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Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Mexico City

Campaign NotesDioramaProps Packet

I’m afraid I need to preface the remix of the Mexico City locale with a hard truth: In my opinion, this section of the original campaign is a big mess. Despite some really interesting ideas (that are largely left undeveloped), it’s easily the weakest section of the entire campaign.

First, it’s heavily overwritten. There’s a lot of meandering about self-evident contingencies, but there’s also a lot of bizarrely out-of-place GM advice. For example: “Eternal Lies is performed on the soundstage of your imagination. It is not played out on location in Mexico City, 1937. When conjuring an imaginary Mexico City for your adaptation of Eternal Lies, remember that your dramatic interpretation of Mexico City must, foremost, serve your story.” At this point you’re 260 pages into the book and at least 6-8 sessions into the campaign. It feels really weird to be saying things like, “Hey! Remember that the thing you’ve been doing for the last two months is totally a work of fiction!” Or to say things like this: “Keep all of that in mind while you’re making choices for Gonchi, because when you’re playing the role of Gonchi, you’ve also got to be playing the part of the Keeper still.”

Ignoring the fact that I consider some of the advice in this chapter to be flat-out bad (like explicitly telling your players that a particular prop is really important, so they should make sure to pay attention to it), you’re still faced with the fact that it’s curiously banal.

Second, it’s structurally weak (featuring a long, tenuous string of linear clues with little redundancy and a lot of faith-leaping). It’s also structurally bloated. For example, when the PCs are trying to track down a band of musicians, there’s a sequence where they have to go to a bar, have a conversation with a specific NPC, then get invited to a party, have another conversation with that same NPC, and then finally get introduced to the band. Later they’re supposed to get captured by the bad guys and tossed down a pit lined with mouths. Then they’re supposed to walk across a room and fall down ANOTHER pit with a Mouth in it.

You’ll note that these curious redundancies are absent from the remix: The bar and the party are conflated into a single interaction. And there is only one mouth-filled pit in the bad guys’ lair.

Third, speaking of mouth-filled pits, the conclusion is a bit of a disaster: In order to play out as written, it requires the PCs to be captured and thrown into the oubliette. But there’s no reasonable way to actually arrange for their capture. The scenario then explicitly breaks the normal rules for handling Stability checks, implementing a custom system which is impossibly brutal and essentially guarantees that the PCs will be wiped out.Eternal Lies - Mexico City - Elena Alcatruz The author then seems to realize he’s made a mistake, because he includes an entire section dedicated exclusively to discussing how to railroad the PCs back out of the trap you’ve railroaded them into in order to avoid the inevitable TPK.

Fourth, there’s Elena Alcatruz. I thought about renaming her Mary Sue, but that felt a little too on the nose. Elena is this completely inconsequential and irrelevant character who is stunningly beautiful, utterly charming, versed in every subject the PCs are interested in, and literally the most amazing person they will ever meet. She receives the largest write-up of any NPC in the entire campaign (including three unique, detailed outfits), it’s suggested that one of the PCs should fall in love with her, and “if the Investigators (or their players) look forward to seeing her again in a future scene, you’re playing her just right.”

As a result of all this, Mexico City is probably the most heavily altered location in my version of the campaign: Entire scenes have been dropped, clues have been added and many have been redirected. It’s the only location where I recommend laying the book aside during the game and running strictly from the remix notes.

PROACTIVE NODES

One thing that will probably leap out at you about Mexico City is the large number of proactive nodes. When you’re running the location, don’t lose track of these: There are five proactive nodes and some of them (like Gonchi Del Toro or Brooks’ thugs) can even be used multiple times. Given that there are only eight static nodes (and three of those already include variations of the thugs in their own right), you won’t want to wait for the PCs to settle in before hitting them with the proactive stuff.

In many ways, these proactive nodes are the defining characteristic of the Mexico City location and set it apart from the other cities of the cult: Brooks has eyes and ears everywhere (and many of them are watching each other). Between Gonchi, the thugs, the birds, a second round of thugs, the shooter in Node 3, and then the thugs who attack La Paz, the entire city should pretty much just scream Brooks’ paranoia.

DE LA LUZ SONGS

One new addition to the Mexico City location that I’d like to call particular attention to are the additional De La Luz songs I developed: In the original campaign, there’s only one recording of Leticia de la Luz and its effect is fairly minimal. To this I’ve added “Cancion del Cuco”, “Armonia de los Dioses”, “Caricia de los Labios”, and “Grunido de la Montana”. Each of these has their own unique effect, which is summarized on a reference sheet (pg. 5 of the remix notes).

The conclusion of the Mexico City location, instead of being based around the oubliette, is instead based around Leticia de la Luz and the Major Mouth influencing the PCs through the alternating use of different songs. There’s no specific script for this: Play it by ear (pun intended) and keep switching the songs up while using them to best effect.

PROP NOTES

A LOVE POEM FOR LETICIA: I’m particularly satisfied with how this creepy-as-hell poem turned out. I’ve included a file for printing a 5.75″ x 4.5″ envelope. The poem is designed to be printed on matching stationary, but it’s relatively easy to print it on any size paper and trim it down. (You can skip the envelope, but note that it’s the primary clue here: The return address points to Brooks’ penthouse.)

LA PAZ MATCHBOOK: Print this onto cardstock and then cut it down to the size of a matchbook cover. It’s then relatively easy to rip the cover off a book of matches and staple the new cover on to replace it. A text file included in the props packet gives the address you’re supposed to write inside: La Cruz 29, 3°, 18. (That’s how addresses work in Mexico: It means #29 on La Cruz street, 3rd floor, Unit 18.)

LINER NOTES FOR THE NEW ALBUM: Separate files are given for the front and back of this handout. As detailed in the included text file and the scenario notes, there’s a crytography key that you can give to someone making a Cryptography spend. That should give them enough information to translate the text.

PHOTO OF DOMINGUEZ AND HIS CREW: Here, again, there’s a text file noting what needs to be written on the back of the photo.

VICTOR CORTEZ BUSINESS CARD: These are designed for 8471 Avery Business Cards. (You could also print them on cardstock and cut them down to business card size.) I filled the whole sheet with them because… well… why not? And then I developed the idea of Cortez compulsively handing them out to everyone he talks to.

Eternal Lies - Mexico City - Aztec Mural

Go to 2.5 Yucatan

Eternal Lies – Malta

June 22nd, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Malta

Campaign NotesDioramaProps Packet

A key thing to note for Malta in the Alexandrian Remix: This is the primary location for learning that the Rift of the Maw only opens under a new moon in a cloudless sky. In the adventure as written, this information is frequently accompanied by people also telling you that the Rift of the Maw is located in a mountain. If you want the remix to work the way it’s supposed to, it’s really important that you DON’T mention anything about a mountain in Malta. In the remix, nobody in Malta knows where the Rift is (and, in fact, quite a few people would like to figure it out).

Beyond that, you won’t find a lot of big, glaring changes in the Malta location. What the remix mostly does is beef up the clues to make the location a little more robust.

NECTAR TRADE: The most notable way I accomplished this was to add an active Nectar trade to Malta. In the published campaign, Montgomery Donovan is keeping Nectar off the streets of Malta in order to keep the local authorities off his back. I decided to go a different direction because (a) it gives the PCs a different avenue for cracking the local cult; (b) it makes Bangkok the only cult location where you can’t find Nectar on the streets (which thematically strengthens Savitree’s cautious isolationism); and (c) I had a couple of cool ideas for what the local Nectar trade might look like (which is where the Parkies and the Faldetta Peaches come from in the remix).

SIR GODFREY WELLES: Conversely, I dialed back the amount of information that Sir Godfrey Welles can provide. He’s got enough to point the PCs in the right direction (and a few wrong directions), but I’ve stripped him of his encyclopedic knowledge of what’s happening.

CATACOMBS: The other major change can be found in the catacombs beneath Malta. There’s some extra flavor down there, but if the PCs are being guided by Sir Godfrey they’re no longer at risk of running into booby traps. I’ve also added a robust mechanical structure for PCs who end up stumbling around blindly in the catacombs. (This also gives the PCs a more active way of finding Sir Godfrey, although he’s still most likely to pop up as a friendly and unexpected ally.)

DONOVAN’S TOWNHOUSE: In the original campaign there’s a discrepancy between the map of Donovan’s townhouse and the description of the townhouse. I’ve changed the map key to fix that.

PROP NOTES

Nectar Shipping Schedule: As noted in the PDF, you’ll need to shift the dates on this prop depending on when the PCs actually arrive in Malta. I’ve included a Word document of the prop and the necessary font so that you can do that.

Donovan’s Spell to Open the Sky: Note that this reference sheet can’t be used interchangeably with other locations where this spell can be gained throughout the campaign. (This copy includes notes in Donovan’s handwriting and particular to how he discovered it.)

Eternal Lies - Arriving in Malta

Go to 2.4 Mexico City

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - The Obelisk of Axum - The Cathedral of Tsion Maryam

Campaign NotesProps Packet

The Obelisk of Axum is the second of the original scenarios that I’ve incorporated into Eternal Lies. Like the Severn Valley, it was developed as an organic response to the choices made by my original players. And there are two distinct roots that underlie its origins:

First, in the original campaign there is an oblique reference to the Obelisk of Axum is used to justify why the archaeologist Bartolo Acuna has returned to Africa thirteen years after the failed expedition he led which the PCs are investigating just in time for the PCs to question him directly. (It’s also one of the key indications that the campaign was not originally designed to begin in 1937, since by March 1937 the Obelisk was already back in Rome. With the travel times involved, you’d have to start your campaign on January 1st and hope the PCs bee-line for Ethiopia.)

As I’ve discussed previously, part of my work on the remix involved beefing up the mythological references to Gol-Goroth, the God of the Black Stone. The Black Stone itself is frequently described as an obelisk, and I thought it would be effective to have the Obelisk of Axum related to it (and, by extension, to Gol-Goroth). So I beefed up Acuna’s discussion of the Obelisk, using it as an opportunity to begin establishing Gol-Goroth in the minds of the players.

I hadn’t anticipated that the players would hear Acuna’s interest in the Obelisk and conclude that they should also be interested in it, prompting them to mount an expedition to Axum.

The second point of orign for this scenario is the odd route that my players had taken to get to this point: They followed the anticipated trajectory of New York to Savannah to Los Angeles. But then, after turning up enough information to learn of the cult’s expedition to Ethiopia in 1924, they decided that the cult’s drug-running activities in Los Angeles were too dangerous for them to tackle directly. As a result, they booked a flight to Ethiopia and skipped town without procuring any of the other leads.

This was something of a problem because Ethiopia is the only locale in the campaign which is structurally a dead-end. (Which makes sense because the cult was active there 10 years ago, but isn’t now. So there are no fresh leads to follow up.) While it was certainly possible for the PCs to investigate Ethiopia and then, without any further leads, simply return to Los Angeles, I knew that had the potential to be frustrating for them.

However, I’d already decided that Savitree Sirikhan had been mounting a series of expeditions. I decided that I would have her “anti-Investigators” (which I would shortly redub the Emporium of Bangkok Antiquities) active in Ethiopia. Once they crossed paths with the PCs, they would drop leads that would point back towards Bangkok, which had already been turned into a secondary hub that would put their investigation back on track (so to speak). I was playing around with the idea of having the Emporium also investigating Ayers’ decade-old expedition, but when the PCs decided to pursue the Obelisk of Axum I realized that it was the Obelisk itself which had brought the Emporium there.

USING THE SCENARIO

Fortunately, if you’re using the remix, you won’t need to have your players follow that precise sequence of events. I’ve incorporated clues pointing to the Obelisk of Axum into both the Ethiopia and Bangkok material. You can also strengthen these ties by increasing the activity of the Emporium of Bangkok Antiquities during the Ethiopia locale and having them attract the PCs’ attention. A few options might include:

  • They kidnap or murder Acuna, interrogating him for information about the Obelisk. (If this happens shortly after the PCs question him, they might become suspects.)
  • They decide to investigate the Dallol dig site. (Which they may have learned of from Acuna.)
  • If the PCs are already well-known to the cult and it’s possible for Sirikhan to know they’ve gone to Ethiopia, she might telegram instructions to the Emporium members to put them under surveillance or have them killed.

More detailed notes on how to integrate the Emporium’s active investigations into the campaign can be found in my description of the Severn Valley.

PROP NOTES

The Obelisk of Axum shares the poster map used for Ethiopia. The various photos of the Northern Obelisk Field and so forth are designed so that they can be added to the Ethiopian diorama as the PCs explore Axum.

USING THE OBELISK OF AXUM AS AN INDEPENDENT SCENARIO

Unlike the Severn Valley, it can’t be trivially broken out of the campaign and  run independently. (As designed, it really lacks any sort of conclusion: The PCs come to Axum, poke around, learn some stuff (that’s mostly meaningful in terms of the larger events of the campaign).

If you wanted to run it as an independent scenario, you’d probably want to have a stronger conclusion focused on the Obelisk itself in some way. Did Frumentius remove something from the Obelisk during its destruction? If so, the PCs might need to race the Emporium of Bangkok Antiquities to retrieve it.

Or the EBA might already have it, in which case the scenario becomes about them triggering something horrible with the Obelisk itself. Maybe one of them enters the Obelisk and is horribly transformed by it. (You could pull some of the lore books form the Los Angeles cult concerning Gol-Goroth and his obelisks to help establish some of this conceptually.)

Of course, you’ll also need to figure out some sort of independent hook for getting the PCs involved. Maybe they’ve been hired by the Italian government to prep the Obelisk for looting and, when they arrive onsite, they find the EBA already ensconced?

Eternal Lies - Obelisk of Axum

Go to 2.3 Malta

Eternal Lies – Ethiopia

June 17th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Ethiopia

Campaign NotesDioramaProps Packet

Ethiopia receives very few changes for the remix. There are a few minor changes, mostly aimed at either (a) incorporating the Obelisk of Axum into the campaign or (b) creating a clearer path by which the PCs could reach Ayers. (I knew that there was literally 0% chance that my players would choose to just blindly ride into the desert in a vaguely western direction on the off-chance they might run into him, so I created the mythology of the Dream-Scourged Halls of Oloth-Waaq to give a little flavorful direction.)

One thing I did change, however, was the custom Heat Track the campaign uses for desert travel. I posted these previously on the Alexandrian when I first developed them, but I’ll share them here, too, for easy reference.

The effect of prolonged exposure to extreme temperatures in Trail of Cthulhu is very straight-forward: Investigators are considered to be hurt, resulting in them suffering a +1 difficulty on all tests.

The designers of Eternal Lies had a desire to make exposure to extreme heat more mechanically interesting and they introduced a rudimentary heat track. I found their treatment interesting, but wanted something a little more robust (particularly when it came to treatment and recovery). These mechanics are specifically designed for desert travel.

HEAT TRACK

0. Not suffering heat.

1. Can only make spends after first resting for 10 minutes (to gather their thoughts and spirits).

2. Difficulty of contests +1 (including hit thresholds).

3. Difficulty of tests at +1.

4. Can only make 1 spend per day and must make it in the morning after a good night’s sleep, before the day’s temperatures begin to rise.

5. Cannot make any spends.

6. Can only refresh 1 Health per day. If Heat Track would advance, it remains at 6 but character suffers 1 damage.

ADVANCING HEAT

Desert Travel: +1 Heat track per day. Characters who traveled during the day are considered to be under extreme heat conditions for the purposes of treating heat.

Camping: Characters who take a rest from traveling by camping for one full day are considered to be in favorable conditions for the purposes of treating heat.

Oasis: An oasis or similar place of significant respite may be considered “controlled conditions” for the purposes of treating heat.

TREATING HEAT

A given character can be treated for heat once per day.

First Aid/Medicine in favorable conditions to prevent advancement or reduce position on the heat track by 1.

First Aid/Medicine (difficulty 3 + heat track) in extreme heat conditions to prevent advancement or reduce position on the heat track.

First Aid 1 / Medicine 1 in controlled conditions to bring an investigator back to 0.

PROP NOTES

Dallol Diorama Photos: These colorful illustrations of the deadly beauty around Dallol should be added to the diorama after the PCs begin exploring the area.

Acuna’s Letter to the University: This is a nifty little prop, but I get the feeling that no one will ever see it. Lemme know if your players prove me wrong!

Reference – The Heat and Interpreters: This isn’t really a prop, per se, but it’s designed to be something that you hand to the players as a useful reference for the special rules that apply in Ethiopia. Thus, for lack of a better place to put it, you’ll find it here in the props pack.

Eternal Lies - Ethiopia

Go to 2.2.1 Obelisk of Axum

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Severn Valley - Deepfall Lake

Campaign ScenarioDioramaProps PacketMap

Now we come to one of the two completely new locales that I introduced to the campaign. The Severn Valley is 60 pages, 40+ props, and 20,000 words. It’s also robust enough that you could easily run it as an independent scenario (and I’ve included notes for doing so below).

The origin of the Severn Valley scenario was relatively straightforward: Eternal Lies incorporates a lot of elements from Ramsey Campbell’s stories of the Mythos. I was not previously familiar with Campbell’s fiction and so, as part of my preparation for the campaign, I began reading through all of his Severn Valley stories. Then, as I described over here, I decided to create a list of expeditions for Savitree Sirikhan’s exploration team. I thought it would be a nice tip of the hat for one of those locations to be the Severn Valley, and I included an oblique reference to the Severn Valley reference in the props I designed for The Obelisk of Axum.

I was not anticipating that my original group of PCs would immediately seize on that oblique reference and decide that their next stop should be the Severn Valley itself.

My initial intention with the scenario was to do something relatively simple and straightforward. I decided that visiting the meteoric lake from Campbell’s “The Inhabitant of the Lake” was a good bet: The PCs might be able to have a brief encounter with Glaaki, which would give them some visceral reference for the “Prisoner of Glaaki” references sprinkled through the rest of the campaign. The lake had no name in Campbell’s original story, so I decided to call it Deepfall Lake and started work. (Ironically, I would discover that Campbell had later named the lake Deepfall Waters in The Last Revelation of Glaaki.)

But as I worked at unraveling the enigma of Deepfall Lake, I found that what I had initially taken to be a relatively isolated location was, in fact, all tangled up with the rest of Campbell’s Mythos. And all of it began looping back through the Revelations of Glaaki. My Severn Valley scenario became one of those creative endeavors which take on a life of its own.

INTEGRATING THE NEW LOCALES

Both The Obelisk of Axum and Severn Valley were specifically designed for use in my campaign. In terms of adapting the specific material to your own campaigns, the most notable factor to take into consideration will be the dates involved with the activities of the Emporium of Bangkok Antiquities.

Integrating the locales into the general flow of your campaign requires a bit more finesse, however. These two locales are designed to provide the current expeditions being pursued by the Emporium of Bangkok Antiquities. (By providing a sense of activity on the part of the cultists, you’ll create a sense of urgency in the PCs. Like the floating scenes, it also makes the campaign world feel more alive and active, instead of entirely passive.) Because the PCs can visit the locations in almost any order (the exception being that there’s no practical way for them to go to the Severn Valley without visiting either Axum or Bangkok first), however, it can be a little difficult to manage all the moving parts.

In general, there are four possibilities:

BANGKOK FIRST: If the PCs go to Bangkok first, then I recommend having a current expedition at the Obelisk of Axum. In this scenario, include Fauche’s Axum Telegram (modifying it to have a recent date) with the notes on the Obelisk of Axum. If the PCs go to Axum next, they’ll find the EBA there. If they skip ahead to Severn Valley, I’d recommend having them discover that the EBA left Axum shortly after Fauche’s telegram and that they’ve already reached Severn Valley. (When they double back to Axum, you’ll need to make a few modifications to the material, but it will require significantly less work than modifying the Severn Valley material to a pre-EBA state.)

AXUM FIRST, THEN BANGKOK: Include Husain’s Site Report and Fauche’s Second Axum Telegram with the Obelisk of Axum notes. The PCs can visit Severn Valley at any point after Bangkok with little or no change to the material.

AXUM FIRST, THEN SEVERN VALLEY: When the PCs get to Bangkok, include all of the above props plus Soliman’s Letter from Severn and Survivors’ Telegram to Daniel Lowman.

AXUM FIRST, AND THE PCs KILL THE EBA: The easier option is to have Savitree hire a new team and quickly dispatch them to continue her research. (She’s increasingly desperate to figure this out, remember. She’s also well connected, so some quick telegrams to London’s archaeology community might allow her to quickly get a team on the ground.) The more complicated option is to heavily modify Severn Valley. The potentially crazy (but potentially totally awesome) option is to heavily modify Severn Valley and have Savitree try to hire them to explore it for her. (“We both want the same thing: We’re both scared of what this Great Entity can do. We both want to know how to control it. How to limit its influence. How to free ourselves from it.”)

In my campaign, the PCs went to Axum first, finished their business in Ethiopia while the EBA went to the Severn Valley, and then followed them there. The timelines in the Severn Valley scenario reflect that. If the PCs are hot on their heels, the EBA will move rapidly in the Severn Valley: They’ll get to their expedition sites faster and cut more corners while investigating. They’ll hire thugs and assassins to delay or simply murder the PCs. (One particularly good set of timing, however, would be for the PCs to catch up with them at Deepfall Lake just as Glaaki is attacking them.)

AFTER SEVERN VALLEY: After Soliman’s “death” in the Severn Valley, the Emporium members will be beached in Bangkok for a time. If the PCs haven’t gone there yet, you can have them complicate the situation in Bangkok. If the PCs have already wrecked Bangkok, it’s possible that Fauche might try to pick up the pieces. Or they might ally with other cult leaders. Or they might organize efforts to seek revenge (or simply regain any research material the PCs stole from Savitree).

Savitree’s Research Notes do include details for a future expedition to the Great Sandy Desert in 1935. This is a reference to Lovecraft’s “The Shadow Out of Time”, but my intention is that the Emporium of Bangkok Antiquities DON’T end up going on that expedition. (The negotiations fall through.) But if you wanted to run a Trials and Tribble-lations style adventure where the PCs and the EBA are running around in the background of “The Shadow Out of Time”, I say more power to you. You could use that as an opportunity to reveal the meteor-cities of the Yithians. The connection of those meteor-cities to Glaaki could be another method for pointing the PCs towards the Severn Valley if they haven’t already visited. (The meteor-cities are explained here in my notes for the Severn Valley scenario.)

THE MYTHOS OF THE SEVERN VALLEY

Most of Campbell’s Severn Valley stories are set during the ’50s, ’60s, and early ’70s (when they were written). With the campaign set in the 1930s, I seized the opportunity to create a dynamic prequel to Campbell’s stories: Not only will players familiar with Severn Valley have a chance to spot familiar sites, I’ve also structured the scenario so that the probable outcome is for the PCs to set up the circumstances which give rise to Campbell’s stories. Conversely, if your players aren’t familiar with Campbell’s stories they should get an extra thrill from reading them after the campaign is finished. If you’re interested in reading the specific stories which make up the fabric of the scenario, they are:

  • “The Inhabitant of the Lake”
  • “The Church in High Street”
  • “The Stone on the Island”
  • “Cold Print”

There are also references to “The Room in the Castle”, “The Render in Veils”, “The Plain of Sound”, and The Last Revelation of Glaaki. You can get all of the short stories in a single volume by tracking down a copy of the 1993 expanded edition of the Cold Print collection.

While I have done my best to scrupulously adhere to Campbell’s continuity, however, I have also taken the opportunity to vastly expand the Severn Valley Mythos.

THE DOUBLING OF TIME: At the core of my conception of Severn Valley is the doubling of time and place. Glaaki, riding within a meteor, arrives on Earth in 1787. His cultists perform a ritual using the reversed angles of Tagh-Clatur which rewrite history and warps space in the Vale of Berkeley. This means, first, that Glaaki’s meteor has always rested in the Vale of Berkeley, so that his influence on the world now stretches back to prehistory. And, second, the “weight” of the angles invoked actually increases the size of the local terrain: The city of Brichester now exists in the Severn Valley.

See, Campbell’s city of Brichester is fictional. And what I discovered when I tried to create a map of the region is that not only does the city not exist, there isn’t enough room for it to exist: It’s supposed to lie between the River Severn and the A38 north of Berkeley. But that span of land is only 4 miles across. It would be difficult to squeeze the metropolis of Brichester into that area all by itself, but it’s supposed to be surrounded by areas of wilderness that takes hours to walk across. So in order to create a map of the fictional Severn Valley, I would need to actually expand the size of the region.

Eternal Lies - Severn Valley - The Church in High StreetAnd then I thought about how utterly terrifying it would be if that had actually happened and only a few people knew about it. (And, of course, you would consider those people insane. It would be like someone trying to claim that Chicago, IL wasn’t supposed to exist.)

Figuring out how Glaaki had managed to make this happen, I ended up linking the Isle Beyond Severnford (from “The Stone on the Island”) directly into the Glaaki mythos.

THE TRUE IDENTITY OF THE TOMB-HERD: Another conundrum I struggled with while unraveling Campbell’s Mythos was the identity of the tomb-herd. They’re referenced as either working for or allied with Glaaki in “The Inhabitant of the Lake”, but they receive a full description in “The Church on High Street” (which has also appeared under the title “The Tomb Herds”) with a mythology that doesn’t quite square with the later reference.

One possibility is that there are multiple tomb-herds, but I found a different way of squaring the circle by, first, entertwining the history of Glaaki’s cult and the Church in High Street and then postulating that the tomb-herd are, in fact, the next stage of development for the glakeen. I don’t know if Campbell would approve (although I do take some comfort from the amorphous transformations of The Last Revelation of Glaaki), but I hope you find the results compelling and terrifying.

LINKING ETERNAL LIES: The other thing I wanted to do, of course, was to tie Severn Valley to the Eternal Lies campaign. I did that through the character of Tricia Piper. In “Cold Print”, Ramsey Campbell establishes that an additional volume of the Revelations of Glaaki, steeped in lore concerning Y’Golonac, was written by an inmate at the Mercy Hill Asylum. I decided that the process of writing this volume started in 1924 and it was a direct result of the ritual that was performed by Echavarria in Los Angeles.

I don’t know if you’ll share the same thrill of excitement that gives me: But the idea of players being able to link the exploits of their characters into a wider world in subtle and insidious ways just seems to invest such a unique depth of meaning above and beyond all the normal ways in which a campaign can deliver meaning.

 UNTANGLING THE REVELATIONS OF GLAAKI

There are a number of reference sheets throughout the Severn Valley scenario to help you keep track of the complicated and overlapping continuities and mythologies. There were times when it felt like I was sweating blood to pull those coherent references together, and this was never more true than with the six page reference sheet for the Revelations of Glaaki you’ll find at the end of the scenario.

This final reference sheet is less organized and condensed than the others. Its function is, instead, to contain every scrap of information I’ve dredged up about the Revelations from Campbell’s work (and others of note). As with the other aspects of the scenario, I have expanded upon the known body of lore concerning the Revelations of Glaaki for my remix, but I wanted a solid body of reference to build from. And because the Revelations are, in many ways, the central pivot on which the mythology of Eternal Lies turns, I suspect you may find it useful, too. (Or, at the very least, of interest.)

PROP NOTES

Alan Thorpe’s Notes: The front and back cover of Alan Thorpe’s Notes are designed to be printed out on cardstock (I used matte photo paper) and taped together to form a folder that you can then slide the actual Notes into.

Birch Sculptures: It doesn’t matter which picture goes with which Birch sculpture they discover. The visual references are atmospheric in nature. (These sculptures are, in fact, the work of Cris Agterberg, who is name-dropped in the scenario as supposedly taking influence from the completely fictional Birch.)

Faces of the Violet Cube: If you wanted to cut the cube out and tape it into an actual cube, I’m betting that would be pretty awesome.

Husain Soliman’s Notes: The conceit I’m shooting for here is that the notes are made in a little notebook. You could copy them out by hand if you’ve got an appropriate notebook. What I did was to print these out, cut the sheets down, and staple them together to form a little pseudo-notebook. (If you wanted to put a hole through them and stain them as if Glaaki’s spine had speared straight through the notes and into Soliman’s chest cavity, more power to you.)

Journal of Thomas Cavanaugh: These are designed to be printed as a booklet. The cover is presented in a separate file (I printed it on matte photo paper to give a nice, sturdy cover).

Photo of Grotesque Statue: You can actually buy this statue as a resin kit for $40 CAD if you want a really awesome, physical prop to drop on the table and freak your players out.

Revelation of the Herd: This is sized to be printed on a very nice piece of stationary paper that I happen to own which looks like the sort of thing you’d find in a 1930s hotel. (Which is, in fact, where it ended up being written in my campaign.) Note that the handwriting actually DOES match the handwritten Revelations of Glaaki excerpts.

USING SEVERN VALLEY AS AN INDEPENDENT SCENARIO

The core of this scenario is that the PCs are coming to the Severn Valley on the trail of a group of archaeologists from the Emporium of Bangkok Antiquities. It’s relatively easy to use the Emporium while severing its connection to Savitree Sirikhan and the Eternal Lies campaign. (Alternatively, you could actually use Severn Valley as an alternative way of kicking off an Eternal Lies campaign, although you’d want to add more clues that would allow PCs to track the Emporium back to Bangkok.)

The reason for the PCs’ pursuit of the Emporium might be professional (the Armitage Inquiry is interested in consulting the group or putting them on retainer), hostile (Project Covenant has identified the group as a potential security threat), or concerned (the PCs are also associates of the Emporium who have come to find out why their colleagues have stopped reporting back).

EXPANDING THE SEVERN VALLEY: Another option would be to expand Severn Valley to include more of Campbell’s stories. The setting practically screams for being turned into a full-throttled sandbox focused around the local Mythos forces drawn to the region by Glaaki’s presence (like the Mi-Go and the cultists of Goatswood), with telltale traces throughout the region gradually pointing the PCs towards the terrible truths of the Valley’s true history. (Basically, a big orgy of the Campbellian Mythos focused through the lens of Glaaki.)

For a sandbox campaign, there are a number of ways that the PCs could be drawn into the Valley for the first time:

  • The Brichester Scholars, based out of Brichester University, would be a relatively standard “scholars vs. the Mythos” set-up.
  • The Winchester Group, an SIS workgroup tasked with the unwise mission of discovering how Mythos technology could be exploited in the inevitable war against fascism, would probably result in the campaign looking a lot more like Raid on Innsmouth than Shadows Over Innsmouth.
  • The Summer Holiday structure would reframe the Severn Valley as a gothic romance: School chums come to spend their holiday in the Valley, only to be drawn into its horrors.
  • A special guest appearance by the Bookhounds of London (with their frame focused around the many volumes of the Revelations of Glaaki) would make a lot of sense.
  • I’m also struck by the idea of a Children of the Blitz frame, featuring a Narnia-like premise with young children evacuated from London.

Eternal Lies - Severn Valley - Brichester

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