The Alexandrian

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Trollskull Alley - Map

Go to Part 1

As described in Chapter 2 of Dragon Heist, before the PCs can reopen Trollskull Manor they first have to first get it fixed up and ready for business again. The following events should be intermixed with the PCs’ first faction missions and similar activities. Adding one or two additional urban adventures into this time frame can also be an effective way of pacing this material.

A CONSOLIDATED REFERENCE OF THE MANOR’S HISTORY

  • Owned by Ulkoria Stonemarrow. She sold the tavern to go adventuring.
  • Sold to a family of shield dwarves. They fell on hard times and sold it to a woman named Arissa Mirthkettle.
  • Mirthkettle converted the building into an orphanage. She turned out to be a hag who was cooking and eating the children.
  • The building was then abandoned for several years, haunted by its horrible reputation.
  • A half-elf named Lif took over the building and converted it back into a tavern.
  • Lif was killed in a terrible accident 40 years ago when one of the support beams on his ale casks broke and collapsed on top of him.
  • A couple named the Morleys bought the property and attempted to reopen it, but the haunting of the property combined with the economic recession which preceded Lord Dagult becoming Open Lord saw them go bankrupt.
  • The property changed hands several times, but with no serious efforts to occupy it.
  • A small halfling clan named the Curlbottoms bought the property around 1476 DR. They didn’t reopen the tavern, using the property exclusively as a residence for until 1484 DR when they moved to Neverwinter, caughter in Lord Dagult’s dream of rebuilding the city.
  • Most recently, Emmek Frewn attempted to purchase the property at public auction, only to be outbid by Volothamp Geddarm (who was interested in researching its “haunted history” for his next book).

FIRST TIME AT TROLLSKULL

The first time the PCs show up Trollskull Manor, the Three Urchins are playing inside.

  • Nat is a lanky, 10-year-old deaf Illuskan girl with a wooden toy sword. She is the leader of the group and communicates using a sign language that she invented and taught her friends.
  • Jenks is a portly 9-year-old Turami boy with a cloak, a toy wand, and a stuffed owlbear “familiar”. He’s shy around strangers but brave when it comes to helping his friends.
  • Squiddly is a slim 9-year-old tiefling boy with an eye patch, a small bow, and a quiver of toy arrows. He rarely thinks before he talks or acts.

They’re rampaging around, playing some sort of fencing/tag game with swords.

TALE OF THE TROLL SKULL: They claim the mansion is haunetd by the ghost of a troll skull.

DURING RECONSTRUCTION:

  • If friendly, the urchins will help sweep up. Holler on street corners to attract customers. And so forth.
  • If hostile, they’ll break windows (20 gp each) and cause other mischief.

THE POLTERGEIST

LIF: Half-elf, former bartender. Haunts the building now.

  • Objects levitating or thrown
  • Disappearing objects
  • Knocks, rappings, footsteps
  • Message written in the dust: “CLOSING TIME”, “LAST CALL”
  • Physical attacks

APPEASING: Fixing the building up to become a tavern slowly wins Lif over. (Eventually starts helping out.) If not, Lif becomes increasingly hostile.

GUILD VISITS

In place of the one-time expenses found on p. 41 of Dragon Heist, the PCs will be approached by an endless array of guild representatives. Roleplay out as many of these encounters as seems entertaining. Not all of these guild services are required, and others can be negotiated.

REPAIRS
Carpenters’, Roofers’ and Plasterer’s Guild (Soukaev, repair roof and walls)250 gp
Cellarers' and Plumbers' Guild100 gp
Guild of Glassblowers, Glaziers, and Spectacle-Makers (Colera)250 gp
Guild of Fine Carvers (make a new sign)50 gp
SERVICE DEPOSITS
Launderer's Guild100 gp
Dungsweepers’ Guild (Gassan; clean up dung on the streets)25 gp
Loyal Order of Street Laborers (clean up everything else)50 gp
Stablemasters’ and Farriers’ Guild10 gp
SUPPLIERS
Fellowship of Innkeepers (Broxley Fairkettle, p. 41)25-100 gp
Vintners’, Distillers’, and Brewers’ (Hammond Kraddoc, p. 41)50-1000 gp
Guild of Butchers (Justyn Rassk, p. 41 – threatens them without bribe)3 gp per delivery
Bakers' Guild25-100 gp

During this time, also mix in the first visits from Emmek Frewn (Dragon Heist, p. 42) as he begins plotting against the PCs.

STAFFING

The PCs will also need to hire staff: A bartender, barmaids, and cooks. How many of each will depend on how many shifts they want to remain open each day. (PCs may also be tempted to fulfill some of these roles themselves, but they’ll quickly learn that balancing a regular day job with adventuring is probably an impossible task.)

BARTENDERS

Lif: If the spirit of Lif can be pacified and befriended, he makes an excellent bartender.

  • The “Lif” is a custom drink special with some form of liquor (which varies each night) on the bottom and ale on top. It’s not entirely clear how the ghost is achieving this perfect separation.

Mosp: A blue-and-green-scaled kobold. Mosp has a reptilian palette and his drinks don’t always sit quite right in mammalian mouths. If he’s the bartender, however, Trollskull Manor will attract a large reptilian and draconic crowd.

Lillian Haekin: A Zakharan woman, Lillian has a modest command of liqueurs, but her true mastery is in teas. She will arrange with Fala Lefaliir of Corellon’s Crown to supply the Manor with a dizzying variety of foreign teas.

BARMAIDS

Ryba: Ryba is a wererat and a member of the Shard Shunners (see “Emmek Frewn” below). She tries to get hired as a halfing waitress so that she can work mischief.

Althaea, Elthaea, Ulthaea: These mysterious star elf triplets float through the air while sitting in a perfect lotus position. Their silver hair stands upright in a halo around their heads. Likely interview questions include:

  • Can you walk on your legs? “We have not in a very long time.”
  • Can you serve drinks from that position? [They use telekinesis to deliver a drink to the questioner.]
  • Why are they interested in working as barmaids in Trollskull Manor? “We have received a divinatory vision that we are needed here. We shall work for you for a period of twelve months. So it is written. Also, tips are important.”

Patric Nivka: Patric, an Illuskan lad, was kicked out of his parents’ house last week when his parents discovered he was dating a half-elf named Tanya Pav. He needs a job and a place to stay. (Letting him stay in a room upstairs or giving him an advance on his paycheck will help solve the latter problem.)

COOKS

Isgrigg & Dupere: Just ordinary humans. They left their last gig because the bar transformed into a tinker gnome hotspot. “And if you’ve ever seen thirty-five tinker gnomes all working on the same project while drunk… well, I like my jobs to be a bit less explosive if you know what I mean.”

Turgattan Thornhammer: A dwarf chef and former adventurer. He lost his former adventuring companions in the Serpent Hills. He lacks references, but assures the PCs that he handled the cooking for his companions every night for three years, even when that meant boiling things best left unboiled. And if he could do that, then he can certainly handle a night’s shift in a kitchen with a well-supplied larder! If the PCs actually taste his cooking, they may quickly conclude that his former adventuring companions were the ones to lose him. (This is a bad hire.)

Reynardo Greenleaf: A half-elf mage who uses various cantrips to create truly remarkable concoctions. His dishes are marvels to behold; often with their components performing intricate dances across the intricately carved plates and platters and stranger dishware they’re delivered upon. His ministrations earn the Trollskull Manor an artiste reputation, but the problem is that Reynardo “does not work to a clock.” Service is slow, and becomes a serious problem if/when the Manor’s popularity grows.

GRAND OPENING

If you’re using the Alexandrian Remix, I recommend timing the Trollskull’s grand opening for Ches 19th, the Spring Equinox/Fey Day. Taking advantage of the Fey Day celebrations will help propel a large launch, and it will also allow a couple days of normal operation before the Twin Parades on Ches 21st and the fireball on Ches 22nd.

The details of the Grand Opening are heavily dependent on the specific plans made by the PCs, of course. In addition to any specific invitations they may extend, you can randomize other significant guests normally. Or you might want to spend some time customizing a list based on which NPCs the PCs have had good rapport with so far. I recommend that the guest list should include:

  • Renaer and Floon, assuming the PCs have not alienated them in some way
  • One or two representatives from the other residents of Trollskull Alley, particularly if the PCs have made a point of introducing themselves
  • The Three Urchins, whether they’re friendly or not

Give some thought to whether or not Emmek Frewn is in a position to disrupt the Grand Opening. If the PCs have taken precautions, it’s probably better to let the Grand Opening succeed… and then have Emmek Frewn’s bastardy complicate matters on their second night.

Go to Part 3: Patron Tables & Events

Dragon Heist - Trollskull Manor

In Chapter 2 of the Dragon Heist campaign, the PCs are rewarded with the deed to an abandoned inn named Trollskull Manor. The expectation is that they will rehabilitate the abandoned building and re-open the tavern, integrating themselves in Waterdhavian sociey and laying down the sort of roots that can really make an urban campaign meaningful.

For Trollskull Manor to truly become the centerpiece of your campaign, however, you’ll need to make the tavern truly come alive. Part of that will be letting your players take the lead in designing and decorating the manor just the way that they want it, so that it truly becomes their place. A place that they can call home. But once the tavern opens, your job is to make the tavern truly come alive; to make it more than just a place where they can take a long rest.

That’s where A Night in Trollskull Manor comes into play. Using the Tavern Time system, it provides a selection of flexible tools and the simple structure you can use with those tools to bring the tavern’s common room to life each and every night. Those tools include:

  • Patron Tables
  • Events
  • Topics/Agendas
  • Patron Roleplaying Templates

To get maximum use out of A Night in Trollskull Manor, you’ll want to familiarize yourself with the Universal NPC Roleplaying Template.

TAVERN TIME

For each night at the tavern:

1. There is a 1 in 1d6 chance that an Event will occur that night.

2. Roll 1d6 to determine the number of significant patrons in the tavern that night, then use the Patron Table to randomly determine which patrons are present. If a result of “Renaer’s Friends” is rolled, roll on the Patrons – Renaer’s Friends table to determine the final result.

3. Look at the Topics/Agendas for the patrons who are present. Generally speaking, you can use one per patron or just select one from among the patrons. When in doubt, default  to the first unused bullet point. Supplement or replace these topics with other major events occurring in your campaign.

Using this material is as much art as it is science. The random tables serve as an improv prompt, thrusting different elements together in unexpected ways in order to prompt the frisson of your own creativity as a GM. Once the players start interacting with the patrons and the emerging situation, things will develop in even more unexpected ways. Roll with the punches and see where it all takes you. Don’t be afraid to make bold, strong choices that can completely disrupt the status quo.

USING PATRONS: Note that the significant patrons present on a particular night may all clump together in a single interaction, or they may be separate interactions happening simultaneously or spread out over the course of the evening. Even if various patron interactions do start out separate from each other, don’t be afraid to have them crossover and collide with each other as the events of the evening continue to play out.

Pay attention to which NPCs resonate with the players: Who do they find interesting? Who do they like? Who do they enjoy interacting with? Find ways to keep bringing those characters back. Reincorporate them into other facets of the campaign (and vice versa).

USING TOPICS/AGENDAS: These are conversational gambits, interpersonal developments, or needs that a particular patron has. Think about what reactions the other patrons present in the tavern that night will have to the topic or agenda as it occurs.

You should be able to very quickly reference this material and then rapidly generate a 5-10 minute roleplaying interaction any time the PCs choose to engage with the common room. (In some cases, of course, these interactions will also expand to the players’ level of interest and take more time to fully resolve.)

DESIGN NOTES

The patrons used for A Night in Trollskull Manor draw heavily from the Dragon Heist campaign itself. This is intentional, deliberately reincorporating NPCs so that Blackstaff Tower - Steven E. Schendthe life of Trollskull Manor’s common room is intertwined with the rest of the campaign.

Many other patrons, particularly Renaer’s friends, are drawn from Steven E. Schend’s Blackstaff Tower. This novel — which is a delightful romp of pulp fiction — was the first introduction of characters like Vajra, Renaer, and Meloon who would return in Dragon Heist. Schend’s other creations — like Osco, Lord Toryln Wands, and Elra Harsard — were so much fun that I wanted to find a way to bring them into the campaign, too. (Reading the novel, however, is not required to make use of this material.)

On that note, it should be mentioned that A Night in Trollskull Manor will work particularly well with the Alexandrian Remix of Dragon Heist, but the remix is also not required and you should get great results even if you’re just running the base version of the campaign.

Part 2: Setting Up Trollskull Manor
Part 3: Patron Tables & Events
Part 4: Patron Topics & Agendas
Part 5: Patrons
Part 6: Renaer & Friends

Addendum: Manor Menu

 

 

Minneapolis - 6th and Nicollet - 1922

Go to Part 1

NODE 2: MINNESOTA 13

INVESTIGATING BOOTLEGGING

Cop Talk – The O’Connor System:

  • The former police chief of St. Paul, John O’Connor, established the O’Connor System, in which the police allow organized crime figures to “layover” in St. Paul as long as they don’t perform any criminal activities there in exchange for payoffs and kickbacks.
  • The primary liaison is “Dapper” Dan Hogan, boss of St. Paul’s Irish Mob. But Kid Cann of Minneapolis has been benefiting from it, too, ever since the “handshake” deal which settled their mutual territories.
  • Cann is the guy in charge of virtually all the bootlegging in the Twin Cities. If he’s not doing it himself, he knows who is. He can be found in the Cotton Club in Minneapolis most nights.

Library Use: As far as the mainstream papers are concerned — the Tribune, Daily Star, Pioneer, St. Paul Dispatch —  there is no organized crime in the Twin Cities. The only possible explanation is that pressure is being applied to keep it out of the papers.

  • Library Use 1: Smaller, tabloid newspapers occasionally attempt to cover local political corruption and criminal activity, which is apparently rife. (See O’Connor System above.)

Streetwise:

  • Moonshine generally isn’t made inside the city limits.
  • Bootleggers run the liquor in from out-of-town distilleries and make the local sales.
  • Kid Cann is the mob boss who runs most or all of the local bootleggers. Everybody knows that.
  • Streetwise 1: There’s a network of supply – the guys in charge don’t just get booze to the bootleggers; they’re also in charge of the smuggling operations that get the distilleries their raw alcohol.

MINNESOTA 13 WHISKEY BOTTLES

Minnesota 13

The whiskey in the bottles recovered from the James J. Hill House has a slightly purplish color.

Craft/Chemistry: Can determine that these bottles are brand new; not from 1905.

Chemistry: Can detect the presence of the Tanit parasites. (See General Research: Lab Analysis – Tanit Parasites.)

Chemistry: The Whiskey has been flavored with Juicy Fruit gum.

  • Chemistry 1: The Juicy Fruit may have been used to cover up the flavor of denatured alcohol.
  • Library Use / Cop Talk: Using Juicy Fruit as a flavoring is a unique trait of Stearns County bootleggers, up near Holdingford (“moonshine capital of Minnesota”).

Leveraged Clue (Juicy Fruit Flavoring / Minnesota 13 Label)

  • Oral History (Stearns County): Can find someone willing to identify Node 6: Davis Farm as the source of this whiskey.

PETE’S

A speakeasy on Hennepin Avenue, north of the Mississippi. Oleg Andersson can be found here.


OLEG ANDERSSON

Left Hand of Mythos - Oleg Andersson

APPEARANCE:

  • Prop: Photo of Oleg Andersson

ROLEPLAYING NOTES

  • Smirks.
  • Fidgets with his tie.
  • Fronts as tough, but quick to backpedal in face of real threat.
  • Voice goes nasal when he gets nervous.

BACKGROUND

  • Born 1898 in Norway. His parents came to America and settled in St. Cloud when he was two years old.
  • Came down to Minneapolis in 1921 looking for day labor work. Got tangled up in a robbery gang instead; was out buying cigarettes when the rest of his crew got rolled up.
  • He ran to his friend Dan to hide out until the heat died down. Dan was running booze and Andersson’s connections up in Stearns County made him useful. Dan was killed a couple years ago in a drive-by.

CLUES

  • He gets the Minnesota 13 Whiskey from the Davis Farm. (Billie Davis is the only bootlegger in Stearns County with the expertise to fix the denatured ethanol Kid Cann hooked him up with.)
  • He delivers denaturalized ethanol to the Davis’. He picks up the ethanol from a warehouse location. He doesn’t know who drops it off — Kid Cann hooked him up with the connection and it all stays anonymous.
  • Following Oleg: Following Oleg will eventually lead to the Davis’ Farm, where he drops off barrels of chemicals from his truck and picks up crates filled with Minnesota 13.
  • Oleg’s Address Book: Carried in his breast pocket. Contains addresses for his pick-ups with notations – Davis Farm is marked as a place that he makes a special drop-off; and checking the noted dates it’s clear Rachel’s whiskey came from the Davis Farm.

NOTES

  • Drives a 1922 Ford Model TT truck

OLEG ANDERSON: Athletics 6, Driving 6, Firearms 3, Fleeing 4, Scuffling 4, Weapons 3, Health 8
Alertness Modifier: +1 (keeps an eye out)
Stealth Modifier: +1 (knows how to stay out of sight)
Weapons: sap (-1), .38 revolver (+0)


KID CANN

Kid Cann (Isadore Blumenfeld)

(ISADORE BLUMENFELD)

APPEARANCE

  • Prop: Photo of Kid Cann

ROLEPLAYING NOTES

  • Proud
  • Prone to violence if threatened.
  • Gestures with both hands

BACKGROUND

  • A Jew born in 1900 in a Romanian shtetl, his parents emigrated to America in 1902.
  • Left school as a kid to sell newspapers on Minneapolis’ “Newspaper Row”, where the best locations were held by gangs of kids.
  • Began running errands for pimps and whores in the red light district.
  • Prohibition let him and his brothers expand their operations. Forged connections with the Chicago Outfit (Al Capone) and New York’s Genovese crime family (Mafia).
  • Oversees illegal distilleries in the forests near Fort Snelling, bootlegging operations, prostitution, and labor racketeering.
  • Cann insists his nickname is derived from his boxing days, but it’s rumored that he earned it due to his tendency to hide in outhouses/bathrooms when shooting starts.

CLUES

  • Hooked Oleg up with denatured alcohol from the Harris Chemical Plant. (He’s bribed people in charge over there to “leave it unattended”; then it gets picked up and taken to a warehouse. Oleg picks it up from there and takes it to his people in Stearns County. Cann doesn’t know who he takes it to.)
  • He can identify that Minnesota 13 from the party as one sold by Oleg Andersson.

KID CANN: Athletics 6, Driving 5, Firearms 6, Fleeing 4, Scuffling 8, Weapons 4, Health 9

Alertness Modifier: +1 (wary)
Stealth Modifier: +2 (sneaky)
Weapons: Brass Knuckles (-1), .45 automatic (+1)

KID CANN BODYGUARDS: Athletics 6, Driving 4, Firearms 6, Scuffling 8, Weapons, Health 8
Alertness Modifier: +1 (watchful)
Stealth Modifier: 0 (unskilled)
Weapons: .38 revolver (0), Sawed-off pool cue (-1), switchblade (-1), Fists (-2)

Go to Node 3: Alicia Corey’s Boarding House

The Black Cats

Go to Part 1

NODE 1: THE BLACK CATS

BACKGROUND

The Black Cats aerobatics troupe was first organized in 1924 with 13 members, headed by Bon MacDougall.

MEMBERSHIP: The roster is in constant flux with members coming and going.

Original members: Bon MacDougall, Al Johnson, Gladys Roy, Fronty Nichols, Heard McClelland, Chief White Eagle, Jack Frye, Paul Richter, Art Goebel, Spider Matlock, Gladys Ingle, Frank Lockhart, Reginald Denny, Babe Stapp, Bill Lind, and Sam Greenwald

HOME BASE: Burdett Airport – Los Angeles, CA

UNIFORM: Black sweater with a 13 Black Cats patch on the front and names on the back.

  • Each name has 13 letters; if it doesn’t, nickname is added.
  • White claw insignias; one for each time they’ve fell. (Under Black Cat rulings, after the eighth claw they can no longer fly with the troupe, because cats only have nine lives. Reginald Denny received two when joining the troupe because he’d been felled twice during the Great War; his joining may have also been a publicity stunt arranged by his studio.)
  • The logo of the black cat was created by Bon MacDougall “in regard to the ancient Egyptian religion and it honored the sacred cat of Bubastes”. He flew with it before the formation of the group; adding the 13 for the group.

TRIVIA:

  • Appeared in Howard Hughes’ Hells Angels and other 1920s films.
  • Used no parachutes until 1927 (when it became law).
  • Disbanded in 1929. (Members of the troupe went on to found TWA.)

ADDITIONAL RESOURCES:

LOCAL TOURING TROUPE: Consists of Gladys Roy (who is from Minnesota) and a handful of other 13 Black Cat members who are barnstorming as an independent tour across the Midwest.

AEROBATICS SHOW

START: If the timing makes it possible, the show has already started as the PCs approach.

  • They see a low-flying plane pass overhead. Someone is dangling helplessly from it!

AEROBATICS SHOW: Play Aerobatic Show – Video (skip to 00:15).

Aerobatics Show – Photo 1 (Race Car): Gladys Roy appears in a race car keeping pace with a plane.

Aerobatics Show – Photo 2 (Climbing Aboard): Gladys stands up in the car, grabs the passing plane, and climbs aboard.

Aerobatics Show – Photo 3 (Wing Leap): Gladys jumps to another plane.

Aerobatics Show Video: As she does so, a third plane comes up… this one having lost its wheel. Gladys collects a wheel from the second plane, transfers to the third, and replaces the wheel.

Aerobatics Show – Photo 4 (Dog): After changing the wheel, she climbs up onto the wing, and does a handstand. As she comes down, she’s confronted by an angry dog. The dog threatens her, she backs away…

Aerobatics Show – Photo 5 (Tennis): … and leaps onto another plane! This one is outfitted with a tennis set, which she proceeds to play with another barnstormer.

The show continues like this for some time, with various stunt performers on both land and ground doing a variety of amazing feats. The planes themselves also do a variety of stunts and formation flying.

OTHER POSSIBLE STUNTS

  • Flying through a building or crashing into a building, tree, object, etc.
  • Blowing up planes in the air; passengers and pilot eject.
  • Spinning airplanes (sometimes engulfed in fire) toward the ground, but not crashing.
  • Loops while barnstormers stand on the tip of each wing.
  • Flying lower and picking up hats with wing tips.
  • Hanging from rope ladders or dangling upside down by ropes; swinging under the plane on wires.
  • Parachute performances.
  • Flying inverted for extended periods.
  • Riding a bicycle dangling from a rope and then parachuting down to the ground.
  • Landing upside down.
  • Saloon brawls on wing tops.
  • Staging a fight on the wing with one man getting knocked off with a punch.

CURTISS FIELD – FALCON HEIGHTS

Curtiss Airfield

  • Bill Kidder founded the airfield in April 1919; Minnesota’s first full-service airport.
  • Licensed by the Curtiss Aeroplane and Motor Company for selling and servicing Curtiss airplanes.
  • Snelling & Larpenteur Avenue (dirt-lane roads at the time) would be lined with cars on weekends to watch the planes. Just east of the Minnesota State Fairgrounds.
  • Offers short plane rides for $15.
  • Additional Resources: http://www.airfields-freeman.com/MN/Airfields_MN_Minneapolis.htm

GLADYS ROY

Gladys Roy

APPEARANCE:

  • Prop: Photo of Gladys Roy

ROLEPLAYING NOTES

  • Cool, confident, ironic and witty.
  • Smokes.
  • Quirks an eyebrow when amused.

BACKGROUND

  • 23 years old.
  • Started parachute jumping in 1921. Holds the world’s low record for parachute jump. (Has also jumped from 17,000 feet.)
  • A barnstormer who’s performed across Minnesota, also in Hollywood and across the nation.
  • Famous for dancing the Charleston and playing tennis on the upper wing of an airplane in flight.
  • Western Vaudeville Manager’s Association is her booking agent.
  • She was injured filming The Fighting Ranger in Hollywood earlier this year when she was thrown from a horse

CLUES

  • She invited Alicia Corey to the party at James J. Hill House.
  • She knows Rachel bought her whiskey from people associated with Kid Cann. (She recognized the Juicy Fruit flavoring as Minnesota 13.)
  • She bought the liquor for the party (Minnesota 13) from a bootlegger named Oleg Andersson. She met with him a gin-joint called Pete’s on Hennepin Ave. just north of the river. (See Node 2: Minnesota 13.)
  • She wasn’t drinking at the party last night because she had the aerobatics show this morning.
  • Following Gladys: Gladys can be followed to Node 3: Fatima’s Shrine (she goes there after the aerobatics show).

LEVERAGED CLUES (anything proving her membership in the Sisterhood of Fatima)

  • Can basically fill in all the background on Tanit and Ra.
  • She knows that kids are being kidnapped by the Tanit cultists. (Alicia Corey told her.)
  • She knows that the whiskey was tainted with Tanit parasites (although she didn’t know that when she brought it).

NOTES

  • Gladys’ Bag: Searching through her stuff will turn up a Hamsa charm similar to the one Alicia Corey had at Hill House. (Can be used as leveraged clue.)

GLADYS ROY: Athletics 10, Driving 4, Firearms 3, Fleeing 6, Scuffling 8, Weapons 8, Health 10
Alertness Modifier: +2 (professional paranoia)
Stealth Modifier: 0
Weapons: Fists (-2), Switchblade (-1), .41 deringer (+0, 2 shots)


OTHER MEMBERS OF THE BLACK CATS

Have no real connection to events, but…

  • Know that Gladys Roy was talking about going to Rachel’s party last night and having a grand old time.
  • Alicia Corey went with Gladys and didn’t show up for work this morning. (Caused a headache with the box office.)

13 BLACK CATS FLYER

Left Hand of Mythos - 13 Black Cats Flyer

These flyers can be found at Hill House and also Node 5: Fatima’s Shrine. There’s also likely to be some found here at the show itself (brought by people who received them elsewhere, etc.).

Go to Node 2: Minnesota 13

Go to Part 1

BASEMENT

James J. Hill House - Basement


BASEMENT – KITCHEN PORCH

Liquor Crates: Mostly empty crates which originally contained three dozen bottles of Minnesota 13. A half dozen or so bottles remain, unopened.

  • GM Note: Gladys brought the liquor in these crates and had them dropped off at the back porch.

FIRST FLOOR

James J. Hill House - 1st Floor


FIRST FLOOR – HALL

James J. Hill House - Main Hall

Prop: Photo of James J. Hill House Hall

Corpses (3): Two on the floor. One on the stairs.


FIRST FLOOR – ART GALLERY

James J. Hill House - Organ

Prop: Photo of James J. Hill House Art Gallery

3 story tall pipe organ. 12 foot high fireplace on the opposite wall. Expensive art lining the walls.

Corpses (3): One playing the organ. Two in an amorous embrace on the bench.


FIRST FLOOR – LIBRARY

James J. Hill House - Library

Prop: Photo of James J. Hill House Library

Corpses (3) – One of the corpses is Frank Candide (ID in his wallet; he was married to Evelyn, whose body is in the attic).


FIRST FLOOR – MUSIC ROOM

  • Upright piano. Victorian wallpaper. Crystal chandelier.
  • Portaits of James J. and Mary T. hang on the walls to either side of the door.
  • Coats and purses are stacked on a divan.

 

  • Simple Search: To sort through the IDs.
  • Evelyn’s ID: Evelyn Candide’s ID is here, so if they haven’t found the bodies in the attic yet, this will indicate a missing woman.
  • Alicia’s ID: Alicia Corey’s purse is here and a photograph inside can be used to identify her corpse. It also lists her name and address on a small “Please Return” card.

FIRST FLOOR – TERRACE

  • Evidence Collection 1 / Evidence Collection (Lucretia’s Testimony): There is a trail of fingerprints “walking” across the terrace. (Go from the house down the stairs and then vanish into the grass.)

SECOND FLOOR

James J. Hill House - 2nd Floor


SECOND FLOOR – BALCONY

Fluted balustrades around the edge. Lounging furniture fashionably arranged.

Corpses (1 + Alicia Corey)

ALICIA COREY’S CORPSE: This corpse still has its left hand, which is clenched in a tight fist.

  • GM Note: Alicia’s purse and ID are downstairs in the Music Room.

Shattered Hamsa: Clutched in her left hand, there are shards of glass and lead. (Prop: Shattered Hamsa)

  • GM Note: This was Alicia’s Hamsa charm. To prepare this prop, print out the picture of the Hamsa and cut it up into pieces. Allow the players to assemble the pieces like a puzzle.

Hamsa Amulet

Slit in the Palm: There is a strange slit or cut in the palm. No blood, but some kind of clear, jelly-like substance in the slit.

  • Medicine: The liquid is aqueous humor — the introcular fluid which fills the eyeball.

SECOND FLOOR – RACHEL’S ROOM

James J. Hill House - Rachel's Room

Prop: Photo of James J. Hill House Rachel’s Room


THIRD FLOOR

James J. Hill House - 3rd Floor


THIRD FLOOR – SERVANT’S QUARTERS

A simple room, but with the same rich oak trim found throughout the house.


ATTIC

THEATER

Converted into a small stage. (For the production of amateur theatricals by the Hill children.)

Corpses (2): Located on the stage behind the curtains.

  • Rupert Wild and Evelyn Candide.
  • Evelyn was married to a Frank Candide, whose corpse is in the Library.

Tanit Hands (2): These hands were trapped in here.

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.


RACHEL HILL

Rachel Hill

APPEARANCE:

  • Prop: Photo of Rachel Hill

ROLEPLAYING NOTES

  • In a state of shock covered only by her excellent manners.
  • Dabs at her eyes with a handkerchief.
  • Weakness melts away if pushed around; then she wields her full strength as a millionaire’s heiress.

BACKGROUND

  • Grew up in New York.
  • Had diptheria as a child.
  • Married Egil Boeckmann, a University of Minnesota football hero (scored touchdown that tied first “Little Brown Jug” game with Michigan) in 1913.
  • Moved back into James J. Hill House when her mother became ill in 1919.
  • Recently hired a photographer to take pictures of the property before it’s given to the Archdiocese.

CLUES

  • She did not drink, as she’s teetotaler.
  • Gladys Roy left early. She had invited a friend – Alicia Corey – to the party.
  • Reassurance 1 / Interrogation 1: She asked Gladys Roy to secure the alcohol for the party (and brought it in the later afternoon). (She won’t admit this without reassurances that she won’t get in trouble. Otherwise her story is that people brought their own booze.)

NOTES

  • Rachel was married in the Drawing Room of the mansion. (The dissociation between that memory and the corpses currently in there.)

RACHEL HILL: Athletics 4, Driving 2, Firearms 0, Fleeing 8, Scuffling 4, Weapons 2, Health 7
Alertness Modifier: -1 (oblivious)
Stealth Modifier: 0 (unskilled)
           Weapons: Fists (-2)


LUCRETIA GRAY

Lucretia Gray

APPEARANCE:

  • Prop: Photo of Lucretia Gray

ROLEPLAYING NOTES

  • Nervous around authority figures.
  • Protective of members of the Hill family. Refers to them as Mr. Wallace, Ms. Rachel, etc.
  • Gives a “look” to anyone she considers to be acting foolish.

BACKGROUND

  • Her husband was a butler in the house. He died in a trolley accident in 1919. They had no children.
  • Has worked with the Hill family since 1911.
  • Last servant working in the house (the rest were assisted into other positions or given pensions after Mary T.’s death).

CLUES

  • She sent the invitations out for Ms. Rachel’s party. (Has a list of addresses and could, for example, give people contact information for Gladys Roy.)
  • Gladys Roy brought the liquor (Minnesota 13) to the party at Rachel’s request. She dropped it off on the back porch and Lucretia would run bottles up as people requested more.
  • Reassurance 1: As she was calling the police from the phone in the den, she saw something crawling across the Terrace and disappearing into the darkness.

LUCRETIA GRAY: Athletics 10, Driving 0, Firearms 0, Fleeing 8, Scuffling 6, Weapons 3, Health 10
Alertness Modifier: +1
Stealth Modifier: +1
            Weapons: Fists (-2), Household Implements (-1)

Go to Node 1: The Black Cats

 

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