The King in Yellow

The First Night

in which the players try to kill themselves violently

The players each recieved a mysterious message from the Eldritch Society one night, instructing them to arrive at a particular location. Following the instructions, they find themselves at a cul-de-sac in a suburb of the Los Angeles Arcology. They arrive separately, each unaware that they are to join a team. They meet and immediately decide not to trust anyone, at which point Sam takes the lead. He leads the group down a hidden hatch with a strange symbol, which takes them underground to a maintenance hallway. Following the hallway, they climb up another ladder, which ends up in a long forgotten neighborhood of the arcology, that has been walled off and abandoned.

They immediately run into a gang of hooligans, the Wild Zero biker gang. Though the players try to keep their distance, the gang catches sight of Damara, and are overwhelmed with awe. The gang members all decide to do anything they can for the legendary ex-gang leader. Damara bids them leave, and the players eventually find the hidden door that leads to their destination.

The players find themselves in a room 3 inches deep with water, the walls completely covered in monitors of various sizes, each displaying surveillance camera feeds, tv shows and strange movies. At the end of the room is a well-dressed man who tells them his name is Law, their new handler.

Law tells them about the King in Yellow, a play that is said to render mad any foolish enough to read it. The book was thought to have been lost in the 1930s, but rumor had it that the sorceress Bella Ligosa kept a copy in her secret library. And further rumor has it that this sorceress has recently passed away, making it vital that the society retrieve the book to keep it out of the wrong hands. Only, the library is hidden. The characters must do everything they can to get their hands on the book.

The characters load up on weapons and head out to accomplish their mission. Damara asks the gang for help uncovering the magical underground, which leads them to a friend of one of the Wild Zero’s younger brother. The contact turns out to be a kid with aspirations to magical greatness, but a crippling fondness for video games. He did, however, seem knowledgable enough to lead the PCs to Bella’s next of kin.

The PCs head to the next of kin, Ginny, and end up interviewing her in the guise of the authorities. They each take tea and hear her talk about a property that had been in the family for generations, and Bella’s things that had been left to her that were still being kept at her lawyer’s office.

The players head to the lawyer’s office, disable the security and take a look around inside. Just as they find themselves in the holding room, a byakhee, a hideous winged creature from the cosmos, knocks Vind out cold, and menaces the players inside the office, while Rida hacked the PC.

The byakhee roars and generally scared the players for a while, mysteriously holding back its long barbed tail and long sharp horns. Eventually Vind recovered and shot the thing. Finally it headed into the holding room where it grabbed a certain box and tried to leave. Vind relieved the creature of its cargo, and led the PCs in a retreat. The Wild Zeros came in and tried to rescue the players, but most of them were reduced to a babbling mess in fear of the beast. The two that were left capable were mutilated instantly. A mysterious voice filled the room as the byakhee prepared to leave, letting the players know that there would be no mercy the next time they meddled in the sorceress’ affairs. The voice seemed familiar to them…

They returned to Law, and handed over the box. Inside the box was a book that nobody could read. Upon hearing about their exploits, Law was astounded that they faced a byakhee and were left alive. Upon inspection of the files retrieved by Rida, more information about the property was uncovered, but it was revealed that the book was the only item that hadn’t been claimed by Ginny yet.

Law sent them home to get some rest, with assurances that they’d be needed again in the next day or so.


ennui ennui

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