Horror On The Orient Express - An Adaptation

INTRODUCTION

This set of Keeper notes features adaptations for Chaosium's campaign 'Horror On The Orient Express'. Almost all of these adaptations were successfully used in play. These notes were originally posted to the Strange Aeons list in 1998. Since then there have been many requests to repeat the posting or provide more information on the adaptations. To that end this page should be considered a work in progress and will be updated whenever possible with electronic versions of original written handouts, notes etc.

Our group of 9 experienced players took on 'Orient Express' in one long stretch and even after a rewrite they didn't rate it against 'Masks of Nyarlathotep' or even 'Fungi From Yuggoth'. How well this scenario works is dependent upon your group and their stamina. It took us the best part of 6 months to play out the entire scenario. That's good value for money but it would seem that in this case size doesn't matter.

'Orient Express' is not a regular CoC campaign. It relies heavily on the weird European feel to make it different from other campaigns. It is also too linear and has too few red herrings. Nothing that cannot be fixed, however...

General Atmosphere
Mehmet Makryat
The Brothers of The Skin
Khlysty and Skoptzy
Witches and Fertility Cults
Fenalik
Romance and Gothic Horror
Gypsies
Religion
London
Paris
Lausanne
Milan
Venice
Trieste
Dream Zagreb
Belgrade
Keeping Things On Track
Sofia
Mass Murder On The Orient Express
Constantinople / Istanbul
The Return Journey
London Again
Summary


GENERAL ATMOSPHERE

Try and present an 'atmosphere' to the players. Take time over narrative pieces e.g. describing the church bells which may be heard in Paris, Lausanne, Venice. As the scenario is linear, the Keeper must try NOT to communicate a feeling of time pressure. Instead let the players settle into a romantic 'travelogue' feel and slowly change it into Gothic horror. It is also essential to have batteries of NPCs ready for use on the train and at each stop. It is important to avoid an episodic feel wherein things only happen at stops. Lastly, try to conceal the fact that the PCs are being followed by Mehmet Makryat until halfway, say Venice, as discovery of this fact can throw a spanner in the works.

Inspiration:

'Murder on the Orient Express' by Agatha Christie

MEHMET MAKRYAT

Mehmet Makryat is a weak element in the campaign. He has to be kept alive, always in the background, and he is supposed to be prodding the PCs along to get them to do his dirty work. This means that great care must be taken to keep him alive.

In this scenario it helps to have PCs who are classic investigator types. If their reputation precedes them then this justifies Makryat's (and Mephistos (see 'London' below)) interest in the PCs. It is unrealistic to expect Makryat to use any old random group of people as foils for his master plan.

THE BROTHERS OF THE SKIN

The Brothers are an odd cult unlike the standard Mythos mob. A cult that has a key to immortality would make many influential contacts throughout Europe. The senior, immortal members of the cult would likely be paranoid about their safety and would probably view one another as dangerous competitors when they were not acting for the common good of the cult.

As written in the campaign, the Brothers can trace their history back to the time of the Crusades. In this treatement, in the intervening time the Brothers have become a pan-European network of arrogant immortals (the Jigsaw Prince being a good example) who have sold their souls to Nyarlathotep in exchange for the continuation of their decadent lifestyles. They are paranoid and territorial, which helps rationalise both Mehmet Makryat's machinations and the cult's apparent inability to coordinate actions against the PCs as they move around Europe. Each different territory is controlled by a specific sub-cult of the Brothers, headed by one powerful immortal. Secrecy is the key to the Brothers success. In this they unknowingly emulate the many faces of the Skinless One.

Historically the Brothers have been adept at corrupting religious heresies and other groups to recruit more followers. In Renaissance Italy the Brothers made many converts amongst the Flagellants. In Hungary, Russia and Poland the Brothers forged links with the Skoptzy and Khlysty, real-world mutilation cults. The Brothers found many recruits amongst the sexually decadent nobles of 17th century France as well as the dispossessed proles.

Lastly, the Brothers have links with Omar Shakti in Egypt (the Brotherhood of the Black Pharaoh).

KHLYSTY AND SKOPTZY

The Khlysty and Skoptzy were 14th - 19th century Russian heretics who were persecuted by the church. They are almost too fantastic to be real.

The Khlysty were a group who believed in the separation of spirit (good) and flesh (evil) and acted in a manner similar to the Christian Flagellants. They also held ‘orgiastic’ rites, took ‘spiritual wives’ in opposition to standard church marriage doctrines and generally had a serious pain-pleasure fixation. Rasputin was reputedly a member of this sect and visited jailed members in Russia prior to his period of fame at the Russian court.

The Skoptzy were an offshoot, the mutilants, who believed in male and female genital mutilation and castration as a step on the path to heaven. Apparently both sects still had thousands of followers in Russia at the time of the October Revolution. There is also a reported incident of the discovery of a large Skoptzy sect in Hungary in modern times.

In this treatment the Brothers of The Skin share certain ideals with the these sects. They sacrfice their flesh (and ultimately their souls) for spiritual power, believing the flesh to be a vessel which ties them to mortal existence. As they become more powerful and corrupt the Brothers physically rot away and have to steal body parts to stay active in the mortal plane.

Inspiration:

'World Fanous Cults and Fanatics' by Colin and Damon Wilson'

WITCHES AND FERTITLITY CULTS

In the 1990's it is an accepted fact that middle and eastern Europe was the centre of ancient fertility cults. Evidence of such cults (e.g. remains of religious communities of red-haired Slavic Europeans) has been discovered as far east as the deserts of China. Since Greek times such cults have been recorded in writing e.g. the Dionysian witches. In the 1920's the famed occult treatise 'The Golden Bough' dealt with the rituals of tree-worshipping Dianic fertility / hunting religions. Margaret Murray's 'Witch Cults in Western Europe' also dealt with the survival of witch cults in modern times.

These fertility cults featured mysterious pagan rituals, hints of human sacrifice, sympathetic magic and connections to the Moon, nature, birth and death. The Black Man (one of Nyarlathotep's forms) was often associated with witches, setting a precedent for the Brothers of The Skin to use the same holy ground as the earlier fertility cults stamped out by Christian churches. Witch cults (whether involving Shub Niggurath or not) make an ideal contrast to the male-dominated Brothers of The Skin. In the campaign evidence of such cults may be found in the Postumia caverns, the woods in Oraszac and the caverns near Sofia. These cults offer a realistic red-herring or sidetrack which may be explored by surviving PCs (if any).

Fenalik's ancient background makes it probable that he was an initiate of one of these very cults. He would be familiar with the rituals and forms of worship and may even recognise some of the locations used by the Brothers.

Comment: Chelsea Quinn Yarbro's fictional vampire, Ragoczy Saint Germain, was 'created' during a bloody fertility ritual which took place long before the time of Christ. The rituals described in these stories are similar to those discussed in the Golden Bough.

Inspiration:

'The Golden Bough' by George J. Fraser
'The Wicker Man' (film by Robin Hardy)
'Out of the House of Life' by Chelsea Quinn Yarbro

FENALIK

Fenalik gets very little to do considering he is such a major NPC in the campaign. This adaptation gives him a little more depth and a more active role.

Fenalik was born many years before the birth of Christ. In his pre-vampire days Fenalik and the warriors of his tribe worshipped the Dianic moon / fertility goddess of 'The Golden Bough', an aspect of Shub Niggurath. The witches who presided over these religious ceremonies were the red-headed Slavic progenitors of the Dionysian witches of Greek times.

After becoming a vampire, Fenalik spent many years wandering, always as a warrior or soldier. He passes from record until the time of the Crusades to free Constantinople. Fenalik assumed the identity of a wandering knight. As a knight Fenalik was able to move around in daylight in full armour, with only an eye slit in his helmet allowing light in. By keeping to the shadows and taking great care his regenerative powers were able to cope with the damage inflicted by sunlight. However, Fenalik unknowingly fell prey to leprosy during the later years of his travels. Vampires are not immune to leprosy, it just takes a long time for them to die from that disease.

Fenalik joined a small group of knights (who did not know of Fenalik's true nature) and travelled across Europe (see 'Belgrade' below). He finally made it to Constantinople where he accquitted himself well during the battles, tirelessly slaying many Turks before discovering the Simulacrum. The Simulacrum was of prime importance to the vampire Fenalik as it allowed him to overcome the disease which threatened to end his unlife.

After the Crusades, various historical references to Fenalik may be discovered by dilligent researchers e.g. a journey to Russia during the Middle Ages. In common with many con-men he never changed his name too drastically. He was known to the Brothers of The Skin but he avoided their assassins quite successfully and always proved to be dangerous to the Brothers. He successfully masqueraded as a Knight of the Teutonic Order in Paris just prior to his incarceration.

After awakening from a coma in the modern-day Parisian asylum, Fenalik is far too weak to take on the world as he once did. However, he is not so weak that he cannot act as a guardian angel for possessors of parts of the Simulacrum. All he has to do is make sure they get the complete Simulacrum before the leprosy kills him.

Comment: Inspiration for this background came primarily from the Necroscope novels of Brian Lumley (very gory and action-laden) and from the St Germain novels of Chelsea Quinn Yarbro (romantic and historically very heavily researched). If reading these stories doesn't give you ideas on making Fenalik an unforgettable NPC then it is time to hang up your Elder Sign.)

Fenalik inspiration:

'Nosferatu The Vampire' (1922 film by F. W. Murnau)
'Necroscope' (1,2 and 3) by Brian Lumley
'The Golden Bough' by George J. Fraser
'Out of the House of Life' by Chelsea Quinn Yarbro
'Crusader's Torch' by Chelsea Quinn Yarbro
'Hotel Transylvania' by Chelsea Quinn Yarbro

ROMANCE AND GOTHIC HORROR

Try and develop a romantic mood for this scenario. All Gothic horror stories contain a good dose of romance. This works best by juxtaposing players falling in love on the Orient Express with their grim battle against Mythos forces. heroes need something to believe in other than the stark, mind-numbing reality of the Mythos universe. A love story (or two) adds to that holiday feel at the beginning of the scenario and adds extra impetus to the climax, especially if loved ones are in danger.

GYPSIES

It is worthwhile to develop the use of gypsies in the campaign. Whenever possible use mysterious, wizened fortune tellers, caravans glimpsed from the passing train, gypsy entertainers on the streets etc. They add a mysterious and romantic feel to proceedings, and will make things easier when introducing the Makryat / Aktar in Istanbul, and in the Belgrade section. The gypsies could be a source of Mythos knowledge and / or replacement NPCs if that is appropriate.

RELIGION

How can a Keeper resist the possibilities of a scenario which uses the Crusades as historical background? The Vatican makes only a small appearance in Trieste but they can be added to the overall mix. A small group of Vatican occult experts looking for the Simulacrum makes for an excellent red herring and a good source of emergency clues. They have documents from the Middle Ages, Renaissance and Inquisition which mention the Simulacrum as a source of dark power. The militant orders of these periods will also have records of Fenalik's appearances in large-scale battles.

For those interested in expanding a Vatican connection there is a tailor-made group (the Order of the Sword of St Jerome) detailed on Davide Mana's home pages at:

http://www.fortunecity.com/tattooine/zenith/134/cthulhu.htm

Comment: If the Keeper permits, PCs will eventually realise the plot is leading them back along the Crusaders' original trail to Istanbul.

Inspiration:

'The Name of The Rose' by Umberto Eco (film by Jean-Jacques Annaud)

LONDON

London has some good elements, especially the ghost train. Combine this with the train scenario from Chaosium's 'Fearful Passages' to give the players a premonition of the terror to come. The basic introductory hook is weak, a typical CoC friend / relative in trouble. Starting with a stronger introduction is necessary:

The London-based stage magician and self-proclaimed psychic Abraham Mephisto contacts all the PCs in writing to warn them of a dark shadow hanging over them. This dark shadow has the form of a swarthy Arabic gentleman (actually Mehmet Makryat, although PCs may suspect Nyarlathotep). His letters conclude with a request to meet him that evening between shows (he does two every night). Mephisto is a minor celebrity who has correctly predicted floods, train disasters, Grand National winners etc. He has recently made headlines by forecasting the death of a member of the Royal family.

Mehmet Makryat sees Mephisto as a danger and plans to kill two birds with one stone. He spends time observing Mephisto, disguised as a stage hand, and even intercepts Mephisto's mail. Just after Mephisto contacts the PCs, Makryat kills Mephisto in his dressing room and assumes his identity. He conducts an interview with the real Mephisto's body stuffed in a trunk which perhaps one or two male PCs must sit on as the dressing room is so cramped. Makryat makes the mistake of smoking Turkish cigarettes throughout, although PCs will not discover until too late that the real Mephisto didn't smoke. Makryat is vague about this sinister threat but takes pains to emphasise that the PCs are in danger. He mentions that one of the faces in his visions is not clear but is definitely an older man.

When the PCs leave, Makryat assumes his normal identity, unboxes Mephisto and leaves the building. He summons fire vampires to burn the theatre, paying particular attention to the dressing rooms backstage. The newspapers carry a report next day and PCs will be interviewed by the police looking to blame a careless smoker. The irregularity of Mephisto smoking will come to light. Mephisto gets an obituary in the press which repeats his last warning about the Royal family.

(For Keeper's who like sub-plots, Mephisto is also a paid agent of the Italian government. When he dies, foreign agents will be set on the trail of the PCs.)

Makryat then proceeds with his 'Professor-in-trouble' act. Astute PCs will notice the similarity in fire damage at the theatre and the Professor's home, hopefully drawing the wrong conclusion that someone is out to get them.

Comment: The PCs never caught on to Makryat's ploys, although they did investigate Mephisto's death prior to leaving on the Express. Mephisto provides a great hook for getting disparate PCs together. One PC in the group,a psychic with the talent psychometry, was particularly keen to pursue the scenario. He used his talent in the apartment where the ghost train had manifested and ended up aboard the very same train!

London inspiration:

'The Si Fan Mysteries' by Sax Rohmer
'The 39 Steps' (film by Alfred Hitchcock)
'Brief Encounter' (film by David Lean)

PARIS

Strive hard to present Paris as a gay, bustling city full of hidden secrets ready to surface at any moment. If PCs feel as though they are on holiday then that is a good start to the proceedings. As written Paris lacks a branch of the Brothers of The Skin. This gives PCs an easy start but is rather illogical given turbulent French history and the decadent reputation of the city.

The Brothers in Paris include some of the most corrupt and depraved people in Europe. 90% are members of a large beggar's guild which is based in the catacombs beneath Paris and exercises control over the majority of the street people in the city. Members include beggars (crippled deliberately or not), urchins, street performers (mimes, puppeteers, musicians, jugglers, acrobats) and thieves. The other 10% are politicians, gangsters and similar depraved individuals of influence who have been seduced by the lure of the cult. Extortion and kidnapping are favoured pastimes of the senior Brothers.

Street rumour says that the members of this unofficial beggars' brotherhood have, in harsher times, eaten the flesh of dead people and even murdered to obtain such food. Likewise, disappearances of children (or adults) are often accredited to the beggars. Modern Parisians pay no heed to such talk but older people can relate storioes along these lines. Non-cult street people are scared to talk on this subject for fear of being overheard and marked for death.

The senior Brother in Paris is Jules Le Fevre, a psychopathic Pierrot clown who delights in causing fear and chaos on behalf of his God. He was born in Deauville in 1830 and as a young man displayed a remarkable singing voice. He was made castrati at age 11 and became a famous opera singer during the 1850's. He was the lover of many Parisian women (most married) and was himself seduced by Antoine Boucher, then leader of the Parisian Brothers. Le Fevre lost his mind when he saw the Skinless One summoned on Samhain 1858. He later began to hear voices in his head. The voices suggested he kill Boucher. He impressed his fellow Brothers at a communal meal by bludgeoning Boucher to death with a blunt cleaver and then eating his brain as an hors d'ouvre. Le Fevre still hears those voices in his head but he now throws them with amazing ventriloquistic skill, appearing to hold many different conversations with himself. Le Fevre giggles a lot and initiates extreme violence at the drop of a handkerchief. Le Fevre has completed his transformation to a ghoul and has many allies amongst the ghouls who infest the Parisian catacombs. He constantly wears clown makeup (actually it is permanent tattooing) which helps disguise his true nature.

Reflecting the current turmoil within the ranks of The Brothers in Istanbul, there is a similar schism happening within the Parisian branch. Justine Marchand is a senior cultist who runs a sprawling Parisian whorehouse (the House of Chains) on behalf of the Brothers. Specialising in sadomasochism, fetishes and other deviant behaviour, this establishment is patrionised by wealthy Europeans, politicians and others of influence. It is also protected by and patronised by the police. Given the male prediliction for pre-coital boasting the House is an invaluable information source for the Brothers. However, Marchand is a control freak who would like to wrest control of the Paris Brothers from her superior. She would have the Brothers concentrate on corrupting the wealthy rather than organising an army of underclasses.

When PCs arrive in Paris they will be spotted by the beggars and tailed at Mehmet Makryat's request. However, Le Fevre will want to know what Makryat is up to. He will dispatch a group of filthy street people to kidnap a lone PC at the earliest opprtunity. After a few days torture in Le Fevre's extensive dungeons the PC will end up as a main course for the starving beggars. This incident will convince Makryat that he cannot rely upon the Brothers and must work totally alone.

Comment: PCs went by the book up until they found the Simulacrum. Scared by Fenalik's appearance one of the paranoid PCs later became aware of Makryat and confused the two. The PCs laid a clever trap for Makryat by appearing to hand over the Simulacrum to British authorities in Paris. The PCs then lay in wait. Makryat exposed himself that night to go after the Simulacrum and was in turn pursued by the PCs. This culminated in Makryat conjuring a Hunting Horror in a park near the Eiffel Tower and setting it on his pursuers. Many innocents were killed. The surviving PCs left Paris just ahead of the investigation into the massacre.

During the train journey PCs met Caterina Cavollaro and one male PC became enamoured of her. As late night entertainment another PC, a 'fake' psychic, allowed herself to be talked into holding a seance for a lovelorn passenger. The Keeper as Fenalik couldn't resist adding to the tension, conjuring a mist within the express car, banging on the roof and so forth. PCs slept in shifts with loaded pistols nearby.

Parisian inspiration:

'The Phantom of the Opera' by Gaston Leroux
'Candle for D'Artagnan' by Chelsea Quinn Yarbro
'Hotel Transylvania' by Chelsea Quinn Yarbro
'Justine' by Marquis De Sade
'The Anubis Gates' by Tim Powers
'Interview with the Vampire' (film by Neil Jordan)

LAUSANNE

The section in Lausanne is rather self-absorbed and fails to make the town 'come alive' enough for players to care what happens to it. If Lausanne features plenty of NPCs for players to interact with then the PCs will recognise and be more sympathetic to those same townspeople in Dream Lausanne. Keepers should seriously consider adding many more NPCs and promoting much more roleplaying prior to embroiling the PCs with the Duke's schemes.

Agents of two (or more) rival foreign powers are in Lausanne to bid for the purchase of a suitable MacGuffin e.g. the secret formula for a new truth serum. The Swiss chemist who discovered the formula is on the Orient Express, knows he is being pursued and conceals the handwritten formula amongst the personal effects of a PC. The agents are observing all routes into Lausanne and naturally mistake PCs for yet another group of rivals. PCs are shadowed, their rooms entered, possessions searched and so on but the formula is not discovered as it is written in invisible ink. Meantime, the Jigsaw Prince will take advantage of this golden opportunity by murdering the poor chemist after extracting the location of the formula. The Duke plans to play all sides against one another whilst trawling their dreams for useful information to be sold later. He just needs to get the formula.

Dream Lausanne and its Jungian influence on the emotional wellbeing of the towspeople is a strand which invites development. It is perhaps better portrayed as a collective fantasy ideal Swiss town which has been 'hijacked' by the Duke. The townspeople would like to rid themselves of the Jigsaw Prince, unconsciously wishing for a hero like Otho of Grandson to help them. Newly arrived PCs are therefore visited in dreams by the spirit of Otho who asks for help in ridding the town of the cancer which pervades it. Naturally these dream messages are obscure but PCs should awake with enough information to prod them into researching the background of this mysterious guardian.

PCs are then led into a confrontation with the Jigsaw Prince. In dreams the Prince has the hands of the statue of Otho in a big pouch on his belt. They allow him to control the animated bronze statue. By recovering the hands of the statue the PCs can break his control and allow Otho's spirit (as dreamed by the townspeople) to animate it instead. With the help of such a powerful ally the PCs may defeat the Jigsaw Prince and free Dream Lausanne. If PCs are astute they could also use the secret formula as a bargaining tool but the Duke will try to double cross them as soon as possible.

Comment: PCs were not enamoured of the foppish Duke. They burgled the Duke's home and found the magical doorway. After an initital two-man scouting mission in Dream Lausanne the PCs prepared for a longer trip; gold coinage, medieval clothing, food, lots of medieval weaponry. Once in Dream Lausanne the PCs moved very quickly against the Jigsaw Prince. One PC stood up for Wellington, another engaged the Prince in a clandestine sorcerous battle for control of the statue of Otho and the others caused a riot. One PC effectively pickpocketed the bag containing the hands and gave them to the statue, which promptly chased the Prince all over town. They eventually got the Scroll and were able to retreat without loss of life. On the train to Italy the Duke appeared and threatened the PCs. They called the Duke's bluff and a brief firefight ensued. The Duke escaped without the Scroll whilst one unlucky, big-mouthed PC was retired to a hospital bed with massive burns from a Shrivelling attack.

Lausanne inspiration:

'The Stress of Her Regard' by Tim Powers
'Frankenstein' by Mary Shelley
The Lady Vanishes' (film by Alfred Hitchcock)
'Gothic' (film by Ken Russell)
'Secret Agent' (film by Alfred Hitchcock)

MILAN

One of the better sections as published. Italy in the 1920's and 1930's was a hotbed of politics, culture and social turmoil. The weak spot in the 'Milan' section is that there are very few leads to the location of the Simulacrum. Keepers should drop in a few extra leads e.g. an embarassing rash amongst regular opera-goers who, whilst sitting in a cafe, complain vociferously that La Scalla should be fumigated. Ideally this section should be played as light relief to allow the PCs to catch up on some rest and SAN.

Take special care to present the earlier meeting on the Express with Caterina Cavollaro so that PCs will be keen to see her again at La Scalla. A good twist is to have a handsome male PC become a favourite of hers. It is essential that the PCs are motivated to attend the opera.

The Brothers of The Skin are rather faceless considering the Milanese reputation for being fashionably cool. In addition to being one of the local organised crime gangs this branch of the cult is obsessed with fashion and appearance, stereotypical Italian stallions magnified tenfold. They are the opposite of the Parisian beggar cultists who care nothing for external appearances. The Milanese Brothers have their headquarters in a large fashion house, complete with tailor, clothing salon, barber, beauty salon and attached factory / warehouse space. Milan was quite cosmopolitan so it is appropriate to have a mix of both friendly and corrupt policemen who are sympathetic to tourists but none too keen on pursuing those mysterious cases which feature missing body parts.

This section should be quite relaxed by comparison to some of the others as there is little to do except soak up the culture of the city. If Italian spies are on the trail of the PCs they will catch up with the PCs in Milan and begin tailing them. This is also an excellent place for the Vatican's agents to put in their first appearance (see 'Religion').

Comment: In our campaign one PC (a Lord Greystoke clone) arranged to be 'talent-spotted' by the sexually ambiguous opera director. This PC was given a walk-on part in 'Aida' due to his impressive physical build. This led to an entertaining chase backstage when the Simulacrum was revealed. Next day seven street musicians (two of whom were suspiciously well dressed and cold eyed) set themselves up across from the PCs hotel to play romantic music to passersby. When the PCs left their hotel the two non-playing musicians opened their violin cases, pulled out Tommy guns and let rip. Surviving PCs followed the hit men to the cultists lair. During a daring dawn raid the PCs found Caterina Cavollaro in a basement room, physically restrained and placed within a magic circle. Breaking the circle summoned a guardian Dimensional Shambler. Cavollaro was rescued. PCs immediately fled the city.

Milan inspiration:

'The Name of The Rose' by Umberto Eco (film by Jean-Jacques Annaud)

VENICE

An excellent section requiring negligible modifictaion. As with 'Milan' the Keeper must draw up a large cast of NPCs to flesh out the city. These NPCs may then be used to embroil the players in a Fascist ­ Communist war (reflecting the degenerating influence of Fenalik upon the city) featuring corrupt Carabinieri, gangsters, smugglers, freedom fighters and the two star-crossed lovers. It is important that the Keeper plays even trivial NPCs as three dimensional characters. This allows the aborted love affair and the ongoing 'curse' to have more relevance to the PCs. Care should also be taken to prevent this clandestine war from becoming a shooting match (see below).

As there is no branch of The Brothers of The Skin in Venice, it is a good place to introduce those Vatican historians (see 'Religion'). On their travels the PCs often see the same group of three black-robed priests on the opposite side of the canal, crossing a nearby bridge and so on. Questioning them gets only a smile and a yarn about "looking for sites of historical importance".

There is an important atmosphere to Venice which PCs should experience over a number of days. When PCs first arrive their investigations should have the feel of a mystery tour around a beautiful city. The atmosphere should get darker and more oppressive as time goes on and Fenalik's curse is felt. In addition to the events noted in the scenario the PCs should encounter Fascisti (good and bad), a Socialist / Communist rally (broken up by the authorities) and an old crook, Davide Amatto, who offers them objets d'art at a knock down price. The old man can point them at the Gremanci workshop which, although it is the only lead to the Simulacrum, is almost impossible to find. The elder Gremanci is also annoyingly obtuse and should perhaps be made more amenable to tourists.

Events should be manipulated so that the PCs only get to the clock tower after a fair number of days in Venice. Ideally this should be during the late afternoon so that the atmosphere is suitably dark and cloudy to allow Fenalik to make an appearance.

Comment: In our campaign we had a disaster in Venice. Things proceeded according to plan until the Simulacrum was found. One of the PCs (a shady Sicillian-American) messily murdered the interfering Fascisti leader who had been dogging their footsteps, mistaking him for an agent of the forces of darkness. This led to a running gun battle between innocent PCs and the Carabinieri. A number of PCs were rendered hors de combat. This incident very nearly finished the campaign for everyone and it certainly spoiled the mood for a time.

One male PC had also fallen for a breathtaking Italian Countess (actually a spy) who was travelling on the Express to Venice from Milan. She stuck with her paramour until encountering Fenalik near Belgrade, where she died.

Venice inspiration:

'Dont Look Now' (film by Nicholas Roeg)
'Dance of the Vampires' (film by Roman Polanski)
'The Name of The Rose' by Umberto Eco (film by Jean-Jacques Annaud)
'Nosferatu The Vampire' (1922 film by F. W. Murnau)

TRIESTE

The Trieste section is an unfortunate mess e.g. the opposition consists of lloigor cultists and an Ithaqua visitation, unnecessary sidetrips which do not contribute positively to the overall plot. This section contains good ideas which seem poorly executed.

The caves in Postumia are a great setting. However the lloigor cultists seem incongruous. Replace them with an extended family group who worship a witches fertility goddess (Shub Niggurath).The cultists use the caverns for special ceremonies. There is precedent for this in the Slavic regions and it foreshadows the next sections.

In Trieste PCs encounter many locals who make the sign of the evil eye against them, place their faith in charms and potions and generally treat tourists as though they were carrying a contagious disease. The language barrier makes it almost impossible to get a rational explanation of these events. Other locals, specifically red-headed females, are VERY friendly towards male PCs and seem to have a lusty sense of humour.

It is important to re-establish the presence of the Brothers of the Skin. The holiday is over once PCs reach Trieste. Selim Makryat orders the deaths of the PCs, making the (incorrect) assumption that they killed the Brothers' leader in Milan. To this end he dispatches a right-hand man killer (pun intended) and a bunch of inhuman Turkish Brothers. The killers carry photographs of the PCs, taken whilst they were in Milan. The killers use the Orient Express as their means of transport, asking questions at every stop. In Trieste a railway employee identifies the PCs and the Brothers disembark to pursue their targets. Some of the Brothers fall foul of the witch cult but others survive and stalk the PCs at Postumia.

The Vatican also makes its official debut in Trieste, in the form of Winckelmann's ghost. This is an excellent idea but, as written, the PCs will only find the Simulacrum by accident after carrying out Winckelmann's quest. This is not a satisfactory plot development.

Instead, the well-informed ghost of Winckelmann places a geas on a PC to make her seek out the piece of the Simulacrum which he knows is a dangerous evil artefact. Winckelmann's medallion is a protective device in the form of an Elder Sign (active) which he used to wear. PCs must use the medallion to seal the caverns at Postumia, provided they survive the three way confrontation with the witches (including a Dark Young) and the Brothers, and get the Simulacrum from the witches' cavern.

Comment: Trieste was the first opportunity to throw another cult at the PCs. It worked a treat, causing much confusion and argument. Also, the Vatican connection became more apparent at this time, leading to a debate on the wisdom of returning to Italy to make inquiries in Rome. This is a tangent which could be developed by an enterprising Keeper.

Trieste inspiration:

DREAM ZAGREB

Dream Zagreb works well if presented as a Keeper-driven narrative rather than a very limited roleplaying piece. This approach allows players to experience the off-key feeling of the setting and to indulge in wild speculation. The initial events wherein the Express stops at the same station again and again until the PCs disembark are an absolute must.

PCs had ample opportunity to make an enemy of the Jigsaw Prince in Lausanne. Dream Zagreb makes sense as his attempt at vengeance (of sorts). It is almost impossible for PCs to beat the Prince on his home territory so the Keeper must justify their triumph. One rationale (noted below) is that the Prince decides to use PCs as his shock troops against his fellow Brothers. Dream Zagreb is also an excellent place for the Prince to taunt PCs and drop cryptic clues to the unseen goings-on. The handouts are nicely atmospheric but the clues are rather obscure. The Jigsaw Prince can clarify matters a little if required.

This dream landscape represents a perfect opportunity to confront PCs with the consequences of their recent (violent) actions. Any NPCs who have died as a result of meeting PCs will appear in Dream Zagreb to berate the dreamers and dog their footsteps. Faccia, the deceased leader of the Milanese Brothers, appears as a torn-apart zombie-thing to warn "You are next! Beware the deathless one!" The thugs who died in Trieste will stalk PCs through the city, adding a sense of urgency to the quest.

In Dream Zagreb these foes are echoes of their real selves but still capable of causing trouble. PCs with psychological problems will also be forced to confront their fears head on; the Prince creates living nightmares to torment those PCs.

The Prince will also take this opportunity to place a post-hypnotic suggestion in the minds of the weaker (low POW) dreamers. Those who succumb to this attack must seek out and kill the Brothers of The Skin to avoid the horrific nightmares sent by the Prince.

Comment: I had severe misgivings about this section. Much to my surprise this became one of the most memorable sessions of the campaign. Everyone roleplayed out of their skins (heh!). You live and learn.

Dream Zagreb inspiration:

'An American Werewolf In London' (film by John Landis)
'A Nightmare On Elm Street' (film by Wes Craven)

BELGRADE

Comment: 'Orient Express' has a number of bad points. This section is the worst. As a player I would expect a certain amount of weird events in a CoC campaign with attendant risks. However, I would be sorely pissed if, after many weeks of playing an in-depth scenario, my character was killed by Baba Yaga in a fairytale cottage. I can suspend disbelief under most circumstances but this section is too much for me. I'd urge any competent Keeper to rewrite this section lest she have a mutiny on her hands. The following is a synopsis of my own attempt.

The Belgrade city section includes a Mythos-ignorant smuggling gang for whom the corrupt customs official is a front man. The gang also make pay-offs to a hard man police officer who acts as an enforcer for them. A builder and his thuggish workmen act as leg men, the builders' yard is a storehouse for antiques and a cover for shipping antiques out of the country. The smuggling ring makes use of a network of small-time contacts who bring antiques to Belgrade from the interior. Amongst these contacts is a travelling gypsy band who supplement their income with the occasional 'find', often from the haunted forest near Oraszac.

PCs run around Belgrade looking for odd pieces of statuary but get nowhere. Eventually they ask the correct questions and make contact with the smugglers. PCs learn that numerous Byzantine pieces come out of the Oraszac region. They are given the name of the headman of the gypsy band, which at the time of PC involvement is spending the summer in Oraszac. Library research also uncovers something of the history of the area, supplemented with extras (see below).

Comment: The locale around Oraszac is an excellent setting for a classical horror story in the 'Hammer House of Horror' mode. It is isolated from the surrounding civilisation, a wee bit backward, full of (apparently) ignorant peasants, has a single hard-pressed priest in the village and has a generally haunted air.

At the time of Fenalik's involvement in the Crusades, Oraszac was the 'stamping ground' of a decadent disposessed noble-turned-outlaw, Lord Broszc. From a shunned castle deep in the forest, Broszc and his small army terrorised the surrounding countryside demanding tribute from villages and looting those which refused to cooperate. The Knights with whom Fenalik travelled eventually passed through the Oraszac region and felt duty-bound to deal with Broszc. They persuaded Fenalik to come with them as he was the only member of the group who didn't feel inclined to teach Broszc the error of his ways.

These noble Knights may be from any background. As an added twist two of them were from a Teutonic Order (which credentials Fenalik assumes in Paris prior to his incarceration) and two of them were from the Hospitallers. Keepers who desire an additional red herring may hint at a Templar connection.

The arrival of the Knights in Oraszac and the subsequent events are detailed in manuscripts held at the church and in the journal of one of the dead Knights; the latter may be found in his grave (which is merely a worn, mossy headstone with an appropriate inscription above an empty grave) hidden in a corner of the churchyard. The events related in these manuscripts are summarised below:

The Knights secretly observe Broszc, who, it seems, is the head of a Satanic cult (actually a Shub Niggurath witch cult which has survived in the area since the time of the Slavic witches). Broszc makes a habit of taking sacrifices for his goddess, performing them at the dark of the moon. Fenalik is quite taken by the rapacious Broszc and his ways, as they are similar to the early pagan cults of his pre-vampire days. Fenalik betrays his fellow Knights to Broszc. The Knights are ambushed in the forest. One Knight survives (having been left for dead), one is taken alive as a sacrifice and the rest are killed in battle. The surviving Knight is discovered by villagers who nurse him back to health over the next two months. In the meantime, Fenalik infects Broszc with his vampire egg and moves on to new pastures.

When the surviving Knight returns to a semblance of health, he spies on the newly-vampirised Broszc. He takes the advice of the superstitious villagers who collect silver trinkets for him. The village smith uses the silver trinkets and the Knight's coinage to place a coating of silver on the Knight's broadsword. The Knight leaves his journal by his bedside. Bedecked in garlic he goes off to kill Broszc and is never seen again. However, the reign of terror stops and the villagers assume that Broszc is dead.

The Knight failed to kill Broszc but did leave him severely injured. Broszc has spent hundreds of years in a coma as his vampire body healed the poisonous wounds made by the silver broadsword. Broszc awakes in the late 1800's to find the area practically unchanged since his day. During his sleep he has become a full vampire. He begins to prey on the local peasants, who have told folk-tales of the evil Lord Broszc to scare their children. The folk-tale is now horribly real but nobody believes the occasional shocking story from the region.

By the 1920's Broszc has a small group of vampire thralls to serve him in his ruined castle. He has formed another Shub Niggurath witch cult which includes a few dozen peasants as worshippers. The peasants are split 50/50 in their attitude to this dark cult which has recently gained popularity in the region. The older and wiser peasants know a little about the meetings that occur in the forest. They also know enough to string garlic over their doors and windows. The local priest places no stock in these superstitions, and so far his stories of pagan witch-cults have been ignored by his superiors.

Now add the PCs, looking for a piece of the Simulacrum. There are many sources of rumour around Oraszac, particularly the villagers and the gypsies camped on the edge of the village. This is the band of gypsies to whom the PCs are directed by the smugglers. The Simulacrum is actually in their posession. The gypsies' wise-woman has held it for many years, passing it along to the next in line. The gypsy elders believe the Simulacrum is a charm of great power which may be used for great evil. PCs may be tipped off to its presence by its physical effect on the less-healthy gypsies. If PCs ask they learn that the Simulacrum was traded by another gypsy band many years ago, who in turn got it from a Napoleonic soldier in W. Europe.

The gypsies will only give up the Simulacrum after many days' debate. During this time the gypsy chieftain's daughter, who is bright and attractive, falls for a suitably handsome PC. She uses the pretext of learning some English as an excuse to get close. A romance begins as the other PCs potter around the region being entertained by tales of demons and suchlike. One evening just after sundown the two lovers are attacked on the edge of the woods. The attack is very swift but the PC gets a brief glimpse of the fanged, undead attackers. The PC comes to in a gypsy caravan, bloody, weak and nauseaous. He has been attcked by a vampire, Keeper's choice as to ill effects. His lady friend has vanished.

The gypsy chieftain makes the PCs an offer. Rescue his daughter before the dark of the moon and they may have the Simulacrum as a reward. The gypsies will assist by preparing garlic necklaces, loaning crossbows and suchlike. A few brave gypsy lads may accompany the PCs if necessary. Broszc and his cronies are a stereotypical witch cult augmented by vampire powers. They worship their goddess in ceremonies where they dance naked around a circle of stones. Sacrifices are bound to an altar and ritually cut but not killed. A tree spirit (a Dark Young) is summoned to take the sacrifice on behalf of the goddess. The vampires lair in the dungeons of a badly ruined castle in the depths of the forest. The dungeons contain opulent, decaying furnishings and a fair amount of booty. Broszc still keeps the broadsword which sent him into a coma for over 400 years.

Unscrupulous PCs might choose to steal the Simulacrum rather than help. They will have to kill innocent people in order to do so.

This scenario gives the PCs the opportunity to learn a little more about the Simulacrum, medieval history, vampires etc. If PCs are dilligent and clever they may even make the connection between Fenalik and the traitor Knight who is villified in the mouldy journal. The journal contains directions to the forest grove where sacrifices take place and to the ruined castle wherein Broszc lairs.

Lord Broszc and his thralls must be handled carefully by the Keeper. Broszc is a recently reborn vampire so he has slightly lower power levels than Fenalik. Fenalik himself will be most intrigued by the return to the area, and can provide off-stage assistance to the PCs should they choose to emulate the noble Knights of old by puttiing down the Satanic cult. For vampires, the blood is the life. For a leper vampire what could be better than vampire blood?

Comment: By the end of this section your PCs should be loaded down with gypsy charms, crossbows with silver dipped quarrels, garlic strings etc. They should be much better prepared for dealing with vampires. This frees the Keeper to play Fenalik as an exceedingly vicious and cunning opponent who offers no quarter in the later sections.

Belgrade inspiration:

'Captain Kronos, Vampire Hunter' (film by Hammer, director and writer Brian Clemens (of Avengers, New Avengers, Professionals infamy))
'Necroscope' (1,2 and 3) by Brian Lumley
'The Golden Bough' by George J. Fraser

KEEPING THINGS ON TRACK

The single biggest flaw in this campaign is the requirement to stick to the Orient Express route. If 'Orient Express' is to work as a long term campaign then the Keeper MUST assume that at some point it will become obvious that PCs cannot continue blindly on their preset path. Other large Chaosium scenarios have a non-linear path which may be followed but this one has less room for maneuver. The only suggestion made in the scenario is to have planes, cars et al break down if they are used. It stretches player credulity if half a dozen independent forms of transportation are suddenly unavailable.

The plot hook for Sofia is the discovery of the Simulacrum head in a field as reported in the newspapers. At this point our group smelled a huge rat and the scenario went off the rails. The fake psychic in the group quite innocently said 'it is almost as if this Simulacrum wants to be found'. Everyone argued. The conclusion was, quite logicallly, a rethink on the wisdom of bringing the Simulacrum to Constantinople. The group split, taking pieces of the Simulacrum with them, planning to meet at the University Museum at Oxford. The group used every available means of transport to dodge their shadows; plane, auto, ship, horseback.

Before the scenario began, I took pains to emphasise to players the nature of the scenario and how the linear nature was dependent upon following the Orient Express route. However, there comes a point when it becomes impossible to accept the premise of sticking to the route for the sake of the scenario. Character and campaign internal logic must take a hold at some point.

As the scenario is written, Mehmet Makryat is dependent upon the PCs assembling the Simulacrum and taking it to Istanbul. The attacks on Beddowes, the Professor and Mephisto (if used) are supposed to prod the PCs along. However, as the scenario progresses these motivational hooks become a lot less effective. The PCs face horrors which make a return home look very attractive. Mehmet then has no choice other than to gather the remaining pieces of the Simulacrum himself and pursue PCs. But he is a 'relatively' weak character until the Simulacrum is complete. So...

The first incentive to get PCs back on track is to make the curse of the Simulacrum have a tangible effect. Even if the Simulacrum affects all those who had touched a particular segement e.g. the onset of arthritic pains in the legs, odd skin conditions on the torso there will be a problem. As PCs die and are replaced it is possible that some PCs will not have come into contact with the Simulacrum. What then?

The Keeper must lay a false trail to make PCs think that the Professor is still alive and hunting the forces of darkness somewhere down the line. Assume that Makryat-as-Professor lays a false trail of information for PCs to discover. Makryat stays one jump ahead of the PCs on their route, sending telegrams to their home addresses (or wherever) from specific places around Europe. These telegrams detail his 'investigations' and are dated up to a week ahead of PCs schedule in order to convince them that the Professor was just ahead of them during their own investigations.

Should the PCs decide to return home at any point there is a wealth of dated evidence to legitimise a later final letter from the Professor. This last letter is written after the PCs abandon their quest. This letter is sent by the Professor to fugitive PCs from Istanbul and he begs for their help. He requests that they bring as much of the Simulacrum as possible to Istanbul, he makes dire predictions about the fate of humanity, he mentions his failing health, he mentions lurking Arabs following him and other such doom-laden events. He informs them that he has placed the remaining Simulacrum pieces in a securely warded bank vault in Istanbul (Makryat recovers those missing pieces himself). He sends the appropriate letters of authority to allow PCs access to the bank vault. The campaign can then proceed with PCs picking up from where the Professor mysteriously disappeared (again) in Istanbul but with all the pieces of the Simulacrum in their posession.

Lastly, the Keeper should make contingency plans for the introduction of up to 3 characters per player. Deaths will occur so it is best to have character motivations and friendships written up in advance, possibly with introductory ideas for each stop along the line.

SOFIA

Comment: In our campaign I didn't have the opportunity to run my Sofia amendments. PCs had been aware of Fenalik (or someone) and their paranoia overwhelmed them. Please bear in mind that this was not playtested.

The first problem with Sofia is the Brothers of The Skin. As in Milan, they are rather a faceless bunch. There is almost no interplay between the Brothers and the PCs. The Brothers are dead by the time PCs meet them. Whilst this is an appropriate warning regards the mysterious shadowy powers at work it is also rather bland.

The Brothers in Sofia are led by Karadan Slivotny. He was born in 1865 and served as a low-rank soldier in numerous wars of the period. He had religious leanings of his own which were piqued when he came across odd heretical sects (see below) during his term as a soldier. He sold his soul for immortality and used his magical secrets to rise through the ranks of the incumbent military regime. Given the turbulent history of Sofia, he had to arrange his own death and eventual return to the city to disguise his immortality. He chose to return to Sofia as an arms dealer, making use of many contacts in officialdom to secure a power base. Possessed of a typical dogged Bulgar mentatlity, this gentleman will send hordes of dagger-wielding Bulgarian thugs to kill the PCs and snatch the Simulacrum from beneath Selim Makryat's nose.

In Sofia the Brothers are an offshoot of the Skoptzy and Khlysty heretical sects of the Catholic and Orthodox Russian churches (see notes). The Brothers are recruited from military backgrounds and indoctrinated into a cult which venerates courage, fighting spirit, obedience, disdain for pains of the flesh and the belief in life after death. They seek entry to an afterlife populated by those who die in a worthy fashion. The doctrine of the Sofia Brothers takes philosophical elements from the Hashishym (the Assassins), Norse mythology, Spartan doctrines and Catholic martyrdom. It is a heady mix. These Brothers believe themselves to live a pure life in service to the Skinless One and consider themselves superior to the Italian and Turkish cultists who haven't the courage or will to die for their beliefs (they think).

The second problem with Sofia is the setting. The caverns used by the Brothers definitely require elaboration. These caverns have been the place of worship of fertility cults (c.f. Postumia, Oraszac) for many thousands of years. Christian purges took care of the original fertility cult which used the caverns. The Brothers now use those same caverns, having been directed there by the Skinless One. The military-minded Bulgarian Brothers have prepared nefarious death-traps to deal with intruders. Nevertheless, the majority of the Sofia Brothers will still succumb to Fenalik. Importantly, one survivor remains to tell his superiors what occurrs as Fenalik and then PCs come to the caverns.

Comment: Upon hearing of the discovery of the Head, the psychic in the group quite innocently said 'it is almost as if this Simulacrum wants to be found'. Everyone argued. The PCs split up before Sofia, each taking a piece of the Simulacrum and returning to England. They were followed by the confused Fenalik. The PCs met at Oxford University Museum and placed the Simulacrum parts inside a protective circle. They then waited for Fenalik to show.

Sofia inspiration:

Any ideas?

MASS MURDER ON THE ORIENT EXPRESS

Wherein Fenalik attacks PCs to secure the complete Simulacrum. The Keeper must play this one by ear as players are unlikely to sit around quietly once they have the entire Simulacrum. Playing a suitably unrestrained Fenalik the Keeper should be able to wipe out at least half the PCs if they are caught on board the Express. The confined space and the sheer power of the vampire make it feasible for him to kill everyone on board the train unless the PCs put a stop to him. Make sure your players are ready for Fenalik and present a fast moving battle with minimal time for tactical discussions.

Fenalik has many tactics available:

If players dealt honourably with the gypsies in Oraszac then they stand a good chance against Fenalik.

Comment: Fenalik died in London, pinned to a wall by a burning automobile. He took two PCs with him. On the Express he would have been more successful.

CONSTANTINOPLE / ISTANBUL

An excellent setting for a CoC scenario. This city should present major stumbling blocks for PCs in terms of language and transportation. Historically speaking Istanbul was one of the biggest mazes ever built, and also one of the dirtiest cities of all time. PCs should be confronted with the feelings of alienation that come from being unable to speak Turkish and from being infidels. Note that motorised transport is rare and futile due to the nature of the city. It is very easy to have an overturned cart block a main thoroughfare. Bewildered PCs will be distracted easily by opportunistic natives demanding financial recompense from wealthy foreigners as, similtaneously, dagger wielding thugs move in for the kill.

In common with other stops, this city needs more fleshing out. Greek-Turkish emnity offers a golden opportunity to embroil PCs in street riots by having the authorities suspect Greeks of the kidnapping of children. Additionally, the British influence in Turkey may be used as extra emotional leverage, contrasting the opulence of British officialdom with the poverty of the Turkish natives. Poverty is a good source of cultist recruits.

This city is the stronghold of The Brothers, and as such their corrupting influence should be felt all throughout the city. Prepare numerous character profiles of public officials, and have them deny the existence of The Brothers whilst reporting PC inquiries (either through fear or greed). PCs should meet a wall of silence.

Selim Makryat has become a public figure in Turkey during this period. He is now a shadowy, well protected religious leader with support from the popular masses. He is known only by his first name (his surname would make PCs suspicious). Through contact with the Skinless One the faithful Makryat family (Selim and his son) have been granted mesmeric powers which allow them to drive the faithful into a religious frenzy, supplanting normal Muslim teachings with fanatical ideals and preachings. The entranced people desire to purge themselves before going off to Paradise, they become victims of baser emotions such as rage, have a strong resistance to pain and no fear of death.

Selim should be played as a reclusive Islamic Messiah figure seen only at religious meetings where he promises Paradise to the faithful. Thousands of poor, sick and dying people flock to the city in expectation of the miracles which Selim has been preaching about in recent months in other Arabic cities such as Cairo and Alexandria. Selim has also been fomenting anti-Christian (and anti-British) sentiments in these speeches, and the various authorities would be keen to speak to him if they could get near him. Selim is constantly surrounded by dozens of dagger wielding bodyguards prepared to die at his command. All Selim's inner council are senior members of the Brothers of The Skin.

In this way Selim Makryat becomes a political influence in the city. The fact that he refuses to meet with officials and he seems capable of affecting not only common people but wise Imams makes him a figure of mystery and fear to British officialdom.

PCs can learn from troubled British officials that many pilgrims have flocked to hear the words of the messiah Selim and either left changed forever or never left at all. Many powerful images may be presented to the PCs as their search continues:

Care must be taken to (initially) conceal Selim's connection with The Brothers of The Skin. He should be presented as a radical Moslem fanatic opposed to the incumbent politicos. If he is presented correctly PCs may even seek him out for help in uncovering The Brothers!

Care should also be taken when pointing PCs towards Beylab (and Garaznet). Tea / coffee house culture is integral to male Turkish life, and it should take time and effort for PCs to learn of Beylab via this rumour mill, especially since the city is in chaos due to the impending address by the mysterious Selim. The murder in the bath house does not need the flesh beast to be frightening. Simply add a few more dagger wielding cultists and naked PCs will be scared enough.

The main event in Istanbul is a Selim-led religious revival to be held within the defunct Red Mosque (a final clue to the location of the HQ of The Brothers). The surrounding streets will be choked with the faithful who are unable to get in to the ceremony. This is the ceremony to which Aktar the fake gypsy takes the PCs.

When the PCs and Mehmet dispose of Selim, the faithful SHOULD tear the PCs apart. However, Mehmet has the same mesmeric powers as his father. He acts to quell the crowd, placating them with the story that the assassination was a British plot. The people must rise up against the infidel. Mehmet perhaps throws one or two stubborn / impudent PCs to the crowd to be torn apart. He then orders his bodyguards to take the remaining PCs away to the depths of the Mosque. It is very important to give Mehmet Makryat his chance to gloat and spill the beans once the PCs are in chains.

Comment: I wasn't overjoyed with the idea of the Flapping Man. I substituted a rather vicious wraith made up of the souls of The Brothers' victims. At one point the wraith takes on the aspect of Abraham Mephisto to again warn the PCs of impending doom.

This section will become the pivotal point of the campaign if handled properly. The death of Selim and the subsequent major riot creates serious confusion in the region which should heighten the urgency of stopping his son Mehmet. Symbols of Western influence (such as people, cars, aircraft and ships) will be targeted by a huge, frenzied mob of pilgrims. Police and army will take to the streets and a city-wide running battle will ensue. All routes from the city have been cut off by Selim's followers. All except one. The incoming Orient Express will be the only way out of the city provided the mob do not overrun Sircecki Station.

Unfortunately this section demands that some of the PCs make it out alive. Balancing the need to maintain a sense of serious danger vs. the need to keep PCs alive to present the end game is a difficult task given the scale of the opposition. PCs should be forced to act quickly or be isolated in Istanbul by rioters. The Express (and Sircecki Station) is guarded by armed British and Turkish police, Many wealthy citizens are fleeing the city, bargaining for tickets, Gunfire may be heard close to the Station precincts. Finally, as the PCs train pulls out of Sircecki Station it runs OVER hundreds of mind-warped Turks who seem hellbent on sacrificing themselves on the tracks for some strange reason. Since this is the only way to leave the city astute PCs will realise that Mehmet Makryat HAS to be on board with the Simulacrum...

Comment: The inspiration for Selim Makryat as a messiah came from the description of the protagonist in the Middle Eastern sections of the novel 'Baal' by Robert McCammon. This novel illustrates the kind of chaos which would accompany such a powerful figure. Keepers should seek out pictures of the Islamic hajj ceremonies at Mecca for an idea of the kind of religious fervour which typifies such events.

Istanbul inspiration:

'Baal' by Robert McCammon
'From Russia With Love' (Bond movie by Terence Young)

THE RETURN JOURNEY

Comment: This section is a real test of Keeper roleplaying skills. It is easier if care has been taken to roleplay the journeys between previous cities rather than glossing over the on-board time. Players should be lulled into a false sense of security by the familiar surroundings of the Orient Express.

As before, this section requires loads of pre-prepared NPC profiles. All the listed NPCs are useful, especially the female British secret agent and the male opera singer. PCs should bond with the NPCs via their shared experience escaping from Constantinople.

A flaw with this section is that Mehmet Makryat doesn't become pro-active until a good way along the journey. This means that the PCs have too much time to gather their wits. A hefty distraction is needed. A corpulent Greek businessman is fleeing the city aboard the Express. He gets picked on by some of the more xenophobic German and English pasengers in first class when the train is held up by Turkish bandits just outside the city limits. This presents a nice dilemma - hand over the Greek or face down the bandits. Naturally the conductor of the Calais coach will come to the assistance of his passengers, hopefully establishing Mehmet's fake ID in players' eyes.

Comment: The return journey plays out very well but remember, NO BATTLE PLAN SURVIVES CONTACT WITH THE ENEMY. Keepers must be prepared to think fast on Mehmet's behalf, although ultimately clever PCs will be able to catch him out with the help of the Jigsaw Prince. Ideally Mehmet gets killed as the train crosses the French border, and the PCs can breathe a temporary sigh of relief.

LONDON AGAIN

A pre-booked taxi awaits at the station to meet the Express. A Cockney taxi driver waits on the platform with a misspelt handwritten placard bearing the legend 'Mekmet Makrat' and shouts this out as the PCs disembark. This is part of Mehmet's insurance policy, bait to lure his killers to the shop should anything go wrong. The driver has no information to impart.

The main problem is that Nyarlathotep appears very subservient and passive in the final encounter. This is not an impression to encourage. Nevertheless, the resurrection and destruction of Mehmet Makryat is a good scene to play out. The Skinless One should appear much less human than depicted. Barbed retractable whip-tentacles (c.f. giant squid) grow from his body on command. The Skinless One will tear Mehmet to pieces in front of the PCs. He will then attack the PCs until they wise up and look for a spell to dismiss him. The appropriate Scroll will roll around the room getting kicked and covered in blood and goo whilst the PCs panic and die screaming.

London inspiration:

'Hellraiser' (film by Clive Barker)

SUMMARY

More than any other scenario 'Orient Express' relies heavily on the Keeper being able to roleplay many NPCs at once. If those NPCs are not ready or the Keeper cannot wing it with confidence then do not run the scenario. It also takes a number of months to play out the scenario; don't waste your players' time (or the scenario) unless ALL are comitted to completing the journey. The scenario may be expensive, it may have flaws, it may be non-standard CoC, but it IS a good roleplaying scenario which you won't forget.

Peter Devlin, 1st September 1998

 

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