Dracula's America: Shadows of the West: Forbidden Power
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About this ebook
This new supplement for Dracula's America: Shadows of the West introduces two new factions: the corrupt cultists of the Church of Dagon and the Salem Sisterhood, occult practitioners whose history dates back to the early Colonies. New stealth rules allow for all manner of sneaky and underhanded tactics, while expanded rules for arcane powers offer glory but could cost you your sanity. Alongside these are a host of new scenarios, Hired Guns, monsters, skills, and gear to challenge or assist those who dare venture into the Deep South of Dracula's America.
Jonathan Haythornthwaite
Jonathan Haythornthwaite has been an enthusiastic gamer for 26 years, inflicting countless 'home-brewed' games and scenarios on his long-suffering gaming friends in that time. He currently lives, works, and occasionally sings Classic Rock in the North Yorkshire Dales.
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Book preview
Dracula's America - Jonathan Haythornthwaite
CONTENTS
INTRODUCTION
THE SETTING
A FORGOTTEN HISTORY
The Sisterhood
Benedict Arnold and the War of Independence
The Masonic Vaults
ELDRITCH ENTITIES
The Outer Gods
The Great Old Ones
Father Dagon
A RUINED LAND
The Dark Confederacy
Cyclopean Ruins
The Church Resurgent
NEW GAME RULES
THE SWAMPLANDS
Deep Water and Swimming
Treacherous Conditions
Swamp Events
Denizens of the Swamp – A Bestiary
STEALTH MISSIONS
Sentries and Reinforcements
Sounding the Alarm
Stealth Scenarios
ELDRITCH TERRORS
Madness
Eldritch Entities – A Bestiary
NEW ARCANE POWERS
Elder Magic Spells
Necromancy Arcane Powers
Vodou Arcane Powers
NEW FACTIONS
The Church of Dagon
The Salem Sisterhood
NEW CAMPAIGN RULES
New Hired Guns
New Gear
New Skill List – Arcane Skills
Unique Mercenary Drifters
ELDRITCH RELICS AND CURSED WEAPONS
Relics
Cursed Weapons
DEEP SOUTH ENCOUNTERS
NARRATIVE CAMPAIGN
PLAYING THE NARRATIVE CAMPAIGN
Destiny Points
Veterans of Dracula’s America
ELDRITCH ENCOUNTERS
FORBIDDEN POWER SCENARIOS
Scenario 1: Swamp Ambush
Scenario 2: The Spawning Pools
Scenario 3: The Nameless Ritual
Scenario 4: Hunt for the Necronomicon
Scenario 5: Panic in the Streets
Scenario 6: Heart of Darkness
Scenario 7: Dagon Rising
CAMPAIGN AFTERMATH
CAMPAIGN AFTERMATH: ALLIANCE OF ORDER
CAMPAIGN AFTERMATH: ALLIANCE OF CHAOS
INTRODUCTION
Welcome to Forbidden Power: the second supplement for Dracula’s America, and (in true, cinematic style) the final part of our Gothic Western trilogy!
Following in the footsteps of Hunting Grounds, within the pages of this book you will find a heap of new material – including rules for taking your games away from the boomtowns and dusty plains, and into the treacherous terrain and vicious guerrilla warfare of the Deep South.
You will encounter the foul denizens of the bayou, play four new Stealth scenarios that reflect the unique battles between the Congregation and their Dark Confederacy foes, plumb the forbidden secrets of Arcane Power with expanded rules for Necromancy and Vodou, and take control of two new Posses – the white witches of the Salem Sisterhood and the insane zealots of the Church of Dagon...
Oh, and of course we must welcome the bizarre denizens of the Eldritch Dimensions – those of you familiar with the works of the great H. P. Lovecraft may recognise some of the entities that will soon be wreaking havoc on your Posses – and of course, the sanity-shredding secrets of Elder Magic!
For those of you that want to take your games to the next level, you will find extra material to add to your Campaigns in the form of additional Hired Guns such as the Gravedigger and Hog-Tamer, new Gear of a distinctly mystical nature, a new Arcane Skills list, rules for Eldritch Relics and Cursed Weapons and some brand new Encounters to give your campaign that authentic, Deep South flavour – Dracula’s America-style!
Finally, anyone following along with our ongoing narrative campaign can continue the story following the chaos that consumed the Indian Territory in Hunting Grounds – some of the mysteries from that chapter will be revealed as the Posses race to prevent (or hasten) an even worse fate from befalling mankind!
Of course, just because this is the last book in the series doesn’t mean the story has to end there – when you have played through the seven new scenarios, why not continue the tale yourself with a story arc of your own devising?
And, as always, the bulk of these additions are entirely modular and compatible with the main Dracula’s America rulebook – feel free to use the material you like and leave out the rest to make the game that you want to play...
Jonathan Haythornthwaite
THE SETTING
A Forgotten History
In an impossibly ancient epoch, before any concept of time as mankind might reckon it, the Great Old Ones came to Earth from Beyond and built for themselves vast cities and temples. Long before our own ancestors ever existed, the inhuman life that dwelt in the world worshipped these entities, and the Great Old Ones found that this pleased them.
At some unknown point, this age came abruptly to an end – those with knowledge of such things believe this coincided with the emergence of mankind. Yet still legends of the Great Old Ones persisted in one form or another throughout history...
THE SISTERHOOD
When the Pilgrim Fathers first landed in America, amongst them was a coven of white witches from an ancient society known simply as the Sisterhood. These secretive protectors of Humanity consisted of female Arcanists from select bloodlines and their male relatives who acted as their protectors and guardians.
Possessing knowledge otherwise lost to mankind, the Sisterhood still recalled the legends of the Great Old Ones and their ilk, and knew the dire threat posed by these entities.
It was, however, an age of superstition and religious fervour, and the Sisterhood was systematically exterminated by the so-called witch hunters (now thought by some to be cultists masquerading as pious Puritans). This dark time culminated in the now-infamous Salem Witch Trials of 1692–93. Despite such relentless persecution, the few survivors vowed to remain true to their ancient calling. Renaming themselves the Salem Sisterhood in memory of those that died, they slowly set about rebuilding.
The Salem Sisterhood: Guardian
BENEDICT ARNOLD AND THE WAR OF INDEPENDENCE
During the War of Independence, a great sorcerer fought for the rebellious colonies. This man was Benedict Arnold, and his formidable powers helped turn the tide of many a hopeless battle, whether directly or indirectly, in favour of the embattled Continental Army.
At first hailed as a hero by the Patriot cause, it soon became apparent that, in his desperate search for ever-greater power with which to fight the British, Arnold had taken to plumbing some dark and forbidden sources. The Culper Ring, Washington’s spy network, discovered the source of the Sorcerer’s corruption – a heavy book bound in silver chains and written in a strange, Arabic script.
Betsy Ross, an agent of the Salem Sisterhood, recognised this as a copy of Abdul Alhazred’s Necronomicon, a proscribed volume first penned by a mad dabbler in forgotten lore. Quite where Arnold had unearthed the book was unknown, but Ross’ course was now clear – the sorcerer had to be stopped, and the vile tome sealed away forever.
Ross confronted Arnold in 1778, and after a bitter duel she managed to wrest the Necronomicon from the sorcerer, who fled and defected to the British, with whom he hoped to have his revenge upon Washington, Ross, and his other erstwhile allies. Without the Necronomicon, however, his power was greatly diminished and no match for the spells of the resurgent Sisterhood, who had by then sided with Washington wholeheartedly.
Desperate, he sought relics from the lost ages when
