Dracula, an intelligence report redacted for a century
The Dracula Dossier: Director's Handbook is built on a meta-fictional premise: Bram Stoker's 1897 novel is actually a heavily redacted after-action report from a failed British Intelligence operation, Operation Edom, aimed at recruiting a vampire. In the present day, players, rogue secret agents, get hold of the unredacted version of the novel.
Using the clues it contains, they must hunt down Dracula and dismantle the century-old conspiracy protecting him.
A modular sandbox, not a linear scenario
Unlike a traditional adventure, The Dracula Dossier: Director's Handbook works as a true conspiracy ecosystem that reacts to player choices, rather than a linear storyline. It contains hundreds of modular entries the Director can drop into play as soon as a lead is followed.
Over 60 NPCs are presented in three versions each (heroic, vampiric, or serving Dracula), alongside modern-day versions of every location from the novel, such as Carfax Abbey or Seward's Asylum, plus details on Operation Edom and rival conspiracies. The Director uses the Night's Black Agents Conspyramid to map out these connections.
A supplement meant to pair with Dracula Unredacted
The Dracula Dossier: Director's Handbook also lets the Director choose their own interpretation of the truth about Dracula — supernatural demon, mutant, or alien — as well as Edom's true intentions. The book includes extensive improvisation advice for running a campaign where players might go anywhere in the world based on a century-old clue.
To run the full campaign, this supplement is meant to be used alongside the Night's Black Agents core rulebook and the Dracula Unredacted book, which serves as the in-game handout given directly to players.