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Twin Cities Map - 1925 (Modified for Left Hand of Mythos)

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These revelation lists are a master reference document for Left Hand of Mythos, providing a list of the conclusions the players need to make while pursuing their investigation and all the clues pointing to each of those conclusions (including the locations where those clues are found).

For more information on how to use revelation lists while running an investigation, check out Node-Based Scenario Design and Using Revelation Lists.

REVELATION LIST – NODES

NODE 0: HILL HOUSE

NODE 1: 13 BLACK CATS

  • HILL HOUSE: 13 Black Cat Flyers
  • HILL HOUSE: Questioning Rachel Hill
  • HILL HOUSE: Alicia Corey’s Corpse

NODE 2: MINNESOTA 13 / BOOTLEGGER

  • HILL HOUSE: Liquor Bottles
  • HILL HOUSE: Questioning Rachel Hill
  • WHISKEY DEATH: Liquor Bottle
  • 13 BLACK CATS: Questioning Gladys Roy

NODE 3: ALICIA COREY’S BOARDING HOUSE

  • HILL HOUSE: Alicia Corey’s Corpse/Purse
  • HILL HOUSE/RACHEL: Gladys Invited Rachel to Hill House
  • GLADYS: Invited Alicia to Hill House

NODE 4: HARRIET TUBMAN ASYLUM FOR COLORED ORPHANS

  • BOARDING HOUSE: Alicia’s Diary
  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • FATIMA’S SHRINE: Map of Minneapolis

NODE 5: FATIMA’S SHRINE

  • GLADYS: Following Gladys
  • BOARDING HOUSE: Alicia’s Diary
  • BOARDING HOUSE: Questioning Owners / Return Address

NODE 6: DAVIS FARM

  • BOOTLEGGER: Questioning Oleg
  • BOOTLEGGER: Bootlegger’s Address Book
  • BOOTLEGGER: Following Oleg
  • HILL HOUSE/HAND ON STREET: Minnesota 13

NODE 7: HARRIS CHEMICAL PLANT

  • ORPHANAGE: Chemical Residue
  • ORPHANAGE: Canvassing Neighborhood
  • DAVIS FARM: Labels on Chemical Barrels
  • DAVIS FARM: Questioning Ellie and Billie Davis
  • BOOTLEGGER: Picks Up Denaturalized Alcohol
  • KID CANN: Questioning Kid Cann (Hooked up Plant w/Oleg Andersson)
  • FATIMA’S SHRINE: Address on Pad of Paper

NODE 8: MINNEAPOLIS FEDERAL RESERVE BANK

  • TANIT CULTISTS: Federal Reserve Business Cards
  • BARCA: Following/Researching Barca
  • HARRIS CHEMICAL: Shipping Crates
  • HARRIS CHEMCAL: Questioning Drivers/Alex Washington

REVELATION LIST – NPCs

RACHEL HILL

  • See Node 0: Hill House.

OLEG ANDERSSON

  • HILL HOUSE: Questioning Rachel Hill
  • HILL HOUSE: Questioning Lucretia Gray
  • DAVIS FARM: Questioning Ellie/Billie Davis
  • KID CANN: Hooked Oleg up with Harris Chemical’s ethanol
  • HAND ON THE STREET: Questioning Estranged Son

GLADYS ROY

  • HILL HOUSE: Flyers for 13 Black Cats
  • HILL HOUSE/RACHEL: Gladys Left Early
  • HILL HOUSE/LUCRETIA: Sent the invitations
  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • FATIMA’S SHRINE: 13 Black Cat Flyers (Printed Here)

KID CANN

  • BOOTLEGGER: Questioning Oleg
  • GLADYS: Questioning Gladys
  • RESEARCH: Bootlegging

ELLIE DAVIS / BILLIE DAVIS

  • See Node 6: Davis Farm.

JOHN BARCA

  • HARRIS CHEMICAL: Instructions from John Barca
  • HARRIS CHEMICAL: Observing Harris Chemical
  • FATIMA’S SHRINE: Map of Minneapolis

REVELATION LIST – MISC.

KIDS ARE BEING KIDNAPPED

  • FATIMA’S SHRINE: Letter from Alicia to Gladys Roy
  • ORPHANAGE: Missing Kids
  • GLADYS: Knows what Alicia reported

TANIT TAINTED ALCOHOL

  • HILL HOUSE/RACHEL & GLADYS: They weren’t drinking
  • HILL HOUSE & DAVIS FARM: Chemical Analysis of Whiskey
  • HARRIS CHEMICAL: Tanit-Infusing Process
  • GLADYS: Questioning Gladys (knows liquor was tainted)

Next: Background & General Reference

Esoterrorists / Trail of Cthulhu - Pelgrane Press

When creating an NPC for a GUMSHOE game — like Esoterrorists, Trail of Cthulhu, or Night’s Black Agents — instead of giving them ability ratings (e.g., Infiltration 10, Scuffling 8, Shooting 6), instead give them an ability modifier:

  • +1 (skilled)
  • +2 (excellent)
  • +3 uber

You could also use -1 or -2 modifier to indicate incompetence. (Any rating lower than -2 would most likely mean the NPC automatically fails on those tasks.)

Health / Stability / Sanity: These and similar pools that are depleted via some form of damage are rated and used normally.

USING ABILITY MODIFIERS

As with an Alertness Modifier or Stealth modifier, because GUMSHOE defaults to being a player-facing system whenever possible, you will primarily use ability modifiers to modify the base difficulty of a PC’s check (which is usually difficulty 4).

Ability modifiers can also be used if the NPC makes a check, in which case the relevant modifier is simply added to the NPC’s die roll.

CHERRIES

In Night’s Black Agents, an ability rating of 8+ unlocks a cherry. Although most other GUMSHOE games do not have cherries, they similarly unlock a +1 Hit Threshold for any character who has Athletics 8+.

Most cherries are only relevant to PCs, but any cherries that may be relevant to an NPC (including the +1 Hit Threshold) are unlocked at ability rating +2.

OPTION: NPC ABILITY POOL

As an optional rule, you can also grant NPCs a small pool of general points:

  • 2 (mook)
  • 4 (default)
  • 8 (boss)

This pool can be spent to enhance any ability the NPC possesses, as appropriate, to either increase the difficulty of a PC’s check or increase their own check result.

If using this optional rule, you may also want to give NPCs ratings of +0 in a skill (indicating that they normally don’t receive a bonus, but could choose to spend points on a check).

OPTION: THRILLER CHASES

In the thriller chase rules from Night’s Black Agents, pursuer and runner must make secret spends from their chase pool each round. Depleting the opponent’s chase pool is a key part of what makes these rules dynamic and fun, and that combines poorly with static NPC modifiers.

Option #1 – Chase Pool: For the purposes of the chase, ignore the static modifier. Instead, when the chase starts, form a chase pool equal to 3 x the NPC’s static modifier. These points can be spent in addition to the NPC ability pool (if any) during the chase.

Option #2 – Static Charge: By default, NPCs in a thriller chase always spend their static modifier. If they have a generic NPC ability pool, they can use those points to increase their spend. In addition, if they choose to spend LESS than their stat modifier, those points are added to a dedicated chase pool which can be spent on future rounds to increase their default spend.

DESIGN NOTES

Something I find frustrating while running GUMSHOE games is that it’s very difficult to use the mechanics to figure out whether an NPC can accomplish a task while taking the NPC’s skill into account. Several GUMSHOE rulebooks even go so far as to say that the GM should simply fiat all non-combat checks by the NPCs. (Which I, personally, find deeply unsatisfying and unhelpful.)

Even in combat, though, the problem persists: The PCs’ combat pools are balanced so that they can last an entire scenario and multiple combat encounters. The NPCs’ pools are given the same rating, but they can spend it all in a single encounter. The result, combined with the typical length of a combat encounter, means that you can either:

  • spend no points, which means skill is irrelevant when it comes to NPC attacks; or
  • spend enough points to auto-hit the PCs every single time they attack.

The latter is both devastating and deeply unsatisfying: As a GM it means I can’t just roleplay the NPCs and see how things turn out. I am instead always making a completely arbitrary decision about whether the PCs should be hit or not. (Which, ultimately, means that NPC skill is still irrelevant.)

I believe that using ability modifiers will both (a) make it easier and faster to create NPCs (by eliminating the false precision of, for example, choosing between a pool with 10 points or 12 points) and (b) allow you to actually use the mechanics of the system while having NPC skill be relevant.

In assigning ability modifiers, you’ll generally just be choosing between unskilled (no rating), skilled (+1), and excellent (+2). PCs generally have a 50% chance of succeeding on a check with the default difficulty of 4. A +1 modifier gives them a one-third chance of success. A +2 modifier means they have to roll a 6 on the d6 to succeed. A +3 modifier means the check will be impossible unless the PCs spend points — it’s not necessarily inappropriate for an NPC to have such a rating, but you’re definitely making a very strong statement about them.

FURTHER READING
NBA Opposing Forces Cheat Sheet

Farm Field in Winter

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NODE 6: DAVIS FARM

  • Located in Stearns County near Holdingford (the “moonshine capital of Minnesota”).
  • About 90 miles north of the Twin Cities.
  • Bootlegging is, in fact, rampant up here. The biggest moonshine-brewing operation is run by the monks of St. John’s Abbey, but a lot of local farms (currently mired in the middle of the Agricultural Depression that lasted from 1920 through 1934) get in on the action.

THE DAVIS FARM

  • They farm corn and have a small number of cattle. The fields are harvested now, so there are just stubs of corn stalks jutting up here and there like a primitive, haphazard cemetery.
  • They’ve had some light snow up here and the fields are dusted with it (although you can still see the raw, frozen dirt between the small drifts).
  • The buildings are set back from the road, with a narrow drive running between the shields and then dropping over a small rise.
  • It’s a simple farm: There’s a house, a barn, and a machine shed.

THE HOUSE

  • Ellie Davis and Billie Davis live here.
  • Living room and kitchen on the ground floor.
  • Bedroom and bathroom upstairs.

THE BARN

  • Stalls for a half dozen milk cows and mounds of hay for their winter feed.
  • Hidden Kegs: Kegs of Minnesota 13 whiskey are hidden under the hay mound. (See Node 2: Minnesota 13 for analysis.)

THE MACHINE SHED

  • Crowded with two tractors (one no longer working) and the Davis’ pick-up truck, along with corn hooks, plows, hay rakes, harrows, and grain bins.
  • Fake Wall: The back wall of the machine shed is fake. There’s a hidden room in the back with Ellie’s still.

THE STILL

  • Chemistry: It’s a sophisticated set-up. Ellie is re-naturing the denatured alcohol and then using bubblegum to hide the lingering flavor.
  • Ethanol Barrels: Label coding on the bottom of the barrels indicates that they came from Node 7: Harris Chemical Plant.

ELLIE DAVIS

Left Hand of Mythos - Ellie Davis

APPEARANCE

  • Prop: Photo of Ellie Davis

ROLEPLAYING NOTES

  • Witty and uncouth.
  • Big grin.
  • Thumbs through her suspenders.

BACKGROUND

  • She’s the brains of the operation. The only bootlegger in Stearns County who can deal with the denatured alcohol Oleg gets from the Harris Chemical Plant.
  • Went to college, but had to come back home when her mom got sick. Ended up marrying “that big goof” Billie and settled down to the happy life of a farm wife.
  • Got into bootlegging because it seemed like everybody else in Stearns County was doing it, and with the chemistry courses she took in college she’s got a knack for it.

CLUE

  • Reassurance: She knows the source of Oleg’s denatured ethanol is from the Harris Chemical Plant. (Label coding on the bottom of the barrels.)
  • Reassurance: They sell their Minnesota 13 through Oleg Andersson (who runs it into Minneapolis and St. Paul).

NOTES

  • Ellie Davis is inspired by the story told by Elaine Davis of her grandmother, a central Minnesota farm wife during Prohibition, who leapt into bed and pretended to be sick when a bunch of G-men spilled out of their cars into the front yard. She delayed ‘em long enough for her husband to make sure the kegs were safely stowed under the hay mounds in the barn.

ELLIE DAVIS: Athletics 6, Driving 4, Firearms 4, Fleeing 5, Scuffling 7, Weapons 6, Health 8
Alertness Modifier: +1 (eyes open)
Stealth Modifier: +1 (Hides in plain sight)
Weapons: Fists (-2), Whatever’s Around (0), Shotgun – while at the house, (+1)


BILLIE DAVIS

Left Hand of Mythos - Billie Davis

APPEARANCE

  • Prop: Photo of Billie Davis

ROLEPLAYING NOTES

  • Cool, dry sense of humor.
  • Ignorant, but not in a willful way.
  • Speaks slow. (And gets slower if you’ve pissed him off.)

BACKGROUND

  • Billie is a farmer who helps Ellie with her work on the stills. He can keep the fires lit, and knows what you can drink and what’ll make you blind, but not much more than that.
  • He’s never left Stearns County.

CLUE

  • Reassurance: He knows the source of Oleg’s denatured ethanol is from the Harris Chemical Plant. (Label coding on the bottom of the barrels.)
  • Reassurance: They sell their Minnesota 13 through Oleg Andersson (who runs it into Minneapolis and St. Paul).

BILLIE DAVIS: Athletics 12, Driving 4, Firearms 4, Fleeing 2, Scuffling 6, Weapons 2, Health 12
Alertness Modifier: -1 (focused on work)
Stealth Modifier: 0 (unskilled)
Weapons: Fists (-2), Farm Implements (+0 or +1, depending), Rifle or Shotgun (+1)

Go to Node 7: Harris Chemical Plant

Go to Part 1

NODE 5: FATIMA’S SHRINE

(169 Page Street West, St. Paul, MN)

  • Across the Mississippi River from downtown St. Paul.
  • Couple blocks off the streetcar lines.

THE HOUSE

Back Door: Leads to kitchen.

Front Entry: Front door leads to a small coat room. Stairs lead up to the indoor garden and front room.

  • Gardening boots on the mat, but no coats on the hooks. (The boots, on closer inspection, are unused.)
  • Architecture / Evidence Collection: There’s a secret hatch in the wall behind the coat rack. (You can grab the rack and pull the whole wall away.) Behind the hatch is a staircase leading to the basement.

Indoor Garden: Opens from the front room.

  • Glass walls let in the sun.
  • Tiered platforms hold numerous flowering plants.
  • Biology: The flowers growing here are Rosa richardii, acacia, willowherb, dragonwort, and Crinum lilies. These are all species notably native to Egypt. (Medicine 1 / History: Historically, all of these species had medical applications in Egypt and, later, the Mediterranean in general).

Front Room: Opens to the indoor garden. Doors to the kitchen and two bedrooms.

  • Well-accoutered. A sofa, two chairs, and a coffee table.
  • The coffee table has a magazine rack on one side with several magazines in it.
  • Evidence Collection: The magazine are all from January 1925.

Kitchen: Backdoor leads to the backyard. Another door leads to the front room.

  • Everything looks normal at first glance. But casual inspection reveals that the cupboards are empty and the food packages on the counters are also empty.
  • Icebox: Empty. There’s no ice.
  • Kitchen Table: There’s a stack of Prop: 13 Black Cats Flyers on the table.

Bedrooms: Each has a door leading to the front room.

  • Single Beds: The quilts
  • Bedside Table: Drawer empty.
  • Closets: Empty.

Basement Shrine: Stairs down from the hidden panel in the front entry.

  • Basement has been converted into a work space, with a large table in the middle of the room.
  • Letter: Prop: Letter to Gladys is lying on the table.
  • Photostat Machine: With more Prop: 13 Black Cat Flyers next to it.
  • Shrine: On the far wall, there’s a shrine built around a Hamsa made from lapis lazuli. Stubby white candles covered in melted wax surround the hand. (If the Hamsa is removed, the Eye of Ra can be found carved into the wall behind it.)
  • Map of the Twin Cities: Thumb-tacked to the wall. (Prop: Map of the Twin Cities)

GM Background: The map shows locations Alicia Corey was investigating for possible Tanit cultist activity. The only non-eliminated location on the map (labeled “Harriet”) is the Node 4: Harriet Tubman’s Asylum for Colored Orphans. The name “John Barca” has also been written on the map, perhaps allowing the PCs to research him.

MAP OF THE TWIN CITIES

Left Hand of Mythos - Map of the Twin Cities

(click for larger version)

LETTER TO GLADYS

Left Hand of Mythos - Letter to Gladys

Go to Node 6: Davis Farm

Harriet Tubman's Asylum for Colored Orphans

Go to Part 1

NODE 4: HARRIET TUBMAN’S ASYLUM FOR COLORED ORPHANS

  • During Jim Crow era, major orphanages would not accept black children.
  • In 1905, two Quaker sisters named Anna and Hannah Glass opened Harriet Tubman’s Asylum for Colored Orphans.
  • Located in a formerly abandoned hotel in the Rondo neighborhood west of downtown St. Paul.
  • Anna died of typhoid in 1913, the same year that Minneapolis finally acknowledge that their municipal water was the source of the typhoid outbreaks and opened a water purification plant to solve the problem.
  • There are currently 47 children.
  • Small staff of female attendants (of which Perlie Coleman is representative). Marcus Washington serves as a maintenance man and is now the best thing they have to a security guard.

TANIT CULTIST ACTIVITIES

  • 5 kids have been kidnapped from the asylum by Tanit cultists. (They’re taken to Node 7: Harris Chemical Plant.)
  • St. Paul Police have taken cursory reports, but have concluded that the kids are just run-aways.
  • The staff has been similarly unable to get the local press interested.
  • If either of those things were to change, the Tanit cultists would back off and leave the other children in the asylum alone. (They assume this will happen at some point, but aren’t surprised it hasn’t yet: They picked an asylum for black children for a reason.)

INVESTIGATING

  • Evidence Collection: New locks have recently been placed on the windows.
  • Evidence Collection: There’s a chemical residue on the carpet Alex Griffin’s bedroom.
    • Chemistry: It’s a patented polysaccharide created by a Minneapolis company called Harris Chemical (see Node 7: Harris Chemical Plant).
  • Streetwise: Canvassing the neighborhood will discover that a Harris Chemical Plant truck has been seen parked near the orphanage during the time of each disappearance. (See Node 7: Harris Chemical Plant.)

MISSING KIDS (DATE TAKEN)

  • Thomas Young (August 30th) – missing from his bed, window unlocked (staff did, in fact, assume he was run-away)
  • Millie Clark (September 8th) – snatched from the street
  • Edward Robinson (October 10th) – was missing during a headcount following a recess period
  • Frances Allen (October 31st) – missing from her bed, cheap old lock had been jimmied (staff replaced the locks on all the windows after this)
  • Alex Griffin (November 11th) – missing from his bed, window was broken, other kids in his room were slow to wake up (Medicine: they were gassed)

HANNAH GLASS

Left Hand of Mythos - Hannah Glass

APPEARANCE:

  • Prop: Photo of Hannah Glass

ROLEPLAYING NOTES

  • Weary; in body, spirit, and voice
  • Clasps her hands and wrings them with very small movements
  • Fervently protective of the children

BACKGROUND

  • Grew up in Pennsylvania. Her father was a frequent pastor in a “programmed” branch of Quakerism.
  • She and her sister, Anna, became disillusioned with the program, believing fervently in the non-hierarchical structures of the faith. This estranged them from their father.
  • In 1905, they opened the asylum.
  • Anna died of typhoid in 1913, the same year that Minneapolis finally acknowledged that their municipal water was the source of the typhoid outbreaks and opened a water purification plant to solve the problem.
  • She intends for Perlie Coleman to take over the asylum.

CLUES

  • Knows the names and dates of the missing kids. (Very angry about the police and press being dismissive of it.)
  • Can introduce PCs to Perlie Coleman and Marcus Washington.
  • Reassurance 1: To get access to the kids.

HANNAH GLASS: Accounting 1, Bureaucracy 2, Oral History 4, Reassurance 6, Theology 5, Health 4
Alertness Modifier: +0
Stealth Modifier: +0
Weapons: fists (-2)


PERLIE COLEMAN

Left Hand of Mythos - Perlie Coleman

APPEARANCE:

  • Prop: Photo of Perlie Coleman

ROLEPLAYING NOTES

  • If all the investigators are white, she will be painstakingly polite until reassured that they don’t pose a danger. (This deferential self-defense also means that the PCs won’t get anything useful from her.)
  • Always keeping one eye on the kids; will randomly shout out cautions to them or a kid might run up and she’ll scoop them up.
  • An incredibly warm smile if she trusts you.

BACKGROUND

  • Perlie is an African Methodist Episcopalian.
  • She grew up in Duluth.
  • Her father was lynched by a white mob when she was seven years old. Her mother immediately took Perlie and her three sisters and moved to Minneapolis.
  • Her mother has gone mostly blind and can’t work any more. Perlie depends on her job here at the asylum to support her.
  • She is a caretaker and teacher for the children.

CLUES

  • She discovered that Alex Griffin was missing. She remembers a sort of chemical smell that was lingering in the air.

PERLIE COLEMAN: Assess Honesty 5, First Aid 5, Library Use 5, Reassurance 8, Health 4
Alertness Modifier: +0
Stealth Modifier: +0
Weapons: fists (-2)


MARCUS WASHINGTON

Left Hand of Mythos - Marcus Washington

APPEARANCE:

  • Prop: Photo of Marcus Washington

ROLEPLAYING NOTES

  • Very protective of Hannah Glass and her reputation.
  • Slow, powerful movements.
  • A voice that sounds like a quiet river.

BACKGROUND

  • An African Methodist Episcopalian.
  • Began working for “the Missuses Glass” in 1906, so he’s been with the asylum almost from the beginning.
  • He lives in the Rondo neighborhood. He usually walks six blocks to work.
  • He’s been staying at the asylum overnight since Frances Allen was taken, acting as a sort of security guard to try to keep the kids safe. He’s incredibly angry with himself for not being able to stop Alex Griffin from being taken. He feels like he’s failed the children and Hannah.

KEY INFO

  • Leveraged Clue: If the name “Harris Chemicals” is mentioned, he’ll say that there’s been a Harris Chemicals truck parked in the neighborhood recently. (He doesn’t think it’s significant and hasn’t connected it to the kidnappings, which is why he doesn’t mention it otherwise.)

MARCUS WASHINGTON: Assess Honesty 2, Athletics 5, Fleeing 2, Oral History 4, Scuffling 8, Sense Trouble 5, Streetwise 4, Health 6
Alertness Modifier: +1 (on edge)
Stealth Modifier: +0
Weapons: fists (-2)

Go to Node 5: Fatima’s Shrine

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