Cold Wind Blowing
The next stop on the Orient Express is Trieste where the
search for the simulacrum leads the investigators a magical medallion, competition
between rival cults and a restless spirit.
The scenario outlines each of these actors and their likely actions
against a rough timeline, which supports a more freeform and player-driven style
game, but also requires the Keeper to ensure they have prepared thoroughly
prior to each session.
The Bora is a non-player character in this scenario, a
relentless wind that howls through Trieste and threatens to blow their
investigators off their feet. The Bora
is also linked to the local cult and the beings they worship, providing a neat
way to highlight this influence from the moment the investigators disembark
from the train (albeit without the characters realising it initially). While this has the potential to be very
atmospheric it does place a burden on the Keeper to continually find ways to
make this meaningful and interesting for the players.
One suggestion is to use a soundtrack, a short clip of a
howling wind, looped and played at the table as background noise; this had my
players hunching against an imaginary freezing wind. Turn up the volume when the investigators are
outside. Another suggestion is for the
Keeper to make a list of events to intersperse when the investigators venture
out, for example:
- Two elderly nuns are crossing the road, when the wind knocks one to the ground. A trolley car bears down on the pair, and it’s not clear if it can brake in time. Will an investigator risk serious injury to save a stranger?
- The wind rips apart large sign depicting a man enjoying a glass of wine. Fragments of the sign containing the decapitated head hurtle toward the investigators.
- A hat, scarf and coat swirl in a wind eddy nearby, giving the impression that someone recently shed a disguise.
- Warm rain spatters an investigator, the wind driving it into their moth or eyes, but when they get inside they find they are covered in blood. Perhaps Fenalik is hunting nearby, or perhaps a butcher lost control of a bucket of offal?
Perhaps the most memorable encounters of the scenario is
with the ghost of Johann Winckelmann, whose possessions the investigators must
trace. Although the sequence of events
necessary to initiate the haunting is slightly tenuous (investigation at the
museum, a meeting with a private collector, then hours spent deciphering a
dairy in classical Greek) the subsequent haunting is extremely atmospheric,
presenting a range of suggestions to unnerve the investigators in escalating
levels of severity. Unfortunately the
climax of this encounter (the image of Bacchus) is a clue more likely to
confuse or frustrate the players than drive the story onward.
Aside from the possibility of the investigators conducting a
séance there seems to be little purpose to this additional obfuscation. The scenario does provide several ways to
steer the investigators to the ultimate aim of this section, the recovery of
the amulet, but it seems to me that the story of Winckelmann’s murder, conveyed
either through a vision or dream (ideally where the investigators can have some
level of interaction) would, in my opinion, provide the investigators with a
much clearer idea of what they are looking for (an old inn built over ancient
ruins) than the scripted path, and also allow their historical or library use
skills to come to the fore while scanning old town plans or historic records.
Antonio Termona and the lloigor cult are the other major
consideration for this scenario. On one
hand it is refreshing to introduce a new cult and their supernatural masters who
care nothing for the simulacrum. On the
other hand is seems a little derivative to again have the characters recover a
powerful artefact that is sought by a dangerous cult. Ultimately my players found the incidental
link between cults and artefacts to be somewhat confusing. The key clues which shed light on this probable
link are held by the Brothers of the Skin, who the investigators are unlikely
to confront unless they are particularly aggressive, and by Helmut the mutilated
former investigator, who the characters are unlikely to engage with unless they
feel particularly sympathetic or trusting.
I suggest that should the investigators need a further push to
investigate Helmut, they might happen across a newspaper article that describes
Helmut as having located ancient treasure horde in an unnamed cave
complex. The following day the cult acts, Helmut
is mutilated and the paper publishes a story clarifying that their earlier
report was in error.
The scenario proposes that the investigators are under
surveillance by both cults from a fairly early stage, but there are few details
to support the Keeper to describe these watchers beyond the first and most
awkward. I suggest there is an opportunity
here to play on the investigators paranoia and highlight the insidious nature
of both cults; the lloigor cult are locals and virtually anyone could be a
member, while the Brother of the Skin might have taken the appearance of any
NPC the investigators have previously encountered.
A prepared keeper might create some details for NPCs the
characters are likely to encounter (hotel concierge, waiter, trolley car or
taxi driver, newspaper seller etc.) and then arrange for subsequent encounters
to seem increasingly suspicious as the NPC has different mannerisms, seems to
use a different dominant hand, or be engaged in furtive conversation with other
passers-by when the investigators approach.
The final act of this scenario occurs when the investigators
venture into the caverns at Postumia. At
this point they almost certainly know they are venturing into the lion’s den
and this may be problematic, given they have no direct knowledge that the
simulacrum is located there. The
investigators may wish to enter by stealth, some may wish to be heavily armed
and some may feel the risk is simply too great to make the trip at all. One suggestion, if there is some wavering on
the part of the investigators, is for Helmut to remember having seen a part of the
simulacrum in the caverns.
There is little detail about the nearby town and countryside, and the influence of the cult in these environs, which was problematic as my group decided to investigate these in some detail before committing to enter the caverns.
The scripted setup is neat and atmospheric as the friendly ‘guide’ takes them deeper beneath the earth where a chaotic confrontation occurs. Despite the seemingly huge odds, as scripted
the investigators are more spectators than protagonists as rival cultists
battle. To give the players greater
agency I suggest that, assuming the investigators came ready for action, they
should have the opportunity to defeat Antonio Termona and Marco in a running
battle prior to their encounter with the lloigor and perhaps Carlo and one of
the Brothers of the Skin as they make their escape with the leg.
Running this final scene can be a significant challenge
for the Keeper if they are to convey tension, pace and danger while also allowing
the investigators to interact with the scripted story elements and not feel
like they are merely spectators and not in any real physical jeopardy. However if you can pull this off, and the
players are willing to meet you half-way, there is the makings of a thrilling
and memorable climax, which is likely to be a highlight of the campaign.
In summary:
PROS
Other parts of this review:
The Blood Red Fez
Overview & London
Paris
Lausanne
Milan
Venice
Constantinople (1204)
PROS
- Trieste and the Bora provide a unique and highly atmospheric backdrop for the scenario.
- The haunting scene is very evocative and likely to create a very memorable experience your players.
- The plot involving rival cults and an unrelated Mythos artefact is refreshing and allows the Keeper some flexibility, and the investigators some agency, in how events resolve .
- The climax provides a further epic and highly atmospheric encounter, with relatively minimal risk to the Investigators.
CONS
- The plot for the scenario seems unnecessarily complex in places and is a little derivative of the overall campaign plot.
- While the factions and key protagonists are described, allowing for some contingency for investigator action, the Keeper will likely need to invent additional details to keep this convincing if the scenario runs for multiple sessions.
- The investigators may not have sufficient information or motivation to risk the dangers of venturing into the caverns at Postumia.
- The investigators are spectators for much of the final confrontation in the caverns and their meeting with the lloigor, as scripted, may seem a little contrived.
In summary the Trieste chapter of the campaign pulls together a range of very evocative scenes and set-pieces, and allows a reasonable degree of flexibility in how the bulk of the scenario plays out. However, some parts of the plot are not well linked, and the Keeper may need to improvise and invent additional detail in order to keep the investigators on track for the epic final climax.
Other parts of this review:
The Blood Red Fez
Overview & London
Paris
Lausanne
Milan
Venice
Constantinople (1204)
Trieste
Dream Zagreb
Constantinople (330)
Vinkovci
Belgrade
Sofia
Constantinople (1923)
Across Europe
London Again & The Dreamlands Express
Istanbul (2013)
The Final Analysis
Dream Zagreb
Constantinople (330)
Vinkovci
Belgrade
Sofia
Constantinople (1923)
Across Europe
London Again & The Dreamlands Express
Istanbul (2013)
The Final Analysis