Dark Conspiracy RPG: New Orleans

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Something's prowling the fringes of the city. Something from the swamps, something old and wicked, with a legion of servitors at its disposal.

People in the outlying ghettos have been disappearing, the only clue to their fate a thin trail of blood and stagnant water leading to the sewers.

A panic is seizing the city. Fistfights and street battles are occurring at an increasingly frequent rate. It's becoming difficult to travel from one sector to another without a well armed guard.

Now someone is dumping tons of toxins into the swamps, leaving dead wildlife bloating in the hot Louisana sun. And the megacorps are blaming it on one another.

Can you unravel the mystery, without falling prey to the deadly swamps, the secretive corps, or the panicked citizenry of New Orleans?

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An RPG Resource Review


This is a massive adventure set in New Orleans. Like everywhere, the city is in a bad way, but there's worse... a terrible source of evil deep in the heart of the swamp outside New Orleans which is transforming the environment to its own tastes, and taking over people to serve as its minions. Just to make matters worse, those combatting this evil are doing so for their own purposes, purposes that don't include the well-being of the citizens of New Orleans. Enter the party, summoned by a strange missive from a contact who has disappeared by the time they arrive in New Orleans.

After a brief explanation of what's really going on and the actual letter the contact sent, we begin with details of how to get the party to New Orleans in the first place from wherever they are. This then moves on to a quite comprehensive overview of the city itself, which will be useful whenever you want to run a game set there, irrespective of whether or not you run this adventure.

We then get down to business with details of the contact's neighbourhood, his house (in enough detail to facilitate the party searching it) and the information that can be gleaned from the neighbours. As the investigation proceeds, useful locations and people are presented so that the party may interact with them. While the resources are excellent, there is an assumption that the party will conduct their investigation in a certain manner and reach the given conclusions as to where to go next... and apparently all roads lead to a horrifying trip through the sewers.

Unfortunately that smelly romp doesn't yield much in the way of information - although there are a few useful snippets - and the party will have to continue their search elsewhere. Several likely places are presented in detail, and again there are loads of people to meet and information to gather. Eventually they ought to end up at a sprawling mansion from which the 'evil' emanates...

There's a brief note on ending the adventure, which assumes that the party was completely successful, and some thoughts about further adventures. Plenty of scope for those! There's also a large section of Referee Resources to help you run the adventure to best effect.

Overall it's a good adventure with lots going on, a good mix of investigation and more physical action - with scope to vary the balance depending on the group's preferences. The investigative path as outlined rather predicates the party's actions, but provided you have studied the material thoroughly you should be able to accommodate them going off on their own and ensure that they get to see and hear what they need to in order to complete the adventure. It also provides a good grounding in New Orleans which you may choose to use over and over again in other adventures. This should provide good entertainment over several game sessions.

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