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There is much alteration of the published scenario [SPOILERS]. To begin with, Jack Slims let it be known on the white supremacist underground circuit that he had genuine Nazi documents to sell. Before this fact was able to generate much buzz at all, Tiger Transit was made aware of the documents availability through mystical means.
TT cannot move in NYC because of Alzis' presence there, so they are acting through a surrogate.
Bubba Shews is a fancier of Reverb and would like to start selling it in NYC. TT has refused his overtures because this is Alzis' town; but Bubba keeps asking every time he comes out to the West coast to score. With this in mind, TT has instructed Bubba that if he can get his hands on the Gunther Documents, they will begin letting him sell Reverb in NYC. Of course, they have no intention of doing this. When Bubba calls to let them know that he has the documents, they will take them from him and then have him killed.Bubba's motorcycle gang is actually called the "North Arlington Street Outlaws" (NASO). They are a standard outlaw biker gang, and they operate a clubhouse in Brooklyn. It is an old three-story office-type building, with a garage on the ground floor, a bar / strip-joint on the second floor, and apartments on the third floor, all of which are used by the gang. The gang's half of the documents are kept in a fire-box in Bubba's "office" on the third floor.
Bubba approached Slims with the cover story that he was with the New Aryan Strength Order (NASO) neonazi biker gang. They negotiated the rest of the deal, and prepared for the final meet.
As written, the Karotechia gets wind of the sale, goes to question Slims, realizes that he has screwed things up, and kills him. Enter the agents.
Slims' Apartment Jack Slims has rented a three-story tenement apartment in the name of John Sloan. It is located on the left side of a dead end street in Crown Heights, Brooklyn. The rest of the tenements on the street are filled with Haitian immigrants. Past the end of the street, is a chain-link fence that separates the neighborhoods from a vast parking lot filled with semi trailers.
On the approach to the house, anyone can spot hidden to see a window on the third floor of the tenement, from which a sallow yellowish light emanates. Bathed in this yellow glow are two little girls that stand at the window and watch the car as it approaches. they are dressed in pale dresses. The actual color of the dresses is difficult to determine due to the yellow light. Either the light fades to black, or the car approaches to where they cannot be seen.
The junkie in the hallway: He is an adept and is marked as such.
Slims' apartment (304): The address book lists a Carrie Smith, which is the daughter's name. In addition to the other wounds, Slims will have had his head chopped off. This is so the Bischofe that is being sent to supervise the recovery operation can eat his brain, and thus find out where the documents are. This means that 12 hours from the time that the agents enter the apartment, the Karotechia will be back to see Carrie Smith. If they get to her, she will tell them everything, and then they will kill her. The Vibe Apartment (303): This is across the hall from Slims apartment. The door is unlocked. Inside, the room is dark. There are no light fixtures or electrical outlets or water or gas accesses of any kind. (Spot Hidden to notice) There is only floor, walls, ceiling, and a window. And the artifact. The floor, walls, and ceiling have all been painted to look like a jungle. The effect is very lush and very busy. There are animals scattered throughout the jungle. Many of the animals are depictions of thinly veiled references to previous cases of the agents.
Sitting under the window where the girls were seen is a sun-faded and crumbling wading pool. It is filled with dry beach-sand. Sticking out of it are two cheerleader's batons and entwined on them is a small but healthy grape-vine with two bunches of grapes. it is not clear whether the vines are holding the batons up, or vice versa.
Carrie Smith's (Slims') House Carrie Smith lives is a nice house in a nice neighborhood in Queens. She is a lawyer with Sawyer and Sloat, and hopes to make partner in the next few years. Note: Pay close attention to what the agents tell Carrie Smith, because this is what she will tell the Karotechia goons if they get her.
Club Apocalypse If the Karotechia have gotten to Carrie Smith, then they know about the agents. They will know that the agents have half of the documents. They may even know what the agents are planning to do next, if the agents let Carrie Smith know this. Regardless, Karotechia personnel will be present in Club Apocalypse when the NASO gang arrives. How much they know will determine their actions.
If they only know what they got from Jack Slims, then they will pose as his representatives. They will sell the NASO some scrounged up antique German documents packed in a suitcase with a tracking device in it. They will use this to track down the headquarters of the NASO. This accomplished, they will attempt to retrieve the documents from the NASO house.
If they know that the agents are involved, and that the agents have the documents, they will wait, hoping that the agents will try a switcheroo. If the agents don't show, they will go ahead and pull the aforementioned bit of skullduggery. While all this is going on, they will be on the lookout for the agents. If they see the agents make the switcheroo, they know they will have to act fast to get their hands on both halves of the documents. Two of the Totenkopfe will pick a fight with the two bikers guarding the bikes. While they are thus distracted, a third will place a tracking bug on one of the bikes. If this fails, then they will attempt a two-pronged tail. Two Totenkopfe will tail the bikers, while the rest tail the agents. If the bugging succeeds, then they will all tail the agents. Basically, this whole scene will have to be played by ear, incorporating what the Karotechia does or does not know, and determining their actions accordingly.
The Karotechia Team: It consists of one Bishop and four Totenkopfe. They have a black Ford Econoline van, and the usual weapons.
The NASO House As stated before, Bubba's motorcycle gang is actually called the "North Arlington Street Outlaws" (NASO). They operate a clubhouse in Brooklyn. It is an old three-story office-type building, with a garage on the ground floor, a bar / strip-joint on the second floor, and apartments on the third floor, all of which are used by the gang. The gang's half of the documents are kept in a fire-box in Bubba's "office" on the third floor.
Once the gang arrives back at the house, and if they think they have the documents, Bubba will call his Tiger Transit contact. They will tell him that they will be there to meet him about 4PM tomorrow. Their intention is to verify that the documents are real, take them, and then kill Bubba. If the Karotechia has successfully located the NASO house, they will attempt to retrieve the documents. How they actually go about this will depend on how aware they are of the agents and what the agents are doing. If they realize that the agents are going after the NASO house, then they will use this opportunity to ransack the agents base of operations.
While this is going on, the Bischofe will keep watch on the NASO house. If he gets word that his people have found the agent's half of the documents, then he will summon them back to him. They will identify the agents in the area, wait for one of them to emerge from the NASO house (presumably with the documents) and then immediatley attack them to take the documents and run off.
If the Bischofe gets word that his people have NOT found the documents, he will assume that the agents have them on them. He will summon the team back to him, and they will watch for the agents to retrieve the documents. Once he figures the agents have BOTH halves of the documents, he will attempt to ambush and kill them and retrieve the documents.
Playtest Notes When I ran it initially, I had one player (FBI agent) who had made it quite well known that she was a mercenary bitch. I chose to have the cell's DG contact get with her individually, after the assignment had been given, and give her orders to kill Slim once the cell found him. The rest of the cell was only ordered to find and detain him. This worked out well.
Now that I am running it again with a different group, the cell will be getting orders to find Slims, remove him to a secure area, and call for further instructions. Andrea will then be dispatched to collect and dispose of him. The cell would have no real idea of what exactly happened to him. Of course they aren't stupid, but you get the idea. And of course, Slims will still be dead when they get there.
The other problem that I had running the scenario the first time, and this had nothing to do with the scenario itself, was that the cell's friendlies revolted. At the time the group consisted of 4 agents; two FBI, one ATF, and one NSA; and three freindlies; one parapsychologist, one forensic accountant, and one archeologist. The Gunther Documents was only the third scenario that this group had been together on, and the first as a full-fledged DG cell. As the night progressed, both my FBI players and my ATF player had to leave, which left the the lone agent, the NSA computer geek and not the most assertive player in the world (due to the fact that he was usually stoned), outnumbered by his friendlies three to one.
This was the point where the group had just gotten its hand on the first half of the documents. The parapsychologist and the archeologist started demanding that they be allowed to read the documents. This especially true of the archeologist. He was my obnoxious power gamer, and I had refused to allow him to play anyone with arrest powers. I had been hoping that this would curb his ability to cause mayhem. I was so wrong. He kept shouting about how he didn't trust the government with crazy supernatural shit and kept threatening to shoot somebody.
Eventually, the two rogue friendlies took the documents and just ran out the door with them. They hailed a cab and took off. The NSA guy got the number and cab company and called Mrs. Green. She told him to go home, and that he was off the case. The two rogue freindlies checked into a motel room and started reading the documents. Ms. Green used the cab info to find out where they had gone, and soon another DG cell showed up at the hotel room, killed the two rogue friendlies, and took back the documents. The was much shouting and wailing and tearing of hair and gnashing of teeth.
Because I am a magnanimous and benevolent Keeper (i.e.: a big pussy) I actually let the whole group, once we got everybody back together, play a do-over from the point where things went really south. I even let the archeologist friendly talk on a cell phone with Mrs. Green, so she could assure him that the documents were to be destroyed and that he could destroy them himself right now if he liked.
Other problems with the scenario have begun to become clear to me now that I am more familiar with the DG universe. Realize that I ran the Gunther Documents before Countdown came out, or about the same time.
The whole thing where Alzis wants the documents but sends some goons to got get them is just silly to me. This is ALzis. It just didn't make sense. I also disliked having the Karotechia included, but never having the players encounter them. Since the scenario states that Nyarlathotep has sent the Karotechia to get the documents, I just don't see them giving up that easily.