The Alexandrian

The Zalozhniy Quartet is a mini-campaign for Night’s Black Agents, the thriller RPG where retired special ops agents discover that vampires are real and then vow to destroy the undead conspiracy once and for all.

Or, at least, that’s what I’m choosing to call it.

The Quartet bills itself as a “thriller story arc of four missions,” in which “each of the missions can be played individually, or linked into a campaign in any order.” But this doesn’t seem to hold up to close inspection.

We’ll come back to that.

SPOILER WARNING!

This review is absolutely going to ruin the twists and surprises of The Zalozhniy Quartet for you. So if you have any intention of playing in this mini-campaign at some point in the future, you should leap through the nearest window and make a daring escape. (Figuratively speaking.)

The major opposition of the Quartet is the Lisky Bratva, a Russian mafia that has figured out how to create the zalozhniy: Vampiric entities whose moment of death has been undone, transforming them into killing machines that can only be stopped if you recreate the lethal wound which has been “edited” out of their personal timeline. For an extra creep factor, this temporal meddling causes all kinds of weird, non-linear events whenever a zalozhniy is near.

In addition to the criminal machinations of the Lisky Bratva, the Quartet also features the Philby Plot, in which the historical figures of Henry St. John Philby and his son Kim Philby, both spies whom infamously betrayed the British government during the 20th century, are revealed to have been part of an alchemical plot in which the entire Saudi royal bloodline was given a vampiric contamination. Anyone who can track down the tri-partite alchemical reagents known as the Albedo, Nigredo, and Rubedo will be able to complete St. John’s final ritual, transform the entire Saudi royal family into their vampiric thralls, and take de facto control of one of the richest nations on the planet.

… guess what the Lisky Bratva want?

Together, the zalozhniy and the Philby Plot form two fantastic pillars for The Zalozhniy Quartet to build around. The myriad individual ops are also great – varied, dynamic, and well-tuned to show off the strengths of the Night’s Black Agents system.

The basic bottom line here is that the core of the Quartet is very good. Personally, I find the concepts compelling and the raw material useful. It’s the type of adventure that you read and think, “I can’t wait to see what my players do with this!” And, as a testament to that, I’m currently halfway through running a Zalozhniy Quartet campaign.

So, obviously, I’m going to recommend The Zalozhniy Quartet. If you have any interest in Night’s Black Agents, this gives you a lot of awesome stuff to play with and great bang-for-your-buck.

But I do have some reservations.

THE FLY IN RENFIELD’S OINTMENT

Robin D. Laws often says that published adventures are valuable because they teach you what and how to prep for the game.

And that’s the problem with The Zalozhniy Quartet: This is not how you’re supposed to prep a Night’s Black Agents campaign.

A Night’s Black Agents campaign is organized around the Conspyramid, a selection of nodes — sources of blood, funding, and protection; cults, institutions, infrastructure, front companies, etc. — arranged into a pyramidal form and connected to each other, creating a model of the vampiric conspiracy which the agents will navigate.

This is not, however, what The Zalozhniy Quartet does.

Now, to be fair, the intention of the Quartet is that it can be plugged into your existing Conspyramid. For example, if you have a Russian mafia node on your Conspyramid, you can just use the Lisky Bratva! This is why the book says the adventures can be played in any order, because the idea seems to be that each adventure can be plugged in as a separate node on your Conspyramid (and the agents should be free to navigate the Conspyramid without being locked into a sequence).

This is good in theory, but the actual execution is flawed.

For example, the adventures can’t actually be played in any order. At least, not as written. There are too many continuity errors, including one instance where, if the PCs aren’t playing them in the right sequence, there’s supposed to be a phone call that basically says, “The stuff that happens in the other adventure is already over-and-done. You missed it.” Another of the missions — “The Zalozhniy Sanction” — is clearly designed to be played first.

I suspect this is because the series was originally designed to be played in sequence, and then at some point in development it was decided that they should become modular. The retrofit, however, was slapdash, and it wreaked havoc on the book.

For example, if the adventures can be played in any sequence, then logically each adventure should include clues pointing to all the other adventures. And this is true. Except the clues aren’t integrated into the adventures. Instead, they’re listed as separate Exit Vectors and Entry Vectors for each scenario, which also don’t match each other. (So, for example, the entry vectors for “Out of the Ashes” say that PCs in “The Boxmen” will be able to trace the owner of a safe deposit box or some business correspondence to get to “Out of the Ashes.” But if you check the Exit Vectors for “The Boxmen” these clues do not appear!)

It’s difficult to really express how intensely unfriendly this presentation is to the GM.

Similarly, the book also provides an adversary roster for the Lisky Bratva:

At first glance, this seems useful. Except:

  1. There are significant continuity errors between the structure shown on the map and the structure described in the text of the book; and
  2. The structure shown in the diagram doesn’t match the structure of play.

See, the function of an adversary roster in Night’s Black Agents is to guide the players’ investigation: They follow the connections from one adventure to the next.

But there’s no way to do that in The Zalozhniy Quartet as written, because, in addition to the damage wrought by the retrofit, the original structure of the scenario was clearly a linear railroad and that structure hasn’t actually been removed!

You can see this very clearly, for example, in the first adventure in the book, “The Zalozhniy Sanction.” The PCs are hired to investigate a Lisky Bratva smuggling operation, but the job is scripted to fail and the GM needs to force them to go on the run. (Oof.)

And not just on the run in general (despite the extended chase rules in Night’s Black Agents being specifically designed to empower the players to choose how and where they run to). The GM needs to force the PCs to specifically make a run to their handler’s safe house in Vienna. (Oof again.)

With the PCs forced onto this path, an effort is then made to actually invoke the extended chase rules… except that just won’t do, because on their way to Vienna, the PCs need to be dragged through a whole sequence of ops:

  • Sabotaging a football team
  • Infiltrating a vampire monastery
  • Rescuing an investigative reporter
  • Breaking up a human trafficking ring
  • Disrupting a mafia meeting

So the extended chase rules are invoked in name-only, but don’t actually do anything. (Oof a third time.)

(This “just ignore the chase rules” thing happens quite a bit in the adventure. For example, there’s a thriller chase elsewhere in the adventure where if the PCs lose the chase, the target they’re chasing goes boom; but if they win the chase, then the target goes boom and so does a PC. Which is backassed adventure design.)

Plus, this whole thing doesn’t really make any sense because the Lisky Bratva’s reaction to the PCs is insanely out of proportion. For example, they stage a major terrorist incident killing hundreds of people in an effort to silence some people who… tried but failed to steal some intel?

Then, on top of all this, the Quartet’s best intentions end up biting it in the ass: It wants to be something that any Night’s Black Agents GM can plug into their campaign, which is admirable. But Night’s Black Agents notably includes a system for creating custom vampires, which means in any given campaign they could be anything from Nosferatu to psychic statues to alien space vapor.

So as you draw towards the finale of The Zalozhniy Quartet and, in particular, the Philby Plot comes into focus, the writers have a problem:

  • What, exactly, did Philby do?
  • What, exactly, are the albedo, rubedo, and nigredo?
  • What, exactly, does the final ritual entail?

And so forth.

In a quest for genericness, the writers literally can’t answer these questions. They do, to their credit, offer you a bunch of options, but they are, perforce, vague options. They can’t actually nail anything down, which means they also can’t design concrete, playable scenarios. The inevitable result is that, as the campaign reaches its grand conclusion, it just kind of dissolves into a mushy non-entity.

CONCLUSION

That seems like a lot of problems. And it is.

But I also said that The Zalozhniy Quartet is very good and that I heartily recommend it.

So… what gives?

Well, remember those ops I mentioned above? They’re all pretty great. So are the other ops in the book:

  • Extracting an enemy intelligence agent
  • Performing a heist on a private Swiss bank
  • Raiding a museum in Baghdad
  • Tracking down the Thing Which Was Once St. John

So, yes. There are some large scale structural problems. But the actual adventure content ranges from pretty good to really good, and the core pillars of the campaign — the zalozhniy and the Philby Plot — are conceptually fantastic (even if you need to fill in a few holes).

Plus, here’s the great thing: Night’s Black Agents already has an incredibly flexible and robust campaign structure. Remember the Conspyramid? All you need to do is pull the ops out of the book, plug them into a fully functional Conspyramid, and you’re good to go. As remixes go, Night’s Black Agents makes this one really simple.

Don’t get me wrong. If The Zalozhniy Quartet wasn’t so messy, it would receive a significantly higher grade from me. It doesn’t take much imagination, in fact, to see that it might have been one of the best RPG campaigns ever written. Unfortunately, that’s not the case, and what we’re left with is a flawed masterpiece.

But even a flawed masterpiece is going to create some pretty cool experiences at your table.

Good hunting!

Grade: B-

Author: Gareth Hanrahan
Story Design: Kenneth Hite

Publisher: Pelgrane Press
Cost: $26.95
Page Count: 148

FURTHER READING
Review: Night’s Black Agents

10 Responses to “Review: Night’s Black Agents – The Zalozhniy Quartet”

  1. Sam says:

    “It doesn’t take much imagination, in fact, to see that it might have been one of the best RPG campaigns ever written.”

    What are, in your opinion, the best RPG campaigns ever written? A lot of your reviews (very correctly) call out the flaws in a lot of recent campaign products; I’m curious what you see as the best of the best.

  2. Justin Alexander says:

    Pulling a list of A+ adventures I threw together off the top of my head awhile back:

    Banewarrens (Monte Cook)
    Masks of Nyarlathotep (Larry DiTillio)
    Eternal Lies (Jeff Tidball, Will Hindmarch, Jeremy Keller)
    City of Lies (Greg Stolze)
    Eclipse Phase: Ego Hunter (Rob Boyle)
    Dracula Dossier (Kenneth Hite, Gareth Ryder-Hanhrahan)
    I6 Ravenloft (Tracy Hickman)

    A rather than A+
    The Sunless Citadel (Bruce Cordell)
    Three Days to Kill (John Tynes)
    G1 Against the Giants (Gary Gygax)

    Some stuff I’ve worked on that I consider top shelf:
    Infinity: Quantronic Heat (Nick Bate)
    Over the Edge: Welcome to the Island (anthology)
    Feng Shui: Burning Dragon (Jonathan Killstring)

    I’ll also mention Gates of Firestorm Peak (Bruce Cordell). I haven’t looked at this since the ’90s, so it may not hold up. But I have very fond memories of it.

  3. Tim Dill says:

    Interested in fact based espionage and ungentlemanly officers and spies? Ever heard of a real spy called Bill Fairclough (MI6 codename JJ). He was one of Pemberton’s People in MI6. To date there aren’t any films made about him but there is one hell of an espionage thriller novel released so far about his real life exploits.

    Beyond Enkription is a must read for espionage cognoscenti and the first stand-alone spy thriller in The Burlington Files autobiographical series by Bill Fairclough. It’s an unadulterated and noir matter of fact pacy novel. Len Deighton and Mick Herron could be forgiven for thinking they co-wrote it. Coincidentally, a few critics have nicknamed its protagonist “a posh Harry Palmer.”

    This elusive and enigmatic novel is a true story about a maverick accountant (Edward Burlington in Porter Williams International aka Bill Fairclough in Coopers & Lybrand now PwC in real life). In 1974 in London he began infiltrating organised crime gangs, unwittingly working for MI6. After some frenetic attempts on his life he was relocated to the Caribbean where, “eyes wide open” he was recruited by the CIA and headed for shark infested waters off Haiti.

    If you’re an espionage cognoscente you’ll love this monumental book. In real life Bill was recruited by MI6’s unorthodox Colonel Alan Brooke Pemberton CVO MBE and thereafter they worked together on and off into the 1990s. Pemberton’s People included Roy Astley Richards (Winston Churchill’s bodyguard), Peter Goss an SAS Colonel and even the infamous rogue Major Freddy Mace, who highlighted his cat burgling and silent killing skills in his CV. For more on Pemberton’s People do read this brief intriguing News Article dated 31 October 2022 in TheBurlingtonFiles website

    This epic is so real it made us wonder why bother reading espionage fiction when facts are so much more exhilarating. Atmospherically it’s reminiscent of Ted Lewis’ Get Carter of Michael Caine fame. If anyone ever makes a film based on Beyond Enkription they’ll only have themselves to blame if it doesn’t go down in history as a classic thriller … it’s the stuff memorable films are made of.

    Whether you’re a le Carré connoisseur, a Deighton disciple, a Fleming fanatic, a Herron hireling or a Macintyre marauder, odds on once you are immersed in it you’ll read this titanic production twice. You can find out more about Pemberton’s People in an article dated 31 October 2022 on The Burlington Files website. For more detailed reviews visit the Reviews page on TheBurlingtonFiles website or see other independent reviews on your local Amazon website and check out Bill Fairclough’s background on the web.

  4. Sgt Reuster says:

    So, I bought this and intend on running it in the next 6-8 months, and now you have me worried.
    Thoughts on how best to fix the details, even if I have to run this in a specific order?

  5. Justin Alexander says:

    I may be doing an Alexandrian Remix of the Quartet in the near-ish future, possibly on a schedule that will assist you.

    But the basic approach is:

    1. Revamp the zalozhniy to be the primary vampires of the campaign. The conspiracy = the Lisky Bratva, rather than the Lisky Bratva being part of a larger conspiracy.

    2. Rip out the Lisky Bratva ops and position them on a micro-Conspyramid (four tiers high instead of six).

    3. Rearrange the Philby Plot into a node-based mini-campaign. (You’ll also want to nail down a definitive continuity here. My approach is that St. John studied the Thing in Dragovir, attempted to use what he learned to become a vampire, and failed. Dorjiev succeeded where St. John failed, creating the zalozhniy.)

    4. Have the Lisky Bratva conspyramid and the Philby Plot node campaign crossover at the obvious spots (so that exploring the Lisky conspyramid will pull the PCs into the Philby nodes).

    I’m also using the (S)entries scenario from the core rulebook as a lead-in, with the Lennart Dossier the PCs obtain at the end of that scenario essentially containing leads to the four Tier 1 nodes of the Lisky conspyramid.

  6. Peter says:

    I am under the impression you favour longer campaigns, Justin, but do you have any favourite one-shots?

  7. Will says:

    I’m VERY interested in any remixes that come out of this.

    I’ve finally taken the plunge into NBA and am also running sENTRIES into Zalozhniy Quartet – such a tasty collection of scenarios – but felt something wasn’t quite right and couldn’t put my finger on it. Thanks for clarifying what’s hot and not about this. The general fix above is really helpful and I’m looking forward to seeing whatever else comes down the pipe.

    Also, congratulations on the success of the book! All I’ve seen is video upon video singing its praises. Well deserved.

  8. mzako says:

    PLEASE do a remix. I want to run this in some time and it’d be a godsend.

  9. mojangles says:

    I started out running this and then bailed on it for reasons (I kept the vampire aspect of the game system hidden as a bait and switch, then felt really bad when it fell flat – don’t do bait and switches, people). useful assessment of the weaknesses, I didn’t have a chance to run into them but they all seem fixable in practice.

    As unambiguous additions to the great campaign list: Eyes of the Stone Thief, (13th age) and also Pirates of Drinax (mong traveller). Both Gareth hanrahan, both fantastic though PoD does have some quibbled (Hanrahan is a little overfond of railroady chase sequences, which is something you bring up here).

  10. ghostandtoastfighter says:

    Just wanted to say, thanks so much for the review and mini remix notes in the comments. Looking forward to hearing how your playthrough went!

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