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Table of Contents

Author’s Introduction................................................................................ 4
How to Run This Adventure..................................................................................... 4
CSI: Paris 1630..............................................................................................................6
THE DEMON TAILOR and the Grand Plan................................................8
Cardinal Armand Jean du Plessis, Duke of Richelieu.......10

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The Day of the Dupes.............................................................................................13
The Huguenots..................................................................................................... 14
Welcome to the City of Lights................................................................... 16

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Paris 1630 (Referee Map)......................................................................................20-21
Paris Map Key.......................................................................................................... 22
THe Unrest Die..................................................................................................... 24
City Encounters................................................................................................ 26
Taxi!............................................................................................................................... 28
Taxi Insignia............................................................................................................. 29
TIMELINE of TERROR..............................................................................................31
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How the Characters Get Involved....................................................32
The First Letter.................................................................................................. 34
Crazy Taxi!..............................................................................................................36
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The Victims...............................................................................................................38
Victim #1: Claire Mollet..........................................................................................39
Victim #2: Rene Belleau..........................................................................................40
Victim #3: Henri Penand......................................................................................... 41
Victim #4: Julien Pascal.......................................................................................... 42
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Victim #5: Bernard Rousseau................................................................................. 43


Victim #6: Blaise Bourgarit.....................................................................................57
Victim #7a: Baptiste Galonnier.............................................................................. 60
Victim #7b: Henriette............................................................................................... 61
Victim #8: Jean Dupont........................................................................................... 61
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Table of Contents (cont.)

The Wizard.............................................................................................................44
The Wizard’s Tower(ing townhouse).............................................. 46
New Spell:Unveil the Presence of the
Dread Vampyre (Detect Vampire)......................................................... 49
The Survivor...........................................................................................................52

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The Werewolf of Paris..............................................................................................53
The Barrel...............................................................................................................56
The Second Letter.............................................................................................58

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The Final LEtter................................................................................................. 62
Barricades and Checkpoints.................................................................... 64
BLUE CLOAKS.............................................................................................................65
THE COURT OF MIRACLES................................................................................... 66
The Crimson Carriage of the Sun........................................................... 68
The (Demon) Tailor’s (Demon) Hideout........................................... 72
The (Demon) Tailor’s (Demon) SHOP.....................................................73
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MY BROTHER’s KEEPER....................................................................................... 76
Rumbled! (or, The Jig is Up!)....................................................................... 77
AFTERMATH............................................................................................................... 78
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Appendices
Appendix 1: La Perfide Angleterre......................................................................... 80
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Appendix 2: The Grand Châtelet........................................................................... 82


Appendix 3: Musketeers.......................................................................................... 87
Appendix 4: Comment t’appelles-tu?................................................................... 89
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Wrting, Art, and Cartography: Kelvin Green


Layout and Design: Alex Mayo
Editing: Tom Cadorette

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A sliver of pretentious How to run this garbled
game fiction like what we mess adventure
had in the Nineties Terror in the Streets is a hunt for a serial
One day, many years ago, James Raggi killer in Paris, during the year 1630. There
emerged from a brimstone portal and, is no direct path from A to B to C, but
as a thousand tortured angels wailed in there is a timeline of expected events,
unison, the Great Beast of Role-Playing some locations, and a few clues. Perhaps
opened the maw that had devoured a your players will find lots of clues, make

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million worlds. “Write me a book with lots of clever connections, and find the
a title that makes the acronym TITS,” he killer on the second day. Maybe they
intoned, every syllable like the pounding will get distracted by some minor detail,
and the killer will escape. They might

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of a risen corpse against the inside of a
basalt coffin, “It will make me laugh when even cock up massively and get burned
I look at my accounts.” at the stake as Cardinal Richelieu looks
on, smiling over steepled fingers, one
“Uh, okay,” I said, as infernal flames eyebrow raised as he…
lashed out, burning my eyebrows to ash.
Satisfied with my answer, the Dread Lord
e Anyway. The point is, the idea is that I’ve
returned to the eighty-seventh layer of presented you with a sequence of events
Heck and continued the eternal task of and a bunch of clues to throw at your
castigating the souls of the unworthy. players, and it is up to them to sort it out
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and solve the mystery. As such, it is well
I went away and wrote a dreadful worth reading through the book in some
high-concept yet embarrassing- detail before running it; I know every
ly-on-the-nose thing about what happens adventure ever written says that, but you
when the lights go out ((c) Five, 1998), will have to run a lot of things on the fly
m

which was rejected, probably for the best. as you play this one, so it’s worth doing.
Then the Dark Overlord returned and I have tried to present things in a practi-
asked for “Jack the Ripper, but 250 years cal and sensible order to make running
early” and so here we are. the adventure as easy as possible, and,
although the mystery itself is relatively
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simple, there are a lot of moving parts to


bear in mind.
A Note on Rewards
As written, this adventure does not offer much Some players of old-school role-playing
in the way of experience or loot, but there games expect monsters and treasure in
are plenty of opportunities to make powerful their adventures, and the relative absence
friends and gain influence; see Aftermath of both in this one may be a problem, so I
(page 78 for more on that). It’s a quite deliber-
thought it best to acknowledge it upfront.
ate part of the design process, and indeed was
part of the original brief, so that’s why we have
done it this way. To handle the investigation, I suggest
splitting the game day into four-hour
chunks and allow the players to follow

4
one lead per chunk. I’m not saying it will take four hours
to go and ask the parents of Julien Pascal (page 42) what
happened to their son—although I suppose it depends
on how dense your players are—and I admit the four-
hour thing is a contrivance of convenience rather than
accuracy. It takes into account preparation, delays along
the way (page 26), getting lost—Paris in 1630 had no
street signs and house numbers were disorganised and
rare—and so on.

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The four-hour-chunking is arbitrary, but it helps
structure the investigation. I have run Call of

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Cthulhu (TM) adventures using the format
since 1996 and it’s worked well.

There’s no requirement that all the char-


acters stick together in one blob as they
go about their business. This is one
case where it may be more sensible to
split the party so more clues can be
gathered more quickly. After
all, they are trying to solve the
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mystery before more children
go missing.
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5
explain that their characters would not
CSI: Paris 1630
We have been conditioned by over a cen-
know about this sort of thing, so they
should try to avoid thinking in such
tury of detective fiction and true crime terms. But if you’re happy with them
documentaries to understand how the inventing modern forensic techniques
gathering of clues works. We know about centuries early, that’s fine. It’s your game.
a blood types, fingerprints, DNA, and all
of that good stuff, and we are familiar All that said, one special resource charac-
enough with the concepts that it could be ters in LotFP’s 1630 have that we do not,

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difficult to put ourselves in the mindset of even today, is magic.
seventeenth-century investigators.
(Well, I don’t have access to magic. Alan

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Of course, no one in 1630 had access to Moore says he’s a wizard, and I probably
DNA databases, but it’s not just about believe him, but I doubt he’s reading this.
technology—it’s also about knowhow. If he is, then crikey! Hullo, Alan!)
The unique nature of fingerprints, for
example, was known in the ancient world, Magic rituals and spells could ruin the
and was used for identification by the investigation if not handled well, so it is
Babylonians and Chinese, among others, a good idea to have a look at the spells
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but no one, in Europe at least, thought to
use them for criminal investigation until
the nineteenth-century. Even something
available to your players and think about
how they could interact with the adven-
ture. You don’t want to be unfair about
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that seems obvious to us, like checking things, but you also don’t want a spell
an alibi, was not a common investigative to torpedo the entire adventure because
procedure until after the 1750s. Many that’s no fun for anyone. So Speak With
modern criminal investigation techniques Animals just unlocks a witness, one that
were technically possible in 1630, but the may be no more reliable than a human.
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concepts just had not occurred to anyone. Commune will probably be more useful,
but it depends on the questions asked. Be
The primacy of evidence is also a modern tight, but don’t be a bastard.
invention. Trials in 1630 are often less
about evidence and more about testi- A note on historical
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mony, and not necessarily eyewitness Accuracy


testimony. You could be convicted or Believe it or not, I have, in fact, done
acquitted on the basis of character, class, some research! Where possible, I have
nationality, religion, or whoever your dad presented seventeenth-century Paris as it
was. This seems ridiculous to our modern was, or at least a playable facsimile there-
eyes—or not; satire! —but it is the way of. The Demon Tailor and his crimes are
things tend to work in the seventeenth real, but occurred sometime in the late
century. 1500s, and he was caught and executed in
December 1598. He was not, as far as we
How you want to handle this role-playing are aware, related to Cardinal Richelieu.
challenge is up to you. My suggestion Jean Grenier was also real, but he was
would be to talk to your players and active about thirty years earlier than the

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setting of the adventure. The Court of
Miracles was real—although I have made
up some details—as is the thing about the Ain’t Nothin’
checkpoints between districts. Dogs, and bloodhounds in particular, are
excellent tools for investigation. Bloodhounds
On that subject, before the French Revo- can acquire a scent from an object that has
lution, Paris was divided into a series of been touched by the quarry, even something
a
districts, but sources differ on how many like a footprint, and can track that scent for
areas there were and what their boundar- hours, even days after the contact was made,

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ies were, so I’ve more or less made them and over great distances.
up. Paris had taxis from 1612, 1637, 1640,
As it happens, bloodhounds are probably
or 1645 depending on who you ask; I’ve French in origin, which is a nice coincidence,

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included them because they were in the although they were never popular in France—
playtest version of the adventure, and I too English, probably—until after they had
liked them too much to take out. I hope died out in the nineteenth century, at which
that potential inconsistency won’t bother point English bloodhounds were imported to
too many people. The French franc was resurrect the breed. For game purposes, we
a silver coin in 1630, so I have equated it will assume they are the same and hope that
to the LotFP silver piece for convenience,
e no dog nerds start flaming LotFP HQ over a
minor historical point.
and I know that’s also not quite right and
je suis désolé. Given the bloodhound’s special skills and
relative rarity—several pairs were given as gifts
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Oh, and all the handouts are in English to the French royal family each year—let’s say
because the book is in English. I under- that a trained animal costs ten times the price
stand that this less harms verisimilitude of a normal dog, so 10sp in the city, and 20sp
and more takes it into a dark alley and in the countryside, plus food. Bastard Referees
breaks its legs, but I only got a C in GCSE may also want to insist that the dog requires a
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French twenty-plus years ago, and there’s trained handler; treat this as the animal han-
only so much I can do. dler on Rules & Magic, pages 47-48.

BLOODHOUND, snoopin’ ‘round your


door: Armour 14, Move 150’, 1 Hit Dice,
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6hp, bite 1d4, Morale 8. Bloodhounds


acquire and follow a scent on a 1d6 roll of
4+. Roll again each time something happens
that might confuse or disrupt the trail, such
as crossing a body of water.

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The Demon Tailor and
the Grand Plan
The Demon Tailor is Claude Marchand, There Is No God
the illegitimate older half-brother of Car- As written, Claude is suffering a temporary
delusion, there was no message from God,
dinal Richelieu (page 10), a connection
a and there was no chance of an earthquake
that should cause complications later in devastating Paris, but there is nothing prevent-
the adventure, and complications mean ing you from deciding that he is operating ac-
prizes! Or something. cording to the instructions of a higher power

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calling itself “God,” and that disruption of the
As a boy, Claude apprenticed with a Plan will indeed bring disaster to the city. See
butcher before training to become a tailor. Catastrophe! (page 78).
He is quite successful and talented in the

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latter profession and has earned a number
of high-profile commissions—including
making the distinctive blue uniforms for At the start of the adventure, Claude has
the royal house (page 65)—without any killed four of the eight and will select and
intervention from his powerful brother. kill the remainder over the next few days
e (page 38). Once all eight are dead, the
Claude and Richelieu have very little con- tailor will wait a couple of days and, con-
tact; the Cardinal will sometimes meet tent that the earthquake has been averted,
with his brother in secret when the tailor disappear into history.
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has business at the royal palace, and he
has signed a document that allows Claude All that said, Julien Pascal (page 42) was
free passage through the city’s check- destined to be an Apocalypse Child, but
points (page 64). Their relationship is Marchand doesn’t know that, nor does
not well known. Despite having different “God.”
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mothers, they look enough alike so as to


confuse some people (page 41). Claude tortures his victims by flaying
them alive. After they have died of blood
Claude believes he has had a message loss or shock, he then cooks and eats their
from God. He believes that eleven days flesh so that he can consume their “light,”
then uses their skin to construct a suit
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after the start of the adventure, an earth-


quake will destroy much of Paris, killing with which he can commune with God.
thousands. The only way to prevent this The tailor believes the suits make him
cataclysm is to kill the eight demons that invincible, and has made two of them as
hide in the forms of young people. the adventure begins.

The bones of Marchand’s victims are


sealed in barrels and stored in his court-
yard. Well, one barrel goes a bit missing,
as we see on page 56.

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CLAUDE MARCHAND, the Demon
Tailor: Armour 12 (none) or 16 (boost-
ed skinsuit), Move 120’, 0 Level Tailor,
4hp, razor-sharp scissors 1d4, Morale
12.
Blue cloak; good quality but plain
clothing; satchel containing a letter of
a
passage signed and sealed by Richelieu,
a ring of keys, scissors, 6sp and 80cp;

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skinsuit (worn under clothes).
Playing the Demon Tailor: You are
an intelligent and dedicated man, and

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you have made a good living, but you’ll
never be as successful as your brother.
You have an opportunity to do a great
thing and save the world, but to do so
you have to commit terrible crimes.
You are trying to balance all this but
have ended up tearing yourself to piec-

when you are talking about the Great


Work, when you become agitated but
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es. You are distracted and distant except
The Skinsuits
The adventure assumes that there are no
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focused, but always there is the sense supernatural elements involved in the tailor’s
that you are not quite good enough. activities, but if you want to throw a nasty
magic item at the players, read on.
Speak quickly, ramble, ask vague ques-
tions that seem to have no relevance A skinsuit acts like leather armour because
to the subject at hand. Call yourself it sort of is. It exudes an aura of disgust and
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“bad” or “stupid” and slap your head terror that forces normal human opponents
or the table, then switch to a calm and to make a Morale test at the beginning of
firm voice when you are focused on the combat; those that fail recoil for a Round and
Grand Plan. those that fail on a double flee. There is a 3%
chance per day at midnight of a vision sent
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from an entity portraying itself as “God.” This


being encourages the wearer of the suit to kill
and skin humans; in return, it will increase the
Armour of the suit to 16 for a week following
the sacrifice. The number of humans needed
to be killed to gain the bonus increases by one
each time; the first time it will be one victim,
the next two, and so on.

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