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©2019 Dennis Detwiller and the Delta Green Partnership

THE LAST BOOK


A new tome of entropic magic, linked to the King in Yellow

In English. Study time: weeks. Art skill +1%, Unnatural +1%, SAN loss: 1D4 unnatural
(+Yellow Sign 0/1D4 SAN helplessness).

“and then he looked at me there on the bus and I saw he had no eyes and so I yelled at
him and said I said get back leave me be you must not touch no no and the boy with no
eyes smiled at me and his teeth were fishhooks…”

This book, infected by the terrible entity known only as The King in Yellow, was written by
someone on the very edge of sanity sometime near the end of the 21st-century. It is a
scribbled-in day journal, with no identifying marks save that the journal itself was manufactured
by Woolworths’ in 1976 (most likely in England or Canada).

The inside front cover is festooned with artistically rendered geometrics. But hidden on that
page is the dreaded Yellow Sign, the mark of the King, which is inimical to the human mind,
costing 0/1D4 SAN helplessness. It is easily overlooked (at first) but those that read the book
will certainly happen upon it.

The owned by entry is marked by “LAST BOOK.”

The book is small, stuffed with taped-in sundries like dated ads, brochures and the like, and
filled top-to-bottom with cramped, perfect, architect-like writing that consumes every page
without break. There is no punctuation, merely a free-form record of the thoughts of a madman
trying to go “to the Kingdom” to see “the sovereign.” It is rambling, and difficult to follow, but
seems to weave a loose narrative of a person wandering the twilight of sanity wherein they
encounter many supernatural things, including doors that open on to other “countries,” dead
children singing inside of coffins at a graveyard, a long-dead watchmen following the author
over a period of weeks, and glimpses of a “ghost city at the bottom of a lake” filled with war,
starvation, and a dying royal line. A single line in the back describes how it got its name:

“all letters are contained within so if one reads in the right order all books are present in these
pages it is the last book youll need…”

Still, reading the book is inspirational. Any reader with any Art skill over 3% finds it
fascinating and full of grand ideas, though if asked for specific examples, it will be almost
impossible for the reader to list any.

The book “ends” with the following line:

“inside the hotel now tomorrow I search for my bottle”

Four rituals are included in the book, each written into a MEMORIES ON THIS SPECIAL DAY
box provided by the journal in the back of the book. The rituals are written in tiny writing
without break, filling each box with surgical precision.

Doors Upon Doors


Simple ritual. Study time: hours; 1D4 SAN. Activation: a turn; 3 WP, 1/1D4 SAN unnatural.
The operator must chant the phrase “smooth is the hand which makes the world and
steady is the mind which grasps it” while opening any door to or inside a room, house, or
domicile. Upon doing so, a great fatigue passes over them (-20% to all physical rolls for 1
minute), but now, no matter what, a strange, new door is inside the room they cross into. This
door leads to a previously non-existent, unknown room with another door in it.

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©2019 Dennis Detwiller and the Delta Green Partnership

This strange room is filled with elements and styles reminiscent of the King in Yellow,
Victorian or Edwardian decorations, old photographs, strange books and more. It has no
windows. What artifacts might be found in this strange room are up to the Handler to devise.
The operator may bring anyone they like into the room, as long as they pay the 1/1D4 SAN
unnatural cost too.

If the door the operator came through is shut from the strange room side, the entrance to
this room vanishes on the other side. (1/1D4 SAN unnatural for others to witness).

Those wishing to exit the room merely must open the other door in the strange room. This
opens on some mundane location in an alley, building, or ruined structure known to the
operator (this is not chosen by the operator). Of course, an operator may cast the ritual again
to create a new door in the strange room, with the same above effect (opening onto another
strange room).

Oubliette
Significant ritual. Study time: hours; 1D6 SAN. Activation: hours; 15 WP, 1/1D6 SAN
unnatural.
The operator seals a small container with wax, blood, and their waste products. The
container must be opaque, and no larger than a palm. At the end of the prolonged ritual, which
must be preformed in isolation, the operator names a single victim known to them (they must
have met this person).

When the operator is present with the victim holding the sealed container and no one else is
present, the operator can cause the victim to vanish. From that point on, the container
occasionally rattles or shakes, and tiny, indecipherable, plaintive cries can be heard with it.
Placing this container in a pocket or such dampens such sounds completely, but if it is out in
the open, it is obvious something is alive in it.

Anyone can open the container by scraping away the seal. When the seal is broken,
nothing is inside except a stench.

The victim reappears in the location they were “sealed” suddenly, covered in filth,
exhausted and starving (those present see the target “pop” in and suffer 1/1D4 SAN unnatural).
Despite how ever much time has passed, the victim has not aged significantly, and remembers
nothing of their imprisonment (0/1 SAN helplessness). Significant passages of time can cost
1D4 SAN helplessness (a year or so) or even 1D10 SAN helplessness (a decade).

Have You Seen It?


Simple ritual. Study time: hours; 1D4 SAN. Activation: a turn; 4 WP. Prerequisite: Operator
must have seen the Yellow Sign.
The operator takes a victim aside and shows them the Yellow Sign. Then, whispering a single
phrase to the victim, forces them to do the same to their Bonds. It does so in the following
manner: each day they go without showing the Yellow Sign (which they know by rote and can
create on the fly) to all their Bonds, they must make a SAN roll to sleep. Failure indicates they
wake from nightmares and suffer sleep deprivation (see SLEEP DISORDER in THE AGENT’S
HANDBOOK on page 71). Success indicates they manage to sleep normally.

Once all their Bonds have seen the Yellow Sign, this compulsion vanishes from the operator.

Synchronicity
Simple ritual. Study time: hours; 1D4 SAN. Activation: a turn; 12 WP.
The operator activates this effect by killing a living creature violently with their hands (1/1D6
SAN violence); until this is done, the ritual cannot be activated, no matter how much WP is
spent. The operator then carries an eye of the slaughtered creature on their person. Such

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©2019 Dennis Detwiller and the Delta Green Partnership

preparation covers a single 24 hour period; after that time, if not activated, the ritual no longer
works until another slaughter is performed.

At any time during those 24 hours, when confronted by a threat, the operator can activate
the ritual by eating the eye (0/1 SAN violence). From that moment on, and for 10 turns, the
operator can do each of the following (but only one effect per turn):

• Add +40% to any single mental task, once.

• Add +20% to any single physical task, once.

• Re-roll one damage result (including Lethality attacks), once.

• Ignore one Lethality roll against them, once.

• Reduce any one incoming attack by 10 points of damage, once. If this reduces the damage
to 0, the attack misses.

Those observing the operator use this abilities (especially in combat) will see them move
through and around attacks and damage as if they knew it was coming, even if they couldn’t
see the incoming attacks; “dancing between the raindrops.”

THE YELLOW SIGN (UNNATURAL SYMBOL)


“I had a blank bit of paper in my pocket, on which was traced the Yellow Sign, and I
handed it to him. He looked at it stupidly for a moment, and then with an uncertain
glance at me, folded it with what seemed to me exaggerated care and placed it in his
bosom.”

—Robert W. Chambers, The King in Yellow

This symbol somehow prepares the victim’s mind to experience the forces of the King in
Yellow. It is often neither yellow or even a sign, precisely, but a strange, geometric, snake-like
shape (described at various times as a sigil, an eye, a branch, and a dragon) that can be
drawn, traced or cut in almost any medium. Still, it seems to change from moment-to-moment
and viewer-to-viewer.

This mark brings horror, fear, and insanity to any that see it inflicting 0/1D4 SAN
helplessness. Those that succeed at the SAN roll see nothing unusual, just a strange symbol
that is quickly forgotten. In fact, they cannot remember precisely what was seen, except that it
was a “mark.” Those that fail suffer the SAN loss. Those that suffer its effect may choose to
spread the Yellow Sign to find some comfort from that action. An Agent that has seen the
Yellow Sign, failed their SAN roll, and has not spread the sign must make a SAN roll for each
night of sleep until they inscribe the sign somewhere that will be seen by others. Failure
indicates they wake continuously from unremembered nightmares and suffer normal penalties
from sleep deprivation (see SLEEP DISORDER in THE AGENT’S HANDBOOK page 71).
Success indicates they somehow manage to sleep. 

Until they successfully inscribe the Yellow Sign in some location where others might see it,
they are haunted by horrific dreams. Once this is done, the compulsion is lifted, the nightmares
vanish and normal sleep returns. But the subject still remains open to the influences of the King
in Yellow.

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