Mayday Plays - 🕳️The Dead Drop: "The End of the World of the End" - Episode 6
Episode Date: March 8, 2024The final chapter of the Impossible Landscapes campaign gets covered. Vince & Sergio guide you through the Skeleton City, into Lake Holi, and through the many sights and horrors you can find in Carcos...a. This is a cut-down version. For a full discussion, an hour and twenty minutes in length, subscribe to our Patreon, where a $5 pledge gets you access to all the extended episodes. http://patreon.com/maydayrp Cryochamber: https://cryochamber.bandcamp.com/music Black Project Gaming's Songs from the Night Floors; blackprojectgaming.bandcamp.com Vince's Spotify playlists; Background: https://open.spotify.com/playlist/5BNuGbMh6KroC6XZcCB5jB?si=32a885c514904eea Combat: https://open.spotify.com/playlist/4g7YIEZxl28aS9hTr7OTuX?si=aaf5869c18034d2c Hastur: https://open.spotify.com/playlist/0DIaInSLdCnHMn9dfJqjVo?si=3574417fd72748b9 👕 MERCH: http://ko-fi.com/maydayrp 💵 Patreon: http://www.patreon.com/maydayrp 🎙 Listen to us: 🟣 Apple Podcasts : https://podcasts.apple.com/us/podcast/mayd…ys/id1537347277 🟢 Spotify: https://open.spotify.com/show/5vdTgXoqpSpMssSP9Vka3Z?si=97a6a19d71cf4be0 🟠 Soundcloud: https://soundcloud.com/mayday-roleplay 🌟 Other Socials 🌟 🐦 Twitter: http://twitter.com/maydayroleplay 📸 Instagram: http://www.instagram.com/maydayrp/ 🔴 Website: http://maydayroleplay.com/ 🎵 TikTok: https://www.tiktok.com/@maydayroleplay 👾 Twitch: https://www.twitch.tv/maydayroleplay 🔵 Facebook: https://www.facebook.com/maydayrp Thanks for your support!
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Hello friends and welcome back.
My name is Sergio and I am the handler for Mayday's Delta Green Campaign DOOM to repeat.
With me as always is a four star general in the black wind it's black
project gaming's Vince how are you my friend hey buddy good to be here and
glad to have you all tuning in as you know we are part of Mayday roleplay we
played tabletop roleplaying games like Delta Green vampire the mass grade 5e
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hearing it here first, that Patreon subscription will include access to recordings of my current campaign
with the original Black Project Gaming Cast,
where I run them through God's Teeth, the latest campaign by Caleb Stokes.
So that's exciting.
I'm very excited that we get to host a Black Project Gaming's latest campaign
on our channel, on our network.
Can't wait to listen.
So your players have finally arrived at the beautiful shores of Lake Holly, but they've
forgotten their invitations to the Masquerade.
Never fear, just dig around the skeleton city where in perpetuity you have found the
Dead Drop, a guide to running impossible landscapes.
So Vince, it all comes down to this, the final chapter.
We are covering today the end of the world of the end, the final scenario for the Delta
Green campaign Impossible Landscapes.
As a warning, spoilers ahead for the end of the world of the end.
If you are a player in an impossible landscapes campaign, you need to make, like the Bahre
family, throw a blood-soaked pillowcase over your head and run out the room.
But if you're interested in running, or currently running this campaign, then you can stay.
You're cool.
OK, we've got the business out of the way, Vince.
Please help us understand what is the end of the world of the end?
It is exactly as the title suggests. It is the capstone, the conclusion, the end of the world as the agents know it.
stone the conclusion, the end of the world as the agents know it. This is very much the culmination of the past, several scenarios worth of surreal suffering, of contact with
the King and Yellow and his forces, of escaping the static team. This is where it all reaches
its head and they finally fulfill their, if you want to call it divine, purpose as endowed
upon them by the King
and Yellow, and they finally present the Soul Bottle to the author and set the cycle in
motion once again, that ultimately ends with the King and Yellow being written.
It's crazy.
But before they can get all the way to that, they have to first travel a city-size battlefield
full of interesting characters and dangerous elements.
So we're gonna kind of dive into it.
Stepping out of the Whisper Labyrinth,
they come into a new plane, a new plane of existence,
and they immediately see the skeleton city.
Right. Yeah, it's it's almost like, again, it's really hammering that surreal imagery,
that surreal tone and this dreamlike state, because it's not like they step out and now all of a
sudden they're in this new vista. They're waking up, they find themselves waking up on the shores
of Lake Holly, the cloud waves of Holly.
Without a real clear memory of how they got there, they remember climbing the steps out of
the Whisper Labyrinth and then they remember waking up. So again, really playing with that,
you know, the lines between what is real and what is not, what is dream, what is, what is, you know,
waking nightmares, all of that. You know, They see the two moons hanging in the sky.
They see the black stars.
They see all of it.
And they realize that they are finally now in Carcosa.
So surrounding all of the lake is, of course,
as you mentioned, the ruins of Yatil,
this skeleton city where they can find anything they want.
None of it just, none of it works.
They can take the time to go searching.
They can take, you know, the examples they give doctors
can go and find broken surgical equipment and bones,
police officers, agents, soldiers, they'll find uniforms
and rusted useless weapons, you know.
So they find exactly what it is they're looking for.
It's just not in the condition they want it to be.
And that whole, the whole thing with the,
the skeleton city, with kind of finding these things that they're thinking about
and that they want to find but not in the exact condition they want it it's all alluding to and
building upon this concept that the agents themselves they're they can unconsciously manipulate
carcosa they can unconsciously manipulate their surroundings what's going on around them their
path to the palace like like all of it.
They are able to influence it at the quantum level, just with thought.
Yeah, if done right, this could be a fun reveal to the players.
Listening to what they're doing, listening to what they're asking for, what they're
looking for.
And eventually when they just keep finding the things that are on the tip of their tongue, it should start becoming more and more obvious.
Absolutely.
Eventually, though, they will come across the the the shores of Lake Holly.
How big do you imagine Lake Holly?
Is it so big you can't see the other side?
I don't think it's so big that you won't be able to see all of it because like the whole I believe the way it's described is the
skeleton city kind of surrounds it. Yeah, so it's massive but you can you
could probably take time to walk around it if you needed to but it's gonna take
you some time. I imagine it's like a not quite like a Great Lake you know in the
north but the fact remains that they can explore the skeleton city all they want, but what matters
is that they get to the shores of that lake.
If I'm not mistaken, there are clues throughout the campaign suggesting that they go to the
lake, right?
Yeah, so essentially they wake up on the banks of that lake.
They're already there, they're right there.
If they want to take the time to walk around and go explore the city because they think that's Carcosa or
what have you, they can do that. But at all points, like even when they start walking,
maybe they find themselves back on the shores again because, again, time and distance have
really no meaning here. So the big thing is like when they finally take a moment to really
look at the lake and assess it, you know, it's black, it's still, it's clear,
they can see, you know, the black stars and the moon reflected, but then they can actually see
pinpoints of light below the water. And that's when they start to realize, okay, maybe this is
not just a normal lake. You know, they can actually, when they look carefully, they see the far off
lights of a city, they see the avenues laid out like spokes in a wheel.
And Intelligent Times Five role will actually kind of tell them that they're looking at a lit, still standing version of the city around them.
So almost a tangible reflection of the city, but one that's still intact.
It also gives me kind of black hole vibes where you know how things can be reflected in and out of a black hole where
It just I get that feeling like the the skeleton city is like a warped on the edge of a black hole version of what's inside
You know, oh, I like that. Yeah, you could definitely play with that imagery for sure
Unfortunately, it's very easy to get to this sunken a secret city
You just have to take one of the many boats
that are available along the shores.
You sure do, yeah.
Just find a boat.
There's hundreds of them all along the shores.
They are, none has a sail, paddles, ropes, or a tiller.
They're all carved in a different unique style.
No matter how big they are, the agents
can easily push them into the water.
And what's crazy is like this is one of those things where like the more they start doing
things that make sense or start doing things that further their ultimate goal, they begin to regain
sanity, right? So like, you know, they climb into the boat, oh, this feels right, you've regained
1D4 sanity. So it's all reemphasizing that this is their purpose.
This is their lane, that's their avenue they're supposed to be on.
And this is another opportunity to show off those new reality altering skills.
If they think, you know, move or they say out loud, you know, move forward,
the boat starts to move.
Yes. Yeah.
Because once they once they climb in the boat, I believe begins to
it begins to fall and they can they climb in, the boat, I believe, begins to fall and they can control the movement simply through will.
It's usually, I believe it's the agent with the highest corruption is automatically the
boat's pilot.
So whoever's got the highest corrupt rating out of the group is going to be the one who's
ultimately in control.
They push out into the waters and I think the main trigger here is that if they touch
the water or if they attempt to jump in or anything like that.
Yeah, right.
If they actually touch the water, it'll start kind of, it'll cause this mist to rise and
it becomes a haze and in minutes the fog actually replaces the water which is going to incur
a sanity check.
And they start to sink down.
They start to sink.
And that's where we're going to.
Further towards the city.
If they're not in boats, they are going to take damage once they make it to the city
and fall out of the the cloud lake.
Yes, yeah.
Definitely as a handler, definitely be sure to read through all the op-in and all the threat matrix information to really make this journey into Carcosa as compelling as possible.
So they make it finally to the secret city that is much more alive.
It has a very kind of French feel to it.
You can see a palace in a distance.
There's an interesting challenge, though though with traveling through the city, which is that they have to make sanity rolls as they go, and only
failure gets you where you want to go, where you want to be, right?
Exactly. Yeah, it's a continuation of that navigation challenge from the night floors,
from the very beginning, that in order to get anywhere you have to fail that Sandy check you can out be a sound mind and
still have an influence over over Yatil over Kirkosa over the streets so yeah
the ultimately a and the agent leader has to fail three sandy rolls for movement
and at that point that's when they enter the war zone that's when they begin to
start really making their way into the city proper.
As they fail their sand checks and they go through the town,
there's a bunch of stuff that they can come across.
There is the average apartment that is described on page 314.
There is this language of Tartesian that I don't think has any real basis in in our world, but I think it the book describes it as slightly related to
I think Russian
Russian or something like that some Eastern European language. Yeah, yeah, it's a Cyrillic based alphabet
So, you know those who maybe have a background in Russian can recognize the Cyrillic font
They know there's Cyrillic letters, but then you know, there's of course differences. It's very Eastern European.
Yeah, they would have had an opportunity to come across it with Katzstein, with Katzstein
and the night floors who spoke Tartesian.
And in fact, some of the images that the players maybe saw in his apartment, if they did go
in and talk to him, will reflect Yatil because there weren't photos of the war and everything on his newspaper articles.
So it's a good call back potentially.
I used, I definitely, like I mentioned, I did the Barre family and I did use the next
one which was the anarchist where the players can meet a man who refuses to identify himself,
mentions the uprising, the forces of the king, the army, the palace, and then he
just hands the agents 12 sticks of dynamite wired to an old ticking alarm
clock that's not unsettling at all. He will give another bomb to anybody else
that asks for one and then if anybody asks about actually gaining access to
the palace he will direct them to Ambrose at the pier which is a
which is a very important connection
to make.
That's why I made sure to highlight this individual.
Each bomb is set off, set to go off at midnight.
It will inflict a lethality of 30%, with a kill radius of 10 meters.
It can be disarmed if you have the appropriate craft or demolition skill.
And of course, if you fail, the unstable bomb cannot be safely disarmed. And a fumble,
as you well know, Serge, it will detonate. Fucking kill everybody. So yeah, it does.
It's not meant to detonate until the moment that the king and yellow unmasks himself at
the masquerade. And anybody who accepts it gains plus one corruption. And like any true anarchist, as he heads out the door. He says debt to the king and gets himself blown up
It's kind of funny. Yeah, later the agent here an enormous hollow boom as the anarchists building is completely leveled by an explosion
So a good character to
Unload some more information about the area like the family and also just to get a bomb from him. That's pretty cool.
Yeah, and direct them to Ambrose, which is which is a big one, I think.
So we finally make it to the war zone.
Have you have you seen the animation Mad God?
I have not.
There's a sequence that I suggest everybody watch and maybe all included in
the description of a never ending war zone of just like tanks and weaponry being fired indiscriminately.
Nothing makes sense. There is no direction or goal. It's just endless war.
And I certainly get that five from the war zone.
Yes. Oh, absolutely. Yeah. It is where this this war between the black wind and the king and yellows forces is just is ongoing for all eternity and in perpetuity. Yeah
As well as the German and Russian forces of World War two. Yes
Yeah, who managed to find themselves in this in this might you know, this this miasma that is Carcosa
Yeah, you can run across them as well. And and so in the same situation as the secret city
You have to fail some sanity checks
to get across this land, correct?
And there are encounters.
Yeah, so at this point, I wouldn't necessarily require,
like I think once they've made these,
the requisite failures,
and they've made it through the outskirts of the city,
and they make it to the war zone,
now they're good to proceed as normal,
because you definitely don't want to end up
bogging down the sequence with repeated roles over and over again, especially if they still
are of a healthy enough sanity to succeed more than they fail.
So then how would you quantify how many encounters they need to have before they get to the inevitable
tractor factory?
You know, what I did was I just, I went through this as I was planning and plotting and I just picked the ones that I thought were really compelling
And I thought would be interesting given the players and the choices they'd made up until that point
And I just implemented the ones I like the most so like for instance, I was I found the imagery in the hangman
bit like really
Haunting and compelling where you know these these German soldiers are hanging
children and it you know that that's a really awful awful thing to come across but again
it's a good moment for the players because what do we do do we help them do we not help
them do we just watch exactly yeah and it's to me I think that's a good, it's a good bit to include because
it shows that somehow, you know, the Germans and the Russians or the, at least the Germans
made it here from fucking who knows where and how like nobody has any idea. But then
what I did was I used that. So I used the hang men and they intervened, they tried to
rescue the kids and I believe they were successful.
And I had that play into the locals, which was the next sequence.
I had the children that survived take them to the locals who then
helped them get closer to the palace.
That's a great suggestion.
And I think it's easy to forget sometimes when you're running these games and you
see these encounters encounters viewing them isolated
not connected to others. So of course if you save these boys they would bring you to their
family the locals and the story would expand that way. So yeah you know not looking at
these is just very isolated incidents and trying to find a way to weave them all together
is a great suggestion.
It's kind of what my intent was and then then same with pinned, I think I can't remember.
I believe I used pinned where all of a sudden they're getting
they're getting hammered with machine gun fire from elevated position.
I really use that to like once they emerge from the, I believe the sewer,
the basement where the locals were when they emerged from the sewers.
They ended up in this open area where you know it was of course being
Overwatched by a machine gun again really driving home. You guys are in the middle of a war zone
But yeah, you could definitely and it to me tactically it makes sense like the tractor factories where you're trying to go to
It's the site of a major battle so it would make sense that some of the forces involved would have a
Give it Avenue of approach covered by a machine gun. So, you know
Take a look at how bad of a shape
your players are in and their characters.
And if they're really fucked up, maybe avoid that one
and just get right to the tractor factory.
Otherwise, yeah, feel free to throw it in there.
Well, I like the imagery that you're setting up
of kind of like the underground,
what's the word, the underground resistance.
You met the arsonist, the anarchist, What's the word the underground resistance? Right.
You met the the arsonist the anarchist and now if you save the boys you meet the locals
which are probably also you know trying to just stay out of harm's way and you could
if your handler if your agents are hurt you could just have them go down some tunnels
or through some some other means instead of engaging in combat directly. Exactly. That I feel like is a great avenue to go with that. Especially like if
at this point in the campaign your players are maybe not very combat heavy, not used
to, you know, don't have the requisite skills to really make it through a war zone. Yeah,
definitely use this to your advantage. Just like in Hotel Bratlbin and in other situations, they are
inevitably found finding themselves at the tractor factory,
which we learned about in the past.
It was a famous Russian tractor factory that had a big battle near it.
And there was a battle here as well.
Yes. Yeah. So they will they will come across barricades, tanks, rubble,
and then corpses of Tartesian, Black Wind, Russian,
and German forces all just kind of dead and or dying here
or still fighting.
So this is definitely a rough one
where in order to even get through it,
the agents will have to make a sand roll twice. Failure means movement, success means you're in the same spot. So
this can be a very, very stressful sequence for the players as they're struggling to get
through to the other side. If they do manage to succeed their sandy roll and therefore
fail to move, they have to make a luck luck roll Critical success means they only take one damage from shrapnel fail failure means they take 1d8 from a bullet a fumble means a
Lethality 15% attack from artillery
However success means they only sustained 1d4 from a from a ricochet so
You're gonna get hit if you end up not moving because of course you're stationary in the middle of a battlefield
if you end up not moving because of course you're stationary in the middle of a battlefield.
But yeah, this could be this could be a rough one. They have to get in through the front door seems the most obvious. That's the way through. Yes. But there's also a bit of like a ripping
the bandaid off feeling in this moment. You're going to take damage. I almost wonder if that's
something a handler should describe. It's just how do you want to take that damage? Do you want to
run across and hedge your bets? Do you want to try to hide and waste time? But regardless, it's
a bit of a battlefield here for lack of a better word. Really, yeah. You hit the nail on the head.
The way I would kind of approach it is if you happen to
have a player character who is that has a military background, has something in military science,
or even like even if they're an experienced agent with, you know, depending on their background and
their history, like just tell them like, you know, looking at this scene, looking at this open area
that you are going to have to cross, you are going going to get hit there's no way you're going to get through this unscathed it's just a matter of like you're confident that
that you can you know mitigate the worst of it if you just keep moving but if you stop for even a
second you that could be it and so you don't hope that they impart that information on their fellow
agents like start moving and keep moving. Finally we make it across the battlefield and we get to the silent city.
I was expecting a city, you know, alive and full of movement, but no, it's,
it's kind of like the skeleton city where it's quiet.
It still has a lot of remnants of combat and the war zone, but is it is one step
closer to the palace.
It is.
Yeah.
And I think the implication there is that,
at least the way I interpreted it,
and of course you can describe it as the handler
any way you want, but the way I kind of perceived that
was with the skeleton city and that initial push
through the war zone and everything,
the streets are quiet and deserted because of the war.
Here in the silent city, the streets are deserted and quiet
because everybody's going to the masquerade.
Gotcha. Yeah.
So that's kind of the way I I interpreted that.
There are a couple of very important things to find in the silent city.
There is the Clockwork Factory, the Gallery of Shades
and the palace itself, along with the allies and enemies you might come across here.
But let's talk about the Clockwork Factory first because it seems very important.
Yes, so yeah, the Clockwork Factory is right on the pier, which if they encounter the anarchist, they all know that here is where they will meet Ambrose,
who will be their way to the palace.
In fact, if the players did find the postcard from Dr. Barbus's house,
they'll recognize this structure as what was on that postcard that they found in his mail.
So again, it's a little bit of a sanity hit there, but another interesting little callback to things they may have encountered throughout the course's campaign. But inside, you know, they'll see the Clockwork Child, who they
may have run into before. You know, the implication being this is a creation of Ambrose. Ambrose
is this this engineer type.
It's kind of the Pinocchio to his Gepetto.
He's very forthcoming. He's very cooperative. He's very friendly. He'll answer their questions.
I'll tell them what they need. You know, he'll give them information likely that the players will need an invitation to get into the masquerade
But if they don't have one he and the clockwork child will be able to take them to the gallery of shades to obtain one
And yeah, there's a bunch of different little callbacks here
so be sure to read through this section as a handler and
Really lean into the fact that Ambrose is not trying to hide anything.
He's here to be an asset.
Did any of your players hang on to their invitation?
Or did they all need Ambrose to help them get invitations?
We did have to go to the gallery of shades.
We did have to go to get the invitations.
But the other thing to Ambrose was able to get them as well as costumes.
He was able to help them up with masks and costumes to get in, and then also able to
take them to the gallery to obtain an invitation.
So we got the masks and the costumes, and then the invite.
I do suppose that would be the most common way things end up is that the players don't
hang on to the invitations or at least don't outright announce,
I hang on to this wherever I go.
So this is pretty important.
Ambrose is going to have to take them to the gallery to describe this place to us.
Yeah.
So it is definitely, it is a museum type structure that houses
works of hundreds of artists, all of them influenced by
Carcosa in some way, shape, or form.
While outside, the building of course has a consistent shape and structure inside,
like everything else. It is constantly fluid and changing and different. It's never static.
Here, there's all kinds of art. There's paintings, there's sketches, there's sculptures, books, slide
shows, everything. So definitely, you know, think of what kind of art you want to see showcased here.
I know for mine, because one of the things I did before I started the campaign was I
had every character have some kind of encounter with Carcosa without them realizing it through
some form of art or another.
So maybe have some of those original art pieces that they
came across in their previous lives end up here. I just love that every Abigail Wright, you know,
that has these incredible expressions could potentially be here. You know, you see Abigail
Wright's wall in this room and just countless examples of artists being influenced. Yeah,
it's it's really haunting and it's a really cool set piece, I think. But of course, you know, samples of artists being influenced. You could also target the agent with the highest corruption, which is personally what I would probably do. You know, that corruption rating is a double-edged sword, right?
Or the highest art skill.
But either way, for every 10 minutes in the gallery, the affected agent loses 0 to 1d4 sanity from the unnatural.
If the sanity roll fails, they gain plus 1 corruption.
But it says here, do not tell the player about the loss and just the loss and he just keep track of it privately
And if they hit zero sanity, they basically become your puppet if the affected agent actually reaches zero sanity There's a dozen masked figures in dark robes that'll suddenly step into the room from out of nowhere
Block all the entrances the other agents will find themselves frozen and unable to act
And the insane agent will step forward and walk off with these figures,
never to be seen again.
I, you know, again, this is another situation where out of nowhere,
your character can disappear or be taken out of the game.
I think that could work, but I also think that at this point,
going along with the idea of just keeping these characters along for the ride,
maybe if they hit zero, saying use pass them a note that says, you know, your goal is to get to
the ball.
If I suggest things, please follow through with them.
You know, they become a marionette of the handler, but they just make the character disappear.
I don't know.
This just feels like there's too many chances to derail the campaign
when you're so close at the end, you know? Absolutely. Yeah. I think that's a great middle
ground, right? Is make them a puppet of the handler. And their sole focus at this point is to
get the remaining players to the palace and to fulfill that mission of delivering the soul
model. One of the other art displays they can see is the scribe, which players
who have been to Dr.
Barbas's house recognize it as the same or a similar build as described
that he has in his home.
And if they get too close, it kind of interacts with them a little bit.
It does. Yeah.
So this is the scribe will be the one to actually pump out the invitation for the
players.
However, it does need a invitation to go by.
It needs an original copy to reproduce.
I think in my case, I think I had the anarchist when he delivered the bombs
to the agency actually gave them an invitation, so they had at least one.
And then once they make it to the scribe, they're able to give that to the scribe.
And the scribe will produce the additional invitations needed to get everybody to get everybody inside. I see I was gonna say it's a little weird that the only way to get
Invitations to have an invitation give it to the scribe
So that is a good idea that if you know your agents don't have the invitation the anarchist or somebody gives it to them
Yeah, I'm not going tonight and they hand off one copy right and finally they reach the palace
Yep. Well in fact it will to even get there. They have to take a ride on Ambrose's orary. Oh, right
So yeah, and that orary can take them in different places, too
If they just need to travel around again
Yep, it can travel to any location in the skeleton city and the secret city of Carcosa. He could take up to six people with him. It is not fun. Everybody gets some goggles and he sits in a central booth
and the thing just spins around. It's like a painful version of the Willy Wonka ride when
they're going down that tunnel. It gets all psychedelic. Yes, yeah. And of course, with
everything, all the players need to make a sanity roll and those who fail suffer vertigo and nausea for 1d6
minutes yeah vomiting and stumbling about and all their roles are reduced by
40% of course Ambrose remarks it is a marvelous contraption so they can
attempt to gain entry by walking up and handing their invitations, which I assume will get them in.
Yep, and they will be searched. But what's funny is like the guards don't care if they have a weapon, if they have a bomb on them, they just kind of put it off against the guards alertness score of 55%
they're they're they're gonna give up those weapons and those bombs and and make it in like any other party goer
And I assume with a good stealth roll they could probably steal it back or something like that
You know, it's just sitting on a table
Exactly. Yeah, as long as they as long as they beat that guards alertness rating, but then of course if they don't that could that could
Send to rail things quite
if they don't that could that could send the derail things quite quite fully.
The guards are all wearing golden lion masks. So maybe you could play back the golden lion they encountered at
Barbas' home.
They'll have that scary facade on their face. Absolutely.
Yeah, I like that. That's a good point.
They make it inside and then there is the description of the masquerade,
how it is alluring and beautiful and haunting and kind of captures your imagination.
And the players kind of have to fight to stay focused once they're inside.
Yeah, or you know, the main thing that I took away from the description in that hop-in section was hypnotic, right?
Like it's really dialing that dreamlike quality up to 11,
you know, everything, the music, the way people are dancing
and moving about the room.
There is almost this subtle pattern to it that it like,
you know, the way I would describe it is, you know,
if you stare long enough, you feel like you may get
some inter glimpse of how the universe really works.
You know, it's like the planets moving and dancing around each other.
An example of a kind of dreamlike ball.
There is the show
Jonathan Strange and Mr. Norell. Have you ever heard of that?
Yeah, I have.
There's a whole sequence in the fairy kingdom, in the fairy
plane where there's a lot of dance ballroom sequences and it's very dreamlike.
So that's a good example of using something.
But, you know, I also think of Barry Lyndon.
Barry Lyndon was shot almost entirely practically
where they had special lenses and cameras
to get the exposure using candlelight.
So in shots, you see, you know,
hundreds of candles everywhere to give proper exposure,
but it has, it lends itself a little bit of a dreamlike,
strange kind of quality to the image.
So I would watch those old Victorian, French kind of styles of ballrooms and dances and
masquerades and take from your favorite media that uses those examples.
We did receive one question from YouTube comments, a Graham2863 asked, what other music besides the caretaker
might make for good musical background or atmosphere for the night floors and onwards?
You have any other suggestions for music that you can play throughout the campaign?
Always, yeah.
For me, when I was running this, Cryo Chamber was the constant, right?? Cryo chamber for those who are not aware, it's a dark ambient label.
They're a conglomeration of different artists putting out various dark ambient works.
That is absolutely like tailor made for a Delta Green campaign.
They even have a concept album that is all based on or inspired by
Haster by the King and Yellow.
So, you know, that's a great, that's a great one to use.
And just going to their website or where would you find cryo chamber music?
Yes, so just go honestly, just go to YouTube
and type in cryo chamber find their their page
and they release playlists all the time of all of their
like curated playlists of their music that'll fit different tones
and themes.
So find those, listen to the ones that you think fit with the vibe you're going for,
and use those because they are freaking amazing.
And the fact that Cryo Chamber makes it all available for free to everybody is astounding.
If you want also on a bit more of a personal plug, go to blackprojectgaming.bandcamp.com
where you can find songs from the Night Floors,
which is an album that my very own Jack,
our illustrious team member at Black Project Gaming,
took some tracks that I had found
that were public domain from the 1920s
and he worked his magic on them.
So if you're looking for more atmospheric,
unsettling ballroom type music or 1920s type music, that that would be a good go to.
Uh, it's, it's, it's totally free.
So download it, use it in your games and enjoy.
Just leave a comment, let Jack know how much you appreciate it.
That's great.
I knew that you guys had created the soundtrack and we had included it in one of the earlier episodes
and I'll include it in the description for this one as well.
But I didn't know Jack produced it, so that's very cool.
And certainly a great addition to the soundtracks you can use. I always just suggest going on
places like Spotify and literally just searching for playlists. I think you can do the same
on Reddit, which will eventually take you to the Spotify playlists. But if you just
search Delta Green Ambience, Delta Green Combat,
Delta Green Investigation playlists, you will find, you know, hour long, two hour long,
however long playlists that have tons of music that you can use that are appropriate. And
then, you know, you can save those playlists and then start playing them depending on whatever
happens.
And while we're adding links to the description, I'll go ahead and throw up my curated Spotify
playlist as well so you can use those in your games if you like.
So lots of music options to keep things creepy.
Yes.
There are three kind of obvious avenues or goals once you're in here.
There is to escape.
There is to learn the final revelation of the point of all of this.
Or you can be consumed,
which is effectively dying in the situation.
Let's talk about some of these though.
Yeah, absolutely.
First of all, there is the ballroom
where you can see familiar faces.
Any character that you came across in the past
could be here hiding behind a mask.
Yeah, I played with this one a little bit.
Instead of having them run into two characters
that had died previously in the campaign,
I had them look up and there was like a Sistine Chapel style
painting on the ceiling of the ballroom.
And spoilers ahead, one of the players that died
was touched by the clown and exploded into that red mist.
And so it was like, it was the clown as God and the agent agent as like Adam and he was like disintegrating into this red mist and so
it was kind of like a tongue-in-cheek way of calling back to that.
That's great. Yeah, yeah.
I love that. One of the things that they can learn from Tedescu and Mosby is that
Abigail is wearing a cat mask. So they can obviously start wandering around
looking for the masks and who's wearing them.
There is Madame Sosostris,
who is leading a tarot card reading
and they could join her for that.
And that's a way also out.
Then you have, of course, Abigail herself,
where you're finally able,
after all this time to make contact with her
and she'll be telling them, you have got to leave before the king comes. She'll give any agent
that asks hints as to who they need to seek and where they need to go in a party to find an exit.
She seems to know everything about everyone, so definitely reinforce that. If the agents have,
you know, do have the KC lenses' bottle with them, she's excited.
She attempts to hide it, but she'll point out J.C. Lins and urges them to give it to
him. And she'll say that he has a, he's wearing a Raven mask. If she is asked to return with
the agents to the real world, she'll say no. She seems sad, asks the agents to look after
her father. Yeah, if they try to take her away by force, they will incur an encounter
with the guards.
There is also the author, J.C. Lins, that we have been looking for.
He is there as well in a mechanical Raven mask.
Talk to us about what happens when you finally get to him.
Yeah. So, you know, there he is, like you said, in that Raven mask with his
portable Remington, Remet typewriter in tow.
Can't say I've ever seen a portable typewriter.
I love that idea.
And so do I. Yeah, I love it.
You know, of course, he introduces himself as a scribbler by trade.
He he smells like gin.
You know, he's out of ideas.
He's on the skids.
And then, you know, you give him the you give him the bottle.
And then once that happens, it's off to the races.
That's when, you know, they'll handle the soul bottle,
he'll laugh, he'll, he's pleased beyond words,
like he's always been looking for this,
he just didn't know it.
And then once he opens it up and holds it to his ear,
he says he knows the story he needs to write.
And as he walks away, that's when they'll say,
along the shore, the cloud waves break,
the twin sun seek beneath the lake. And you know that you have just given birth to the play that
is the King and Yellow. Um, you know, some yeah, he'll lose if you succeed a Sandy role,
you lose one D six. If you fail a Sandy role, you lose one D 20. Um, so have fun with that
one. Yeah. The final interaction can be with the king. The king is present mostly clearly,
most clearly in his absence. People speak about him in hushed tones. I do think that there's a
couple of different ways you can interact with the king which we'll get into but any thoughts about
the king, how you presented him, and how you introduced him?
So what I did is by the point that I had him arrive,
the players had already given off the bottle to JC Lenz.
And so I knew one player wasn't making it out of there
because that player had died earlier in the campaign.
And so, they were an hour repeater
and they were gonna be doomed to stay there.
So the way I had the the king become introduced was I used the consumption
sequence with Eaton where the king in yellow appears to an agent and this horrific specter
rises from the floor until it's looming above them. You know they make they yeah it reaches
a ceiling 15 meters above that's a 1d10 1d100 sanity roll for you there But then you know the agent is is then picked up in a single massive hand that smells of rotten flesh and cinnamon
I love the descriptors. I love those little descriptors
Yeah, and then the mass gopens like a mouth revealing an ivory throat filled with thousands of shark like teeth
And the agent is consumed and for every lost
Yeah, yeah, and there's a couple of other different kinds of interactions
and revelations that can occur here.
Here we are.
We've given the bottle the JC lens.
We know the truth of the play.
Everyone finds their way out.
How do you resolve this?
How do we bring this to a close?
Is it just a matter of kind of checking in with each agent?
Or how do we bring the story to a close?
Yeah. So the way I did it is I had, I used each of those sequences that I chose for those players as like the capstone to the
camp, like the end of the campaign. So I would just, you know, focus on one player. This is what happens. This is where you
end up. This is where your story ends. And then just until all the players were, were, you know, either back on earth in some way, shape or form,
consumed or, you know, stuck behind. So once I kind of got through everybody, it's like,
that's it. That's that's the story. That's the role that that is the role that you were
born to play without even knowing it. Because that's the other piece, right? If they do exceed that hour,
they get the, I guess, one of the bad endings for the campaign, you know, where they finally,
you know, see the universe as it is. The, you know, the king is unmasked, they are all stripped and
dressed in, the agents are all stripped and dressed in stage clothing, they're made up in
stage makeup, and then they're pushed and tugged in different directions until they're positioned on this vast stage. And, you know,
the curtain behind them comes up and they see an apartment with a strange wall filled with
of random items. And before them, they see the audience, every former agent and NPC they encountered in the campaign. And it's then that, you know, we see, you
know, we see Abigail Wright, we see Mosby mouthing the lines. And to me, this this end
quote, even though this was for a specific ending, I still use it because it's very poignant.
And I love the way it kind of wraps it up and summarizes. And so we come to our end
of sorts of play that contains multitudes all who died all who live all who yet
Shall upon this stage with us forever curtain
Love that quote love that line and so I wanted to incorporate the incorporate that anyway
Well, it is unbelievable we have made it to the end of our
unbelievable. We have made it to the end of our understanding and walk through of this campaign. Didn't think we'd ever make it. I thought we'd get
great. I thought we'd go crazy by then.
You know, it really is true. The only way out is through.
It really is.
I think this has been such a pleasure and it has been really helpful to talk
about this stuff with you. I think a lot of the folks that have watched have said, you know, I'm able to read and understand the material myself,
but it's nice just to have somebody else talk about it, talk about their perspectives and kind
of give me new perspective as I'm listening or watching the content. So I'm glad we've been
able to help some folks. Same here. Yeah. This is definitely a beast of a campaign.
And I think, like you mentioned,
having somebody to talk it out with
and bounce ideas around,
like I've learned different ways
that if I were to run this again,
I would try different things
or implement different sequences or imagery.
This is a campaign that you can run more than once
and never run it the same way twice. That's true. Which is a campaign that you can run more than once and never run it the same way twice.
That's true.
Which is a gift that keeps on giving and man,
what a story.
Like this is without a doubt,
just as far as RPGs go in general,
one of my favorite campaigns I've ever run,
read, been a part of.
After reading it, I think I agree with you.
It's really well done.
It is well thought out.
You know, along the lines of what you mentioned
about bouncing ideas off of, if you are a handler who doesn't have someone else to
bounce off of, there are always websites like Reddit.
There are, there is the Discord, the Impossible Landscapes Discord, which you
can easily join, you know, find those groups of people that love Impossible
Landscapes and bounce your ideas off of them because it is generally a very
friendly and welcoming group of folks. 100% absolutely yeah find that discord
server find those folks and bounce ideas because when you're united in a
group of people who share that passion of running a good game the sky's the limit.
Now although this is the final episode for the overall large campaign, we still have one more episode, almost kind of
like a bonus episode, because we are going to cover all of the exeant materials that we could not get
to in the regular campaign that includes the library, the missing room, and I want to talk about
the entities and artifacts at the back of the book. But there is one more surprise that we are holding on to and revealing now.
We are going to have an exclusive interview with Dennis Detwiller,
the author of Impossible Landscapes, the co-creator of Delta Green,
just a giant in the field.
And we are really looking forward to asking him some questions about the campaign,
about Delta Green in general.
And we will have that for you the next time we release another episode.
I'm very much looking forward to that interview and looking forward to seeing
how it was received by you all and giving you the opportunity to hear from the man
himself who put this this this work of surreal art together.
So if you have enjoyed today's episode, please make sure to like and subscribe. together. extra stuff that we don't cover in the shorter version. Additionally, we are also providing the Patreon exclusive audio of Black Project Gaming's God's Teeth Run.
So if you want another Delta Green campaign with folks that you know have been doing it for years,
are good at it and have great chemistry, you should definitely sign up.
Thank you again for watching and we will see you next time.
Be senior you folks.