Mayday Plays - 🕳️The Dead Drop: "A Volume of Secret Faces, Part 2" - Episode 4
Episode Date: October 27, 2023We complete our walkthrough of this hefty scenario covering The Samigina residence, Encounter Group, and the Trivelino Mall Ambush. Want more Dead Drop? The Patreon edition contains over 25 minutes o...f unreleased discussion covering A Volume of Secret Faces, part 2. You can get more by going to patreon.com/maydayrp , where any level gets you access to the unedited episodes and our discord. Make sure to leave your comments and questions in the chat below or message us directly on X (Twitter) @surgettrpg and @suddenlyvince We've got merch! https://ko-fi.com/maydayrp (t-shirts and stickers) 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! Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/maydayroleplay
Transcript
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Hey everyone, my name is Sergio and I am the handler for Mayday's Delta Green campaign
doomed to repeat.
With me, as always, is the original owner of the Trivillano Mall Black Project Games
Vince.
Hey, buddy.
Hey, man.
Good to be here and I'm glad to have everyone at home tuning in.
Hey, as always, if you enjoy what we're doing here, please make sure to like and subscribe or just leave a positive review on YouTube, on social media,
wherever you happen to listen and watch us. However, if you want access to all the exclusive
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So, you've gotten your invitation to the encounter group, but have no mask or cloak of truth.
Well, we've got you covered because you have found the dead thrum, a guy running in possible landscapes. Well, Vince, we are back covering the last half of volume of
secret faces. A scenario so large, we had to break it in half to fully digest it.
Last time we started the beginning with Operation India Moon, we covered Dr.
Bargusses' residence and then we explored the Dorchester house and where it
leads to on the other side.
So today, we're going to cover all the other crazy things that your agents can get up to,
including exploring Esther Samagina's residence, attending the encounter group,
learning about Ophelia's Seatree, and finally surviving the Tribalino Mall Ampush.
Surviving, right? surviving the Tribalino Mall Ampush surviving right. As with all past walkthroughs, we
are about to get into spoilers for volume of secret faces. So if you are a player in
an impossible landscape's campaign, you need to make like Henry Samagina and take a long
cold bath.
Oh, and in your window do its work.
These puns are amazing.
Incredible work, my friend.
Thank you.
So, Vince, what aspect of volume of secret faces should we discuss first?
Well, you know, we dug into the real meat and potatoes of the scenario lasco around.
So we can talk about definitely some of the areas that maybe are players.
Depending on what rabbit hole they decide to go down and what white rabbit they decide to chase.
Let's start off with nurse Sam and Gina's residence.
Now this was one that my players didn't necessarily have an opportunity to explore.
They didn't really look into her too much.
Because the book makes it explicit that she's friendly, she's helpful,
and so it might take a little bit for your players to become suspicious of her and follow her
or look into her any further because as it stands there's really no meat to sink your teeth into
to really warrant looking into her further. But if you decide to play her up quirky like some of the other less reputable employees of Dorkhester House,
you might be able to pull that thread a little bit and get your players in there.
I think that's a good suggestion because like you said, yeah she's hard to
immediately see that there's a problem. In fact, some of our patrons and
commenters have made mention
of this where they specifically had to kind of poke the players with Samajina and her
residents to get them to look into her. Yeah, you know, play up the surreal aspect, you
know, if somebody decides to make a human role or even if you decide to take the player
with the highest human and say, as helpful as she is as friendly as she is, there's something almost forced about it.
There's something almost unnatural about it.
Just a little throwaway comment to maybe get those hackles raised a little bit and maybe
have them pry a little bit deeper.
And of course there is something very strange about Esther Samagina.
She has a secret secret about her family.
This is, nurseamagina is definitely a phenomenal cautionary tale
about what can happen when the corruption of the king
and yellow spreads beyond the individual to those closest to them.
And more so than, then, Dr. Barbus.
More so than Dr. Barbus, almost yeah, because Barbus
is the only one affected, but with nurseamagina we've got her husband, Philip,
and her son Henry, age 16.
You can easily enough find the Samagina family home
through Google, standard social media checks,
but when you get there, you quickly learn
that nurse Amagina has been compromised by the yellow sign,
the king and yellow, she brought that infection home and actually gave her son a sketch of the yellow sign, which
is how the corruption began to spread.
And the key was probably inspired by that to start working on his own version of the
quest.
Yes.
The King and Yellow.
Absolutely.
Yeah.
What's funny is, so say the players decide to do some research on nurse Sam
Agina first and foremost, the first thing you're gonna discover is that Sam Agina is the name of a
Dean another demon from the Ars Gowaisia. Um, a great marquee of hell raining over 30 legions of demons. So clue number one that maybe things aren't exactly as they should. Yeah, by this point, the players should be looking up every single name they come across
and referencing that book.
Yeah, yeah, absolutely.
Maybe once the players have enough suspicions, they decide to break in, what do they find
inside?
Right, yeah.
So, one of the first clues that they'll actually find in the, like, either, I believe,
a family room, the dining room, or the kitchen, one of the main areas of the home, they find a flyer for something called the encounter
group, which we'll get into later on in this discussion.
This could lead to something else.
In fact, they don't just find one flyer.
They find printouts and magazine clippings fashioned into a flyer for the encounter group,
several photocopies that a FedEx office received for 250 copies.
It specifically states that the encounter group
meets on Tuesdays at a small nearby church
and promises that individuals can find the answer
to life's questions and they know judgment group environment.
There is a drawing of the yellow sign on it.
So that's another potential infection vector
for your players if they haven't already seen it.
Which at this point, I mean, I'm sure they have or who knows maybe you're drawing it out as the handler and this could be the first sign they see it up entirely to you.
There is uh yeah, the king comes is written on it. It's it's a creepy clue. It's a creepy clue and then we'll get into that later though.
It's a creepy clue. It's a creepy clue and then we'll get into that later though. There is a laundry shoe. So with this laundry shoe, the players can look down it.
They'll see somebody at the bottom but can't quite make out the features.
They could shout down, they could try to communicate, but of course they don't receive a response.
The surreal part kicks in is that later on when the players end up at Hotel Brottlebin,
they could encounter the opposite end of this laundry shoot and everything
that they were shouting down back then they can hear now at the bottom. Yeah, this is a good moment
to either write down what they said or to record it even with your phone or something like that.
It does say that the players can hear the sound of distant machines humming and so when the person yells from down below
they can't really make out what they're saying which justifies the whole interaction.
Yep and it attracts. Right and then also I like that if they kind of examine the laundry
should they realize it's very poorly or very rudimentally placed into the wall. It's really not
real at all. If they inspect it further, it's just a dead end.
Right. Yep. It's a great little... again, all these little seeds kind of tying back to different parts of the campaign.
It's really just... it's a lot of fun to mess with the player's perception of things.
There's the master bedroom in which you can find clothes laid out for both Henry and his father.
And then of course we find the wall mirror. in which you can find clothes laid out for both Henry and his father.
And then of course we find the wall mirror. The masterbath mirror seems normal,
but of course covered in a complex series of strange lines drawn in fingerprint grease.
It is the yellow sign, and it has essentially turned this into a portal to elsewhere and if the players decide to go in it is essentially a
pitch black space that's like swimming in water it's a void and they will find
the body of Philip Samagina who has disappeared inside this mirror and there's
even a cool little illustration of it there in the book for for maximum effect.
But this is a really creepy sequence because like they will see pinpoints of light in the distance
which are other mirrors. They can swim in that direction, try to exit through those mirrors where
they end up as up to the handler. You've got a man swimming just nonchalantly in the distance
Now he's described as a man wearing a white suit
So you couldn't for that he is the the the the cyclopedia salesman
Exactly. Yep. Just something about that image is creeps me the hell out
Just like you're you're swimming in this void just on the verge of insanity
And all of a sudden you just see this dude just fucking breaststroking
You know in a white suit.
Crazy. And then you've got, of course, various junk.
Now, the way to get into the mirror is a little interesting because it suggests that the players
kind of follow the yellow sign in its, in its, um, you know, shape. And every time they do that, the finger kind of falls deeper and deeper into the mirror. I
wonder if every agent would think to do something like that. You might want to be lenient and say
if they touch the mirror, if they interact with. I'm not exactly sure how else they could do that,
but you know you might have to think outside the box to get them if you want them to go through that mirror to see what's on the other side.
Absolutely.
If it were me, I'd say at this point, if your agents haven't learned not to touch strange
things, and they just decide to put their hands on it, then yeah, then have them just
their hand go through when they touch that cold arm on the other side.
Have you ever seen the film under the skin with
his own Johansson?
It reminds me of that scene and under the skin
where the man finds himself kind of floating in this void.
So go watch that for inspiration for this moment.
There you go.
Exactly.
Yeah.
So I wouldn't exactly make them trace the sign every time.
I would just, the way I would treat it is the portals are
any active and if they touch it they begin to go through
All of this leads to the conclusion of the Symmagina House, which is that it gets set on fire. How do we get there?
Yes. Yeah, so essentially if the the players encounter as they're at any point in time
It's their the house is going up. She's gonna like the house on fire presuming that she's been caught
And is this something where the agents approach her about something? If they start asking her about anything threatening or to do with the king and yellow, does she attack?
Yeah, so if she's confronted with, as the text says word for word, if she's confronted with
evidence of her madness, she lights the Lynsey Doyle, painted walls on fire, and rushes the agent with the highest corruption rating.
She'll try to pin them, and she'll be screaming the last king has come.
Nice, nice. Looks like Philip and Henry will inevitably head in that direction as well.
The place lights up, but there is a vision. There is something that the players can see in this fire.
There is, yep, the king, the king and yellow himself, with the the implication.
There are, there is a chart for fire effects. The agent can, you know, for example,
on the first to second turn, each agent must make a dodge or athletics role or take one damage,
then the stairs are cut off, then they have to do a search
rule due to the smoke to find their way out. And as they look up, they see a figure at the
top of the stairs near the bedroom in the middle of this inferno with a golden robe and
unaffected by the flames, they gain, of course, corruption. And then, of course, at the end,
they are better be on their way out because they're going to start taking damage like legit damage as they burn alive.
So I also think that if players end up somewhere in the house that they weren't expecting maybe they were hoping they were upstairs or they were in the kitchen, but they're somewhere else.
I still think this these terms can apply. The king and yellows just standing in the threshold of the front door instead of, you know, the top of the stairs, things like that.
Yeah, that could be, and that could be a great little, again, another little surreal horror moment where the agents come back together after escaping.
They talk about what they've seen and they all realize they saw this, this manifestation at different parts of the house at the same time.
Oh, interesting.
Oh, interesting. Samagina inevitably, if you continue exploring leads to the encounter group, which I think
is a great little moment.
Let's talk about it.
Yeah, let's talk about it, definitely.
So encounter group is, it's one of those things and we'll get to it, you know, as we talk
about and get to, what do we do if we talk about and get to what do we do if we
have a TPK, what do we do if we lose everybody in the team. But so that's just one possible function
for this, but with encounter group, it is, you know, they'll find it in a, the basement of a church,
you'll find it at a VFW all veterans of foreign wars, a school always going to be after hours and they will need
the cloaks and they will need the masks in order to get access.
And there's our offer if they go without the cloak and mask, I believe.
There's a way.
They do.
Correct. Yeah, there's somebody there that identifies themselves as the the person acting as the phantom for the evening. And if the agent asks who the phantom is, they say, you know, like they're supposed to. The
funny thing about this one is that if they look at this box, it's on the table.
They will see this Cyrillic writing. And if anybody actually reads or
understands Russian,
they'll see it's for a Stalin-Grade tractor factory three,
which is going to come up again when they find themselves in Kerkosa,
because they are forced into and through a tractor factory at a certain point.
Oh, interesting. I did like the kind of historical accuracy that it was supposed to be the most difficult
or most intense battle, the fiercest battle of Stalin,
and World War II was fought at that tractor factory.
That's cool.
Yeah, and we'll see when we get to Carcosa
how this perpetual battle is ongoing
and seems to encompass multiple timelines, it's wild.
So walk us through what happens in the media. I think the first step is they all enter the room, battle is ongoing and seems to encompass multiple timelines. It's wild.
So walk us through what happens in the media.
I think the first step is they all enter the room.
Everyone's wearing masks.
And then there's a gong sound that brings everybody to the center.
I assume there's a circle of chairs or something like that.
Yeah, exactly.
A circle of chairs in this room, the gong sounds.
Everybody takes their seats, nothing further
happens until everyone sits down and then they go through their script, you know, say the
things we cannot say elsewhere. Truth leads us. Find ourselves and know ourselves. Truth
makes us become the rulers. It does. Yeah. Become the rulers of our own lives Truth free us say what you will. Oh, man. That's good shit. Gong sounds again lights go out
Of course the agents will be startled because the lights are suddenly out and it's completely dark
But I don't find this shuffle pretty hilarious. I there's something just about your
In the strange room the lights go out and when your eyes adjust you could see everybody like shuffling around, like playing musical chairs,
basically, it's a funny image. Right, yeah, and I wonder, I wonder if the intent is
to, you know, putting myself into, you know, the, the, the place of these
masked figures. Maybe it's, it's just to further enhance the anonymity, right?
Like, they're not even in their original seats now.
They're just intermingled.
I totally get the logic behind it.
It's just a funny image.
It is a funny image.
Like, the lights go out.
Because everybody's like, yeah, one guy's crawling on the floor.
Yeah.
It's crazy.
I read here that if you want to try to track one person,
I guess if the agents assume that somebody in particular
might be someone of importance,
they have to make that alertness role of minus 20%.
If they succeed in my mind,
I kind of imagine it like the person who they're tracking
is actually kind of looking at them in the darkness.
And almost as if they want you to catch them,
they then start moving only once they know you're looking at them and then they move to another spot or something.
I like that. I like that a lot. And maybe when they do speak up in the confession section,
it's the voice of someone they know, they knew maybe somebody who's no longer with us to make
it extra chilling and compelling. Oh yeah, true. Well, that's where we get to the confessions,
where everybody kind of stands up.
It says something.
Do you have favorite confessions of all of these listed?
These are all so freaking good.
They're just, it is hard to pick one.
Like, we'll eat in glass.
I noticed the crack in the bowl after I made the soup,
but I ate the soup anyway.
Near the end, I fell a small piece of glass in my mouth and I chewed it. I swallowed it.
Nothing happened. The bowl is gone now. I broke it all up and ate it. I'm getting stronger, I think.
Just fucking what?
Oh, the phone one, phone's eat words. The more you talk into a phone, the less words you have before you die.
It eats those words. It spits a mouth digested somewhere else. I never speak in
its headphones. My words are my own. Fucking great. I love that stuff.
And all of this leads us to the, what you just mentioned a moment ago, which is you could
put in some of the familiar voices of people they've interacted with before.
Maybe Dr. Barbus, who makes mention of the great work
that he's working on. Dr. Dallin could be there, but you could also bring somebody from the night
floors, one of the folks that were living there. And like you said, maybe one of the dead agents.
I'd really screw them, throw a bond in there. Especially if it's one that the agents have made eye contact with,
that's their bond. And if you really, really want to screw with them, it's actually their
bond as opposed to when they derald the mask and it's somebody else. Yep, absolutely.
That'd be, that'd be what the fuck moment. Now, the agents can have an opportunity to
share their own experiences with the group. They'll actually gain sanity and corruption for each visit. One day for sanity. And as
this is a this is a a grist mill for sanity. It might be a good opportunity for
them. And yeah, once they leave, everybody departs one at a time. A hand
touches the attendee on the shoulder. From someone outside the light, they stand
and leave. And the agents are always gonna be the last ones.
And of course, if they try to take control
of the situation, draw their guns, that doesn't end well.
And they'll find the building empty.
No cars, no nothing.
Yeah, definitely creepy, but not necessarily plot driving,
you know, it's a great moment overall.
Another thing that I think is really cool about the counter-group is, it's a great moment overall. Another thing that I think is really cool
about the countergroup is that it's a good way to get new agents into the campaign. There's a whole
up-int-moment here in case of total party kill that goes into how you can bring other agents
into the story because they're connected to the countergroup. You know, if everybody dies,
all of a sudden,
these new agents are in the middle
of this encounter group meeting.
And, you know,
the agents entered the doorchester house
by night, they were never seen again.
Do you imagine that this is another outlaws group?
I would say so.
Yeah, I mean, you could, you could go program.
The implication always from the
start of this campaign is that the outlaws are the only ones who have maintained the knowledge
of the King and Yellow, the Yellow sign, all of that, which is why static protocols
stay very much in effect. But you could ostensibly bring in a program group or you could play
up the surreal nature of this and this is the group assigned to work it all along. And
you know, the agents that died and or disappeared were the ones they were
sent to find and just kind of keep it going.
And so if you did lose everybody in a session before, I could see a great opening to the
next session is the encounter group.
It just starts where the characters go to this strange experience and then after the event,
they meet up or they are all still there and
they communicate with each other and then the story continues.
Absolutely, yeah. And what's more likely is obviously as you lose agents here and there,
you know, pick a point in the campaign to have them just show up and it was like they never even left.
They're like, hey, I thought you were supposed to meet here. You know, like they never died to begin with. You know, and there's a litany.
When you're dealing with a scenario, this is real. There's a litany of ways you can bring
new characters back in.
Yeah, you can come up with a million different interesting ways. This actually relates
to one of the listener questions that we received from one of our patrons named Vimble
Ward. They mentioned, how would you go about handling the ddly thality in impossible landscapes, given the story seems to want the agents who begin the
story to find their way to the end. So it's kind of what we're talking about here where maybe you
bring them in later in the countergroup or maybe some other sorbial way. Yeah, I wouldn't be afraid
to pull punches, especially if it's about making sure the agents
themselves reach the end of the road.
Maybe not also, you know, reshape how you look at it.
Maybe it's not so much as we need the agents to reach the end of the road and reach the
end.
We need the players to reach the end.
Because it is very much an experience for the players themselves. If you've lost other agents like for instance, I had one die while I had two die in this
very scenario and a volume of secret faces during the escape from Dorchester House.
I had them take the place to the agents who had been sent to look into Dr. Marbus, Agent
Vega and Agent Venus.
So those were the replacements,
but then later on in like a mat-bait of skin,
I had another agent decide to get shot in the face
by a shotgun and got one hit killed.
And I just had that agent show up
at the Hotel Brottle bin, like nothing had ever happened.
They did take a sanity hit though,
like they remembered dying, they remembered being shot,
they remembered the sensation of their head death blossoming open and now all of a sudden they're in
the middle of the hotel brought up and waiting for the rest of their team to show up.
Gotcha. So I mean you could even bring back the same agent just dead. Just dead. Yeah.
As a the the book talks about repeaters and these are you could bring back the
agent as a repeater
as a someone who has been so corrupted and influenced by the King and Yellow that they are,
they are no longer entirely human and they are doomed to wander carcosa forever.
And it could be one of those things where at the end they just don't leave.
Once you've reached the palace, the King and Yellow, the court of the King and Yellow,
they just stay.
I think you've just presented a bunch of really great ways that that meld with the
surreal nature of the campaign. So don't shy away from the lethality. It's just it's why we come to
the Delta Green table. Listen, when you've got a campaign and a game in general that that
suspends reality as liberally as this does, you don't have to worry about it making sense. In fact,
the less it makes sense, the better off you probably are. So yeah.
Go ahead and make your surrealist masterpiece. Yes. Yes.
We've talked about all the kind of major other side locations you can go to in this
scenario, but then there is the Trevelino Mall and the Neville Amplish that
happens there. Where do we begin with that? All right, so yeah, with this
particular section of volume of secret faces, if the players decide to
rage back out to Delta Green through their case officer, through another,
whatever avenue of communication you've left open as their handler, they got to
play their cards right, because if they imply that they now have knowledge of the king and yellow, if they imply that they're
working on behalf of Dr. Barbus and they've accepted an operation from them, basically if they've
given Delta Green any reason to suspect they have been compromised. Delta Green is going to set up
a meeting for them at the Trivlinomal nearby for a debriefing. And this is where they will be ambushed
and executed if they're not careful,
because again, kind of like we talked about earlier
in this episode, the outlaws are the only faction
of Delta Green that seems to have retained
any sort of institutional knowledge
of the King and Yellow and the corruption that it spreads.
And so the static protocol is still the name of the game with
dealing with these things and any
incursions. There are some tidbits in here about what to do if the players decide to research them all if they decide to research its ownership
they could reach out to the owner who's listed as evil on Dean who has connections back to the overall history of the King and Yellow.
Yeah, her father was the original owner of the McAllister building.
Correct, yep. And so all of these little kind of threads all beginning to tie and connect together.
But yeah, they can find information, the Golden Boy, they can find information on the Golden Boy,
Golden boy, they can find information on the Golden boy in the burglaries where the security guard encountered this, this small
child-sized golden figure, and then inevitably killed themselves.
The security guard.
Yeah, Charles Brandis is the security guard who kept insisting
that there was a boy running around the store, but no matter how
much they search, the police search, they cannot find this golden boy.
But he shows up again.
Oh yeah, yeah.
In fact, Brandon's suicide note says,
he followed me home tonight.
That's all it says.
That's not creepy at all.
I can almost see if your players are asking
for connections to the campaign or something.
It might be fun to give them this connection.
Maybe they were one of the police
or one of the investigators on the Golden Boy. I'm always thinking of ways of how you insert all
of this random stuff into the sight of the players. This might be an avenue. Now they could
stake out them all. Like always, there's always options for staking it out. They'll see agents show up
taking it out. They'll see agents show up with automatic weapons and they'll see a golden child kind of making their own to hang it out. No one seems to acknowledge.
I do like the element here where it says if they attempt to get closer to the van that is
currently parked there, they have to make both a stealth and a luck roll, and then there are results where if they fail one, succeed
on the other, succeed on both, or fail on both.
I don't see that too often, and I like that idea of combining two skills and having different
results accordingly.
And of course, if they are compromised, they are taken in the custody and brought into
the mall.
Inside the mall itself, what's crazy is
that if they go inside ahead of time and they get up to the second form, they look down, they can see
that the fountain is in the shape of the yellow side. When I read that, I wasn't sure if it meant
that the fountain was like a 3D object that you could see, but you're saying when you look down on
it, you could see the sign.
Yep, yeah. Those looking at it from the second level can clearly see it is in the shape of the yellow sign.
Well, of course, there's a very little chance that they'll get up there because they might be shocked before that happens.
Yeah, yeah. So long story short, the Atrium itself at the center of the mall where they're told to show up,
it is very much a kill box.
The second they all walk in there, they're going to be cut down by...
They will potentially be cut down by four gunmen firing fully automatic weapons from the upper level.
And then there's two more gunmen waiting outside.
So the intent here is really...
On Delta Greensport, not necessarily on the An Annlers part, is to kill these compromised agents.
So they are, once the agents get in there, the kill team is just going to go after them relentlessly, ruthlessly, trying to execute them.
And it looks like, according to the map, that in every other part of the mall was kind of cordoned off by these kind of metallic construction
walls. So the only way in is one way and then they're kind of trapped in that little center area.
Right, yeah. And this is lethal. Like I believe the standard out NPCs they give for this have high firearm skills.
They've got the attachments on their weapons to give them bonuses to their shooting and they're
on the up to level with clear unobstructed view down into the atrium itself. So you've got
vastly, you're vastly outnumbered, vastly outgunned, and in a just a terrible position.
What do you envision this scene looking like?
Is it simply a blood bath?
Is there any way, you know, thinking in a tactical way that these players can survive?
They got to be smart, and it depends on what they show up with.
If they're showing up completely trusting that they're going to be taken care of, it's
bad news.
But if you've got paranoid minded players, I mean, if they've got side arms, I mean, give
them some wiggle room, right?
So if they're thinking smart and they're thinking tactically, reward that, like if one player's
like, I'm going to try to take cover and lay down suppressive fire, then great.
Then you're able to put two, get two down under cover and lay down suppressive fire, then great, then you're able to get too
down under cover and hopefully get other agents out and moving.
Okay, yeah. The book does mention that there's a good amount of cover that they can use
to their advantage. Yeah, the lesson for them must be that you can't even trust Delta Green anymore,
you're on your own. That's it. When it comes to all this. Something I liked where corruption actually comes
into a useful use is that the golden boy can reappear
to one of the agents with the highest corruption
and kind of want them about what's coming.
That's right, yeah, with that corruption,
the golden boy will show up and will actually like
pantomime shooting from like the upper level
and kind of give them a clue, a hint that
not all is as it should be and hopefully at least draw their attention to the second floor.
And maybe even then you could give them like listen, all agents are as we know are fallible,
are human. And so maybe as they look up there, you know, you have them making an alertness role, and maybe one of the agents scuffs a
Fallen rock or something and then you know another just another little clue to indicate okay
Something's not right
Going along with the listener question the rewards question about the Thalini
I mean look this is a situation where they could die. It's almost guaranteed that it's going to happen
situation where they could die. It's almost guaranteed that it's going to happen. However, if we want to play with the whole surreal idea aspect, maybe they do all die and then the next day they wake up in their beds.
It doesn't change the fact that Delta Green is still after them.
Inexplicably, they somehow got away from the Delta Green kill team.
But they're now, I mean, in a way, it almost kind of solidifies even
further that they're now more part of Carcosa than our world. They're effectively dead,
but they're still around.
You know what would be super fucked up? I just had this. I just had this image pop in my head.
Yeah, they die, but then all of a sudden, one of them wakes up and then they all begin to wake up
one after another and they're outside. And they look behind them
and it's like they've just crawled
and pulled themselves out of the shallow grave
that they've been buried in.
Oh yeah.
And they can see that there's bullet holes in their shirt,
there's blood, but they're not wounded.
And it's just the, they were buried and then they pulled themselves
out, now here they are again.
I think that's an absolutely great way to do it,
especially this deep into the campaign.
I mean, you could take it step further and they wake up in the morgue, you know, all
of them in body bags, you know, like that.
Oh, fucked up, I love it.
So you gotta embrace that lethality knowing that this is a surreal campaign.
You gotta go to your advantage.
Absolutely.
Embrace the lethality, embrace the surreal, this of it all.
Wow, Vince, we finally did it.
We've made it through volume of a secret faces with our sanity mostly intact.
Next time, we will dive into the scenario like a map made of skin,
drawing our agents ever closer to Carcosa.
Vince, thanks for walking us through it all. Absolutely, man, of course. And if you at home want even more secrets revealed about volume
of secret faces and impossible landscapes overall, please once again, consider joining that
Patreon where any level will get you access to these longer episodes and more detailed
guides that we have coming. And those of you who have been waiting for
Doom to repeat, Mark 3 to come out, don't forget that it is finally being released this Halloween. Make sure to check it out then.
I cannot freaking wait to see how this season ended up. I am so unbelievably excited. So yeah, check that out folks, but until next time, we'll be seeing ya.
Stay safe, everybody.
Stay safe everybody.