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Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Los Angeles (Hollywoodland)

Campaign NotesDioramaProps Packet

Los Angeles is, in many ways, the heart of this remix. By scattering several additional clues around the area (and obfuscating some of the material originally found in Trammel’s Testament), the PCs’ investigation is complicated (while, in some ways, also becoming clearer). They’re still given just as many options, but it will hopefully feel less like those options are being presented to them on a platter and more like they’ve been hard-fought and hard-won.

LOS ANGELES NPCs

One thing to note about the Los Angeles location is that there are a lot of NPCs running around there. Hopefully the NPC briefing sheets will help you run them all, but it should also be noted that several of the NPCs could be easily forced into becoming proactive nodes if the PCs are running into problems. (For example, private security or publicity agents hired by Olivia Clarendon could easily tip her off that people are poking around subjects she would prefer remain buried.)

PROP NOTES

Ayers Research Notes: Note that there are two versions of this prop. Give the players the first version when they discover the research notes. Give them the second version after they’ve spent time poring over the research notes.

Safe Deposit Box: Similarly, note that there’s a secondary prop for the safe deposit box that is only given once the books of account have been successfully decoded.

Walker’s Report on the Investigators: As indicated in the file, make sure to scrawl a phone number on the top of the page. You’ll want to change the specifics of this prop (and the Telegram from Bangkok) to match the specifics of the PCs. (Only include these props if the PCs have been observed by the thugs in Savannah or otherwise detected by cultists working for Savitree Sirikhan.)

De La Luz Recording: You can burn the audio recording onto a CD and then use the Neato CD label to print a label for the front of the CD. (Or you could just play the MP3, I suppose.)

Trammel’s Testament: This prop is heavily based on a prop from Yog-Sothoth, but it’s been significantly reworked to fit this remix.

Books of the Los Angeles Cult: The props file for this location does NOT include the cult’s Cthulhu mythos tomes. Those are presented separately (see link below).

Eternal Lies - Los Angeles (Diorama)

Go to Books of the Los Angeles Cult – UCLA Lot

Eternal Lies – Savannah

May 24th, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - Savannah, GA

Campaign NotesDioramaProps Packet

Welcome to Savannah, GA!

The only major structural shift to this section of the campaign is the addition of a viable path by which the PCs can track the local cult agents back to their boss in Bangkok. Combined with the wide enrichment of the campaign’s node structure, this opens the door to a radically different experience with Eternal Lies (in which the PCs begin investigating the extremities of the cult before turning their attention to the nexus of its operations in Los Angeles).

What the remix primarily offers in this section of the campaign, however, is a plethora of props.

NPC NAMES

I’ve includes sheets with a list of sample NPC names for each of the major locations in Eternal Lies (male, female, and last). These should come in handy whenever you need to improv a new lead or contact.

RESEARCH

Each location includes a “Research” section. These list any general research topics that the PCs might pursue in a location. If the PCs are researching a specific node or NPC, those research results are listed with the node or NPC. (Savannah breaks the “rules” here a bit by including general research on the Henslowe Estate and Joy Grove Sanitarium, which are also specific nodes. That’s just because I hadn’t quite figured out my format yet.)

REVELATION LIST

Each location also includes a revelation list, which briefly summarizes all the clues which point to each node or NPC. If the clue is local, it’s simply listed. If the clue is picked up in a different Eternal Lies - Douglas Henslowelocation, the location is indicated. For example, the revelation list for Joy Grove Sanitarium reads:

  • NEW YORK: Douglas Henslowe’s Letters
  • Interviews at Douglas Henslowe’s Estate

Which simply means that the PCs could have obtained letters in New York that would point them at the Sanitarium. Or there are multiples NPCs at the Henslowe Estate who can tell the PCs that Henslowe is at the Sanitarium.

As described in the Three Clue Rule, you can use this revelation list to keep track of what information the PCs have obtained and what information the PCs have missed. This will allow you to quickly troubleshoot the investigation, easily picking out revelations that they’ve missed entirely.

The revelation list also included a list of Proactive Nodes: These are nodes that the PCs generally won’t find; instead they’ll come and find the PCs. (The group of Bangkok thugs in Savannah is an excellent example of this.) The bullet points below each proactive node lists triggering conditions. (In the case of the Bangkok thugs, they’re watching Douglas Henslowe and Edgar Job, so they’ll become aware of the PCs as soon as they interact with either of those characters.)

Collectively, these revelation lists also provide a handy table of contents for the location.

STAT SHEET

Fairly self-explanatory: The stat sheet at the end of each location collects all the miscellaneous stat blocks for the location onto a single page for quick and easy reference. (NPC stat blocks generally aren’t repeated here.)

PROP NOTES

Savannah Sanitorium Ambience: This is a really fantastic track from someone over at Yog-Sothoth. You can play it pretty consistently throughout the sanitorium scenes, flipping in tracks from the official Eternal Lies Soundtrack when they’re interviewing Henslowe and Job.

Henslowe’s Cemetery: I mounted this graphic on corkboard. The rope that the PCs can find at the Henslowe Estate was represented with a piece of string that I marked appropriately with purple marker. Using push-pins, the players could actually play around with positioning the “rope” in order to figure out where the stash had been hidden.

Henslowe’s Stash: I placed the items from the stash in a fancy box (not included). The “stone dagger” referenced in the campaign notes is an art piece I bought on vacation in Mexico. I’m afraid you’ll have to figure out your own object for the protective artifact.

Eternal Lies - Savannah, GA

Go to 1.3 Los Angeles

Eternal Lies – New York

May 23rd, 2015

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - New York - Floyd Bennett Field

Campaign NotesDioramaProps Packet

New York is relatively straight-forward and is primarily designed to launch the PCs on their investigation.

The major addition to New York for the remix is to follow-up on local leads: Going to Winston Mansion will foreshadow some of the horrors which are to come, but major progress can be made if the PCs manage to dig up Walter Winston’s travel records (which can point them directly to Los Angeles without stopping in Savannah first).

NPC BRIEFING SHEET

I’ve prepped briefing sheets for each of the key NPCs in Eternal Lies. (In the case of New York, that means Janet Winston-Rogers and Frank Kearns.) These use the Universal NPC Roleplaying Template, which I’ve discussed previously as part of my remix of Keep on the Shadowfell and also used as part of the “Muse on Your Left” concept for Eclipse Phase. Here’s a quick overview of how I’m using them in the Eternal Lies remix.

Eternal Lies - Janet Winston-RogersCharacter Portrait: Most of these NPCs have a photograph associated with them. It’s reproduced in miniature on the briefing sheet for the GM’s reference (and to make it easy to find the corresponding photographic prop to hand to the players).

Character Description: A short description of the NPC.

Roleplaying Notes: This is the heart of the briefing sheet, but it should also be the shortest section. Generally two or three brief bullet points at most. I’m looking to identify the essential personality traits or mannerisms which will serve to define my performance as the NPC.

Background: Also bullet-pointed for easy reference. This provides a detailed reference for when you need to pull out specific information

Clues: This section fluctuates a bit throughout these campaign notes as I experimented with different ways of presenting this information for Trail of Cthulhu. The general format is a bullet-pointed list, with additional details where necessary and almost always an indication of what investigative skill would work best for gaining the clue.

Notes: Some NPCs also get a separate section for important notes. This is stuff that it’s really, really important that you don’t forget about while playing the NPC, but which don’t comfortably fall into Roleplaying Notes or Clues. Most of this stuff would probably be appropriate for Background, but I don’t want it to get “lost” in there during actual play.

Stats: Should be fairly self-explanatory.

THE SILVER SABER

Eternal Lies - Silver Sable

Unless the PCs do something totally wacky, Janet Winston-Rogers will loan them a plane for their investigation. As detailed in the campaign notes, the Silver Saber is a DC-2 that’s been upgraded by her personal friend Donald Douglas (owner and founder of the Douglas Aircraft Company) to include features from the DC-3.

The idea of getting an “updated” DC-2 has no historical basis as far as I know, but the basic concept here is that the DC-3 could make transatlantic flights and the DC-2 couldn’t. While it’s possible to limit the group’s use of the Silver Saber to the Americas, the bulk of the campaign takes place in Eurasia and I liked the image of the plane serving as a touchstone throughout  the campaign.

But the DC-3 doesn’t fly until December 1935. Hence the compromise.

PROP NOTES

Silver Sable Photos / Interior: A large number of photographic references are included for the Silver Saber. The plane is meant to remain a significant set piece throughout the campaign, so I wanted to provide a rich visual reference for it.

Henslowe’s Letters: These are deliberately designed to be a vague trove of information. The players are likely to pour over them again and again throughout their investigation in Savannah (and perhaps beyond). I printed these on some very nice linen parchment and then crumpled them up, tore their edges, and the like. If you wanted to make the players really work for it, you could take the letter dated August 9th, 1933, and tear it up completely (forcing them to piece it back together). This would direct their attention strongly towards the journal, of course.

Go to 1.2 Savannah

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - The Mouth

Campaign Props (Zip)

This is a special props packet containing a bunch of campaign-wide material that doesn’t fit conveniently into any of the individual locations.

Letters of Inquiry: These props are specific to the characters who played in my original campaign, but I’ve included them to provide a template for creating your own (including the necessary fonts). I actually printed these letters and physically mailed them to my players so that they’d arrive roughly a week before the campaign began. (I used the Veteran Typewriter font to address the envelopes, using the character names.)

Calendar: A simple wall calendar from October 1934 to December 1936 (which should be more than sufficient time to complete the campaign). I printed off fresh months as I needed them and posted them on the wall. The calendar conveniently includes the phases of the moon for easy reference once that becomes significant in the campaign. I had the players keep a log of where they were and what they were doing each day.

Reference Documents: For use when the players learn about either A Spell to Open the Sky or the Rituals of Self-Denial, regardless of where they learn about them.

The Mouth: This image had a tendency to manifest itself throughout the campaign.

MAPS

Eternal Lies - Los Angeles (1932)

Campaign Maps (Zip)

These 16 maps are designed to be printed at a large, poster size and used as the centerpiece for each location’s diorama. This can be surprisingly affordable: I was able to go down to my local FedEx/Kinko’s store and get them printed off for a couple of bucks each.

When I initially started this project, I thought it would be relatively easy in this internet era to find period-appropriate maps for each city. That turned out not to be even remotely true, which is why some of the maps are a decade (or more) out of date. In a few cases, however, I’ve been able to provide multiple options for a map and you can use whichever one you feel is most appropriate. (Or all of them if you want to go hog wild.)

Of the maps that are out of date, the only one that’s truly problematic is the 1910 map of Valletta, Malta. One of the key locations in Malta is located in the parish of Paola on the far side of the Great Harbor from Valletta. The only problem? As far as I can tell, the section of Paola which abuts the harbor (where the key location is to be found) appears to have been almost wholly constructed between 1910 and 1930. So it’s not on the map.

If you find more period-appropriate maps for any of the locations (particularly at a size conducive to poster printing), please share!

Go to 1.1 New York

Eternal Lies - Pelgrane PressEternal Lies is an amazing campaign written for Trail of Cthulhu by Will Hindmarch, Jeff Tidball, and Jeremy Keller.

The basic conceit of the campaign is that a decade ago a band of occult investigators battled against the summoning of an ancient and monstrous evil… and failed. Now the PCs need to piece together what went wrong and try to salvage whatever they can. It was explicitly designed to be a spiritual successor to the Masks of Nyarlathotep and, like that classic campaign, features a freewheeling, international investigation of epic scope.

Long-time readers of the site may recall that I consider Masks of Nyarlathotep to be one of the best RPG campaigns ever published, and that it also provided the core concept for both the Three Clue Rule and Node-Based Scenario Design. Despite the incredibly high esteem in which I hold the Masks of Nyarlathotep, however, I’m of the opinion that Eternal Lies is even better.

It’s probably unsurprising, therefore, that a few months back I started prepping to run Eternal Lies. As is often the case, however, I got a trifle ambitious with my plans. The result was a large expansion (and a slight revamping) of the entire campaign, and over the next couple or three weeks I’d like to share with you the material I developed in the form of the Alexandrian Remix of Eternal Lies.

SPOILER WARNING

This should probably go without saying, but from this point forward there will be huge spoilers for Eternal Lies. Literally stuff that will spoil the entire campaign for you.

As a particular warning for players in my extended gaming network: I’m planning to run this campaign again at some point in the (probably near) future. If you’d like to be able to actually play the campaign, I’m afraid you’re going to have to tune out of my website for a little while.

DESIGN NOTES

There are several core elements which make up the remix, and I think the material will be a little clearer if I explain its structure.

First, there are LOCATION DIORAMAS. The campaign, as published, is broken up across nine distinct locations. For each of these locations I prepped a diorama which could be hung on the wall near the gaming table. The centerpiece of each diorama was a large, poster-sized map. This was accompanied by a variety of photos, drawings, period advertisements, and the like. The idea was to provide a rich, visual reference for the players.

Eternal Lies - New York Diorama Photo

The dioramas were also intended to be persistent and interactive. As the PCs gathered clues and other materials in each location, they could be added to the dioramas. And as the PCs moved to each new location, the dioramas from the previous locations would remain. Over the course of the campaign, the gaming area would become immersed in the 1930s through a slow, inevitable, kudzu-like growth.

Second, there are PROP PACKETS. These are, again, grouped by location. I used a handful of physical props which, in the absence of 3D printing, I’m unable to share with you, but most of the materials are paper props of various kinds.

  • For newspaper articles, I printed them on sheets of 8.5” x 11” newsprint.
  • Most of the photos are designed to be printed directly onto 4” x 6” photo paper.
  • Larger photos are designed for 8.5” x 11” photo paper. (In some cases, multiple images are arranged so that they can be printed on a single sheet and cut out.)
  • For telegrams, I found that simply printing them on yellow paper was extremely effective.
  • For the record album, I have included an MP3 audio file and also a CD label that can be printed using the Neato CD labels. (The CD is obviously anachronistic, but the ability to actually take the prop and play it is pretty awesome.)

Most of these props are original (albeit often sourced from period photographs and the like). But several of the props were originally developed by and shared by others on Yog-Sothoth.com. I’m including my copies here because most of them have been altered or repurposed to fit into the rest of my campaign schema, but if you end up continuing to develop Eternal Lies material for your own tables I heartily encourage you to pop over to Yog-Sothoth and share your work with the larger community.

Third, there are my CAMPAIGN NOTES. As with the dioramas and prop packets, these are broken down by location. They serve as a quick reference for running the campaign, but obviously also contain all of the other alterations and additions I’ve made.

NODE STRUCTURE

One of my biggest goals with this remix was to enrich the node-based structure of the campaign.

As written, Eternal Lies has a fairly straight-forward structure: A short track of investigation takes you from New York to Savannah and then to a mansion in Los Angeles where you discover a book which contains clues pointing to four other locations scattered around the globe. While investigating those locations, you’ll discover additional clues which will combine to form a “final Eternal Lies - Node Structurerevelation” pointing you towards the conclusion of the campaign.

I liked the open-ended, go wherever you want structure. What I didn’t like was the book. First, it was a single point of failure: If the PCs don’t find the book, the rest of the campaign doesn’t happen. Second, it feels a little too on-the-nose in the metagame: It felt like the GM saying, “Here’s your menu for the campaign. Please make your next selection.”

I wanted something a little more organic. I wanted things to feel messy and real. I wanted to give the players a greater sense of charting their own course, instead of just picking from a menu of three options. And I wanted the choice of sequence to have a more meaningful impact on how the investigation played out.

First, I significantly decreased the importance of the book and liberally spread clues pointing to the other cult locations throughout the Los Angeles investigation. I also mixed things up by adding additional clues to both the New York and Savannah investigations: It’s now possible to go from New York directly to Los Angeles, for example. Or to follow a lead from Savannah and go directly to Bangkok.

Second, I radically increased the cross-pollination of clues between locations. For example, in the original campaign the only “access point” to Bangkok was the book in Los Angeles. In the remix campaign, investigators can be pointed towards Bangkok from Savannah, Malta, Mexico City, and Axum.

So if the investigators, for example, take the first clue they find in Los Angeles and skedaddle before completing the rest of their investigation there, everything will be just fine: Wherever they’re going, they should be able to dig up more clues to keep their investigation alive. (In a worst case scenario, of course, they might find themselves doubling back to Los Angeles.)

THE FINAL REVELATIONS

The biggest weakness in Eternal Lies are two revelations that the PCs have to make near the end of the campaign. The first of these is the revelation that the Devouring Mountain, where the ultimate villain of the campaign is located, is Mt. Kailash in Thibet. In the campaign as written, this revelation is theoretically split into three clues:

  • A map in Bangkok showing that the villain is located at Mt. Kailash.
  • A clue in Malta that the villain can only be reached at Mt. Kailash during a certain time of the month.
  • A clue in Mexico City that reveals that Mt. Kailash is the Devouring Mountain.

I say “theoretically split” because it’s pretty obvious that once you get a map pointing you directly at the location, you can pretty much brute force the rest of the problem (which causes the entire campaign to short circuit).

To fix this, it has been recommended that the map in Bangkok is in a huge stack of papers and only becomes notable once the PCs discover the clue in Mexico City. This is unsatisfying, however, because it creates a dynamic where the penultimate conclusion of the campaign isn’t the result of the players solving a mystery, it’s just the GM telling them where to go next.

To make matters even worse, Eternal Lies then immediately repeats this mistake. At the conclusion of the events at Mt. Kailash, the GM is supposed to once again say, “Oh, yeah. Your characters now remember a piece of paper I never told you about that tells you what to do next.”

It’s as if you were playing a traditional murder mystery and, at the end of the scenario, the GM said, “Oh, yeah. Your character remembers seeing a clue I didn’t tell you about several weeks ago. Tom’s the murderer.”

To which I say: Bah! Humbug!

So as part of the Alexandrian Remix, these final two revelations have been significantly restructured.

First, the MT. KAILASH REVELATION consists of three clues:

  • Sirikhan mounted unsuccessful expeditions to several locations searching for the Maw of the Mouth, including Mt. Kailash. (Clues to this effect are primarily found in Bangkok.)
  • The Maw of the Mouth lies within the Devouring Mountain. (Clues to this effect are primarily found in Mexico City.)
  • The Rift of the Maw opens only on the night of a New Moon beneath a clear sky. (Clues to this effect are primarily found in Malta.)

So in Bangkok the PCs will essentially gain a big list of location names, with no way to distinguish which location is the one they want. (Note that the only mountain in the list is Mt. Kailash.) In Mexico City they’ll be told that they’re looking for a mountain. And in Malta they’ll be told when they need to be there (which also explains why Savitree failed). It doesn’t matter which order they find these clues in, they won’t be able to piece the whole thing together unless they have all three.

Second, the REVELATION OF THE APOCALYPSE was trickier to solve. The method I eventually adopted was to NOT provide clues that allow the PCs to “solve” the mystery. Instead, I designed four key concepts:

  • Great power requires great sacrifice.
  • Echavarria’s ritual had two layers / two purposes.
  • Edgar Job played a key role in Echavarria’s ritual, but no one knows what it was.
  • Azathoth was the true focus of Echavarria’s interest.

And then I layered material supporting these concepts throughout the campaign. I can then pull whatever subset of material they discovered to form the final, spiteful vision sent to them at Mt. Kailash. For example: “Edgar Jobs dragging a cigarette and telling you he was Chosen by Echavarria in 1924. The summoning of the Liar From Beyond as only one part of the ritual. Montgomery Donovan sacrificing his wife because he knew it was necessary to sacrifice great things to achieve great power. What greater sacrifice could there be then a god summoned from beyond the Great Wall of Glaaki? And what greater power than the destructive gaze of Azathoth!”

The idea is that, at least thematically, the answer was in front of them the entire time (instead of being delivered from out of the blue). The actual solution to the problem has also been tweaked, so even after they get this revelation, they’ll still need to figure out what to actually do about it.

NEW LOCATIONS

Those already familiar with the campaign will also notice that there are two completely new locations in the Alexander Remix: The Severn Valley and Axum. Both of these arose through actual play, and I’ll be discussing the role they play in more detail as they actually get presented.

CHANGE OF DATE

A final significant change I made to the campaign was the date: As published, Eternal Lies begins in 1937, thirteen years after the original ritual was performed in 1924.

I suspect, however, that the campaign was originally supposed to start in 1934 and the decision to move it to 1937 was made rather late in the design process (for reasons that aren’t entirely clear to me). There are a number of subtle hints to this effect in the text, but the big one is that one section of the campaign is set during the Abyssinia Crisis, which started in 1934 and was concluded by May 1936.

Rather than try to completely rework the Ethiopia material, I decided to simply crank the clock back. My version of the campaign begins in New York on October 31st, 1934.

THE ALEXANDRIAN REMIX

Campaign Overview

1.0 Maps and Campaign Props
1.1 New York
1.2 Savannah
1.3 Los Angeles

Books of the Los Angeles Cult – UCLA Lot
Books of the Los Angeles Cult – Echavarria’s Library

2.0 Act II – Floating Scenes
2.1 Bangkok

Savitree’s Research

2.2.1 Severn Valley
2.2 Ethiopia
2.2.1 Obelisk of Axum
2.3 Malta
2.4 Mexico City
2.5 Yucatan

3.1 Thibet
3.2 The End

After Action Report

Addendum: Airports
Addendum: Hotels
Addendum: Newspapers

You may also find my System Cheat Sheet for Trail of Cthulhu useful.

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