The following memo was found in the archives of the Russian Academy of Sciences. It sheds light on the complicated relationship between the surrealist Dreamhounds of Paris and both the French Communist Party (PCF) and the intelligence arm of its Soviet masters.
July 6, 1932
To: Trofim Lysenko, Russian Academy of Sciences
From: Konstantin Strezhakov, Inostranny Otdel, NKVD
Regarding your request for information arising from my office’s ongoing operation against the French so-called surrealists, I am authorized by my superiors to share the following.
First, our office agrees with your assertion, in your memo of June 21st, that the sealing of the Dream Zone remains an utmost security priority of the Soviet state. The threat of supernatural forces becoming manifest in this world undermines the dialectic and our officially held doctrine of materialism. In particular the prospect of workers being able to depart this realm for another of infinite color and wonder is one which, as your message underlines, a threat to productivity we can ill afford as we struggle to increase crop yields.
We continue to work through a valued asset in the field, Elsa Triolet. Now married to surrealist poet Louis Aragon, she encourages him to undermine and discredit the group. Once it has burst apart it is our hope that its members will, unable to form a psychic collective, lose the ability to transmit themselves into the Zone. This will, we predict, close it off and eliminate it as a danger.
Unfortunately Aragon’s new-found dedication to Stalinism has decisively parted him from the group, when we would prefer him to weaken it from the inside. In January Aragon attempted to republish a poem, “Red Front”, advocating the shooting of police. This led to his indictment on sedition charges. Local party officials unaware of this office’s aims and activities repudiated Aragon’s gesture as an act of childish stunting. They further scolded him for a pornographic daydream by the Spaniard Salvador Dalí, published in a recent surrealist propaganda organ. (Dalí is the most potent of surrealist magicians, against whom we may soon contemplate decisive action.) Aragon conveyed to surrealist commandant André Breton the PCF complaint that such obscene sexual fantasy complicates what should be simple relations between men and women. An inexplicably amused Breton then mockingly included this phrase in one of his publications. (Though also a PCF member, Breton has long marched to an unacceptably eccentric beat.) Aragon has now split from Breton, blaming him for revealing internal party communications.
In short, a rupture has now opened between Aragon and Breton. Triolet pushes him toward reconciliation but the long-fraying bonds of friendship and rivalry between the two poets may well preclude this.
It is this office’s contention that relations between the local party and surrealists be taken out of PCF hands and placed in ours, preventing further unfortunate tactical confusion. If you could use your influence to recommend this transfer of authority, I am confident that our position against the Dream Zone and its art magicians would be strengthened considerably.
The blurb for Goëtia, or, the Summoning of Demons, which is the upcoming issue of Ken Writes About Stuff, mentions three demons: Bifrons, Glasya-Labolas, and Marchosias.
- Not these guys. Three other guys.
Unfortunately, as we (or rather, as Simon, and you, and Cat, and everyone but me) learned with the Voodoo kerfuffle, writing up a new magic system — in this case, as the name indicates, goëtia, the demon-summoning art of European magic — can run a little texty. So the KWAS issue in question wound up only having one demon in it, Buné. Now before you get all outraged, note that this time I worked very hard to provide a good general demon-statting matrix. Also, goëtia already has a great list of demons in its major sourcebook, the Lemegeton Clavicula Solomonis. But, bearing in mind what we (or rather, what Simon, and you, and Cat, and everyone but me) learned with the Mind Control kerfuffle, it’s always a good idea to honor the spirit of the blurb. Especially if it’s a blurb about spirits. Who command, you know, legions of demons.
So here, then, are the three Demons of the Blurb of Goëtia, statted up per the guidelines in the Goëtia issue of KWAS. Zim-bala-bim! As one never says in goëtia.
The Lemegeton says of Bifrons:
He is an Earle and appeareth in ye forme of a Monster at first but after a while at ye command of ye Exorcist he putteth on ye shape of a man, his office is to make one knowing in Astrology & geomitry & other arts & siences, & Teacheth ye vertues of all hearbs, precious stones & woodes, he changeth ye dead Bodyes & putteth Them into one another [anothers’] places, & lighteth candeles seemingly upon ye graves of ye dead he hath under his command 6 Legions of spirits.
As an Earl, he has Aberrance 31, Damage +5, and -2 Armor. He requires a pentacle with Might 31 or more (total Inscription roll + spend = 6+) to hold him.
He appears “in ye forme of a Monster” implying that his form is even more horrible than other demons; failing a Stability test when beholding him costs a further +1 Stability.
He teaches various abilities: Astronomy, Geology, and Mathematics (in games with that ability) for sure; likely Art, Pharmacy, Outdoorsman; possibly Occult (“vertues” means more than just healing and flavor profile); and “other arts & sciences” so at the GM’s discretion most Academic or Technical abilities, plus Mechanics. (Lots of Ashen Stars abilities, too, if you’re a space-demon weirdo.) If the GM is generous, he teaches Magic.
He changes “dead Bodyes” — not merely swapping them around (although that act likely only costs 1 Constriction, as it’s both mentioned specifically and requires a degree of player ingenuity to use well) but also reviving them as zombies, or performing other necromantic services. (Oh, I just thought of one — Bifrons makes a great crime scene cleaner. Swap out the guy you killed for some other guy who’s clearly been dead for ages.) He commands corpse-candles, which might be murony or chupas from Night’s Black Agents, or Space Eaters or Mi-Go in Trail of Cthulhu, or something else entirely.
The Lemegeton says of Glasya-Labolas:
He is a Mighty president & sheweth him selfe in ye forme of a dog with wings like a griffin; he teacheth all arts in an Instant, and is an author of Blood shed & Manslaughter, he telleth all Things past & to come, if desired, & causeth love of friends and foes; he can make a Man goe Invisible, & he hath under his rule 36 Legions of spirits.
As a President, he has Aberrance 53, Damage +8, and -4 Armor. He requires a pentacle with Might 53 or more (total Inscription roll + spend = 8+) to hold him.
He “teacheth all arts” so probably any and all Investigative abilities, definitely including Magic. (Look, if you summoned a President, you got your money’s worth. Just like now.) His zest for “Blood shed & Manslaughter” tells you he’ll be eager to kill your foes. Or your friends. He probably accelerates other people who hate your foe into attacking them first, then comes in to finish the job, all for just those 2 Constriction.
He can predict the future, and change human minds to love you (effective Credit Rating upshift, or supernatural Flirting, is up to you). This un-natural love lasts longer than just the next sunrise — until Christmas or Easter, perhaps.
Plus, he can turn you invisible, which is nice.
The Lemegeton says of Marchosias:
He is a great and mighty Marquiz appering at first in [the] forme of a wolfe; having griffins wings, and a serpents Taile, vomiting up fire out of his mouth But afterwards at ye command of ye Exorcist, he putteth on ye shape of a man, and is a strong fighter he giveth true answares to all questions, & is very faithfull to ye Exorcist in doeing his Buisness, he was of ye order of Dominations he governeth 30 Legions of spirits, he Told his chiefe Master which was Salomon, that after 1200 yeares he hadd hopes to returne to ye 7th Throne.
As a Marquis, he has Aberrance 23, Damage +3 (actually +5), and -1 Armor. He requires a pentacle with Might 23 or more (total Inscription roll + spend = 5+) to hold him.
He breathes fire, or maybe vomits lava, which is important or at least cool to know, and changes from wolf (well, winged, snake-tailed wolf) to man. He therefore likely controls werewolves, and may have a shapeshifting skin to offer if you’re using the demonic item rules.
He is “a strong fighter” so he does an extra +2 damage even as a measly Marquis. In human form, he has a Hit Threshold of 5 or even higher if he spends Aberrance on it.
He answers questions fully and completely.
He is “very faithfull” so once he signs the Book of Pacts, the Difficulties of Invocation, Evocation, and Abjuration drop by 1. This is probably because he still thinks he can get back to Heaven and resume being an angel. Of course, in 950 B.C. he thought it would only take 1,200 years, so perhaps this motive is a little outdated. Still, it offers the rare chance to use Reassurance on him (2-point spend for +1CA).
In the latest episode of their ENnie-winning podcast, Ken and Robin talk School of Night, whiskey war, scene transitions, and the Illuminati hotel room.
Dreamhounds of Paris already stretches Trail of Cthulhu’s default time frame by covering events of the surrealist movement from the 1920s. While researching the book I found some details ripe for Lovecraftian parallel that fell on the other side of the time divide.
Although the surrealist movement never recovers from the Occupation and the flight of key figures out of Paris, their lives don’t end there. André Breton, the stuffy, bullying chief ideologue of surrealism, winds up in New York City in 1941. He does not enjoy it there. He makes little attempt to learn the language. In the face of American informality, his ultra-serious, parliamentary way of running surrealist meetings seem patently ridiculous, even to him.
One pleasure occupies his unhappy days in the Big Apple. Throughout his career he has been fascinated by non-Western artifacts, venerating the superior wisdom of the cultures that created them. Rare ethnographic objects litter the shelves of New York antique shops. No one else yet shows much interest in them, so he is able to amass an impressive collection of authentic pieces for a pittance.
Breton, never been able to travel to the Dreamlands, now denounces dream imagery as useless. He declares that surrealism must return to the magic of its earlier automatism period, when the group met to conduct seances. Can this be anything other than the influence of ancient items of power among his tribal antiquities?
In 1942, he declares the need to create a new mythology. He proposes the existence of the Great Invisibles, undetectable beings who surround humanity at all times. Without clearly spelling out whether they’re a metaphor or a force he literally believes in, he describes them as “insubstantial nodal points of human desires and aspirations toward the marvelous.”
Investigators steeped in Mythos knowledge, who bump into Breton and his new myth maybe in a one-shot sequel scenario, feel their hackles rising at the sound of this. Is this Yog-Sothoth posing as a positive force? A fresh scheme of Nyarlathotep’s?
Shortly after the war, Breton’s inquiries take him to Haiti, where he witnesses a voodoo ceremony. Something he sees changes him.
After returning to Paris, he announces that surrealism is no longer about ending the world as it is known, and that the apocalyptic voices they once followed lead to a path of destruction. He delves further than ever into alchemy and the esoteric. In 1953, he starts work on L’Art magique, a book on the connection between magic and art. He finds it tough going, in part because one of his voodoo dolls doesn’t want him to write it, and keeps staring him down from its perch on his office shelf. Acknowledging in 1956 that his tribal fetish objects control his life, he keeps trying to rearrange them in hopes of restoring himself back to health and mental focus.
This might inspire another one-shot sequel investigation. Do the PCs free Breton from the bondage of these objects, or decide that he must be contained by them in order for the world to go on living?
Eyes of the Stone Thief, the megadungeon campaign for 13th Age Roleplaying Game, is now available to pre-order! Order your copy here and you can download the PDF immediately.
Trapped In The Stone Thief
To the Stone Thief, people are the irritating meaty grist in the delicious cities it consumes. Most of the unlucky souls swallowed by the dungeon are crushed to death, or fall victim to one of the many monsters that lurk in the depths. Some survivors, though, still wander the endlessly shifting corridors within the living dungeon. Here are seven NPCs that your players might meet in the Stone Thief. Use them to foreshadow future perils, or to give the players an informed choice about which parts of the dungeon to tackle next.
She’s human, about eight years old, and she’s survived longer in the dungeon than most adventurers. The Stone Thief ate her village – she doesn’t know what happened to her parents, but they’re probably dead. Everyone dies down here, sooner or later. If the monsters don’t get them, the walls do.
The adventurers encounter Beka close to wherever she’s been hiding all these long, horrific months. Maybe she’s taken refuge in the Chapel in the Ossuary (p. 133), or in the pig caves outside Deep Keep (p. 174), or in the ruined monastery in the Grove (p. 151). If the adventurers show her any kindness – and, more importantly, show her that they can slay the monsters – then she adopts one of them as a foster parent of sorts. She knows how to survive in the dungeon, about the important of Sanctuaries (p. 21) and can describe the biggest threats near her hiding place.
If you’re desperate and greedy enough, then willingly entering a living dungeon in search of treasure might seem like a good idea. Arix is a former lieutenant of the Prince of Shadows, and he’s heard that the Prince is somehow able to smuggle consumed treasures out of the Stone Thief and back t the surface. Arix hoped to grab a share of the action for himself; now, he’d be happy to escape with his remaining fingers intact.
Arix turns up early in the dungeon, maybe in the Gizzard (p. 80) as a prisoner of the orcs, or slumped at the bottom of the Well of Blades (p. 52). He can tell the players what little he knows of the smugglers in Dungeon Town (p. 98) and that the Prince has an agent among the Orcs of Deep Keep (p. 176). He’s also heard stories about the Stone Thief’s treasure room (p. 277).
Ashbless, the Talking Tree
Ashbless is a magical talking tree – a previous High Druid (or Elf Queen) woke him up long ago. Now, unfortunately, he’s stuck in the dungeon and can never leave. His roots have sunk deep into the tainted mortar and stone, and it’s having a deleterious effect on his mind. About half the time, he’s sane enough to welcome and aid the player characters; at other times, the hatred of the Stone Thief rises through him like hot sap, and he’ll trick or mislead them. Thanks to his root network of spies, he can tell the player characters about nearby parts of the dungeon in great detail. He’ll aid fellow servants of the High Druid freely; other adventurers may have to prove their worth by carrying a cutting of Ashbless back to the surface.
The obvious place to plant Ashbless is in the Grove (p. 137), but he might equally have been shunted to some small lightless room in the Gauntlet (maybe the harpies on page 60 nest in his branches) or transplanted to the Pit of Undigested Ages as a curiosity to be toyed with later (p. 208).
Kalaya the Philosopher
Kalaya seeks to brew a potion of enlightenment, a consciousness-expanding draft of concentrated wisdom. Her experiments in esoteric alchemy proved dangerous, so she left her home city of Horizon and built a laboratory on a small island in the Midland Sea. The Stone Thief swallowed the island, laboratory and all, and she barely escaped with her life. She’s not an adventurer – when encountered, she’s being chased by some dangerous monster that the player characters must slay.
Kalaya can be a useful ally for the player characters, if they set her up with a suitable laboratory. Her old lab is at the bottom of the Sunken Sea now (p. 102, although the players could drain the sea from the control panel at the bottom of the Cascade on p. 121). Possible replacements include Myrdin’s Snail (p. 99), the Blind Spire (p. 145), the Ritual Chamber (p. 236) or the Serpent Temple (p. 210). Once set up in a place where she can work, Kalaya could make healing potions and oils for the adventurers, or set them on the quest for way to poison the dungeon (p. 354, probably involving a Koru Orchid, p. 152, and some Koru Ichor, p. 321).
Facecleaver the Orc
Even monsters aren’t safe in the Stone Thief. Facecleaver’s an Orc from the fortress of Deep Keep who got cut off from the rest of his warband and is now lost and alone. He’s wounded, exhausted, and willing to make a deal with the player characters when they find him. He should be encountered above Deep Keep, perhaps trapped in the Ossuary (p. 123) or the Sunken Sea (p. 102).
Facecleaver’s a follow of Greyface (p. 179), and in his grumblings about Fangrot’s laziness, Grimtusk’s greed and the growing belligerence of the Stoneborn Orcs, the player characters can piece together the complex politics of Deep Keep (p. 160) in time to come up with a plan. For an orc, Facecleaver’s an honourable sort – he’ll murder the player characters once he’s sure he can survive without them, but he’ll tell them that he’s going to kill them first instead of cutting their throats while they sleep.
Like Alix, Crossbow Ben’s another former associate of the Prince of Shadows. In fact, Ben was one of the original gang of thieves who stole the Eyes of the Stole Thief (p. 313) and blinded the dungeon. Unfortunately for Ben, he got left behind when the furious dungeon slammed all the exits shut, and he’s been stuck in the depths ever since. After many years of torment, all he craves is sunlight on his face and maybe a little bit of cheese. Maybe he made it to Dungeon Town (p. 98), but more likely he’s trapped in the Pit of Undigested Ages (p. 208) or even lost in the Labyrinth of Darkness (p. 247).
If rescued, he tells the player characters all about the Prince (as filtered through Ben’s not-especially-lucid recollections) and the powers of the Eyes. He’s also managed to squirrel away a cache of magic items that might be useful to the adventurers.
Rani is a diplomat from the court of the Dwarf King. She was part of the retinue of Lord Sunhammer (p. 235) on his visit to the Artalins of Marblehall (p. 227). Fortunately for her, she stepped outside to take a breath of fresh air during the feast, so she wasn’t placed under a curse by the Witch of Marblehall. She knows she’s trapped in a living dungeon, but has no way to escape it.
The adventurers might meet her in the Pit of Undigested Ages (p. 208), where she can tell them of the importance of the Lost Treasury (p. 216), or maybe she’s making her way up the Maddening Stair (p. 189) in which case she warns the PCs about the duplicitous Maeglor (p. 204) and the dangers of the Shifting Stairs (p. 200). Either way, she begs the PCs to rescue Lord Sunhammer in the name of the Dwarf King, and to slay the perfidous witch who dragged both the dwarves and her family down into this hellish dungeon!
13th Age answers the question, “What if Rob Heinsoo and Jonathan Tweet, lead designers of the 3rd and 4th editions of the World’s Oldest RPG, had free rein to make the d20-rolling game they most wanted to play?” Create truly unique characters with rich backgrounds, prepare adventures in minutes, easily build your own custom monsters, and enjoy fast, freewheeling battles full of unexpected twists. Purchase 13th Age in print and PDF at the Pelgrane Shop.
In their first episode of 2015, Ken and Robin talk Sherlockian gaming, Ken’s London book haul, and Antonin Artaud.
The last Page XX of the year is out now.
As the song goes, it’s beginning to look a lot like fishfolk, and we’ve got a big haul of seasonal freebies for you, including new music from James Semple for The Esoterrorists, great resources for the DramaSystem by Jon Cole, bonus characters for Bill White’s adventure The Big Hoodoo, a new blank agent dossier and a German translation of Matt Breen’s awesome Night’s Black Agents character sheet. As well as this, we’ve got all the 13th Age PDFs you’ve been waiting for – 13 True Ways, Shadows of Eldolan and The Book of Loot. KWAS subscribers will get the properly awful Hideous Creatures: Rat-Things, and the Fear Itself/Owl Hoot Trail Weird West edition, Vendetta Run, is now available in the webstore. Happy holidays!
One figure I’d hoped to feature as a possible player character in Dreamhounds of Paris is the painter Yves Tanguy. His imaginary biomorphic landscapes seem as dreamlandish as better-documented movement cohorts Salvador Dalí, Max Ernst, or André Masson. Their undulating forms evoke a primordial soup on the verge of spawning life. His careful delineations of things that never existed suggest a place where biology itself may take revenge on unwary Dreamlands explorers.
I was disappointed to find little biographical information on him in English. It’s not that he wasn’t a colorful character. We know he was taciturn when sober, but violent when drunk. That gives a player seeking a problem-making character who tears things up something to work with. He took part in at least one armed attack on behalf of the surrealists, in 1930 joining the angry gang that descended on a bar run by former movement member Robert Desnos. Desnos’ offense? Naming the place Maldoror, after the protean anti-hero of a novel beloved by the surrealists, and thus cheapening the holy reputation of its long-dead author, the Comte de Lautréamont.
Tanguy lived in squalor but always kept himself fastidiously clean, and fashionably clothed. Concern for hygiene didn’t, it must be said, prevent him from eating bugs when out on country walks. He styled his hair to stand straight up on end and looks not entirely unlike a later exponent of the rebel ethos, John Lydon.
He was sex drugs and rock and roll before rock n roll existed in other ways, too. When movement gatekeeper André Breton first met him, he was hopped up on cocaine. His headlong pursuit of Bohemian excess wrecked his first marriage.
Tanguy roomed with two other men who would go on to shape French culture, the writer Jacques Prévert and the future crime fiction tastemaker Marcel Duhamel.
In 1936 he was pursued by the irrepressible American collector, philanthropist and art groupie Peggy Guggenheim. This could generate some interplay with Max Ernst, who wound up with her later.
Like many others in the surrealist circle Tanguy escaped to the US when the war broke out.
With so many other figures vying for limited space in Dreamhounds, this didn’t seem like enough to go on to give him more than a cursory entry. But maybe you prefer to play someone without too many established life highlights to navigate your character decisions around. If so, this spiky-haired scrapper needs only some game statistics before joining the dreamscaping fray.
The audience can’t get enough Genghis Khan as Ken and Robin talk live from London’s Dragonmeet.
I know what you come here for. For Dracula or Cthulhu or in some cases both. So that’s why this month we’re going to give you a different kind of both. Yes, it’s time for that Moon Dust Men-School of Night crossover that you demanded! Maybe not you, specifically. Maybe just Michael Grasso. But anyhow, settle in for the amorphously-demanded thriller skeleton to Celestial Spheres, or, The Immanence of the Holy Sputnik. As an added bonus, this is what a Ken-designed scenario looks like before I run it the first time.
Part One: Moon Dust Men: Right Around Now
Hook: The Moon Dust Men get spotty telemetry on an incoming object with a spherical radar reflection, heading for the Tyrrhenian Sea near Elba. A quick stage to an American aircraft carrier in the Med, a hop to Elba, and they’re ready for recovery duty.
Wakeup: A Soviet submarine is on site, with a team competing for the object. Perhaps it’s their opposite numbers in Setka-MO!
The First Reveal: The Moon Dust Men defeat the Soviets and recover the object, which is a surprisingly intact — almost as though the object didn’t actually fall through most of the atmosphere — replica of Sputnik 1, which supposedly burned up in orbit in 1958. Weirder yet, it has a large-caliber (.60) bullet hole in its lower quadrant. (Possibly, the metal of the object doesn’t quite match the original: iridium instead of titanium, that kind of thing. Or not.)
Blowback: A KGB “Blue Star” psychic heads up a team of Directorate 13 wet-workers to ice the Moon Dust Men and take the sphere back. This is not normal procedure: the Soviets must really want this thing. Perhaps the Russians even get it back, though not without leaving some clues behind.
The Twist: Further investigation (dying words of the psychic, ticket stub found in the KGB safe house, Ufology spend, Interpersonal ability with a lovely guest-star art historian) leads the Moon Dust Men to nearby Montalcino, Italy, where they discover “The Disputation of the Eucharist,” by Ventura Salimbieni. Painted between 1595 and 1600.
Part Two: School of Night: Sphaeris ex Caelis
Hook: The Night Scholars hear that the Jesuits in England have begun communicating with a “sphere from heaven” and receiving their marching orders through it. This presents a clear and present danger to the realm!
Curtain: Art History notes that the “celestial sphere” or “sphere of heaven” is a common motif in Renaissance art, indicating God’s control of, and complete knowledge of, the world. Often God (or sometimes Christ) are shown with slender scepters to control it with. No sightings of this “sphere” in England can be found.
Wakeup: The Jesuit network pushes back, sending bravos and pursuivants after the Night Scholars. They seem oddly able to predict where the Night Scholars will be.
The First Reveal: Having found the Jesuit mastermind by serially defeating his minions, the Night Scholars ransack his lodgings (either after killing him or after his amazingly lucky hairs-breadth escape) and find one of the slender scepters. It shortens in upon itself in an ingenious way that not even Thomas Hariot knows will be called “telescoping” in 200 years. This scepter provides magical connection enough to try summoning the sphere of heaven to see what blasphemy the Jesuits are dealing in.
The Twist: The summoning works, in a way — but the sphere is both more and less horrible than the Scholars imagined. It floats of its own and beetles into their minds. It seems to have an inhuman intelligence behind it, revealing uncanny future visions to them — although it addresses them in Russian! During the ceremony, it seems weirdly able to pass the magical barriers around it, vanishing only after a pistol shot wounds it.
Part Three: Epi-Logos?
The Moon Dust Men are left with an enigma. They can further investigate the possibility of the time vortex or rift that sent Sputnik back to 1595 and forward again to 1979. Is that the only Sputnik duplicate out there? Did the Soviets get time-travel telemetry in 1958 from Sputnik 1 and now need only a third data set to triangulate it and develop temporal technology themselves? Are there temporal aliens among us? (If the sphere’s metal was different, perhaps they built a duplicate Sputnik of their own and sent it back as a message.) The GM can introduce plenty of weird time-slip stuff to indicate that the sphere has opened a bit of a wound in reality by coming through — something like a bullet-hole in reality’s lower quadrant, perhaps.
The Night Scholars may never know what they’ve stopped, or they may start seeing other strange mechanical devices and lights in the sky infest their world. The artistic community discovers Salimbieni’s sketches when he makes them in 1595, and they reach the Scholars — perhaps a trip to Italy is in order? Salimbieni is closely tied to the powerful Cardinal Bevilacqua and the Knights of the Golden Spur, the pope’s mysterious Golden Militia selected from artists, courtiers, and soldiers alike — is this the opposite number to the School in the Vatican? Many threads lead off this tapestry.
It’s up to the GM whether the Sputnik time-loop is a one-off mystery or the opening gun of a new series arc for either campaign. Perhaps the links continue — did Anthony Blunt (royal art historian and KGB spy) send the Soviets the secret artistic keys to time travel or demonic prophecy or both? He’s still in Britain in the 1970s after his secret confession in 1966 — perhaps the Moon Dust Men can break him down and get him to reveal the real truth.