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Showing posts with label GUMSHOE System. Show all posts
Showing posts with label GUMSHOE System. Show all posts

Friday, 8 May 2026

Friday Fantasy: Brought to Light

Brought to Light enables you to visit the great city of Eversink not once, but four times. The city stands at the mouth of the Serpentine River where it flows into Bay of Coins, cut through by canals crossed over by numerous bridges from one plaza to another, filled with flotillas of boats and gondolas, spoiled by outpourings of human and other waste waiting to be flushed out to sea, all to the sound of merchants, high and low, hawking their wares, and the chants of the priests. This as its cellars and basements continue to sink into the mire, despite the best efforts of the engineers of The Guild of Architects and Canal-Watchers. Eversink is a city of feuds and rivalries and secrets, some secrets hidden in the rooms of buildings swallowed by the swamp upon which the city stands and a city of laws and traditions so complex and convoluted that no city official can expect to remember them all. The only crime that agreed upon and widely known is that of Sorcery, for hand-in-hand with Sorcery comes Corruption, and if a Sorcerer chooses not to internalise it, he must instead externalise it and that spiritually scars the surrounding terrain and brings the attention of the Inquisitors for it scars the blessings of the city’s patron goddess, Denari—and that may be Eversink’s ultimate secret. This is the setting for Swords of the Serpentine, the swords and sorcery roleplaying game of daring heroism, sly politics, daring thievery, incriminating secrets, feuding houses of the nobility, rampant corruption, and bloody savagery, set in a fantasy city full of skulduggery and death, that uses the GUMSHOE System and is published by Pelgrane Press.

It is also the setting for Brought to Light, an anthology of one-shot scenarios for Swords of the Serpentine. All four were originally run as demonstration scenarios at Gen Con and all four run the gamut of the roleplaying game’s tiers of play, from Fledgling to Sovereign. Which means that they showcase a range of Player Character types, campaign set-ups, and power levels in the setting of Eversink. Each scenario is structured the same way. This includes its adventure premise, setting, tone and hints for running the game—including inspirations, plot summary with a plot map, a breakdown of both the primary adversaries and the heroes, and how to start the scenario. This is followed by map of the scenario’s various scenes and the scenes themselves, the scenes further broken down skill by skill and how they apply and what the Player Characters will learn
and lastly six pre-generated Player Characters specific to the scenario. Each scenario also includes a handout.

The anthology opens with ‘Ragamuffins’. Written for the Fledgling tier, it casts the Player Characters as urchins surviving as best they can on the streets of Eversink. Opening in exciting fashion with a rooftop chase, the Urchins find their home in Sag Harbour, the worst district in the city, has been robbed! This includes a precious MacGuffin that makes them feel safe in their hovel. The culprits are their regular bullies and the Urchins have to track down both and what the pair has done with the item, which ultimately leads to a horrible conspiracy underground. ‘Ragamuffins’ mixes grime and children’s own adventure in engaging fashion.

‘Murder Most Foul!’ takes the classic country murder mystery and gives it an Eversink twist, making it a locked-room—or rather locked-mansion—mystery. Master Pietro Contrari is the most famous and most successful freelance detective in the history of Eversink, having solved over nine hundred murders in thirty-five year career! He is holding a sixtieth birthday party at his mansion and the Player Characters’ patrons want to know the secret of Contrari’s success and so have got them invitations. The Player Characters are, of course, no slouches when it comes to investigations, and of course, there will be murder. Which sounds like a fantasy version of 1976’s Murder by Death. So, there is a ball at which everyone can circulate, a murder that Master Pietro Contrari is bound to solve, and a whole mansion to explore and investigate. This is a mansion crawl in which three investigations are running in parallel—one that of Contrari into the death, the second of the Player Characters into the death, and the third of the Player Characters into Contrari himself—with the first being separate from each. The scenario even ends with a, “But tell me inspector, what I don’t understand is…” scene in which the Player Characters get to turn it back on the master detective. This is an entertaining pastiche of all the genre clichés.

‘Smuggler’s End’ is another classic murder mystery style investigation, but here the Player Characters are members of the City Watch instructed by a very rare letter from the Triskadane, the city’s highly secret, anonymous rulers, to solve the death. The body is that of nobleman with a rakish and criminally connected reputation, now dressed in rags and seemly dumped on the streets of Sag Harbour with a knife in his back. How did the victim get there and who killed him? Add into the mix a sister whose haughty manner is going to make the players hate her, let alone their characters, who wants the body back for burial and will get it back in two days, and what you have is classic police style procedural in which justice crashes into city politics.

Politics rears its ugly head again in the fourth and final scenario in the anthology. ‘Takedown’ switches the Tier up to Sovereign and has the Player Characters take command of their greater resources rather than go toe-to-toe in direct combat—whether that is physical, verbal, or sorcerous—as they are constantly harried and harassed by their enemies. Again, the Player Characters are instructed by Triskadane, the city’s highly secret, anonymous rulers, to investigate and act against Judge Lorenzo Spina, Lord High Magistrate of Eversink—one of the most power, visible figures in the city. As creepily conveyed by a child, the Triskadane has foreseen that he poses a severe threat to the city. The scenario does not have a structure so much as it considers what actions the Player Characters might take and how their various Investigative and General abilities can be applied to the investigation, what they will learn in the process, and how Spina is likely to retaliate once he becomes aware of their activities. So, bar the initial one, there are no other scenes and the investigation and play process will be much more open. Tonally, ‘Takedown’ is much darker than the other scenarios and it probably the one on its own which could be expanded from a direct four hour affair into a mini-campaign. It is effectively a freeform played at the table and so requires greater input by the Game Master.

Physically, Brought to Light is very well laid out, nicely illustrated, and the individual organisation of the scenarios eases the Game Master’s job. However, as much as their portraits impart a feel for the pre-generated Player Characters, none of them have any ready background that is accessible to the players. Each does have some background—it is given in the breakdown of the heroes at the start of each scenario. So, whilst useful for the Game Master, she has to find a way to impart that to the players of these characters. Another issue is the lack of maps. All of the scenarios are to be run theatre of the mind, but in some cases, such as the mansion in ‘Murder Most Foul!’, map could have been useful given its location-based play.

The problem with Brought to Light is that not that it is a collection of bad scenarios; quite the contrary. These are all good, entertaining scenarios. Rather that it consists of one-shots, convention scenarios, and whilst they can used as the basis or starting points for ongoing campaigns, they are not easy to add to a campaign. Which ultimately means that Brought to Light is not as flexible as a more general anthology of scenarios might be. Nevertheless, Brought to Light is a good showcase for Swords of the Serpentine, capturing not just some of its possible set-ups, but also the feel and flavour of Eversink, its grottiness and grandeur, corruption and capriciousness, power and pettiness, and more.

—oOo—

Pelgrane Press will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Sunday, 16 November 2025

Investigative Fantasy

Eversink has stood for a thousand years on islands raised by its patron goddess of civilisation and commerce, Denari, its tall tower and spires with their fluttering pennants thrusting into the sky even as cellars and basements continue to sink into the mire, despite the best efforts of the engineers of The Guild of Architects and Canal-Watchers. Located at the mouth of the Serpentine River where it flows into Bay of Coins, surrounded by salt flats, the city is cut through by canals crossed over by numerous bridges from one plaza to another, filled with flotillas of boats and gondolas, spoiled by outpourings of human and other waste waiting to be flushed out to sea, all to the sound of merchants, high and low, hawking their wares, and the chants of the priests of Denari. High above the city, the seagulls wheel and screech, watching for the recently dead of the wealthy and the nobility to be laid out for air burial as is the custom, so that they can peck at the corpses, whilst the bodies of the poor are slid into the swamps surrounding the city, and the victims of crime, vendetta, and bad luck are dumped into the canal to be ignored or investigated by the city watch as determined by their status and connections in life. The bereaved carve or commission likenesses of the deceased loved ones turning Eversink into a city of funereal statuary and making it world famous for its sculptors. It is a city of feuds and rivalries and secrets, some secrets hidden in the rooms of buildings swallowed by the swamp upon which the city stands. It is a city of laws and traditions so complex and convoluted that no city official can expect to remember them all and sometimes, if some legal mind or other knows better of an obscure edict forgotten from centuries ago, but still on the statute books, then such a person might get away with murder or treason or he might be convicted for the pettiest of crimes. One crime that is barely tolerated is Sorcery, for hand-in-hand with Sorcery comes Corruption, and if a Sorcerer chooses not to internalise it, he must instead externalise it and that spiritually scars the surrounding terrain and brings the attention of the Inquisitors for it scars Denari’s Blessing—and that may be Eversink’s ultimate secret.

This is the setting for Swords of the Serpentine. Published by Pelgrane Press, it is a swords and sorcery roleplaying game of daring heroism, sly politics, daring thievery, incriminating secrets, feuding houses of the nobility, rampant corruption, and bloody savagery, set in a fantasy city full of skullduggery and death, inspired by the Fafhrd and the Gray Mouser stories by Fritz Leiber and Robert Lynn Asprin’s Thieves’ World story anthologies. Now being a roleplaying game published by Pelgrane Press, it uses the GUMSHOE System, and to be honest, the GUMSHOE System was specifically designed to handle investigation-orientated roleplaying and the last genre that you would expect the GUMSHOE System to handle is swords and sorcery. Of course, since it does use the GUMSHOE System, it means that if a Hero has points in a particular Investigative Ability, he will always be able to find clues related to the ability, and if he has points in that ability, he can gain further clues, and then it is up to the players to interpret the clue or clues found to push the story along. Yet alongside that, Swords of the Serpentine mixes in social and physical combat so that the Heroes can defeat their opponents through wit, guile, and intimidation as well as with a blade, and with sorcery powerful and easy enough to tear a tower apart, if the sorcerer is prepared to accept the corruption to both his body and soul. All of which can be enhanced by points spent from an Investigative Ability, if the Game Master agrees it applies and it fits the story. And this all takes place in a city that is an even more fantastic, more swashbuckling, more flagitious version of Venice, and in which, there is scope and encouragement for the players add details so help develop the world around their Heroes.

A Hero in Swords of the Serpentine, much like a Player Character in other GUMSHOE System roleplaying games, is primarily defined by two types of abilities and their associated pools of points. Investigative Abilities, such as Servility, Felonious Intent, Scurrilous Rumours, Corruption, and Tactics of Death, enable a Hero to find clues related to the ability and when spending points from their associated pools, to gain bonuses of various types. This includes increasing the amount of damage inflicted, increase the effectiveness of a General Ability, gain temporary Armour or Grit, create a unique special effect, and more. Investigative Abilities are divided across four Professions—Sentinel (a cross between a private investigator and a ghost hunter, because they can sometimes see ghosts), Sorcerer, Thief, and Warrior—and a fifth category, Social. A Hero can have ratings in any of the Investigative Abilities across the four Professions as well as Social, or specialise in one or two. One or two points in an Investigative Ability is enough to get by, but a maximum rating of five is world class.

The General Abilities include Athletics, Bind Wounds, Burglary, Preparedness, Stealth, Sorcery, Sway, and Warfare, as well as Health and Morale, and can go as high as fifteen. At a rating of eight or more though in a General Ability other than Health and Morale, a Hero is an expert and qualifies for a Talent. For example, Athletics grants ‘Dodge’, the capacity to try and dodge attacks; Preparedness gives ‘Flashback’, enabling the player to narrate how his Hero set up a secret plan or contingency for just the exact situation right now; and for Stealth, ‘Where’d She Go’ enables a Hero to slip out of a scene and reappear again at an opportune moment.

In addition, a Hero has Allegiances and Minor, But Iconic Equipment. Allegiances are with factions within the city, like the Ancient Nobility or The Guild of Architects and Canal-Watchers, and can be spent like Investigative Abilities. Minor, But Iconic Equipment is gear that a Hero will nearly always have that in part will define who he is, but will not provide any mechanical benefit. He will also a handful of Adjectives to describe who he is and three Drives, what he believes to be ‘Best in Life’.

To create a Hero, a player chooses a Profession. He defines both Adjectives and Drives. Then he assigns points to his Hero’s Investigative Abilities, the total amount determined by the number of players, a standard set of points to General Abilities, divides another set amount between Health and Morale, and assigns points to represent his Allegiances, both Allies and Enemies. Alternatively, Swords of the Serpentine does provide some ready-to-play templates.

Name: Tregeller Bordignon
Profession: Secret Keeper (Thief)
Adjectives: Small, Acquisitive, Curious, Slippery, Bemused
What is Best in Life?: Knowledge for knowledge’s sake, the perfect barb, a party

ALLEGIANCES
Nobility 2, The Guild of Architects and Canal Watchers 1 (Enemy)

INVESTIGATIVE ABILITIES
Social – Charm 2, Liar’s Tell 1, Nobility 1, Taunt 1
Sentinel – Laws & Traditions 1
Thief – City’s Secrets 1, Ridiculous Luck 1, Scurrilous Rumours 1, Skulduggery 1
Sorcerer – Forgotten Lore 1
Warrior – Spot Frailty 1

GENERAL ABILITIES
Athletics 3, Burglary 4, Preparedness 8, Stealth 8, Sway 5, Warfare 2

HEALTH (Threshold 3): 8
MORALE (Threshold 4): 10

ICONIC GEAR
Antique fan, the finest frock, lockpicks, little black book in code, ancient coin

Mechanically, Investigative Abilities can be used in two ways. One is to find clues and follow leads, the other is to spend points to trigger powerful effects. For example, to use Laws & Traditions to create an abstruse law or ordinance that applies in the moment or Prophecy to be able to put your hands on some easy wealth, know when to sneak into a building unobserved, gain a use of the ‘Flashback’ Talent from Preparedness or to know the best course of action in a fight. Points from General Abilities are spent as modifiers to a simple roll on a six-sided die to beat a Target Number. The latter applies to combat as well, the Target Number determined by the defendant’s Threshold for either Health or Morale, typically three or four. For each three points the roll exceeds the target, the attack can affect an extra target, and a result of five or more higher than the target indicates an attack is a critical and inflicts an extra die’s worth of damage. However, combat in Swords of the Serpentine is not just physical. It is also social and sorcerous, and besides using the Warfare General Ability in a fight, a Hero can use Sway and Sorcery to attack as well, depending upon the situation. But that is not all. Damage can be boosted by spending points from Investigative Abilities. For example, Charm or Scurrilous Rumours might be used to undermine an opponent in a Sway attack; City’s Secrets to manoeuvre an opponent onto a crumbling bridge or slippery cobblestones to add to damage inflicted by Warfare; and Know Monstrosities to identify a creature’s weak spots in a Sorcery, Sway, or Warfare attack. Plus, attacks do not have to inflict lethal damage. With a Manoeuvre, a Hero could inflict a condition upon an opponent, for example, temporarily blinding them with a Sorcery or Warfare attack or tricking him with Sorcery or Sway attack.

Truth be told, the GUMSHOE System has never been renowned for its combat system, but even the expansion from one form of combat—physical, to three, with the addition of Sorcery and Sway, adds depth and options to how a Hero handles a situation. Yet Swords of the Serpentine goes further. The use of Investigative Abilities to augment and add damage in combat opens up numerous different ways in which a Hero can fight and more, it elevates Swords of the Serpentine into a cinematic style of play that is perfect for its Swords and Sorcery genre.

Whilst Prophecy and Spirit Sight are not exactly passive Investigative Abilities in Swords of the Serpentine, Sorcery is magic put into action, and it is the Corruption Investigative Ability that makes it both powerful and dangerous. Sorcery is either learnt from the hidden remnants of the long-dead Serpentine empire that once stood upon the site where Eversink now stands or because the sorcerer has been possessed by or is host to a demon, spirit, or small god. Sorcery typically either does Health or Morale damage (but can do both) and for each point in Corruption, a Sorcerer has knowledge of a particular Sphere of magic, such as ageing, blood, curses, earth, lightning, love, luck, necromancy, statuary (which is more powerful than you think when you take into consideration the fact that Eversink is rife with funereal statuary), and so on. Rather than just giving a list of spells that might fit under this sphere or that sphere, Swords of the Serpentine allows a sorcerer to cast any spell he wants that his player can justify as working within that theme and the Game Master agrees. It can even be used to explain how a sorcerer’s Investigative Abilities work as well, for example, using Athletics to leap across a street from one roof at another, but explaining it working because the sorcerer creates a temporary bridge that only he can run across.

However, unique and powerful effects require a player to spend points of Corruption and then his Hero deal with the consequences. Corruption can be spent to inflict exceptional damage to one opponent or target anyone within range or it can be used to cast unique and powerful spells with a sorcerer’s spheres of magic. Swords of the Serpentine does not include a list of ready to cast spells, so instead, casting a spell of this type is a matter of negotiation between the player and the Game Master to determine the cost in terms of Corruption. Immobilise a merchant vessel by binding it with seaweed using the Plants sphere? Make two deadly enemies fall in love the next time they confront each other with the Love sphere? Enable your party to breath underwater into order to access a submerged building by drawing from the Water sphere? All possible, but all require the use of Corruption as does the laying of sorcerous traps and the laying of glyphs.

Unfortunately, the Corruption must be assuaged. This can be done in one of two ways, either ‘Internalised’ or ‘Externalised’. If Internalised, with a Health test, it changes something physical about the Sorcerer, but if ‘Externalised’, it can affect the Heroes’ morale or sickens and pollutes the reality in the immediate area, scarring it in a way that can be seen with Second Sight. Sorcerers who do internalise their Corruption may be tolerated, even accepted if they are members working of the Guild of Architects and Canal-Watchers.

This though is the basics of Sorcery in Swords of the Serpentine, the players expected to grasp the advanced rules in time. This includes rituals, astrology, true names, curses, and traps. Further, Swords of the Serpentine suggests optional ways in which sorcery can be used in the roleplaying game. One is to use charms and trinkets instead of casting spells, whilst another is to replace Corruption with Thaumaturgy. This shifts sorcery to a more rigorous, even ‘scientific’ form encompassing alchemy, mesmerism, and poisons. The result is the magic of such thaumaturgists is less showy, but also much such inventive.

Gear and wealth are mostly abstracted, though there is a list of various items including arms, armour, poisons, charms, and magical objects. In terms of support for the Game Master there is a good selection of NPCs from across the social spectrum as well as monstrosities that suit the urban setting of Eversink and its surrounding wetlands. Including haughty duellists, snivelling lackeys, and back-alley leeches—and delightfully, a flock of watch-geese, alongside animated statues, the batrachian chugguts from the surrounding swamps, the doppelgangers known as the Faceless, Penanggalan, and others, there is a subtle feel to these adversaries, lurking threats more than rampaging monsters.

The advice for the Game Master is also good, cover character creation, Investigative Ability expenditure, how to create mysteries and leads, and constructing adventures and customising the roleplaying game. There is a lengthy description of Eversink, covering everything from the fact that its buildings are constantly sinking and the nature of the goddess Denari to divinity and divine power and sumptuary laws and ‘Sinkish Law’, with food, drink, climate, sports, history, and more detailed in between. Each of its districts is described and accompanied by a plot hook for the Game Master to develop and the various possible Allegiances and enemies that the Player Characters can have, are also examined. One of these does include The Triskadane, the city government which a Player Character could actually be part of, seemingly randomly selected—as is the custom—to run the city. There is a surprisingly lengthy (actually only two pages) discussion on the importance of trade to the city and an overview of the threats faced by Eversink. Further, given the focus of Swords of the Serpentine upon the city of Eversink, the other surprise is the chapter on the nations beyond the city. Again, quite lengthy, but included because the Heroes might need to visit, but definitely come back, and because they may be somewhere where Outlander Heroes come from.

Rounding out Swords of the Serpentine is the scenario, ‘Corpse Astray’. This throws the Heroes straight into the action aboard a vessel bound for Eversink, but under attack by pirates! Designed as an introductory adventure, this gives a chance for the players to get their first experience of the rules and begin to explore just what their Heroes are capable of, as they deal with a cunning plan of revenge that has hijacked by someone else and turned into an even bigger threat to Eversink. It is nicely Machiavellian for starting scenario, but actually includes a note at the end of the first for the Game Master that if the players decide that their Heroes want to run off and join the pirates to go with it and have fun! But also save the rest of the adventure for another set of heroes!

This note is indicative of the style and the writing in Swords of the Serpentine. From the start, there is advice for the Game Master and player alike. It is direct about the roleplaying game and what it does, it suggests campaign frameworks—a favourite being ‘Bookhounds of Eversink’, a nod to Bookhounds of London for Trail of Cthulhu, provides quick references at the start of every chapter that make everything easier to grasp, there are boxes of designer notes, Game Master advice, and player advice throughout, and so on. And honestly, these boxes of notes and advice are brilliant, full of ideas and history and background to the roleplaying game. For example, the designer notes on the Sentinel explain that their original name was investigators, which the designers decided was a terrible name for a hero in a swords and sorcery adventure, but tells the reader that the Profession’s Laws and Traditions ability is fun because it grants them narrative control to declare something legal or illegal, whilst the Spirit Sight ability provides insight into ghosts and demons granted by no other Profession, and lastly suggests with a change of theming, the role could be turned into that of a paladin, whilst the Designer Notes on using Preparedness as a combat ability has an amusing story from the playtest. All of which gives Swords of the Serpentine a much lighter and more informal tone, as if the designer is chatting to the reader, and it makes the rulebook such an engaging read.

Physically, Swords of the Serpentine is very well presented. The artwork varies a little in quality, but is generally good. The writing is excellent.

Swords of the Serpentine is the most engaging and exciting, and actually accessible of the GUMSHOE System roleplaying games from Pelgrane Press to date. Yes, it does use the GUMSHOE System, which is designed to handle investigative roleplaying, but it shifts the action and focus away from that to one of swords, sorcery, and secrets in a fantastically Florentine city combined with play that encourages, even demands inventive input by the players, all whilst keeping everything else mechanically simple. Swords of the Serpentine is a superb roleplaying game that does swords and sorcery in way that you would never think possible, giving the GUMSHOE System a swagger you never thought it was capable of.

Sunday, 5 October 2025

The Curwen Connection

Okay. Let us start with the pitch.
The Borellus Connection is The Statement of Randolph Carter meets The French Connection with the journalistic attention to detail of Frederick Forsyth writing a Suppressed Transmission. And if that fails to get your gaming juices roiling, then there is definitely something missing from your essential saltes since your last resurrection. It is crime meets Cthulhu, the Age of Aquarius shot up on smack, DELTA GREEN versus the drug trade, when the cowboys could protect the USA—and the world—with a bit of swagger, and evil was still easy to identify, sometimes because they were still your allies despite what happened in World War 2. It is a campaign of Lovecraftian investigative horror that will take you places rarely visited in the genre in an age that remains all but unexplored in roleplaying.

The Borellus Connection is a campaign for The Fall of DELTA GREEN, the winner of the 2019 Gold ENNIE Award for Best Setting. Published by Pelgrane Press and using the GUMSHOE System, what The Fall of DELTA GREEN does is turn the clock back on DELTA GREEN—and its modern iteration, DELTA GREEN: The Roleplaying Game from Arc Dream Publishing—to take a ride through its last hurrah, the decade of the swinging sixties in which the USA would land men on the Moon, but get mired in conflict in Southeast Asia, in which the optimism of hippism and free love would be marred by murder, and in which DELTA GREEN would be overwhelmed by threats domestic and foreign—and its own hubris. The campaign will take the Agents from the sweltering heat of the jungles of the Vietnam War and into the sweaty morass of money and misfeasance that is Saigon, before swinging into the weird reality of burgeoning international air travel, and then to Turkey and Lebanon. From there it races back across Europe to the cutting edge of the Cold War and the dark aftermath of the previous war, and at last, brings the campaign home and into the wake for the death of the counterculture, as the dark romantism of the previous century torments the next. This is a campaign designed by Ken Hite—the author of The Fall of DELTA GREEN—but actually developed and written by Gareth Ryder-Hanrahan.

The campaign does not stipulate what types of Agents it requires the players to roleplay. Both military veterans and former members of the Federal Bureau of Narcotics will be useful, but members of the FBI will be good as will any Agent with good surveillance skills. Similarly, there are no skills stipulated as being necessary to complete the campaign, but slots left open for languages may prove to be useful.

The campaign begins in 1968 just prior to the establishment of the BNDD, or Bureau of Narcotics and Dangerous Drugs, by the Justice Department. As the precursor of the DEA, it is assigned to investigate and disrupt the flow of drugs into the United States, in particular, the heroin coming out of the Golden Triangle in Southeast Asia and Turkey. The Agents are assigned to the new agency, but investigating and stopping the worldwide trade in narcotics is only half of their job and their least important one. The global nature of the trade means that the Agents can be assigned to any number of exotic, faraway places with legitimate reasons to be there. Which is perfect cover for their other job—investigating and thwarting the forces of the Unnatural before they become a threat to American interests and the world. What this means is that there is a constant duality to The Borellus Connection. The Agents’ investigations are always twofold—the drugs and the Unnatural—and there is always a constant pull back and forth between. Fortunately, or unfortunately, as the campaign progresses, it becomes clear that the Unnatural has coiled its ways around the drug trade, so making it potentially easier to investigate both at the same time, but potentially making the investigation of the drug trade Unnaturally dangerous, as opposed to just dangerous.

The campaign provides a good overview of the BNDD, who the Agents’ DELTA GREEN handler is, and of the linked twin networks that entwine their way through the campaign. One is the drug trade itself, running out of the Golden Triangle, east to the USA and also out of Turkey, and both west through Marseille to the USA. This network is dominated by the Union Corse—and closer to home in the USA by the Mafia. The other network is headed by an immortal sorcerer, an associate of Joseph Curwen of The Case of Charles Dexter Ward fame, who hides within the Union Corse as its chief chemist and who uses its network to secrete his own agents around the world to protect his own interests and to work towards his plans for domination beyond his mortal immortality. This includes moving a lot the necessary materials via the same routes as the heroin. The campaign constantly hints that there is a lot more going than it outwardly appears and there is a shadowy figure behind it all, but the Agents do not learn his identity or get the chance to confront him until the very last mission.

The campaign begins with ‘Operation JADE PHOENIX’. Following a briefing at the CIA headquarters at Langley, the Agents are sent into Laos to confirm that a Kuomintang-backed Shan warlord is funding his operations through opium smuggling, but in reality, their mission is to help conduct a double assassination. The CIA wants the warlord dead, whilst DELTA GREEN’s target is a Kuen-Yuin sorcerer. They will have a military escort, but the assassinations are to be carried out by a United States Marine Corps sniper, one Sergeant Adolph Lepus, already just a few shots away from being the stone-cold killer feared by every DELTA GREEN agent in the future. The scenario is perhaps the most straightforward, certainly the simplest, of the missions in the campaign, even if it is complicated by an inexperienced commanding officer of the escort, the limited time frame set by Tiger Transit, and the Mythos machinations of the second target. It is otherwise a twisted military or mercenary style scenario, one in which some of the Agents are likely to be out of their depth—or out of their comfort zone, that should introduce the players and their Agents to the core of the campaign.

That core comes to the fore in ‘Operation ALONSO’, the most complex scenario in the campaign. The Agents are turned around in Hong Kong on their way home and sent back to Vietnam as newly minted recruits for the Bureau of Narcotics and Dangerous Drugs. Once there, their cover operation is to run surveillance on a narcotics summit at the Continental Palace hotel in Saigon between Unione Corse bosses and emissaries from Marseille with local operations, whilst their actual mission is to ferret out signs of a resurgent Cthulhu cult that DELTA GREEN targeted a decade before. The challenge for the Agents is not only to navigate an unfamiliar city and equally unfamiliar military and espionage operations all on a war footing, but navigate a city where virtually everyone is on the take and their actions have a chance of alerting not only the heroin operation they are investigating, but also the Viet Cong that have infiltrated the city. Arouse the suspicions of either and the Agents will find themselves becoming the targets. In addition to infiltrating the hotel where the summit is being held, the Agents have to look for the activities of the Cthulhu cult in Saigon and beyond into the swamps outside the city where they might get a chance to conduct their own defoliation operation. They will also discover for the first time how weird and twisted some of the operatives connected to Union Corse really are. This as opposed to ‘Operation JADE PHOENIX’, where the weirdness seems local.

The scenario is made also the more complex by being set at the height of the Vietnam War and so amidst a morass of strange names and abbreviations. Add in a lot of organisations with different aims and sometimes overlapping areas of responsibility, and there is a lot for both the Handler and her players, let alone the Agents, to keep track off. It also makes it more challenging in comparison to prepare. Otherwise, this is a quagmire of a scenario, hot and sticky, that will take multiple sessions to complete.

The campaign narrows—quite literally—to the width and length of a Boeing 707. In ‘Operation HORUS HOURS’, the Agents are given another pair of assignments to conduct during their return to the USA. The BNDD wants the Agents to track some smugglers into the USA and DELTA GREEN wants the Agents to identify the purchaser in the USA of an Unnatural relic being transported aboard the aeroplane by a courier. The scenario takes place at the very dawn of the golden age of international air travel, but before the arrival of the Boeing 747 and similar large passenger jets, so the journey back from Hong Kong is via Sydney, Australia, Tahiti and Easter Island, Santiago, Buenos Aires, Panama City, and Los Angeles, and takes over one hundred hours in total! Since this is 1968, the Agents and other passengers aboard the flight have a lot of freedom of movement and face much lower security compared to modern flights, so the Agents have scope to move around, identify the smugglers, and spot the courier—and similarly, the smugglers and the courier have the opportunity to realise they are being watched and who by.

This tense, enclosed environment is exacerbated by the release of a nasty chemical that gets into the ventilation system and unleashes some of the Unnatural contraband being smuggled as well as tipping passengers and crew alike over into series of trippy dreams. And the dreams get weirder and weirder the closer the aeroplane gets to the site of sunken R’lyeh, a lovely contrivance of a flypast that brings another aspect of the Unnatural into play and requires intervention on Easter Island. ‘Operation HORUS HOURS’ has a submarine feel to it, of the Agents lost as if underwater, drowning in dreams and drugs.

The arrival of the Agents in the USA at the end of ‘Operation HORUS HOURS’ brings the first half of The Borellus Connection to close. The second half moves to the Middle East and Europe where the Agents investigate the drug trafficking running through Marseille for the BNDD and what looks like the activities—past and present—of an occultist somehow connected to the Union Corse for DELTA GREEN. ‘Operation DE PROFUNDIS’ takes place in eastern Turkey where the BNDD wants the Agents to investigate how the heroin is being transported through the country and DELTA GREEN wants them to investigate the death of Charles Whiteman, a British archaeologist at a dig site after his body vanished on the way back to England. Since this is set at an archaeological dig site, this has the feel of a more traditional scenario for almost any other roleplaying game of Lovecraftian investigative horror, but all more creepier because of the appearance and behaviour of the man who arrives to take control of the dig site with the permission of the dead and missing man! Clumsy and awkward, with a raspy voice and his hands always covered in gloves. He is very obviously suspicious and hiding something… This is likely the Agents’ first encounter with one of the servants of the shadowy figure at the heart of the conspiracy. All of these servants are monstrous in their way, but surprisingly, there is something sad about this man.

The location for ‘Operation SECOND LOOK’ is Beirut, Lebanon where the BNDD wants a drug deal investigated, and DELTA GREEN wants know why François Genoud, a Swiss Nazi sympathiser and intelligence broker, stopped informing for them and ‘gently’ reminded who he owes his continued existence to what he thinks are members of the CIA. Getting to the Genoud takes a bit of work and if they lean on him too hard, he goes running to his actual CIA masters, headed by retired agent, Miles Copeland, Jr., which will likely lead to the Agents earning a rebuke. The Agents can also discover the smuggling operation is shipping something big through the city, something guarded by a contingent of soldiers from the Egyptian army! The city has a post-colonial, seedy opulence to it and members of the Union Corse have a legitimacy that enables them to operate in the open, leading to scenes where the Agents have the opportunity to rub shoulders with them and even receive an offer that exposes the friction within the Union Corse and between the campaign’s two strands.

By now it should be clear that the use the Union Corse’s smuggling routes is twofold. One—and most obviously—to traffic drugs into the USA, and the other, hiding within that operation, to transport occult materials around the world. DELTA GREEN has the Agents follow the latter track, following the route of Charles Whiteman’s body into Germany in ‘Operation PURITAN’. Unfortunately, the Agents get sidetracked by another DELTA GREEN investigation meaning that it is no longer a duality, but a triality! Another DELTA GREEN briefing officer in Munich tasks the Agent with investigating what appears to be Unnatural prayers being broadcast via Radio Liberty into the Soviet Union. This forces the Agents into a more challenging balancing act, but as their investigation into the broadcasts takes them into Munich’s Turkish diaspora, it becomes apparent that all three are connected and lead back to the past activities in central Europe of the sorcerer at the heart of conspiracy. To confirm this, the Agents must cross the Iron Curtain on a quick excursion to Prague in the Prague Spring and almost back in time to dark house warped by monstrous sorceries. The mission comes to an end with a chance to save the world, but potentially end history in another twenty years, although the Agents are unlikely to be aware of either.

The penultimate mission is ‘Operation MISTRAL’ set in Marseille. By this point, the Agents know that they are on the trail of Jaques Vènice, the scar-faced chemist responsible for ensuring the quality of the heroin coming out of Turkey and the Golden Triangle and very probably using the Union Corse’s smuggling network as a cover for his own sorcerous activities. They may also have learnt his true identity. In ‘Operation MISTRAL’ they have chance to track him down in Marseille, the heart of the Union Corse’s smuggling operation. Another Mythos element comes into play here as the sorcerer uses a cult dedicated to another entity and the student protests that began in Paris and have spread to ‘La Cité Phocéenne’ as cover for his activities, as well as links to the authorities for both the Union Corse and the cult. The Agents may have an ally here and may also be able to take advantage of the friction within the Union Corse which will see one faction give up Jaques Vènice and potentially reveal his true identity. Either way, the Agents are definitely on his trail now and the operation will likely end with them chasing him across France and perhaps through another reality, all the way to the campaign’s finale.

‘Operation NEPENTHE’—named for the drug capable of banishing grief or trouble from a person’s mind described in Homer’s Odyssey—brings the campaign home to ‘Mob-town’, the city of Baltimore infamous for its riots, of which the latest it is trying to recover from with a national guard presence on the streets. The Agents are ostensibly here to follow up on Union Corse links to the city, but their DELTA GREEN handler all but gives them carte blanche to do what takes to stop the sorcerer’s plans. The latter has deep historical rather than modern ties to the city and as his gathered energies and plans coalesce, thorn bushes sprout from the strangest of places, the eyes of the city’s junkies turn towards the Agents, and time slips… The Agents need to slip too, back into city’s past and that of sorcerer, perhaps as far back as the last days of Baltimore’s most famous son. Of course, there is also the chance of the Agents getting lost in time and of failure, of the eastern seaboard getting lost in a bubble of time, but if they succeed, knowing that they saved millions is the only reward, and that they alone, are the only ones to know, are the only reward.

The Borellus Connection is a big sprawling campaign in the mode of the globetrotting campaigns of classic Lovecraftian investigative horror. Yet it owes some of its structure and tone to the conspiratorial structure of campaign in the designer’s other roleplaying game, Night’s Black Agents, whilst at the same time being loose enough that many of the individual scenarios could be run on their own. In addition to duality of the campaign’s entwined threads, its secrets are heavily obfuscated behind layers of obligation and history, and is only in the very later parts of the campaign that the players and their Agents begin to realise who or what they are facing. Since the Agents are sent hither and thither, they and their players do not have overall agency as they might in other globetrotting campaigns of classic Lovecraftian investigative horror and so it is not easy for them to step back from the overall campaign and work out what the overall picture is. The intricacy and connections within the campaign mean that the players are probably going to need their own corkboard, let alone their Agents. In terms of tone, the campaign veers towards Pulp, but there is often a brutality to it, hulking in the shadows until forced to act. The best and most unnerving of that brutality may occur after one or more of the Agents has been killed.

For the Handler there is not much advice on setting up the campaign and the advice throughout is not always as strong as it could be. Hence, this really is a campaign for the experienced Handler in terms of its structure and detail, but the balance between the Mythos and the mundane is well handled and the campaign is rich in historical detail. The Agents really get to get to meet some real and genuinely interesting historical figures and the Handler who wants more detail, there is a decent bibliography at the end. In terms of the Mythos, there is no one central threat in terms of the other, although the campaign does bounce between several differing Mythos traditions. Rather the threat faced is arguably all too human, but one who has fully embraced the inhuman in an attempt to realise his ambitions.

Physically, The Borellus Connection is a dense affair and as a whole, heavy going. Individual missions are well organised and explained with details of the mission spine and the key characters at the start before diving into the detail. The cartography is decent, but the artwork is intentionally obfuscatory, hinting and suggesting rather than clarifying.

The Borellus Connection is a big demanding campaign that is going to take no little commitment upon the part of the Handler, her players, and their Agents to run, play, and complete. There is a fantastic sense of energy and grime to this campaign, of the Agents constantly wading through the seedy underbelly of both humanity and alchemy, caught between the mundane and the Mythos, and ultimately, out of game, how far and what strange places, The Borellus Connection takes one of H.P. Lovecraft’s most famous stories.

Friday, 7 March 2025

Magazine Madness 34: Wyrd Science Issue 4

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of
The Dragon and White Dwarf magazines. Wyrd Science is different in that it is about gaming and the culture of gaming as well as the games themselves rather providing support for specific titles—and Wyrd Science Vol. 1/Issue 4 is different to the previous issues. Where both Wyrd Science Session Zero and Wyrd Science – Expert Rules adopted the ‘BECMI’ colour coding of the colours and the focus upon fantasy and the Old School Renaissance, and Wyrd Science – The Horror Issue (Wyrd Science Vol. 1/Issue 3) focused on the horror genre, Wyrd Science Vol. 1/Issue 4 comes with no announced theme. This does not mean that there are no themes with the issue, but rather that they are simply part of the issue rather than a feature. Thus, Wyrd Science Vol. 1/Issue 4 is very much more of an ordinary issue, setting the standard for future non-special issues to come.

Wyrd Science Vol. 1/Issue 4 was published in April, 2023 by Best in Show. It opens with a quartet of interviews. ‘PUBLISH AND BE DAMNED: SoulMuppet Publishing’ is with Zach Cox and explores how he co-founded the company and has developed it to the point where he began to experiment and begin to support authors from outside of the English-speaking hobby, such as with the ‘LATAM Breakout series’ for South American creators. Cox gives his views on the then changing nature of the hobby, how Kickstarter is being used by fewer and fewer would be publishers, who are then looking for other options. Nevertheless, he offers advice on how to run a successful Kickstarter project, but also highlights the difficulties in distribution that affect retail in particular. Although two years old, there is much within the interview that are still pertinent now. ‘CAST POD: What Am I Rolling?’ is part of the magazine’s regular series with podcasters, this time with Fiona Howat of the What I am Rolling? podcast, which hosts and runs one-shot games and in the process, showcases a wide variety of games. It is a nice introduction to the podcast and includes advice on trying new games and introducing new games to other players. ‘MAGIC GATHERINGS: Big Bad Con’ interviews the organisers of the California gaming convention which in recent years has shifted to offering a safer, more diverse, and inclusive space and encouraging the participation of persons from minority and LGBTQI+ groups. This showcases a fantastic effort to make the hobby a more welcoming place, one that should perhaps be looked to by other conventions.

Where the interviews are conducted by John Power Jr., Stuart Martyn kicks off the first of the issue’s themes with ‘The Game is Afoot’. As the title of the article suggests, that theme is investigative games, Martyn highlights roleplaying hobby’s fascination with mysteries and investigations. It pinpoints the issues with this type of scenario—their inherent logic puzzle nature which can frustrate some players and the capacity to miss clues. The primary solutions are twofold. First is to make the clues easy to find or automatically found, as in the GUMSHOE System, or have the solution to the mystery determined through play, as in Brindlewood Bay. Both feature heavily in the article and show how to date, the hobby has yet to come up with any better for the investigative style of scenario. ‘Scry Me a River’ by John Power Jr. neatly complements ‘The Game is Afoot’ and continues the investigative theme. This is a look at Rivers of London: The Roleplaying Game, which is based on the series of Urban Fantasy procedurals by Ben Aaronovitch and includes an interview with its creator, Lynn Hardy, exploring its genesis and development, made all the more interesting because the author has experience of gaming. There is even a list of tips from Hardy about running investigative games to go alongside it.

‘Bandes On The Run’ by Luke Frostick brings the investigative theme to a close with a look at and interview with Krister Sundelin, the creator of The Troubleshooters: An Action-Adventure Roleplaying Game, Swedish publisher Helmgast’s roleplaying game based on French and Belgian bande dessinée comics. This covers a wide range of inspirations from James Bond to the action-adventure television of the nineteen sixties and explores the heavier feeling mechanics. The Troubleshooters is a great little game that has not made the impact it deserved and it is nice to see it covered here. ‘Bad Moon Rising’, Mira Manga’s interview with Becky Annison, author of Werewolves of Britain for Liminal, continues the Urban Fantasy theme of Rivers of London: The Roleplaying Game, in exploring her inspirations for the supplement, some of it quite personal, in creating a very good expansion for the game and its setting.

‘Now is The Time of Monsters’ takes interviewer John Power Jr and Dave Allen, producer for Warhammer Fantasy Roleplay, Fourth Edition in a then totally different direction, something that the roleplaying game had been waiting decades for, despite the wargame it is based upon, visiting it more than once across its numerous editions. This is the supplement, Warhammer Fantasy Roleplay: Lustria, which details the mysterious continent far away from the Old World. It quickly catches up with the history of the current edition in publishing what is a director’s cut of the classic campaign, The Enemy Within, and then moves beyond that. It explores what an updated version of the Lustria looks like for the twenty-first century hobby and how it presents the players and their characters with a very different, but no less deadly environment to explore.

Walton Wood’s examination of the retroclone, Errant, and interview with its creator, Ava Islam, ‘Dragons Are Fucking Cool, Man’ starts off in slightly abstract fashion, explaining it pushes away from the classic design of Dungeons & Dragons-style play, attempting to be rules light, but ‘procedure heavy’ in terms of scope. The explanation is not really clear enough, but once the article begins telling you what you play—downtrodden outcasts ever wanting to improve their lifestyles and fund the lifestyles they have combined with Levelling requiring high expenditure of gold pieces in acts of ‘Conspicuous Consumption’—it does impart a sense of what the is about at the least. Ultimately, what is clear is that Errant is the designer’s commentary on the Old School Renaissance movement and it is far from a positive one. This combined with often obtuse explanations upon the part of the designer and the reader is left feeling dissatisfied.

‘Veni, Vidi, Ludo’ by Ciro Alessandro Sacco presents a fascinating history of the Italian gaming and roleplaying hobby, beginning with the importation of Avalon Hill and SPI wargames in the nineteen sixties and seventies and moving through bootleg versions of Dungeons & Dragons to early roleplaying games such as Signori del Caos—or The Lords of Chaos—published by Black Out Editrice in 1983 and then most spectacularly, the Mentzer version of Basic Dungeons & Dragons by Editrice Giochi in 1985. It is a great introduction and it is a pity that there is not scope for further examination of these early Italian roleplaying games. The breezy article comes to a close all too soon, leaving the reader with any interest in the history of roleplaying games wanting more. It is followed by a short overview of some of the Italian roleplaying games and settings then available in English, including Lex Arcana, Fabula Ultima, and Brancalonia.

The last few articles in the issue explore a handful of boardgames that are very close to the roleplaying hobby, whether that is because of their subject matter or because their publisher also publishes roleplaying games. Three of them combine to give the magazine its second theme—dungeon crawling and board games. The first, ‘Dungeon Crawling Classics’ by Matt Thrower is not, as the title might suggest about the Dungeon Crawl Classics Roleplaying Game from Goodman Games, but a history of the dungeon crawler board game, from Dungeon!, published by TSR, Inc. in 1975 to Descent: Journeys in the Dark published by Fantasy Flight Games in 2005 and its more recent 2021 update, Descent: Legends of the Dark. Also discussed here is HeroQuest, the boardgame from Milton Bradley and Games Workshop that introduced dungeon exploration-style play to a wider audience in the early nineteen nineties. It explores the enduring appeal of the format—its familiarity, excitement, and camaraderie—combined with a physical format that leans into the roleplaying style of Dungeons & Dragons, whilst providing a ready realisation of the action that Dungeons & Dragons does not (at least not without a lot of extra accessories). There are a lot of dungeon crawler board games that the article could have covered and it would have been interesting to look at those options, but overall, this is good introduction to the genre.

Matt Thrower follows this up with ‘The Big Chill’ in which he interviews Isaac Childres, the designer of the mammoth dungeon crawler and adventure game, Gloomhaven, discussing its development and that of its follow up, Frosthaven. There is some similarity between this and other interviews with the designer, such as that which has appeared in the pages of Senet magazine. What this means is that there is not much being said here that is new, but for anyone unaware of Gloomhaven and its heft and effect upon the hobby, this is worth reading. Andi Ewington returns to the classic HeroQuest with ‘Quest Drive’ and how he brought the new version of the board game from Avalon Hill into his home and got his family, some of them slightly reluctantly. It is a fun piece that brings the theme to a close with large dollop of nostalgia.

Finally, the issue comes to close with ‘Trading Places’. Here Emma Partlow talks to Max McCall from Wizards of the Coast to explore how Magic: the Gathering has with its ‘Universes Beyond’ line, produced expansions that draw on the intellectual properties of other publishers. For example, the television series, Stranger Things, and the miniatures wargame, Warhammer 40,000. It does point out that the response to these expansions have been mixed, some embracing them, others seeing them as a distraction from the more traditional fantasy releases for the collectible trading card game, but the point is made that the ‘Universes Beyond’ sets are attracting the interest of fans of the universes they are based on and thus attracting new players. The article is illustrated with some great artwork drawn from the series, but does not show how that artwork will be displayed on the cards, which would perhaps have sold the idea better.

‘LOOT DROP: Automatic Dice Roller’ and ‘LOOT DROP: More Random Treasure’ highlights some gaming knickknacks that might appeal to some gamers, the former also including an interview with the creator of the electronic dice roller from Critical Machine for those who want another means apart from rolling dice, whilst the latter includes a The Wicker Man-style effigy wax candle, complete with wax Sergeant Howe and the Win or Booze beer from brewery
Deviant + Dandy which has a game on the back of the label. The best though is the Githyanki action figure from Super7 based on the Erol Otus’s classic cover image for the Fiend Folio. More interesting though, is ‘Hit Points’, the reviews section which takes in a good mix of board games, roleplaying games, and books. The board games include Undaunted Stalingrad from Osprey Games and the magazine’s ‘Game of the Month’ and Rebellion Games’ redone Judge Dredd: The Game of Crime-Fighting in Mega-City One, whilst the roleplaying games reviewed range from Cy_Borg and The Blade Runner – The Roleplaying Game Starter Set to Out of the Ashes and A Folklore Bestiary. Of course, reviewing reviews is something of a busman’s holiday, so ultimately, although the reviews all both interesting and informative, the most interesting are those of the books, Alan Moore and Ian Gibson’s The Ballard of Halo Jones, and Michael Molcher’s I Am The Law about 2000 AD’s Judge Dredd and how it influenced modern policing, both from Rebellion, are the more intriguing.

Physically, Wyrd Science Vol. 1/Issue 4 is clean and tidy, neatly laid out and well written. The artwork is well judged too and overall, the magazine looks great.

Wyrd Science Vol. 1/Issue 4 is a good rather than great issue. It is at its best when exploring something lesser known like Big Bad Con in ‘MAGIC GATHERINGS: Big Bad Con’ and its diversity programme or the look at Italian roleplaying games in ‘Veni, Vidi, Ludo’, but also taking a sidestep to look at something familiar, the dungeon crawl style game, in a different format, the board game with ‘Dungeon Crawling Classics’ and ‘Quest Drive’.

Sunday, 20 October 2024

Machenesque Mysteries

In the wake of the Great War, men brought the horrors of the trenches on the Western Front home with them. Yet there was no respite, for there were horrors on the home front. As the Jazz players trumpeted a new golden age and the Bright Young Things danced into the light, some returned to the dark, bucolic wilds of Wales. Promises of sleep free of terrible memories lead to labour of another kind to build edifices deep mountains, of solitary walkers dragged away by creatures out of legend never to be seen again, of young girls playing with new friends in the woods only to return the following day having aged years, of witch-driven cults dedicated to ancient practices that promise healthy harvests. Others returned to the metropolis to become ensnared in dark doings in grimy alleys and fog-shrouded back streets, dank basements, and behind the façades of genteel clubs and societies. Scientists explore beyond the rationality of reason in pursuit of knowledge that only their ancestors understood the dangers of. The Cult of Dionysus spreads its influence as it inducts civil servants and other officials into its ranks. Creatures out of myth and legend prey on the lonely and the lost, unnoticed amongst the city’s teeming masses. There are signs of the occult and weirdness everywhere if you know what to look and have had your eyes opened. There is worse beyond, for on the other side of the Veil lies the Otherworld, which goes by many names—‘TírnAill’ in Ireland, ‘Annwn’ in Wales, ‘Avalon’ in Arthurian legend—and is a strange and twisted domain, home to gods whom our ancestors gave form and name, such as Arawn, Pan, Nodens… There are points where the Veil between this world and the Otherworld is at its weakest and that is when the influence of the Otherworld begins to seep through and worse, even let its gods in.

Fortunately, there is a group of people who know about the Otherworld and investigate signs of the weird and the horrific and the terror it triggers. The Gold Tiberius Society was founded in 1906 as a collective to investigate such occurrences and as these took their toll upon the founding members, it began to look for new members at the beginning of the Jazz Age. Those it invites are of independent means and have the time and inclination to investigate, delve deep into the society’s archives scattered across London, and continue working on the Scarlet Map, a geographical representation of the Veins that seem to connect and criss-cross the capital as well as lead back into the Welsh countryside.

This is the set-up for The Terror Beneath: An Investigative Roleplaying Games of Weird Folk Horror. Published by Osprey Games, best known for roleplaying games such as Hard City: Noir Roleplaying and Jackals – Bronze Age Fantasy Roleplaying, it is written by the author of Romance of the Perilous Land: A Roleplaying Game of British Folklore. It is roleplaying game based on the works of Arthur Machen, the Welsh horror writer, author of books such as The Great God Pan, The White People, and The Inmost Light, who explored themes such as decadence, the degeneration of the human soul, the corruption of the innocent, scientists combining technology with the occult, the revelation that murderous beings from the other side lie behind common folklore, pagan practices to ancient deities, and more. There are elements of folk horror here, but also eldritch horror, such that Machen’s work is seen as a precursor to and influence upon the works of H.P. Lovecraft. The latter is important in The Terror Beneath in several ways.

The Terror Beneath is written for use with The GUMSHOE System, most notably used in the roleplaying game Trail of Cthulhu, published by Pelgrane Press. Originally designed for the roleplaying games, The Esoterrorists and Fear Itself, the concept behind The GUMSHOE System is that investigative scenarios are difficult to run with most role-playing games. What it does is make sure that not only are the clues needed to push the story and the investigation forward easy to find, but also that the Investigators are competent to find them. Further, if the players and their Investigators want more information, they can look for it and if they have the area of expertise and the points to pay for it, they find that too. Then it is up to the players to interpret what their Investigators have found. The Terror Beneath uses the most recent version of The GUMSHOE System, most recently seen in Cthulhu Confidential and Night’s Black Agents: Solo Ops. What this means is that Investigative Abilities do not have points, but instead have Pushes, which the player can spend to gain the extra information or a benefit. Nevertheless, this means that The Terror Beneath is compatible with Trail of Cthulhu, Pelgrane Press’ roleplaying game of Lovecraftian investigative horror, and as its inspiration is the precursor to much of Lovecraft’s fiction, it has links to Call of Cthulhu, Seventh Edition published by Chaosium, Inc.. For example, Noden appears in the Keeper Rulebook for Call of Cthulhu, Seventh Edition, and Machen’s ‘Little People’ appear in the scenario, ‘Plant Y Daear’, in the anthology, Sacraments of Evil.

In terms of framing, The Terror Beneath is set during the 1920s though much of Machen’s fiction was written and takes place before the Great War. The Gold Tiberius Society is a device designed to facilitate investigations and provide a reason for the Investigators to delve into the horrors that lurk in the shadows. It is thus set a decade before Trail of Cthulhu, which takes place in the Desperate Decade of the thirties, but it shares the same squalid metropolis as Bookhounds of London and perhaps a reverence for Britain with Fearful Symmetries. Perhaps as the Roaring Twenties draws to a close, a campaign for The Terror Beneath could dovetail into one or the other, if not both?

What The Terror Beneath does share with Trail of Cthulhu is Modes of Play. In Trail of Cthulhu, these are ‘Pulp’ and ‘Purist’. In The Terror Beneath, they are ‘Terror’ and ‘Pulp’. In ‘Terror’ mode, the Investigators can suffer less Shock and fewer Injury Cards than in ‘Pulp’ Mode, which is slightly more forgiving. That said, The Terror Beneath draws a distinction between ‘Terror’ and ‘Horror’. Terror is the feeling of dread and uncertainty before the actual horror is revealed, and it is this terror that the Game Master should be striving to invoke in her players and their Investigators.

An Investigator in The Terror Beneath is defined by two types of Abilities—Investigative Abilities and General Abilities. Investigative Abilities, such as Assess Honesty, Essayist, Folklore, Occultism, and Streetwise, are used to gain information. If the Investigator has the Investigative Ability, he receives the information or the clue. General Abilities, like Driving, Fighting, Health and Sense Trouble, are more traditional in that their use requires dice to be rolled and a test passed to determine the outcome. He also has a name and a Drive, which motivates the Investigator to expose himself to the terror of the horrors that lie out there, such as ‘Adventure’, ‘Duty’, or ‘Morbid Fascination’. Investigator creation is actually easy and fast. A player selects an Occupation Kit like Antiquarian, Museum Curator, and Scientist, and combines it with a Background Kit such as Conscripted Soldier, Farmhand, Munitions Factory Worker, and Shipbuilder. The Occupation Kit provides the Investigative Abilities, whilst the Background Kit provides the General Abilities.

Name: Winifred Messam
Drive: Show-Off
Occupation Kit: Bright Young Thing
Background Kit: Silver Spoon
Investigative Abilities: Charm, Culture, Inspiration, Society
General Abilities: Athletics 5, Composure 7, Driving 4, Fighting 5, First Aid2, Health 6, Mechanics 0, Preparedness 2, Sense Trouble 1, Sneaking 0

There are some notably different Investigative Abilities. ‘Dérive’ is the ability to notice the strange changes and differences in London from walking the streets regularly, whilst ‘Essayist’ represents the writer's ability to navigate literary London, understand its numerous figures and their relationships, and present a coherent argument on the page and in person.

Mechanically, an Investigator in The Terror Beneath only spends Pushes for Investigative Abilities to gain extra clues beyond the basic, and then points from the General Abilities to perform actions. In general, an Investigator does not necessarily fail in a task, but instead fails forward, perhaps finding another way to approach the task or succeeding with a complication. A Push is used in conjunction with an Investigative Ability. For example, if used in conjunction with Linguistics, the Investigator might acquire an occult tome for a better price, set up a working relationship with an expert philologist, notice that a tome is a palimpsest, and so on. Once spent, there will be moments in play when the points from General Abilities and Pushes can be refreshed.

Combat in The Terror Beneath is designed to have a narrative flow and be brutal. Initiative order is determined by the number of points from the Fighting General Ability invested in the fight and then the progress of the fight is tracked by the margin between the Difficulty number for the foe and the die result each player rolls. Individually, if the result is less than the Difficulty number, then the Investigator will suffer the effects of the foe’s Minor Injury or Major Injury Card, depending upon how low the margin is. If the result is equal to, or higher than, the Difficulty number, then the Investigator succeeds and the player can narrate how his Investigator carries out the objectives set out at the beginning of the fight. If it is three or more, it is kept at three and the Investigator will receive a Fight Benefit, such as a Push or a refreshed General Ability, at the end of the combat. Even if the Investigator succeeds, he still suffers a Toll, the effect of actually fighting the foe. Typically, this will be a levy of a single General Ability Point, which can come from Athletics, Fighting, or Health. At the end of the round, the running total the margins determines if the fight is going in the Investigators’ favour or against them.

Injuries are handled as Injury Cards, which can be Major or Minor. For example, the Minor Injury Card for a Hound of Annwn is ‘Annwn Bite’ and the Major Injury Card is ‘Annwn Paralysis’. Mental hazards require a Composure test and, on a failure, the Investigator will suffer a Minor Shock or a Major Shock. For example, when the Investigator enters a foreboding place, the Minor Shock is ‘Foreboding Place’, but the Major Shock is ‘Terrible Place’. These typically last for the length of an investigation, and impose penalties upon an Investigator’s actions. An Investigator cannot have three Injury Cards or three Shock Cards, although he could have two of either. However, if the third and final Card is an Injury Card, the Investigator is dead, or loses grip on reality if a Shock Card. Either way, the player has the opportunity to narrate the outcome. The Terror Beneath lists all of the Shock and Injury Cards in the back of the book.

Combat focuses on brawling rather than shootouts. In fact, there are no stats for guns in The Terror Beneath, but this does not mean that they are not present in the Roaring Twenties it portrays. Rather they are in the hands of NPCs rather than the Investigators. For example, the Gangster is armed and it is possible for an Investigator to be shot. This is represented by a Minor Injury Card and a Major Injury Card, ‘Grazed’ and ‘Shot’ respectively. Melee attacks are handled in the same way, such as the ‘Cudgel Blow’ and ‘A Thorough Thrashing’ Injury Cards. There is thus a brutality to combat and the Investigators are trying to avoid suffering damage and its deleterious effect as much as inflicting it on their foes or stopping what they are doing. Combat in The Terror Beneath is something to be avoided.

Similar to a Mental hazard, it takes a Composure test to perform sorcery and if failed the caster suffers a Major Shock. There may also be a Toll on the caster’s Athletics, Fighting, or Health, even if successful. This can be one, two, or three points, so it is often better to cast spells as a group. Some spells require a higher Bleed value for the spell to be cast without penalty. The list of spells in The Terror Beneath is not extensive, but this is not a roleplaying in which the Investigators will be casting a lot of spells.

In terms of setting and background, The Terror Beneath presents a broad overview, that over the course of the book looks at Arthur Machen’s fiction, weird folk horror investigations, the Gold Tiberius Society, and both London and Wales, the two contrasting locations for Machen’s fiction. For London there are descriptions of the various cults and secret societies in the city, whilst for Wales there are the places of power in the rural countryside and the pagan cults found there. Both cults and societies provide numerous human threats with links to the Otherworld and the terrors that the Game Master can develop as the basis for her scenarios. Besides the gods of the Otherworld and numerous creatures drawn from folklore and definitely dark and dangerous, there is advice for the Game Master on handling both Terror and Horror, primarily by building points where Terror might strike into a scenario, building backwards from the horror to create the mystery and basis of the investigation, laying out clues, and so on.

The Terror Beneath includes a scenario, ‘Mystery: Don’t Sleep’. The Investigators are called in to look into the sudden disappearance of a London dock worker. This is set in the capital—there is no mystery set in rural Wales in The Terror Beneath—and takes the Investigator into the communities of London’s docks and veterans of the Great War to discover the consequences of a secret military project conducted during the war. It explores Machen’s theme of misused science and its vile consequences.

Physically, The Terror Beneath is a relatively slim book. The book is well written, though lightly illustrated with dark, murky artwork which swirls with threat and peculiarity.

The Terror Beneath is published at a time when the interest in folk horror continues to grow and grow, yet it offers more than that. Its horror is eldritch and ancient, verging on the unknowable, yet rooted in folkloric explanations for the unknown, so there is a familiarity to elements of it. This is more cultural in origin as opposed to the unknowable we have learned from the pen of H.P. Lovecraft and through roleplaying games such as Call of Cthulhu and Trail of Cthulhu. Setting The Terror Beneath in the Roaring Twenties means that we can explore a period normally associated with Lovecraftian investigative horror and do so without the negative aspects of Lovecraft’s writings. Ultimately, The Terror Beneath: An Investigative Roleplaying Games of Weird Folk Horror enables us to explore the horror of Arthur Machen, his precursor, primordial and peculiar, veiled and vile, and regarded as the first modern writer of the genre.

Sunday, 11 February 2024

Solo Stakes

You wake. You are in a hospital bed. There is an IV in your arm and you are pretty sure you have been shot from the injury in your side. From the voices and the view from the window, you think you are in Hungary. You have no idea how you got here… Do you have amnesia? You can recall the sharp taste of blood, running through some woods, something swooping down at you and shrieking… Did you bite your tongue? Were you chased? And if so, by what, a bird? This is the set-up for ‘Never say Dead’, the first of three scenarios, which together form the basis of a mini-campaign for Night’s Black Agents: Solo Ops. Published by Pelgrane Press, this a campaign framework for Night’s Black Agents: the Vampire Spy Thriller RPG, the roleplaying game in which the Player Characters are ex-secret agents who have learned that their former employers are controlled by vampires and decide to take down the vampiric conspiracy before the vampires take them. Night’s Black Agents offers a range of tools which the Game Master, or Director, can design the vampire conspiracy and the vampire threat, from psychic alien leeches to the traditional children of Transylvania, and set the tone and style of the espionage, from the high octane of the James Bond franchise to the dry and mundane grittiness of Tinker, Tailor, Soldier, Spy. What Night’s Black Agents: Solo Ops does is combine Night’s Black Agents with the GUMSHOE One-2-One System first seen in Cthulhu Confidential. This enables the Director to run and the player to experience the intensity and intrigue of an action-horror film.

Night’s Black Agents: Solo Ops is more than just the set-up for a trilogy of scenarios. It provides the rules for the GUMSHOE One-2-One System—adjusted to fit the setting of Night’s Black Agents—and the means for the Director to create her own. Just like Night’s Black Agents and the GUMSHOE System, an Agent in Night’s Black Agents: Solo Ops and the GUMSHOE One-2-One System has two types of Abilities—Investigative Abilities and General Abilities. Investigative Abilities, such as Cryptography and Negotiation, are used to gain information. If the Investigator has the Investigative Ability, he receives the information or the clue. General Abilities, like Driving and Sense Trouble, are more traditional in that their use requires dice to be rolled and a test passed to determine success or failure. Night’s Black Agents: Solo Ops then deviates from this in order to account for the fact that there is only the one Investigator rather than many as in Night’s Black Agents. With multiple players, all of the Investigative Abilities would be accounted across the Investigators. Not so in Night’s Black Agents: Solo Ops. So, when an Agent lacks an Investigative Ability, he can instead turn to an NPC or source for help as a Contact. A Contact can be written into a scenario, but an Agent can convert an NPC into a Contact or a player can create one during play. In Night’s Black Agents, Investigative Abilities have pools of points which can be spent to gain extra clues about a situation, but in Night’s Black Agents, the Agent has Pushes, which the player can spend to gain the extra information or a benefit. This applies to any Investigative Ability and could be used to gain the Agent extra information using the Interrogation Investigative Ability, gain greater insight into a suspect using the Detect Bullshit Investigative Ability, and so on. An Agent begins a scenario with three Pushes and can earn more through play.

In Night’s Black Agents, General Abilities also have pools of points, which are then expended to modify dice rolls for tests. In Night’s Black Agents: Solo Ops, General Abilities have two six-sided dice, which are also rolled on Tests. Tests are rolled when there is the possibility of failure in a situation, such as getting past a doorman to break into a suspect’s office or fleeing from the inhuman monster found in said suspect’s office, and are divided into two types. In either case, the player rolls the dice one at a time and totals their values. This is important because some Tests can be overcome with the roll of the one die rather than two dice. The Challenge is the more complex and more interesting of the two.

A Challenge gives three results—‘Advance’, ‘Hold’, and ‘Setback’. The ‘Advance’ is the equivalent of ‘Yes, and…’ and indicates a successful attempt with an extra benefit. This benefit is called an Edge and can prove useful later in the investigation. In addition, if the Challenge was overcome with the roll of a single die, then the Investigator is rewarded with an additional Push. The ‘Setback’ is the equivalent of ‘No, and…’ and indicates a failed attempt with an added Problem that will hamper the investigation. The ‘Hold’ lies somewhere in between with the Investigator no better or worse off, and also without an Edge or a Problem. It is also possible for the Investigator to suffer an Extra Problem in order to gain an additional die to roll in the hope of gaining an ‘Advance’. A player can gain extra dice for a Challenge by accepting an Extra Problem or having his Agent perform a Stunt, which uses dice from another General Ability. This requires a little explanation of how it works and it depletes the use of that General Ability until the Agent effectively rests. Effectively, what a Challenge does is codify a set of narrative outcomes that can help or hinder an Agent, whilst still pushing the narrative of the scenario forward.

In comparison, a Quick Test requires a simple roll to gain an ‘Advance’ result. The structure of Night’s Black Agents: Solo Ops and its scenarios presents Challenges in clear test boxes, and both Edges and Problems as essentially cards that are given to the player to add to his Agent. Fights, chases, infiltrating a base, and so on, are all handled as Challenges. Night’s Black Agents: Solo Ops is action-orientated, so there is the possibility of an Agent getting killed. The consequences differ greatly between Night’s Black Agents and Night’s Black Agents: Solo Ops. In Night’s Black Agents, the death of an Agent can easily be replaced whereas in Night’s Black Agents: Solo Ops, the death means the end of the investigation and the scenario, so whilst fights are dangerous, they are not lethal—and that applies to the NPCs or vampires as much as the Agent. The Agent can suffer debilitating injury or loss, but can recover through the ‘Take Time to Recover’ action. Similarly, the antagonist, whether mundane or monstrous, is not killed, but suffers a loss that will benefit the Agent in some way, represented by an Edge. However, this only applies in the early scenes of a scenario, and as a scenario progresses, fights and confrontations become increasingly deadly.

An Agent also has Mastery Edges which are attached to specific General Abilities. These reflect both the Agent’s intensive training and experience, but also how capable the Agent is in terms of the cinematic genre of Night’s Black Agents: Solo Ops. They typically provide a one-time effect which ignores the rules in a particular situation or grant a bonus to the dice rolls on a Challenge. For example, ‘The Nick of Time’ is a Preparedness Edge that enables an Agent to have done something retroactively that helps him in his current situation, such as planting a bomb, bribing a custom official, reconnoitring an avenue of escape, and so forth, whereas ‘Intuition’ for the Sense Trouble General Ability grants an extra die on a Challenge. An Agent begins play with three Edges and discards them after use.

As in action films, there are consequences to an Agent’s activities. These are tracked by three cumulative factors. Heat is gained for public fights or explosions, people getting hurt, and committing criminal acts, and as it rises, it can trigger Problems that affect an Agent’s progress or actual Challenges. Injury represents physical impairment, whilst Shadow determines how aware the supernatural threat is of the Agent. It is gained by encountering supernatural entities, attracting their attention, thwarting their conspiracies, and recalling previous encounters with vampires. The latter is important for the Agent for the three scenarios in Night’s Black Agents: Solo Ops, since she begins play suffering from amnesia. Shadow will also Problems to an Agent’s progress, but can be lost by killing vampires or fleeing to another city, or suppressed by using garlic or crossing running water. Both Heat and Shadow can also trigger another effect, and that is Blowback. This can be a repercussion, retaliation, or unintended consequences of an Agent’s actions and is typically framed as a Blowback scene that the Director inserts into the narrative.

In Night’s Black Agents, an Agent has the Stability General Ability, which is used to measure an Agent’s ability to withstand the supernatural abilities of the vampires he will face, as well as those of the other monsters that he might encounter—demons, ghosts, and ghouls, as well as Renfields. In Night’s Black Agents: Solo Ops, the Agent instead has the Cool General Ability. This is used to overcome stressful situations and resist the compulsions that a vampire might place upon an Agent. Mechanically, it will use Challenges in most situations and poor results will trigger problems for the Agent. Many of the powers and effects that a vampire can have on an Agent are modelled through Problems.

For the player, Night’s Black Agents: Solo Ops presents a good explanation of how an Agent is presented, how the rules work, and on how to play. This includes details on tradecraft and notably, the ‘Bucharest Rules’. These are akin to the ‘Moscow Rules’ that guided Cold War operations in Eastern European and they are similar, but given a suitably vampiric twist for Night’s Black Agents: Solo Ops. They emphasise that although the situation is dangerous and that the Agent can die, he can win, that he needs to be proactive, he should follow the money and use HUMINT, build networks of contacts and allies, and always know where the exit is. This is supported by several factors. First, that the play is more about interpreting the clues found rather than the finding of them (and that if unsure of where to go next, looking for more clues is always a good choice), and second, that the Player Character, the Agent, is the hero of the story. This is contrasted by the fact that Night’s Black Agents: Solo Ops literally pulls the safety net out from under the player. No longer can he rely upon his fellow players and their Agents for advice or help. Barring contacts and allies within the game, the player and his Agent is on his own. That is a scary situation for the player—in addition to his Agent facing vampires—and the player is being asked to be proactive from the start of a scenario to the end. In other words, he is always in the spotlight.

For the Director, Night’s Black Agents: Solo Ops explains how the rules work and gives advice on how to run the game. This applies not just to the three scenarios in Night’s Black Agents: Solo Ops, but also in general as the advice includes a guide to creating and designing vampires, conspiracies, scenes, Challenges, Problems, and more for her own scenarios. This includes a full range of sample Challenges. Night’s Black Agents: Solo Ops still employs the ‘Conspyramid’, the pyramid structure used to map out the vampire conspiracy, with the vampire leaders of the conspiracy sitting atop both the structure and the organisation and the base containing the outer edges of the conspiracy. However, here it is much narrower, reflecting the tighter focus upon the single Agent and his investigation in Night’s Black Agents: Solo Ops. The advice throughout the section for the Director is fulsome.

Half of Night’s Black Agents: Solo Ops is dedicated to its three scenarios. The protagonist for these is Leyla Khan, an ex-MI6 officer who has been a thrall of the vampires of the vampires for several years at the start of the first scenario. Not only will she have to confront her former masters, but she will also have to deal with the consequences of her own half-remembered past and its own monstrous activities. The antagonists are vampires, Linea Dracula, descended from Vlad Tepes and surprisingly ‘vanilla’ in terms of their design and abilities. This, though, works for an action-horror like that of the three scenarios in Night’s Black Agents: Solo Ops because it does not complicate the story or the antagonists. Plus, there is plenty of scope for the Director to modify them if she so chooses. That said, the Director could easily ignore the vampire aspect of Night’s Black Agents: Solo Ops and create scenarios focusing on more traditional espionage stories and they could be as tense and as exciting, though not necessarily as horrifying.

The mini campaign opens in classic The Bourne Identity style in ‘Never Say Dead’. Leyla Khan is in hospital with no memory of how she got there and very quickly she receives a message that someone is coming for her. ‘Never Say Dead’ is about escape, discovering the first hints of the vampiric conspiracy that Leyla has been enthralled in for the past few years and a conspiracy within the vampiric conspiracy, and perhaps arm herself to take the conspiracies down. Having escaped Hungary in ‘Never Say Dead’, Leyla Khan begins to do what she is trained to do and that is follow the money. In ‘No Grave For Traitors’ this leads her to Spain where she gets caught up in a drug war and from there follows a courier to London and an auction for a number of odd antiquities, and ultimately to their strange origins in Transylvania. Although there is plenty of action, there is more of an emphasis on investigation in this second scenario. The third scenario, ‘The Deniable Woman’, Leyla is given a mission by her former employer, MI6, to look for a missing agent in Moscow who has his own preoccupations. The investigation leads in another direction away from the central conspiracy, though it is tangentially connected. All three scenarios are very good, being tense, fraught affairs with a mix of exciting action scenes and tight interactions. Some of the scenarios are truly memorable and consequently, definitely not worth spoiling. All three are part of the same conspiracy involving Leyla Khan, but together, they do not form a beginning, a middle, and an end. They are definitely a beginning, perhaps with a middle, but leaving the end for the Director to create.

All three scenarios in Night’s Black Agents: Solo Ops are well organised. They include a backstory and an overview of the objectives that Leyla will be aiming to attain—even though she may not be aware of them at the beginning of a scenario, entry vectors for Leyla, a flowchart of the scenes, its cast, and then the various scenes with their associated Challenges and Problems and Edges to be gained through play. Each scenario’s range of Problems and Edges is given after the end of the scenario. Each scenario ends with a discussion of its aftermath and possible Blowback scenes and consequences. ‘No Grave For Traitors’ and ‘The Deniable Woman’ also add starting problems which the player can choose from as a consequence of her ongoing story and confrontation with her past.

One aspect of Night’s Black Agents: Solo Ops—and also of Cthulhu Confidential—is that the GUMSHOE One-2-One System and having a single player and a single Game Master, is that it can be played online just as easily as it can face-to-face. Playing online means losing a certain degree of interaction between the players and the Game Master, both because of the technology and the loss of visual cues that act as a buffer, but Night’s Black Agents: Solo Ops and GUMSHOE One-2-One System ameliorates that because its focus is always on the one player and the one Game Master and their focus is on each other.

As good as it is very much all about Leyla Khan and it does leave her story hanging, unfinished. There are rules for a player to create his own Agent, but that really, is the focus of missions created by the Director rather than those in the book. It is possible for the three missions to be played using a player-created Agent, but this will require some adjustment upon the part of the Director. The three scenarios in Night’s Black Agents: Solo Ops are really the start of a campaign, rather than a complete one. Essentially, it is up to the Director to create the next parts of the campaign. She is given all of the tools and advice to do that, but at the same time, it is disappointing not to be able to pick up where ‘The Deniable Woman’ left off and quickly find out what happens next. There is another scenario for Leyla Khan, ‘The Best of Intentions’, but that is all so far. There can be no doubt that a sequel to Night’s Black Agents: Solo Ops, bringing her story to a close would be more than welcome.

Physically, Night’s Black Agents: Solo Ops is very well presented and written, and the artwork is decent. The book itself is a pleasure to read.

In comparison to the earlier Cthulhu Confidential, Night’s Black Agents: Solo Ops is a much tighter, more focused affair. This is due to it being focused on the one protagonist and the one antagonist, essentially, the single Agent and vampires. This also has the consequence of making Leyla Khan’s story more personal for the player and more involving. The result is that Night’s Black Agents: Solo Ops provides a great playing experience, tense and exciting, telling the player to, “Buckle up, you’re in the spotlight now and your fate truly is in your hands” all in readiness to make his Agent the star of their own action-horror film.