Explosive wars dominated the seas, as the Esoteric Order of Dagon and their Deep One raiders blockaded all human life. The rising tide swallowed entire archipelagos as the world began to float to its grave.
“You fool! You are dead. Perhaps you do not know it yet…”
A fast-paced, old-school roleplaying game using the MÖRK BORG rule system for investigations into cosmic despair. Take on 1920s archetypes and descend into forgotten caverns, manors, and sewers — all while losing your sanity.
DESCENDThere are no storm clouds on the horizon. They’re all right overhead, along with all the late omens of today’s Armageddon. The days aren’t numbered… everyone stopped counting.
“Great old gods awaken by the day, casting their dark eyes upon you, sending their courtiers to flay the faith from your bones as you reload your Thompson gun. All the clues in the world couldn’t tell you one simple fact… it’s already too late.”
Roll a d20 to determine what apocalypse will be yours to cherish. Roll numerous times if you dare…
APOCALYPSES STACK.
Explosive wars dominated the seas, as the Esoteric Order of Dagon and their Deep One raiders blockaded all human life. The rising tide swallowed entire archipelagos as the world began to float to its grave.
The Great City of R’Lyeh rose from the waves, in its nightmarish totality. By starlight, all with a view of the city could see the bulbous head of Cthulhu… and feel his gaze in turn.
The world ended in the blink of an eye. As for how everyone in the world died, well, this is that story…
From all walks of life, you waltz to the tune of your dirge, praying to a godless sky. Picture a dark street in black and white… if you could be anyone leaning on a lamppost here, who would it be?
There are no good deaths awaiting you. Only the screaming finales and slow ends under the needles of the unspeakable.
Quick pick-up games of pulpy crawls between clues, conversations with babbling non-player-characters, and thrilling last stands.
Ever since the War on Liquor, talk of cults by candlelight is best saved for the “Gin Joints,” “Blind Pigs,” and “House Parties.” Generate one in seconds — entrance, entertainment, specialty, owner…
…and its secret. More than a few are owned by monsters, human or otherwise.
Some creatures and places were never meant to be beheld by humankind. Fail, and lose your grip as the crushing weight of reality closes in around you.
In Total Darkness: lose 1 Sanity every 15 minutes — real time!
Newfangled death machines rocket across the blighted road, dogged by hunting monstrosities. The “shotgun” seat takes on a literal meaning.
Shift gears, adjust your mirror, and bless your hood ornament with a Yaddithian Funeral Chant.
Discover a horrible truth and Incur the Eye of a god of the Pantheon. From Eye, to Interest, to Favor — or to Ire, and soon, the Wrath.
Devotion is tracked for each character individually. The all-seeing find no more reason to hide from your gaze.
Twenty Eldritch Rituals, powered by spent Sanity. Contact with the horrors beyond the veil carries permanent Eldritch Corruption — webbed fingers, sickly wings, hooves for feet.
The effects are permanent. Do not reroll duplicates.
A full anatomy of the Clue Crawl for game masters, faction cases, and rules to grow a cult of your very own. Plus a Bestiary crowned by the Random Horror Generator.
Secrets have a way of sequencing themselves just beyond our perception.
Join them, rob them, burn their chapels, or borrow their library cards. Every faction comes with members, goals, loot, strongholds — and a fully keyed Faction Case to raid.
Their strongholds are marked upon the Chart below. Choose your patron poorly.
In the basements of the world, there lie abysses that have never and shall never know light. Press a seal to open its dossier. Small sigils mark the strongholds of the Great Cults.
Carcosa and The Dreamlands lie beyond the veil of this world — consult the medallions at the chart’s corners.
Prepare to step into a world drowning in disaster whose only hope is you, dear reader, and your set of polyhedral dice.
| Player | Character | HP | Sanity | Init | Status |
|---|
Prefix (20%) · First · “Nickname” (50%) · Last · Suffix (20%).
3d6 per ability: 3–4 → −3 · 9–10 → +0 · 17–18 → +4. Class alters these.
HP and Sanity dice depend on class.
Starting gear: 1 container (d4), 2 common (d10), 1 expensive (d12).
Permanent. Do not reroll duplicates.