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Columbo

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The noir detective, stymied in his investigation, returns to the scene of the crime. He paces slowly, lost in his thoughts. He must have missed something here. Some vital clue. But what could it be?

The PCs have been eating at Norma’s Diner every day since they came to the sleepy town of Everglade, gathering there every evening to compare their notes and brainstorm what their next steps should be. But then they discover evidence that corpses are being shipped from the county hospital to the basement of the diner. What exactly has Norma been cooking up this whole time?

This dynamic is a staple of the mystery genre. Another common variant is when a spy publicly approaches a target during daylight hours, socializes with the bad guys (or their staff) for a bit, and then comes back later after everybody has gone home to conduct a more thorough investigation. (James Bond does this in almost every film, for example.)

Structurally, at the game table, we’re talking about a situation where the PCs go to a node — a person, place, organization, event, etc. — and fail to find all (or possibly any) of the clues. Then, later, they return and discover what they missed.

This might occur for purely practical reasons: The PCs’ investigation has stalled out and they need more info, so they have no choice but to double back and try to figure out what they missed.

But it can also be played for dramatic effect: What seemed innocent is revealed to be sinister. The twist villain reveals themselves. The irony of discovering that you were standing on top of Captain Adachi’s treasure the whole time.

If you’re using node-based scenario design in concert with the Three Clue Rule, this will often occur organically: The PCs don’t realize that a clue means they need to look UNDER the apartment building, so they stake it out for a bit, come up empty, and decide to pursue other leads. Then, later, they find a new clue, realize their mistake, and rush back to the apartment building for some clandestine excavation.

In this sense, it’s kind of like red herrings: You don’t need to prep this dynamic; it will just emerge during play. It’s just a natural consequence of missing or misinterpreting clues, and we know the PCs will do that (which is why we’re using the Three Clue Rule in the first place).

But you can also prep some variants of this dynamic deliberately.

For an easy example, the PCs may visit a location for reasons that aren’t investigatory — their friend invites them; they have a seemingly unrelated appointment; etc. — and then later clues point them back to the earlier location with investigation on their minds.

More complex versions may have one set of clues which point the PCs to a node and then another set of clues that they’ll likely encounter later in the scenario that will point them to a completely different aspect of the node. For example, they find clues suggesting that they need to talk to Miles Duverney, who lives in the penthouse of Central Park Tower. They question him there and then continue their investigation… only later discovering the clues that reveal a secret satanic temple was built beneath the building.

In either case, you need to be mentally prepared for a clever or insightful party to make an intuitive leap that uncovers the “hidden” aspect of the node they first time they explore it. (“Wait a minute… Why did Duverney help design Central Park Tower? I’m going to go check out the architectural plans on file with the Department of Buildings.”)

JUST ONE MORE THING…

This is a dynamic that the GUMSHOE system, used in RPGs like Trail of Cthulhu and Esoterrorists, actually struggles with because the PCs in that system are supposed to automatically find every clue in every scene. As a result, it can’t emerge organically and instead has to be arbitrarily forced by the GM.

GUMSHOE recognizes it has a problem, however, and attempts to rectify it through another structure which can be conceptually useful in a wide variety of investigation games: leveraged clues.

A very common form of the “revisit a node and learn new information” dynamic is questioning suspects: It’s bog standard for a detective to talk to a suspect (or witness) early in their investigation and then question them again later and gain new information.

But in GUMSHOE, this doesn’t work because you’re supposed to get all the information an NPC has when you talk to them! Rather than having all of the social dynamics of a mystery story flatten out, therefore, GUMSHOE patches over the issue with the leveraged clue: In order to get certain clues from an NPC, you first need to obtain a different clue — the prerequisite or leverage clue — and then invoke it while talking to the NPC.

Columbo, for example, is basically this conceit injected with steroids and then turned into a procedural formula where every episode is just him repeatedly re-engaging with the same NPC node, but with new leveraged clues each time.

And, as Columbo demonstrates, this concept can be quite useful for organizing dynamic NPC interactions that evolve over the course of a scenario.

FAILING SCENARIOS

In some cases, however, the PCs revisiting nodes they’ve already investigated can be a sign that the scenario has gone awry: They’ve missed enough clues that they don’t know what to do next, and so they’re being forced to retrace their steps and try to dig up clues

Most of the time, though, this is still just fine: The players have already identified the problem and are taking action that will likely solve it. (Unless, of course, they’re still missing all the clues for the same reason they missed them the first time through — e.g., they just aren’t thinking to check the cult members’ computers and that’s where all the information they need is.)

What’s more problematic is when the players have become stuck and aren’t going back to find the clues they missed.

When this happens, one technique described in Three Clue Rule for getting the scenario back on track is to use a proactive node to give the PCs a new clue. This might be a clue directly pointing them to a revelation they need, but it could also be a clue pointing them back to a node where they’ve been but missed a clue at.

Note that it’s not enough to just point them back at the node. (This can be too easily dismissed with, “Well, we’ve already been there and didn’t find anything.”) Instead, the new clue must specifically indicate how they’re supposed to investigate the node in order to find the clue they missed (e.g., “the note in his pocket is written on Linustech stationary and appears to be the user name and password for System 42” or they get a phone call from an informant who tells them to “follow the money”).

WHILE YOU WERE GONE

Another variant of this technique is when the PCs return to a former node and discover that it has changed in the interim: The apartment has been ransacked. The NPC has been murdered. The laundromat has burned down.

This can create all-new clues for the PCs to find, or make the clues they previously missed more obvious.

Personally, I wouldn’t spend a lot of time prepping this type of thing ahead of time unless there’s a separate set of clues specifically indicating that the PCs should revisit a location. (Or if there’s some other structural reason for them to do so.) But if a mystery scenario has derailed, the players are feeling lost, and they double back to a location they’ve already been, improvising such changes in order to get them back on track is a solid option.

Next: Enigma

Thanks to the members of the Alexandrian Discord, particularly bobamk and Alberek, for suggesting and inspiring this article.

Trail of Cthulhu Character Sheet

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Character Backgrounds by Chris Malone

I originally designed Left Hand of Mythos as a convention scenario for Gen Con 2017. It rapidly metastasized beyond that purpose and had to be rapidly abridged to fit within the four-hour convention slot.

My compatriot, collaborator, and co-GM at Gen Con that year was Chris Malone. To facilitate convention play, Chris designed four fabulous pregenerated Trail of Cthulhu characters. Following the best practices we had learned during the Cthulhu Masters Tournament, these included fully developed backgrounds for each character, including tightly knit relationships with each other to empower the players to seek strong, powerful roleplaying choices.

We ended up using these same characters for several other sessions at our local tables, including an adaptation of the classic “Edge of Darkness” scenario for Call of Cthulhu, which was restructured to feature the death of Father Rand.

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(PDF)

JAKE CONNOR, PRIVATE INVESTIGATOR

Age: 29

Jake was born in Minneapolis to a Protestant family of Irish and English immigrants.  The eldest son (his sister Mary is the eldest of the family), expectations were set high for Jake and he constantly struggled to meet the expectations of his parents. While life was never easy for Jake as he was growing up, he never experienced true poverty.  Jake left school early to work a pair of jobs to support the family, and found himself struggling with the monotony of toil without the promise of something greater.  At the onset of The Great War Jake joined the Army in hopes of making a difference.  His parents were furious, and all but disowned him as he headed off to basic training.

Initially trained as an infantryman, Jake showed a flair for writing and photography and was detailed to the press corps where he served primarily as a cameraman, documenting the events of the war.  He was frequently detailed to create propaganda images and write messages to encourage the purchase of war bonds, as well as improve enlistment.  During one such assignments he was matched with Maxwell Bruener, the son of a wealthy young German industrialist who had “enlisted” to help improve recruitment among German-Americans.  A quick friendship was formed, and although they only spent several months together.

Through the detachment of the camera, Jake could distance himself from the horrors of the war and returned home afterwards plagued only by infrequent nightmares and a mild case of claustrophobia.  Upon his return to Minneapolis he worked for a short stint at the Minneapolis Tribune as a beat writer and photographer.  With the onset of prohibition, Jake wrote several scathingly critical anti-Prohbition articles which ultimately cost him his job, but endeared him to certain elements of the Twin Cities underworld.  With these connections beginning to form, Jake found himself able to find work investigating minor offenses in the criminal underworld and solving crimes that people would rather not bring to the police. He now runs a private detective business, making use of his excellent photographic skills to further his business.

Jake’s reputation has taken an odd turn after he solved a missing persons case several years ago.  Two seemingly separate instances of a young man and a young woman disappearing led Jake and his companions to a secretive cult operating within the Freemasons that was engaging in human sacrifice in the name of some esoteric and foul deity.  Jake and company acted quickly and rescue one of those who had disappeared (the other, sadly, was long dead) and bring the perpetrators to justice.  Now the local police come to Jake occasionally with queries or leads into strange or occult cases.

RELATIONSHIPS

Maxwell Bruener — Max and Jake have remained close friends after the war, and frequently spend time together.  Jake doesn’t always understand Max’s philosophical ramblings, and often argues with him over Prohibition (Max is a staunch advocate for the Volstead Act and Prohbition), Jake does appreciate Max’s enthusiasm and kindness.  Max proved himself to Jake during the Freemason investigation, as when the chips were down in the hidden sanctum, Max threw himself into the fray, fighting to stop the murder of an innocent.

Father Gustav Rand — Max introduced Jake to Father Rand some months prior to the Freemason as a good friend.  Unlike the clergy Jake had grown up with and met during the war, Rand showed himself to be a friendly, easy-going sort with a great deal of intelligence and wisdom.  During the Freemason case, Rand provided valuable insight into several clues linking evidence from the victim’s residences to the inner cult at the Masons.  Jake has grown to respect Rand’s input and value his council, even if he is a Papist.

Margaret Pearson — Maggie is Jake’s cousin, come over from Boston to get her doctorate in the Sciences from the University of Minnesota.  Looking to reconnect with his family and get back into their good graces, Jake has taken it upon himself to protect Maggie and ensure that she is not abused.  Against better judgement, Jake asked Maggie to help with examining some of the evidence during the Freemason case.  She was able to identify a unique sedative used during the abductions, and link it to a crucial suspect with access to it.  You find her forensic skills and apt mind invaluable in difficult cases.

MAXWELL BRUENER, DILETTANTE

Age: 35

The son of a rich German manufacturing magnate, Maxwell Bruener grew up in Minneapolis in relative ease and luxury.  His father, Jurig, was an overbearing and demanding man.  He detested Maxwell’s adventurous spirit and gentle heart, and was a strict disciplinarian, often resorting to physical punishment, especially when he was drunk.  Maxwell thrived despite his father’s frequent beatings and denouncements, and spent most of his youth and early adulthood exploring literature, the arts, and sports.

When America formally joined the War Jurig forced Maxwell son to enlist, hoping to either toughen him up and turn his mind to more serious matters or kill him off.  This idea was not kept a secret to Maxwell, as the last letter from his father during training read “come back a man in my own mold, or as a corpse to be buried”.  Despite his father’s insistence to Max’s commanders of fair treatment, Max was seen by elements in his command as a recruitment opportunity.  He had a member of the press corps, Jake Connor, assigned to him to document his time in the Army to drive recruitment of the somewhat reticent German-American population, as well as facilitate war bonds.  Jake and Max became fast friends, and spent many evenings sharing stories and ideas in good company.

Max avoided significant action in the War until he took part in the Third Battle of the Aisne in defense against the German Spring Offensive.  Ten days of shelling, gas attacks, mud, and death almost broke Max’s spirit.  Without Jake’s reassurance and strength, Max is certain he would have either died or come out of the war a much different man.  Max survived the Battle physically untouched, but was scarred by the experience.

In an ironic twist of fate, Max was called back home mid-May following the battle due to the death of his father, whose days of drinking had finally caught up to him.  With the affairs of the estate quickly put into order and business well-managed with little demand from Max, he found himself melancholic and desperate.  Max began filling his time with philanthropy and personal growth.  Home in time for the political machinations around the Volstead act, Max strong supported the temperance movement and the outlaw of liquor, pledging money, support and influence to the cause.  In addition to his altruistic and political engagements, Max began to participate in theosophical societies and delved into philosophical texts, even dabbling into the occult.  These explorations brought him into contact with Father Gustav Rand, a catholic priest who talked of religion in a way that encouraged Max’s exploration, without condemnation or proselytization.

At times Max helps Jake out with his private investigation work as a diversion into more exciting occupation.  Several years ago, you, Jake, Father Rand, and Jake’s cousin Maggie helped him clear a case that was most unusual.  Two seemingly separate instances of a young man and a young woman disappearing led Jake and his companions to a secretive cult operating within the Freemasons that was engaging in human sacrifice in the name of some esoteric and foul deity.  Jake and company acted quickly and rescue one of those who had disappeared (the other, sadly, was long dead) and bring the perpetrators to justice.  During the fray, Max found strength and purpose, charging into the fray and fighting the cultists with vigor.  Now the local police come to Jake occasionally with queries or leads into strange or occult cases.

RELATIONSHIPS

Jake Connor — Jake is Max’s closest friend and confidant.  While Jake is disinterested in Max’s spiritual and philosophical musings, and they disagree vehemently on the matter of Prohibition, Max cannot imagine a better ally.  Max rarely feels more useful or competent than when he is working a case with Jake.

Father Gustav Rand — Father Rand is Max’s intellectual and spiritual mentor, allowing Max to explore the world of the unseen without prescribing his Catholic dogma or suggesting a right way of things, merely saying “I know you’ll come around to the right way of it sooner or later, they all do…”.

Margaret “Maggie” Pearson — Maggie, Jake’s cousin, is like no other woman that Max has met.  Her high-spirited nature, quick wit, and vast knowledge have intimidated Max at times, and she seems to enjoy stumping Max.  Regardless, Max is thoroughly taken with her, and has been spending time perfecting a poem that he plans to deliver to her to begin courting her.

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Tanit Hand (Midjourney)

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PROACTIVE NODES

PROACTIVE 1: HAND ON THE STREET

  • Can be seen anywhere (driving by, outside the boarding house, etc.)

PROACTIVE 2: TANIT CULTISTS

  • Sent by Barca at any point where PCs have been identified

PROACTIVE 3: WHISKEY DEATH

  • Contacted by Fred Watson at any time concerning the death of the one of the cops who had been at the James J. Hill House.

PROACTIVE 1: HAND ON THE STREET

SEEING THE HAND

  • Can happen at almost any time that the PCs are walking or driving along the street.
  • Shouldn’t be a busy street (the hand doesn’t want to attract a crowd or anything).

TRACKING THE HAND

  • Survival: The hand appears to have tracked through some talc powder and telltale traces can be followed back to a nearby apartment (it dropped out of the open window).
  • Streetwise: Can find a couple of kids bowling with bicycle rims who, with a little Reassurance, saw the hand drop out of the window.
  • Library Use/Simple Search: A day or two later a small item will appear in the Minneapolis Star about a body being found in the area without a left hand.

THE APARTMENT

A single-room apartment with yellowish, nicotine-stained plaster walls.

  • A rumpled Murphy’s bed.

Kurt Nordberg lies dead with his head down on a plain wooden table with two chairs that’s shoved up against the wall against a partially open window.

  • His left hand is missing.
  • A half-empty bottle of Minnesota 13 Whiskey is on the table next to his right hand.

Streetwise: Kurt has a son named Erik. They had a screaming argument two nights ago.

ERIK

  • His father was a drunk (that’s what the argument was about).
  • His father had been suffering from a muscular dystrophy.
    • GM Note: This is why the full transformation failed and the hand wandered off on its own.
  • He knows that his father bought his liquor from a man named Oleg Andersson.

CRAWLING HAND OF TANIT: Athletics 2, Fleeing 6, Scuffling 4, Health 4

Hit Threshold: 4 (tiny, quick moving hand)
Alertness Modifier: +1 (10% eye by volume)
Stealth Modifier: 2 (tiny skittering hand)
Weapons: eye gouge, scratching, unpleasant probing (-3)
Stability Loss: +1

Eye of Tanit: Pupil twists into a curlicue. Stability test (no loss). On failure, establish trance like state. On second failure, can issue a hypnotic compulsion that will last until trance ends. Being controlled has a potential of 4-point Stability loss.

PROACTIVE 2: TANIT CULTISTS

CULTISTS: Dressed in very nice suits.

  • Each has an Eye in their left palm.
  • They carry Minneapolis Federal Reserve business cards.

TANIT CULTISTS: Athletics 5, Firearms 4, Scuffling 6, Weapons 5, Health 8

Alertness Modifier: +1 (three eyes are better than two)
Stealth Modifier: 0
Weapons: dagger (0), fists (-2), small caliber pistols (-1)
Stability Loss: +0, if seeing the eye

PROACTIVE 3: WHISKEY DEATH

Minnesota 13 - Bourbon Whiskey Label

OFFICER OSCAR LUNDSEN: Stole one of the bottles of whiskey from James J. Hill House and then died while drinking it in his small St. Paul flat later. When he didn’t show up for a shift, a patrol car found his body.

  • Left hand is missing.
  • Prop: Minnesota 13 Whiskey

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Rescuing Lulu From Elturel - Hunter Stardust

Rescuing Lulu From Elturel is the second part of the Descent From Waterdeep series, which is designed to reshape Waterdeep: Dragon Heist and Descent Into Avernus into a cohesive campaign.

Don’t bother looking for the other three parts, though, because they haven’t been released yet. And that’s okay, because Rescuing Lulu is quite capable of not only standing on its own, but demanding your attention.

If idea of weaving Dragon Heist and Descent Into Avernus into a single campaign doesn’t sound appealing, you can ignore that bit, too, because Rescuing Lulu can also be used:

And more!

If anything, I think the default frame of Rescuing Lulu — in which the PCs meet Lulu during the events of Waterdeep: Dragon Heist, Lulu is kidnapped by Zarielite cultists and taken to Elturel, and the PCs follow — is more a hindrance to this book than anything else. (But more on that later.)

THE WEAVE

The first thing I love about Rescuing Lulu is how Hunter Stardust weaves together material from a multitude of sources, particularly other DM’s Guild books. This is something I’ve seen a few other DM’s Guild authors attempt, but it’s often awkward. Stardust, on the other hand, pulls it off smoothly and effortlessly, and Rescuing Lulu could be an exemplar for others interested in doing the same.

The reason I love this is that, when done well, it can very easily elevate the value of all the integrated works into something greater than the sum of its parts. If you’re familiar with how my Avernus Remix approached the Avernian Hexcrawl, then you’ve seen similar praxis.

On that note, one of the sources Stardust uses is, in fact, the Alexandrian remixes of both Dragon Heist and Descent Into Avernus. Rescuing Lulu is specifically designed to be integrated with the remixes, although options are given for those using strictly the published versions of the campaigns.

Other sources include:

  • Blue Alley
  • Hellturel
  • The Hellriders Keep
  • Baldur’s Gate: Fall of Elturel
  • Encounters in Avernus

(If you’re unfamiliar with these supplements, I’ve previously done reviews of most of them, which you can check out here.)

While juggling and integrating all of this material, Stardust is also constantly offering options: Using Blue Alley in Chapter 2 of Dragon Heist? Here’s how you can use it to introduce Lulu. Not doing that? Here are three other options.

Stardust is meticulous with his cross-referencing and his notes are smart, thoughtful, and flexible. The only possible improvement here would be hyperlinks.

THE MAP

The second thing I love about Rescuing Lulu is the map of pre-Fall Elturel. Created by Meshon Cantrill, this map is absolutely stunning:

Elturel Map - Meshon Cantrill

It is an absolutely perfect companion piece to Jared Blando’s post-Fall map of the city in Descent Into Avernus, which is no mean feat.

Frankly, even if you used absolutely nothing else from Rescuing Lulu, the book would be worth buying just for the multiple, high-resolution versions of the city map.

THE POINTCRAWL

Within its many variations, Rescuing Lulu is built around an investigation spine:

  • The PCs meet Lulu.
  • Lulu is kidnapped by Zarielite cultists, who take her to Elturel to be sacrificed as part of a ritual.
  • The PCs track Lulu to Elturel.
  • The PCs explore Elturel, which is described using a pointcrawl.
  • While exploring the city, they discover clues indicating that Lulu can be found at a ritual masquerading as a wedding ceremony.
  • The PCs perform a heist at the wedding ceremony, rescuing Lulu and hopefully disrupting the ritual.
  • The cultists all shrug and invite the PCs to have some cake. (Hmm… We’ll come back to that.)

The real heart of Rescuing Lulu, therefore, is the Elturian pointcrawl. (This also takes up roughly half of the book’s 65 pages, with another ten pages being given over to the final heist scenario and the rest mostly fleshing out the preliminary investigation and epilogue.)

This pre-Fall ‘crawl of the city is a nice companion piece to the post-Fall ‘crawl of Hellturel found in the Avernus Remix. Every location is richly detailed and ready-for-play, being sourced and adapted from a variety of sources including Volo’s Guide to the Sword Coast, Forgotten Realm Adventures, and the Alexandrian Remix itself. It sets up the structure of urban pointcrawling for groups unfamiliar with it, and also gives the players an intimate familiarity with the city which will makes its post-apocalyptic incarnation in Descent Into Avernus all the more shocking.

RESERVATIONS

So there’s clearly a lot of like about Rescuing Lulu From Elturel, and I’ve already told you that I think you should buy the book if you’re planning to do anything with pre-Fall Elturel in your campaign. But I do have some reservations that you should be aware of before snagging your copy.

First, the book could really benefit from some rigorous proofreading. There are a lot of typos strewn across the text, most of them of minor significance but a few which seem to create significant errors.

Second, there’s some material that I find to be quite awkward in its execution. For example, there are several instances where encounter checks are made by having the DM roll a die and then having the players guess a number: if the number matches, the encounter happens. It’s difficult for me to imagine doing that at the actual gaming table. Perhaps the intention is to engage the players in some way? For me, it doesn’t work.

Third, if you are planning to use Rescuing Lulu in conjunction with the Alexandrian Remix of Descent Into Avernus, you should be aware that there are some significant changes to continuity, most of which are not clearly indicated. You’ll need to keep on your toes to make sure everything lines up.

Fourth, Rescuing Lulu is whimsical and kinda wacky. For example, there’s Morrale the Beerholder — an alcoholic beholder who serves drinks at a tavern and uses random eyebeam attacks to assault PCs who don’t tip him. This tone is not really my jam, particularly for a Descent Into Avernus campaign. It’s significant enough that I, personally, wouldn’t use this book as written. But I know that for many people this is exactly the tone they’re looking for, and if that’s the case for you, then you’ll love this!

The biggest reservation I have when it comes to Rescuing Lulu, unfortunately, is the adventure itself. There’s so much cool material and so many varied tools packed into its pages that could be useful in so many ways… but which is instead made subservient to a specific conceit.

For example, it feels like there’s an alternate version of this book which is just called ELTUREL and features a pointcrawl sourcebook for the city along with additional material (like a Rescuing Lulu adventure) that can be used in conjunction with the pointcrawl sourcebook. And that version of the book is a lot more useful to a lot more people.

As written, however, the pointcrawl becomes subservient to the adventure, which greatly limits its potential utility. It also becomes quite heavy-handed in its foreshadowing of the Fall, which ties into some of the continuity issues I mentioned before. As depicted here, everyone in the city seems ready for the Fall to happen, and are often giving the PCs a nudge-and-a-wink about it, and there are so many Zarielite cultists cavorting in the street that everyone who isn’t a cultist is like, “Man, have you seen all the cultists around town?”

So as you’re considering whether to add Rescuing Lulu From Elturel to your own library, you should keep these reservations in mind. But, as I’ve already said, this is a supplement which, despite my reservations, I recommend.

GRADE: B-

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This review was requested and sponsored by a patron of the Alexandrian.

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