Mayday Plays - 🕳️The Dead Drop: "A Volume of Secret Faces, Part 1" - Episode 3
Episode Date: September 22, 2023It's been 20 years, and just when your agents thought they were safe, here comes Vince and Sergio to pull them back in! This episode covers the scenario: A Volume of Secret Faces. We answer a listener... question, discuss Operation India Moon, Investigate Dr. Barbas, go over what your agents can find at The Dorchester House, and many more sanity-shattering secrets found in this massive scenario. Want more Dead Drop? The Patreon edition contains over 25 minutes of unreleased discussion covering A Volume of Secret Faces. You can get more by going to https://www.patreon.com/maydayrp, where any level gets you access to the unedited episodes. Make sure to leave your comments and questions in the chat below or message us directly on X (Twitter) @surgettrpg and @suddenlyvince Apologies for Sergio's less-than-optimal audio quality. We've got merch! https://ko-fi.com/maydayrp (t-shirts and stickers) Thanks for checking out our channel! We offer a bunch of art, music, and behind-the-screen access including Vegas By Night 1-on-1 sessions on our Patreon; https://www.patreon.com/maydayrp including access to our discord server! We started as a podcast! Listen to us @: Apple Podcasts: https://podcasts.apple.com/us/podcast/mayday-plays/id1537347277 Spotify: https://open.spotify.com/show/5vdTgXoqpSpMssSP9Vka3Z?si=73ec867215744a01 Soundcloud: https://soundcloud.com/mayday-roleplay Here are some of our other socials; Twitter: https://twitter.com/maydayroleplay Instagram: https://www.instagram.com/maydayrp/ Website: https://maydayroleplay.com/ Thanks for your support! 00:00 Welcome to The Dead Drop 01:04 A Volume of Secret Faces, Part 1 2:18 The Briefing 3:31 Home Pursuits 4:30 Veteran Packages 5:21 Estranged Bonds 7:21 Passing Strange 8:33 Listener Question: is 100% completion possible? 15:42 Millenium era campaign 17:00 Clarify cell status 17:48 Invitation fit for an opera 20:00 Meeting Dr. Barbas 26:45 Looking into Barbas 29:46 The Lion and the Scribe 32:54 Door to the Bookshop 33:44 Dorchester House 36:50 Media Inspirations 39:13 The Missing Agents 40:34 The staff of Dorchester House 42:57 Dr. Friend and the Library 43:44 The patients of Dorchester House 46:00 PC objective: Find Bael 48:11 "Must-see" scare: the cotton candy room 51:24 Attending the play 53:03 Clownin' around 58:13 Waking up and what's next 01:00:00 Outro
Transcript
Discussion (0)
Hello friends and welcome back. My name is Sergio and I am the handler for Mayday's Delta
Green campaign doomed to repeat. With me again is the Ace of Derribondi of Handlers,
Black Project Gaming's Vids. How are you friend?
Hey man, good to be here. Glad to be back and of course glad to have everyone tuning in.
If this is your first time on our channel, welcome to you. We're part of Mayday Rollplay. We play tabletop
role playing games like Delta Green, obviously. And God, let me tell you, we got more coming,
more coming up.
Yeah, in fact, I think by the time this airs, our second season of Orpheus will already
be out.
So needless to say, there is something for everyone, and all of it is available in podcast
or video format completely free.
So check it out.
On top of that though, we've got our Patreon.
We've got to plug the Patreon and Manloin Tain.
It's been businesses of Booman with our Discord.
I would be challenged to find a crazier corner
of the internet than our Discord.
Let me tell you the discussions we get into there.
It's great.
You talk about found family and linking up with new friends
and organizing games.
I mean, it doesn't get much better than our discord.
So that alone is worth the price with a mission.
But then on top of that, Caleb is going
to be releasing one-on-one sessions
for Vampire the Masquerade.
I'll probably have some content coming out for Orpheus.
And you got amazing videos like, you know,
the supplementary material to our guide
to Impossible Landscapes, which we're in discuss today.
So there you have it.
I'd really love it, amazing.
Now, if you've watched our first two episodes,
then you know that there is no way out but through.
So I'd like everyone to open your red books to page 616
and read along because you found
the dead drop, a guide to running in possible landscapes.
Vince in our previous episode, we went over the night floors, the introductory scenario
for impossible landscapes.
And while it is a doozy, it pales in comparison to the next chapter, a volume of secret
faces.
This episode will be discussing the first half of this scenario.
There is so much to talk about that we had to split it into.
We'll cover what I see as the holy trinity of this scenario, Operation India Moon, exploring
the Dorchester House and eventually involving Delta Green.
I've read the scenario for the first time. exploring the Dorchester House and eventually involving Delta Green.
I've read the scenario for the first time. I'll be approaching our discussion like a handler who has got those first questions.
Lots of dumb questions that we hope Vince will spin into illuminating answers.
We've also received our first listener question that we will be getting to eventually. Those of you tuning in, if you have questions
about the campaign, you can submit them to us
and we will answer them in the next episode
or the soonest episode.
Finally, as a warning, big time spoilers ahead,
if you are a player in impossible landscapes,
you need to make like Abigail Wright and disappear.
But if you're interested in running or currently running
this campaign, welcome to the show. Okay, Vince, getting past all of my possible landscape
puns, we need to talk about it. short, a volume of secret faces is the next phase in the characters, the agents,
inevitable descent into and towards Carcosa. It takes up 20 years later. So 20 years after the night floors in 2015,
we find the players brought together again
by an unusual summons to meet with an agent
calling himself Exeter in Boston, Massachusetts
to look into the disappearance
of several ostensibly Delta Green agents
that had been committed to the dorshester house psychiatric
facility. And from there, kind of that inevitable discovery that they have not left the night
world behind. And if anything, the yellow kings is beckoning them deeper into that myasma
and morass of unnatural influence.
And we begin, kind of right at the end,
something we did not bring up at the end of the last episode
is that the book encourages you to have a couple of home
pursuits with the players to show this passage of 20 years.
It does, yeah.
So the assumption is that the players will, you know, of course,
have remained with Delta Green during this 20-year gap in some way, shape, or form. And so
part of that is, you know, honestly, it's kind of a way to hit the fast forward button.
This gap is a great place to kind of introduce other scenarios you may want to run with your
players. If you're planning on doing a long more drawout campaign. You know, throw some new scenarios in there that
to kind of show the passive time, show what they've been up to in that gap between night floors and
volume. Otherwise, you can do what I did, which is we just went right into it and we ran this these
home scenes. So long story short short when it comes to this transitional period
you've got essentially you choose one to damage veteran packages. Hard experience, you know
adaptive devilence, helplessness, that kind of thing and then yeah, things man was not meant to know.
You'll choose three home pursuits. There are some rule changes, like
for instance, you'll get a 20% bonus to each role, and you'll double the gains and the losses
in any bond and sanity role. I guess that's to make up for the massive amount of time.
It doesn't make sense. You don't have three home pursuits in 20 years, so I guess that wouldn't make sense.
Exactly, yes.
So while you're only technically choosing three home pursuits,
the bonuses are kind of, in this case,
doubled to show that wider expansive time.
There is an interesting element, which
is the estranged bonds.
The scenario suggests that they lose a bond
and then gain a new one. Can you go into some detail about that? Yeah, absolutely. So everyone will
essentially lose one bond due to alienation, betrayal, or death. So something the book suggests is
that you take your agents, your players, bonds, and you ascribe symptoms to them.
You know, they refer to it as poison bonds.
So for example, you know, if it's a romantic relationship
and example being a spouse or a significant other,
some of the suggested symptoms are accusatory,
addicted, shaded, or cheating,
to kind of show how that relationship has degraded
over time.
And there's a few other examples in there too that give you a great starting off point.
So you'll describe those symptoms to kind of explain how that relationship deteriorated
over those next 20 years.
Most interestingly though, one bond of the handlerlers Choice will actually die in mid 2007.
From either an ad accidental overdose, a car accident, a mugging gong wrong, or suicide.
An agent will gain a new bond with the same score, so it's not a complete and total loss that sets
them up for a failure moving forward. But it's something to further connect them to the lore of
impossible landscapes, because in 2007, if I'm not mistaken, I'd have to go back through the history of
the document, a play ended up being put on in Chicago that was essentially a new
telling of the king and yellow, and so another little tie there tying the agent
into that play into the yellow king, and showing that it had effects
beyond just that individual and to their closest bones.
There are so many clues that link to other clues in this that I didn't think it was possible
to write something like this.
It's really interesting, and maybe we should kind of get into it now because it does relate
to the question that was submitted.
One of our patrons named Martha makes. They had a question regarding all of these extra bits and bobs that you can find in this scenario.
Researching Dr. Barbus or researching the staff of the Dorchester House,
there are so many avenues you can go down and I think it seems like the experience of a lot of handlers is the players will miss the majority of this.
Martha had a question specifically, how might you empower the players so that they don't lose or they don't miss some of this information?
information. What could you do as a handler to ensure that they at least have been given every opportunity possible to look deeper into some of these clues?
That's a really good question. Honestly, when it comes down to it, I let the players
drive the train. This can be as kind of rapid a descent as they want or it can be as long
and meandering as they desire. At the end of the day, if some of these little tidbits are not
crucial story bits, they're more like the way I've always viewed it, it's kind of like visit,
right? If you look at visit, which is another debt-willer scenario, you have that whole Jordan Springs storage component to the operation where
the players can end up following down that Anseal-incorporated rabbit hole and end up finding this
majestic treasure trove that is also right to frickin explode if they try to break in.
But when I ran that, my players didn't go anywhere near Jordan Springs.
I will also say it might be useful to have a player,
or choose one of the players,
depending on their background or what kind of character
they're playing, have been involved or in some way connected
to the majestic Delta Green War that kicked off
in the late 90s or only 2000s,
to again kind of play up that paranoia. Somebody who's aware that they're in the late 90s or early 2000s, to again kind of play up that paranoia.
Somebody who's aware that they're in the Cowboys,
that's the whole point of the campaign
is the players who's supposed to be in the Cowboys
or the outlaws at this point.
So another area of paranoia,
like you withstood the destruction of Delta crane
by insidious forces both inside and out.
So having a player that maybe in this 20 years time span has become more paranoia.
I mean, shit, if you have a player who chooses paranoia, some kind of disorders on the long
those lines, that's your, that's your, your golden ticket to exploit some of these, these
little red, not necessarily red herrings, but you know what I mean.
Those are two excellent points. I forgot all about the fact that the the air of this takes place
and they should be at the height of their paranoia. Yep. Okay so I think we've gotten through that
difficult first hurdle of thinking about how how do you approach this. Let's get into the actual
story here. Where do you want to start in terms of how the players might approach this?
Let's get into the actual story here. Where do you want to start in terms of how the players
might approach this?
So a whole thing kicks off with each agent
that was connected to the night floors,
receiving an invitation at their residence.
How you want to play this?
Because I got similar questions, and I realized handlers
have gotten very similar questions from their players.
You know, we're the agents all in the same cell over these past 20 years where they scatter
to the wind in different cells and are just now being brought back together.
I'd say it's entirely up to you.
Again, this might be a little avenue for you to use to kind of play up the unusual nature
of this operation.
If these are people who haven't seen each other
in 1015 plus years, and now all of a sudden they're working together again, that's something
that gets them scratching their heads. So we received the invitation to the Gateway
Bridge's restaurant, and if you'll remember, Deep Cut, the napkin upon which we found the the scribe and the lion, the the schematics sketched on
where GBR napkins which did not exist in 1995 and now in 2015 the agents are being invited to that restaurant by Exeter.
Do you usually leave the clues with the players like the handouts and stuff?
Yes.
I know you run it online and stuff like that,
but do you find that they often just like,
we'll look back at it?
Yeah, you know, it's funny.
I had like a specific handout folder set up in Discord
where I would just drop those things in there.
And it was funny.
Sometimes it would just over their head.
And then one day somebody would just be scrolling through
and be like, holy shit, wait a second.
But other times I would have to call for like an intelligent or like specifically when the
player is actually ended up face to face with the line. And it was like you remember seeing
something like this on an abkin 20 years ago. So yeah, sometimes you got it for the
Yeah, sometimes you got it. But for the...
But with the invitation itself, what's interesting about that is
you can study the writing, depending on your art skills, you can examine the writing with forensics,
examine the paper stock, again, depends on how paranoid your players are.
But then if they rip apart the paper, they find this hidden exemplar in the back,
which is very strange, but then it has the symbol or
the sigil of who is it, of Person, which the agents first ran into or would have encountered
in Abigail Wright's apartment in the night forest.
So again, Moore doesn't necessarily win anywhere, but it's more indications of something
weird is going on.
I think the players finding that ours go asia as soon as possible will really open it up to them.
I feel a camera should try to encourage that they find that as soon as possible.
As long as they read it, as long as they read it.
That's true.
So one of the first things I gave my players when they went into the night floors was that one of the manifestations is a
You know two arms that are you know
alluded to belonging to Dr. Barbus
Exit a door and drop a box and in the hallway and then close the door and disappear inside is the
The high
Gromantia, which is like another version of the Orsgoesia, so it would have, it would have, it would be something
that they would have access to that could do that. So you can
give it to them early, they just got to read the damn thing. But
yeah, so long story short, they get the invitation and they are
called inevitably to the gateway bridges restaurant where they,
they meet with Dr. Marvis, who introduces himself as agent
exeter.
And then there's a couple of avenues
you can use to kind of find out who you're dealing with,
but we'll get to that.
Do you just introduce his actual name
or I mean, because I feel like a, yeah,
an actual handler or excuse me, a case officer
might try to hide their name as possible.
How did you handle it?
Yeah, so I just had him introduce as Exeter.
He's stayed with Exeter, which another,
this is also weird, right?
Is if you're familiar with the Delta Green lore,
especially with the cell structure,
most of the time agents are only gonna have contact
with the cell immediately before and immediately
after their letter.
So in the case of M cell, they would ostensibly only have access or only have contact with
L cell and N cell.
For them to have access to somebody with the name Exeter, and apply it there a part of
ESEL, way, way outside of typical Opsack measures.
So another indicator, this is fucking weird.
I was wondering, you know, going along the lines of, again, getting them to look at those clues
that they might not think of, you know,
if he's, if Exeter is paying for the lunch
or something like that,
he could always make a mistake,
like put a credit card down,
or, you know, in opening his wallet,
there's a business card that maybe says a name.
I just feel like getting his name to them
would be beneficial as it leads to so many things.
And absolutely does.
Yeah.
There's, so if they decide to do surveillance beforehand,
they'll see him arrive in his vehicle.
They can run the license plate using their,
the records they have access to and identify as Dr.
Barbis. Because the implication here is that Dr. Barbis is already compromised. He's already insane.
So, if he slips up and makes a mistake, then that, you know, hey, make us make a, you know,
a search role to spot the last name of the credit card he lays down.
Right. And with all of this discussion of like
cooling in your players as much as possible,
I do have to say that the reveal that all of this
is just a complete ruse of the king and yellow,
is such a satisfying reveal that it really is kind of
a delicate balance of doing this,
but I do think the players will have to go
pretty far down the road,
grab and hold before they realize that it's all basically
a ruse, but it's definitely worth kind of holding your cards, especially
can.
100% totally agree. But once I meet with with Exeter with Barbus, the whole objective,
the whole task that they're presented with is that they are to invest the
disappearance of however many agents, the book suggests that you pair the list down
to the exact number of agents that you have at the table.
The intent being to sow some confusion as to
where these missing agents all along,
where they always patience and doorchester, all of that.
As eventually we'll get into doorchester
where they can escape and they are suddenly
the patients. Exactly. Yeah. The connection to the night floors though
comes when you know as as Exeter is explaining their disappearance he shows them
a footage or an image of a message left in one of their cells which says
Abigail Wright has gone to see cross the waves to rescue me in a ship both
tall and fine. She rounds the corner
marking time. So of course the illusion of Abigail right you they never found in 95. It's that automatic
hook to bring them back in and make them realize that they didn't leave the Macalister building too far
behind. One thing that we might want to cover though is the importance of Dr. Farvis. I mean it
really is kind of key that if you get into him, you can learn sooner or later that he is either insane or a member of the court of the king and yellow,
whether he is unwittingly helping. There's really a lot to learn by kind of looking into him.
There is. And the way it happened with my players is obviously once we exited a volume of secret faces and
moved on to like a matmaid of skin, it was obvious that they were led there, it was a trap,
all their suspicions about it not being legitimate were correct, it kind of verified all of
their worst kind of paranoid thoughts about what was going on.
So it was at that point they decided to look into Barbus because that was the origin
point for them.
And so that's what led them back to his place. I could see players, you know,
following him home after, you know, after they meet with him at the restaurant, like,
because if you've got all night and you're not going to be going to door test
until the morning, they might be proactive and think, something's weird about this.
Let's follow this guy. They follow him home and then there's a whole bit about
what you see when you conduct surveillance on his house,
waiting until he leaves, breaking in,
all the items you can find there.
So there's ways to go about it.
It really, it's, this is, well,
some would, you know, I would say incorrectly argue
that impossible landscapes is very real roadie.
These early scenarios are still very much player driven
and the direction they go and how quickly you get there.
Yeah, so let's say they go the digital route,
I believe there's an email correspondence
that they can have with the detective that work
with Dr. Barbus, Emily and Skahann, am I pronouncing that name?
Yes, Skahann, I believe, or Skahan.
Yeah.
So, I have one avenue of kind of learning
that he's maybe lost it a little bit or things like that.
Yeah, so that's what they decide to actually look
into Barbus.
That's what they decide to actually start
like looking into his name,
researching his connection to law enforcement.
Of course, they'll find out that he is,
he's with the Massachusetts State Police. He, State police. They can pull strings to get
his personnel records, but they'll eventually find out that he was on a leave-up absence
as a result of his encounter with Emily and Skihann, the detective.
They had an old experience.
Yeah, she saw him writing on a piece of fictine paper with an ill looking pen.
She's worried for his sanity, he was completely deranged.
In June of 2015, she entered his office unannounced and he attacked her, and that's kind of what led to his leave absence.
And then what does the state trooper Michael Dawkin come into play? Is he the investigator of that incident or how is he connected? So he's just a, since Barbus is with the state police,
he's just a state trooper who has worked with him
for the past four years.
So somebody who's had some interaction with him
that may be able to speak to his declining mental state.
And probably the two most important things about Barbus,
I would say is that he built the scribe
and he built the lie and those two things that you can find in his home. Because really all of this
is just a warning to the players. Yes.
Barbus is compromised and what you're walking into is going to most likely be
some kind of a trap. One arm, yep, absolutely. But let's say they fall for that
trap and they go to the door, chest or house, just like the night floors, they
have to go at night. And I assume that could be a problem with very paranoid players.
What are some methods you recommend or that the book right might recommend to get them
in there at night?
So my players, I love them. They're just like, hey, let's spend the night. After day one, so it was like, okay, well, I don't have to get you here at all.
So they actually have a section in the book called Getting Agents in the Dorchester House
After Dark, which is great. There's a lot of great hints in there.
So the first recommendation is to simply stall, play that you know there are secret areas that may exist within the Dorchester house
Facility itself that they can't get to kind of feed them red herrings to keep them kind of roped in
Have time pass, you know
Depending on who they talk to what they look for where they go
To where eventually it's like hey, you know you look you look up and you guys have been here all day.
Like, what did you think was gonna happen?
It's where we're at night now.
You know, the idea that a particularly out of the way area
might be a good hiding spot for people
to kind of hide out until the heat dides down.
So maybe that's where the missing agents are at.
Something along those lines.
Then you have false calls.
If somebody is getting,
if you've got a team that splits up,
maybe they start one half the team
starts getting calls from the other half saying
they're trapped in a door, chister house, come get them
and then it all kind of brings them in.
One is kind of just the proverbial, you know,
rock over the head where you just have them sedated
during the day and kept there until it's dark.
And then the one that I think would probably be
one of the most effective,
because understandably the disappearance of Abby
and not being able to find her in the night floors
is probably like a sticking point for a lot of the
multiplayer and the characters, right? Like this is something they weren't able to
resolve. So have one of the patients just absentmindedly mentioned that Abby
lives in Dorchester house at night, you know, and kind of rope them in back that
way. So it's okay, we got to come back a night, find Abby. And then...
Although observant players should be able to recognize the pattern of at night, things are different here.
And so they should almost have, or be anticipating that,
you know, whether they're avoiding it at night
or whether they realize the only way to get answers
is we gotta go at night.
Absolutely, yeah.
And I think, if you've got,
particularly like paranoid and stubborn players you gotta go at night. Absolutely, yeah. And I think, if you've got particularly,
like, paranoid and stubborn players who just are not,
like, not gonna stay, after a few days,
maybe they are finally jumped,
and they are finally sedated,
or, you know, the corruption from the night world
has reached such a point where time no longer works right
in the doorchester house,
and when it feels like 15 minutes,
it's really been
five hours and now it's nighttime so something along those lines. So really the staff and the patients
are all kind of clues into letting the agents know this is a source of the corruption. This is a
way to get into the night floors again. Anything else really important that needs to be known about
the these folks
or should we get into just the fact
that these players are meant to get stuck in here?
Yeah, I would say the big thing to play up,
especially once the players get stuck in there at night,
is that they need to make contact with bail
because bail is going to lead them to the next phase.
So whether that's through Mr. Wild, whether that's through Sunshine, whether it's through any
one of the other patients, the intention should be to always steer them towards Bale, towards
communicating with Bale.
With that said, I mean, they're supposed to be trapped here.
It should feel like some serious time has passed.
I think at least 24 to 48 hours before they get that clue.
So I would say maybe let some of the staff
and the patients really screw with them
before you get that tidbit of head to bail.
Yep, absolutely.
I, we had some group therapy sessions
with Dr. Maximo
Friend. They got introduced to Cotton Candy Room, which was
particularly, if you were to ask me for one of my favorite set pieces,
that'd be one of them. The Cotton Candy Room, where the
Patsu is extracted from the eye. The group therapy session was really
cool. The Patsu will become important later, but yeah, so yeah, you're suggesting you know make them live a day or two of
Patience life here at the door testor house. Yeah, I didn't do that
I kind of again like this kind of we just
We were all gas no breaks for a little bit there
But yeah play it up especially if you've got time and it's just something you're trying to draw out
But yeah, play it up, especially if you've got time and it's just something you're trying to draw out.
When time doesn't matter so much anymore, having it do all sorts of weird and wacky things
where it just doesn't really matter and sometimes five minutes of bass and it feels like
five hours or five hours, it's only been five minutes.
Continually mess with them, play up the surreal nature of the campaign for sure.
Okay, so they find him, he suggests what they should see,
watch a play, correct?
Yeah, he leads them down into a part of the door,
Kisder House, which is essentially the basement
of Amastake, and leads them to a theater
where they sit and watch his play.
The clown that, if a stew player is recognized
from the very beginning of the night floors, there's the child-sized clown dancing with
the paper dragon. They're seeing that happen once again on this stage. It's the child
clown dancing with the dragon. And of you know depending on the corruption levels
Bale can explain different facets of the King and Yellow Lord to them about what the play and what the dance is representing
But eventually he's gonna instruct them like the the Patsu is the key you got to drink the Patsu
To disappear and it'll be offered at the end of the play right the clown
I believe has a vibe or something like that?
Yes, yeah.
He'll drag the paper dragon out.
He rips it open and inside is a thermosized glass container filled with that Patsu oil.
It's identical to what they have seen referred to as Patsu.
They'll twist it off.
He'll say the Patsu is the way out.
He'll drink it and disappear.
That's when the fun begins. The tiny clown gets bigger and then will chase the players,
will chase the agents and will one hit kill them if you're not careful, which is what happened to
the light. Literally just like boop them on a nose on the nose and they just turn into so much passive.
Right, yeah, they literally explode.
I lost two players during this chase sequence.
So two of my four died during this sequence.
Let me ask you this about the chase.
How do you handle the fact that, you know,
at the end of the play, the clown is probably either
on stage
or maybe they run off stage, however you want to handle it.
How do you imply that threat before the players, to give the players enough time, how do
you warn them that this is about to be bad?
Sure, a clown walking up to you creepily is weird, but how do you really imply that
threat of you need to get away from this thing? a clown walking up to you creepily is weird, but how do you really imply that threat
of you need to get away from this thing?
Definitely like with each step it takes towards you
it gets bigger,
because it's supposed to get bigger and bigger.
The going from a small child like clown
to something now towering and massive,
bigger than your tallest agent,
and kind of looming menacingly,
playing up that sense of menace, that sense of threat.
Maybe it's in its body language as well, it's maybe cracking its nipples, or it's coming towards you,
like it wants to touch you with its hands. Yeah. Yeah.
Like a more feral kind of posture. You know, it's crouching down some because of its height,
and it's, you know, its fingers are long. Just something to just, just, yeah, to really,
to me, feral yeah, to really,
to me, Ferrell is like the first word
that would come to mind is like,
play up that kind of Ferrell nature.
I like that idea.
You could even have,
but because I believe it's wearing a mask, right?
It is.
I like the idea of even hearing growling
or something coming from behind the mask.
It suddenly is changing.
I like that there's a little note
that another player can drink the potsoo
of one of the other players that just exploded exploded but we'll suffer from helplessness. Yeah exactly yeah. So you can have this
here to clown chase sequence here. Oh god yeah it's it's an intense sequence and it should be
there's a lot of different little areas you know you can you can highlight the shifting nature of backstage.
They catch different glimpses at different times.
Along story short, the Patsu disappears and reappears over and over again.
After someone drinks it, it'll be gone, but then it'll reappear.
Essentially, they got to make a lucro.
And if they fail, the liquid is not there,
or they simply can't drink it, they're too engaged in escaping,
but if they succeed, then they can drink it.
And then they immediately disappear.
Is there anything else about this moment,
which seems to be kind of the climax of the scenario
that is important to understand?
It sounds like it's basically get the players into the door
Chester House, make them feel helpless as they are trapped,
and then reveal the only way out.
Absolutely, yeah.
It's starting to really re-emphasize the whole underlying
objective of this whole campaign, the only way out is through.
And it's a great avenue for them to kind of really realize
that, you know, that sinking realization,
that, you know, everything they thought they left behind
in 1995 with the destruction of the Macalester,
they had never left.
Okay, the players survive, they make it out,
they drink the Patsu. What happens next to them?
They wake back up in a totally random house, I believe.
And a totally random house, yeah. On occupied residential area.
And I don't know how to find a home. I got the impression the home was for sale.
Like there's a real estate tag and stuff like that on it.
Yeah, it's still in Boston. It's like a residential area. Yeah, there's like a first sale sign out front.
When they wake up the first thing they see is another sigil from the Ars-Goesha for
Malthus this time. Of course, at this point, you know, when agents are in the night worlds,
they don't sustain any temporary insanity or anything like that. But if they did go temporarily insane or
they did hit their breaking point, that all comes home to roost a second
they're back in the real world. I love the idea of like three or four agents
all hitting their breaking points at the same time. So like neighbors can hear
people screaming in this empty house. Maybe the police are called. Who knows how
bad it can get? Yeah, that's exciting. I think you can get real bad. Which is amazing. I love how bad it can get.
But the next big part, the next big lead happens when this entity called the Clockwork Child,
that the agents may or may not have encountered in the night floors,
essentially is on the front step of the residents with this letter, with this note.
Specifically.
The door is right there.
Yeah.
Yeah, in fact, it'll appear to the agent
with the highest corruption rating
in a manner in which it is visible
only to that amount of window reflection in a mirror
or a shadow in a hall that only the agent can see.
Something like that.
So it'll come to them, it'll approach them,
it'll have this note.
That's a pretty good suggestion is for when they are
in the Dorchester house, they should come across
the clockwork child because then it will be obvious
that this is a connection.
Yeah, yeah, if they didn't encounter it,
the night floors have it appear at some point in time
and the Dorchester house for sure. Or just have it kind of continuously show up
again and again, absolutely just an implication that this thing is connected to
all of this. But it'll approach with the note that I'll essentially direct to
the players to find the hotel broughtle then find JC Lens bring him his
bottle and it will be signed by Abigail, right?
So the tracks are laid for the next scenario, find hotel brought up in, like you said, find
the writer to give them the bottle. But there is a lot left to discuss about the scenario.
There's the entire involvement with Delta Green that we haven't even gotten into yet. I think now is probably a good time to take a break and in the next episode we'll go into some of those details.
We'll go into more details about a lot of these NPCs and this whole involvement of Delta Green and how you would handle it.
But this was really illuminating and kind of helped put into perspective how you're going to handle this big scenario
It's a it's a beast. It takes a lot of reading a lot of prep a lot of kind of connecting the dots and making sure you've laid the groundwork
to make it as kind of seamless
I mean a experience as possible, but it's doable. It's it's such a great scenario. It's such a great, great experience for the players.
So we're going to talk about all this stuff in the next episode. We'll go into more detail.
Folks, if you are enjoying it, please subscribe to us. Our patreon is available at patreon.com
forward slash MaydayRP, where you can find lots of stuff. These Patreon exclusive episodes that we are offering in tandem with these free episodes
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So please be sure to sign up at any Patreon level which will get you access to these more
in-depth exclusive episodes. Vince, thanks again. I'll see you on the other side.
Thanks, Ravmy, man. We'll be seeing you.