been in their early twenties. This fact, added to Castaing’s financial activities, triggered official suspicion. Investigation focused on his purchase of a then-new medicine, morphine, before the deaths. Castaing was arrested and tried for murder. The jury found him innocent of Hippolyte’s death but guilty of destroying his will, and of murdering Auguste. He went to the guillotine on December 6, 1823.

In the entangled realities of The Yellow King Roleplaying Game, the mere difference of a few letters in a surname doesn’t stop us from identifying Castaing as an unlucky link in the dynastic chain running from the Pallid King to Hildred Castaigne. He had all the sinister predilections of his family without a Mr. Wilde to fully usher him to his destiny.

Ghosts feature heavily in Chambers’ other, lesser horror tales. In keeping with those, the characters from your Paris sequence could meet up with this earlier, slightly misspelled member of the bloodline in phantom form. Perhaps they encounter Castaing’s shade at the Place de Greve, the site of his guillotining. Or in Saint-Cloud, the bucolic Parisian suburb where he poisoned Auguste, during their stay at the Tête Noire Hotel.

Like other Chambers ghosts, Edme might not look or sound dead at all. He could seal his friendship with the occult-busting art students with much-needed medical treatment. His unearthly healing powers might allow the discarding of Injury cards that aren’t normally gotten rid of with a First Aid success. Over time Edme might abuse his friendly GMC status to mislead the group into spreading the influence of the Yellow King, increasing his own powers. Only by researching the seventy-year-old story of Edme Castaing can the group discover that their apparent benefactor is neither alive nor on their side.

Naturally, if he suspects they’re onto him, he’ll reach for the syringe full of phantasmal morphine he keeps in that little black bag of his.


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.