Suzerain of the Earth Part Two

This part details Coney Island Carpets, the mysterious "Ronald Poole", and the Nedelko House. Click here for part one.


Coney Island Carpets

Although seemingly mundane, when the Agents learn that Klinger's psychological decline correlates to him gaining traction on the Coney Island Carpets case, it's likely lead to the agents they'll turn their attention to Coney Island Carpets for answers. Wayne Klinger's case file on CIC contains a brief overview of its staff and listed holdings, giving the agents a good head start to pick up where he left off. 

It was founded in 1991 by Ukrainian immigrant Taras Dzubenko. Its offices are at 2762 W 16th St, Brooklyn, NY, and it has a staff of ten: Taras, a receptionist, Emma Rogers, and a crew of eight professional contractors. The office is a large property that was bought by Dzubenko in 1990, and was a former boiler and heater repair shop. It has a reception, an office used by Dzubenko, a break room that connects to a locker room, a loading bay and a workshop. There is a small lot behind the store surrounded by 7-foot high cyclone fencing that leads to the loading bay. CIC operates a fleet of two panel vans. 

Coney Island Carpets has a mundane business interest - offering interior design and contracting work across Brooklyn and South Queens, but it makes as much money under the table as over it: Dzubenko is occasionally contacted by allies in the Russian mafia for "emergency cleaning", a codeword for the illegal cleaning of crime scenes, disposal of human remains, and destruction of evidence. A number of his men have killed before and are willing and able if confronted. 

Taras Dzubenko

As detailed in part one. Taras Dzubenko is the owner and manager of Coney Island Carpets, which he started in 1991. The IRS and FBI suspect Dzubenko has distant ties to the larger Russian mafia (despite his Ukrainian heritage). So far, his activities haven't drawn major attention from these agencies, and he is not currently a major suspect in any active investigations. 

Dzubenko lives on the top floor of an apartment building he owns across the back alley from CIC. Most of the building is under renovations, with the only other units with tenants being a basement apartment rented by Katya and Oleg Poltorak, the elderly parents of Mili and Leonid Poltorak. Although he's done a good job at "playing it straight" and maintaining a low profile, Dzubenko is still a professional criminal at heart. He keeps a VZ Skorpion machine pistol in his office desk, and keeps a sawed-off shotgun at his apartment. Agents that surveil him for an extended period of time will also learn about his mob tattoos. He sports a Madonna and Child, covering his chest: he first went to prison at a young age, a knife in his neck: he killed someone in prison and can be hired to kill others, and eight-pointed stars on both knees: he kneels before no man and will never cooperate with authorities.

The Crew

Dzubenko's crew consists of eight men who are each hardened criminals, many have experience doing dirty work for the Russian mafia, though notably, none of them are "Vory", that is to say, none of them are considered "full" members of the mafia. They are a mix Ukrainians and ethnic Russians, with no Caucasians (Georgians, Chechens, Dagestanis, etc.). 

Most of these men content themselves to watching football on the television in the break room when they're not doing a job, though since taking up the contract with the Nedelko, they're rarely at the main office anymore. Almost all of them carry guns on their person, though not when conducting mundane business with legitimate customers. All of them live in the vicinity of Brighton Beach and Coney Island.

Surveilling these men over an extended period would find that their weekday routines more or less look like this: Wake up around 7:00-7:30 AM, be at work around 8:00 (most of them go straight to the Nedelko House). Work until 4:00 PM with occasional breaks. Leave work for the day. Most of them hang around bars or hit the liquor store before heading home. From 4:00PM to 11, they content themselves with television, alcohol, what have you. On friday nights, they hit the liquor store, then return to the Nedelko House and all eight set up in the old master bedroom for poker night. 

Following Dzubenko

Following Dzubenko can lead you to several important places of interest. 
  • The Red Star Lounge: A bar in Coney Island frequented by Russian immigrants in the neighborhood with ties to the Russian Mafiya. Agents that tail Dzubenko here will watch him drink either by himself or with some of his cleaners for a little while before turning in for the night. If they're lucky, however (or are monitoring his calls and catch wind of them wanting to meet), he'll catch him settling into a booth to talk business with Ronald Poole.
  • The Nedelko House: During the day, if not at his office, Dzubenko will be overseeing work on the Nedelko House with his crew. He won't spend the entire day there, but is liable to swing by for a few hours after lunch to check-in on their progress. 
  • The CIC Annex: Dzubenko's visits to the annex are rare, but he will occasionally stop by occasionally for supplies, or if he is summoned there by Ronald Poole to talk. 

CIC Finances

Klinger's investigation of CIC's finances was extensive, as he had spent months attempting to find evidence of money laundering, tax fraud, anything that the IRS can prosecute him for. 

A Delta Green agent who reviews CIC's finances could, with lots of time, find some evidence of fraud, however for the purposes of their opera, Klinger's investigation of their finances serves Delta Green better as a list of targets. 

All of CIC's paid facilities and properties are listed there, including its main offices, small fleet of vans, the apartments behind CIC managed by Dzubenko, but importantly, an annex building owned by CIC in Brighton Beach. The Annex was purchased only a year ago and saw only brief renovations. Seeing this might pique the curiosity of the average Agent. 

Ronald Poole, the Tattooed Man

The man of the hour. It's only a matter of time before the agents turn their investigation to the elusive Ronald Poole of Guidelight Holdings LLC., and start wondering exactly who he is and what he wants. 

Investigating Poole

"Operations Manager" with Guidelight Holdings. No ID on record, no face in any pictures. Investigating Guidelight Holdings, after a while, can turn up an image of Mr. Poole in Greece. It's an entirely different person. 

Contacting the authorities in the UK (where Ronald Poole and Guidelight Holdings hail from) requires the agent doing so to go through official channels (or personal contacts, should you have one of those). Agents that do so with Bureaucracy >50% have their request processed in 1 day. Agent with under 50% in Bureaucracy are forced to wait 1D4 days (though they can risk a roll to try to speed this up). 

Getting in touch with English authorities about Poole turns up that he has some tax forms on file and an address in London, but very minimal information. They have a driver's license (the picture ID resembles the man spotted around Coney Island) but no record of a passport. This is despite the fact almost everything that can be dug up on him places in foreign countries around the world.

Any investigator worth their salt would catch on that Poole is not a real person probably before they even decide to get on the horn with the English, and so they might instead ask questions about Guidelight Holdings and its criminal connections. A request for information from MI-5, done through official federal-law-enforcement-channels, requires no roll, but takes 1D3 days. Agents that went to speed this up can try a bureaucracy or law roll to try to speed it up to a single day. A critical means that as it happens, Klinger had made the exact request days before his death, and that the parcel is due to arrive that day. A fumble means the investigator, angered at the English authorities' apparnet unwillingness to cooperate, angrily insults them over the phone, resulting in a complaint lodged with their parent agency later that day.

MI-5's information on Guidelight points to its ownership as the primary connection. It's owner, Fedor Bell-Platonov, a Russian-born naturalized English citizen, is strongly suspected of having connections to the Bratva. It has identified a series of upscaled mansions in London, England in possession of Guidelight Holdings which have been identified in the past as being luxury hideouts for Russian criminals visiting, living, and working in the UK, particularly those of an esoteric brotherhood of the Russian mafia which English authorities have only had passing encounters with before. The purported name of this brotherhood is stated in MI-5 documentation as the TADJBEGSKAYA BRATVA. 

Tadjbegskaya Bratva members are a rare sight in the UK, though the MI-5 has enough photos of them gathered to identify specific markings, specfically: tattoos of lighthouses and winged horses, whips, chains, and most overtly: face tattoos of elongated, grinning mouths full of sharpened teeth and horns. The meaning behind this iconography is unclear. 

Agents with any knowledge of the Russian language understand that the name roughly equates to "Brotherhood of the Taj Beg", referring to the palace in Afghanistan. 

Including photos of "Mr. Ronald Poole" and his gnarly face tattoos, or directly inquiring about them to MI-5, also earns the agents the connection to the Tadjbegskaya Bratva. Agents that inquire about this to the FBI can get this information too.

The Guidelight Holdings Credit Card

Klinger's investigation of Guidelight, Poole, and CIC includes information on the hotel bought and paid for by Guidelight Holdings for Mr. Poole. Incidentally, Klinger's report includes the credit card information of the credit card used to pay for the hotel room in person. Canny agents will see the opportunity to potentially track the purchases of Mr. Poole by ordering that credit card's financial activity to be logged. 

Agents that do this will find that the credit card is used sparingly, mostly at a diner in Coney Island, a Voodoo shop in Brooklyn, and an arts-and-crafts-store in Brighton Beach. Going to these locations and interviewing locals can earn them some intelligence on Mr. Poole. What he looks like, his routine. 

The Voodoo and Arts-and-Crafts store will likely be of great attention to the players. The Voodoo store owner would recount that Mr. Poole paid in card for various herbs and spices commonly used in voodoo spellcraft. At the arts-and-crafts store, he's noted for buying acrylic paint, brushes, lacquer, a pair of scissors, a spool of yarn, and a collection of blank, wooden matryoshka dolls. 

Interpol and the FSB

Agents might also think to make requests through official channels to INTERPOL and the Russian FSB about the Mr. Poole (and his gnarly Russian gang tattoos) and/or the Tadjbegskaya Bratva to earn more information. 

Contacting INTERPOL as an American federal agent making an information request is relatively uncomplicated, but is easier done through official channels. Contacting the FSB outside of official channels can earn the unwanted attention of the FBI and the Agents' parent agency, who would be keenly interested in exactly what questions the agents had for the FSB, and why they chose not to do it the way they've been told to. Notably, processing a request to the FSB is slower than INTERPOL. Additionally, if the Agents contact the FSB, make a luck roll. On a fail, than in 1D4 days, word of the Agent's information request filters it way to a paid-off FSB agent who leaks it to the Tadjbegskaya Bratva. This isn't something that will end the scenario right then and there, but will alert Bekhterev / Poole that he isn't out of the jungle just yet, and so he'll begin to exercise more diligence going about his business.

The trade off between INTERPOL and the comparatively leaky FSB is specific intelligence. INTERPOL analysts can identify the tattoos as marking Poole as a member of the Tadjbegskaya Bratva, and in 1D3 days can identify the man as Kostantin Bekhterev, a Russian national affiliated with the Russian mafia. 

The FSB can tell the agents the above infromation within a day of the request being processed. They identify him as Kostantin "Kostya" Bekhterev, and give a bit more background information on the Tadjbegskaya Bratva, explaining that the group formed around a core of Red Army officers who fought in the Afghanistan war in the 1980s as part of the same mechanized infantry division. It is a niche brotherhood of the Russian Mafiya, but one that has managed to attain a great deal of influence and respect from other brotherhoods for their highly efficient and elusive business dealings, as well as the rumoured brutality of its members. They will note odd "occult" practices the Bratva are said to conduct. The FSB's official position is that some, likely, of the brotherhood's membership are satanists.

The Marriott Room

Agents will, obviously, want to investigate Mr. Poole's room at the Marriott Bonvoy hotel in New York City. Poole spends little time at the room, and staff note him for leaving early in the morning and returning late at night. 

The room is fairly spartan, with his luggage neatly folded in the hotel's dresser and few personal belongings. Agents that investigate the room will find a flip phone, his clothes, some cash, a Coney Island Carpets business card, a makeup kit, and dirty laundry. Notably, his dirty clothes has stains from acrylic paint that are recent. The makeup kit has a notably high quality concealer. 

Agents can bug the room, though this will require them entering it without being noticed either by staff (or its occupant), or by getting a warrant from a judge to perform a wiretap. A nice moment for players to get creative. 

The CIC Annex

"Mr. Poole" doesn't do any of his work at the Marriott or the main Coney Island Carpets building, although he occasionally swings by their to talk business matters with Dzubenko, and occasionally comes to the Nedelko House to see how renovations are moving along. All of his other work, especially any sorcery, he does at the annex, a CIC facility also in Coney Island. 

The annex is a property rented and paid for by CIC that it mainly uses for storage. From the exterior, it appears as a disused  carpentry front with sheets of plywood over the windows. The interiors are worn, with rolls of carpet and scraps of cut wallpaper and carpet swept into the corners. Property records list the last holders (before Coney Island Carpets) to be Feldman Carpets, a locally owned business that closed permanently closed in 1996 after its owners retired and sold the property for reitrement money. The Feldman family (the family who ran the carpet store) still live across Coney Island and Brighton Beach, though the younger generation have expanded into a small chain of bodega corner stores and a professional moving company. The last owners, David and Mary Feldman, can be interviewed but have little to offer Agents as far as leads or intelligence go. The sale and purchase was handled by a lawyer; they have never met Taras Dzubenko, nor any of his men at Coney Island Carpets, in their lives.

Going inside, most of the main "store" is empty and disused, though "Mr. Poole" / Bekhterev often discards his garbage in there, and so there is a slowly growing heap of Burger King and Dunkin' Donuts bags and cups in one corner. The room marked "Manager's Office" has been converted by Bekhterev into his personal workshop, and although agents might expect to see a grotesque alchemist's laboratory akin to Frank Herbert: Reanimator. It really seems more like a hobby painter's desk, a cup full of water, nice quality brushes and paints, and blank matryoshka doll.

A search of the workshop finds a new notable items. The first is The Matryoshka Doll. There is, on top of a small filing cabinet surrounded with burnt incense and candles, a handpainted matryoshka doll. Inside the doll is a bundle of brown hair bound in twine. If agents take the hair to a lab, it can be matched with Wayne Klinger's hair. How Bekhterev got a piece of Klinger's hair is something the agents can only speculate on. 

A storage room has been made into a makeshift shelter for Bekhterev. He has a bed, a duffel bag with clothes in it (including black fatigues, gloves, a lockpin gun, and night vision goggles), and one item of particular importance. The Box of the Black Hound. There is also a rotary telephone which Bekhterev uses to make phone calls which can be bugged.

The Box of the Black Hound is an ornate looking lockbox with no obvious way of unlocking it, save for a recepticle that the design of the box indicates is for inserting someone's index finger. Any one who does is met with a sharp sting of pain as they realize the interior of this recepticle has a small, razor-sharp blade that slices the tip of the finger on entry. This is something of a magic biometric lock, as the Box is "bound" to a specific operator (in this case, Bekhterev). Surprisingly, the box opens regardless of who interacts with it, though if someone other than the box's "owner" opens it, they're treated to an unpleasant surprise. A pit of seemingly infinite blackness with a single mote of distant star light that suddenly flares. A successful DEXx5 roll means the agents close the box before anything happens, if they fail, their clothes catch on fire, and if they still don't close the box, it deals 1D12 damage to everything around it for three rounds or until closed. After the first round, the heat from the box will ignite the mouldering carpet and ancient wooden framing of the Annex.

If Bekhterev is the one who opens the box, then instead of the fire trap, the box reveals several precious goods of his, including fake passports, cash, and a handgun. An agent that knows Aklo, or who can decipher the Oeuth text on the box, can learn the mechanics of the box. If an agent cuts their finger on the box, Bekhterev is immediately alerted, and is intuitively aware of their location in space for 1D10 hours. Should Bekhterev retrieve the box, the agent's blood can be pulled from the recepticle and used as a focus for a Nightmare Doll. 

An agent that succeeds a Search roll can find Bekhterev's day planner, written in a Russian cipher. Analyzing it with >40% in SIGINT (or suceeding a roll) reveals most of his plans while in New York City. 

The Nedelko House

The Nedelko is a big mansion in Coney Island built in the early 1900s. It has three floors. Much of the exterior is being preserved, although it presently has enourmous tarps draped over the front and scaffolds going to the third floor and an eight-foot-high cyclone fence going around most of the property, with locked plywood doors that allow entry to the worksite. Coney Island Carpets vans are occasionally seen parked around the site during the day into the late evening. 

Surveillance

Surveilling the Nedelko House is a long, unglamorous affair that can yield some important intelligence. Agents learn when CIC cleaners come and go and when Kostya Bekhterev, aka Ronald Poole, comes and goes. Notably, Bekhterev seems to have access to the site at all hours with his own key, and frequently comes after hours and leaves only in the early morning. 

Agents wishing to do a stake out with >40% Alertness (or who succeed a roll) get valuable information. They must succeed a stealth-alertness contest against the CIC cleaners (+20%, as the cleaners have little reason to believe they're being spied on, unless they learn otherwise) and against Kostya Bekhterev. Do this once per day that the agents surveil their targets. If the agents are especially crafty or sneaky with their surveillance tactics, afford them bonuses at your discretion.

Failing a stealth-alertness contest doesn't mean the agents are immediately made and the bratva sends people to kill them. At first CIC will just get more suspicious and start snooping around to see what it is the agents are doing, though if they believe the agents are federal agents, they won't get too close and will just keep their heads down as best they can. Bekhterev will start trying to bait the agents into tailing him so he can identify them and later capture and interrogate them, he might later try to get a CIC cleaner to try to clumsily counter-surveil the agents. 

Infiltration

Infiltrating the Nedelko House is relatively easy. Cutting the cyclone fence is easy, but leaves a mark. Every day after the agents do this, afford the CIC cleaners an alertness check at +20% (unless the agents do some sort of roll to try to cover their tracks, i.e obscuring the hole in the fence) to notice the cut fencing. Athletics and Stealth will be needed to climb the fence unnoticed. CIC doesn't have motion sensors or cameras, but there are plenty of nosey neighbors who won't tolerate crackheads breaking in to pilfer the site for copper wiring. They can also pick the lock with stealth or disguise to either do so unnoticed, or do so publicly, but passing for one of the cleaners. 

Much of the building is mundane, and not particularly noteworthy. CIC cleaners don't leave incriminating materials at the Mansion. The basement is where the literal magic happens. 

The Secret Sub-Basement

The basement of the Nedelko House is mostly untouched, though CIC has used a corner of it for storing paint. Bekhterev spends much of his time down here.

Behind the wooden staircase is a secret lever that can be accessed by reaching through the stairs and pulling it. It unlatches a secret door, plastered to camouflage with the concrete wall of the basement. An agent with strong Search or Criminology could also detect this by searching the walls, searching for a hollow spot.

The secret sub-basement under the Nedelko House is a cramped space dug illegally into the bedrock through unknown means (though agents that have, or will, spend any time in ghoul warrens might recognize the scratch marks on the walls). 

The basement contains the remains of an old alchemy lab, with long-since rotted remains of what appear to be opium poppies in the odd corner as well as specific wall, carved to be a perfect vertical plane with two silk banners hung at either end with scrawlings in Oeuth and Aklo. If analyzed, they seem to elude to a threshold to the far vistas of the realms of thought and the plateaus of Leng. Between the two banners is a complex figure vaguely resembling a cross between a diagram of the magnetic field of the earth and a mandala. This is the Gate to Leng. Forensic analysis shows that all of this equipment was bought / made around the Great Depression. 

Newer additions to the basement includes a cot with a bed, a few dog cages, bags of dog food, a logbook written in Aklo, and a few illegal russian weapons (handler's discretion, anything from an AK-74 to a Dragunov to a PKP Pecheneg), and, depending, a resting member of the Tadjbegskaya Bratva. (If they came in loud, or just royally fucked their stealth roll, make it obvious they just missed someone, and the guns are gone). 

The Leng Gate

Entering the Leng Gate is an interesting choice. Don't be too harsh on your players, but don't coddle them either. Immediate go-fuck-yourself player character deaths aren't dramatic or interesting, and usually just frustrating. 

If an agent gets curious, and tries to "enter' the Leng Gate, have them come in, then be spat out only minutes or seconds later. They have a black tattoo on their wrist or thigh and several lacerations from whips and chains, maybe even a bite mark from an unknown creature. They don't remember much, but know they were tortured by things that weren't human in an alien world for nearly two weeks. Big ol' SAN hit to learn barely two minutes have passed. The tattoo is in either Oeuth or Aklo and translates to "Notice, torturer, this vessel has been found to be of suitable breeding / lineage and passable wit, but has been deemed unruly."

If the handler has the cahones to run a session for a player (or players) that bravely venture into Leng, all the power to you, however this is outside the scope of this scenario. 

Part Three will focus on GRU SV-8, The Skoptsi Delegation, The Fate, and how player meddling might potentially alter the course of the scenario. 

Comments

Popular posts from this blog

An Exploration of Tsan-Chan

WIDOWMAKERS: Master Post

The Skoptsi: Yelena's Notes