Mayday Plays - The Dead Drop, Episode 2 - "The Night Floors"
Episode Date: August 25, 2023The Journey into the Night Floors begins with Sergio (Doomed To Repeat) and Vince (Black Project Gaming) discussing the first scenario from Impossible Landscapes. Learn the tips and tricks of making t...his a memorable scenario for your table. Want more of The Dead Drop? We offer over 30 minutes of bonus discussion from each episode on our Patreon. Subscribe at any level to hear the secrets we removed from this public version; patreon.com/maydayrp Make sure to leave your comments and questions in the chat below or message us directly on X (twitter) @surgettrpg and @suddenlyvince A soundtrack for The Night Floors by Black Project Gaming: https://blackprojectgaming.bandcamp.com/album/songs-from-the-night-floors Listen to Black Project Gaming's playthrough of the Night Floors; https://podcasts.apple.com/us/podcast/black-project-gaming/id1448971789?i=1000512497834 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! 00:00 Intro 02:06 Part 1: The Night Floors 03:41 The Briefing 05:53 Meeting Agent Marcus 06:47 The McCallister Building 07:30 How DG Got Involved 08:11 Abigail's Shrine 09:03 Back up NPCs 09:36 Cataloguing clues 10:30 Prioritizing Clues 11:46 The Hidden Microphone 13:00 Thomas Manuel 13:44 Day vs. Night 14:37 Roger Carun 16:44 Michelle Vanfitz 19:45 Louis Post 21:46 Finding the Night Floors 22:17 The Smoking Lounge 22:41 Mark Roark 23:22 Exploring The Night Floors 24:25 The Author JC Linz 25:33 The Night Manager 27:11 No Limits 28:10 Failure = Success 28:33 Have You Seen It? 30:00 A Satisfying Resolution 31:50 +30 minutes of extras available on our patreon 32:05 Tell us about your night floors 32:47 Outro
Transcript
Discussion (0)
Hello 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 my friend and the handler for Black Project
Gaming Vince. What's going on buddy? Hey man, good to be here glad to have you tune
in everybody. This is your first time on our channel. Welcome to you. We're a part of Mayday
Roll Play. We play tabletop, role playing games like Delta Green, Vampire the Mask Grade, the 5th edition specifically, Orpheus and a whole lot more, a lot of great one shots, a lot of great many campaigns and even more stuff.
Come and add in the very near future. Something for everyone. All that available in podcast or video format on YouTube and completely free. So please check it out. With that being said, we also have a Patreon
that is doing very well.
We have a crew, such a great little community,
not to speak for you, sir,
but I love chatting with those folks on our Discord.
No, I hate chatting with those folks.
I know.
Yeah.
They're a pleasure.
They're awful.
Yeah, no, they're great.
Yeah, so signing up for as little as what?
I think the lowest tier is like a dollar or is it? The $2. $2? Yep. For as little as $2, they're great. Yeah, so signing up for his little, what, I think the lowest tier is like $1 or is it $2?
$2.
Yep, for his little, $2, you sign up,
you get access to a discord,
you get to ask us questions, engage with us
on a, as frequently basis as you'd like,
it's a good time.
A lot of behind the scenes content too,
like some of the videos we're doing here,
some great behind the scenes content for Caleb's Vampire campaign.
Someone on one session, a lot of good stuff.
And for Tales from the Loop, there's a bunch of cool stuff too.
Yes. And Tales from the Loop, which was absolutely phenomenal.
Great job and shout out to Lev on that one.
For those of you who are here, it's probably because you've seen the yellow sign,
or maybe your case officer has brought to us but I want
you to tune in, buckle up because regardless you have found the dead drop, a guy
to running in possible landscapes. Vince in our first episode you laid out for us
what to expect, how to prepare to run this campaign but today we are waiting
till the sun sets and venturing
up into the night floors with you.
Yes.
We're discussing for this episode everything a handler needs to know about prepping and
running the first chapter of impossible landscapes, otherwise known as the night floors.
Now to help generate questions for Vince from the perspective of a handler new to this campaign,
I am reading along for the first time. So I just finished reading this scenario and I do have to say
I already love it. It's full of intrigue, paranoia, thrills, everything you want out of a Delta
Green scenario, let alone a campaign. So it's really a great way to start this story.
Now, for those of you watching,
if you have questions about the campaign, please submit them to us and we will try to answer them
in the next episode. Yes. We've already got some great questions from our patrons, which we will
be reading and replying to in the appropriate episodes. You can reply in the comments of this video,
you can DM us. If you want, you could join our Patreon and talk
to us in the Discord, wink, wink, nudge, nudge, however you like. But finally, as a warning,
there are some big time spoilers for this campaign ahead. So if you are a player in an impossible
landscape campaign, you need to go somewhere else. But if you are interested in running
or currently running this campaign, welcome.
Okay, so now that we've got all the business out of the way,
let's get to it.
Absolutely.
Vince, set us up.
What is the premise for the night floors
and what can we expect?
So just in background, way back in the day
before we had it in impossible landscapes,
campaign to even discuss,
before Delta Green came out with its own version and it was still a supplement for Call of Cthulhu.
The night floors was a standalone scenario.
There was no follow-up, there was no continuation of the story, it was very much its own scenario.
But for this campaign, as part of impossible landscapes, it is very much a brutal, surreal, terrifying introduction to what you can expect
for the whole of the campaign and really a way to hook the players in early and get them invested
and kind of set up a lot of the dominoes that will fall throughout the course of the rest of the
campaign. We start off in the summer of 1995 in August, specifically in New York City.
The agents or the players will take on the role of agents assigned to M cell. The thing to
note is that this is considered a outlaws campaign when we move to the modern era, but it starts
off obviously in the cowboy area of Delta Green. So we're still in that cell-based conspiracy
in the cowboy area of Delta Green. So we're still in that cell-based conspiracy,
it kind of set up.
I like that they chose the outlaws
instead of focusing on the program.
Yeah, so there's a very specific reason for that.
And a lot of it has to do with essentially
a lack of institutional knowledge
or regarding the King and Yellow,
the Yellow Sign, all that good stuff.
Yeah, I remember reading that in the opening pages
of this campaign that the program does not have
as much operational knowledge,
that's what the static protocol is all about.
Yes.
The static protocol is more related to the outlaws
and in this instance, the cowboys.
Exactly, yeah.
So that's why what I meant to say is like the cowboys
and the outlaws have that institutional knowledge,
whereas the program does not.
Right.
That's where it differs.
But yeah, long story short, the players and the agents
of MCL are summoned to New York City
to meet with their case officer agent Marcus in Washington Square Park in New York City to meet with their case officer, Agent Marcus, in
Washington Square Park in New York City. And while they're they are giving the
task of looking into the disappearance of a local artist named Abigail Wright.
The whole thing that brought the her disappearance to Delta Green's attention
was according to Agent Marcus, the the appearance of a cult symbol associated with the unnatural.
And so the players are given the task
of essentially going and looking into the disappearance
of Abigail, determining if there's
some kind of unnatural vector or incursion
and of course containing it, destroying it,
neutralizing it, what have you.
A classic start to any Delta Green campaign. Yeah. What's the next step after that? They've been given
the briefing. Yep, so the bulk of their introduction to the world of the King and Yellow comes as a
result of looking into Abigail's apartment. So Abigail lives in a building known as the McAllister building and the Kipps Bay neighborhood of
Manhattan and it sort of functions like an artist co-op. It's a low rent sort of
area where various local artists can live on the cheap and you know devote
themselves to their to their there are there's a lot of other little things that
start cropping up with the other tenants, of course, that will get into
since we're This Abigail right thing is really just scratching the surface
It's it's really not even all that the players can expect to encounter
So would you expect that usually players the first thing they'll do is go to Abigail's
apartment? Yeah, so that's that's the big hook is
They are there under the guise of
Federal agents brought into further look into the disappearance and the whole thing that necessitates the FBI's involvement or at least provides a good cover is that
Abigail's credit card was found in some trash outside the Macaulester building homeless woman picked it up
sold it for drugs and it ended up in Maryland.
And so that was the nexus for a possible interstate kidnapping, which is how the FBI was able to get
involved. And of course, that makes it easier for Delta Green to poke its head in. But regardless,
one of the big components of this is that the agents are tasked to go and essentially inventory the
contents of Abigail's apartment, since she has set up some sort of strange shrine art project,
no one really knows how to describe it.
The way I've always sold it to my players is that it is a manifestation of reverence
and a shrine to unbridled, unrestrained creativity.
Pretty good description.
Yeah, thank you.
And so they'll go and they'll meet with their NYPD point of contact, Detective Gigardanda,
who was essentially just there to give them keys
and let them in.
He doesn't really have a whole lot of information
beyond what the players have already got
from Agent Marcus, but if you happen
to lose a player along the way or lose an agent
due to poor you know, poor
dice rolls and everything else that may happen, he's a great avenue to have, like, as a backup
character.
And what's really great about the scenario as I read it is they really made sure to
point out all the other possible NPCs that would also make good players or good PCs in
case you lose one along the way.
I appreciated that about the scenario layout.
Yeah, same. PCs in case you lose one along the way. I appreciated that about the scenario layout.
Yeah, same. It really, it helped a lot because I lost two players in my playthrough, or two agents in my
playthrough. So having not necessarily ready-made NPCs ready to kind of step into, but it definitely
helped me kind of keep in the ballroom with the game. But so essentially the players go in and they inventory the contents of Abigail's
apartment and that's where a great deal of those proverbial dominoes I've mentioned are set up
that end up popping up in other parts of the campaign. Gotcha. It's not yeah not only the clues
but also it seems like a big way that the narrative
continues is that the more time they spend cataloging this, the closer and
closer to the night floors they get, even gaining corruption and stuff after
certain amount of time, right? Yes, absolutely. Yeah, so the more they dig in and
the more they kind of devote themselves, obviously the more corruption they're
going to rack up. And then of course, longer they spend in the room itself.
There are various effects they could fall under based on, there's even a table in the
campaign book for what to happen based on how much time they spend in there, whether
it's alone or with others, typically alone.
So would you say then that it's about, do you front load the things they see with these
clues in particular
or do you do throw in a couple of random nonsensical things just to break it up?
So for me, I front load, I front load the ones I absolutely want them to find.
Yeah.
So for me, it was really the diagrams, the letterhead with the map for the whisper
labyrinth.
And then those are really the main two,
everything else is kind of a bonus.
Because I had a feeling that once they caught wind
of something else being in the building,
the microphone that those are leads
that they could potentially be pulled down and focus on.
So yeah, it definitely take the opportunity to front load
because the whole thing to remember also is that,
by the time they reach Abigail's apartment,
it's pushing mid to late afternoon.
So they only have a few hours of daylight left
and your players may very well get to the point
where it's like, okay, we're gonna call it a night.
And that's typically when, you know, for me,
I would call for like an alertness or a search role
to like spot the microphone wire.
And then from there, it's gone off to the races.
Gotcha.
So you're saying the yellow sign is not a big deal
if they see it in the beginning
because it's gonna come up
I assume multiple times.
Oh yeah, 100%
100%
So okay, so let's talk about the microphone.
So you're saying, you know, before they're about to leave
or if somebody asks for, let me search the room,
let me toss the apartment beyond these trinkets. They find a little microphone in the carpet.
Yep, so they notice, so all the carpet and rugs
are pulled up from the floor and Abigail's apartment,
but what they notice is that there is the butt
of a microphone sticking out from under the door,
and when they open the door,
they see if the wire leads under the carpet in all way.
And if they are to follow it, it leads to the apartment
of another tenant, a Thomas manwell. Have you always interpreted it as Abigale being paranoid at a certain point and like tearing up the
rugs because she thought she was being listened to? Or what was the reasoning for Abigale to do that?
That's a good question. It did. Yeah, so I always interpreted it as a means to get access to more
surfaces for which she can attach things. I see.
I see that makes sense.
That makes a little sense.
Yeah.
Okay.
Yeah, because she got rid of all furniture, like it's, they're shit on the ceilings, they're
shit on the carpet, they're on the floor, walls, it's everywhere.
So that's kind of how I, how I interpret that.
So when they find this microphone, it's obvious to assume the first person they're going
to interact with is, I forget his name, Lewis's his name, Thomas Manuel.
Thomas Manuel, I was completely and totally off.
Oh, yeah.
There we go.
Thomas Manuel.
There's a lot of them.
There's a lot of tenants.
Just real quick, if you were to cast this in a movie, who do you think Thomas Manuel
reminds you of personality, stuff like that?
Just to throw it out there because I was thinking about it,
I like John Lake Wizzamo, maybe a 90s version of John Lake Wizzamo.
Dude, that's the first one that came in mind.
That's the first one.
Just because Lake Wizzamo's funny, he's charismatic,
but he can also be not very trustworthy.
I assume the players are gonna immediately think
this guy's up to someone.
Oh, 100%.
Like, hey, we've got a missing person
and you've got a microphone sticking out from under a door.
Like, yeah, dude, you've just made the suspect listen.
Yeah.
I guess this is now the time to talk about how each tenant
that our players can explore have two versions of themselves.
Yes.
A day and a night version.
Why is this, and what is Thomas like during the day versus night?
Man, great. This is really where we start getting into the weeds on some of the finer details.
So like my first recommendation to handlers running this is consolidate all the information
like in whatever note format you decide to take.
So make sure you've got one page dedicated to Thomas divided into night and day.
So you've got a quick reference right there.
You're not having to flip through multiple pages to get everything. one page dedicated to Thomas divided into night and day. So you've got a quick reference right there.
You're not having to flip through multiple pages
to get everything, because there is a lot of information
scattered in different sections.
And so it's helpful to get it all compiled in one spot.
Do that for all the tenants that come up,
because each one not only has two different versions,
but there's a lot of information to go through,
especially if you've got players who actually do the
agent thing and start looking into these people.
So then there is Roger Karoon, Karen, how do you pronounce his name?
I pronounced it Karoon. He's a science fiction author who's written some pretty, you know,
in the universe, big name books, moderately successful. But by day, he's kind of on assuming, he's
homely obsessed with neat fitness, kind of just typical like a centric shut-in
author type. Again, the common third is by day nobody's going to have anything of value,
which is why the NYPD and the FBI's inquiry is kind of dead-ended, because nobody knows
anything and nobody's seen anything.
And that's pretty much the name of the game.
So really the daytime investigation should just be filled with
eccentric characters, interesting characters, but ultimately ignoring characters that don't have any information.
Absolutely.
Yeah, the way to kind of look at it is that
their knowledge
of the night floors and what really happened with Abigail
is not unlocked until the sun goes down.
And then they recall.
And then that's when the corruption
that they've endured from the king and yellow
and his presence really kind of takes hold.
Got your loan.
Yeah.
At night, typically so at night, he's up in the night floor, hanging out with Mark Rorke
in the smoking lounge, smoking and drinking.
He always reeks of cigars and brandy.
If he's asked about Laura right after dark, he claims that she never left.
He acts confused if the agents confront him about her disappearance. And he says that she lives on six, the six floor in apartment 12 a.
Yeah, if he's asked about the night floors, it's like, oh, it's always been this way.
Everyone knows it. All right, so Roger sounds interesting. Then there's his editor,
who will just give you more clues about him not doing his job, right? Right. Exactly. Yeah. So there's there's other like little leads. The players could follow up on like for Thomas Manwell as it's parents for Roger. It's his editor.
And then we've got we've got Michelle van Fitz who at night probably presents the most clear and present threat of the players. Probably the only one that they can reasonably expect to engage in combat with, depending on
how things on the knife horse go.
Sure, sure.
But she's kind of like your typical hippie-dippy anti-establishment type, you know, in the
1990s.
She's a feminist author, real firebrand, withdrawn and dire, or the words.
Seems to be all but all she wants to talk about is her writings and just feminism theory
in general.
Absolutely.
Yeah, fuck the pigs.
He can't, you know, doesn't want to cooperate.
Just.
She kind of reminds me of a younger log lady.
There is the actress's name down here.
Catherine Colson, the log lady from Twin Peaks, kind of gives me that vibe.
Yeah, and if I had to cast her, I'd probably cast like a young Janine Garofalo as her
type.
That's her type.
Yeah, that's the one that came to mind for me.
That might even be a better one.
I like that.
Yeah, just a real kind of fuck you attitude, which is, it's fun to play with as a handler.
Right, right.
So by day, of course, totally uncooperative, totally unhelpful.
By night, what's crazy is that the players see her apartment by day and then her apartment by night,
it's clear that her apartment has expanded in size, impossibly. At night, there's a
mahogany room full of books and tables and couches. It leads directly to the night floors itself.
books and tables and couches, it leads directly to the night floors itself.
There's tables and shelves holding crystal tumblers, cigars, cigarettes, if like a party had just wrapped up. There's no one in there, but you can hear sounds of conversations and like,
you know, partying just out of sight. Yeah, which is a cool little just like atmospheric thing. I like to you know that that's pretty neat
The one thing with her is that she will
Attack the agents if she thinks she's going to be taken into custody. She has an antique Tomahawk with her
and
Yeah, she will attack the agents if she feels yeah, if she feels like she's gonna be taken into custody
I guess obviously threatened as well She will attack the agents if she feels. Now, if she feels like she's going to be taken into custody,
I guess, obviously threatened as well.
What might that situation look like,
like if they are being real aggressive with her,
like how is your apartment able to be, you know,
this impossibly large?
What about if they try to venture further into her apartment
into the night floors, would she attack you then or no?
So the way the book describes it is if she thinks she'll be
taken into custody, if she thinks that the agents have stolen any of the books that she has in her apartment or if she thinks that they are going to
Impede the progress of the night floor. So I think exploration in and of itself is not necessarily a trigger for that
But if she thinks the agents
Pose some kind of threat. So again if they have this really like aggressive demeanor with her and then they're like
We're gonna go check this shit out because we got to contain this or neutralize it or whatever
and if they see that with the near shot, I think that'll trigger that defensive you know mechanism.
Oh yeah. I believe there's two other or one other tenant? Yeah that's Lewis Post. He's another artist
type. He's got a dumpy ass apartment.
Very sloppy, of course, during the day, has nothing to add.
He's polite, and he's kind of funny, so like, play him up as kind of like a more friendly and affable kind of type,
versus like a eccentric or non-cooperative type.
But at night, he doesn't have much to say about Abigail, other than he heard
that she moved in with someone from quote unquote upstairs. He does have a mirror that he
keeps under his bed, that he uses to, you know, his inspiration for when he does his art,
that you could, you know, it's more, uh, creepy, you know, crepe factor, like, you know,
if he's there's some specifically that happens with the mirror that you can play with.
Potentially, yeah.
So I know for, like if you look in the mirror
for more than 10 minutes,
the reflection of a vague figure is seen,
disappears and looked at directly.
It's essentially like they're dancing
and it's gonna add corruption, it's gonna add
the full insanity loss.
The big thing is that he, you know,
he's got a sketchbook filled
with images of drowned children.
There's the angle to the Aesida Ramande.
What's crazy though is that you can actually,
the A. if the agent's like mess with his drawings,
they can, especially representations of the drowning room
and that would sell broughtled in.
If they draw like a gun in there,
when they eventually find the drowning room, if do the gun will be there so they can
actually directly influence what they find. Post does can be a threat. I think he
does pull out a knife at some point if he's threatened. Yeah if post finds the
agents in his room at night he will ruthlessly attack with a steak knife he keeps in his pocket. Gotcha. All right, cool. So we've covered Lewis. He has an agent which might give you more
information. Yep. You know, obviously at this point, really the only thing left for the agents to do
is to venture up to the fourth floor and see what's waiting for them. That's it. Yep. Absolutely.
That's when that's when she gets wild.
As if it hasn't already.
So the first, if they do decide to take the stairs,
there are stairs that lead up to the roof during the day.
And so if they go up there during the day,
they're just going to walk out onto a normal roof, perfectly
plain, perfectly simple, nothing to find, nothing suspicious.
But at night, when they go up the
enter into the smoking lounge, and that's where I'll kick in the music cue.
Yeah, yeah. So it just really kind of starts screwing with them a little bit.
But with the smoking lounge, there is, you know, it's set up exactly like it
sounds. There's like a bar car, there's cigars
There's Florida ceiling bookcases and then there's Mark work who's the first like night like true night floor resident that they meet
He's kind of like stuck in the 1920s 1930s uses all the slang of the era
You know, I'd be sure to one thing I did was I looked at 1930 slang to try
to incorporate into how we talked and also look up some 1930s facts in case the agents
asked them off the wall shit like who's the president.
That's a great idea.
Yeah, so like, you know, who's the president?
And Franklin Delano Roosevelt, who the fuck you think it is?
Like, you know, right.
So yeah, he's got some, he's got some general information and I've used him as an avenue to provide additional
information on the other tenants like other people come up and hang out but really from there it's
it's more about getting the players to explore the knife floors themselves to go in further pass
this will be going further in yeah now is, is it every new space is heading upstairs
or can you set it up where there are other rooms
and things on the same floor as the smoking lounge?
Yeah, so the way I really do have it set up
to where, at least in my playthrough,
I had it set up to where it is very much structured
like a hotel or like an apartment building.
There's multiple apartments on each floor,
multiple hallways, it's easy to get lost, and then of course stairs leading up and down. Where
the difficulty comes into play is that in order to successfully navigate the night floors
and make your way back to the smoking lounge to leave, the players have to fail sanity
roles.
So once they leave the smoking lounge, if they turn around, it's gone. It's gone. It's
gone. It's gone. It's gone. It's gone. They are suddenly, you know, they found they've they've wandered down hallways that they didn't even know they were walking down and they are no longer inside of the smoking lounge. Gotcha.
We've got the author who is JC Lins, but he has never seen. He's kind of a mystery if they find the room. They'll find like the typewriter, which is a 1920 time Remington remet, you know, where he's working on the play. So that's right.
But that's an area where they don't necessarily meet or interact with this
individual. Now, I remember you saying JCL, JL were initials that come up a
lot. JL, I am assuming it now, is it the same person lens that ends up
writing the king and Yellow?
You know to start this whole recursive thing. It is I see so eventually we will come up to we will meet lens again. Oh, yeah
Yeah, the eventually the whole point of the of the campaign is to
Find JC lenses sole bottle which we'll talk about in future future episodes and return it to him
And that will be the impetus
for him to begin writing the king and yellow. Gotcha. Yeah, I would definitely find ways to
feature either of those initials or the author himself in some way as soon as possible to lay
those scenes. Yeah, without a doubt. Then the big one for me that I spent a lot of time on was the
Night Manager. So Henry Dick, they call the dose castate, who is
the night, the, you know, known as the Night Manager, and is
essentially the for all intents purposes, the manager of the
Night Floor, the Night Floor's. He works directly for who he
calls the superintendent, which is a euphemism for the King and
Yellow. So for him,
I used him as an avenue to really just talk about, you know, the superintendent himself,
give more information on what happened with Abigail. Mealshe lives on the 6th floor with salesman,
confirming what all the other tenants have said. He does not know much about them except they're
quiet, they pay in cash, and he says the other tenants probably know a lot more.
A lot of the areas that will get seated with him is really like, you know, the nature of the
the nature of the superintendent and, you know, accessing the night floors and like, hey, can we move in?
Or, you know, how do you get, and it's all about playing up the fact that the superintendent decides who gets to stay and who gets to live there.
So the night managers kind of a source of authority where if they feel like they need to ask somebody who's in charge questions, they might go to him.
Yep.
Yep.
So the night manager obviously important, the superintendent to me can assume is the king and yellow.
Oh yeah.
Anything vital to know about that?
Or is that, you know, obviously going
to come up in a later time?
Yeah, if the players ask, well, hey, can we meet the super
tendon?
He'll say the super tendon.
It lives upstairs and is having a party tonight.
He has a party every night.
So, which is, you know, percosis.
Is there a limit in those first early sessions, how high up
into the night floors they can go or?
So yeah, I the way I had it set up and it's never really a kind of limited in the book
But the way I had it set up was that you could go as far up as you seemingly want
What's but you don't know how far up you actually are like have you really gone anywhere? Are you just?
You know moving up a floor when just, you know, moving up a floor
when you think you've been moving up several?
How far up does this go?
Like, so if they decide they want to keep going up the stairs
until they reach the top, they're going to keep walking
is the way I had it.
Well, what if they wanted to stop at 12 a on a part,
in on floor six, would they be able to reach Abigail's
a part new apartment, or would you kind of throw them a loop?
I would, you could play it either way.
Like I would throw them a loop.
I would throw them in a loop
and it also depends on if they manage to succeed
or fail those sanity rolls to navigate.
If they're trying to go someplace specific.
I guess the big mechanic that needs to be reminded
is that if they are trying to move to different floors
or different sections, they have to keep making those sanity rolls.
Right.
And failure is the success.
Failure is the success.
Yeah.
Yeah, 100%.
That is, and if they decide to check the apartment, I can't recall.
I think you can find it, but there's nothing in there.
Like nobody's around.
Yeah.
In case you don't see the sign in the earlier parts of
the scenario, it does seem like there is a moment where you can find a small piece of paper
with the yellow sign on it. Can we talk a little bit about the yellow sign and how it works?
Yes. Kind of mechanically. Absolutely. So with the yellow sign itself is seeing it will cost you
is seeing it will cost you zero if you succeed one D4 if you fail from helplessness the first time you see it if you lose sanity from seeing it you gain one
corruption and you become compelled to share it so you've got to like spread it
you've got to keep sharing it with others if you don't I believe you can't sleep
how would you handle that with players? Do you message them?
Do you just say to them and you feel compelled to share it?
I message them.
Oh my, you're your soul, you are compelled at this point to share this symbol.
Other people need to see it.
If it's the last thing they do, they need to see it.
And just to really just kind of push that like stronger, like you need to see this.
And it makes sense as agents, you know, you want to share information with the other agents so
it's a completely innocent or it can be played off as completely innocent.
Absolutely. Yep. If they attempt to sleep without having shared it they suffer from nightmares
and they essentially suffer the effects of sleep deprivation. But once they share it the
compulsion ceases they can again, everything is back storm.
I see.
Got it.
Okay, good to know.
Getting back to what we were saying just a moment earlier, all of this great stuff
can happen on the night floors.
They can go up as high as they want.
The problem is that the scenario very clearly states, or at least it doesn't give us a
very clear resolution.
Maybe suggest some
things but nothing really stood out to me as like a solid idea. I'd love to
talk to you about what would be a good way to resolve this knowing that it's
really just a precursor to the rest of the campaign. Yeah it's as we both know
players can be dogs with bones and getting them to leave a loose end is next to impossible sometimes.
So after a certain point you really got to beat them over the head with the fact that they are not fighting Abigail. Abigail's gone.
It doesn't matter how much time you spend in the night floor, she is no longer here. And how would you recommend doing that short of saying it?
I mean, of course, we can always roll an intelligence roll
and then beat them over the head,
but are there other indications with the NPCs,
things they say, things like that?
Yeah, like for example,
you can use Henry Castain, the night manager,
you can use the other tenants, especially at night,
just saying she's no longer here, she's moved on, she's not upstairs. She's not anywhere. You'll find her when you're meant to. Like little
season like that. What I ended up doing was I end like, because with my players, they
ended up becoming increasingly desperate. And that was coming through and how they were
treating some of the other folks and how they were kind of running around the night floors.
And so eventually I had Henry Castain confront them
and say, you have to leave now.
Can't stay here, you've got to go.
And then once they leave, the doors to the night floors
are sealed to them.
They can no longer come back.
I see.
OK, so any other tidbits or things
that maybe we haven't discussed that we think we need
to go over about this scenario?
I mean, I think I think we covered it.
If there are, yeah, this was a good one.
I think if I'd be curious to see what questions the community has.
Yeah, I would like to know also from the community, what was the what was the players interpretations of what was going on?
Yes.
You mentioned earlier a guy that walks by and kind of turns into a ghost.
I wonder how long they wonder, is this some kind of ghost plane?
Are these ghosts? The misinterpretation of what's going on, I'm very curious
to hear what other folks, what their experiences are in this.
Absolutely, that would be cool. That's a fun part of seeing how this turned out for other people.
Well, definitely folks, if you have questions, if you have comments, if you have funny anecdotes
about running the scenario, please let us know. Let us know in the comments or messages.
I want to thank you Vince for going over this. This has been incredibly helpful.
As railrode, as some might say that it is and you know if people are not satisfied with
dead ends man I mean you just talk about creep factor and just an overall like great experience
is a great way to kick this campaign off. Yeah definitely has it in spades. So if you guys have
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We'll see you in your folks.
you