Zoo Mafia – Hit on The Pigeon Park Mafia Don Midge Piglieon
It all started by accident. I said something, and Robin misheard. “I know you didn’t say it,” they laughed, “but I heard… Zoo Mafia.” And just like that, a new game idea was born. Dave took the spark
and ran with it, crafting an epic 12-session story arc. He even wrote the quick-start rules and created half a dozen unique playbooks. If you haven’t already, sign up for our newsletter at zoomafiarpg.com to get access to our free quick-start rules! Be sure to head over to the kickstarter page and hit that follow button!
When my turn came to run the game, I had a solid foundation with the sessions Dave had already developed. First, I ran a session for our home group to give them a taste of Zoo Mafia. Then, I took the game to Lumley Castle, where I ran a couple of sessions for some new players. When I got back, I hosted an impromptu session with folks interested in checking out Zoo Mafia. One of the players was, of course, Dave, so I knew I had to mix things up and create a brand new job he hadn’t seen before.
And so, the “Pigeon Park Pop” job was born. Even though we have run numerous games since this was such a fun moment. So I figured I would go back and write up this fun encounter so you can run this at your table.
Pigeon Park Pop
Designed for: 4 players
Expected duration: 2-3 hours
In “Pigeon Park Pop,” the players find themselves in unfamiliar territory, forced out of the zoo to deal with a pesky rival gang causing trouble for the Zoo Mafia’s supply lines. Whether they’re loyal to Machine Gun Otto, Carlos Hambino, or another zoo boss, they’ve been assigned a mission to take down the Pigeon Park Mafia, an outside gang that’s been messing up zoo business.
If you’re running this as a one-shot rather than part of a campaign, start each player with their marker meter at three. This way, players can experience some impacts on their criminal standing within the zoo—an important dynamic to consider if they’re angling to join one of the zoo’s Mafia families.
In This Job, the Mob Must:
- Get out of the zoo.
- Find the Pigeon Park Mafia.
- Deliver a serious hit to Don Midge Pigleon’s operations.
- Get back into the zoo undetected.
The Setup
Mikey the Meerkat, a reliable contact within the zoo, calls the players to the Great Tree at the zoo’s center. No matter which mob boss they’re hoping to impress, Mikey’s got the connections to get
them what they need. He lets them know that Don Midge Pigleon, head of the Pigeon Park Mafia, has been attacking their supply lines, and it’s time to send him a message. How the players choose to do that is up to them, but the message needs to be loud and clear.
The Pigeon Park Mafia:
The Pigeon Park Mafia is known for its vast numbers, mostly pigeons, rats, mice, squirrels, and even a few raccoons. Although Don Midge Pigleon’s gang isn’t as tough individually as the zoo mafias, their sheer numbers and agility make them formidable in their own way. Small but wily, they slip in and out of places that larger animals can’t reach, keeping them a constant thorn in the zoo mobs’ sides.
The Heist Plan
Step 1: Get Out of the Zoo
The players will need to get creative about their exit. They might try scaling the walls, sneaking through a gate, or even digging under the perimeter, depending on the animals and playbooks they’ve chosen. Every escape route comes with its own challenges, so they’ll need to think fast and play to their strengths.
Step 2: Scouting Pigeon Park
Once the players make it to Pigeon Park, they’ll spot three squirrels and three pigeons on guard duty. These mooks, sporting bowler hats, suspenders, and pistols, keep a watchful eye on their turf. As mooks, they each deal one damage and go down after taking one hit. The pigeons in the trees prefer not to start trouble, knowing that backup isn’t far off.
If the players choose intimidation, they can squeeze the location of the Pigeon Park Mafia’s storehouse out of the squirrels: a sewer hideout at the corner of 3rd and South Main, just a few turns down into the depths. If they dispatch the guards instead, they’ll find a map pointing them in the same direction.
Step 3: Raiding the Warehouse
The hideout’s entrance is heavily trapped, and the door is locked. Failing to disarm the trap results in a hefty two damage to any nearby characters. Inside, the gang’s loot is watched over by Stripes, a raccoon enforcer armed with a wicked knife and a shotgun. He does two damage in close quarters and can split his ranged attacks between two targets. Players can choose to take, destroy, or leave the goods, depending on how they want to handle Don Midge’s operation.
Step 4: Escape and Return
After the raid, the players may encounter a new batch of pigeon mooks sent to investigate. The mob can either confront or avoid them, depending on their readiness to take on more trouble. Finally, they’ll make their way back to Mikey to report on the job and plan their next moves.
Job Outcomes
Running this job as a one-shot offers a chance for the mob to earn respect and recognition, possibly securing them a spot with one of the zoo’s powerful Mafia families. In a longer campaign, this job can act as a valuable diversion, or a side mission for players needing to lie low outside the zoo due to law enforcement heat.
“Pigeon Park Pop” is a wild, action-packed introduction to the world of Zoo Mafia. Whether your players are seasoned mobsters or rookies, this job challenges them to navigate hostile territory, deal with unexpected dangers, and return with a reputation. It’s all in a day’s work in the zoo’s underworld, where even the smallest creatures can make the biggest problems. So grab your fedora, practice your pigeon squawk, and dive into Zoo Mafia’s criminal kingdom.
I hope you like this job. Thanks for reading. Until Next Time, Stay Nerdy!
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