The Campaign Overview for the Alexandrian Remix originated as a planning document and now serves as a general reference document for the GM.
LOCALE CLUES: Each locale in the campaign has its own internal structure of nodes linked by clues. The campaign also has a macro-structure, however, which links the various locales together. I find it’s easiest to separate these structures, tracking the macro-clues that are integrated into the various locales separately from the clues that move you around the locale itself. This reference sheet summarizes all of the macro-clues that lead from one locale to another.
CAMPAIGN CLUES – THIBET REVELATION: As discussed in the introduction to the Alexandrian Remix, there is an additional meta-mystery that requires the PCs to piece together clues from multiple locations in order to figure out their final destination. Whereas the locale clues are independent (you can pick up any of the clues that point to Malta, for example, and use it to get to Malta), in order to reach Thibet you need to have three separate pieces of information. Following the Three Clue Rule, there are three clues pointing to each of these pieces of information. This reference sheet summarizes them.
CAMPAIGN CLUES – DESTROYING THE MAW: Another key revelation for the campaign is how you can destroy the Maw of the Mouth. This reference sheet summarizes teh methods and how they can be obtained.
CAMPAIGN CLUES – FINAL RITUAL: When the PCs reach the end of the campaign, they’re going to need several key pieces of information in order to solve the problem. This reference sheet summarizes where they can gain those pieces of information (once again following the principles of redundancy laid out in the Three Clue Rule).
CAMPAIGN CLUES – APOCALYPSE: As with the Thibet Revelation, the information for realizing what’s happening at the end of the campaign is spread throughout the campaign.
CAMPAIGN CLUES – IDENTITY OF THE LIAR: This sheet is complicated by the fact that there are several red herrings in the campaign pointing the PCs towards false identities. This discovery requires a two-step revelation: First, the PCs must realize that the Liar is the Prisoner of Glaaki. Second, they have to figure out who the Prisoner of Glaaki is.
REFERENCE – WHO BELIEVES WHAT: In large part because the Liar is obfuscating his identity, it can get a little confusing about what the various NPCs know and believe about it. This reference sheet summarizes what the 1924 Cultists, the 1924 Inner Circle, the 1934 Cult, and the various cult leaders all currently believe.
REFERENCE – 1924: This summarizes all the known facts about what happened in 1924, including the known members of the cult, Walter Winston’s investigators, and what happened on the night of August 13th, 1924.
REFERENCE – MINOR MOUTHS / MAJOR MOUTHS: All of the stats for the Mouths summarized on a single sheet for easy reference.
REFERENCE – NECTAR: All the rules for researching or consuming Nectar.
REFERENCE – TRAVEL TIMES: A hodgepodge reference using real world figures for transcontinental travel in the 1930s. You should be able to interpolate from this data to come up with relatively accurate travel times for any locations the PCs might decide to hare off to.
The PDF also includes a recommended reading list for familiarizing yourself more intimately with the various Mythos elements that the Eternal Lies campaign is based around (including my additions to the campaign). This list primarily revolves around the lore of Gol-Goroth and the tales of the Severn Valley (including, most importantly, the Revelations of Glaaki). However, there are a few additional stories included here (mostly because their material appears in the various Mythos tomes found in Echavarria’s library and Savitree’s research).
Robert E. Howard
“The Black Stone”
“The Children of the Night”
“The People in the Dark”
“The Gods of Bal-Sagoth”
“The Thing on the Roof”
“Worms of the Earth”
“The Inhabitant of the Lake”
“The Stone on the Island”
“The Church in High Street”
“The Room in the Castle”
“The Render of the Veils”
“The Plain of Sound”
The Last Revelation of Gla’aki
“The Shadow Out of Time”
“Than Curse the Darkness”
“The Fishers From Beyond”
Chaosium Cthulhu Scenarios
Masks of Nyarlathotep
No Man’s Land
The Chaosium scenarios are strictly non-essential, but there are oblique references to No Man’s Land in some of the lore books (largely because one of my players created a PC who used the scenario as part of his back story). And Masks of Nyarlathotep, unsurprisingly, serves as the fountainhead for several key pieces of lore regarding the Black Pharaoh (among others).