The Last Egregore

A Scenario Seed for The Yellow King: Aftermath

Not knowing who to trust, a fellow ex-insurgent now working for the Federal Police turns to the crew for assistance.

A top-secret tribunal has sentenced a key war criminal of the Castaigne regime to death.

The hitch: the convict is an egregore, an insubstantial malign being from Carcosa. Known as the Hunter, it assisted agents of the DIS in identifying insurgent cells they would never have found by other means.

The crew knew Resistance operatives who were captured and killed as a result of the entity’s efforts. Maybe it contributed to some of their Worst Memories.

To kill him for good, they must do it in Carcosa. Executing him on Earth will merely allow him to return to that alien reality.

With all of the Carcosan-created gates to America destroyed, the ex-insurgents must rely on an unreliable substitute. Parageometrists of the Castaigne regime mounted a top secret project to build a gate that they, not their domineering alien allies, would control. The experiment only partially succeeded, building a portal that could stay open for only a brief window of time before overheating and shutting down. To use it the ex-insurgents must travel to a shuttered facility in Plano, Missouri.

A containment unit, looking rather like a jury-rigged boombox, houses the egregore.

The team must drive the unit from NYC to Plano. An attempt to fly it there was aborted in mid-mission when the egregore used its ability to reach out to Carcosa-tainted minds aboard the plane. A wary co-pilot spotted sabotage to the navigational system in time to avert a crash, turning the plane around to land safely in New York.

A member of the originally assigned team might be the saboteur, hence the need for a replacement crew. This leaves the ex-insurgents to go on a road trip into the American heartland with a partially imprisoned alien energy being in the back compartment of their black utility van.

Along the way they must deal with various Carcosan-leaning people the egregore can lure toward them. It wants them to smash the box, so it can escape. Anyone the road trippers meet along the way could be in cahoots: truckers, gas station attendants, overly chatty fellow hotel guests. These aren’t so easy to distinguish from the ordinary people the team encounters, with their tales to tell of scars suffered under the old regime and during the insurgency.

On arrival in Plano the crew must successfully activate the gate, get the egregore to the other side, release it from the box, and kill it, before the gate winks out again, leaving them trapped in a particularly nasty corner of Carcosa.

The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

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