For this scenario I chose three of these iconic story elements and worked to include them in the scenario. I'll describe those elements, as well as how I tried to find an organic way of bringing them into what is, as written, a very railroading chapter of the campaign.
We are actually in the Sofia Chapter now, since the Investigators were wanting to stay ahead of their enemies and not follow the linear course defined by the Orient Express's schedule. This meant skipping ahead a couple chapters in the campaign structure. That was fine with me as Keeper. Unfortunately for them, this choice was actually taking them deeper into territory controlled by their main enemies, rather than avoiding them. I felt a little bad about negating their intentions so bluntly, but the Sofia chapter is centered on getting the Investigators in direct conflict with cultists and thugs. Dealing with the Brotherhood of the Skin cult was the first iconic story element I wanted to include.
The Investigators first ran into the cult while still aboard the Orient Express. They spotted a disguised waiter spying on them and a clue-giving NPC. This lead to a chase through the train, using some of the Thriller Chase rules from Nights Black Agents. This chase is also an example of something that happens repeatedly throughout the campaign books: it is explicitly stated that whether or not the PCs catch the cultist makes no difference to the story. I'm always looking for ways to make player choices matter. My players did catch and stop their target, so the cultists didn't get advanced warning that the PCs were coming. Unfortunately (again) for them they didn't build much on this initial advantage.
The published scenario's core plot is a largely irrelevant investigation that leads to railroading PCs into a gunfight with the cultists. The baddies are scripted to get away with the artifact and the players having to chase them to their lair. I kept my cultists more in the background, trailing the Investigators, observing their actions, and waiting for the right moment to strike. Given how paranoid the players have become in general, I was surprised that they didn't react much to being watched. Maybe they just didn't pick up on what was going on, but I thought I was being pretty obvious about it. Too bad for them, but it did help me introduce the other elements on my list that I wanted to use.
Perhaps the most iconic scene in this chapter is the Investigators being attacked by a swarm of severed hands. It's written as a sneak attack in their hotel room, but since I've already done a couple hotel room attacks, I wanted something different. I didn't plan anything specific, but just waiting for an opportunity to present itself. Which it did when one of the Investigators slipped off to visit the Red Light district. Alone, naked in a whore house, unconcerned that bad guys were following them -- Hello, opportunity. The campaign doesn't give the Investigators much hope of surviving this encounter without someone getting an eye poked out -- literally. In fact the resolution of the scenario depends on a PC getting thus maimed. I wanted to give my player a fighting chance, which he succeeded at, though at a cost of being arrested while fleeing naked through the streets and the other players paying substantial bribes to the police for them to forget the incident.
The actual spine of this scenario, the specific location of the next Simulacrum piece, was a merging of the ideas in the campaign with some new elements. Back in Venice, I didn't use the main set piece of that chapter. It has a doll maker repairing an automaton from a mechanical clock with a Leg from the Simulacrum. I liked that idea and had been planning on reusing it in Sofia. It ultimately morphed into an archaeologist reconstructing a damaged mummy -- which of course came to murderous life. Previous chapters have including a vampire, a Frankenstein-like revenant, and a haunted opera, so why not a mummy?
My players, as much as I love them, are not the World's Greatest Detectives. Even after pushing some Core Clues in their paths (mysterious murders in the poor quarter of the city; rumors that a strange robed figure was stalking the slum's streets at night) I still had to drop hints that maybe that would be a good place to stake out looking for the mummy. It's taken awhile, but I've finally realized that mystery solving, the piecing together of a whole picture from scattered parts, is not really what they are into. Research, exploration, and poking hornets nests with sticks is more their SOP and I need to keep that in mind for future scenarios.
I really wanted to (mostly) finish this chapter in one game session, so I did rush things along a bit for a finally confrontation with the mummy. I also included some more hints that an apocalypse was looming over the world and that the goddess Bast was somehow involved in it all. The cultist, lead by one of the campaign's main baddies, Mehmet Makryat (not seen on stage for many sessions). He'd figured out what the Investigators were up to and decided to wait for them to deal with the mummy issue and the Baleful Influence of the Simulacrum. Once that was done they ambushed the exhausted, stressed out PCs and demand they hand over the newly acquired Simulacrum fragment. That's the cliffhanger ending of the session. It will also lead to the third, and biggest iconic element from the published campaign that I wanted to include. More on that next report, though unfortunately we won't be playing again until the middle of October