Note
I considered sharing all the locations and structure of Act 1 in a single post, but ultimately decided it would be too lengthy. To keep posts concise and within the email length limit, I'll be sharing two locations per post over the next few weeks to fully cover Act 1. As I revisit my old outline, I'm exploring ways to transform this linear sequence of locations into a more interconnected web. This approach will give Keepers the flexibility to make discovery as easy or challenging as they wish for the investigators.
You won't find many maps here. In fact, I'm considering the possibility of not including any maps until the confrontation phase at Pullman’s mansion. I must admit, I'm a strong advocate for the "theater of the mind" approach, partly due to convenience, but also because I believe it encourages greater engagement with social-based skill tests and similar interactions. Removing the visual cue of the map that players often associate with combat in games like D&D can do much to encourage them to talk and strategize instead of simply itching for battle.
All that being said, this isn’t intended to be an exceptionally polished adventure like those you might find for sale on DriveThruRPG. That’s not to say I didn’t put in considerable effort and take pride in it. However, as with most things I share here, my advice is to feel free to improvise if you encounter roadblocks in guiding your players. If they need breadcrumbs, don't hesitate to simply provide them with the necessary knowledge or inform them that their characters would naturally be aware of certain details, making it easier to know where to go next.
If you wish, just tell them they’d be aware of the seedy underbelly in the Everleigh Club. They could hear rumors abounding during the union meeting of Pullman’s mingling with the young intellectuals of Chicago University. I’ll sprinkle in callout boxes here and there with possible drop-ins for additional hints, but in the words of the poet, “Have it your way.” The poet being an alleged king of burgers.
Scene of the Crime
The small business district nestled just before the train yards may be modest compared to a bustling city center, but it maintains a steady hum of activity, catering to the large population of working-class men and women who live and work in the area. Among the establishments are the expected assortment of businesses and vendors: a general store, thrift shops, diners, pubs, and clothing stores offering both casual and work attire.
The primary locations of interest for the investigators, as they retrace the steps of the bereft character, are the general store and the nearby vendors. They may recall mentions of these places from George Roberts' reports or be reminded by the keeper, without the need for rolls involving Spot Hidden, Knowledge, or any other memory based skills or attributes.
Persons of Interest
Sarah Doyle: general store manager/owner
While the store isn't truly owned by Pullman he maintains a line of credit with the owner to extend to his employees and garnish their wages. This relationship basically serves to keep the store in his pocket in all but name, putting Sarah in a precarious situation trying to stay detached, while being dependent on Pullman, and having to be in good standing with his workers she sees every day.
What does she know?
She will recall a peculiar taffy vendor who set up shop outside her establishment on the day of the kidnapping. She remembers him as a tall, muscular man with a blonde crew cut, dressed more like a soldier than a vendor. His black and white oxford shoes were unusually vivid, and she noticed a revolver in a shoulder holster under his coat as he bent over his cart. Initially, Sarah will try to dismiss or evade the investigators' questions, requiring a successful Psychology or Persuasion roll to appeal to her sense of humanity before she shares these details. Successfully drawing the observation out of her will lead the investigators to the conclusion the man was a Pinkerton agent.
Add to your notes “Evidence: you’ve confirmed Pinkertons in Pullman’s employment were present at the scene of the crime.”
Either the Keeper or the person playing George Roberts adds to their notes “So it was a blonde foppish soldier that stuck out when Bethany was kidnap. I’ll keep my eye out for that, and his odd little oxfords.”
Other Vendors
Just outside the general store, there are three vendors who regularly set up shop: a nuts and brittle seller, a soup cart lady, and a coffee and tea vendor. These vendors are fixtures of the local scene and may have witnessed something useful being physically closest at the time.
What do they know?
When asked about the day of the kidnapping, the vendors' demeanor becomes confused and introspective. They strain to recall details, slowly realizing that they don't remember anything from around noon the previous day—a time that is typically their busiest. Their earnings were normal, indicating no disruption in sales, but the vendors grow stressed and anxious as they wonder where the time went.
None of them recall seeing a taffy vendor, and they insist that they would have noticed any new competition. Investigators may roll an Occult skill check; those who pass will note that the uniform memory lapse among all three vendors—each in the prime of their lives—suggests the influence of unnatural forces, hinting at magical interference. Understanding that considerable magical forces are at play will induce a 0/1d6 sanity check.
Other Details/Physical Evidence
The character who found the lighter can lead the investigators back to the exact spot, where a closer examination will reveal some small but notable physical clues indicating they are on the right track.
Prints
Nearby, in some soft dirt and mild mud, there will be prints that match the shape and imprint of oxford shoes. These prints lead towards the back area of the train yard, providing further motivation to investigate the train yard later at night. Some of the prints are deep and erratic, suggesting a possible struggle.
Add to your notes “Evidence: signs of a struggle pointed the direction of the trainyard.”
Bits of Fabric
A nearby thistle or bush will have small pieces of fabric caught in its branches. The fabric appears to be torn from a dress with a simple floral pattern. If George Roberts is present, they will recognize it as belonging to their daughter's dress. This realization will induce a 4/1d10 sanity check for him.
Police Headquarters
The police headquarters stands as a symbol of law and order, yet it functions as a tool for the city's powerful business interests. While officers handle petty crimes to maintain a façade of justice, the wealthy and well-connected can easily evade accountability through bribes or favors. Investigating this institution is risky, but those with the right knowledge or connections can uncover valuable information if they proceed with caution.
Persons of Interest
Detective Conway: Assigned to Bethany
An overweight, aging detective nearing retirement, his easygoing and friendly demeanor has tricked countless naive criminals into false confessions with empty promises of leniency. Although considered a joke as a detective, he is the go-to for cases the station wants buried. His name has surfaced in a few damning articles, but pressure from the force ensures they remain buried in obscurity. His incompetence serves as a convenient scapegoat for unsolved cases.
What does he know
Conway will candidly admit that he has little to go on regarding the missing girl, brushing off the case with casual racism. He remarks that the Irish vendors "played dumb" and claimed to remember nothing. All he knows is that the girl was there one moment and gone the next—tragic, but not uncommon. He notes that dozens of similar cases happen every year, most of them unsolved, due to limited resources.
If the investigators bring up suspicions about George Pullman, Conway will dismiss them as salacious tabloid rumors. He insists that Pullman's workers receive the best treatment in the city and praises the company town. Pressing him with social skills like Fast Talk or Psychology will reveal his personal bias: Pullman has hosted the Policeman’s Ball for the last three years and regularly socializes with the chief at the Everleigh Club.
Add to your notes “Location: the Everleigh Club just became a point of interest.”
Police Superintendent William McKenna (hazard)
A charismatic and intimidating figure, this war hero and survivor of the Battle of the Little Bighorn served as a major in the notorious "Iron Hoofs" cavalry unit under Custer. Appointed more for show than merit, he excels at public speaking and skillfully deflects scandals. Despite frequent misconduct, his legend captivates the public. He responds swiftly to business requests to crush worker protests, collaborating seamlessly with the Pinkerton Agency. Undercover agents incite violence, leading to brutal police raids, and the workers' truthful denials of involvement fall flat in the court of public opinion.
He will recognize either Eugene V. Debs or whichever investigator is playing a character with more formal political influence. He will approach the party to engage with them, attempting to draw them into his office for a more private conversation to ascertain their purpose. If they refuse, three Pinkerton agents will tail them when they leave. If they cooperate, only one agent will follow.
What Does he Know/Want
As a key figure in the city's politics and society, he possesses extensive knowledge about everyone, but he is unlikely to share anything useful. The conversation will be one-sided. Recognizing one or more of the PCs as labor organizers, he will probe their views on workers' sentiments and reveal detailed knowledge of their past activities, perhaps referencing a riot from two years prior (an improvised backstory). A successful Psychology check may lead the PCs to infer they are being watched, possibly even followed. This serves as subtle intimidation.
At some point, he will bluntly state that he recognizes Debs, Jones, and Parsons. He will note that the last time they were all together, hordes of mill workers took to the streets. He will ask directly what their business is in Chicago. This questioning requires a Fast Talk roll from the investigators to avoid disclosing any mention of the meeting the previous night or the rising interest in organized resistance. If they fail, add the following to your notes:
The police are suspicious of your movement. Subtract a resistance token from your final tally before the Sabotage phase in Act 2.
He will conclude by dismissing labor movements as foreign anarchist idealists, and suggest that the PCs consider moving to South America or Europe. He offers to arrange transportation so they can put their theories into practice in rumored developing communes there. With casual racism, he may mention South American projects, stating how "down there, they’ve just barely been lifted from their base natural structures of familial tribalism that have more in common with socialist or commune living, so such projects may have merit there."
Chase/Encounter
After visiting the police headquarters, the PCs will be followed by 1-3 Pinkerton agents. If the Psychology roll with the police superintendent succeeded, they will notice the tail and can choose to initiate a chase or attack. If not, the GM may trigger Spot Hidden checks to alert them. If the PCs do not realize they are being followed, they will be ambushed by 2+1d4 Pinkerton agents if they later investigate the train yard or while en route to a social club like the Everleigh. Refer to the pregen security forces NPCs linked at the bottom of this post for sheets to use in the case of combat or chases. No matter the outcome of the chase or encounter, all investigators perform a 2/1d6 sanity check due to realizing the stakes have been raised against them by people in authority.
NOTE: Captured Agents
During or after the ambush, the PCs may notice that one of the agents wears a tie clip with the same insignia as the lighter found by Henry Jones, the train yard worker. If captured and interrogated, the agent will mock the PCs, dismissing their concerns as petty. When pressed, he will scream in a strange language, "The all-knowing speaks true and lays his curse upon you," before biting down on a cyanide capsule. Any PCs who know Sumerian can translate it with a Language roll. If not, a difficult Occult roll may reveal the strange, altered phrase "all-knowing," which seems linked to a word meaning "the tongue."
NOTE: Alternative Hint Drop
The Keeper could consider swapping out one of the security force tails or simply adding a cultist pre-generated NPC to the tail assigned by Pullman to work in tandem with the Pinkertons. I would not make this first encounter with a cultist more than a devotee with only one spell available to him.
If the investigators choose to run, the Keeper may tell one of them that, before taking off, they perform a free Spot Hidden roll. On a success, they spot a University of Chicago pin on the cultist's lapel. If they choose to fight and knock out or kill the cultist, they could find a pamphlet for the “Luminaries” society operating out of the University of Chicago. This fraternity of intellectuals is clearly involved with Pullman, given this member's attachment to a security detail.