I ran two sessions of Silent Legions as my last game of 2016. That’s Kevin Crawford’s OSR Loftcraftian toolbox game. It has a simple system, mostly the same one powering many of his other releases (like the amazing Godbound). But Silent Legions isn’t just a CoC-style investigation game. Instead it’s a toolbox for creating your own Mythos -- elder gods, aliens, cults, relics, tomes-- and using them in a sandbox horror game. It also isn’t a Cthulhu game, instead it provides amazing
random generators to build an experience that feels like one. That means even CoC vets remain uncertain about what they’re facing. Crawford's smart use of walk-throughs for many the many tables keeps the book together.
And at the back of Silent Legions there’s a one-page set of Luchadore variant rules. They’re one of several bonus pieces that came from Kickstarter backer requests. These rules make the characters closer to Godbound’s heroes. Heroes can dish out and take serious punishment in combat. They’re still limited on skills, saves, and sanity but they can go toe-to-toe with the baddies.
To run my two sessions for The Gauntlet’s TGIT Hangouts, I worked through all of the book's tools. That splits into two parts. First, generating the Mythos itself. That includes the pantheon, an alien race, an otherworldly place (called Kelipots), a cult, and an alien artifact. The second part, adventure creation, builds on that. Silent Legions is intended to be a sandbox game. You generate a region, a set of locations, and then troubles in those places. Then you can drill down to generate ideas for a specific scenario for the evening.
Below you’ll see what I generated. Most of it’s the raw material I created. Crawford’s book covers fleshing those details out. But since I’d only be doing two
sessions, I just generated the basics for outline and inspiration. At the end I sketch out the my scenario built on this. There’s a ton of unused material. I really only worked with two the nine locations generated. I could easily run a longer weird investigation game from this. You can check all that out below. If you want to see the Actual Play videos, I’ve posted them (Session One, Session Two). If you just want to hear the group’s thoughts about play, we take couple of minutes on that at the end of S2 (2:11:30 time-mark).
MYTHOS CREATION
PANTHEON
Theme: Malevolence and
Violence
Five Deities, all connected to the same pantheon. Aspected:
The gods each have multiple aspects with different apparent personalities.
- Ungycrig Kegil: Empty Sky Diviner
- Sharp-sided W’thoth: Sultan of the Greys
- Cxidaoath: Bloody Thirsting Serpent
- Burning Rnyc’mu: Smoking Disease Seer
- Yaim-Zu: Ravening Feaster of the Wastelands
ALIEN RACE:
GLAC’TELEKE
- Arrived within the past thousand years or so.
- Not known because some humans work to assiduously clean up
evidence.
- A selection of alien technology kept by human heirs remains.
- They were colonists seeking to expand their species’
influence.
- Humans are wondrous and utterly fascinating to them.
- Some animals are secretly under their control.
- Their human minions ran wild and slipped their control.
- They lost influence when those human minions ran wild and
slipped their control.
Dark Ways of this Race
- They prefer to work through human agents and catspaws.
- They have an advantage through knowledge. They know what
others have forgotten.
- They’re in this region because this location provides ideal
spawning material for them.
- They fear rivals. Some other aliens threaten their
destruction
- They control minions through bribery. The pay is far more
than minions can earn.
- They admire devotion and blind worship by those beneath
them.
- They hate faith and piety, hating human religions and having
none themselves.
Physical Form
- Congery of geometric shapes: roiling mass of infinite tubes.
Parasitic eggs, poison, viciousness, slenderness. Weeping sores.
- Digitigrade arms. Small mouths on hands. Mantis-like head.
Flayed skin. Obese torso. Fanged Jaws. Metallic Tentacles.
- Liquefies its food. Shrill and piping voice. Moves as if to
strange dance. Feeds on the Sick and Weak.
- They inject an enslaving ichor in prey, forcing a Mental
Effect save or the victim becomes their helpless thrall.
Thuagn, The Monstrous Underhaunts
- An Earthen Swamp which is a Home for Dark Things. What flora
there is resembles animals. What fauna there remains is insectile.
- There is a population here inspired by a twisted version of
Pre-Columbian New World (Aztecs, Incas, Mayans). They’re frozen at this
technological and cultural level, the very nature of the Kelipah keeping them
locked in place.
- The people only exist in settlements scattered around the
region.
- Despite that rigidity and dwindling populace, they possess a
striking technology, indistinguishable from magic. They hide any real magic
they possess from strangers.
- Thuagn is ruled over by an autarch. His reputation keeps any
and all in line.
- As a culture they possess hatred for any who show weakness.
The rulers desire more strength and throw themselves into strange rituals and
sacrifices to gain the attention of their dark gods. Outsiders bring a panic to
the people- they fear their presence may disturb prayers and supplications or
even bring the wrath of their gods upon them.
- Ritual Tribute to the leaders dominates their production.
CULT
Pact of the Illuminated Messenger
- This cult was founded within the past few decades, being a
recent formation. An artist driven by visions of something vast created it. It
met resistance from the common folk and rural peoples who dreaded their
exactions and sacrifices.
- The earliest recruits numbered the desperate, wretched, and
outcast of the society. They had violated the laws and customs of their
communities and families and had been cast out as a result.
- The original artist who founded the cult was a washed up
hotel landscape painter. He wanted to be the next Thomas Kinkaide. Instead he
found mystic truths he used to blast the reason of cultists. So far they’ve
managed to hide in plain sight as a seemingly harmless group of artists and
craftpersons.
- The cult itself is coldly rational, using the cult’s powers
as a mundane tool. They meet in a repurposed school used as an arts center for
the region. While the founder once held control, it has become an acephelous
group, acting according to alien compulsions. They have cells which share
agendas and purposes.
- The cult wants to create an enormous atrocity or disaster.
They have vast amounts of mundane wealth. That’s come from a relentless network
of market manipulations for their eerie paintings and crafts. Ebay provides
their backbone.
- The most knowledgeable cultists serve an avatar of their
patron, almost uncontrollable in its terrible power and summoned only in dire
need. It is summoned through paintings. They have at their disposal a reporter
who pretends they’re really just investigating.
ARTIFACT
Mask of the Unchanging
Shadow
- What do the legends say? Nothing. It is completely absent
from occult literature. Despite that, it was was part of the defeat of a great
eldritch abomination.
- It was created roughly a thousand years ago by an outer
deity for nameless ends. It is said even its creator has no idea why they made
it. But it was hurled from its maker in a magical accident.
- Like all such objects it bears a curse. But this one is more
minor and annoying than destructive. It causes users to be especially weak
against the undead. But that triggers seemingly at random. It is said that
magical spells of dispelling will end the curse’s effects.
- The item itself is a mask. It is said to be able to soak up
a massive amount of harm. But that protection is limited, being only effective
against blunt weapons and fists. Still it projects all of the wearer’s body
from such harm. The potent magics can only be used once a day, for about an
hour. When struck, the body lands with no visible effect. In order to use
recharge the item after a use, the bearer must spend their own HP.
Region: South New
Mexico
THREE URBAN LOCATIONS
Alamagordo
Senseless Violence
The locals can’t seem to get enough of killing each other.
The homicide rate is enormous for a site of its size, and the local police seem
largely incapable or uninterested in checking the violence. The bloodshed might
be largely restricted to a certain class of people or certain criminal groups,
with the local cops indifferent to who kills who among them. At other sites, it
might be endemic through the population, or even the product of a corrupt
police department.
- Enemies: Police chief-slash-gang boss, Illicit arms
supplier, Homicidal criminal warlord, indiscriminate vigilante
- Friends: Police internal review investigator, Outside
government inspector, Local peace campaigner, Local being hunted by killers
- Schemes: Seize a cache of military weaponry, Get their
enemies disarmed by the law, Kill a troublesome politician or cop, Make a
near-military assault on an enemy-held neighborhood
- Secrets: Firearms are stringently regulated for the
law-abiding, The gangs are proxy armies for feuding politicians, The cops are
just one more gang with restricted turf, The gangs are seeking to seize full
control of local government
- Places: Heavily-trafficked gun shop, Emergency room full of
bodies, Constantly-active funeral parlor, Scene of a random drive-by shooting
Carrizozo
Buried Power
A blind and terrible power is buried or otherwise sealed
away at the site, and a cult desires to remedy this confinement. The power may
be an unnatural wound in the fabric of the world, a gate to a strange Kelipah,
or an alien intellect that chafes at its imprisonment. The power has drawn a
group determined to liberate it, even if they don’t fully understand their own
strange urges, and their efforts may range from physical digging to the
enactment of rituals.
- Enemies: Obsessed archaeologist, Cultist construction
company owner, Maddened local occultist, Alien minion of the trapped power
- Friends: Owner of the land over the power, Rare book
collector, Curious geologist, Heir to the family keeping the power sealed
- Schemes: Physically excavate the entity’s prison, Perform
the rite that will break the ancient seals, Arrange the bloody deaths that will
awaken the power, Foolishly seek to bind the power to their own purposes
- Secrets: The power creates a subtle but unnatural effect on
the surroundings, The power is sealed by several important objects, The power
grants gifts to those who seek to free it, The locals retain legend of the last
time the power was free
- Places: Ancient buried chamber, Park with strangely charged
atmosphere, Hidden ritual room, Tightly-secured digging site
Artesia
Crushing Despair
The locals have given up. Whatever the cause, they no longer
have any hope for the future, and seek to numb themselves with transient
pleasures and destructive distractions. Corruption, crime, loss, and oppression
are seen as inevitable facts of life, and they will resist any attempt to
persuade them otherwise as merely a cruel attempt at deception.
- Enemies: Purveyor of chemical distractions, Predatory loan
shark, Political machine boss, Heartless industrialist employer
- Friends: Crusading preacher, Embattled community leader,
Successful expatriate returned home, Local determined to break free
- Schemes: Quash a troublemaking local leader, Spread a
profitable addiction among the locals, Shut down a project that risks
empowering locals, Discredit a source of hope as a mere trick
- Secrets: The local elites rely on a crushed populace, The
locals were once rich and important but lost it all, Faith and community were
ruined by a sequence of betrayals, Constant plans for renewal always disappoint
- Places: Abandoned church, Decaying crack house, Riotous
illegal drinking hole, Street with half the houses empty
THREE RURAL LOCATIONS
Cloudcroft
High End, Gated
Community. This is what I focused on.
Massive Ritual
The site is being primed as the location of a truly enormous
ritual. Building geometry, street layouts, concentrations of people and
industry, and other features of the location are being brought into harmony as
part of a tremendous work of occult power. Some rituals may require the entire
physical geography be molded, while others might only need the right masses of
people enlisted. The resulting effect may be subtle, but its successful
execution is bound to result in some sort of terrible summoning, lasting curse
on the land, or warped apotheosis for the high priest who enacts the rite.
- Enemies: Crazed
Masonic architect,
Occult-wise tycoon, Mayor-cum-high priest, Diabolical
performer
- Friends: Resident
displaced for rite,
Relative of new cult enthusiast, Engineer concerned over
senseless digging, Conspiracy theorist who's right
- Schemes:
Arrange
carefully-coordinated local disasters, Seize a local building that's a linchpin
of the rite, Destroy a local structure that interferes with the spell,
Create a large-scale "celebration" that triggers the magic
- Secrets:
The
ritual has already failed with impending dire consequences, The ritual’s
preparations cause echoes of eldritch anomalies, The ritual is embedded in part
of a public celebration. The ritual masquerades as a performance or public
art piece
- Places: Baffling
tangle of streets,
Strangely-gutted building, Defiled church, Huge
concealed ritual chamber
Weed
Has a Dollar General
Migrant Tensions
The site has recently received an influx of migrants. Some
might be looking for better jobs, while others might favor the local climate,
low taxes, cheap land, or some other point of allure. For small communities
this influx can change the character and culture of the town overnight,
provoking fear and anger from locals who see themselves suddenly becoming
political, cultural, or racial minorities in their own homes. These tensions
can easily provoke antipathy or outright violence.
- Enemies: Bigoted local reactionary, Colonization-minded
migrant leader, Ruthless native social elite, Migrant political machine boss
- Friends: Resident with ties to both groups, Cooperative
group leader, Peacekeeping police chief, Local religious leader
- Schemes: Migrants seek to take over local government,
Natives try to effectively outlaw the migrants' culture, Migrants try to drive
out natives from "their" neighborhoods, Natives seek to terrorize the
newcomers
- Secrets: One group considers itself plainly superior to the
hick / infidel / one-percenter / atheist / prole others, The migrants have no
other real choice of places to go, The natives are being swamped by newcomers,
The migrants want to make the place the same as the one they left
- Places: Newly-built migrant social club, Native-only bar,
Old house full of new people, Shop catering to a different language or culture
Orogrande (SR 54)
Kratos Defense &
Security, Middle of Nowhere RV Park, Trader Jerrys
Vast Graft
Theft and corruption are a way of life among the site’s
leadership. Every ambitious local knows that the fast track to wealth and power
is to get a position with the local authorities. These men and women
methodically plunder the taxes and government grants they receive, keeping the
lion’s share for themselves and passing out smaller tastes to those businesses
and people who cooperate with their wishes. Even heinous crimes can be hushed
up for a bribe.
- Enemies: Glitteringly corrupt mayor, Cynical neighborhood
alderman, Political machine bagman, Graft-enriched construction company owner
- Friends: Distressed government accountant, Frustrated tax
collector, Suspicious outside investigator, Cheated local business owner
- Schemes: Loot a charity for personal profit, Cover up the
dangerous corners cut in an important local infrastructure building, Buy off or
kill a persistent troublemaker, Protect a murderous lackey who makes them money
- Secrets: The locals feel no outrage over the graft and
consider it only normal, The machine steals from one disfavored group in order
to finance amenities for another, Local criminals are untouchable as long as
they pay "taxes", Most civic construction is somehow dangerous due to
malfeasance in building it
- Places: Crumbling stadium, Impure water purification plant,
Building stripped of its interior fittings, Luxuriant government building
Sierra Blanca Peak
Located on edge of the
Mescalero Reservation
Darkened Door
There is a portal to a Kelipah somewhere at the site, most
likely to a particularly unpleasant one. Something may be creeping through the
gate, or it may be under the care of a devoted cult, or the portal may be
sealed for now but weakening under the effects of time or a cult’s
machinations. The Kelipah beyond may not even be miscible with human existence,
and whatever comes out is certain to be unwelcome among the locals.
- Enemies: Escapee from a hellish world, Seal-breaking cult
zealot, Local possessed by a will from beyond the gate, Blindly reckless
sorcerer
- Friends: Heir to a seal-guarding family, Local aware of
illegal digging, Victim of a Kelipah escapee, Scientist picking up odd readings
- Schemes: Reach a precious artifact in the Kelipah, Escape
from the Kelipah into a delicious world, Widen the door to absorb a building or
whole town, Infect local reality with some aspect of the Kelipah beyond the
door
- Secrets: The door is not to a Kelipah but is to a different
time or planet, Opening the door will cause great local destruction, The door
is accessible only when the stars are right, The door is one-way
- Places: Mossy overgrown arch in the forest, Abandoned subway
tunnel that sometimes isn’t, Alleyway that twists in alien ways, Nexus of
cabalistic streets and monuments
Sunspot
Lost town off of the Sacramento
canyon
Black Altar
A place of dread holiness is present at the site, a locus
for the power of an outer god or other ineffable power. This altar may predate
human settlement of the area or it may have been constructed more recently by
devout servitors. It forms a place of pilgrimage for the faithful and tends to
warp local residents in ways pleasing to its patron deity.
- Enemies: Demented cult leader, Dream-driven native, Awakened
alien high priest, Otherworldly avatar of the deity
- Friends: Afflicted local resident, Concerned native clergy,
Relative of a new cultist, Archaeologist who’s discovered too much
- Schemes: Destroy a structure that’s sealing away the holy
site, Perform a mass ritual around the altar, Recover a removed piece of the
altar, Summon an avatar of the patron deity
- Secrets: The altar has innocently been incorporated into an
important building, The faith has infected a local church, The altar is calling
cultists from distant places, The altar is changing the natives in subtle ways
- Places: Ill-litten unnatural cavern, Desolate glade, Hidden
conjunction of tunnels, Secret chamber in a major building
Wofford Lookout
Overlooking White
Sands Proving Grounds
Disaster Site
The location was the site of a major disaster. A recent
calamity can still be felt, while older disasters were so profound as to
permanently scar the site. The locals have tried to accommodate to the new
conditions, but many find it difficult, and much that was important here was
destroyed or damaged in the event. Fires, floods, earthquakes, plagues,
hurricanes, or droughts might all have marked the site.
- Enemies: Religious zealot blaming the sinful, Local official
using the disaster as a power-grab excuse, Slum lord housing evacuees, Greedy
"collector" of damaged goods and land
- Friends: Determined aid worker, Local trying to make a new
life, Disaster relief official, Wearied medical worker
- Schemes: Plunder wealth left unguarded by the disaster,
Mobilize the unhomed for a dark cause, Blame an unpopular group for the
catastrophe, Use the trouble as cover to eliminate existing authorities
- Secrets: The disaster was man-made, Local elites are
stealing the aid, The aid or reconstruction officials are incompetent, There's
reason to think the disaster will happen again
- Places: FEMA camp, Neighborhood scarred by the disaster,
Ragged reconstruction site, Ruined monument from before.
CULTS AND ALIEN RACES
The Iron Society
They serve Cxidaoath,
the Bloody Thirsting Serpent. They’re more openly malefic and destructive. They
sacrifice and rather than transform or indoctrinate. They’ve adapt bastardized
Aztec rituals and use that as a kind of cover for their work. They’re at the
root of violence in Almagordo.
Pact of the
Illuminated Messenger
Cult in the service of Burning
Rnyc’mu, Smoking Disease Seer. The cult described above. Primary antagonist
for the first adventure. They’ve made the arrangements in Cloudcroft, building
the community that way for their ritual.
Glac’teleke
The alien race mentioned above. They serve Yaim-Zu, Ravening
Feaster of the Wastelands. They’ve been infiltrated into this area for
generations. The Roswell incident arose from their conflict with their rival
alien race. Tied to the incident at the Wofford Lookout.
ADVENTURE TEMPLATE
Default scenes of the Hook, the Introduction, the
Investigation, and the Resolution.
Beginning from resolution: A hidden Place contains the key to a Scheme. The Place’s
existence and the nature of the key is revealed by the investigations, and the
PCs must reach it and obtain the crucial object by overcoming the Enemy’s
vigilance and concealment.
Three Investigation
- The Actor has been killed or kidnapped, and an agent of the
Enemy is serving as an impostor to ensure that any inquisitive troublemakers
are aimed in the wrong direction. Overcoming a challenge will clue the PCs that
something is wrong.
- The clue is tied up with a local Secret, such that finding
it means discovering the Secret and drawing attention from those that don’t
want the Secret revealed.
- A Friend is actively trying to get the clue to the PCs or
other related allies, but their attempt is being hindered by the actions of the
Enemy or some intrinsic challenge to the exchange.
Hook
A Friend from the site sends word asking for help due to
intimations of a Secret or a recent Crime involving them.
Ambush
The PCs have screwed up very badly and angered the wrong
Enemy. A small group of professional assassins is stalking the PCs and will
strike at the most inconvenient time possible, but are more interested in dropping
them all than doing control shots.
Conflict
The Enemy is massing their physical forces to stop the PCs,
visibly gathering thugs, cultists, followers, or other agents.
Investigator Challenge
Infiltration: The site is set back with little cover for an
approach to it.
Finding an Object: It’s buried beneath a drift of
unimportant objects.
Scholar Challenge
Information: Information written in a rare ancient language.
Hidden Fact/Needed Skill: Repair the object that hides a
vital clue.
Socialite Challenge
People Want: They want a thing, and someone else stole it
from them.
People Fear: They fear their professional negligence will be
shown.
Tough Challenges
Hostile: A victim of occult powers transformed into a
monster.
Environmental: Toxic dust or residue taints tools or objects
within.
OK, so here’s what we’ve got based on those notes:
The Pact of the Illuminated Messenger have been working to
craft their plan, a mixture of illumination and madness. Eventually they hope
to enact a ritual to spill that madness across the region. To that end they
have spent years in a couple of operations. One of those has been the creation
of their paintings. They’ve created a regional phenomenon, based on the art of
Gabriel Zoido. He’s a Thomas Kinkaide-like figure, the secret master of this
particular faction.
Zoido has become a kind of avatar for the infectious madness
of his master, Burning Rnyc’mu. He’s
become transformed- which has become a problem in some respects. It means that
Zoido has become a kind of recluse, still churning out his “masterworks.” These
are accessible, lovely, and compelling Southwestern landscapes. They’re
super-appealing and have a collectible aspect to them. His Am-Way like
network operates to sell and distribute these.
But these paintings conceal something more sinister. Many of
them are painted over dangerous works of art: done with special pigments and a
vision of the abyss. Then others go through and paint these appealing
landscapes upon them. They conceal much but work in some of the original colors
and elements. Many of these paintings are actually portraits of what Zoido has
become.
In order to do this work however, Zoido’s crew needs
artists. They’ve begun to burn through them at an alarming rate. So they’ve
turned to kidnapping in some cases and art recruitment in other places. They’ve
offered scholarships for low-income art students, they sponsor contests at
local schools, and generally cast their net wide.
It was not this net that caught Alana Rubio. Instead one of
the cultists spotted Rubio’s talents. She’s a grade-school teacher, but on the
weekends goes to local art fairs and shows to do sketches and caricatures. At
one of these, a cultist forced on her a Zoido painting, even though she
regarded it as trash. She took it home on a lark, hoping to use the frame. The
cultists then used the picture to track and kidnap her.
Alana’s father, Arturo Rubio, discovered Alana’s absence.
He’s contacted the police and raised a ruckus. In a stupid move, one of the
cultists tried to run Arturo off the road—convincing him that something more
sinister was afoot. And so through a friend of a friend, he heard about the
Luchadores and their skills. He suspect’s he’s being followed or watched—so he
surreptitiously goes to the PCs dressing room during their match to leave a
note. He then goes to his daughter’s small house.
There he’s ambushed and killed. He’s replaced by one of the
Painted Ones, a doppelganger with limited skills and abilities. The cultists
are engaged in other activities and will come later to pick up the body. The
Painted One’s merely a distraction. He can summon other painted horrors should
he need to.
Leads
- Alana Rubio’s vanishing
- Arturo Rubio’s efforts
- The Strange Paintings—one of them standing out as weird.
Perhaps the body of Arturo Rubio painted in it?
Next Steps…
- The Cultist Who Gave Her the Painting: Isaac Huff. Works as
a salesperson for the Zoido Galleries.
- Attack on Arturo Rubio: Police notes. Not taking him too
seriously. Semi-corrupt cops. Tracing damaged vehicle back. Able to link it to
the Ziodo Arts Center in Alamagordo.
- Vanishings of Other Artists: Strange pattern in the area.
- The Zoido Group: Philanthropy
- The Zoido Workshop: Just outside of Cloudcroft. Chemical
evidence.
- The Cloudcroft Community: Suburban area. The Zoido Estate.
Center of the location for the group.
- Location a tome of unspeakable knowledge: The Sketchbook of Cristóbal
de la CavallerÃa
- Dominica Barnett, Faithless Reporter and Agent for the Cult
Threats
- The Painted One and Children’s Painting Nightmares
- Attack by Rudo and associates, hired anonymously. Street
Toughs.
- Nameless Painting Horror.
- The Cultists. Zoido as Sorceror. The Avatar of their God.