Building on fond memories of other random generators, what might a random Trail of Cthulhu adventure generator look like? The tables below generate a highly random Trail mystery. As with all random generators, the goal is to prompt the Keeper’s creativity in connecting disparate elements – don’t expect coherence from random rolls alone!

Adventure Hook (d12)

Why do the investigators get involved? (You can also use this as a way to determine the theme or atmosphere of the adventure if you’re not using pregenerated characters.)

  1. Adventure
  2. Arrogance
  3. Antiquarianism
  4. Artistic Sensitivity
  5. Bad Luck
  6. Curiosity
  7. Duty
  8. In the Blood
  9. Revenge
  10. Scholarship
  11. Sudden Shock
  12. Thirst For Knowledge

(The drives Ennui and Follower aren’t used in the list above.)

Location (d20)

Where does the adventure take place? The somewhat eclectic list of suggestions below is based on the locations discussed in the Trail of Cthulhu rulebook.)

  1. United States – Rural
  2. United States – Small Town
  3. United States – Urban
  4. United States – Lovecraft Country
  5. Abyssinia/ Belgian Congo
  6. Antarctica
  7. Brazil
  8. Burma
  9. Egypt
  10. Germany
  11. Greenland
  12. Haiti
  13. Mongolia
  14. Peru
  15. Rumania
  16. Saudi Arabia
  17. Soviet Union
  18. Easter Island/South Pacific Mandate
  19. Spain
  20. Thibet

Apparent Situation (roll 1d20)

What are the investigators doing here?

  1. Commercial interest – it’s related to the business of an investigator, like a real estate deal
  2. Investigate disappearance – of a friend, relative or other acquaintance. Or a strange, if the investigator is a police officer, detective or other specialist.
  3. Investigate untimely death – as above.
  4. Investigate cryptic events – lights in the sky, strange footprints, sinister letters.
  5. Investigate criminal activity – bootlegging, extortion, theft
  6. Investigate alleged supernatural event – ghosts, seances, vampire attacks, curses.
  7. Investigate medical mystery – strange disease, sudden madness
  8. Investigate prodigy – fallen meteorite, brilliant scientific discovery
  9. Carry out personal errand – execute a will, return a book borrowed years before
  10. Carry out mundane task – something connected to the investigator’s occupation
  11. Carry out official duties – as above, but a little more formal and significant
  12. Survey site – examine a location in detail, for commercial or archaeological reasons
  13. Report on story of interest – even if the investigator isn’t a reporter, they might be asked to look into a local mystery
  14. Research local history – as a hobby, out of antiquarian interest.
  15. Visit distant cousins or aged relative – haven’t seen them in years, I wonder what they’re up to
  16. Visit old friend or correspondent – as per Henry Akeley in Whisperer in Darkness
  17. Vacation or (recuperation after traumatic experience) – just what you need after that last nightmarish encounter
  18. Vehicle breakdown or travel delay – you’re stuck here for a while
  19. Drawn here by strange dreams – because you’re a Lovecraftian protagonist
  20. Seeking mysterious object or book – that has recently come to light

Horrible Truth (roll 1d12)

What’s really going on?

  1. The Apparent Situation is the true situation
  2. There’s a CULT here, and their activities may be exposed by the Apparent Situation
  3. There once was a CULT here; it’s mostly moribund, but some horror connected to the cult lies buried here and may be exposed by the Apparent Situation
  4. There’s an active and ambitious CULT here; the Apparent Situation is connected to some malign intent of theirs.
  5. There’s a CREATURE here, disinterested in humanity unless provoked.
  6. There’s a CREATURE here, preying on humanity.
  7. There’s a CREATURE here, slumbering – but it may be awoken by the Apparent Situation.
  8. The Apparent Situation was triggered by a TOME OR ARTEFACT
  9. Someone’s using the Mythos for personal gain using a TOME OR ARTEFACT
  10. There’s a GOD OR TITAN slumbering here, and its presence disturbs the world
  11. There’s an ancient ruin or tomb connected to a GOD OR TITAN here, guarded by a (1-3: CULT, 4-6: CREATURE)
  12. There’s a clash between two entities (roll 1d6 for each: 1-3: CULT, 4-5 CREATURE, 6 GOD OR TITAN).

Cult

Roll on the the Cult Size, Cult Status, Cult Intent and Blasphemous Rites tables.

Cult Size (roll d6)

  1. A single sorcerer
  2. A small cabal (a single family, a few locals)
  3. A congregation (two dozen or so)
  4. Endemic in the area (lots of people in the area are involved)
  5. Far-flung (only a small cabal here, but the cult is spread across the world)
  6. Great conspiracy (cult is world-wide and exceedingly well connected)

Cult Status (roll 1d6)

  1. Dead – no cultists left, only their works
  2. In decline – only a few left
  3. Secret – cult is hidden and mostly inactive, only performing rites on rare occasions
  4. Active – cult continues its sinister practices
  5. Recruiting – cult seeks new members
  6. On the verge of triumph! – cult is about to take a major step towards its goal

Cult Intent (roll 1d6)

  1. Worship of CREATURE with offerings, sacrifice
  2. Worship of GOD OR TITAN
  3. Study of TOME OR ARTEFACT
  4. Acquisition of power
  5. Keepers of CREATURE
  6. Summon GOD OR TITAN, end reign of humanity.

 Blasphemous Rites Include (roll 1d10)

  1. Worship outdoors at ritual site
  2. Worship at hidden temple, cave or ruin
  3. Bizarre surgical experiments
  4. Congress with CREATURE
  5. Use of drugs or extracts
  6. Ritual initiation
  7. Travel through dreams or magical gateways
  8. Use of ritual magic
  9. Ritual sacrifice
  10. Transformation

Creature (roll 1d100)

1-2 Bat-Thing
3-4 Bhole
5-6 Black Winged Ones
7-8 Byakhee
9-10 Colour Out of Space
11-15 Dark Young of Shub-Niggurath
16-20 Deep One
21-22 Dimensional Shambler
23-24 Elder Thing
25-26 Flying Polyp
27-28 Elder Thing
29-30 Formless Spawn
31-32 Gaseous Wraiths
33-38 Ghoul
39-40 Gnoph-Keh
41-42 Great Race of Yith
43-44 Hound of Tindalos
45-46 Hunting Horror
47-48 K’n-Yani
49-50 Lemurian
51-52 Lloigor
53-54 Masqut
55-56 Medusa
57-60 Mi-go
61-62 Moon-beast
63-64 Nightgaunt
64-66 Raktajihva
67-68 Rat-Thing
69-70 Sand-Dweller
71-72 Serpent Folk
73-74 Servitor of the Outer Gods
75-76 Shan
77-78 Shantak
79-80 Shoggoth
81-82 Son of Yog-Sothoth
83-84 Space-Eater
85-86 Star Vampire
87-88 Ultraviolet Devourer
89-90 Tcho-Tcho
91-92 Vampirish Vapour
93-94 Wendigo
95-96 Worm-Cultist
97-98 Xothian
99-100 Y’m-bhi

Gods & Titans (roll 1d20)

  1. Azathoth
  2. Chaugnar Faugn
  3. Cthugha
  4. Cthulhu
  5. Dagon
  6. Daoloth
  7. Ghatanothoa
  8. Gol-Goroth
  9. Hastur
  10. Ithaqua
  11. Mordiggan
  12. Mormo
  13. Nodens
  14. Nyarlathotep
  15. Quachil Uttaus
  16. Shub-Niggurath
  17. Tsathoggua
  18. Y’golonac
  19. Yig
  20. Yog-Sothoth

Tomes & Artefacts (roll 1d20)

1. Necronomicon, original
2. Necronomicon, modern
3. Cultes des Goules
4. De Vermis Mysteriis
5. King in Yellow
6. Book of Eibon
7. Pnakotic Manuscripts
8-9 Idol of GOD or TITAN
10-11 Idol of CREATURE
12-13 Relic or Mummy of CREATURE
14. Remains of ancient sorcerer or priest
15. Ancient Stone
16. Dust or Elixir
17. Cryptic Machine
18. Weapon or Tool
19. Enchanted Place
20. Gateway or portal

Structuring the Adventure

As a starting point, assume 3-5 core clues must be discovered and 1-3 hazards must be overcome to complete the investigation.

Random Core Clues

Clue Type

1-2 Academic
3-4 Interpersonal
5-6 Technical

Academic

  1. Accounting
  2. Anthropology
  3. Archaeology
  4. Architecture
  5. Art History
  6. Biology
  7. Cthulhu Mythos
  8. Cryptography
  9. Geology
  10. History
  11. Languages
  12. Law
  13. Library Use
  14. Medicine
  15. Occult
  16. Physics
  17. Theology
  18. Roll again, but it’s an impossibility
  19. Roll again, but it’s a personal connection
  20. Roll again, but it’s a terrible revelation

An Impossibility: This rock is older than the universe! This painting is moving! This library is carnivorous!

A Personal Connection: Your Medicine can’t tell you anything about this condition – but you do know a retired physician, Doctor Black, who lives nearby. Maybe he can help.

A Terrible Revelation: Oops! I just correlated hitherto disassociated fragments of knowledge. Rookie mistake.

Interpersonal

  1. Assess Honesty
  2. Bargain
  3. Bureaucracy
  4. Cop Talk
  5. Credit Rating
  6. Flattery
  7. Interrogation
  8. Intimidation
  9. Oral History
  10. Reassurance
  11. Streetwise
  12. Roll again, but it attracts the attention of sinister forces

Sinister forces: It’s not wise to ask questions about certain topics.

Technical

  1. Art
  2. Astronomy
  3. Chemistry
  4. Craft
  5. Evidence Collection
  6. Forensics
  7. Locksmith
  8. Outdoorsman
  9. Pharmacy
  10. Photography
  11. Roll again, but it’s an impossibility
  12. Roll again, but it exposes the investigator to something toxic or hazardous

Exposure: You see a strange light as you look through the telescope; you pick the lock, but discover the door’s a twist in space and time…

Random Hazards

  1. Athletics – a chase scene, a physical obstacle
  2. Conceal – a hidden trap
  3. Disguise – you must infiltrate a group
  4. Driving – dangerous conditions or a car chase
  5. Electrical Repair/Mechanical Repair – a piece of equipment is vitally needed
  6. Explosives – it’s the only way to be sure
  7. Filch – you must steal something
  8. Firearms – a combat scene at range!
  9. First Aid – someone’s dying or badly injured
  10. Health – exposed to a toxin
  11. Piloting – we’re on a boat
  12. Riding – we’re on a horse
  13. Stability – keep it together, man!
  14. Scuffling – a combat scene, up close!
  15. Sense Trouble – there’s something out there.
  16. Shadowing – quick, after them!
  17. Stealth – you must infiltrate a place
  18. Weapons – a combat scene, with sharp bits
  19. Roll again twice
  20. It’s a combat scene, with a complication. Roll again for the second ability involved, other than a combat ability. For example, Riding implies a shoot-out on horseback; Stealth implies an assassination attempt.

Putting It All Together

Let’s roll up a random adventure and see what comes of it!

Our initial hook is SCHOLARSHIP, and our location is ANTARCTICA. Clearly, we’re on a scientific expedition – maybe the Starkweather-Moore expedition promised at the end of At The Mountains of Madness. It’s hardly worth rolling an Apparent Situation in this case. The Horrible Truth is that there’s a CREATURE preying on people – specifically, a BLACK WINGED ONE, the assassins of the Cthulhu cult.

Our key clues are: BUREAUCRACY, ART and OUTDOORSMAN, and our random hazards are FILCH and RIDING.

So… the expedition to the Antarctic includes a secret worshipper of Cthulhu. He summons up a Black Winged One to kill other members of the expedition, for he seeks to get to the glacier where Cthulhu slumbers. Bureaucracy reveals that someone infiltrated the expedition under an assumed name, Art (plus Filch) means the investigators steal the cultist’s sketchbook and see his crazed scribblings of a buried god, and Outdoorsman & Riding imply a desperate sleigh-dog chase scene across the frozen wastes!

Another random attempt yields:

ARROGANCE for our hook, SPAIN for our location, VACATION for our Apparent Situation. That sounds like a bunch of idealists charging off to volunteer in the Spanish civil war. The horrible truth is that there’s a clash between two Cults.

The first Cult is a lone sorcerer who’s on the verge of triumph – he seeks to acquire power, and his blasphemous rites include Ritual Initiation.

He’s opposed by a second cult that Endemic in the Area, highly Secret, and worships… hmm. The Tcho-Tcho. Their rites include congress with a creature – rather an involving a second race, let’s assume it’s congress with Tcho-Tcho. Presumably, there’s a connection between the Plateau of Leng and the Meseta Central.

Obviously, if it’s the Spanish civil war, then the two cults are on opposite sides. A Communist sorcerer? Fascist Tcho-tchos? Or the other way around?

Our core clues are INTIMIDATION (Interrogating a prisoner, maybe?), OCCULT and COP TALK; hazards are Piloting and Sense Trouble.

So – the investigators are volunteers on the Republican side. Interrogating a prisoner, they learn of a fascist plot to bomb mountain villages. (Time to do some research on aerial bombardment and air power during the Spanish civil war; Guernica can be a touchstone here). OCCULT discovers the villages are being targeted because of their connection to the Tcho-Tcho cult; the investigators need to use Piloting and a borrowed biplane to shoot one bomber down before it commits the mass sacrifice needed a portal to Leng and the triumph of the Nazi sorcerer behind the bombing plan. Cop Talk and Sense Trouble warn the investigators that their Tcho-Tcho-worshipping allies will turn on them after the fighting’s done, and they should head back to the safely of the lowlands if they hope to survive…


Trail of Cthulhu is an award-winning 1930s horror roleplaying game by Kenneth Hite, produced under license from Chaosium. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Trail of Cthulhu, and its many supplements and adventures, in print and PDF at the Pelgrane Shop.

While digging through old boxes, I came across a copy of long-vanished British gaming Roleplayer Independent magazine from the hoary ancient days of December 1992. It took me a few minutes to work out why I’d kept it – there’s a random Cthulhu scenario generator in there by Jim Johnston. (In fact, that article must have been my first encounter with the Cthulhu Mythos, as the first time I actually played a Cthulhu game was January 1994 – but I digress).
Random inspiration is great for Cthulhu scenarios. One of the charms of the Mythos is its sheer incongruity and omnipresence – look under the wrong stone, and you don’t just find a monster, you find an infinitely deep abyss. The Mythos is infinitely mutable, with the possibility of horror lurking in any aspect of reality.

For example, take the first table from that old random generator.

From RPI December ’92

Any of those could lead to a single monster – the lights in the night are a lone fire vampire, accidentally summoned by an archaeologist meddling with an ancient relic, and the worst the investigators might face is a little combustion. Or maybe the lights are Yog-Sothoth manifesting to spawn his hybrid son, and the stakes are nothing less than the destruction of all life on Earth.

Another possible prompt is to pick a random investigative ability, and build a scenario around a clue discovered with that ability. So, lights in the sky + Reassurance – why is some witness so terrified by the lights that reassuring her unlocks the mystery? Maybe the lights are ghosts – psychic projections from the brain-matter of the recently deceased, agitated by some cosmic force afflicting the graveyard (a Colour, maybe?).

Picking a random monster or mythos tome also works – the trick is finding something seemingly incongruous, and then challenging your brain to find connections. As an exercise, let’s take a random event from 1937. A quick jaunt on Wikipedia gives me:

https://en.wikipedia.org/wiki/September_1937_Folsom_escape_attempt

A random pick of investigative ability gives me Architecture, and picking a random monster from Hideous Creatures gives me the Dark Young. So… the escape attempt involved a carved wooden pistol. Maybe the pistol wasn’t carved, but grown, and one of the prisoners was a secret worshipper of the Black Goat who erected a secret temple to her in some hidden corner of the prison (Architecture). The escape attempt fails, but the worried warden turns to the investigators to discover the origin of the unholy weapon.

Alternatively, taking the same historical event, but a different ability and monster – Law and the Moon-Beasts. Ok, clearly, the prisoners are escaping because the state of California has a secret bargain with the Moon-Beasts, and prisoner ‘executions’ at Folsom are a cover for the unholy teind of victims to the Moon-Beasts…

A third random prompt  – Flattery and the Ultraviolet Devourers out of From Beyond. Here, maybe an arrogant prisoner claims to know a better way out of the prison – he’s going to walk through the walls. Flattery gets him to reveal that his friend on the outside has a mysterious machine that can shift its targets out of conventional space-time and back again. One day soon, his cell’s going to light up all purple, and he’ll be gone. His friend’s testing it – what do you think drove those other prisoners crazy enough to attack the warden like that?


Trail of Cthulhu is an award-winning 1930s horror roleplaying game by Kenneth Hite, produced under license from Chaosium. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Trail of Cthulhu, and its many supplements and adventures, in print and PDF at the Pelgrane Shop.

Random Case Generator

If you’re stuck for inspiration in your Mutant City Blues campaigns, take this random case generator for a spin. Just roll a d6 on the tables as directed. (Note that some of the investigative abilities mentioned are from the upcoming 2nd edition of the game).

Inciting Incident

How do the characters discover the crime took place?

  1. Reported by victim (or by whoever discovered the body, in the case of a murder)
  2. Handed off from another section (HCIU gets mutant-connected crimes)
  3. Reported by ordinary (probably uninvolved) citizen
  4. Reported by intelligence gathering (tip-off, wiretap, ongoing surveillance)
  5. Reported by family member or co-worker
  6. Public incident

Nature of the Crime

What happened?

  1. Assault
  2. Burglary
  3. Fraud
  4. Murder
  5. Criminal Activity (drug dealing, organised crime, etc)
  6. Minor complaint (graffiti, noise, domestic disturbance – roll again to find the actual major crime discovered in the course of the first scene. For example, uniformed cops are called in to intercede in a bar brawl, and they discover a kidnapped mutant child chained up in the basement…)

Milieu

What sort of environment or social class is involved?

  1. Wealthy
  2. Middle-Class
  3. Poor
  4. Institution (corporation, university, military)
  5. Mutant (mutant-centric groups or factions play a key role in the case)
  6. Liminal – roll again twice. The case involves the borderland or interplay between the two circles. For example, a Wealthy/Poor crossover might involve the body of a wealthy socialite showing up in the alleyway behind a tenement in the most dangerous part of town; a Mutant/Middle-Class crossover might involve a children’s entertainer who uses her Gravity Control powers for kids’ birthday parties.

If you roll Liminal a second time, assume it just indicates an obvious mutant presence, not necessarily connected to mutant politics or factions.

Location

Where did the crime take place?

  1. Domestic
  2. Office or workplace
  3. Industrial (factory, docks, storage facility etc)
  4. Street
  5. Other (rural, park, public building, subway etc)
  6. Unusual – roll again, but it’s somewhere odd. On the roof of an office building, in the fallout shelter dug beneath a domestic house, in the sewers under a factory…

Initial Suspects

How many potential suspects are there?

  1. One
  2. Two
  3. Three
  4. Group (“everyone in the office building” – the players can quickly narrow this down through investigation)
  5. None (the players have to do some investigating before they can identify any potential suspects)
  6. One, but that initial suspect is a red herring/framed/killed by the real perp during the adventure. 

Motive

The motive of the perpetrator or any suspects. The players may not figure this out until the end of the investigation.

  1. Greed
  2. Self-Defence (or desperation)
  3. Passion
  4. Blackmail (roll again for the motive of the blackmailer)
  5. Revenge
  6. Ideology

 Complications

What factors – unrelated to the case at hand – affect the game?

  1. Mean Streets.There’s an unusually high level of violent criminal activity on the streets right now; the characters are likely to run into violent groups (pro- or anti-mutant) or encounter people affected by this outbreak of conflict.
  2. Emotional Entanglement. One of the player characters has an unexpected connection to the case; maybe a family member is involved, or they know one of the suspects or victims socially, or they’re attracted to a witness or suspect.
  3. Bad Weather.The city’s struck by an unusual weather event – a torrential downpour leading to flooding, a crippling snowstorm, a summer-long heat wave, a widespread power cut.
  4. Due to budget cuts, a crime wave, sickness or some other problem, the police department is terribly understaffed right now. Don’t bother calling for backup unless you’re being shot at, and don’t expect the labs to get anything done quickly.
  5. Jurisdictional Complication.The case was reassigned to Heightened Crimes from another section, and you’ve got to work with them to solve the case.
  6. One of the player characters is under Stress that’s unrelated to the case at hand.

Clues

Decide on how many investigative scenes you want, and roll up at least one Core clue per scene.

1-2 Roll on the Academic subtable

3-4 Roll on the Interpersonal subtable

5-6 Roll on the Technical subtable

Academic Subtable

  1. Object (Archaeology, Art History)
  2. Background Knowledge (Criminology, Law, Popular Culture)
  3. Cultural Cues (Anthropology, Forensic Psychology, Languages)
  4. Crime Scene (Architecture, Archaeology, Natural History)

5-6. Document Discovery (Forensic Accounting, Research)

Interpersonal Subtable

  1. Questioning Suspects (Interrogation, Intimidation, Reassurance)
  2. Questioning Witnesses (Community Relations, Reassurance, Interrogation)
  3. Questioning Informants (Intimidation, Streetwise, Negotiation)
  4. Lucky Break (Charm, Streetwise, Impersonate)
  5. Pulling Strings (Bureaucracy, Cop Talk)
  6. Hunch (Bullshit Detector, Influence Detection)

Technical Subtable

  1. Digital (Cryptography, Data Retrieval)
  2. Forensic (Fingerprinting, Forensic Anthropology)
  3. Surveillance (Electronic Surveillance, Photography, Traffic Analysis)
  4. Crime Scene (Ballistics, Evidence Collection, Explosive Devices)
  5. Mutant (Anamorphology, Energy Residue Analysis)
  6. Lab Analysis (Chemistry, Document Analysis, Pharmacy)

 Obstacles

What might stop the players from solving the crime?

  1. Destruction of Evidence.One of the suspects (not necessarily the guilty party) tries to destroy or conceal evidence. Arson? Hiding documents? Dumping the murder weapon? Hiding ill-gotten goods? The characters need to find another lead to investigate, or locate/reconstruct the stolen/destroyed evidence.
  2. Missing Witness.A key witness either goes missing (scared? Bribed?) or is unwilling to co-operate with the police. The characters need to find this witness and convince them to talk (possibly involving a leveraged clue).
  3. Explosive Situation.This case requires a delicate touch – there’s considerable interest in the case from the media or some special interest group.
  4. Ulterior Motive.One of the suspects or witnesses has a secret reason for being involved in the case, not necessary related to the crime under investigation. An affair, another criminal scheme, a dark secret of some sort.
  5. Emotional Resonance. This case brings up difficult emotions for one of the investigators, possibly triggering a Genetic Risk Factor or other stress crisis.
  6. Political Interference. Some powerful interest – City Hall, a big corporation, an influential public figure – is indirectly implicated in the case, and wants to ensure the police investigation never reaches them.

 Twists

What’s the bigger picture that’s revealed 2/3rds of the way through the game?

  1. Ticking Clock. The initial crime was a trial run or preparation for a larger crime of the same sort. Unless the characters solve the case quickly, the perpetrator will strike again.
  2. It Goes Deeper.The initial crime is a comparatively minor offence, but during their investigation, the player characters discover clues pointing to a larger crime. For example, a stolen car turns out to have a dead body in the trunk.
  3. You Don’t Know Who You’re Dealing With.The suspects are part of a larger criminal organisation or conspiracy. Their crime might be part of the organisations’s larger scheme – or maybe the organisation just wants to cauterise the wound and cut off further investigation.
  4. Something Stranger.Someone involved in the case has a hidden mutant power, and secretly employed it recently.
  5. Cold Case.The initial crime connects to an unsolved mystery or cold case.
  6. The Twist is There’s No Twist.The initial crime is the crime. There’s no deeper mystery here.

 Climactic Scene

How does it end?

  1. Confrontation. The perpetrator must be confronted with proof of their crimes and arrested.
  2. Chase. The perpetrator tries to flee before the police can make an arrest, leading to a car or foot chase.
  3. Shoot-Out. The perpetrator resists arrest.
  4. Clean-Out. The perpetrator tries to cover up any remaining evidence and clear up any loose ends – including witnesses.
  5. Revelation. The climax isn’t solving the crime; it’s dealing with the fallout as the investigation brings uncomfortable truths to light.
  6. Confession. The perpetrator confesses once confronted with sufficient evidence.

 Example: The inciting incident happened in public, and it’s fraud at an institution. It took place in an unusual part of a park or other public space. There’s one potential suspect, and the motive is ideology.

This sounds like some sort of scam or falsified experiment – maybe a researcher claims to have a way to suppress or remove mutant powers, and one of his test subjects committed suicide when his experiments failed.

The complication is Jurisdictional – maybe the parents of the suicide victim don’t want the players investigating her death, and the complaint was made by a friend.

The obstacle is an Ulterior Motive, the Twist is Something Stranger. Climactic scene is a Shoot-out.

The GM decides that she only wants three investigative scenes for a quick one-evening game, and rolls up three core clues.

  • Academic – Document Discovery
  • Technical – Surveillance
  • Interpersonal – Pulling Strings

Putting all that together – the players interview the scientist, he denies everything, but when they get hold of his files, they discover the names of his test subjects – and that one of them recently committed suicide in the park.

Checking security cameras in the park, they discover that there was someone else there that night, but the images aren’t clear enough to identify the other person. It’s only when the PCs use Cop Talk to chat to the security guard that they learn that the victim’s friend was also a mutant.

So – Dr. Vornley in the university claims to be able to suppress mutant abilities. He’s a fraud, but convincing enough to take some people in. The parents of one teenage mutant, Francie Grey, tried to “cure” their daughter. Eden Jones, a friend of Francie’s – also, secretly, a mutant – objected, and tried to persuade her friend to stop taking Vornley’s treatment. When Francie refused, the two girls fought, and Eden accidentally killed her friend. She’s now trying to frame Vornley for Francie’s suicide. She needs a power that might be a plausible murder/suicide weapon – maybe Water Manipulation for drowning, or Induce Fear or Possession.

The adventure breaks down scene-by-scene like this:

Intro: The police receive complaints from the Heightened Information Alliance about a mutant researcher at the university. A young woman, Eden Jones, went to the HIA claiming that her friend killed herself after one of Vornley’s treatments.

The Scammer: Dr. Vornley claims that his treatment is harmless – but checking his files confirms he was treating Francie Grey with his anti-mutation formula.

The Family: Questioning Francie Grey’s family is a dead end – they were horrified when their daughter developed mutant abilities, but now regret their involvement with Vornley after their child’s death.

The Park: Checking surveillance cameras in the park confirms there was someone else with Francie on the day she died. Asking the park security guard connects Eden Jones to Francie’s death.

Confronting Francie: When the players question Eden again, she panics and tries to use her powers to eliminate them.

Possible optional scenes:

  • Vornley goes on the run when he learns about Francie
  • Anti-mutant backers of Vornley’s work try to interfere with the investigation
  • One of the player characters with a troublesome power is tempted to try Vornley’s formula

 


Mutant City Blues is an investigative science fiction roleplaying game by Robin D. Laws where members of the elite Heightened Crime Investigation Unit solve crimes involving the city’s mutant community. Purchase Mutant City Blues in print and PDF at the Pelgrane Shop.