Gangbusters - GBM1 Joe's Diner
Gangbusters - GBM1 Joe's Diner
Gangbusters - GBM1 Joe's Diner
BY MARK A HUNT
EDITED BY MATTHEW POOK
LAYOUT BY MICHAEL DARWIN
This module is protected under the copyright laws of the United States of America.
Any reproduction or other unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Mark Hunt.
The Blue Book Detective Agency Beginner Game is a supplement for the
GANGBUSTERS 1920s adventure game, and requires the GANGBUSTERS rulebook
for more detailed play.
The names, descriptions, and depictions applied to this supplement are derived
from works copyrighted by and include trademarks owned by Rick Krebs., and
may not be used or reused without permission.
© 2016 The respective authors, artists and graphic artists. All rights reserved. All
quotes are copyright their respective owners, and are quoted for purposes of
illustration only.
INTRODUCTION 1
WHAT YOU NEED TO PLAY 2
GETTING STARTED 4
ROCK JUNCTION 6
JOE’S DINER 7
NPCS AT JOE’S DINER 9
STAFF AT JOE’S DINER 9
LOCALS AT JOE’S DINER 13
SCENARIOS 18
THE WAREHOUSE 18
DATE WITH DEATH 20
ALBION INN POKER CLUB 22
BEHIND THE DINER 24
THE LAND DEAL 25
FLYNN’S FLYING SPEAKEASY 26
THE RJ PACKING COMPANY 29
TOWNSPEOPLE 31
ROCK JUNCTION OUTRÉ 32
Eat at Joes, one of Rock Junction’s great places to hang out and rub elbows
with the locals and learn what the pulse of the city is really like.
Module GBM-1 Joe’s Diner is the first in a series of adventure modules
after nearly three decades for use with the Gangbusters™ RPG rules. As
an adventure module, Module GBM-1 Joe’s Diner requires one person to
act as Judge (or referee), but is specially designed for the Judge who needs
to get back up to speed with the system.
Gangbusters is a game that takes place in the Roaring 20’s and early 1930’s,
essentially the Prohibition Era of America. The focus of the game is on the
Prohibition and the police/law enforcement struggle to control the streets
and the halls of power. The player characters can take the roles of law
enforcement, criminals, private investigators, reporters, and other types of
roles. The Gangbusters™ RPG is set in Lakefront City, a fictional version of
the city of Chicago, but Module GBM-1 Joe’s Diner is set in Rock Junction,
an ostensibly fictional steel town located in the Midwest. The Judge is free
to set the contents of Module GBM-1 Joe’s Diner in Rock Junction or take
those contents and place them in Lakefront City or whatever location suits
his campaign.
The names of the characters used herein are fictitious and do not refer
to any persons living or dead. Any descriptions including similarities to
persons living or dead are merely coincidental. The information in this
module is only for the Judge who will guide the players through the Game
module. If you plan to participate in this module as a player, please stop
reading now.
In order to play Module GBM-1 Joe’s Diner you will need the Gangbusters
rule book, pencils, paper, two ten-sided dice and three six-sided dice, and
your imagination! You will also need some time, somewhere comfortable
to play, and maybe even some snacks.
From time to time you will need to make up events or NPCs as you play.
You will never be able to predict or plan
ahead for everything that your players and
their characters might do. The adventure
has left a lot of open spots so you as the
Judge can fill in when the players wander.
Do not be afraid to improvise as you
go. Just be sure to keep notes so you
do not forget important details as
you develop a story or adventure in
the middle of playing it out!
The Judge can use Module GBM-1 Joe’s Diner in several different ways.
Some of these include the following:
1. The Open Campaign. The players play whatever characters they like.
The Judge fits everyone into the overall flow of events by connecting as
many minor events as possible with the main adventure location.
2. Cops vs. Robbers. The Judge uses Joe’s Diner and the area around it
as a backdrop for the Law Enforcement efforts of the player characters.
Together they will monitor and investigate criminal activity in Rock
Junction, making cases and arrests, and ultimately, the streets safe.
3. Gang War. The player characters decide to form a gang and stake out
their territory in Rock Junction, running protection rackets, numbers
games, and even taking over the local bootlegging operations all while
avoiding coming to the attention of law enforcement and rival gangs.
4. Reporters. The player characters are freelancers and stringers for local
papers, hoping to get the scoop on what is happening in the city.
5. Private Investigators. There are some crimes and cases that the police
will not investigate and this is when the citizens go to a private eye. The
player characters are private eyes who work missing persons, divorce,
and other cases, hoping for the special cases that will get them the big
rewards! This campaign is perfect when using Module GBM-1 Joe’s
Diner with The Blue Book Detective Agency Beginner Game.
+ , - . / 0 1 2 3 4 5 - 6 2 7 0 -
When you run your first adventure using GBM-1 Joe’s Diner, you should
carefully plan it so that several things should happen. The ‘Getting Started’
section has several ideas, but here is what you should be aiming for:
• Each and every PC should have something important and exciting to
do right away.
• The cases and adventures the various players are working on should
be designed so the PCs will meet each other naturally and start working
with (or against) one another as the game unfolds.
• Ultimately each PC should be made welcome at Joe’s Diner and come
to feel that it is the place to visit in Rock Junction in order to get a cup of
coffee, meet friends (even enemies and rivals), and make new contacts.
The following suggestions outline how to get the various types of character
started in Module GBM-1 Joe’s Diner. Using this module in other ways will
require some set-up time, and may be easier for an experienced Judge.
The Judge may not need all the information given; for example, if there
are no Reporter player characters, then all of the information on reporters
can be ignored.
8 9 : ; < = > = ?
Any player who is playing an FBI Agent should have his character assigned
to watch the Green Warehouse for signs of smuggling activity. They could
also be looking into the land deal or maybe into the trains activities.
8 G ; H I E = B ? H = F E ; D I E 9 G F
Any player who is playing a Private Investigator could pick up cases or look
for work while hanging out at the diner. This is also a great place to pick up
leads and question people.
J = K 9 G E = G F
Any player who is playing a Reporter might be assigned a local beat that
includes Joe’s Diner. The diner would be an excellent place to follow up on
a tip, interview someone for a story (which could include another player
character), and so on. The players may also interview people here as
human interest stories also.
L G ; > ; ? I : F
Things the PCs may have heard about the place at the start of the
campaign.
RUMORS TABLE
1d10 RESULT RUMORS
1 Derek Howard is looking for investors for a land deal.
2 Somewhere behind the diner is loot from a bank job 2 years ago.
3 Members of the Purple Gang have been seen here.
4 It’s the best place to get a good meal.
5 Fights take place behind the diner on the 15th of each month.
6 The owner is looking to sell the dive.
7 There is a still in the back room.
8 The diner is in disputed territory so no one is collecting fees from it.
9 The Five and Dime wants to shut down the diner.
10 The back of the diner is a safe place to camp out at night.
v w x y z { | | } | ~ } x x
The existence of the Green Warehouse and what goes on there is an open
secret to anyone who decides not to look the other way. It is just that no
one is stupid enough to mess with it. With beer deliveries once a week
the warehouse is always busy and traffic at the Warehouse is always so
heavy that a few more trucks or cars will not draw any attention. In fact
the warehouse is so busy that anyone with any real guts might be able
to get a truck or two loaded with booze and driven out of the loading
dock without raising suspicion. The warehouse belongs to the RJ Packing
Company.
JUDGE PREPARATION:
Once the PCs have agreed to go all in with Bill McKay to steal a shipment
of booze he will have the PCs watch the place for a week to be sure of the
times when it is nearly empty.
THE PLAN:
Drive a convoy in the warehouse, load up, and then make off with the beer.
Further planning is up to the players involved.
SET-UP:
There are six people in the warehouse between 1am and 8am and twice
that during the daytime. These six consist of four regular workers and two
mobsters. The workers will either flee at the first signs of violence or follow
the order of whomever who is sticking them up, while the mobsters will
refuse to take the attempt lying down.
THE ACTION:
When the hijack is attempted, any gunfire will alert the two mobsters at
the front of the warehouse. The Judge should also remember that the dock
workers are neither armed with guns nor heroes.
THE WRAP-UP:
If successful, each hijacked truckload of beer is worth $550 and each truck
is worth $400 to a chop shop. McKey’s 50% cut comes out before any XPs
are figured.
THE DOCK WORKERS
Will Reed — Mobster (Age 28, Assimilated) Level I Criminal.
MS = 60; AG = 72; OB = 57; DR = 70; PR = 7; LK = 18; HP = 19
Skills: Lockpicking 62.
Will was a Corporal in the army during the Great War. When he left the
army he drifted into Lakefront City. Here, he found his skills at killing
came in handy. Soon he found a place in the Mob.
Weapons: Colt Government (M1911) .45 in a shoulder holster, knife in his
coat pocket.
Carries: $400 in his wallet.
Owns: Shares a motorcycle with a side car with John “Lil John” Greggs.
John “Lil John” Greggs — Gang member (age 40, Assimilated) Level 3 Criminal.
MS = 54; AG = 82; OB = 60; DR = 76; PR = 4; LK = 50; HP = 20
Skills: Auto Theft 58, Explosives 79.
Record: Arrested for Armed Robbery — November 1920, served 2 years in
the State Penitentiary.
Lil John has nerves of steel. He will do anything to keep the trucks from
getting away.
Reed and Greggs have a motorcycle with a side car if they have to chase
the hijacked trucks. Reed will drive while Greggs will ready his Thompson
Machine Gun.
Weapons: Thompson submachine gun and three sticks of dynamite.
Carries: $120 in his wallet.
Owns: Shares a motorcycle with a side car with Will Reed.
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THE ACTION:
The action starts as soon as Jimmy Jones goes to meet Sergeant O’Malley
outside Joe’s Diner. Officer O’Malley makes sure the street is clear and then
waves Jones over to him. When Jones is halfway towards the cop a flurry
of shots ring out and Jones will crumple (dead, unless he makes his Luck
check).
Any character who the Judge decides might see the hit men open fire is
allowed an Observation check to see the flash of their rifles and where it
came from. If the characters react immediately, the likelihood will be that
a gun battle will ensue with the escaping hit men.
If Jones is shot down, O’Malley will react by running over and checking,
not to see that he is alive, but to see he is dead. He will do his best to
ensure that Jones does die while drawing his revolver and firing back at
the assassins. His aim is to make himself look good rather than kill them.
THE WRAP-UP:
If any of the hit men are captured, they will say they were hired by a man
with thick European accent and that they were only doing their job. They
never met Rosza and do not know what he looks like. A clue can be found in
the pocket of one of the hitman or on the floor of the room from the shots
were fire. This is a matchbook from the Albion Inn Poker Club. Inside the
matchbook is a telephone number. This is for Canalside Bed & Board, a cheap
flophouse where Rosza lives. There are several men residing there with thick
European accents, so identifying Rosza may take some investigation.
¥ ¦ § ¨ © ª ¨ ª ª « © ¬ ® ¯ ¦ ° §
Norman Lawrence, Jnr. — City Manager (Age 28, Assimilated) Level I Businessman.
MS = 48; AG = 47; OB = 83; DR = 65; PR = 4; LK = 01; HP = 14
Skills: None.
Record: Arrested for Drunk Driving — July 1925, served 30 days county
lock-up; Arrested for Drunk Driving — September 1925, served 30 days
county lock-up); Reckless Driving (Fine).
Norman Junior is the spitting image of his father thirty years ago, except
Norman Junior is more florid and appears to be sweating constantly. He
wears the exact same suits his father does. They go to the same tailor.
Norman Junior has felt like a failure all of his life. He cannot live up to
his father’s reputation, he never completed college, and now, even his
father got him this dead end job of running the hotel in a town he hates.
Equally, he cannot stand the idea of his hotel being owned by criminals,
but is afraid to do anything about it. Norman Junior knows about his
father’s embezzlement and it would not take much in the way of a threat
to persuade Norman to tell someone where it was. Likewise, it would not
take much of a threat for Norman Junior to reveal the activities of the
Purple Gang at the Albion Inn. If he did and his father got into trouble,
then Norman Junior might feel real good about it.
Carries: $2O in his wallet.
± ² ³ ´ µ ¶ · ³ ² ¸ ´ µ ² ¹
Almost half an acre of dirt, grass, and vegetable patches stands behind the
diner. This space is used as a garden where Betty Joe and the staff of the
diner can take a break, but it is also where Betty Joe keeps her spare cash.
So far she has $300 saved up in 2+1d10 empty, cleaned, and resealed fruit
jars. It takes 10+d100 minutes to dig them all up. Only Fess and Betty Joe
know the locations and even that fact that they are back there. Unless a PC
stakes out the diner and specifically watches its rear, he will not see Fess
burying a newly filled jar on the 7th of each month.
Fess also has a two-room shack here where he lives. From this shack he can
keep an eye on the garden and Betty Joe’s stash of cash and see if anyone is
snooping around. So far he has been unable to spot that anything is amiss.
Once a month, on the 15th, Fess runs a dice game. It is usually attended by
2d10 people and there is about $200+d100 at stake at any one time.
When Fess is running a game, he pays an ex-gambler, Max Fraser, $20 to
keep an eye out for anyone who might bring too heat to the game. Fraser
has promised his wife that he will never gamble again and gets a vicarious
thrill from listening to others roll the dice and make bets.
Max Frazer — Lookout (Age 31, Assimilated) Level 1 Dock Worker.
MS = 60; AG = 20; OB = 61; DR = 21; PR = 8; LK = 18; HP = 13
Weapons: Baseball bat, Pocket knife.
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This speakeasy is built into a rail car that pulls in behind Betty Joe’s Diner
twice a month, once on the 15th to coincide with Fess Washington’s dice
and then again on the 30th for resupply from Green Warehouse. The rest
of the time, it rotates between Rock Junction’s various steel mills, being
shunted into a siding each time where it can turn a nice profit off the
thirsty workers.
Along with the Green Warehouse, Flynn’s Flying Speakeasy is the center of
the Black Hand Gang’s operations in Rock Junction. The Black Hand Gang
does pay protection money to the Purple Gang (which is based out of
town) for the Green Warehouse, but not for the speakeasy as the Purple
Gang does not know of its existence. This also means that the Black Hand
Gang must get its alcohol from a source other than the Green Warehouse
lest it alert the Purple Gang and they learn of the speakeasy. The McMasters
family does know of its existence and receives regular payments in return
for ignoring it. Otherwise, if the Black Hand Gang thinks that someone
is about to inform the authorities or the Purple Hand Gang about its
existence, it simply shunts the speakeasy to another location and sets up
shop again.
Flynn Harris — Train Conductor (age 54,
Irish) Level 4 Gangster.
MS = 35; AG = 25; OB = 40; DR = 33; PR = 5;
LK = 48; HP = 11
Skills: Public Speaking 63, Gambling 68,
Public Relations 70.
Flynn Harris is the epitome of Irish
gregariousness. He appears to be happy
and likeable, always the genial host.
This is a front, for Flynn is a ruthless and capable gangster even though
he gets his bodyguard or other gang members to carry out any acts of
violence. He would rather turn the public against a foe if he can, but is
not above having him shot or beaten up if it comes to it.
When working at the speakeasy Flynn dresses in the uniform of a train
conductor. In fact, it really is his uniform and he was a train conductor
until an injury on the job forced him to retire on an early pension. As a
result of the injury Flynn walks with a limp.
Weapons: Blackjack.
Carries: Personal jewelry worth $100, $20 in his wallet.
Steve Miller founded the RJ Packing Company with his brother Raymond
in 1899 and has since built it up to be Rock Junction’s premier trucking
business (Raymond has since retired). When Prohibition began, the
company found that its scattered warehouses and trucks were idea for
smuggling liquor and other goods all over the mid-west. Just this year the
company struck a deal with the Black Hand Gang to run beer up and down
the state for it. The company receives 25% of the profit from the beer sales
and so far the arrangement has helped the company turn a tidy profit.
Naturally Miller would like it to keep going and should any beer shipment
be stolen, he will pay generously to have the thieves and the beer tracked
down.
In addition to its legitimate warehouses, RJ Packing Company owns
through a series of subsidiaries, three warehouses through which it handles
the shipping and smuggling of alcohol and other goods into and out of
Rock Junction. The Green Warehouse is the main site for its smuggling
operations in co-operation with the Black Hand Gang.
Steve Millers — Co-Owner and Operator (Age 58, Assimilated) Level 5 Criminal.
MS = 48; AG = 67; OB = 62; DR = 75; PR = 8; LK = 22; HP = 17
Skills: Auto Theft 84, Smuggling 65.
Steve is heavyset, with short golden hair and sharp green eyes. He wears
a casual suit and glasses with gold rims. By nature a quiet man, Steve
has a certain charisma that means he is never without female company.
He also likes to ensure that money is kept flowing into the company’s
coffers and although he does not need to drive the trucks any more,
he makes the run from Rock Junction to Lakefront City once a week to
check on things.
Weapons: Colt Government (M1911) .45 ACP automatic kept in his truck.
Carries: $80 in his wallet.
Other uses:
Steve may hire a PC, either a private investigator or a gangster, to trail his
daughter, Pearl, who he thinks is sneaking around with some no good
city slicer from Lakefront City. If PC takes the case, Steve will pay $20 a
day. He will pay this for two weeks. If the PC can get pictures and proof,
he will pay a $500 bonus. If the PC manages to bring the boy to Steve, he
will pay double this bonus.
The wrong girl has run off with Steve and her father wants her back. He
has put a big bounty of $1,000 on Steve’s head, but would be prepared
to pay double that if Steve was brought back alive. Then the father will
deal would deal with him personally.
Ian Bowers — Foreman and Driver (Age 41, Assimilated) Level 5 Criminal.
MS = 72; AG = 40; OB = 71; DR = 56; PR = 9; LK = 13; HP = 17
Skills: Public Speaking 80.
Ian is the foreman at RJ Packing Company. He is pleasant, always smiling
and joking, and has round features, with short brown hair and brown
hair. He wears worn clothing and carries a satchel where he keeps details
of the routes the company runs as part of its smuggling operations as
well as the locations of the three warehouses where the booze is kept.
Although he is tough as nails, Ian does not like guns and prefers to scrap
with his fists or a baseball bat.
Weapons: Baseball bat.
Carries: $40 in his wallet.