Sample adventure: Whatever Happened To Johnny?
First, decide if the characters will be using the pregenerated characters for the Early Years offered above (Rex the Doughboy, Betsy the Flapper, Rosie the Nurse, Jimmy the Orphan, Agnes the Spiritualist) or not, or a combination of the pregenerated characters and player-created characters. Any combination of characters is acceptable, although there will possibly be a fair amount of combat, so it might be a good idea to include at least one good fighter.
If there is only the GM and one player, the player may be allowed to play multiple PCs. If two players, suggest two PCs each, and so on. If you have more than five players, that’s fine, just make some extra PCs.
Next, make the players comfortable with the idea that their PCs know each other (if possible—see below if they don’t like the idea).
Once that conversation's happened (as discussed earlier), tell them that a rich business tycoon has hired them to find his missing son (again, see the next paragraph if they have a problem with the idea), and they’ve reported to his mansion.
If they are new to the basic concepts of role-playing and can’t get their minds around the idea that their characters already know each other, or can’t accept the idea that a rich business tycoon would hire THEM when they have no reputation yet, then tell them, instead, that that’s okay-- instead, they’ve each answered an ad in the newspaper that reads as follows: “Can you find my son? I’m looking for him. Will pay to find out what’s happened to him. Reply to post office box #63477.” Then tell the players that when they replied, they were told to appear at a certain medium-nice hotel lobby on a certain afternoon. Once there, a limousine arrived and picked them all up and drove them to a mansion, much to their surprise.
Having said this, your players will be caught up on the basic introductory concepts of how they got into this.
At this point, then, they are all (as a group) ushered to the back of the house, where they find a private mausoleum. There, they find the mansion’s owner, one Robertson Evans, an old man of about 65 or 70, in a wheelchair. It’s hard to tell his exact age, since he looks a little sick.
“Consumption,” he says. “That’s not exactly what the doctors call it these days, but that’s what we called it when I was young. Oh, it’s quite slow-- I have a few more years to live, they say, and then I’ll be with my dear, lost Maria. But before that, I need to know what’s happened to my son, John.”
As the interview progresses, encourage the players to question Robertson Evans. He doesn’t really give much to go on, but he should, or at least can, give the following details:
--His son, John or “Johnny” Evans, went missing five months ago.
--Robertson thinks Johnny is very possibly dead, but wants to know for sure.
--Johnny and his father didn’t get along, and had hardly spoken for years.
--Johnny was fond of his mother Maria Robertson, but she died of influenza when he was 14. Johnny’s moods grew darker, and he started getting into trouble at school. Johnny managed to graduate from high school, but flunked out of three of the best colleges on two coasts before coming back to the city of his birth (Rex and Agnes were created for Washington, D.C., but it doesn’t really matter what city you set this adventure in, if you’d like to change it).
--Johnny, if he’s still alive, would now be 24. He was renting an apartment in town.
--There might not be any useful clues to Johnny’s fate in his apartment—most have probably been confiscated as evidence by the police detective assigned to the case.
--The police detective in charge of investigating what happened to Johnny is one Gabriel Barnes. Robertson doesn’t like Barnes; he doesn’t think he’s doing anything to find Johnny any longer.
--Johnny was cut off by his father in college, but he lived off of a trust fund that his mother set up before she died that still kept him in money.
--In fact, it kept him in too much money—enough to help him (not that he needed a lot of help) to fall in with a bad crowd everywhere he went. Johnny had lots and lots of girlfriends who were pretty but problematic; he loved to gamble, especially on boxing matches, he liked to party and spend the money he got every month, and he was always just a razor’s edge away from being friendly with a downright criminal element.
--Johnny has a room in the mansion, but it hasn’t been lived in (just cleaned and dusted by a maid occasionally) since he was 18.
--Johnny’s car, a black roadster, is also missing. Johnny hasn’t collected his trust fund money since he disappeared, either.
That’s about it. If they fail to ask about any of the above, have Mr. Evans just tell them the above facts, but it’s more fun for them to interview him...
If asked the following questions, these are his answers:
--Does Robertson believe in ghosts? Yes, in general; though he’s never seen one, he does believe in life after death.
--Does Robertson drink? He used to, but he’s given it up on his doctor’s advice, and is slowly coming around to a teetotaler point of view these days.
--Is he a religious man? Yes, after his wife Maria died, he started attending her old church, St. Stephen’s Cathedral, where Father Gallaher is the priest.
--Why is he employing us, specifically? Because he couldn’t find any other people who felt like taking the case. Oh, he could have hired people, but they would have just been after draining his bank account for all they could—when he tried to hire people anonymously for a missing persons case, no one with a better reputation was interested—they were all busy, or uninterested, since they didn’t know, when they turned it down, how rich their potential employer was. Robertson feels that the PCs “have an honest feel about you that is rare these days.” If the players think it’s odd that he couldn’t find anyone else to take the case, albeit anonymously, then let them-- it IS odd, as they’ll learn at the end of the adventure.
--How does he feel about having an orphan, woman, minority, or person of low class (hobo etc.) in the group of investigators? He’s fine with it. Barnes is an adult, white male of middle-class, and nothing useful has gotten done on the case, so why not a youth, female, hobo (or whatever) or minority?
--What does Johnny look like? Evans shows them two pictures-- one of a happy 13-year-old boy, smiling, and one of an irritated-looking 18-year-old who looks like he has more fun things to do than to hang around having his picture taken. Johnny is handsome, with dark brown hair, and is otherwise pretty average-looking, but the PCs will now be able to recognize him if they see him.
--What if Johnny is dead? Is there a will? Johnny had no will, and no savings-- nothing of value except his car and some nice clothes, really. If old Mr. Evans dies, the butler or housekeeper with the most seniority at the time of death will inherit the mansion with the instructions that the mausoleum is never to be tampered with or altered.
In the end, Evans really can’t tell them any more, except to give them the address of John’s apartment (locked—Barnes has the key), 20 dollars for expenses with a promise of much more if they can tell him (and prove it) what’s become of his son, and a letter (with a copy for each PC) stating that they are in Evans’ employ and that he hopes that they will be aided by anyone they show the letter to... “Not that that’ll help you with Barnes,” he glowers.
Finally, Mr. Evans says, "I understand that my son may well be dead, considering that he was on a bad road, often with bad companions. However, I want to find out for certain. If you find that he is dead, I hope to at least lay his remains to rest with my wife in this mausoleum, where I, too, will eventually end up. If he is alive, so much the better-- I wrote him out in college, but I have no other relatives I care for, and since he's gone missing, I've come to realize that I would like him to inherit this house, with the condition that the mausoleum remain intact. Please do all that you can for our family."
There’s nothing else Mr. Evans can tell the PCs, and he asks them to show themselves out. He leaves, and goes to read a book—or have a nap—in his library.
--If a Spiritualist PC thinks to check for the ghost of Maria Evans now that Mr. Evans has gone into the house, this is possible. The ghost of Maria Evans, however, knows only one thing-- Johnny has not crossed over to the other side, and she would know if he had. Therefore, he is either alive, or his soul is not yet at rest. Maria has remained connected to the land of the living out of worry for her son after her death-- he took her death very hard, as indeed she knew her would. She, too, like her husband, asks the PCs to please find out what's happened to Johnny.
--If a Spiritualist PC thinks to check for the ghost of Johnny, their attempts are not successful-- yet. (This might be a good time to have the spirit of Maria show up instead.)
--If the PCs demand to see young Johnny's room, a maid can show them to it, However, it's just the room of a rich young man who liked reading classic stories of knights, heroes, and soldiers, and fighting-- perhaps the origin of his love of attending boxing matches. There are also a few pulp magazines under the bed that are several years old, about boxing and other sports stories.
--If the PCs question the staff, they turn up no huge clues... The gardener/groundskeeper, however, knows a small detail...
If the PCs meet and question the groundskeeper, the old man seems like he has something he's holding back information-wise. A Charming check might help.
If the PCs are successful, the man will tell them that "a day or two, maybe" before anyone last saw Johnny, Johnny came back to the mansion in the middle of the night one night (he still owned a key). His car was out front from midnight to around three in the morning. The groundskeeper thought this was strange-- he was afraid Johnny and some of his "no-good friends" might be robbing the place. Instead, Johnny was in his old room, reading his sports magazines. Johnny seemed very upset and jumpy, although the magazines seemed to be calming him down. The groundskeeper presumed that Johnny would stay the night, and that answers would be given in the morning, but in the morning, Johnny and the car were gone. When asked why the groundskeeper didn't tell anyone, he says that he didn't speak up before because he hoped that Johnny had just left town for good, and that Mr. Evans would be well rid of him, if it was in a way that didn’t hurt anyone.
If the players tell Robertson Evans about this, he’s shocked, and encourages you to go out right away and try to follow up on this lead. He makes statements to you meant to suggest that he’ll consider firing the groundskeeper, but the PCs can tell he almost certainly doesn’t really mean it.
There’s really nothing else to find out at the mansion. All of the staff (two housekeepers, the groundskeeper, a butler, and a chauffeur) liked Johnny as a boy before his mother died (if a given employee has been around that long-- one of the housekeepers hasn't, and neither has the chauffeur), but they also all really came to dislike him once he got into high school and onwards. They’re sympathetic to the old man’s desires, but feel like Johnny is, frankly, no good, though they wouldn’t like you to repeat that to Mr. Evans. (If you do, it saddens him, but frankly, he understands how they feel.) None of them seemed to just HATE him, though. If a Nurse PC somehow manages to take a look in Mr. Evans’ medicine cabinet, they’ll find that he seems to be perfectly telling the truth about the state of his health. No one else’s medicine cabinet at the mansion is at all interesting.
----Incidentally, there’re Hobo Signs marked in chalk along the wooden fence around Evans’ property-- they inform any Hoboes who think to look for signs: “Wealthy man lives here, but don’t bother him asking for handout. He is not mean, but has been asked for handouts too often.”
Now, the PCs have to go figure out somewhere else to go and investigate. So far, their next logical step that could possibly be remotely fruitful could pretty much only be one of these:
--Talking to Detective Barnes
--Investigating Johnny’s apartment
--Randomly going around to various bars and clubs in the city and asking if anyone knows anything about where Johnny could be
--Randomly going and interviewing various people involved with boxing matches and/or gambling and seeing if any of them know anything about Johnny’s being missing
Before we deal with any of those, we need to stop and discuss gathering information. There are a lot of ways to get information out of people in The Twentieth Century, so we need to consider what to tell the players if they try any of them and are successful.
--Reporters: Reporter PCs should get an extra bonus to trying to get clues suggesting things like, say, which bars Johnny liked to hang out in best. The bar, such clues should suggest, in which Johnny liked hanging out the most before his disappearance was The Pelican, a dive down near the docks (or the Warehouse District, if you’ve moved this adventure to a landlocked city, in which case change the name to Joe’s Bar and Grill). If the PCs have already been to the Pelican(/Joe’s), it should just lead them to Mickey’s Gym... with a warning that Mickey has some dangerous connections to Racketeers.
--Séance: Remember, Johnny will not appear (yet) for a séance. No other ghosts who know anything will confirm anything other than what Maria Evans might have told the PCs, as explained above.
--Asking other orphans: Having an Orphan ask other orphans for the purposes of information-gathering should just lead having seen Johnny outside The Pelican (or Joe’s Bar and Grill, whichever). If the PCs have already been to the Pelican(/Joe’s), it should just lead them to Mickey’s Gym... with a warning that all the guys in there are kind of mean and don’t like kids snooping around.
--Ask other Racketeers: Having a Racketeer ask his or her network about what happened to Johnny will have interesting results. They will say that they don’t know anything about it, but that they’ll ask around, and to give them 24 hours. 24 hours later, let that Racketeer character roll a Charming roll. If it fails, the character is told that their organization doesn’t know anything about Johnny Evans, but that certain individuals at the top don’t like people who ask too many questions about things that are none of their business, so cut it out, which is a type of clue in and of itself. If the roll succeeds, though, the reply comes back that no one knows if Johnny is dead or alive... but that, confidentially, it wouldn’t surprise the informant if Johnny was dead or scared into leaving town, because asking the underworld about Johnny Evans made certain individuals irritated, like maybe Johnny owed someone money, or worse. Nothing more can be learned this way.
So, let’s deal with the other possible moves the characters could make, starting with Barnes.
--Interview with Barnes
Gabriel Barnes, Police Detective
Forceful: 0
Agile: 0
Insightful: +1
Charming: 0
--Pistols: +1
--Hand-to-Hand combat: +1
--Risky Driving: +1
If the PCs decide to talk to Barnes, they find him at the appropriate precinct police station. Encourage the PCs to ask a few questions, which will lead to the following information:
--Barnes says he’s willing to work on the case, but that no one knows anything and that the case has gone cold.
--If they tell him about the groundskeeper, he’s mildly interested, and says that he'll question him soon. He won't say exactly when. (if the PCs check on this later, they find that Barnes did question the man, but with no added consequences so far.)
--He won't give them the key to Johnny's apartment, and in fact he informs them that since Johnny's rent has run out (he wasn't paying for the apartment in advance), Johnny's stuff isn't there anymore anyway-- the owner has gotten rid of it. Barnes says that he got anything useful already from the apartment, which didn't lead to any leads. Basically, Johnny lived a life involving dates with dames, gambling on fights (boxing matches, that is), and drinking (especially after the first of the month, before his money started getting scarce), and then one day he disappeared. Barnes is perfectly willing to presume that Johnny, who "ran with a bad crowd," might have "found a way to have gotten himself killed," but since no one has found Johnny's car, either, Barnes takes the facts to suggest that Johnny left town in a hurry, maybe because of gambling debts. Barnes will not let the PCs see the evidence, under any circumstances.
--Having said all of this, Barnes refuses to say anything more, and gets increasingly annoyed that the PCs are pestering him. If they push him for more information or favors or permission to do anything else, Barnes immediately starts getting a bit loud and threatens the PCs with arrest for obstruction of justice. He'll do it, too-- arrested PCs will be held in jail overnight. Orphans will be at risk of being declared wards of the state and threatened with being put in an orphanage (until they run away). Hoboes will also be threatened with charges of vagrancy, etc.
--It's easy for Barnes to back this threat up standing in a police station, but he says the same thing no matter where or when the PCs find him. He doesn't do or say anything suspicious if followed, watched, staked-out or shadowed-- he lives alone, does his job, meets with other policemen at a bar nearby the station at night, and goes home and sleeps. If he NOTICES the PCs following him, he'll try to arrest them. If they try pressuring him or trying any unusual tactics on him anywhere else where he can't call for backup and feels threatened, it'll lead to a fight, and Barnes always has a loaded pistol on him, or nearby. Make it clear that the PCs can't get anywhere at this point in the story by bothering Barnes.
--Incidentally, there’re two Hobo Signs marked in chalk on part of the fence near the side of the property Barnes’ house is on-- they inform any Hoboes who think to look for a sign: “Policeman lives here. Police are active in this area.”
--In order to inspect the evidence Barnes is sitting on, PCs will somehow have to break into the station Evidence Room, a pretty insane task at any time, but especially for new characters. (However, if they do somehow manage to look at the evidence, they'll find that it shows that what Barnes has told the PCs about Johnny Evans' life seems to be true-- there's hardly anything but a desk blotter with a few phone numbers on it (all attractive young women who, they'll find out, have already been questioned by Barnes, and who know nothing about where Johnny is), an address book with the name and phone number of the bank and the lawyer who controls the trust fund and the phone number of Mickey's Gym, and so forth-- a matchbook from The Pelican/Joe's Bar and Grill... nothing very solid.)
--If the characters do start a fight with Barnes and don't break it off and retreat, either they'll lose, in which case they're in a whole lot of legal trouble, or else they'll knock him out. If they kill him, they're in a LOT of trouble-- they just killed a police detective! If they kidnap him once he's knocked out, so as to ask him questions later, go ahead and have other police officers show up to save Barnes. Send as many Cops as it takes to win-- say, 5 or 6. The PCs won't win THAT fight, because you can just keep sending in reinforcements. The Cops (if they're needed) got an anonymous tip that dangerous criminals were trying to kill Barnes, and where to find him.
However, it probably won't come to this-- it's more likely that the players will follow other clues. So, let's move on to:
Johnny Evans' apartment:
--Whether the PCs have met with Barnes or not, it's just as Barnes said: Johnny's stuff is no longer inside-- it was thrown out, not that there was much of it. The building's superintendent assures the PCs that Barnes was very careful to take anything remotely useful away.
--The PCs can't go in and see for themselves without the key, or unless they break in. If they're caught breaking in, it'll mean trouble with the law. If they pretend they want to see the apartment because they're thinking about renting it, the superintendent will let them, but there's nothing to learn, even for a Spiritualist.
--The superintendent will tell the PCs, if they ask about Johnny, that he had a lot of dames over-- never for very long, that he always paid the rent on time, and that he liked the prize fights. Feel free to have this NPC direct the characters, if they seem lost, to Mickey's Gym.
--The Pelican/Joe's Bar and Grill:
--This seedy dive is frequented by Bootleggers, men who smuggle alcoholic beverages into dry counties. There are also a number of dames around.
--Asking around about Johnny Evans (or anything, really,) will start a fight with a generic tough guy or two, who doesn't/don't like all these questions.
Generic tough guy/bootlegger:
Forceful: 0
Agile: 0
Insightful: -1
Charming: -1
Hand-to-Hand combat: +1
If there's only one good fighter in the group, you should only have one tough guy attack, if two, then two, and so on.
The tough guys, however, are unarmed. The first time a PC pulls a pistol or any firearm, before they can use it, there's a bellowing shout of "HEY!" EVERYONE in the bar will stop and turn and look toward the bar, because the bartender has just pumped and primed a loaded shotgun, aimed right at the character who was drawing his gun. "Toss your gun over here," says the bartender. The character will either do so, or will get a chestful of shot (don't bother to roll for if it hits-- it will). Once the PC tosses his or her firearm behind or onto the bar, the bartender will lower his shotgun and say, "All right, as you were. But you'd better not break any of the furniture." The fight can then resume, until the tough guy or guys are all knocked out, or until the PCs retreat.
If the PCs retreat, they can come back to the Pelican/Joe's another night, and question people without the tough guys being present.
If the PCs lose the fight (that is, if the tough guys defeat the combat-oriented PCs, and any others who may join the fight—if non-combat-type characters don’t fight, they won’t be attacked), they wake up in/are escorted to a nearby back alley-- minus any money and obvious valuables, if all the PCs were knocked out.
Presuming the PCs win the fight, when the tough guys wake up, they say that they got nervous because they just this morning started a new scheme to smuggle alcoholic beverages into a nearby dry county, and strangers showing up asking questions was just too suspicious.
If the PCs accept this, fine. If they don't-- if they use hypnosis or some other unusual info-gathering method successfully, the tough guy/guys will admit that a strange guy he'd never met before showed up a couple of hours ago and said to pick a fight with the PCs, and gave 10 bucks to do so. The description of the man isn't Barnes nor Johnny-- the stranger was short and fat with dirty blond hair, etc.
Anyway, whether the PCs get that extra detail or not, at the end of the fight (if they win), a pretty woman comes up. She says that her name is Dora Phillips, and that she had a few dates with Johnny Evans during a period when she was trying to make her main boyfriend jealous (it worked-- they've been together ever since, with no bad feelings toward anyone for the little "deception d'amour").
In any event, Dora (who, incidentally, if asked, says she has NOT been questioned yet by Detective Barnes) directs the PCs to Mickey’s Gym, saying that it was a place Johnny liked to hang out and watch the boxers practice and try to pick the week’s upcoming winners, and that maybe someone there might know something.
If the PCs have already been to Mickey’s Gym, however, then Dora gives them a different tip—that the week Johnny disappeared, he said to her that he was thinking of not coming to the Pelican (or Joe’s, whichever) anymore. “When I asked him why not, he said that he might as well be ‘at the trainyard with the bums.’ In fact, he mentioned the trainyard twice—the second time, it was something about ‘going to meet a friend at the trainyard.’ Seemed weird to me, that he was going to meet a friend there, but it was a place he was afraid of ending up... you don’t think the friend was, um... y’know... death, do you? One of those symbolic things? He seemed kind of funny that night...”
Dora knows nothing else useful, not even with hypnosis.
IMPORTANT REMINDER: No one says that the PCs can’t sleep or eat until the case is solved! If they’ve taken damage, or maybe if it’s just late at night, remind them that it’s okay to go home and rest up and start again when they feel refreshed! Otherwise, small amounts of damage they may take can really start to build up over time!
--Mickey’s Gym
There’s a Hobo Sign marked in chalk on the exterior corner of the building that comprises Mickey’s Gym—it informs any Hobos who think to look for a sign: “Well Guarded.”
Mickey’s Gym is run by one Michael “Mickey” Doyle, an ex-racketeer who still has some connections. Doyle, these days, is also involved as a fence, storing stolen goods (mostly small things, like jewelry and precious metals) and selling them on the side—basically, money-laundering for Racketeers. Therefore, Mickey’s Gym, which is an actual, working, legitimate gym for boxers to practice, also has one or two slightly unusual rules—two large men who’ve been taught what to look for are guarding the front door and only entrance to the place, and they search anyone entering for weapons. Anyone found with them has to surrender them before they enter, and they can have them back when they leave.
Door Guards:
Forceful: +1
Agile: +1
Insightful: +1
Charming: -1
Hand-to-Hand combat: +3
Pistols: +1
Basically, if the characters try to pull any unusual tactics to get the guards to ignore their weapons, a fight will instantly break out. Both door guards are armed with pistols, and have extra bullets in their pockets. If the PCs start a fight and lose, they’ll end up in jail. If they start a fight and win, the police will show up about three minutes later, and the PCs will be in a LOT of legal trouble. Try to help them stay out of it by having the door guards explain/hint that “NO ONE upstairs has any weapons. NO ONE.”
If the PCs say they won’t go upstairs without their weapons, they’re free to go elsewhere. If they want to stash their weapons elsewhere and then return because they don’t trust that they’ll get their weapons back, that’s fine. Anyone without a weapon is allowed upstairs without having to answer any unusual questions. (The door guards don’t bother with an Orphan’s slingshot-- they just sort of sneer at it and let the owner keep it. Knives and other sharp weapons, on the other hand, are not allowed.)
So, if weapon-less (except for slingshots and/or blunt weapons) PCs head upstairs, they’ll reach the main gym floor. This large area consists of three boxing rings and several punching bags and various items of exercise equipment. There will be about a dozen boxers around, and three coaches or trainers, and Mickey Doyle.
Boxers:
Forceful: +2
Agile: +1
Insightful: 0
Charming: 0
Hand-to-Hand combat: +2
Coaches/Trainers:
Forceful: 0
Agile: 0
Insightful: +1
Charming: 0
Hand-to-Hand combat: +2
Mickey Doyle:
Forceful: 0
Agile: 0
Insightful: +1
Charming: 0
Hand-to-Hand combat: +2
Mickey Doyle is a large, bald man with a bushy mustache who chain-smokes foul-smelling cigars. When the PCs come upstairs, he goes to his office, a small room in the back, and closes the blinds.
Not long after the characters start asking questions, or if they try to enter Doyle’s office, some of the boxers start a fight with the PCs. Again, it should only be a number appropriate to how many good combat fighters there are in the PCs’ party.
If non-fighting PCs enter Doyle’s office, he’ll come out and watch the fight with the PC. He refuses to answer any questions until the fight is over. If anyone tries any unusual persuasion tactics on him, he will join the fight against the PCs.
If the PCs lose the fight (that is, if the boxers and/or Doyle defeat the combat-oriented PCs, and any others who may join the fight—if non-combat-type characters don’t fight, they won’t be attacked), Mickey will have the PCs thrown out by the boxers present, telling them that if they’re looking for Johnny, his favorite watering hole was the Pelican (or Joe’s), and that they should ask there.
If the PCs WIN the fight, Doyle will answer questions (about Johnny only). He doesn’t know what happened to Johnny, only that the last time Johnny came in, he didn’t seem to be enjoying himself as much as usual, seemed kind of sad or troubled, and mentioned the trainyard a couple of times. If the characters haven’t been there yet, he also mentions/confirms that the Pelican (/Joe’s Bar and Grill) was Johnny Evans’ favorite hangout. Doyle really doesn’t know anything else useful.
If the PCs somehow rob Doyle of the valuables he’s storing, they’ll have to fence it themselves, which will be troublesome, plus they’ll have earned themselves a permanent enemy of the city’s Racketeers. This is also true if they interfere with his operations in any way (for example, find out about them and then report them to the authorities).
There is really nothing to learn about Johnny Evans by breaking into the gym at night, nor at Doyle’s house. If the PCs try talking to Doyle when he’s not at the gym, he’ll feel threatened and start a fight with them, drawing a pistol immediately. Upstairs in the gym, however, he doesn’t carry a weapon, just like everyone else.
When the PCs leave the gym building, no matter what, they are given their weapons back if they had any on their way in.
--The Trainyard:
By now, the PCs should have gotten the idea to investigate the trainyard. A reporter's sources of gossip, as well as any other information-gathering methods (including just asking around), will easily tell the PCs that a young man who likes to drink must have been referring to not wanting to become one of the drunken hoboes and forgotten men who hang out at the trainyard, gathered around steel barrels with fires inside, keeping warm during cold nights. There’s a particular spot that’s known for this, and the PCs can go there.
--There are Hobo Signs marked in chalk on the concrete walls that lead to the trainyard-- they inform any Hoboes who think to look for signs: “Here Is The Place. Guards not active.”
Down here, the PCs can ask questions of the hoboes who are standing or sitting around drinking cheap bootleg liquor. For once, the PCs can get a few answers before any fighting starts.
--Hobos have seen the picture of Johnny-- he was here once or twice about five months ago, but they can’t remember anything else about what he might have been doing here.
--The hobos don’t know what happened to Johnny.
--The hobos don’t actually know anything about Barnes, nor who he is, other than "a guy who came here once or twice about five months ago."
However, after the PCs find a hobo who remembers that Johnny has been to the trainyard before, more hoboes overhear, and come forward quickly, talking loudly to one another: “These are the people the fat man said might come! Use the gun! Use the gun!”
One of the hoboes has been given a gun by the short, fat man with dirty blond hair, with 6 bullets in it. He’s already used two bullets, however, shooting at rats for target practice. The short man said they didn’t have to kill the PCs, but that the hoboes should attack them if they showed up, and use the gun to wound at least one of them (preferably in the arm or leg), so they would give up looking for Johnny Evans.
Of course, target practice or not (the hoboes were unable to hit any rats), even the hobo with the gun won’t be able to choose exactly where his bullets hit, if they do hit at all.
Once the Hobos run out of bullets, the hoboes get scared and attempt to run away.
There is one hobo with a gun (the gun is untraceable). How many more hoboes attack depends on how many PCs are the type who are good at combat. If one, there’s just the hobo with a gun, and his friend, but his friend is too cowardly to fight, mostly hiding behind the hobo with a gun (his name is Larry). If there are two PCs who’re the sort that are good at combat, Larry has a commensurate number of friends who help him fight-- until Larry runs out of bullets.
Larry, the pistol-packin’ Hobo:
Forceful: 0
Agile: +1
Insightful: +1
Charming: 0
Larry’s friend/friends:
Forceful: 0
Agile: +1
Insightful: -1
Charming: -1
This message was last edited by the GM at 18:51, Sun 13 Aug 2023.