Night’s Black Agents won two silver ENnie awards for Best Game and Best Writing, and was nominated for Best Rules, Best Interior Art and Product of the Year. Find out why!
Night’s Black Agents puts you in the role of a deadly secret agent, taking down the forces of darkness. Get it now from the Pelgrane Store.
Bring your favorite high-octane spy thrillers to the table with Night’s Black Agents from legendary designer Kenneth Hite (Trail of Cthulhu). Have friends who love console shooters? This is the tabletop RPG for them! Access the eyes-only Resources page for blank agent dossiers, quick-reference sheets, a 20-minute demo and more — but sweep for tracking devices first.
The Cold War is over. Bush’s War is winding down.
You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.
Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.
It turned out to matter a lot. Because it turned out you were working for vampires.
Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.
Night’s Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases.
Updating classic Gothic terrors for the postmodern age, Night’s Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rules options let you set the level of betrayal, grit, and action in your game. Riff from the worked examples or mix and match vampiric abilities, agendas, and assets for a completely custom sanguinary spy saga.
The included hook adventure gets the campaign going; the included city setting shows you what might be clotting in Marseilles’ veins even now. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, and keep watching the mirrors … and pray you’ve got your vampire stories straight.
Designer’s blog entries
An interview with the publisher
Listen to Ken Hite talk about Night’s Black Agents on the Fear the Boot podcast
Free downloads and resources for Night’s Black Agents
Read all the reviews here.
As good as the toolkits that Night’s Black Agents provides are, the rules and advice deliver on the game and genre that they promise. Whether it is blood pumping action or heart stopping shocks, Night’s Black Agents is probably best shaken, and definitely has the “Vampire Spy Thriller” staked. – Matthew Pook
Vampires and spies – once you’re past the initial surprise, you’ll see that they work tremendously well in tandem. Well, I think they do, and I think the book’s an absolute knockout. – Sidney Roundwood
“Behold a great Mystery which I reveal to you without an enigma; this is the secret of the two Mercuries which contain the two tinctures. Keep them separately, and do not confound their species, for fear they should beget a monstrous Lineage.”
— The Six Keys of Eudoxus (date unknown, first known publication 1689)
The modern conspiracy-tale qua urban legend that is red mercury was born, most likely, in the hothouse world of smuggling and corruption that sustained the Brezhnevite Soviet Union. Although the “orthodox” version of red mercury was a sort of hyper-accelerant for nuclear explosives, or possibly an ultra-catalyst for implosive fusion, a 1993 Pravda exposé on the topic depicted red mercury as also (or alternatively) a key ingredient in Stealth technology or perhaps missile guidance systems. Supposedly a lattice-shaped isomer of mercury antimony oxide (Hg2Sb2O7), enhanced with or somehow containing radioactives (lutetium, or perhaps plutonium) and then bombarded with a particle beam, becomes capable of immense energy storage: “a bullet can sink a battleship, a baseball can destroy a city.” The “red” refers to its color, or its Soviet origin, or abbreviates “redistilled.” Although Samuel T. Cohen (among other things, the co-inventor of the neutron bomb) vouched for its existence, the general consensus is that “red mercury” was invented not as a super-weapon but as a super-scam, a means to separate desperate would-be nuclear nations and terror groups from their slush funds. One particularly recherché theory holds that it was deliberate disinformation jointly concocted by the CIA and KGB as a nonproliferation measure: get nuclear smugglers chasing a myth, and they wouldn’t chase plutonium.
Red mercury had a brief heyday in the early 1990s, when it appeared at the center of at least five murders associated with an Iraqi attempt to buy nuclear material from South Africa. (Fun fact: The South African Defense Forces shell company created to thwart (?) this ring was called “Delta G Scientific.” Really.) Osama bin Laden bought a cylinder of red mercury from a Sudanese general in 1993, for instance. Every year since then, one or two arms dealers, Russian Mafiya entrepreneurs, or needy dictatorships tries to buy red mercury (the going rate was $300,000 per kilo in 1997, up to $1.8 million in 2013) and usually gets scammed, which means someone usually gets dead. Where Iraq and al-Qaeda went in the 1990s, of course, ISIS goes today.
In a zingy read in the New York Times Magazine, C.J. Chivers follows the trail of red mercury through Syrian and Turkish middlemen, illuminating the contemporary form of this modern myth. Chivers re-tells the delightfully wild story from the late 2000s that Soviet engineers (during the “American occupation”) smuggled red mercury out of the country in Singer sewing machines, though doesn’t mention the Egyptian conspiracy tale that red mercury can be obtained by cutting the throats of mummies. The story also gives a few new details that should prick the thumbs of any Night’s Black Agents Director worth her salt. For example, Chivers quotes a smuggler named Safi al-Safi: “The most expensive type [of red mercury] is called Blood of the Slaves, which is the darkest type. Magicians use it to summon jinni.” Another smuggler, Faysal, says that red mercury or “spiritual mercury” can be found “in Roman graves.” And finally, the smugglers’ consensus is that “real red mercury is attracted to gold but repelled by garlic.”
Red Mercury Cylinder
“The most sharp Vinegar is the Red Mercury; but the better to determine these two mercuries, feed them with flesh of their own species — the blood of innocents whose throats are cut.”
— The Six Keys of Eudoxus
Which leads us not to a Thing We Left Out of the Dracula Dossier per se, but rather to one of the many many areas of modern mythology that the Dracula Dossier can comprise. Here, then, broken down as a proper Director’s Handbook Object, is that postmodern philosopher’s stone, Red Mercury.
A dull gray cylinder about 30 cm long and 10 cm thick, marked with a radiation symbol. Cyrillic lettering on it reads Obrazets Noly — “Sample Zero.” When opened, it contains about 30 mL of radioactive material resembling thick red ink that flows and separates into drops like liquid mercury. Its density is 20.20 grams per cubic centimeter. Without testing the material, an Agent with Chemistry believes the substance could be mercury antimony oxide.
This is “hot” red mercury, the good stuff, straight from a Russian nuclear weapons lab. It might even be taken from the original 1965 test in the Dubna cyclotron, or just the “calibration batch” (easy to abstract, hard to miss) from a new program spun up under Putin. And there’s more where that came from. Tradecraft provides the information in the above paragraphs, and a 1-point Research spend leads the Agents to the New York Times Magazine story linked above and its intriguing garlic-related information. A 1-point Occult Studies spend leads to the Six Keys of Eudoxus, and to alchemy in general if that helps in your game.
This is indeed red mercury, and the secret ingredient is Dracula’s blood, infused with mercury during his own lifetime as an alchemist. The Russian vampire program (DH, p. 76) figured out how to use particle beams to cibate the blood of Dracula into a mercury-antimony matrix (in KWAS: Alchemy terms, this is an Awakened Working of Vermilion + Sulfur), and the amazing effects of red mercury all follow from that:
- Immense Explosive Power: The demonic strength of Dracula infuses red mercury: a Class 3 explosive requires only 3 g; a Class 4 explosive only 6 g; a Class 5 explosive only 12 g. Hand-loading red mercury into hollow-point rounds (~1 g per bullet) either increases bullet damage by +3 (and makes the bullet a bane to all lesser vampires) or (unmodified roll of 1) blows the gun up in your hand when fired (Class 2 explosion, +4 damage in debris range). Using red mercury requires a Difficulty 7 Explosive Devices test.
- Chemical Weapon: A drop of red mercury added to chlorine creates a deadly cloud of vapor: if inhaled or exposed to an open wound, treat as injected tetrodotoxin (DH, p. 87). Garlic oil acts as an antidote.
- Lifebane Bomb: Samuel Cohen believed that the Soviets built dozens of baseball-sized red mercury “neutron bombs” that required no fissile material to fuse their core of heavy water. With 150 g of red mercury (and either a very detailed schematic or a 2-point Physics spend), an explosives expert can make a lifebane bomb that acts as a Class 6 explosive. Dracula can command those killed by this bomb. Those protected from vampires (surrounded by garlic, inside holy ground, etc.) within the debris range are immune to the bomb.
- Stealth Sheathing: Atomized and used to paint a surface, red mercury renders it invisible to all imagery, just like Dracula! Any vampire is at -4 Difficulty to track anything coated with red mercury. High-tech automotive paint requires about 15 g per square meter, but a Chemistry spend might reduce that even further.
- Missile Targeting: Dracula’s blood knows its own. The user must separate one drop of red mercury into two drops. A missile, artillery shell, or anything else in free flight homes in on a drop of red mercury if the missile has the matching drop inside it. Vampiric Blocks that affect Dracula block the targeting signal.
- Summoning Demons or Djinn: Dracula’s demonic pact connects his blood to Hell. Burning red mercury in the correct sigil (2-point Occult Studies spend, at least, plus an incantation from Le Dragon Noir (DH, p. 273)) summons a demon or djinn. Every gram of red mercury burnt equals 1 point of Aberrance or Hand-to-Hand the demon or djinn possesses; its damage equals +1 per 1o points in Hand-to-Hand, its Health equals its Aberrance. It has the same banes, weaknesses, etc. as Dracula. Dracula can command it.
- Key to Further Dracula Research: Reverse-analyzing the substance provides clues to Dracula’s powers, to the Soviet vampire program, and likely to plenty of other big campaign questions.
The blood of Lilith (DH, p. 69) or Queen Tera (DH, p. 71) might also be the active ingredient in red mercury. Or the Director could vary the effects of the red mercury depending on the donor vampire. “Telluric” red mercury has the same effects, mostly explained by the conversion of telluric bacteria to telluric mutant bacteria by Russian radiation.
This is indeed red mercury, but it only has one of the powers above, as well as being a key to further Dracula research. Unlike the red mercury above, it’s also highly radioactive: treat exposure as anthrax (NBA, p. 81) except the victim only heals half her lost Health after treatment. Her Health rating lowers to the new level, from which she can rebuild using experience points.
This is one of the many types of phony red mercury floating around the arms-trader underground: liquefied cinnabar (mercury sulfide), “red oil” (tri-n-butyl phosphate, highly exothermic), waste metallic nuclear coolant, mercury tinted with cochineal or lipstick, depleted uranium powder in an oil suspension, chloride of mercury, mercuric iodide, mercuric oxide, or mercuric cyanate (also highly explosive and flammable).
Al-Qaeda in Rûm (DH, p. 148) wants red mercury very much, and the Romanian mafia (DH, p. 157) might well be dealing it, perhaps through the Arms Runner (DH, p. 102) or the Syrian General (DH, p. 133). The SRI (DH, p. 156) may have seized a sample from which more could be traced, as might the Slovakian Border and Alien Police (DH, p. 164). The Retired KGB Agent (DH, p. 97) might know about the original experiments, and the Seismologist (DH, p. 100) might be obsessed with replicating them. Red mercury might power the Earthquake Device (DH, p. 266) or the Radu weapon (DH, p. 276). If authentic, Edom would very much kill to get this cylinder, and Pearl (DH, p. 52) may well run one or both parties to the transaction. Edom might have set up this transaction even if the cylinder is fraudulent, as a means of drawing out shadowy players in the vampire-alchemical underground.
Improvising telling but subtle details on the fly is tricky, especially if the players catch you off-guard. They’ve suddenly flown to Iceland to follow a lead you hadn’t prepared, and now you’re scrambling not only to get back ahead of the Agents, but also get a handle on where the overall campaign is now going. With all that to think about, atmosphere and description suffer, and your NPCs become bland stick figures who meet the PCs in, I dunno, an office or somewhere.
Using motifs – ideas that recur in different forms throughout the campaign – can help with this. It’s the classic “constraints breed creativity” trick – if you’ve got to somehow associate Random Icelandic Dude with blood in the players’ minds, that’ll give you a starting point to riff from and get you off the blank page of the mind. Maybe he’s a farmer, and he’s just slaughtered a lamb when the PCs arrive. He’s a surgeon. He’s wobbling and pale because he donated blood this morning. He’s got ketchup on his face. Anything that suggests blood works.
There are two other benefits using motifs. Firstly, they’re a device to add a feeling of cohesion and consistency to a work. Used properly, they make a campaign with a lot of side trails, dead ends and random weirdness seem more like an actual polished story in retrospect. More importantly (from the rat-bastard GM point of view, as opposed to the lit critic in me), motifs are great for retroactive revelations. If, later in the campaign, you need to reveal that the Icelandic farmer is a minion of Dracula, you can retroactively decide that the blood on his hands was human blood from the hitch-hikers he killed! That bat beating against the window at Hillingham House wasn’t a bit of spooky atmospheric description – it was Dracula himself, spying on the Agents! Every motif can be a trapdoor. Everyone’s a suspect.
Use motifs as modifiers – instead of coming up with a new NPC/Location/Object, take an existing one from the Director’s Handbook and work the motif into your description. Associate one or two themes with each major faction in your campaign. You might push the Dracula-Blood connection, and reserve Rats for Edom’s spies and thieves.
Major motifs lifted straight from the novel:
Associations: Vitality/health/strength/lifeforce, family & lineage, hearts, passion, wine (through Jesus Christ), stains (guilt), injuries (‘shedding blood’ as a badge of honour).
- Visible scrapes, bandaged wounds (“cut myself shaving this morning, you see”)
- Red jewellery or clothing (“in the Whitby gloom, her red scarf looks like blood gushing from her pale neck”)
- Small bloodstains on collar, cuffs or shoes (“one of the kids had a nosebleed – the washing machine didn’t get it all out”)
- Eating a rare, bloody steak (“my doctor says it’s bad for me, but who wants to live forever”)
- Breath smells metallic (“she’s beautiful, but her breath turns your stomach when she gets close to you”)
- Phobia of blood (“It makes me feel faint – please don’t make that Medic roll in here.”)
- Drinking red wine (“a rare vintage, laid down by my grandfather”)
- Cuts themselves while talking to the Agents (“she gets so pissed at you she knocks her glass off the table with an angry gesture. As she’s picking up the pieces, she cuts her finger open on a jagged fragment.”)
- Bloodstains on the ground in or near the location (“looks like someone had a fight outside the office last night – the ground’s dark with dried blood that wasn’t washed away by the morning’s rains”)
- Dark red walls (“you can almost hear the decorator saying it’ll make the room feel warm and cosy. It makes you feel like you’re inside a hunk of raw meat.”)
- Red stains or marks. (“The old pipes spit out rusty, reddish water.)
- Inherited property. (“It’s been in my family for generations. This place is in my blood.”)
- Sound like a distant heartbeat (“some piece of machinery in the basement’s making this rhythmic hammering noise, thump thump thump thump, and the vibrations go right up your spine and echo in your ribcage”)
- Nearby medical facility (“there’s a blood donation van parked in the car park of the community centre across the street”)
- Reddish colours, stains or markings (“the diary’s written in dark red ink”)
- Bloodsucking things nearby (“after wading through the leech-infested marsh, you find the buried box”)
- Emotional reactions (“your blood runs cold when you look at the portrait”)
- Inherited object (“to think that Quincey Harker once wielded this knife! It fires up your blood!”)
- Evocative hiding place (“you find the diary inside an old winepress in an outbuilding”)
Bats and Rats
Associations: Filth and disease, nocturnal predators and scavengers, hiding in holes and caves, unclean animals, eating insects
- Rat-like features (“she’s got very prominent front teeth, like a rodent”)
- Skulking demeanour (“he’s in a corner of the bar, so well hidden you nearly miss him.”)
- Gnawing or scavenging (“he starts burrowing through the piles of reports and letters on his desk. It looks like this guy’s a total packrat.”)
- Disconcertingly good night vision (“even though you’re hidden in the dark shadow of the hedge, he looks right at you and sniffs the air, like he can smell you”)
- Pet rat or bat (“I found it in the garden this morning. Poor thing was starving. I’m feeding it with an eye-dropper.”)
- Taste for cheese. (“It’s an excellent variety of Edom. I’m sorry, Edam.”)
- Visible mouse hole in the skirting board (“You can’t help but notice a small hole behind the desk, littered with chewed scraps of paper”)
- Mouse droppings on a surface (“the kitchen hasn’t been cleaned in years. Mouse droppings and worse in the cabinets.”)
- Scratching in the walls (“you try to sleep, but there’s a mouse running around the walls near your bed. It sounds like it’s trying to claw its way inside your skull.”)
- Rats crawling over garbage. (“There’s a back door in a garbage-strewn alley. Rats look up at you with brazen curiosity as you pass, utterly unafraid of you.”)
- Animal brought in to keep the rats down (positive spin: “a small terrier bounds into the room, something tiny and furry caught in its jaws. It shakes its head violently and there’s an audible snap a the rat’s neck breaks. The dog drops the body at your feet.” Negative: “a white cat, more like a furry rugby ball than anything else, snores lazily on the couch, ignoring the mice darting across the floor”).
- Bats crashing into windows or beating against them is a classic, and always good for a jump scare. Players are a cowardly and superstitious lot.
- Stored with rat poison (“you find the gun under the sink, behind some black bin bags and a box of rat poison”)
- Unusual interest from bats (“as you leave the graveyard, you see a huge number of bats settling in the nearby tree. Suddenly, there’s a thump as one of them flies low and slams into your briefcase, as if it knows what’s inside.”)
- Animal tooth marks on the object. (“The coffin’s been chewed by rats.”)
- Animalistic decorations (“you can’t find a printer’s name or publisher on the book, suggesting it was privately printed. There’s a little symbol on the spine that might be stylised bat.”)
- Evoke animal imagery when describing it. (“Thick grubby electrical wires, like a cluster of rat tails,run into a brass port on the underside of the machine.”)
Associations: Illusions, trickery and sleight of hand; deception; vanity and the ravages of age, espionage and double agents (‘wilderness of mirrors’), parallels and counter-examples, reversals.
- Seen first in a mirror (“he stops to look in his reflection in a shop window”)
- Mirror shades (“the border guard is wearing mirrored sunglasses”)
- Has a hand-mirror or very shiny surface to hand (“he has the annoying, childish habit of angling his watch face to catch rays of sunlight and bouncing them around the walls and into your eyes”)
- Dopplegangers & duplicates (“you see an older, heavyset man with thick brows, wearing overalls. It’s only when you get closer that you realise it’s a different man. It’s not the Russian.”)
- Mirroring body language (“she leans forward, copying your stance. Psych 101, creates a feeling of shared experience and promotes bonding and trust. Damnably effective when you look like she does, too.”)
- Shadow duplicate of Agent (“The name’s Hayward. You must remember me. I was the year behind you at Cambridge, you know, and was on the Bucharest desk after you too. Our paths diverged after that, of course – I never left the Service.”)
- Prominent mirror in room (“the lobby’s huge, but the full-length mirror running down one wall makes it feel like you could meet an aircraft carrier here for coffee without inconveniencing anyone”)
- Reflected or symmetrical structure (“her office is in the east wing, just across the quad. The only building is a copy of itself, so much so that when you look across the courtyard, you see three figures much like yourselves in the corridor opposite.”)
- Still, reflective water (“The pond outside Carfax Abbey is long gone, but water pools on the Meath road in much the same place, reflecting the wintry skies.”)
- Broken mirror or glass. (“The windows around the back are all cracked. Looking for a place to peer in, you’re momentarily arrested by the sight of your own reflected eye staring back at you.”)
- Silvered or glassy surface. (“It’s art,” she says doubtfully.”The owners like it.”)
- CCTV Cameras (“The security post has a bank of monitors showing all the feeds. You can see yourselves crouched in the corridor outside the post.”)
- Fake or duplicate item in same place (“he collects 19th century maps, so it’s only after sorting through a dozen Austro-Hungarian surveys of the mountains do you find the annotated version you seek.”)
- Hidden behind a mirror (“searching the bathroom, you find a syringe behind the mirrored door of the medicine cabinet”)
- Copy of original document (“the original files are gone, but you dig up a photocopy.”)
- Wrapped in silver foil (“the inner crate is lined with some tin-foil-like substance, interleaved with swatches of ballistic cloth”)
- Image of Agent or key NPC (“A sketch of your own face stares out at you from the first page. It must be a sketch of your great-grandmother. The resemblance is uncanny.”)
Other motifs from the novel: Revenants and the Un-Dead, Superstitions vs. Technology, Stories Told Indirectly
“Look! It burns clear, but with the air around,
Its dead ingredients mingle deathliness.”
— Robert Southey, Thalaba the Destroyer, a.k.a. “The Other Other Romantic Vampire Poem, You Know, The One That Gets No Respect”
From Gerard de Nerval to Harry Potter to the pub-rockin’ Smithereens, the Hand of Glory knocks so sneakily at our culture that of course I had to let it in. Also, unkind and waspish sorts might suggest that this is yet another Thing We Left Out of the Dracula Dossier, when in fact it is of course great fun for all games of horror and creeperie but yes okay fine there’s a Hand of Glory in the Whitby Museum (DH, p. 177) so it might indeed be handy to have written up as a Director’s Handbook-style Object. But you can also use it in a properly occult Trail of Cthulhu game — the Minor Artifact version below fits right into the skeevy world of Bookhounds of London, for instance. And since it began as a cool-sounding mistranslation, it’s clearly ready for the Esoterrorists, to boot.
Quick Esoterroristic Diversion: Early modern magicians, caught in a game of one-upmanship with competing rogues and cunning-men, had to deploy ever more outré magicks to keep their clients happy. Digging through a grimoire one day (probably) in the mid-16th century, such a warlock stumbled over the Greek word mandragora, meaning mandrake-root, which brings sleep (because it’s actually the same thing as opium poppies) and grows beneath the gallows (because eww, which is to say, cool) and shines at night (see opium poppies, supra). He transliterated it into his native French as main-de-gloire, or “hand of glory.” Since that’s obviously not the same thing as a root, it had to be something else: the hand of a hanged murderer (gallows!) that you burn like a candle (shines!) to put people in a house to sleep (!) to rob them. And once warlocks started offering such things for sale, inquisitors started asking witches about them under torture and hey presto genuine occult legend is born. So thus in our early postmodern era, an eager-adopter Esoterrorist with only broken English reads about the Hand of Glory on the Internet. He (it’s always a he) decides it’s actually Hangloria, the possessed demon hand of someone who dies of autoerotic asphyxiation that glows like a computer monitor and puts your chosen stalker target into a trance. And then he tells all his Esoterrorist creepster buddies and sure enough Hanglorias come crawling out of closets all over Bangkok and Macao and Sochi.
Okay, now back to the Hand of Glory in the Whitby Museum.
Hand of Glory
Appearance: Blackish-gray mummified human right hand. Forensic Pathology types it as severed after death, likely from a working-class man given the degree and type of bone deformation and callusing. Occult Studies might twig to the weirdness of a right hand being used as a Hand of Glory when traditionally the left, or sinister, hand was preferred. Of course, other traditions considered the handedness of the hanged murderer more important: the right hand of a dextral killer would be the “murder hand,” and thus more imbued with occult evil.
Supposed History: Research can trace this Hand of Glory back to 1935, when one Joseph Ford donated it to the Whitby Museum. Ford, a local antiquary, supposedly found it inside the wall of a cottage in Castleton in Yorkshire while repairing the stonework. More generally, a Hand of Glory (Occult Studies) is a magical thieves’ tool. Cut from the wrist of a hanged murderer (or thief, ideally at midnight in total silence) the hand is pickled with niter, salt, peppers, lime or borax, and an ingredient called zimat (possibly verdigris or iron sulfate) then sun-dried or oven-dried with vervain and fern. In some traditions, the Hand is potent enough now; in others you need a candle made from the fat of a hanged man, wax, and ponie (possibly one or all of: soap, horse dung, or sesame) to activate its magic. If you have the correct ingredients and a workable recipe, you can make a Hand of Glory in 28 days (17 if making the Hand during the dog-days of July-August) and a Candle in the night of the new moon. (2-point spend for all the ingredients, etc.)
Major Artifact: When the fingers of the Hand close around the Candle and the Candle is lit, the Hand has the following powers:
- Any locked door, gate, portal, safe, etc. in the Candle light unlocks itself when the wielder spends 1 point (or 2 points for clearly impossible or advanced locks) of Stability.
- When the wielder utters an incantation (usually given as “Let all those who are asleep be asleep, and let those who are awake be awake.”) everyone asleep in the building remains completely asleep regardless of noise or even attack. A Hand more suited to the world of 24-hour security might force a Difficulty 8 Stability (or Athletics) test to remain awake, or at least allow a +3 bonus to all surprise tests against those inside.
- The Candle flares up blue in the presence of secret doors, buried treasure, etc. and its light reveals the invisible, including vampires. Vampires with Magic or Necromancy may of course be able to animate or otherwise control the Hand.
Seeing a Hand of Glory work inspires a 3-point Stability test in all witnesses, including the thieves. The Hand must be held in the wielder’s hand to activate the first two powers, although it can be set down upright and continue keeping sleepers somnolent, revealing the invisible, etc.
The Candle burns for 4-6 hours, and can only be extinguished by blood; the Hand lasts until destroyed.
Minor Artifact: To use the Hand, soak the fingertips in unguent or lighter fluid and light it up. When lit, the Hand has the following powers, depending on the number of Fingers (F; fingers including the thumb) it has remaining:
- Adds +F to all the wielder’s tests of Mechanics, Infiltration, etc. to open a lock or door. Grants the Open Sesame cherry (NBA, p. 31) regardless of wielder’s Infiltration rating. (In Trail of Cthulhu, grants +F points of Locksmith.) The exception: doors warded with owls’ blood.
- After the wielder utters the incantation, those asleep in the house remain asleep unless attacked. If someone is awake in the house, one finger goes out for each wakeful person. This does not diminish F unless the Director is feeling cruel.
- Adds +F to the wielder’s (or anyone else watching) tests of Sense Trouble, Conceal, etc. for the purpose of finding hidden treasure, secret doors, the invisible, etc. Counteracts invisibility, e.g.: an invisible vampire adds +6 to the Hit Threshold to shoot her, but with a three-fingered Hand burning, that advantage is down to +3 to Hit Threshold.
Seeing a Hand of Glory work inspires a 3-point Stability test in all witnesses, including the thieves. The Hand must be held in the wielder’s hand to activate the first two powers, although it can be set down upright and continue keeping sleepers somnolent, revealing the invisible, etc.
The Hand burns for 30 minutes per Finger remaining on the Hand, including itself. So a Hand down to one Finger burns for 30 minutes. It can be extinguished by milk or blood; when it goes out it cannot be relit. After each use, one Finger no longer lights, so each Hand has only five uses.
Telluric Artifact: The Hand must be cut from the body of someone infected by the telluric bacteria, like a vampire. (Using the hand of a Renfield is only half as effective; use half F rounded up.) The pickling, drying, etc. feeds the bacteria while (partially) shielding the wielder from infection. Until you light the Hand and inhale activated bacterial ash, of course. Its powers are the same as the Minor Artifact version, with a few tweaks:
- The bacteria heighten the wielder’s hand-eye coordination and senses of touch and hearing, improving lockpicking, etc. tests by +F but also similar abilities such as Explosive Devices at the Director’s discretion.
- The carbonized bacterial-zimat cloud puts everyone who inhales it to sleep except the quasi-infected wielder. If she has friends, they need gas masks or the equivalent to avoid the Difficulty 4+F Health test to stay awake in the same room as a burning Hand.
- The bacteria also heighten the wielder’s predatory pattern-matching skills and awareness, adding +F to her Sense Trouble, Conceal, etc., and counteracting invisible (including tellurically invisible) targets as a Minor Artifact. Add F points of Notice to the wielder’s pool.
- The bacteria also imbue the wielder with a rush of self-confidence bordering on the sociopathic. He must make an F-point Stability test to withdraw from the room, avoid touching the valuables, or generally not act like he owns the place.
Using a Hand of Glory requires an immediate 4-point Stability test.
It can be extinguished by anything that might normally put out a fire except milk or blood (or other high-protein or iron-rich fluids), which feed the bacteria and increase its effect on the wielder. (Wielder can now spend Health or Stability on any test improved by the Hand; the Stability test to resist its predator confidence is now Difficulty 4+F and costs F+2 Stability if failed.)
Fraudulent: The hand may have been mummified by actual thieves, or by a homeowner superstitiously trying to guard his cottage from thieves, or by a local antiquary who wanted his name in the paper, but it doesn’t have magic powers.
Connections: The formula for a true Hand of Glory might appear in Le Dragon Noir (DH, p. 273), or in another grimoire owned or coveted by the Bookseller (DH, p. 106). A true Hand makes an ideal target (or resource) for the Caldwell Foundation (DH, p. 160), Extraordinary Objects Department (DH, p. 161), or for the Psychic (DH, p. 96), Enigmatic Monsignor (DH, p. 114), or Online Mystic (DH, p. 126). As an early modern magician, Elizabeth Báthory (DH, p. 63) or her assets (DH, p. 135) may make use of the things. If the Sniper (DH, p. 131) has one, that could explain her ability to come and go from her hits; if Edom has one, it’s part of Pearl’s (DH, p. 52) kit. If Edom uses Minor Artifact Hands as standard field issue, that might put an intriguing spin on the origin of the term Lamplighter (DH, p. 123). In the latter case, if Pearl doesn’t keep tight hold of the stock, a Hand may turn up at Carfax (DH, p. 185) or buried inside the wall at the thieves’ target Coldfall House (DH, p. 188).
If you hang around my social media presence (or Ken’s, whose twitterings are to mine as Dracula is to a small fruit bat), you may have seen this funky diagram floating around.
It’s a map of every (or nearly every) node in the Dracula Dossier and the connections between them. I ostensibly built it as a proof of concept to show that you can start anywhere in the campaign and theoretically fight your way through that chain of clues all the way to Dracula, but mainly because I had gone a bit mad from cross-referencing annotations, which is why it looks like something you’d find in Renfield’s cell.
(It’s done, by the way, in Scapple, a very simple mind-mapping program. There are doubtless other more powerful and/or cheaper apps that do the same thing – I know people who use Campaign Cartographer – but Scapple was both easy and already on my machine, so I went for the lazy option. There’s a free trial of Scapple if you want to play with these maps – and it even exports straight into Scrivener for all your Edom-fanfic needs.)
That crazy mish-mash of a chart is utterly useless as a reference, of course, but mapping the nodes visually can be a handy tool for the harried Director. Here, for example, is a snapshot of a campaign that’s just started.
The players have decided to investigate annotation CU120. That annotation references the Jewelled Dagger, the Satanic Cult, Carfax, and Dracula’s safehouse network. Last session, the players began by using their contacts in Sothebys to research the provenance of the dagger. They then poked around Carfax and the old safehouse network, where they ran into the MI5 Agent and got warned to stay away from matters that don’t concern them (Make Inquiries on the Edom response pyramid). Unperturbed, they guessed that there might be hidden, unmapped tunnels leading to the cellars of the old Carfax building, and spend Network points to obtain ground-penetrating radar gear from the Seismologist.
So, what’s likely to happen this session? What should the Director prepare for? They haven’t followed up on the Satanic Cult lead yet, but if they do, the Psychic will probably come into play as an occult expert or the heir to the cult. If the Agents question him, he’ll point them at Coldfall House.
The Seismologist is currently just a background character who provided them with useful gear (dropping “canon” NPCs in as Network contacts is a fantastic way to enmesh the players in the world of the Dossier), but as soon as they realise he knows something about Operation Edom, he can point them to his old work colleague, the Retired Computer Boffin.
The Mole Hunt Who’s Who
Here’s a map of who-knew-who (or who was “supposed” to know who) during the 1977 mole hunt.
You’ve got Cushing right in the middle, as the liaison between Five and Six. He’s got all his contacts and experts in London on the left side of the map, and the ongoing mess in Romania on the right. (Look at the Sculptor, off on her own unconnected to any other node – she’s a wild card in the investigation, a backchannel to connect any other two nodes.)
You can use these maps to plot different facets of the investigation. For example, say one of your players is really excited by the prospect of black magic, of forbidden tomes and underworld sorcery, and another one wants to get into the investigation of the war on terror and keep things relatively low-key and gritty. By pulling a selection of appropriate nodes into a map, you can find places where these two spheres of interest intersect, so both players get what they want out of the campaign. Here, I’ve grabbed a bunch of campaign elements that I know pertain to either the occult or terrorism, and smeared them across a canvas to see what suggests itself.
Right away, we’ve got a clear line of inquiry that runs from the DIFC Tasker through Holmwood and the British intelligence establishment through the Black Site stuff in Bucharest and into Al-Qaeda in Rum. We can hook in some occult elements along the way – maybe AQIR have gotten hold of an earthquake device (presumably, the one left behind by “Van Sloan’s” team in 1940. And that Spirit Board, sitting in the middle of the map – it’s tantilisingly close to the “Black Light” Black Site. The idea of interrogating people from beyond the grave could be fun, and reminds me of the Dead House in Munich.
We also have a bunch of smaller clusters or wholly unconnected nodes. Has the Archaeologist uncovered the Scholomance? Is the Caldwell Foundation operating out of the British Library? What’s the deal with the Bookseller?
Here’s a more evolved version of the same map, and the Satanic Cult comes to the fore.
You can see how they’re pulling the strings on both sides of the war on terror. Through Philip Holmwood (Minion version) they can influence Edom’s choice of targets. Through the Tour Guide, they’ve put the Medievalist (now an AQIR sympathiser) in touch with the Bookseller who supplied the Earthquake Device. The Caldwell Foundation is carrying out its own investigation, using the Psychic as a double agent – but the Cult are making arrangements to flip the Psychic by providing him with his longed-for copy of Le Dragon Noir. Maybe if the Agents can intercept the Smuggler, they can stop their plan and keep the Psychic on the side of the angels.
The Archaeologist is still off to the side, not really linked into the main plot. That’s fine – I can drop hints and foreshadowing relating to him that might never pay off, or I can bring him onstage later on if the campaign’s heading for a big setpiece involving the Scholomance or Zalmoxis. Similarly, I’ve left the Enigmatic Monsignor floating – I’m suddenly taken with the idea that the Black Site Interrogator’s off-the-books dabbling in necromancy have plunged him into religious terror, and the Agents could flip him by posing as priests and reawakening his lapsed faith. (Glancing at his writeup, I note that Ken has serendipitously given him an older brother in the priesthood – I might retask the Enigmatic Monsigor for that role).
Note the Arms Runner’s connection to Leutner Fabrichen and from there to the Syrian General. If the players get bogged down, I can have them run into the Arms Runner, giving them another avenue of investigation that’ll lead back to my main plot.
The other key map to your campaign, of course, is the Conspyramid. As you play through, keep building the Conspyramid from the bottom up as a tool for pacing. For example, here’s how part of the Conspyramid might look in this case.
I’ve added the Romanian Ministry of, er, Cult-ure as a Level 3 node to bridge the gap between the Tour Guide/Bookseller and the Cult itself.
(The upcoming Dracula Deck of cards works great for this sort of visualisation, too, if you don’t want to spend hours entering every node into Scapple again after forgetting to save the first two times, he muttered bitterly. Here’s a Scapple document containing every single node, also available in XML.)
Horror of Dracula (1958)
Director: Terence Fisher
Dracula: Christopher Lee
Consider this film (just called Dracula in the UK) the anti-Coppola Dracula. Relentlessly modern (it was the first Technicolor vampire film) and breathlessly paced yet luridly Gothic to the core, carving to the heart of Stoker’s novel while discarding its plot almost entirely, it would be a great Dracula movie for those reasons alone. But it has in addition three advantages that no production has had before or since: Christopher Lee as Dracula, Peter Cushing as Van Helsing, and Terence Fisher’s sure, bold direction. Fisher’s sincere Christian vision, of Dracula as a fundamental story of good vs. evil, permeates the film. Lee’s Dracula both tempts and terrifies, fully animal and entirely demonic — all in only 7 minutes of screen time. Cushing brings Stoker’s multi-dimensional Van Helsing more than alive as well: pious scientist and plague-fighting philosopher, faith and reason joined. Cushing also depicts Van Helsing’s human tenderness and innate leadership qualities with economy and confidence, throwing into stark contrast his more-than-surgical strain of violence. To Fisher, the best of men can still be a beast; the worst of demons is all too attractive. But throughout, Van Helsing and Dracula remain almost polar opposites and their war is a war — is the War — for all humanity.
The film is not perfect, of course. The now-primitive day-for-night shots make exteriors chancy, the comic relief at the border hangs an unfortunate lantern on the claustrophobic setting (instead of countries across a continent from each other, civilization and Hell are in neighboring postal codes), and Hammer’s idiosyncratic love-hate relationship with the British class system mars the narrative of middle-class heroes reducing an undead aristocrat to dust. The third-act turn (taken from the cursed Deane-Balderston play), in which Dracula’s hiding place turns out to be the Holmwoods’ cellar, works thematically but not narratively. But across all that, Fisher shoots a realistic nightmare, building shots from parallel rising action, and filling the frames with color and natural motion — the wind effects in this movie alone should be mandatory viewing. Like Cushing’s Van Helsing, Fisher’s lens combines realism and even irony with faith and violence, that latter quality incidentally unleashing Christopher Lee to become a great actor and a generation’s dream of Dracula. Horror of Dracula, I submit to you, is the greatest Dracula movie ever made.
The 31 Nights of Dractober is a daily preview of a “first cut” essay on a cinematic Dracula. Here to catalogue books (and your comments and responses) and kill vampires, it will appear in my upcoming book Thrill of Dracula, part of the Dracula Dossier Kickstarter. Speaking of which, you can pre-order the glorious sunlight that is hard copies of The Dracula Dossier Director’s Handbook and Dracula Unredacted from your Friendly Local (Bits & Mortar participating) Game Store or from the Pelgrane store and get the PDFs now!
In October 2015, Kenneth Hite created the 30 Days of Dractober – taking you on a tour through the cinema de Dracula! Every day he looked at one film version of the legendary story, from the classic NOSFERATU to the, um, less than immortal DRACULA 3000. Hit the Hammer highlights, the Lugosi limelights, and more — with suggestions on adapting any or all of them for your own vampire games – in advance of The Thrill of Dracula, where Ken shows you how to build new yet mythic stories about the King of the Vampires or about your own creatures of the night, tuned for thriller adventure, cosmic horror, or even intense personal drama. Here are the links to the full 31 DAYS OF #DRACTOBER:
Count Dracula (1970)
Bram Stoker’s Dracula (1973)
Taste the Blood of Dracula (1970)
Drakula Istanbul’da (1953)
Count Dracula (1977)
Blade: Trinity (2004)
Legend of the 7 Golden Vampires (1974)
Dracula’s Daughter (1936)
The Return of Dracula (1958)
Scars of Dracula (1970)
Buffy vs. Dracula (2000)
Dracula’s Curse (2002)
House of Frankenstein (1944)
The Batman vs. Dracula (2005)
Dracula Has Risen From the Grave (1968)
Bram Stoker’s Dracula (1992)
Dracula 3D (2012)
Dracula, Prince of Darkness (1966)
Billy the Kid vs. Dracula (1966)
Dracula: Pages From a Virgin’s Diary (2002)
Dracula 3000 (2004)
Dracula Untold (2014)
Horror of Dracula (1958)
Dracula Untold (2014)
Director: Gary Shore
Dracula: Luke Evans
Look! Up in the sky! It’s a bird! It’s a shooting star! It’s a FIST OF BATS! This latest effort by Universal to revitalize their once-glorious monster universe franchise casts a cape-bedecked Vlad the Impaler as half combat-god Batman (“sometimes the world doesn’t need a hero … sometimes it needs a monster”) complete with silly post-Coppola rubber armor in a closet, and half death-from-above Superman complete with a Kryptonite-like weakness for silver. And let’s be honest with each other: the Supervlad parts of this movie are pretty bat-tastic. Considered solely as cut scenes, the forest-hunting bits and battle footage work well, the big impaling scene is Hammer Gothic (but too short), the FIST OF BATS redefines “out there”, and the final fight between Vlad and Mehmed the Conqueror (avert your eyes, history majors and/or people who can use Wikipedia) in a veritable Scrooge McDuck tentful of silver coins manages to be both spectacular and original. As a Dracula: Year One effort it also checks some boxes while performing the vital service of adding a completely screwy new turn to the mythos, in this case Charles Dance as Vlad’s nosferatu sire (intriguingly named “Caligula” in the script) trapped in a Carpathian cave literally lined with crushed human bones.
The actual script, not so much. Leaving aside the “brilliant warlord who never bothered to raise an army or teach anyone to guard a perimeter” problems perhaps necessary for proper superheroics, there’s at least one major scene missing (how do the Turks get into the monastery? how does Mehmed learn Vlad’s weakness?) and a crippling laziness at the story’s Braveheart heart. Turning epochal psychopath Vlad Tepes into Batman is bad enough, but making him William Wallace to boot is a bridge too far (and too well-trodden) even for a comic book movie. These decisions obviously weaken any pretense that Vlad is actually history’s (or legend’s) Vlad the Impaler, but they also weaken Universal’s notion that this pretty-boy superdad ever turns out to be, y’know, Dracula. In fairness to Evans, he’s never asked to play Dracula by the film, which walks back the one truly awful thing he does — raise an army of vampires from his Wallachian followers to gut the Turkish army — almost immediately. This is supposed to be the Faustian story of an evil warlord who finds even worse evil waiting, or failing that, of a good man who becomes a monster. Instead, it’s the story of a good father who gets a FIST OF BATS and somehow it doesn’t cheer him up. Although it makes me pretty happy.
The 31 Nights of Dractober is a daily preview of a “first cut” essay on a cinematic Dracula. Glutted on a skull-full of nosferatu blood (and on your comments and responses), it will appear in my upcoming book Thrill of Dracula, part of the Dracula Dossier Kickstarter. Speaking of which, you can pre-order 24-karat hard copies of The Dracula Dossier Director’s Handbook and Dracula Unredacted from your Friendly Local (Bits & Mortar participating) Game Store or from the Pelgrane store and get the PDFs now!
Director: F.W. Murnau
Orlok: Max Schreck
To sum up: F.W. Murnau illegally adapted Dracula, changing the names (Harker becomes Hutter (Gustav von Wangenheim), Mina becomes Ellen (Greta Schroeder), Dracula becomes Orlok) and location (1890s London becomes 1838 Wisborg, Germany) while adding an apocalyptic plague element missing entirely from the novel. This fooled nobody, and Florence Stoker sued him into bankruptcy. The court ordered all prints of the film destroyed, which fortunately didn’t happen. The Murnau-Stiftung restored version from Kino Lorber is on Amazon streaming, and is in better shape than many other silent films of the era.
Critically, what else is there to say? It’s a masterpiece, plain and simple. Only its court-enforced obscurity allowed the Lugosi-Browning version to become the default cinematic Dracula, and with its return from legal un-death it has infused not only Werner Herzog’s direct remake (and the 2000 E. Elias Merhige satire Shadow of the Vampire) but Coppola’s free-roaming shadows, Maddin’s Freudian interiors, Argento’s insectile atmosphere, and Tim Burton’s fever-dream Gotham City. Max Schreck’s ratlike, pestilential Orlok serves as a skulking anima to the dominant seducer-Dracula, remaining always in the shadows of the archetype to become the Other to even the vampiric Other. Scriptwriter Henrik Galeen was Jewish and production designer Albin Grau a Crowleyite, but when you create a cinematic Other in the Weimar 1920s, you wind up with a hook-nosed Easterner spreading poison into the pure heart of Germany. Bram Stoker was a lifelong philosemite, and even he sipped from the anti-Semitic well for the novel. Galeen and Murnau also charged Stoker’s subtext of an impotent Harker vs. an omnipotent Dracula by infusing Ellen’s sacrifice with notes of erotic longing and eagerness missing from the novel’s Mina. Weirdly, Grau also Otherizes the occult: the Hawkins-Renfield blend Herr Knock (Alexander Granach) corresponds with Dracula in sigil-bespangled Enochian letters only to go mad, and the “Paracelsian” Professor Bulwer (John Gottowt) remains almost entirely useless during the film, unlike his model Van Helsing. The end result is nonetheless, as I said, a masterpiece. As Roger Ebert wrote, Nosferatu “doesn’t scare us, it haunts us.”
The 31 Nights of Dractober is a daily preview of a “first cut” essay on a cinematic Dracula. Restored by later cinephiles (such as our commentors and responders), it will appear in my upcoming book Thrill of Dracula, part of the Dracula Dossier Kickstarter. Speaking of which, you can pre-order carefully storyboarded hard copies of The Dracula Dossier Director’s Handbook and Dracula Unredacted from your Friendly Local (Bits & Mortar participating) Game Store or from the Pelgrane store and get the PDFs now!
Dracula 3000 (2004)
Director: Darrell James Roodt
Dracula: Langley Kirkwood
A Warning to the Curious: This is the worst film I have watched for this project. By far. Compared to this movie, Billy the Kid vs. Dracula is Unforgiven. IMDB users have rated it the 37th worst film of all time. It is not “so bad it’s good.” The cheese promised by a film “starring” Casper Van Dien, Erika Eleniak, and Coolio (a holy trinity of terrible cable) is rancid and stale. Nobody cares at all. Even with two robots and a chunky Midwesterner making fun of it in the corner, it would be nearly unwatchable. Filmed on what may well have been a derelict freighter or abandoned factory or both (do spacecraft in the year 3000 have concrete floors? 1960s radio equipment? VCRs?) weirdly bedecked every so often with Soviet imagery, its lighting and sound convey no menace. The script is outright insulting, although it does convey a certain sweaty, herbed-up feel of junior-high D&D games complete with a discussion of the planet “Comptonia,” full of hos and weed.
Don’t worry, the rest of the references aren’t that subtle, or that well handled. For example, ship’s knowitall Arthur Holmwood (Grant Swanby, determined to lose the acting contest to Van Dien) discovers that Captain Van Helsing (Van Dien, determined to remember his next line) is descended from the vampire hunter who killed Dracula a thousand years ago. (Shouldn’t the knowitall be Van Helsing and the captain be Holmwood? Yes, but compared to swapping Lucy and Mina around this is admittedly a minor change.) They agree the chances of such a meeting at random are astronomical, it must be a setup or a plan! But when Van Helsing confronts Dracula (traveling under the name Orlock, perhaps out of embarrassment) with his identity, Dracula doesn’t care any more than the audience does. So you’re saying the script intends to indicate divine action in bringing them together to destroy Dracula? Of course not, because that might be interesting. Despite a very odd insistence that nobody in the film recognizes a cross (“religion was banned 200 years ago” they unsplain to each other) the whole topic is dropped unceremoniously, along with the whole hunt for Dracula, once Van Helsing-Dien is vampirized. Instead, the surviving crewman “Humvee” (Tiny Lister) and the android Aurora (Erika Eleniak) go off to have sex until the ship blows up. Which Dracula somehow prevented Udo Kier (!) from doing 50 years ago, but apparently even he agreed that this movie had to be stopped.
The 31 Nights of Dractober is a daily preview of a “first cut” essay on a cinematic Dracula. Expanded from this early version (stuffing your comments and responses into its tank top), it will appear in my upcoming book Thrill of Dracula, part of the Dracula Dossier Kickstarter. Speaking of which, you can pre-order pre-recorded hard copies of The Dracula Dossier Director’s Handbook and Dracula Unredacted from your Friendly Local (Bits & Mortar participating) Game Store or from the Pelgrane store and get the PDFs now!
Director: Tod Browning
Dracula: Bela Lugosi
Is it possible for a film to be simultaneously iconic and bad? Not “iconic for being bad” but plain old iconic — establishing the rules for cinematic Draculas to respond to or rebel against for the next century. In the first act of Dracula, Browning (and cinematographer Karl Freund) and Bela Lugosi combine their talents to present a Dracula inextricably tied to the past, to the Gothic, to aristocracy and queasy seduction, to brutality, to unnatural sex and inverted Christianity. All of these things (except mayyyybe the seduction) come straight out of Stoker, but Lugosi dials down the novel’s animalism and plays up the mesmerism (following the path of the stage play he’d performed the lead in for years) and scriptwriter Garrett Fort introduces the — iconic — line “I never drink … wine.” Even after decades of camp and detournement, Lugosi’s authentically Transylvanian accent still sells that line along with Stoker’s classic “children of the night” and the play’s “For one who has not lived even a single lifetime …” dis of Van Helsing (Edward Van Sloan). The play provided the evening clothes and opera cape, but it was Lugosi’s decision on stage and in film to code Dracula as a mentalist or magician, and to play him as a “Valentino gone slightly rancid” in Dracula scholar David Skal’s memorable phrase. Even Christopher Lee and Gary Oldman bow to Lugosi’s performance in their own, and Frank Langella purely updated Lugosi’s seducer to the 1970s.
The lesser parts have also felt the Browning chill: Dwight Frye’s unhinged Renfield has almost completely erased the novel’s genteel madman; David Manners’ (or rather the script’s and director’s) bland Harker has likewise nearly expunged the novel’s heroic lover. And here’s where we must take notice of the second half of the question, because Dracula is a bad movie despite its legendarily perfect first act. Browning wrested control from Freund but didn’t care enough to use it: shots become static and stagy, the actors are lost or falling back on instinct, whole plot lines ignored (Lucy isn’t staked in the film) or stepped on (Dracula is staked off screen). Why the movie drops dead 20 minutes in remains an open question: was Browning drunk, a silent director out of his element, pining for his dead muse Lon Chaney Sr. (who would have played Dracula had he not died of cancer in 1930), or sabotaged by a junky script based on the stage play and by Universal’s Depression-era penny pinching? The end result is a film as incompatible with itself as its famous armadillos are with Dracula’s castle, a film trapped between terrifying life and stultifying death.
The 31 Nights of Dractober is a daily preview of a “first cut” essay on a cinematic Dracula. Surrounded by armadillos (and by your comments and responses), it will appear in my upcoming book Thrill of Dracula, part of the Dracula Dossier Kickstarter. Speaking of which, you can pre-order mesmerizing hard copies of The Dracula Dossier Director’s Handbook and Dracula Unredacted from your Friendly Local (Bits & Mortar participating) Game Store or from the Pelgrane store and get the PDFs now!