ADnD Updates

Posted in ADnD on June 24th, 2006 by enwewn

I just caught back up with the raw logs for ADnD tonight. All the game nights we have played now have a raw log up. I also did updates for the index and the list pages so they are easy to find.

Night Twenty Two

Posted in Albert Lea Game, Story Stuff on June 15th, 2006 by enwewn

This night start with Paul having a package waiting for him when he wakes. Within this package is more information about Lt. McNaily. Mostly showing that he is spending more time then he used to at “Open Traps”, and talking to people he had not been seen with before. Paul sends out a request for more information on who McNaily has been talking with, and a small payment. The rest of the information doesn’t interest him right now, so he goes into the living room to plan what the group is going to do tonight. They talk over how most of the places they have been with kindred activity have had sewer access. While they mull this over, Paul calls in some food for himself and the others. They eat and then head out in the SUV’s without Luis, but with a large amount of equipment from Hugh’s things. (Oh the OOC conversation they had.) They arrive and park a block or so away and climb down into the sewer. Paul leads them through the sewer to the building that they had stopped in the night before, so they guess by the feeling they get. (Taint check) They find the access into the building; Paul goes up the ladder and checks the room from the hatch Paul seeing the room is empty motions to the group to follow him. As Paul leaves the hatch, he hears a clang off the hatch, and turns to see that he was attacked by someone with a baseball bat. Paul, in a dejected manner, says, “A baseball bat, you swung a baseball bat at me.” Paul pulls his knife out and puts his hand on his sword as soon as he is in the room. The goon in the room swings at Paul again hitting him with little effect. Christian enters the room and hacks at the goon doing a little damage. Victoria enters and moves off to see if she can get through the door that leads out, but it must have been stronger then it looked and she didn’t get through. Paul takes his shot and does a good amount of damage. Hugh pops up from the sewer and with his knife and turns the goon to ash. After it happens Victoria asks, ‘I thought you wanted information for him?” Hugh response, “I’ll get it from the next one.” With the goon out of the way, Victoria checks the door to find it unlocked.

The group enters a large room with a conference table sitting towards the far side with about twenty kindred that stand as they enter. Victoria see that one of them is Zetta, as does Paul, who smarts off with, “Zetta, you are one hard bitch to find, let’s go we have a ride waiting for you.” Each one takes the command to sit, they all do right were the stood. With them sitting here so nicely one of the kindred, from the table, walks over and starts to lecture them about have much trouble they have been. Vern continues on how becoming part of the LS would better them. How ridding the city of kindred like Hugh would make it such a better place. Christian comments on how they have all been taught that Vern is the danger. For this one of the others drives a knife into Christian’s shoulder. This leaves Christian to yell out in the pain. The other kindred, after sum more of Vern’s lecture, have stepped back, as they see this group of kindred are not going to be convinced. Vern ends his speech with a quick movement.

The group becomes aware of large pieces of steel swinging in around them. Hugh is quick enough to roll out of the way back in to the sewer entrance room. This leaves Christian, Victoria, and Paul locked in this steel box. Victoria checks the walls to find them thick enough that they are not going to be easy to get through. Christian finds that the walls are still there own pieces and checks with the others to see if there is something that they can have to wedge under them and open them back up enough to get out of there. After checking over what they have nothing stands out as something that would work. Hugh after a short time of regaining his composure, Hugh moves over to the wall blocking the doorway to the sewer access to listen in on how they are doing. Paul starts to check the ceiling with is sword to see if that could be a way out. After hearing the clang a few times, Victoria informs Paul that the ceiling is most likely thicker then the walls. Hugh finding that they can not hear him right now, Hugh starts to look around for a way to get them out of the box or back into the other room. Hugh checks the sewer for a way close by to get into a different part of the building finding none. Victoria, Paul, and Christian try pushing on one of the swinging walls, just making it move a small amount. See light come in on the first try they all try some more and then give up see that the gap does not get any larger on each try. Hugh looking around the other room sees one of the walls is made of drywall while the others are made of red brick and cinder blocks. Paul starts to listen some more hears that Hugh is still around and starts to talk with him. Paul tells Hugh to go get some thing to cut them out of the steal box. Hugh asks if he should tell Riley that they are here. After a few remarks about how sure just go and tell him we got caught. Paul tells him to get a hold of Riley to tell him that they found Vern and that they need to get cut out. Then Hugh tells Paul to stay right there. Paul yells at Hugh “Where am I going to go.” Hugh tells him he will be back. Hugh climbs back out of the sewer and gets into one of the trucks, before realizing that he does not have a way to get a hold of Riley. Hugh then thinks to go back to where they exchanged bodies the last time to see if he can find Riley.

After Hugh has gone Victoria starts to think about using the cellphones as wedges, Paul shoots down that idea fast. Paul walks over to the other wall of the cage and starts to listen to see if the others are still talking at the table. Paul over hears them talking about how big of a pain that group has been to them. After hearing a little of this Paul starts to look the cage over some more, and does not find any good news.

Not finding Riley at the hand off point Hugh then goes to check a few of the bars that Christian’s sire owns to see if Riley might just be at one of them. At the second on of this bars Hugh finds Riley. Hugh walks up to him and asks, is that you, Riley. Riley be cough off guard by Hugh, who had his obfuscate active, turns and swings catching Hugh and doing a bit of damage. Riley tells Hugh not to do that. Hugh starts to studder, so Riley not liking to waste time asked Hugh what he needs. Hugh stumbles on a few more words before telling riley that they found him. (Referring to Vern) Riley tells Hugh that he normally gets a phone call for this type of thing. Hugh then asks for his phone number. Riley tells Hugh that it is not something he gives out freely. Riley then asks about what happened, what do you need, and what is going on. Hugh then asked it Riley remembers Paul, Victoria, and Christian, then tells Riley that he could sure use a way to get though some metal. Riley asks again what is going on. Hugh asks if they should talk here or some where else. Riley makes the comment of it that bad. Riley then guides Hugh though a back room to an office. After asking the guy in the office to leave, Riley shoves a chair at Hugh and has him sit down. Then asks one more time what is going on. Hugh explains that they went looking for Zetta. Riley asked who sent them looking for her, Hugh responds that no one did that they were just looking to bring Riley a present. Riley states that he has gotten quite a few presents from them recently. Hugh continues to explain that they follow some leads to the place and went in and found Vern. Riley states that this would normally be good news, but. Hugh starts to say that normally he has a bit of an entourage. Riley corrects Hugh by tell him he is normally part of the entourage. Riley again with some inpatients asks what is going on. Hugh starts to ramble about the walls falling, steal cage, and them getting stuck. Riley asks about Victoria and Christian, and Hugh tells him they are in the cage with Paul and each other. Riley asks where the steal cage is. Hugh starts to ramble about going though the sewers and the different turns and finally gives him the address. Riley asks what lead them there, Hugh responds Victoria. Riley then tells Hugh to go hide some where. Hugh tries to think of some place to hide. Hugh make his way back to the Carthian warehouse that he had been a few days ago.

As the night gives way to the sun those stuck in the steal cage feel sleep creep up on them and they all fall into the day time slumber.

One more night down not that many left at this point.

Battletech Update — 09 Apr 06

Posted in BattleTech, Duluth Game on May 16th, 2006 by Mary

Battletech Update – 09 Apr06

I missed a posting…..Ooppps!!!

Imagine That!!

As you know Kurita had asked us to pull out due to a major seismic event happening on planet, this was later identified as half a warship impacting the planet. Kurita paid us off the rest of our contract.

Col. Wilder & his contracting staff managed to get us two new contracts. One of the contracts is for security forces; to protect our client’s interests in the area they will be garrisoned. The other contract is for pirate hunting in the periphery.

Our pirate hunters are: Col. Wilder, Svetlana Tschler, Jes Alyn, Jeordi LaForge, Hiram Blackmoor, & Zhai McShane. Plotting probable locations of the pirate base via sensor readings is how we will determine what planets to check out; we will prioritize them in order of likelihood to contain the base.

We searched a couple of planets one of them had a dual site mining operation. We went down to the mining operation facilities. The first facility appeared to have some type of major battle in the above ground operations areas. This was evidenced by what was a pool of blood and body parts in and near the airlocks. All the heating systems were off line to the facility and there was no power. In the med bay we found a fairly well preserved body. Our Doc is trying to find out cause of death. When we brought portable power units down to find info on the computers we found out they were a gem mining operation. We also found out that there was another site to the west of this one. So while the salvage teams were collecting anything salvageable, we went to investigate the other operation.

The other operation did not appear to have had as much battle take place there. In the crew quarters were found a hand written log suggesting a “secret weapon” with coordinates. So we sent a salvage team to the second mining operation, while we went to check out the coordinates that were listed in the journal. At the coordinates we found a power plant and some type of warehouse. Under the warehouse we found what appeared to be a ‘Mech bay. There were some crates of ammunition and some antique ‘Mech parts. We salvaged all we could from this site as well.

On the next planet we found what, was once a very large civilization, City. Apparently, they entire planet was evacuated in a very through and orderly manner. How do we know this you might ask? Well, the fact that only the buildings are on the planet. No furniture, no computers, no personal belongings, no signs of any type of violence or war, and no trash either.
Finding the pirates is going to be tough! We will find them rest assured of that.

—-Zhai

Vampire Duluth — Session # 4

Posted in Duluth Game, Duluth Story on May 15th, 2006 by Mary

Play Date: 14 May 06

Game Date: 30 Oct 87

Our fearless heroes met up with each other outside of Corpus Christie Church to compare notes and figure out what they will do next. Some of them go find lunch and manage to completely lose control and they are faced with trying to dispose of two bodies again. They load the bodies into Jack’s van and take them to the cemetery and drop them in the crypt that they found the cell phone.

After a short debate they decide to check out the address Miss Opal gave them for Nathaniel Dubois’ old apartment. When they get there they find an old dilapidated building with no power and it doesn’t look as if it’s been occupied in months. Jack and Charles stay with the van; this isn’t a good neighbor hood. The rest go to check out the building.

They enter the building, find Dubois’ old apartment, the Dubois Designs sign is still affixed to the door. Kaspian tries to pick the locks on the door but fails. So Tina just kicks the door open noisy but efficient. The place is deserted, but they find a good stash of Liquor in the cupboards. Upon closer inspection Kaspian finds an old receipt for a liquor store just up the block. Kaspian, Tina, Jessie, & Cecelia went to the liquor store. Kaspian spoke with the clerk and asked if he had seen Nathaniel in lately, the clerk was unsure of when he had been in last. Tina persuaded the clerk to give them Nathaniel’s address after he told her that they deliver to Nathaniel fairly frequently.

They returned to the van, and told Jack and Charles they had an address for Nathaniel. Our group proceeded to the address of Nathaniel’s apartment. Finding a place to park was a complete pain, so Jack let everybody out and he circled the block a few times and found a parking place, but he stayed with the van. Tina and Charles circled around the back of the property to try to climb the fence that surrounds the property. Tina got over the fence with out a hitch but as Charles climbed the fence he was spotted by someone inside the building, who called the Police. Jack hearing the call on the scanner called Tina’s cell phone and warned them the police where on their way to check out an intruder.

In the meantime Kaspian, Jessie & Cecelia were right out front. Jessie picked the cipher lock on the gate and they gained access to the grounds. Kaspian made quick work of the front door lock, as Tina and Charles joined the others at the front of the building. Kaspian got the lock open and they all entered the building. They found Nathaniel’s apartment on the second floor. They knocked and Nathaniel opened the door and invited them into his home.

Nathaniel, who is Kaspian’s sire, told Kaspian he had been expecting him to show up at some point. Kaspian asked why he created him. Nathaniel told him that Sarah Cobbler paid him to,”pick a mortal and Embrace him/her at a specific place and time and then abandon him/her.” The characters decided to let Nathaniel live, Nathaniel being appreciative of this gesture told them he would help them all deal with the adjustment to their new existence. Nathaniel also told them who the other sires are but he didn’t know where any of them except John Harley Matheson could be found. He also did not identify who was whose sire.

One of the names that Nathaniel gave them was Lucas Gates. Kaspian used his contact in the police department and found out that Lucas Gates is wanted in Florida, Mississippi, & Louisiana and is on the FBI’s Most Wanted List. He is nicknamed “The Ghost” by the FBI, because he leaves nothing at any of the crime scenes.

As they were driving Tina got a flash of absolute sadistic pleasure and when it passed she felt completely covered in filth and a keen sense of having completely violated and killed someone. They determined that this had to be blood sympathy in action. So they continued to drive around the area, they all got a flash of Predator’s Taint from down an alleyway. Jack pulled into the alley and they found an adult male in the alley. When the lights from the van hit the male he turned and snarled at our fearless group. As he turned around they saw him drop a male victim. Kaspian, Tina & Jessie get out of the van to talk with this individual; as he turns around to face them they notice he has a badge on his belt. He identifies himself as Detective Peter Lebeaux. They speak with him about Lucas Gates and impart the info that Tina has due to blood sympathy. Peter uses heightened senses and gets the impression of Gates killing a female very quickly then rapidly heads off in the direction of the old Rosewood Motel. Peter warns the characters that Lucas is extremely dangerous and evil is his middle name might be his first and last too.

Jack knows that the Old Rosewood has been converted into apartments, and that this a very dangerous place to go at anytime, but lately the drug dealers have really been infesting the area.

Jack gets a hold of one of his contact in the gangs and places an order for firepower. After, a stop at an all night pawn shop for brass knuckles for Tina and Jessie. Jessie makes a run into Walgreens and buys 8 1 quart glass bottles and a terry cloth towel; she also bought herself a Louisville slugger baseball bat.

While Jessie was shopping Jack’s buddies came through with shotguns some incendiary rounds and a couple of flash bang grenades. Tina & Kaspian took some of the liquor from Nathaniel’s old apartment. So the group makes some Molotov Cocktails and arms themselves for the confrontation to come. Jack text messages Alexander to let him know they have found Lucas Gates in the old Rosewood. Alexander texts back that there is an open Blood hunt on Gates declared by Prince Vidal. And to let him know what happens with Gates.

So the characters enter the Rosewood’s front door. They find three thugs at the back door, guarding the stairway going to the basement. After a brief struggle: one of the thugs is thrown through a wall, one of them has his jugular ripped out, the third one peed his pants and fled down the stairs and the one with his jugular ripped out was thrown at him they both landed in a heap at the base of the steps. Two more thugs attempt to stop our wonderful heroes, but they are flat out intimidated by the guy with blood all over him from ripping out the jugular, Kaspian. So one of them asked where Gates is and they are told that he might be in the building but not for sure. As they head back up the stairs a very emaciated female approaches Charles and tells him Gates is on the 4th floor.

After finding several people living in the building families and the some others just living in the apartments. The characters get to the fourth floor. Tina purposely tries to activate blood sympathy with Gates, she gets a flash of the door to 4D and also the fact that the room has lots of gasoline in containers, and a somehow sadistic pleasure over the inferno that IS gonna happen. Tina tells the rest that he’s in 4D and no fire or spark gasoline is present so be careful. Tina has stated her intention is to beat the crap out of Gates.

They enter 4D and find no one in there. However, Lucas says from the shadow in the corner, “this place is a tinderbox,” and you can hear a Zippo lighter snapping open and closed. Tina attempts to punch Lucas in the face and completely misses him but gets her brass knuckles semi embedded in the wall where he was just standing. Lucas just laughs at her. He picks up one of the gas cans and starts spilling it around the room

Charles is guarding the stairway Jack heads down the stairs and notifies the residents of the building to get out due to a potential fire problem up on 4th floor. He gets everyone out then positions himself outside the windows of the 4D watching them from the ground with a shotgun loaded with incendiary rounds.

Tina again attempts to punch Lucas she grazes him in the shoulder. He drops the gas can & snaps open the Zippo and lights it. Kaspian flees in complete fear of the fire. Just as Kaspian flees 8 thugs are coming up the stairs at Charles. Kaspian in a complete fear frenzy plows through the 8 thugs and bodies and body part go flying over the railings and through walls on his way out of the building. Tina being ever perceptive realizes that Lucas is just barely keeping his fear of the flame in check.

Lucas drops the lit lighter and jumps through one of the windows, Jack aims and fires catching Lucas in the abdomen with the round and igniting the jacket he is wearing. As Lucas hits the ground he rolls with it putting out the flames but he is motionless in the ground.

Jessie makes an awesome grab for the lighter as it is falling to the gasoline soaked floor. She catches and closes the lighter before it can ignite the gasoline all over the floor. Tina being just thoroughly pissed jumps out the window after Lucas. When she gets to the bottom in a complete fit of rage she attacks Lucas thoroughly draining him of his vitae.

“As the last of his blood trickles away down your throat, you feel the taste of ash in your mouth. You know from talking with Father John that it is possible to consume a vampire’s soul, but did a monster like Gates even have one? And then you feel it. You don’t know if you’d call it a soul, exactly, but everything that Gates was, everything that defined him, the strength of will that drove him and the desperate, depraved desire for bloodshed that led him to murder you and God knows how many women, slides into you like the blade of his knife. You consume it, you swallow it, and you draw power from it. You feel your Embrace again, the pain of the murder and the violation of his fangs in your neck…but this time, you feel what he felt. You feel the near-orgasmic pleasure at ending a life, at watching a woman twist in pain beneath you. The part of you that is still you, still Tina, recoils from that, trying to latch onto the years you’ve spent fighting against this sort of horror, fighting to empower yourself.”

Jack contacts Alexander and let him know that Lucas is dead and what proof is Vidal gonna need to prove that Gates is toast. Alexander tells Jack he will get back to him on that, but pictures will be a must.

Just to be safe Cecelia helps Tina through covering up the tracks that he has been bitten by a Vampire they get a shard of wood and stake him and then wrap up the body in some old curtains and move body to van. Alexander calls Jack and tells him Vidal wants to see the body. Jack informs Alexander that they have found two more of Sarah’s experiment and they will bring them with as well.

Our illustrious heroes are now enroute to Vidal’s with the body of Lucas in the back of Jack’s van.

To Be Continued……..

Tina Baker

Posted in Duluth Characters, Duluth Game on May 15th, 2006 by Mary

Vampire Duluth – Character

Name: Tina Baker

Clan: Daeva

Apparent Age: Early 20’s

Tina Baker was raised in a small town in rural Minnesota. She was a bright, athletic child, spending plenty of time outdoors. Her favorite things in the world were skiing and ice skating in the winter; she would spend long summer days swimming and hiking. A basically optimistic person, she was voted best smile in her high school class. She led her cross country team to several regional championships, and was ecstatic the day she got her award letter for a scholorship that would send her to the University of Minnesota for track and field.

She arrived in Minneapolis with the world on a string. The rush of the big city was a heady drug. Unfortunately, few of her friends from her hometown ended up going to college, and the ones who did almost all went to the University in Duluth. Never one to let such things get her down, she immediately began talking to people in her classes. Through this, she discovered that one girl from her high school did indeed end up in the U of M, but it wasn’t someone she would have associated with all that much in school. Ashley was one of the party girls, and was initiated into a sorority. Undaunted by Ashley’s wild girl reputation, Tina joined her in applying to the sorority as a pledge. They both made it through pledge week, and so began a long standing friendship. Not long after being made full members by the sorority, Tina and Ashley were invited to a party being held at a nearby fraternity. Psyched out of their minds, they dressed in their best skirts, and carefully did their hair and makeup. Looking far older than their 18 years, Tina and Ashley set out to take their college by storm. They walked with some of the older girls from the sorority, and kept hearing them giggle about one of the frat jocks.

Eric Jorgenson, the Scandinavian god. Tall and blonde, Eric was the goal of many a sorority girl, and one look made Tina understand why. He had the looks of some Norse deity, and a smile that could melt a fjord in December. At the party, Tina made up her mind. She had never let a goal pass out of her reach, and Eric seemed worthy of the attempt. She sauntered up to him, swaying her hips and putting on her best sexy smile.

“Hi there. I’m Tina,” her voice practically sizzled. “Would you like to dance?”

Eric smiled and led her out onto the dancing area. All night, he flirted and danced, refilling her drink when it was empty. By about one o’clock, Tina was having a hard time standing.

“Here, why don’t you come lay down in my room for a while?” he asked. Tina, unable to do much but accept, went with. Some small voice in the pit of her stomach was whispering, “no,” But she quieted it and put her arm around his neck. Eric laid her down on the bed, and then he lay next to her. Minutes ticked by, stretched into eternities. Tina felt the room begin to dance and sway. Eric put his hand on her leg.

“No, Eric, I don’t feel well. Maybe I should just go home.” The sounds of the party continued unabated below.

“Oh, don’t worry. You’ll like it.” He began to move his hand up. Tina panicked. That small voice became louder. “Eric, I mean it. I’m getting up.” As she tried to stand, the world tilted crazily. “What’s wrong with me?” she whimpered.

“Don’t worry, just relax,” said a voice she recognized as Eric’s, but somehow not Eric’s. It was silky and smooth, a serpent’s hiss. Panic exploded in the pit of her stomach, and she reacted on sheer instinct. Her hand shaped into a claw, she screamed as she swiped at him. Just as she reached up and scraped her nails across his chiseled jaw, her world sank into blackness.

Tina awoke with Ashley standing over her in a hospital bed. She learned that Ashley had heard her scream, and with the help of a couple of younger frat boys, she had burst into Eric’s room. He was expelled from his fraternity the next day, but Tina hadn’t awoke for another twenty four hours. She had been given a mix of several rather potent drugs in small doses over several hours, and it took a long time for them to wear off. Tina could do nothing but shudder at the violation she felt. If it weren’t for the intervention of a great friend, she could have been made a victim surrounded by people. Victim. The word was sour in her mouth. Victim. How she despised the very thought. No, she decided. She would never be a victim.

From that day on, she shaped her life to never be in that situation again. Ashley would sometimes laugh at her for getting her own drinks at parties, or for turning down guys whose only mistake was to find her attractive. Nevertheless, Tina prevailed. She took up a physical education minor, along with her major, sports medicine. She began boxing lessons, and was taught the fine art of brawling by one of the frat boys that helped rescue her that fateful night. Her days were filled with learning, and her nights with physical training. Finally, she made it to her senior year. This was the year of all her hopes. She would be going to grad school soon, away from the watchful eyes of her newfound friends. The thought terrified her and excited her at the same time. She hadn’t been away from Ashley in four long years. She sat all night one night talking about it with Ash, and they decided she should take a trip. She would go on vacation somewhere she had always wanted to go, and she would come back perfectly fine. She decided on New Orleans because while still in the US, and therefore still in the safer parts of the world, it held distinct possibility for adventure.

And so she set out, with only a backpack, her purse, and some basic essentials. If only she had known…………….

Duluth Vampire Game

Posted in Duluth Game on April 17th, 2006 by Mary

Game was canceled for Sunday 16 APR 06. So there is no update available.

Next Sunday we will be starting a D & D Game v.3.5. If anyone is interested let me know and I can get posts for that one too.

Vampire: Duluth — Character

Posted in Duluth Characters, Duluth Game on April 11th, 2006 by Mary

Vampire: Duluth – Character

Name: Cecelia Harrigan

Clan: Daeva

Apparent Age:

Cecelia Harrigan was born to rich parents and a priviledged life. Her parents are both from old money families in New Orleans. Being beautiful, polite and well-mannered were the focus of her upbringing.

She did well in prep school and that led her to college. Her general lack of interest in the simpler parts of life lead her to the white collar pursuit of the legal profession. Being of above average intelligence, her studies came easily to her, but she got little satisfaction from her learning.

The level of social interaction involved in her job is the only thing she likes about it. She enjoys the game, and the dance of words in the courtroom. Cecelia depends on the money from her job to keep her in the lifestyle to which she is accustomed.

She has been rising up the ladder in her firm fairly quickly more out of her greed then her skill or sense of professional pride.

Her personal life is empty of any real attachments. Her apartment is beautifully kept and furnished but feels unlived in.

Becoming a vampire pulled her into a new world, where the rules seem to be the same as the old. Power is there to be earned. If she correctly plays the game.

Vampire Update — Duluth

Posted in Duluth Game, Duluth Story on April 11th, 2006 by Mary

Play Date: 02 Apr 06

Game Date: 29 Oct 87

We open with our heroes meeting with Father John at Corpus Christie Church. They wanted to see if he could identify any of the names they seem to be remembering upon waking each evening. He told them how to find Miss Opal. They have also spent quite a bit of time learning about the condition they find themselves.

Father John and others have been helpful to them in learning about their own makeup. They also found two others that have no clue what happened or how they came to be vampires. Tina Baker & Cecelia Harrigan Our heroes have befriended them and helped them out as much as possible. They have been introduced to Father John and Father John advised them to get them to Vidal soon, but Vidal is busy right now with Andrea and trying to find out what the scene at Corpus Christie was all about. The group agreed that they should do so, when he isn’t so busy.

They are learning about the various talents that seem to be inherent to each of their make up. Like Jack & Charles being able to meld with the earth in the first night.  After meeting with Father John our gang of adventurers decide to split up to search for more information.

Jack & Charles went to the Zoo to talk with the wolves to see if they can find out if the myth of werewolves is real or just a myth. The wolves at the Zoo didn’t know. So Jack & Charles set out to the northwest of the city where they found a fox and talked with him about the rumor. The fox wasn’t really helpful, but he did tell them to beware of the east cause “sharpteeth” live there.

Tina, Cecelia, Edward, & Kaspian went to talk with Miss Opal. They learned where Nathaniel Dubois used to live and are going to check it out. Since that is one of the names that more than one of them seem to remember from what can only be the night of their transformation into the creatures they are now.

To Be Continued….

Update Battletech – Duluth

Posted in BattleTech, Duluth Game on April 3rd, 2006 by Mary

The Gallows Hunters met on 26 Mar 06 and the following are the events that unfolded:

We started out doing some practicing on various skills like shooting and piloting our ‘Mechs. We got into a minor skirmish in with some unknown assasins. Unfortunately, Jordi had a bullet “graze” him in the head, Col. Wilder got shot in the leg and is currently laid up in the med bay aboard the “Hangman”. We found no type of ID’s on the ones we took out in the gunfight, but we did find a fair amouint of House Kurita money on them.

Then persuant to our contract with Kurita we were requested to assist a Kurita lance out in thier engagement with a Steiner Heavy lance. We of course saved the Kuritans. Mikul fell down alot but we still came out victorius. We managed to salvage some of the Steiner ‘mechs: we salvaged a mostly intact Locust, a beat up Jaeger, a beat up Hatchetman. Our techs believe that they can completely salvage the Jaeger, and we are keeping the Locust and all of the ammunition that was available. As per our contract we will be giving the rest to Kurita including our old Locust as thier portion of the salvage.

Upon our arrival back at the dropport base Mikul was given a medal from Kurita for his amusing SNAFU with communications in the field. Mikul had asked Kidd to get him an open frequency to the Steiner lance. When Kidd got him the frequency, unknown to Mikul, it was the command frequency for ALL Steiner forces on the planet. Mikul asked all Steiner Forces to surrender unconditionally to him, the answer was no from the Commander of all Steiner forces in theater. Kurita found it humorous so they awarded him a medal for a valiant effort…Laughs will be had for a long time over that one.

After refit and repairs it was back into the field doing recon work. We ran into a Stiener assault lance and were engaged in battle when a sesmic event struck the planet at about 9 on the richter scale. It knocked part of both lances down to the ground. Mikul radioed back to Col. Wilder on the “Hangman” to find out what happened and he was told to disenegage and give coordinates to the “Rum Runner” for pick up. Kurita is “bugging” out and they want to rendevous with us in orbit.

After the “Rum Runner” picked us up we looted all the supplies left behind by Kurita and other mercenary units. We found out that approximately half a Warship impacted with the planet causing the sesmic event we felt in the field.

To Be Continued……….

ADnD Update

Posted in ADnD on March 29th, 2006 by enwewn

Well the game got called tonight as the DM wasn’t felling well, so I went though and put up all the back logged logs that I had, to give me something to do.

Enjoy.

http://www.darknessunvailed.com/adnd/

Duluth NPC’s

Posted in Duluth Game, Duluth NPC on March 9th, 2006 by enwewn

NPC: Alexander
Clan: Gangrel
Covenent: Lancea Sanctum
Apparent Age: Early-to-Mid 30’s

Alexander doesn’t like some of the things he does in Vidal’s employ, but he is loyal. He remembers when morality & Faith meant much more to him, but that was a long time ago. The circumstances of his Embrace was similar to our group & he sees a lot of himself in them, but he believes they are honestly better off serving Vidal than working against him.

NPC: Andrea
Clan: Nosferatu
Apparent Age: 30’s

Andrea was involved in the plot to Embrace our erstwhile group. Initally she thought it would be a good idea, but was having second thoughts on the night they were Embraced. So much so that she went back for Edward to help him through it and to teach him Kindred ways.

NPC: Father John Marrow
Clan: Daeva
Covenent: Lancea Sanctum
Apparent Age: 40’s

Marrow is a devout priest in both the Kindred and Kine senses of the word. He is also one of the single most-well-informed Kindred in New Orleans. Marrow is firmly in Savoy’s camp. Marrow’s loyalties are unmistakable & well-known. He holds allegiance to Lancea Sanctum first and Antoine Savoy second. So long as the two don’t conflict, he is one of Savoy’s fiercest supporters. He is interested in the most obscure pieces of knowledge & believes that anything & everything might prove useful against hi enemies at some point.

NPC: Augusto Vidal
New Orleans
Clan: Ventrue
Covenant: Lancea Sanctum
Apparent Age: Mid-to-late 30’s

Augusto Vidal’s star has not shifted from the mansion of fortune for two-and-half centuries, and the simple truth is he is growing weary. Unknown to even his closest ally and advisor, he has recently slipped beyond the veil of mortal sustenance and into the dark realm of cannibalism. He has not yet degenerated into actual diablerie, but fears that will come for him very soon, and the pressures to get his affairs in order before that happens is taking a serious toll on him in recent nights.< The truth is that Vidal has spent so long maintaining the grip on the reins of power in New Orleans that he simply doesn’t know how to hand the domain over to someone else. Decades ago he was stripped of the power to sire a worthy successor, and it is proving devastating to the family-obsessed Catholic Ventrue. Vidal is waging a war of attrition against his own sanity. The appearance of weakest has signaled a call to arms amongst his enemies. Even bitter rivals have joined forces against him to take advantage of the one time----the only time---- when the great Augusto Vidal is at his most vulnerable. Vidal even suspects those closest to him except for his Seneschal, who disappointed him by refuse to run the domain for the time he will be in torpor. Vidal knows that he is on borrowed time, and he struggles nightly with not only what must be done but with how he could have ended up in this situation after so long in control. He had been so careful!!

NPC: Miss Opal
Role: Primogen
Clan: Nosferatu
Covenant: Carthians
Apparent Age: Middle-aged

Miss Opal is regarded among neonates as one of the most accessible of the Domains luminaries. Her dedication to the Carthian cause has won her numerous supporters, and she strives to encourage the impression that any resident Kindred (especially a fellow Carthian) can come to her whenever legitimate need arises.

Miss Opal refused the title of Priscus. It strengthened the relationship she has with Baron Cimitiere, the clan’s true elder in New Orleans, for whom she holds great respect. It showed the rest of the Kindred how dedicated she was to her responsibilities as one of Vidal’s Primogen.

She has spent the better part of 25 years “working” Vidal from within. She knows that her fellow Carthian and Primogen, Coco Duquette, has been unable to accomplish much, given her relative youth and the difficult choices the Prince seems to enjoy giving her. Thus, Miss Opal’s plan is to try to tag team Vidal by making it seem as though she has her eye on either political or ideological matters. In truth she admires Duquette’s passion, while pitying the situation the Mekhet finds herself.

Miss Opal has recently come to the realization that the fortunes of her clan, ever her top priority, are solidly linked to those of the Carthian Movement than she ever before realized. Given Vidal’s crackdown on Baron Cimitiere, it is only a matter of time before clan and cause merge into purpose.

NPC: Philip Maldonato
Role: Seneschal to Vidal
Clan: Mekhet
Covenant: Lancea Sanctum
Apparent Age: Early 40’s

Perhaps the only vampire in New Orleans who is under more pressure than Vidal, Philip has borne the brunt of the responsibility of the domain, especially when it came to cleaning up the Prince’s political messes or image, and as Vidal grows more and more erratic in his behavior his loyal Seneschal must work harder and harder to keeps things from coming apart at the seams.

Maldonato being loyal and a spiritual anchor to Vidal is a role he takes very seriously. What began as a casual alliance, back before they traveled to America. During the chaos of the Seven Years War, rival Kindred tracked Maldonato to Cordoba and set up what amounted to a dragnet that would have ensnared its target before he could escape the city. Vidal aided Maldonado’s disappearance. When Vidal left for Louisiana shortly thereafter, a grateful Maldonato proudly accompanied him and has neither lost that loyalty nor left his service to Vidal. Maldonato believes he owes his unlife to Vidal, and that fact has shaped most of their history together.

Philip feels guilty about not wanting to rule the Domain in Vidal’s absence but he cannot don the mantle of Prince under any circumstances. He fears even he is causing Vidal troubles in most recent nights, Maldonato recently sent word to his contacts within the Mekhet clan, asking for assistance from the Agonistes bloodline, who are famed for their ability to facilitate the transition to and from torpor. He feels that this would be helpful to Vidal, but he has not as yet told Vidal the visitor is coming because he doesn’t know how to Vidal will respond to this news.

Unbenouced to Maldonato, his invitation while honorable, was changed by his contacts in the Old World, and that the person who has arrived to help is not an agonistes, but is actually a Judge form the Sons of Khalil. Depending upon what the Judge sees the domain and the embattled Prince, Maldonato may have just signed Vidal’s death warrant.

Maldonato is noted to greet visitors and take meetings in exquisite custom-tailored suits in muted tones. In private, Maldonato is a child of tradition who prefers loose fitting clothes of his mortal life, and typically walks around barefoot so that he may always feel the ground beneath his feet.

NPC: Coco Duquette
Role: Primogen
Clan: Mekhet
Covenant: Carthians
Apparent Age: Early 20’s

When Vidal extended the offer to Coco to join his Primogen council, Coco suspected some strings would be attached, but she had no idea she’d be in for this. While it has given her the opportunity to bend his ear on occasion, and certainly to be informed as to all the important issues at work in the city, she fears that the truth may be that the appointment did more to neutralize her than to give her an opportunity to use her stirring voice to political advantage.

What puzzles her is that she has never been anything but a true supporter of Augusto Vidal’s. She knows that some vampires in the city actively seek to oust Vidal, and she has always been vocal about how she feels this to be an extremely poor idea in the long run. She, like many others, has always viewed Augusto Vidal as an eternal fixture of the city and, taking that as a given, always framed her ambitions accordingly. Better to make one’s self indispensable to a powerful ruler than to try and bring him down in flames.

With the recent rumors of Vidal’s impending torpor, however, and all the erratic behavior that has accompanied them, Coco is beginning to wonder how best to adapt to the changes going on. One way or another, the truth is Vidal will not be sitting on the throne of New Orleans< much longer. Given her age and politics, she knows she will not be named his successor, she feels she may be able to influence who is named and how that successor plans to actually administrate the domain.

Duluth Session 2

Posted in Duluth Game, Duluth Story on March 9th, 2006 by enwewn

New Orleans
Game Date: 18 Oct 87
Chronicle: TBA
Play Date: 05 Mar 06

We pick up with the players at Corpus Christie Church talking with Father John & Antoine Savoy. Savoyexplains the Kindred Traditions, clans, covenants, Elysium, and what sites are included in Elysium in New Orleans. He answers questions they have. He gives them a map with Elysium sites and other places of interest to Kindred. Savoy also explains Sire/Childe Bond and how it seems to work. Jack adds to info since he knows who his sire is and what that feeling was like.

They left the church in search of their sires through the use of the Sire/Childe Bond. They started out by just cruising up and down the streets of the French Quarter. Kapian & Charles get some weird feelings so they stop out front of the Twilight club. Charles finds a handwritten copy of Robert Louis Stevenson’s “Treasure Island” on one of the book shelves and sits down to peruse the book. Jack & Kaspian “eavesdropped” on four vampires in the back rear corner in an agitated debate. They heard there was some kind of trouble at Corpus Christie Church. They quickly leave the Twilight Club, when they get into Jack’s van they hear the S.W.A.T. team being dispatched to Corpus Christie Church.

While enroute to the church they all get an overwhelming desire to get there ASAP. They arrived to a complete Police blockade. They mingle with the rest of the on-lookers. They notice Vidal, Savoy, Alexander & a female standing across the street from them. Vidal motions for them to join him. He explains that Father John is presumably inside the church, but won’t answer repeated calls to come out.

Our ever zealous group decides to get inside & help Father John. Vidal sends Alexander with them, and advises them to clean up any signs of vampiric activity.

They meet no resistance getting into the church. Might that be because of Vidal’s influence with the police department? The back door of the church is unlocked, when they enter here are obvious signs of a struggle. They find Father John unresponsive at the bottom of the basement stairs. As they continue their search they find several pews overturned in the sanctuary and the font at back of church shoved over and water running down the center aisle. They also notice a black woman who stands up and starts to move towards them.

As she gets closer to Alexander, Jack & Kaspian: Kaspian makes quick work of putting his fear down, Jack struggles a bit with his fear but he doesn’t retreat. Alexander attempts to talk with the woman, Andrea, she just stares “vacantly” at him. Charles moves closer and fights with his fear. Talons appear from Alexander’s fingertips and he lunges at Andrea. She nonchalantly throws him almost to the communion rail, seemingly effortlessly. Charles steps in to try to subdue Andrea. After a short battle Charles and Alexander get her subdued. While this brawl was going on Jack & Kaspian go to retrieve Father John from the foot of the stairs. Alexander calls Vidal to let him know situation is under control & for assistance getting out of the building. Vidal tells him he can’t help them out, but let’s Alexander know it’s going to be tough getting out ‘cause the building is surrounded.

Jack calls Mack from the Crescent City Knights, street gang, asking if he can arrange a diversion in the area of Corpus Christie Church. Mack says, “No problem & you owe me Jack!” The diversion is in the form of tear gas grenades being shot into the mass of cops out front of the church. In the ensuing panic the group makes their escape. In the process, unknown to our erstwhile group Jack is spotted fleeing with Father John in a fireman’s carry by a member of the press who snaps a couple of pictures. They get to Alexander’s car and start heading to the mansion Vidal uses as his offices. While enroute Alexander starts to question Andrea. She tells him that Sarah Cobbler was behind the siring of our characters & two others. She realizes Edward isn’t with them and asks if they searched the church thoroughly; they did but didn’t find anyone but Father John & her. Alexander let’s Jack, Kaspian, Charles, and Andrea out of the car to go find Edward. Also, telling them to meet him the following night at the cemetery where Jack got the phone call from Marie. He says he can stall Vidal but not indefinitely.

They find Edward in the aforementioned cemetery and head to the waterfront to an abandoned ship that Andrea knows about for the day…
To be continued…

Duluth Intro and Session 1

Posted in Duluth Game, Duluth Story on March 9th, 2006 by enwewn

Setting: New Orleans
Game Date: 15 Oct 87
Chronicle: TBA
Play date: 19 Feb 06

We open with our Characters in Louis Armstrong Park; they feel as if something is terribly wrong. The streetlights seem hollow & pale; they are suffering from a hunger they can’t quite figure out. They do know that even their favorite foods don’t sound good to satiate this hunger.

They each realize they are not alone as they look around they see each other. They seem to be drawn to each other. After the introductions are over they hear some partygoers coming from the direction of the French Quarter. As the partiers get closer they seem drawn to the body heat, the sound of heartbeats. Watching the jugular pound with the blood pumping through.

One of them is unable to resist the urge to attack; the others casually grab their prey and feed. We end up with two unconscious victims and one dead body. Fortunately, along comes Father John Morrow he gets them to walk away, he makes scene look like a routine homicide. He gets them to follow him down the street to his church.

Father John explains to them some of their new life, or is it unlife? Then the sheriff, Alexander, arrives and Father John advises them to just cooperate and follow direction as in the long run it will be better for them.

Alexander gets them to get into his car and he drives them to a mansion in the Garden District. He escorts them to a rear door and locks them in the basement to wait for their audience with Prince Vidal. Fortunately, this is a windowless room since they fell into a deep slumber.

Shortly after they awake the next evening, Alexander arrives to escort them to the main floor of the mansion where they meet Prince Vidal. He tells them he will take their confession(s) now. Our really confused players confess to Vidal things they did in their mortal life but they are too ashamed to confess what happened in the Park. Vidal advises them to return to the Park, which he believes to be the site of their Embrace, because maybe through meditation and prayer they can determine who did this. Vidal also tells them if they find out any more information he would like to know. Vidal dismisses them.

Alexander gives them a ride back to Louis< Armstrong Park. Alexander tells them to meet him in about an hour at the cemetery they passed. They spend sometime in the park, but the only clue is that Jack gets a feeling of unease coming from somewhere of to his left. Jacks van is parked nearby; they all pile into Jack’s van and proceed to cemetery. When they get to cemetery Jack’s feeling of unease becomes more pronounced, that he can actually track it to its source. In the back corner of the cemetery they find a circle of blood and that one of the crypt’s lids has been moved. After a short interruption from a local bunch of street hoods, they moved the lid of the crypt and found a bunch of trash bags with women’s clothes in them. They also found a cell phone, when they answered it the woman on the other end asked for Jack. She told him she was sorry and that he needed to be careful because “they were gonna get one of them and she hoped it would be her”…the battery on the cell phone died at that moment. Alexander shows up they tell him what they found and about the phone call. Alexander takes them to Maldanato. Where they relate the whole story again, and he tells them to search the area around the cemetery for clues. He also tells them they need to find a place to stay for the daylight is fast approaching, he tells them to make sure that all sources of sunlight are completely sealed off or they will die from the touch of the sun. They all retire to Kaspian’s apartment. Jack & Charles are mysteriously drawn back out of the apartment to the ground outside where they meld with the ground for their day of slumber. Upon arising, Jack tells the others that he has a woman stuck in his head. “She is a black woman with blonde hair, wearing a small gold crucifix.” They decide that this must have something to do with either the woman that called Jack or how he came to be Kindred. Kaspian decides he is gonna go talk to Det. Mike Rample at the New Orleans Police Department the others are gonna go check out the area around the cemetery and see if they can spot the black woman or see if anyone in the area recognizes her description. Kaspian finds out that the woman is, known to Mike Rample as, a prostitute that works the area just outside the French Quarter & her name is Marie. Kaspian goes to find the others. The others find out that a woman who fits the description of the woman Jack describes is named Mary and is often seen in the area and around “the old burned up physic’s place.” After they all get back together they exchange info and decide to check out the burned out building. After narrowly missing the trap on the back door they enter the building. Buckets of glass are helpful and make wonderful traps. They find Mary inside praying. Jack walks up to her and touches her on the shoulder. She proceeds to tell Jack that she is who created him but that she was blackmailed into doing so. She is very sorry. Jack makes decision to help her stay out of the Prince’s hands but while the players are arguing amongst each other over the wisdom of this decision Mary slips away unnoticed. They go see Father John and are introduced to Antoine Savoy... To Be Continued…

Jack McCandless

Posted in Duluth Characters, Duluth Game on March 5th, 2006 by enwewn

Jack was never exactly handsome, thin of build and very pale. He usually wore simple slacks and shirts usually in earth tones. However, he always wears expensive running shoes when he’s working.

The Embrace has made his features even starker. Where he used to be described as thin, he is now skeletal. He used to be described as pale; now he would be described as extremely, disturbingly lifeless looking, especially under fluorescent lights.

It wasn’t a glamorous work, but until last night Jack McCandless made a good living running envelopes and packages all over New Orleans, and was damned good at it. He knows the city inside and backwards, all the good thing about the French Quarter (which of course is a nightmare to drive through), and the neighborhoods best left alone.

He thinks he strayed into one of those neighborhoods last night, but he doesn’t remember for sure which is very disconcerting to him as he possesses a razor-keen memory. All he remembered was a last minute delivery, and that he was looking forward to going home, having a beer when he saw a really good-looking hooker on the sidewalk…

He still has his van, though, and that’s a big comfort. The package, however is gone, and that worries him for some reason.

Kaspian Corvin

Posted in Duluth Characters, Duluth Game on March 1st, 2006 by enwewn

This is a new character backgrounds for the Duluth game.

Player Character
Kaspian Corvin

Kaspian Corvin was born Jason Corvin in a map dot town in southern Ohio. His mother and father had been rather… ill-equipped to raise children when he was born, and as such, he spent most of his childhood left to his own devices. If anything had been different about his starting point, were it more involvement with his family, a different locale, or something as simple as a few more friends, then he likely would have remained Jason Corvin, and his story would have no reason to be told.

As he aged, the boy’s mind turned to books to fill gaps in his time. And, like any other addiction, his hunger for more only grew. After years, many of them where he was more or less part of the background, Jason officially adopted his name Kaspian, after a very old mariner he’d read about. Although the two of them didn’t have much in common, they did share a bond that mattered. A hunger for knowledge, and to know things that common men and women never even cared to learn.

When he went to college, after making his name change legal, Kaspian discovered one of the greatest puzzles of all. People. He’d never appreciated just how complex or deep (shallow too) that people could be. Unfortunately, though, staying in one place and learning from the pages of his old companions anymore couldn’t satisfy Kaspian. So, after a little bit of thought and time to decide, he packed up shop and rode down south, ending up in a permanent residence a hop, skip, & a jump from the French Quarter in New Orleans.

Ever the resourceful cully. Kaspian managed to get by his first year, when he turned 22, on a combination of looks and luck. So much time spent observing the human condition made him aware of how to judge what he saw, and how to deal with what he still considered to be one of the collective puzzles that was never truly solved.

Unaccustomed, or maybe just not fit for standard work, Kaspian had to get creative. As such, he made due. Genealogy chars made as a free lancer, occasional gossip columns that he’d contribute to, in addition to a few problems solved helped him scrape by. After years of residence, and exploring dozens of avenues that at least helped keep his mind sharp, and which sometimes netted him a consultants fee with the cops, Kaspian finds himself in yet another set of unusual circumstances. No more sunrises, no more front doors, and no more pizza, as he’s want to say with a particularly bitter grin that shows all of his teeth.

Always adaptable, Kaspian accepts things and moves on. He doesn’t know how he got like this, nor does he really care, but things change. Perhaps, once the novelty has worn off, he’ll realize just how royally fucked he is. Then he will try to solve the next of his pet mysteries. Whose fault is this?

So I am Adding Some Pictures

Posted in Other Stuff on January 26th, 2006 by enwewn

I have finally broken down and started to add some pictures the the site, here and there. I will be adding more as i find / get them done. If any of you are intrested in finding some pictures to use check out DeviantArt as this is were I have been looking as of right now.

ADnD update sesion 15

Posted in ADnD on January 1st, 2006 by Paul

Ok my fellow onlookers. We are back for a brief over view of where our ill fated group of adventurers find themselves. Although it has been some time since we last caught up to them much and very little has happened all at once. Most notably is the appearance of one! Dori who appears to be on the run from the very same Necromancer that we have previously discussed. She has displayed some interesting magic like abilities and a penchant for stealth but not much over all in the way of grace or finesse. The poor group is constantly battling the undead hordes sent out by their nemesis and have even encountered a small group of upright hyenas. Their most recent misadventure has found them at the bottom of a very steep and slippery slope that terminates in what as of yet appears top be an impassable swamp. Now the of course the inconvience of this is that the swamp is between our intrepid explorers and their target. So if you are willing to subject your selves to the abuse of the game and can join us in Open.Rpg in the Darkness Unvailed Server and in the Rictus room on Tuesday night we will begin session 16 with a surprise quite ! unlike any that we have previously encountered?

Changes

Posted in Other Stuff on December 30th, 2005 by enwewn

I upgraded the blog to wordpress 2 and I have moved servers so there are a few errors I am still working on.

Updates

Posted in ADnD on November 21st, 2005 by Paul

Welcome intrepid adventurers to the update of the current campaign. At the end of session 11 we find our heroes some days journey outside of Garnos on the island of Carlinty. The quest as of yet is not fully realized but well under way. The most recent leg of the journey has taken them in search of a young and eager necromancer that has laid siege to a road from Tirma (ruling city of Carlinty) in the south west to Garnos and beyond. Using the armies of undead he has taken control of upon the untimely death of his Master this ambitious mage has only lost one or so caravans to the hearty people that make up the populace of this island. There by shutting down almost all commerce in the southern and western side of the island. This of course has upset many of the local entrepreneurs and crime bosses for that has cut into their profits. So now our little group of Friends has been retained by their respective masters, so to speak, in Garnos to rid the region of this vermin. The motivations of the individual members of the group are numerous! but the end is the same. The sooner we get this done the sooner we can get back to the main quest and ditch each other when that is done.

As we begin session 12 we will find the heroes in the midst of a battle with some very tough if not down right mean zombie looking critters Shall we proceed?

Page is growing

Posted in ADnD on November 19th, 2005 by enwewn

I have just added two more nights to the ADnD logs. Also I have the updated rules that we play be in OpenRPG post there. Todd will be giving me a Rictus write up soon, and that will be there as well.

DnD

Posted in ADnD on November 2nd, 2005 by enwewn

I just posted a raw log of the session we played tonight with some after game chatting in it so have fun.

Night Twentyone

Posted in Albert Lea Game, Story Stuff on October 14th, 2005 by enwewn

Ok, to get something up on the sight, I will start in on night twenty one, early. We played through about half last week and I hope to get through night twenty two this week. As life has gotten in the way, Gracey’s player will not be at the sessions for a few months so that she may learn something.*

The group starts at Paul’s place, as this has been the crash pad for the last few nights. They all meet in the living room to go over what to do next, as they have been very busy rounding up Vern loyalists for the old regime. To date, they have brought in Dalia, Damon, Aaron, and Carman. Christian starts to talk about taking some time off again to take care of other things, but the group still thinks that finding and eliminating others that are loyal to Vern should come first. Victoria, looking over the list of names that they have, figures that the next person to locate should be Zetta. The information they have on her comes from all of the files that they have procured over time.

Victoria leads the way, telling the others that they have four addresses to check out. A short ride later, they find themselves at a downtown Manhattan building. Gaining entrance via picking the front door locks, they head upstairs to the apartment number from the file. With another quick pick, they send Hugh and Paul in first, to check out the safety of the place. A quick check of the place results in a resounding “nobody home”. The rest enter the apartment to check it out. It’s a smaller place with just four rooms: living, kitchen, bed, and bath. Though lived in, the apartment does not have any clues to finding Zetta. Paul, after looking around, notices a fine piece of oil work in the wall, in the living room. Victoria and Christian take note of a nice statue, that upon a closer look, is just a fake plaster copy. Feeling this stop a bust, they head out for the next address.

With a longer ride over to Queens, they make it to the next place, but not without notice of a number of kindred from the area. This address leads them to an abandoned two-story building. Gaining entry through the broken doorway, Paul and Victoria lead the search through the building. On the main floor, they find that the place seems to have become a dumping ground for some kindred, as a few of the apartments have bodies stacked in them. Many of the bodies look as though they are from the vagrant population, but a couple of them are dress a little too nice for these parts. Victoria seizes the chance and quickly goes through their pockets. Victoria finds out that one was Nelind Hughes, by way of his credit cards and that the driver license is missing, as well as all the cash. The other body belonged to Andrew Mason. Again, no license or cash, just credit cards remain. Looking though the business card collections from the wallets, Victoria finds one for Missie Larance on Nelind and one for Lt. McNaily on Andrew. Asking the group about the names, no one recalls hearing Missie’s, but Paul tells Victoria that he does recognize McNaily. Victoria quickly puts the wallets back and the moves on. Looking though the building, they find that a few of the rooms have been converted so that no light can get into them and that they lock from the inside. Going into the basement, they find a few interesting things. One: a few of the rooms seem to have been the sites of many fights sometime not long ago. Two: that the sewer has access from inside the building. After spending a little more time looking around the basement, they head up to the second floor to see if they can wring any clue out of the place. On the second floor, they find one more room rigged not to let light in, and access to the roof.

Paul leads them up the stairs to the roof. Leaving the stair behind, they all feel the presence of another on the roof. Paul quickly scans the roof for it. Paul sees the stranger just in time for him to look up from his meal. Paul yells at him to stay put, but he just jumps over the side. Hearing a loud clang, Paul figures that he had jumped onto a fire escape. Paul takes off after him with Hugh following behind. They a make it down the escape ladder with out a problem. The stranger starts running down the ally, dodging trash all the way. Paul makes ground on him with Hugh starting to fall back a bit. Close to the end of the ally, the stranger trips and this gives Paul the chance to pin him to the ground. Hugh though, found a bag of trash that did not get out of his way and has fallen short of were Paul is. With the stranger pinned to the ground, Paul asks him why he ran. “Fear” sums up the statement quite well. Paul, berating him for his background, starts with his name. “Luis, Luis Rolon”, comes the weak reply. Next on Paul’s list is “what covenant?” Luis tells him, “Sanctified, sort of”. This makes Paul boil with anticipation for the next answer. “Who is your sire?” comes down for Paul. Luis, with a hint more fear tells him, “Andrew Mills”. Not the person Paul was hoping for. Hugh, being able to collect himself, makes it to Paul and Luis, just in time to hear this. Seeing the excitement in Paul, Hugh tells Paul what he knows of Andrew. Though Paul is still on the edge, he tells Hugh to grab hold of Luis so they can get him back to the group. Hugh and Paul, each grabbing a leg, drag Luis around the building and up the stairs to the roof, where they see what the group would like to do with him. The talk is short and, on point, they tie him up and throw him in the trunk. They head out for the next address a little heavier.

This one strikes them as strange once they enter the Brooklyn building. Sensing and seeing Kindred and humans in one place mingling with familiarity is strange. A few of them who have heard stories about this place know what they have entered: The Orphanage. Victoria comments to Paul that this would be a strange place for a follower of Vern’s to hang out.

This is were we ended up for the night as time ran out on one of the players. I have some fun for next time if I can keep my end of the deal up. Here’s to hoping for a good time.

Well, we pick up the game from were we left off on the next week.

Victoria shows the rest a picture of Zetta, so they all knew who to look for. Paul looks it over and decides that he should talk with one to the kindred in the place. Paul walks over to the nearest one and waits for him to finish his current conversation. Paul questions this vampire if he has seen Zetta recently. He informs Paul that Zetta has been known to stop by for short stays from time to time, but has not been in recently. Paul asks him if he would let Paul know if Zetta come in while Paul is there. This kindred agrees to let Paul know if Zetta shows up. After some debate the group takes the elevator to the top and works there way down using the stairs.

The seventh floor is little more then a hostel with about 30 beds for anyone to use. Though all of the windows are closed off. The sixth floor is deferent do to the facts that some of the floor can get light and some of it is being used as a game room with a pool table and TV. The Fifth floor has a small section divided off for the stairs and the elevator, while the rest of the floor appears to have been turned into a worship space. Moving down to the fourth floor they find, another floor with beds and a game room. Though this room does not have a pool table instead, there are a few table set-up for chess. On the third floor they find more beds and an area made into a cafeteria with working kitchen. Moving on again the find themselves on the second floor. This one contains many rooms that all seem to have desks in them, though most of the desks do not appear in use, some are and a few have been neglected for a long time. Back on the main floor they find that the floor is much more then the reception area and a few offices. Taking the stairs down one flight farther they see a basement area with many discarded items from the many people that have passed though. They push on one more flight to get into a subbasement. Though the path here does not look well used there have been people down here. Two spaces have been made to do interrogations in, and off a ways is a sewer entrance. After they have explored the entire building finding little of interest Victoria asks them to go onto the next address on the list.

The group makes it to the Manhattan address. Victoria picks the lock in the door and they all enter the building. They all pass the “taint” check. They see in front of them a long hall with two large kindred standing at the other end blocking a door. Victoria walks over to them to ask one of them if they know Zetta. One of the large kindred stares at her, then states, “Go away”. Victoria turns and starts to walk away from them. Paul asks her, “Where are you going.” She responds with, “I’m going away from them.” As Victoria continues to walk back down the hall, Paul asks what she was going to ask them about. In reply Victoria tells Paul that she wanted to know if they new Zetta. Paul yells out to them, “Hey Bevis and Butt-Head do you know Zetta?” Both of them stare right at Paul and tell him to “Go away”. Paul turns and leaves with Victoria. Christian and Hugh both pose the question and are dismissed in the same matter. Once the whole group is outside, they start and a new plan for dealing with this. They all enter the building again to find six kindred now in the hall. (I call out xp for the group to shut them up as they whine that I hand it out regularly. I don’t, but they shouldn’t complain about it.)

Victoria stares at the smallest of the six and asks, “Where is Zetta?” He responds with the fact, she has not been here in a few days. Victoria asks, “Is there anyone else here?” The response is, “Yes.” Victoria asks, “Who are you protecting?” Only gets a blank stare. Victoria tries one more time and asks, “Bring us who ever you are protecting?” This gets no movement out of them. They leave the place again, to go out to the SUV to get Luis. With Paul taking hold of Luis, Hugh straps some explosives to him. After much chatter about weather or not this is a good idea, which includes talk of fleas, airplanes and the sewer. They disarm Luis and put him back in the SUV, and leave the place heading back to Paul’s. They get there with a short amount of time to talk over what their plans are. The day passes with them all safe at Paul’s.

We roll on into the next night.

Timeline Updates

Posted in Other Stuff on October 14th, 2005 by enwewn

I have add a few more nights on the timeline. I should be switching over the the edited with in a few days. I also almost have night twentytwo done so that should be up soon.

More updates

Posted in Albert Lea Game, Story Stuff on October 13th, 2005 by enwewn

Here is more that have been gone over…

Night Five

Ok, I am going to try to get another one of these nights out, soon. I hope to be caught up with the game, so these show up shortly after the night we play them on. So, here we go…

On this night, everyone was at the game and we start with them awaking from their daily rest. (I like this way of starting, as it gives the players a little time to settle in to their characters.) I start by giving everyone the information that they found last week, which I finally figured out, it was not all complete, but it was a good start. They also found out more about their sires. This wasn’t real complete, either. Paul and Christian have some discussion, over the phone, about what to do with the body they “found” yesterday. Gracey called Victoria, to see if she had any plans for the night or if she heard anything from Paul. Hugh was bored, due to having nothing to do, so he heads down to a firing range to indulge his interest in firearms and explosives. Victoria starts to go through her sire’s computer to see what has happened to his money, in recent times. About this time, Hugh’s player gets informed about what happened last week. Paul feeds some more, by playing with his food in his “study”. He invites Christian over, about this time. James gives Paul a call to invite him out to meet with his contact, from the city, at a club called “Blue Lighting”. They find out this name later. They enter to talk with this contact and give him the information from the blueprints that they found yesterday. Hannah figures that it is time for her to relax in her hot tub. Gracey thinks watching TV would be fun. (This, to me, is a good thing. They finally know that these characters are people and have lives.) When they enter the club, I give them a short description of the place that includes the fact that the place is heavily populated by males. (I wish that I could have done it with a straight face. It did cause a short laugh session.) James tries to explain that this is not the normal meeting place, which Paul doesn’t buy, right away, but he slowly goes along with it. Victoria calls James, shortly after he made it to the bar, and tells him about some addresses that she found on her sire’s computer. They take a seat in the club and wait, a short time, for James’ contact to show up. As soon as James’ contact, Kelvin, shows up, James makes apologies to him for Paul’s behavior. Of course, Paul is a little defensive about it, but lets it slide, for now. Kelvin, being less then enthused by his job, figures that he can get to it, tomorrow. James orders a drink for Kelvin, sits down, and talks for a while. Gracey calls Paul, about this time, and wants him to tell James to give her a call. (Though it may have had more to do with OOC info, she did have some in-game reasons.) Paul calls Hannah, to hear a female voice he can stand. Then, he makes some comments that are offensive to the club patronage. Kelvin makes note of the apology, made earlier, and leaves the table. This gives people in the club reasons not to like him anymore. Christian spouts out a comment that would make someone of “that persuasion” mad and gets smacked for the trouble. James goes to the “bathroom” to get away from the table. This sets Paul off with some more comments that get the attention of others in the club and the floor manager comes over to the table to tell them “You’re out of here!” This doesn’t impress Paul, so he continues to sit there as the three bouncers show up at the table. Two of these guys pick him up off of his seat and start to drag him out. Paul, of course, finds this rather unsettling and fights back. The last one hangs by the table, for a short time, until Paul starts to get the advantage, in the ensuing fight. This brawl goes through a few stages of Paul pushing them around and then the bouncers team up on him, all the time moving Paul closer to the door. I give James the chance to hear the cops coming, he does, and starts to try to talk Christian and Paul, who is still fighting the bouncers, that is time to leave. They do make it out of there in time to avoid the cops. While all this was going on, Hugh has progressed to putting C4 on the targets, instead of just shooting them. Gracey had gone out for a walk. While in the limousine, James starts to chastise Paul about his behavior. Paul makes excuses. Gracey’s Player thinks to ask if she can walk to any of the address from the files and I told her, “no“. (More due to not having anything in mind for any of them other than the location.) Christian calls Gracey after he gets dropped off and finds out what was in the files. They decide they should meet to go over it, the next night. Then, Gracey calls Victoria, Hannah, Paul, and Hugh to set up a time to meet the next night, to go over all of the collected information. Paul and Hugh start to talk about what to do with the body. Hugh’s first idea is to blow the body up. They all agree that they will meet up the next night. Gracey and James finally talk and James rips into her about how she could have passed her information on through the other people. Paul drops everyone he has in the limousine off, and heads home to talk with his sire. Dianna gives him the marching orders to find who is trying to help the old prince back into power and tells him to mull this over.

Everyone takes the daily rest and is safe, for another few hours of their unlives. It was a short game night that we had done a lot in. I found my self hopeful that the game time will start to be used better. (Well, you can hope in one hand…)

Night Six

In further efforts to get caught up with the game, I am going to try and get this out quickly. Again, not everything stays in the order that it happened, though I do try to keep it close.

We all meet for the gaming night and chat for some time, then get down to the business of playing. They all awake from their daily rest and start with the chatter. After this, they decide to meet up and review what they have found so far. Paul sends out the limousine to pick everyone up. (Damn Limousine.) As they pick up Gracey, the last of the group, they start to discuss what they have found and what they have been told that they need to do. They go over all of the information that I had given Gracey from the files and what Victoria discovered from Robert’s computer system. As some of the information overlapped, they made a plan to check out a warehouse that they found out Victoria “owned”. This was not whole-heartedly accepted by the group, but it was something to do, so they all went along with it. The limousine pulls up in front of the warehouse and everybody piles out. They go over to the closest door, only to find it locked. They all talk to each other about how to get in, as Hannah steps over to the lock and picks it, quickly. (Who would have thought the school teacher would be the best one a picking locks? The only thing scarier was the fact that her player got involved in the game. Not for too long, though.) This prompts the crew to enter the building. I have them a do a “taint” check, and, of course, Gracey has to be the one to fail it. Gracey goes running back to the limousine and Hugh goes after her, because Paul told him to go get her. As I am telling them of the other vampires in the warehouse, Victoria gets the bonus of knowing that Robert is in here with them. Gracey, meanwhile, doesn’t want anything to do with going inside of the warehouse. Paul gives Gracey a call, not paying much heed to the taint feelings that he is getting, to tell her to get out of his limousine. She does this, as Hugh gets to the limousine and attempts to get her back into the warehouse, with the rest of them. A short struggle later, Gracey is calling a cab to get away from this place and Hugh starts to head back to the warehouse where the rest of the group is now being held by some very unhappy elders. (See the “Meeting of Donald Riddel, Robert Bonnell, Riley Corgan, and Reed Veits” for more details.) Robert tells Hugh, as he is entering, to shut the door. Though the dominate fails, just being told is good enough for Hugh. He shuts the door. The cab for Gracey shows up. As she getting in she yells at Hugh to see if he wants a ride. Hugh declines the offer, preferring to wait for the rest of the group. After a little conversation and a bit of a hug, the elders let everyone go, with the admonishing that they do not look any further into the power struggles of the New and Old prince. Gracey takes the cab to a club to try to sort things out. Once at the club, another vampire was already there. She tries to get nearer to this one to see what he is doing, but he always stays just out of reach. After this little walk around, she decides to go home and call everyone. These conversions go over poorly as every one basically blows her off and is pissed because she left, save for Hugh, who doesn’t care, one way or the other. This is upsetting to Gracey because she wants everyone to be her friend. The group, at this point, has given up on the whole “go on a mission” thing and thinks that it would be great idea to just travel around the city looking for something else to do. As this degrades into idle banter, I hurry the night along and they all retreat into to their havens for their day’s rest and another few safe hours of unlife.

Night Seven

Ok, so I took a few days off to rest my wrists. Sue me! This night we got some more hooks out there and a few mysteries added to the mix, though it wasn’t planned that way.

We get there and have to wait for the last player to show up. He had to make an unexpected stop to help someone on the side of the road who had car troubles. The pain of living in Minnesota. Everyone gets settled in and I start the game, like normal, having them awake from their daily rest. A couple of quick feeds and off into the night we go. Victoria thinks that there could be more information on Robert’s computer and goes digging into it. (A great roll with her Computer + Intelligence and I need to come up with something, quickly.) I fill in some of the blanks that I had left last week and gave her some more information about her sire’s business dealings, throwing in addresses that may matter later – an address to a bar that will come in to play later in the night and in the game, hopefully. After a phone call to James to discuss the information, she has the bright idea to copy of all the e-mails that he gets and forward a copy to another e-mail to hide the fact that she is looking at them. (Damn! I should have made that roll harder for her.) (I, also, finish giving out addresses that others had found, to fill in more of the blanks that I had left. Though I do make a few mistakes on the continuity of the information that I give, at this time, it gets corrected later in the night.) This leads James and Victoria to get together at the bar, at the address from the information. Gracey and Paul talk some about the information Paul got from his contact. Paul pawns that off until later, not wanting to repeat himself for the rest of the group. Christian and Hugh talk about what to do for the night and end up waiting to see what ideas Paul has for the night. Christian talks to Paul and gets some of the information out of him. Gracey has been calling around, trying to make amends for leaving the other night. After a lot of talking, Paul, Christian, Hugh, and Gracey all plan to get together so that they can help quell Paul’s curiosity. Victoria and James arrive at the bar and figure out that this is where they met Hugh. They go in to take a better look around, to find that the crowd is not that different from the last time. About this time, the limousine starts its rounds to pick up everyone who is still at home. With some more investigating, they find a locked door that doesn’t seem to belong where it is. They check it carefully, smelling gunpowder. Victoria then picks the lock and they proceed to go down into the basement of the bar to find a firing range. As they enter the range, the others enter the bar. Using a “taint check” all but Gracey enter without a problem, though Paul does go back to bring her in. Due to the timing, Victoria and James disappear into the basement shortly after the others enter, so they can’t find where that “taint” feeling came from. Paul, Christian, Hugh, Gracey, and Hannah stay in the bar looking around at what is in there. Gracey finds the dart board and attempts to convince the two drunks to let her play. About this time, Victoria and James are looking around at the range and decide that they need to talk with Hugh about this place. They head for the bar. Feeling the others, James is a little hesitant about entering the bar, until he hears Gracey’s voice, through the door. Hugh tries to keep Gracey from causing a scene in the bar by talking her out of playing darts. Christian, using Dominate, tells one of the guys to let her play while Paul just tries some good, “old fashioned”, intimidation on the other and they give Gracey the darts and go off drinking. As James and Victoria enter the bar, they say some hellos and ask Hugh to go outside, to talk. They get outside and he tells them that this is a place that he comes a lot to blow off steam. This NPC that I had added as a lark the night they meet Hugh makes another showing. This was one of the things that had brought Paul back to this bar. (It is just something to add some fun to the game and, who knows? One night she might end up dead.) James, Victoria, and Hugh enter the bar again, to get the rest of the group, and to go to another place to look for some clues. After a short decision, they all go outside and fight about not taking the limousine to this other address, as it would draw a lot of unneeded attention. They do end up in two cabs and make their way to the address that ends up being the building where Hannah’s haven is. (Though Hannah didn’t know it was her place, until I spilled it to her, after they were there and thinking about breaking in.) They get to the address and start to take a look at it and mention that they may need to break in and Hannah pipes up with “why don’t we use my key?” They all stare at her and she goes, “you never asked.” They enter the building, go up to Hannah’s haven, take a quick look at her place and then have her show them to her sire, Thomas’ haven, on the top floor. Hannah takes Victoria to his place and she picks the lock, enters the apartment and heads straight for the office and the computer to check it out and see what she can find. Not finding too much, she sets-up another e-mail forwarded and leaves it alone. (At this point I really start to think that I should not have sent them the link to THE CHRONICLES OF MICHELLE at http://www.forumchronicles.dk/ . That damn gazebo keeps popping into the conversation.) [It will probably never go away] They start to talk about going to break into another place, but time is running out. (The game night was just about over, so I didn’t want to start too much.)

Every one goes home in the cabs and they are safe for yet another night. I do answer a few questions as to how XPs get awarded and used. Then, we talk about when we might do D&D next and if the other vampire players would like to play that. With a little more chatter, we all collect our things and head for home.

Night Eight

We start the night with our normal amount of bullshitting and quick snack that seems to last about a hour to a hour and a half, which I don’t mind, but would like to see it cut down a bit, if possible, so that maybe we could get more than one night in, during the night of play.

So, like most gaming nights, they all wake-up to start the night. Victoria checks the e-mail traps that she set up and got that information. She didn’t get too much new, just a few more pieces of the puzzle that doesn’t yet make much sense to her. Gracey gives Paul a call and sets up “going out” for the night. They head back to the club that they went to, the first night. While this conversation was going on, Victoria gives Christian a call about a few of the e-mails that she read. She asked about Andrea Willson, who sent an e-mail about a problem at her club, “Orange Ranger”. She also talks about an e-mail that Robert sent to Donald to have him kept on a tighter leash. Christian, a little confused at this, told her that his sire doesn’t believe in computers, so how would he get this e-mail? Paul and Gracey meet up at the club and start to talk about what is going on around them. Victoria, after getting off the phone with Christian, calls James and talks about how Thomas is, most likely, having some financial problems and asks him out to a club. Then, Paul calls Christian to come to the club with him and Gracey. In the middle of that call, Hugh calls Christian, to see if he wants to do something, tonight. Paul and Gracey talk at the club some and Gracey inquires about the wet bar. Paul takes her out to the limousine to take a drink. James and Victoria decided to go check out “Orange Ranger” and when they get there, they have a bit of a surprise. (They have to make Taint check.) This made them perk up and take notice. James sees the vampire; to him, a good looking girl. Victoria also sees her, but notices that she is not what she appears to be. They get a table and talk about more of the details that they have collected, during the past night. Gracey and Paul head back into the club. Gracey is loosened up from a few spiked glasses of blood. About this time, Christian and Hugh show up. They found each other and talked shortly. Then, Gracey, after some convincing, gets Paul to go onto the dance floor. These two make quite a pair, heading to the floor, and get a number of looks. (Both have the Striking Looks merit.) (After a bit of OOC talk, they all start to get back to the game.) I tell Victoria and James more about the Vampire that is in the club with them. Christian and Hugh talk some about what a pair Gracey and Paul make in the dance floor. The best comment made was: Christian said “What a pair those two make,” to which Hugh replied, “Just like brother and sister”. (Read Hugh’s background you will see why that was so funny and right in character for him.) Gracey and Paul will end up talking the night away on the dance floor. (Hannah, although the player was at the game, there was little input from her.) After spending some time at the club talking, Victoria and James decide to check out one of the other addresses that they have. With a short cab ride to a difference warehouse, they go in and have a look around. This is the one they had blueprints for, although they did not bring them with, they do notice that the office area is not as big as it should be. They start checking it out. Victoria takes a crack at the computer system and finds the shipping and receiving logs, but not much else. After some searching, they find the spot in the office where there should be a door, but isn’t. They rip down the drywall and find a steel wall behind it. They give Hugh a call to see if he will come out and help get through the wall. Hugh asks Christian to see if he wants to go with, Christian, in turn, asks Paul if he wants to do this. Paul makes the observation that it getting close to sunrise. This sets Christian off into not being included yesterday. Paul tells Hugh that he won’t be responsible for taking Hugh there and not being able to take him home. Hugh takes stock of all of the options and takes a cab to the warehouse. While this was taking place at the club, Victoria finds a torch to try and cut though the wall. After a few checks to see if they can find a way of using it out, they start to cut through the wall. This is a slow process for Victoria so when Hugh does get there, she only has a four inch slot in the wall. Hugh takes stock of what they have, as Victoria continues to cut through the wall. (With way too much OOC about what the effects of a small amount of C4 and the Acetylene tank would do to the wall.) In the end they don’t try to blow out the wall, but they do make a big enough hole to see through and see the body of a vampire in a room that seems to only have a sewer entrance. They couldn’t tell who it was but end up leaving it in shambles and going home. Thus, we ended the gaming night with Paul dropping off everyone he had with him and the rest making it home on their own, safely.

With a little chatter, we all head home for the night with yet another night gone. Well, hopefully, I can get more posted, soon.

Night Seventeen

Everyone wakes up for the night. Hugh looks around the place and lets one of the servants know that he was leaving for a while. Gracey wakes beside Paul and tells him, “good evening.” Paul smiles and kisses Gracey and tells her he is going for a shower. This allows her to get dressed and check her cell phone for messages. Not finding any, she goes to the living room to wait on Paul.

Victoria, waking in her haven, checks on what has been coming into her e-mail box. Most of it is junk, of course, but there is a message from Riley to have her call back to set up a meeting. She makes a call to him to find out what he needs a meeting for. Over the phone, he tells her that he needs to talk with her and her new “friends”. Riley gives her the chance to set the time and place for this meeting. Victoria goes with “Altered Currents” bar, sometime after midnight. Riley tells her that he can make it and hangs up. After getting off the phone with Riley, Victoria calls Paul. Not getting an answer, she calls Christian. After letting Christian in on the plan, she has him try to call Paul while she calls James, Hannah, Gracey, and Hugh. They are short conversations, because they all just agree to it. Gracey checks to see if Paul has heard the news and if he is willing to give her a ride. (This involves conversation that does not have anything to do with the game.) Paul had found out that Hugh was no longer at his place and thinks to see if anyone else has called him to tell him.

(At this point in time, Hugh’s player and I were off role-playing himself talking with his sire, so the rest of the players got off on a tangent that included, but was not limited to, more than one animal impression. It had nothing to do with nature, and everything to do with the fact that my players have sick and twisted minds, and sick and twisted views of the Hugh character. They also joke about the recording and how I get to laugh at it when I play it back and hear it. They crack a few jokes about the fact that they get more done without me in the room than they do with me there. Sometimes I wonder if that isn’t true. After about five minutes of this, we get back to the room with the normal amount of heckling. This is why having the night recorded is so much fun. Damn people and wanting dates, October 26th.)

Gracey feels that they have time for a quickie and Paul doesn’t disagree, so they take care of that and then get cleaned up again. Paul finds his package that he had been waiting for. (I was giving him the information about what was in it while the rest of the group talks about the ride over, as one of them got to ride over on a motorcycle this night. It degenerates into conversations not fit for this web space.) After wrapping this up, Paul and Gracey head out to pick up Christian. Victoria arrives at the club and takes a seat at a table near the back. The rest of them arrive shortly thereafter. I ask Gracey what she was wearing, as a way of passing a little time, as a switch into the Riley persona.

(They go off on a tangent about this for about five minutes. Then I call a taint check for when Riley enters and starts towards the table. One of the players fails this check as she rarely engages in anything other then combat while we play I had hoped that this would provoke a reaction. It did not.)

I give the players a short description of Riley. Riley is a tall figure with hands like claws and dressed down in jeans and a flannel shirt. Victoria greats him, followed by the rest at the table. Riley makes notice of each, in turn, with respect paid to those he had any regards for. He also makes mention of the fire at the “Shit Hole” and how this is beginning to be a bad habit for the group of them. Paul figures out some of the back story given away by Riley’s actions. Riley starts to lay out what has been happening in the past few days after court. He starts with the facts that Vern has been drunk with power, and that the Invictus feels that he must be stopped. To that end, and to that end, only, they have teamed up with the Carthians. This distasteful arrangement means that they need everyone’s help. One of Vern’s lackeys, Dalia Pestage, needs to be found to lead them to Vern. The problem is that she has left her known hang-outs and is in hiding. Most of the Invictus and Carthians have bigger problems to deal with, or they are too well known to try to find anything out. This and the fact they have been hanging out so much, is why Riley was sent to get them on her trail. Riley doesn’t have a lot of information on Dalia to give them except that, as part of the sanctified, she has done a lot of business for Vern and they hope to get more information about her. Dalia, an older looking woman, is heavier set (5’4” and about 140 pounds). Riley tells them about her old haven and that she has been keeping offices in the same office building that this mess started in and this was the last place she was seen at. Riley makes it a clear point that she is needed alive, although, anyone with her is expendable. This makes Paul happy, as Paul asks questions to clarify the point as the rest agree with the course to find Dalia. Riley hints that they don’t have reliable information about all areas of the city. They start to talk with each other, but Riley gets bored with them and walks off into the club looking for someone. Paul feels that he needs to feed before going on with the task at hand. Paul does ask Victoria to find out if Riley has any more information that he did not want to share with the whole group. Riley talks to Victoria about the time table that has been worked out. Riley also talks about how they are working on putting Vern under control, rather than destroying him. Riley discusses Victoria and the group’s “knack” for finding things that they were not supposed to. Victoria tells the group about the limited time and that they should head on out to Dalia’s haven.

Paul tells her to wait, just a short time, for him to take care of business. He goes out on the floor and starts to dance with the “toys“. This makes Gracey a little uncomfortable. After Paul gets back to the table, they head out to the townhouse.

As soon as they get to the townhouse, Hannah goes right to the door and picks the lock. As they enter, Paul takes charge and tells Victoria to see if there is a computer around. Gracey follows Victoria to the office. James is asked to watch the back door while Hannah is told to keep an eye on the front. Paul and Christian find the door to the basement to take a look around there.

Victoria boots up the computer and starts to look at files. The first information that she finds looks garbled and doesn’t mean anything. As she works harder to find things, she starts to pull out financial records with listings of a hotel that was acquired recently, just outside of the LaGuardia airport. The records also list four purchases in Queens. She finds maintenance records for the apartment building they had stopped by many days ago.

Gracey goes to work on the file cabinets, getting them unlocked quickly, finding only empty file folders. Looking over the folders and other papers in the room, she finds that they come from many of the different hotels in town. She takes notes of them. Gracey noticed that a cabinet is missing. During this inspection, she finds a package of files, like those that she needed to return to Enos, an other Kindred. It also contained two video tapes that she starts to look for a player for. Finding the camera with a dead battery, she starts off to find Paul in the house.

Paul, Christian, and Hugh find the door to the basement locked and take a quick look to see how to get through the door. Hugh feels that a good shoulder blow will do the trick. Hugh backs up a step and hits the door, sending it down the steps and into the door below, opening that one, also. In the basement, they find two sparingly furnished rooms. These rooms look like their only use was interrogation. Upon closer inspection of the rooms, they find a few clamps, a hammer, a badly dented aluminum bat, fragments of a wooden bat, and a large knife. Paul looks to see what else may be in this basement, pulls up a block of the floor and reveals sewer access.

Gracey finds them downstairs and asks Paul if he can play these tapes at his place. It will not be a problem. She also mentions that it is getting late in the night. Paul places the block back and they head out. Gracey asks to stay with Paul, and Hugh heads for the Carthian safe house.

Victoria leaves the office, after doing what she could with the files, and starts to look over the rest of the house. Looking through the house, she finds that it is well furnished and kept. She also finds an open wall safe and a few paintings that could be valuable. Looking through the desks in other rooms, she finds keys that don’t fit anything in the townhouse. As she discovers this, she sees that everyone is heading out. She looks at the time and leaves with them.

Like most of the time, I allow them to make it back to their havens with time and settle in for the day.

A lot happened on this night, and more is coming soon.

Night Eighteen

We start night eighteen the same night we played through night seventeen, so everything is fresh in their minds as to what happened. Well, on with the show.

Gracey and Paul both wanted to see the tapes first, as they fell asleep yesterday morning, though this evening, they wake at the same time, so their was no sneak previews for either of them. Paul gets out of bed and heads in for a shower, as Gracey gets dressed and heads out to start the tapes. Gracey pops the first one into a player and starts to watch it as soon as Paul gets out. The tape is a dub of a poor quality recording. (Or as I put it during the game, a “crap-tacular” security camera tape.) As they watch the tape, most of it is really boring. They cannot tell what part of the city it comes from. After getting most of the way through the tape, they get a call from Victoria. Gracey leaves to take a shower, while Paul talks with Victoria, on the phone. While still on the phone, Paul puts in the second tape and sees a drive-by shortly after hanging up on Victoria. The car that was attacked explodes and, on the tape, you see someone get out, fall, and turn to ash. This makes Paul go back over the first tape a little closer. As Gracey returns to the room, from her shower, she asks about what she has missed. Paul tells her about the second tape leading him to take another look at the first.

Victoria wakes and feels that the files she got yesterday should prove to be a good challenge for the evening. As she pours over them, they start to make sense to her. She picks out that these files are a plan for getting rid of the Carthians within the city, by taking out the leader and fueling the in fighting until they are no more. After working this out, she gives James a call. Within this call, she goes over the plan that she found in the note and tells him they should check out Dalia’s offices. James agrees and they plan on getting the group together. Victoria calls Gracey, to no avail. Next, she calls Paul and goes over the plan with him. They talk about the tapes as they have not gotten anything out of it. Victoria decides to meet Paul and Gracey at Paul’s.

Hugh wakes at the warehouse the Carthians have been using as a safe house. He spends time listening to the crowd and looking for his sire. Though some of the night passes in this way, he gets a call from Victoria and leaves shortly thereafter.

Christian, feeling a little cramped, doesn’t talk with anyone and just takes some time to go out to a few bars. This plan doesn’t work very long as he gets a call from Paul to meet up at the office building they met at originally.

Victoria arrives at Paul’s and is informed about what was on the tapes, along with Gracey. The first tape contains a car crash with a Kindred getting out and walking into a building across the street. The second tape has the drive-by recorded on it. After hearing this, she gives James a call to let him know that they are going down to the offices tonight. Victoria tells James that she will get a hold of Hugh and Christian and have them meet up, there. Victoria tells Paul to call Christian, Gracey to call Hannah, and she will call Hugh. The calls go well. They all arrive, a short time later, at the office complex.

Victoria starts to find out if anyone has a plan for entering the building. Gracey asks “why not just walk in”, as the last time she was here it wasn’t a problem for her. Paul reminds her of the “run down the hall” incident, and she informs the group that is not the last time she was here, much to the surprise of the group. Victoria goes over the facts about how the building is controlled by the prince and Gracey didn’t have a problem. This fact hits Victoria as interesting. Paul thinks the best place to start looking is in the basement, as a joke. (Why he goes there I don’t know, though it does prove interesting again.) Gracey starts heading up to the second floor for a look at these offices, when Victoria starts to convince the group that the basement is the place to start as the last offices were bare of information. Gracey starts talking about how long before they meet back here, when Paul steps in and talks about how splitting up the group might not be a good idea.

(James’ player makes a comment about what happened several thousand years ago when the group split up. A veiled D&D reference as we had all just about died last week in that game, as a result of someone not following the group. It took a bit for everyone to catch on, but eventually got a laugh out of it.)

Victoria continues on about why the basement may be better, and with Paul supporting her, that is were the group starts to explore. They head down the familiar path to the basement, asking Victoria what they are looking for. She stumbles around until she finds a place where the hall should continue, but does not. Gracey studies the wall to find some seems. Hugh talks about shouldering it down, but Gracey holds him up. About this time, the security guard finds them, but they see him first. (They start to go over plans on hiding, with the sneaky Tremere and obfuscate. It only gets funny for a short time, then they get back to the game.) The guard shines his flashlight at the group, blinding them, and asks them what they are doing down here. Paul repeatedly tells him to get the flashlight out of his eyes as the guard asks, again, why are they down here. At this point Gracey starts towards him making full use of the light. This makes the guard quiver just a bit, whether it is from someone walking up to him or having a damn good looking chick head his way, she doesn’t know.

Gracey’s player, still a little new to how things work in Vampire, asks if the flashlight would hurt her, I tell her only if he hits her with it. James’ player makes a snide remark about the question, and a speaker falls on his head from the entertainment center behind him. This gets laughs and remarks about “that’s what you get for making cynical comments“.

The guard asks her if he can do anything for her. Gracey starts to bluff about having a meeting somewhere in the building. The guard announces that they all need to leave, unless they have business in the building. Hugh turns his back to the guard to see if he can find a way to open the door, and finds the mechanism, but doesn’t know how to open it. Christian, through this, catches the gaze of the guard and tells him they need the door opened. “Can you help us? We need to get something from behind it“. The guard happily walks over and opens the door for them, tells them to have a good night and walks away. Hugh tells Gracey to go first and she retorts that he is the man and he should go first. They fight back and forth over this for a short time before Christian tells them that he will go first. Christian walks in, does not look around, turns, and comes back out screaming. Victoria simply tells him “that was funny”, and they all enter the room. They find themselves in a planning room.

Right here, we stop for the night as it was late and I need time to prepare for this room as they were not supposed to find it until later in the game. We pack it in and head on out for the week. We come back the next week with a bit of bullshitting before we get back to the game.

As they pass through the Doorway they see a set of double doors that opened in on the planning room. The room contains a large central desk with an assortment of half-open filing cabinets. One wall contains a map of the city subway system, with a faint route marked on it. Gracey starts to check through the filing cabinets, finding two video cassettes. Victoria takes a look around the room for any passages that are hidden. As the group continues to look closer at the top of the desk Victoria realizes that the map on it is for the sewer system. The strange thing about the map is, there are a few different marks in different parts to the city. Along with the sewer map, is the title and blue prints for Elmwood Estates. James and Victoria talk over some of the information that they already had gathered to see if anything jumps out at them. After finding out about Elmwood Estates, James takes a look through the files. James finds information pertaining to The Orphanage and how Derrick Coverstone has set up a stronghold around it. While James is running through the files, Victoria takes a closer look at the map on the wall. She can follow a route on the map finding that it goes through many abandon subway tunnels and over to New Jersey.

James, Gracey, and Victoria keep looking over the desk and files for anything else. Victoria stumbles across a business card for Lt. McNaily and starts to show it around. When she shows it to Paul, he starts to tell them about what his PI had found on him. That this Lt. has been slipping recently, not getting most of his cases to close, also that he was in charge of the investigation on the assault on the welder and the warehouse fire. The odd part of his recent behavior is that he and a couple of his officers have been hanging out at places owned by Donald Riddell. Victoria sees that in one of the files are plans for using the two warehouses as a launching point to try and take over the docks area. Also within that file is a copy of the letter: “To His Holiness”. After sharing this information with the rest of the group, they decide that Vern needs to die.

With one more quick check of the room, Gracey heads to the second floor offices with the rest of the group following her, as they now have a healthy respect of being separated. They take a back stairwell up to the second floor. Once there, they find eight doors running down each side of a main hall for a total of sixteen. Gracey just walks down and checks randomly the third door on the left side of the hall. The unlocked door leads to a small reception area with two offices behind it. The place looks like it has been empty for about a month and is only furnished with some cheep desks and chairs. Next, Gracey checks the fourth door on the right to find it locked. James, after seeing that Gracey is down the hall, takes the first door on the left, finding it locked. They start to discuss what is going on and James sees that Gracey is about to pick the door she is at and stops her so they can do this with some sort of plan. James has them check each door to see if it is open or locked, before trying to open them. They find, with all this searching, an adult daycare facility, an office and file room, a small meeting room with extra tables and folding chairs at the back, and a large conference room with copies of most of the files on kindred within the city that are very detailed, save for the LS. In another of the offices they find some antique furniture, but little else. The next one they go to has antique furniture and is nicely decorated. In the one of the desks are some of the LS files that were missing. They check Pete Ares’ file, getting information about how he had controlled the Queens area in recent times. Also, they go over Carmen Oster’s files. The last office on the left turns out to be more of a reading room for someone. Victoria opens the broom closet and checks it over, finding it a solid room. The last room they check, on the right, had been converted into a large room with four desks in it. In the desks, they find more LS files, one of them being Dalia’s. The file gives them more information about Dalia’s habits and hang outs. Dalia had started to invest in the hotels around the airports and also the Yellow Cab Company. Dalia’s file had some old subway plans and information on how to redevelop them.

Gracey talks about calling around to hotels to see if she can find Dalia that way. Paul talks her out of it, as it would serve to drive Dalia farther into hiding. This prompts them to go back down to the planning room and check the two maps against each other. Victoria rips the map down and takes it with her. About this time, the night has mostly slipped away and they all head home.

End of this night’s work as I take a minute to gather the next part of this mess and start on the next night with them.

Updates

Posted in Other Stuff on October 9th, 2005 by enwewn

For those of you who want it, here is a post of the edits that Ken has just made. If you check on the web site, for the next few days at least, you will be able to find the changes. Enjoy.

Night Two

Ok, time for night two of this little ordeal of ours. Some events might have changed places, as I could not find the order of them happening on the recordings and I am trying to go by the in-game nights, not the play nights.

We arrive at the gaming location and do the weekly life update. Although this night was a little different, as one in the group had his birthday the day before. There was a nice meat and cheese tray on the table, as well as a tin of mixed nuts. Last time we had played, I was totally unprepared for the game. This time, I had a start on some ideas that could be interesting during the game. The characters all gather at Paul’s sire’s home, via the limousine. (I am starting to not like that choice. Later, it starts to show how bad of a choice it was.) They talk about the fact that they have not seen their sires for a few nights (That’s my fault for not having them ready). Then, the choice is made to go back to the office building and investigate the explosion that chased them out of it, yesterday. They return to the building and find it intact. They all enter and start back to the office where they had the meeting. They take a quick look around and find little that seems out of place, in the office. Most of the group; Paul, Gracey, James, Hannah, and Victoria, head downstairs to see if they can find the source of the explosion. Christian starts to wander the halls on the upper floors to see if he can find anything. (He will not, because I have little idea what else would be there). After looking for a while, he heads back down to the limousine.

They find themselves in the basement were they can hear some work being done. They search it out and see a couple of welders repairing a steam line. They sneak by the welders, to look in the area for anything else out of place. They get to the end of the hall where there is another set of stairs leading up and out. (As marked by the EXIT sign.) James (The one person who has played some V:tM in the past.) tells everyone to be still and quiet. He then activates “heightened senses” and takes a look around. James notices that a door in the hall seams to be out of place. They all wander down to this door and Paul is the first to barge in. (Paul and James both do a Predator’s Taint check as they enter, and pass.) They enter and find a storage room with a staked vampire in it, along with some boxes. James starts to look around the room and finds some evidence of a fight. Paul calls out to Victoria and Gracey to come take a look at the room. While they make up their minds to come into the room, James has found a few boxes with addresses on them, taking note of one that is from a residential area in town, with a familiar name and a piece of cloth with M M written on it. Victoria enters the room. (She passed the roll.) Looking around, she does not see much, other than a beat-up, staked, vampire. Gracey attempts to enter the room and starts to run away, screaming (Rolled Failed), down the hall, drawing the attention of guards (Er, I mean – welders. I kept calling them guards during the game, when they were, in fact, the welders from earlier.). Well, James takes off after her, the other two try, but aren’t quick enough and get caught by the welders. Victoria glares at one of them and commands him to sleep (using dominate, of course). This guard (welder) goes into a dazed state. Paul jumps the other guard (welder) and proceeds to beat the piss out of him. Before he kills the poor guy, Victoria yells to him that they need to go. They meet up with Christian, James, and Gracey at the limousine and head on out. In the limousine, James tells them about the address and the cloth, so Paul has the driver go to that address.

At the apartment complex, James gets out and looks at the buzzer panel. He finds one with the name he thought he knew, M. Manson, and got buzzed in without a word. He goes to the apartment number and checks the door. It’s unlocked. He enters the apartment just in time to have some young lady start screaming at him. With a few quick words, he backs out the door and goes down to the limousine. They head back to their havens, via the limousine, and while doing this, they talk about what has happened to them, so far.

Ok, that’s one more night down; a few more to go. At this rate, I might get them done before we stop playing vampire. 🙂 . Still kind of wordy, though. I had hoped to compress more, but I still like including as much detail as I feel does justice to the game.

Night Four

So, here it is: Another wonderful gaming night! Well, Hugh didn’t make it this time – had something to do with being the “best man” at a wedding in Las Vegas. Anyway, we start them off at home, just waking up from their daily rest. A few more of them decide that it would be a good night to feed. Victoria, Paul, James, and Christian all feel it is time to go on the hunt. I give them their respective rolls and tell them what they get. So now, with that over, they all decide that going back to the office building would be a good thing to do. So there goes the limousine, out and about, to pick every one up and take them back to the office building. They all waltz right in and go up to the meeting room that this all started in. They all start to look around the office. (Wits + Larceny) This let them find the hidden filing cabinets and they gained what little information there was, off of the desk blotters. A quick Dexterity + Larceny check for one of them to pop open the file cabinets and Intelligence + Larceny or Intelligence + Investigation, which gives different information. The Larceny roll could produce other information sources. Those needed an extraordinary success that no one got. They discovered files on various people, including their sires, a few other key players, and some building blueprints with addresses. (See NPC page) This was good enough for most of them, but Paul decided that he needed to do one more thing . He enlists the help of Christian and heads for the basement, as the rest of them take files out to the limousine. Once down there, they grab the body that has held some fascination for him and drag it out a side door to the limousine. Into the trunk it goes, which makes the others in the limousine ask them what they think they’re doing. He placates them with something to the effect of “it’s my limousine. If you don’t like it, walk!” In the limousine, they talk a little about what they found in the office. (What little I could tell them as I did not have much of that information ready, yet. Does there seem to be a pattern forming?) They head for Paul’s place. When they get there, Paul find his sire, Dianna and asks if she knows who the body is. She informs him that it is Jeff Orbrock, the prince’s first childe. Then, she goes on to tell him that he needs to take care of that trash. Paul asks Christian to help him move the body into the garage to hide it. After that, they all go inside to talk some more about their findings at the office. James calls in a favor from one of his contacts (City Engineer), to see if he can discover who the owners of the blueprints are. This, of course, leads to leavening a message, due to the time of night. Gracey talks the rest of them into giving her the files, so the she can read them over. (I still don’t have a clue why this worked, but hey – I’m just a storyteller.)
We run out of useable time in the evening, so I “call it” with them all getting rides home from the damn limousine. A little chatter later and we head for home, ourselves.
’till next time.

Night Twenty One First Half

Posted in Story Stuff on September 4th, 2005 by enwewn

Ok, to get something up on the sight, I will start in on night twenty one, early. We played through about half last week and I hope to get through night twenty two this week. As life has gotten in the way, Gracey’s player will not be at the sessions for a few months so that she may learn something.*

The group starts at Paul’s place, as this has been the crash pad for the last few nights. They all meet in the living room to go over what to do next, as they have been very busy rounding up Vern loyalists for the old regime. To date, they have brought in Dalia, Damon, Aaron, and Carman. Christian starts to talk about taking some time off again to take care of other things, but the group still thinks that finding and eliminating others that are loyal to Vern should come first. Victoria, looking over the list of names that they have, figures that the next person to locate should be Zetta. The information they have on her comes from all of the files that they have procured over time.

Victoria leads the way, telling the others that they have four addresses to check out. A short ride later, they find themselves at a downtown Manhattan building. Gaining entrance via picking the front door locks, they head upstairs to the apartment number from the file. With another quick pick, they send Hugh and Paul in first, to check out the safety of the place. A quick check of the place results in a resounding “nobody home”. The rest enter the apartment to check it out. It’s a smaller place with just four rooms: living, kitchen, bed, and bath. Though lived in, the apartment does not have any clues to finding Zetta. Paul, after looking around, notices a fine piece of oil work in the wall, in the living room. Victoria and Christian take note of a nice statue, that upon a closer look, is just a fake plaster copy. Feeling this stop a bust, they head out for the next address.

With a longer ride over to Queens, they make it to the next place, but not without notice of a number of kindred from the area. This address leads them to an abandoned two-story building. Gaining entry through the broken doorway, Paul and Victoria lead the search through the building. On the main floor, they find that the place seems to have become a dumping ground for some kindred, as a few of the apartments have bodies stacked in them. Many of the bodies look as though they are from the vagrant population, but a couple of them are dress a little too nice for these parts. Victoria seizes the chance and quickly goes through their pockets. Victoria finds out that one was Nelind Hughes, by way of his credit cards and that the driver license is missing, as well as all the cash. The other body belonged to Andrew Mason. Again, no license or cash, just credit cards remain. Looking though the business card collections from the wallets, Victoria finds one for Missie Larance on Nelind and one for Lt. McNaily on Andrew. Asking the group about the names, no one recalls hearing Missie’s, but Paul tells Victoria that he does recognize McNaily. Victoria quickly puts the wallets back and the moves on. Looking though the building, they find that a few of the rooms have been converted so that no light can get into them and that they lock from the inside. Going into the basement, they find a few interesting things. One: a few of the rooms seem to have been the sites of many fights sometime not long ago. Two: that the sewer has access from inside the building. After spending a little more time looking around the basement, they head up to the second floor to see if they can wring any clue out of the place. On the second floor, they find one more room rigged not to let light in, and access to the roof.
Paul leads them up the stairs to the roof. Leaving the stair behind, they all feel the presence of another on the roof. Paul quickly scans the roof for it. Paul sees the stranger just in time for him to look up from his meal. Paul yells at him to stay put, but he just jumps over the side. Hearing a loud clang, Paul figures that he had jumped onto a fire escape. Paul takes off after him with Hugh following behind. They a make it down the escape ladder with out a problem. The stranger starts running down the ally, dodging trash all the way. Paul makes ground on him with Hugh starting to fall back a bit. Close to the end of the ally, the stranger trips and this gives Paul the chance to pin him to the ground. Hugh though, found a bag of trash that did not get out of his way and has fallen short of were Paul is. With the stranger pinned to the ground, Paul asks him why he ran. “Fear” sums up the statement quite well. Paul, berating him for his background, starts with his name. “Luis, Luis Rolon”, comes the weak reply. Next on Paul’s list is “what covenant?” Luis tells him, “Sanctified, sort of”. This makes Paul boil with anticipation for the next answer. “Who is your sire?” comes down for Paul. Luis, with a hint more fear tells him, “Andrew Mills”. Not the person Paul was hoping for. Hugh, being able to collect himself, makes it to Paul and Luis, just in time to hear this. Seeing the excitement in Paul, Hugh tells Paul what he knows of Andrew. Though Paul is still on the edge, he tells Hugh to grab hold of Luis so they can get him back to the group. Hugh and Paul, each grabbing a leg, drag Luis around the building and up the stairs to the roof, where they see what the group would like to do with him. The talk is short and, on point, they tie him up and throw him in the trunk. They head out for the next address a little heavier.

This one strikes them as strange once they enter the Brooklyn building. Sensing and seeing Kindred and humans in one place mingling with familiarity is strange. A few of them who have heard stories about this place know what they have entered: The Orphanage. Victoria comments to Paul that this would be a strange place for a follower of Vern’s to hang out.

This is were we ended up for the night as time ran out on one of the players. I have some fun for next time if I can keep my end of the deal up. Here’s to hoping for a good time.

* As editor, I would like to clarify that this does not mean that playing Vampire has somehow prevented her from accumulating more knowledge, merely that she will be taking time off for school. -KJB

Night Twenty

Posted in Story Stuff on August 15th, 2005 by enwewn

Everyone awakes at Paul’s and he calls in some of his “friends” for them all. This takes some time as the ten he could get to come in are passed around the group to get everyone back in shape. Amazingly enough, all of the guests survive with only one of them needing anything special. They mingle with the guests long enough for them to move on to the next party that Paul is able to direct them to. After all the guests leave, they go out to check on the prizes from last night. The three are still locked away safe. Paul tells Victoria to give Riley a call to find out were to drop them off. Riley, with a little shock at the fact that the group and Victoria had already found Dalia, asks if Victoria can hold on to Dalia for a short time while they set up a place for the interrogation.

(Ok, the order of these events was done both ways. Food then prisoners and prisoners, then food – depending on which week of the recording I go by. So this way is from the first week.)

Gracey and Paul head off to make use of the free time. Victoria gets permission to use Paul’s computer to check her e-mail. She doesn’t find anything interesting in there. The rest just hang around the house waiting for the call back from Riley. Riley gives them a call and tells them to bring Dalia back to her townhouse, as that is were they are set to receive her. They all pile into the SUVs and head over to the townhouse. Once at the townhouse, Victoria drags Dalia, Christian takes Damon and Hugh takes Aaron (“Armless”, as the group affectionately calls him) towards the door. As they approach, Hugh gets a little freaked out and turns to go back to the SUV as Paul pulls Aaron away from him. Riley meets them at the door to take Dalia from them. He also is interested in Damon and tells them to leave him, also. Andrew, on the other hand, is not of any interest to Riley, so they get to keep him and do as they please. During the exchange with Riley they hear two voices drifting up from the basement, they can’t make out what is being said, but they do recognize one of the voices as Rudolph. Christian and Victoria drag Dalia and Damon downstairs, with Paul and James following behind. They notice that the doorways have been repaired and made sturdier then they were. As they turn the corner, they see that, indeed, Rudolph is here. Victoria asks Riley why Rudolph is here, as he is a member of the LS. Riley informs her that Rudolph is good at questioning people, has followed in Derek’s footsteps and has split from the current prince. Hugh sees that Rudolph is beginning the process and asks Riley if there is any thing he wants them to do. Riley informs Hugh that the group is free to go at any time as the work at hand does not really concern them. Paul starts looking for the next job assignment, Riley informs him that they have nothing for them to do right now, because Dalia was captured to get more information, as they don’t know were Vern is and are hoping to find some new places to look. Paul, Hugh, Christian, and Victoria start to talk about what to do next because Riley doesn’t have anything for them to do. They argue over what to do. Hugh enjoys blowing things up and reinforces the point by talking about the elysium incident, while Christian is more in favor of taking some time for themselves than doing anything destructive.

Paul starts asking about were the rest think they could find some other LS in the city that are still loyal to Vern, as they turn and head up the stairs to leave. The discussion continues until they reach the top and Victoria turns and slaps Hugh across the face. Victoria and Paul “go off” on Hugh about talking about blowing up an elysium – Victoria, for telling people who do not know that they did it and Paul for them not telling him about it. Hugh tries to make his point that Riley, most likely, knows already, so it did not matter. Victoria and Paul continue to tell him that he should not talk about it. After settling down a bit, Paul restates that he wants to go after any of the remaining LS that are loyal to Vern in the city. Christian sees this as a bad idea, and makes the comment that he just wants to find someone to fuck, as he is sick of the fighting. This gets Paul attention right away as he has been trying to figure out what type Christian likes. Christian comments that if Paul would have asked he would have told him. Paul informs Christian that half of his fun is derived from the game of finding out, but now that Christian offers, Paul asks what his type is. Christian does not answer his question. Victoria, thinking about the past few weeks, remembers a few names: Zetta and Carmen. They could look into it and see what’s going on with them. Paul asks what information she has on them. Victoria just has some basic information on them and makes the suggestion to go back to the office complex to see what more they can find out.

This, of course, sends them back to the office complex to see what more they can find in those files. The group picks the lock into the file room and starts looking over the files to see what they can find. In searching the files, they find that Carmen is easier to find as they take the information form the files and head to her place.

As they arrive at the twelfth floor apartment, Victoria picks the lock quick to let the group in. Everyone but Hugh makes it inside the apartment as they feel a presence. Hugh heads back down to the waiting trucks for a short time before getting the nerve to come back up. As the rest press into the room they all start to look around for who this might be. The place is furnished nicely and appears that it has been used recently. The first bedroom does look like it gets used in the apartment, as it has a stagnate appearance to it. The second bedroom has been converted into a small office space. This has Gracey ready to go through the small filing cabinet within the room. Gracey finds nothing in the files that stick out to her. Paul, after walking around the apartment, has narrowed it down to the first bed room as the location of the vampire. Paul asks Christian to keep an eye on the closet double bi-fold doors, as Paul rips the mattress and box sprint off the frame without finding anyone. Paul and Christian pull the doors off of the closet, and see nothing other than clothing. Paul starts to pull everything out of the closet to see anything. While doing this, Paul can hear some muffled noises coming for the closet. Victoria, standing in the doorway, also hears them after asking, a few times, what was going on. Paul, having pulled most everything out, resorts to the “we won’t hurt you if you come out” line and starts to count to five. At about four Carmen steps out of the closet as if from nowhere. Carmen, with fear on her face and in her voice, asks what everyone is doing here, looking for her. Paul tells her she should be frightened, as she is friends with someone they don’t like. Carmen tells them she was just helping him out, to survive. This doesn’t sway them much. Victoria steps in and asks, “Were is Vern?” Carmen responds with, “I don’t know. After court I returned here. I was too frightened to do anything else. I have been here for days.” Victoria asks if she would rather talk with Rudolph, than with them. This visibly, physically, shakes Carmen and more tremors enter her voice, as she answers with a string of nos. Carmen starts to offer to tell them anything she knows. Paul asks were Zetta falls in the ranks under Vern. Carmen tells them there was little structure, most just did what Vern told them to do. Victoria asks if she knows were Zetta is. Carmen, again, tells them she doesn’t know. Victoria tells her that they don’t believe her and maybe they should take her to Rudolph. Carmen stays defensive about that. Paul asks what Carmen had been doing for Vern. Carmen informs them all she was doing was delivering messages. Carmen lists off a few names, including Andrew and Derek. Paul asks if Andrew was important to Vern’s plan. Carmen tells them that Andrew seemed to be more in the wayof, than helpful to him and Derek was needed to keep others in line, as he has a great amount of influence and without that, Vern could not do what he wanted. Victoria, feeling that Carmen is not giving them enough, is still of the mind to take Carmen to Rudolph and see what he can get out of her. Paul still feels that she is being helpful and continues to question her. As she begs them not to take her to see Rudolph, Paul presses about what she knows about any remaining allies Vern has, what kind of protection he keeps around him, and were she normally saw him. Carmen tells them that she does not know of any remaining allies. As for protection, Vern was keeping a few ghouls around him, but left it mostly to the Sheriff, Enos, to protect him. Most of the time she had contact with Vern, it was at the office complex. Victoria and Paul are in agreement to take Carmen with them as Rudolph may get more out of her. Carmen did not resist as they bound her with the bed sheets. Victoria gives Riley a call to see if Rudolph is still with him. Riley, with much surprise in his voice, tells Victoria that it is fine and they will get to her, in time. After dropping off Carmen, they head to the next address that looked of some interest, in the files.

The address leads them to a house. Victoria, in a rush, takes the door off the hinges and the rest enter behind her. They head upstairs to see what’s around. Once upstairs, with some caution, they look around to find a small hall with three doors off of it. One of the doors is standing open and appears to be a bathroom. Hugh and Paul go to the first door and open it. As the door opens they get to see that the room appears to be a child’s bedroom. Once fully open, the girl in the bed , who looks to be around fourteen, starts to scream. Victoria enters the room and walks over to the bed and puts her hand over the girl’s mouth. After getting a hold of the girl, Victoria stares her in the eyes and informs her that, if she wants to live, she needs to shut-up. The girl, though still scared, stops screaming and calms down. Paul questions the girl about who lives in the house. She is able to tell him that it is just her parents and herself and they have been here for a few years. Paul asks what her last name is, to find out that it is “Andrews”. Paul also asks what kind of work her father does. He’s a lawyer. Paul, taking James with him, breaks down the door to the parent’s bedroom, leaving it flat on the floor. The mother sits bolt-upright and starts to scream. The father continues to snore. Paul sends James after the mother to shut her up, as he grabs the father’s ankle and rips him out of bed, bouncing his head off the floor to wake him up. James has a hold of the mother and keeps her quiet. The father, waking up, is pulled face-to-face with Paul while screaming out, “What’s going on?” Victoria, in the other room, has to add some effort in keeping the fourteen year old quiet. Paul calmly asks the father, “Who do you work for?” The reply comes that he works for himself, freelance. The father questions what they are doing here. Paul ignores this and asks how he knows Carmen Oster. He replies that he just wrote up some paperwork for a hotel out by the airport. The father continues to ask why they are here. Paul just asks about Vern and gets nothing. Paul asks if she keeps any records here and finds that they are kept at her office. Victoria sees that this is taking some time, rips the phone cord off the wall, ties up the girl and repeats that she is not here to hurt her. The father, still looking for answers, gets Paul to tell him that these are the wrong people to be doing business with. Victoria, after making sure the girl will stay put, walks over to the next room and tells Paul that it is time to go. Pulling the cords off the phone and a lamp in the parent’s room, they are secured. Paul leaves him with one last warning that if he sees the father’s name on anything dealing with others that Paul is looking for, he will be back. They all head out of the house to see that the morning is coming and the head back to Paul’s, in a group.

We wrap up the night and head home. Looks like next time we play it is going to be good.

Night Nineteen

Posted in Story Stuff on July 28th, 2005 by enwewn

They all arise for the next night, call each other and set up to meet at Paul’s.

Gracey checks her voice mail and then gives her sire a call. After the call she stops by the park to see if Minth is there, not finding him she finally heads out to Paul’s.

They all end up at Paul’s though Gracey is a little behind them as they had time to have a snack. This in tailed way too many other conversations, though. As Gracey arrives at Paul’s, the group heads out the start of the subway maps. They get out and Paul’s checks with Victoria on how far from here to the safe house it seems to be. Victoria tells Paul that it is far enough that they don’t want to carry all of Hugh’s gear. Paul just yells at Hugh that carry it all and the start down the steps. Paul weary of the new surroundings tells them that things don’t feel right to him, but to move on with the search. The group talking of what they want to do with Dalia realizes that they don’t have any stakes. An old wooden bench is sacrificed to the cause. Everyone, but Hannah picks up a stake. After they walk a short time more they see that the place has been taken over with vagrants. Two of these stand and block the path and a third steps up behind them. Paul takes charge as Victoria steps aside. Paul tells them they pick the wrong day to get in his way. (Combat ensues.) James, the first to act, uses the stake to lash out at the third ghoul. Paul hits one of the front two taking a chunk out of his arm. Hugh takes aim with the auto handgun and hits the other ghoul in front. This gives Victoria the chance to drive her stack into his chest. The ghoul that Paul hit takes a swing back, and lands a light blow. Hannah takes a swing at him and connects. The other one takes out a 9mm at takes a shot at Hugh and misses. The back ghoul takes a swing a James with a sap. Christian takes a swing at Paul’s ghoul and takes out its leg. James takes another swing at the ghoul landing a solid blow to the guy’s jaw leaving him dazed. Gracey takes out the first ghoul with a swift kick to the head. Hugh takes another shot at his ghoul and sends him to the ground. Victoria takes a free shot at him. Hannah feels that they are down and out, so the fights done. James gets hit by the sap, and this makes him yell out getting Paul back who take a slice out of him. Seeing this, Gracey runs back and kicks him, knocking the last ghoul down. About this time another figure starts towards them form down the subway. James and Christian start to head back up the subway. As they start to see more of this figure they can tell that it is a Gangrel. Hugh feeling lucky takes shots at him with the auto-9mms. Doing some damage, but not slowing him down in fact it piss him off enough that he runs up to Hugh and slashes him with extended claws. Paul takes off the arm that slashed Hugh. (This insights some Monty Python references.) Gracey see this runs back to see what she can do, and just brushes him. Hugh takes a few more shots at him, hitting him in the chest. Victoria takes her other stake and imbeds it in the gangrel’s chest. Paul takes another swing at the gangrel, hitting him in the side. Hugh mad with getting hit unloads his handguns pointblank into the gangrel’s head, killing the gangrel with out even a word. Paul takes the time to suck what little blood is left in one of the ghouls. Victoria and James take quick sips from the other two. Paul finishes off one other before stopping to question the last ghoul as to any information he has about Dalia. He tells Paul that she is farther down the subway and he been down here all his life. Paul leaves him alive and tells him if he is still here when he gets back Paul will kill him. They head farther down the subway to find a divider with three doors in it. Christian and Hugh head back down the tunnel again. Victoria checks the door and unlocks it. As Hugh and Christian arrive back they group start to bitch about others in the group always running away. They take stock in what they feel and have on hand. The plan ends up being Hugh pitching in a flash-bang. Christian got the door as Hugh sent in the flash-bang. With a short wait, the group started to hear sounds of battle in the next section, letting a short time pass to see if any more vampires would come in, which none did, they went in. They observed a fight between the four that were in there. Only the weaker one of them frenzied, but that has kept the other two busy. A short a discussion later, they decide to take these four out before moving on. Hugh tells them to clear back out as he pitches an incendiary grenade that lands dead center of the group in that room and starts to burn them.

Right here the end of the game night came up and we packed up for the night took our two weeks off for D&D and a week for gossip. We get back and pick it back up on a short night of play.

With much too much conversation about side by side refrigerators and other things we get to the game. This is the first night without Hannah as her player saw the light and will not be coming any more as it was too late for her.
They watch through the doorway to see all of the vampires engulfed in flames and burn to cinders. After they ensure they are safe the take in what is in the room. I tell them that there are three doors on the far wall with 1 on each side and the third up a staircase of to one side. Though there was some talking going on I thought that everyone was clear with the layout, I was sadly mistaken. Hugh tells me he is going to go through the middle door. Now I was fairly sure I said nothing about a middle door that night I just went through the recording and did not hear someone say anything about a middle door before Hugh. So I call the roll for going through the wall. I should know better then to do these things, but I did. As he makes his way through the wall, into a dark room that the door on the right to the tunnel he looks around to find some light. (We do have a short rules check on auspex as to how to use it.) Hugh backs out of the room and Paul looks it over. Hugh and Victoria then check the door on the left to see a smaller room with a door on the far side. The group lead by Paul goes to the far end to check what is behind that door to see a subway platform in disrepair. Paul looks it over for signs for resent activity find that it is not well used, but people have been through recently though it looks more like construction traffic then anything else. The group goes up the stairs to find a meeting room that had been used for other proposes before its conversion. At the far end of this room are two doors, Hugh and Victoria check them both out to find a balcony looking out over the platform they had just seen. There are stairs leading down from the balcony to the far side of the tracks, but Paul after stepping out on to the balcony see that it is not to far down and jumps the rail. He lands safely on the platform; though Gracey tries she fails to hit the platform and lands by the rails. Hugh follows Paul as Victoria, Christian, and James walk down the stairs. There a blocked off area that looks to head up to ground level, Paul confirms that it is by knocking out a piece of the plywood. After a short discussion they all decide to push on down the tunnel, a short while later they arrive at yet another division wall. They feel that there are two vampires on the other side. Paul’s mind rolls back to what Hugh had done earlier and start to inform the others of his plan. Not to use the door and go through the wall instead. Hugh and Paul break through the wall on either side of the door way tackling the two that were in there. Paul rolling through after tackling the vampire pops up and says, “The number 12 from downtown to Manhattan”. (This comment was most likely do to out of game comments and did you get the number of that train, but hey it is funny.) The rest come in through the door. Hugh who stays on top of his victim pulls out one of his full auto 9mm and unloads it into the guy head; it doesn’t have a killing effect, but does cause a severe wound in it. Christian steps through the whole Paul made in the wall and takes a hack at Paul’s vampire sending a spray of blood in to Paul’s face. This vampire rolls off some of the rubble to start to fight back as Paul jump back on top of him and drives his sword down into his neck. Gracey give the guy a swift kick to the head. As Victoria goes after the one Hugh shot with a stake imbedding it into his back. Hugh pulls out his knife and takes a slice at his guy, gashing his neck. Christian turns to take a swipe at Hugh’s removing what little material that held his head on. Gracey takes yet another kick at the last one causing some more trauma. Victoria picks up her stake to use it later. Hugh seeing that there isn’t much holding the other guys head on tries to just pull it off, but fails. Paul press down on the sword blade with all his power working the broadside through the neck. Gracey kicks the guys head one last time sending it rolling off. They finally start looking around the room. It appears to be under construction for use as reception area. At the far end of the platform is a short set of stairs leading farther in to the tunnel.

They hit what will, end up being, the last of the partition walls. Feeling about four vampires on the other side, Paul tells them that going through the wall again is the best course of action. Victoria, Hugh, and Paul all take this route into the room. With in the room they find seven vampires, two that look like Dalia, another that appears to be Damon Westman, and four others that they don’t much care about long term. Paul tells the rest to take care of the Dalias and Damon; he wants to get his hands dirty. Gracey and Christian open the door and walk in to the room. Paul sights in the closest target and goes for him with his sword. The sword slices from the top of the right shoulder down into the center of its body. Victoria goes after the first Dalia and hits her with the stake in the head with this distraction his obfuscate falls him to show that is not Dalia. Christian sees this and tries to dominate her, tell her to go wait by the door. Hugh sees someone start towards him and takes aim at her pulls the trigger and hits Dalia with the shots leaving her almost destroyed. Gracey takes off form the door and kicks one of them in the face, she likes to do this it seems. Paul pulls his sword out of the first one and takes another slice have it fall it two places while getting hit from some gun fire from across the room. Victoria runs up to Damon and drives a stake into his stomach. Christian takes a strike at another of them giving them a cut. Hugh shoots at the fake Dalia getting a few hits. Gracey sees this and runs over to kick him landing a light blow. Paul sees who had taken a few pot shots at him and cuts off the arm holding the gun. Victoria pulls her other stake and drives it into Damon’s ribs.

(At this point Paul’s player makes a few comments about the fact that tonight every started to play with their text messaging and how it had been cutting down on out of game chatter. Not that I mind the chatter most times, I almost like it more than all the beeping caused by the texting, but it was fun for the time. Back to the fight.)

Christian cuts into the vampire in front of him, as Hugh takes shots at the one Gracey had just kicked doing so harm. Gracey feeling spry goes for another run and trips on the way. Paul feeling a bit on the sadistic side cut off the other arm. Victoria pulls out one of the stakes and pushes it back in not doing much. Christian takes one more hack at his vampire destroying it. Hugh takes another shot and finishes his target. Gracey goes after the fake to kick him and misses. Paul goes after someone new to protect Victoria from an attacker from behind catching a piece of him. Mister armless falls over hitting Christian in the process. Victoria continues with Damon to bring him down to the point he can be controlled. Gracey gets hit by one of the goons and tries to kick him and fails. Paul sees this and goes after him and misses. Hugh and Gracey at a few new hits as Christian takes out one of the remaining goons. Hugh gets a hit in; Gracey misses hers, as does Paul. Victoria pulls a stake out of Damon and hits the fake with it. Christian slashes out again sending pieces flying. Gracey continues to beat on the vampire in front of her. Victoria continues to beat on the one behind her with the broad side of the stake. Though the other vampires rail against the group, but fail to do much damage. Hugh hit the one attacking Gracey, throwing her off as she misses. Paul comes back with one final blow sending the guy head out of the room. Victoria subdues Damon with a final hit to the head. This ends the battle as they gather up zip ties from the construction area. Paul, Christian, and Hugh now drag out Dalia, armless, and Damon to the SUVs. They get back out of the tunnels and load the prizes in to the SUVs, see that it is getting to close to dawn and the trip to drop off the prizes would push to close. They talk it over and as Paul’s is closer they head for there. Dalia, armless, and Damon get locked into their own cells. Everyone is given a place to rest for the day at Paul’s.

This ends that batch of game play we talk over what has happened and plan for the next day. Everyone reviews their wounds and how much blood is going to be needed. We start in on the next evening, but cut it short as we don’t have too much time to get into anything.

Night Eighteen

Posted in Story Stuff on July 5th, 2005 by enwewn

We start night eighteen the same night we played through night seventeen, so everything is fresh in their minds as to what happened. Well on with the show.

Gracey and Paul both wanted to see the tapes first as they fell asleep last night, though this morning they wake at the same time, so their was no sneak previews for either of them. Paul gets out of bed and heads in for a shower, as Gracey gets dressed and heads out to start the tapes. Gracey pops the first one into a player and start to watch it as soon as Paul gets out. The tape is a dub of a poor quality recording. (Or as I put it during the game a crap-tacular security camera tape.) As they watch the tape most of it is really boring. They can not tell what part of the city it comes form though after getting most of the way through the tape they get a call from Victoria. Gracey goes to take a shower while Paul talks with Victoria on the phone. While still on the phone Paul puts in the second tape to see a drive by shortly after hanging up on Victoria. The car that was attacked explodes and on the tape you see some one get out. fall, and turn to ash. This makes Paul go back over the first tape a little closer. As Gracey returns to the room, from her shower, she asks about what she has missed. Paul tells her about the second tape leading him to take another look at the first.

Victoria wakes and feels that the files she got yesterday should prove to be a good challenge for the evening. As she pours over them they start to make sense to her. She picks out that these files are a plan for getting rid of the Carthians for with in the city, by taking out the leader and fueling the in fighting until they are no more. After working this out, she gives James a call. With in this call she goes over the plan that she found in the note and tells him they should check out Dalia’s offices. James agrees and they plan on getting the group together. Victoria calls Gracey to no avail, next tries Paul, and goes over the plan with him. They talk about the tapes as they have not gotten anything out of it. Victoria decides to meet Paul and Gracey at Paul’s.

Hugh wakes at the warehouse the Carthians have been using as a safe house. He spends time listening to the crowd and looking for his sire. Though some of the night passes in this way he gets a call from Victoria and leaves shortly there after.

Christian feeling a little cramped does talk with anyone and just takes some time to go out to a few bars. This plan doesn’t work very long as he gets a call from Paul to meet up at the office building the meet at originally.

Victoria arrives at Paul’s and is informed about what was on the tapes along with Gracey. The first tape contains a car crash with a Kindred getting out and walk into a building across the street. The second tape having the drive by recorded on it. After hearing this she give James a call to let him know that they are going down to the offices tonight. Victoria tells James that she will get a hold of Hugh and Christian and have them meet up there. Victoria tells Paul to call Christian, Gracey to call Hannah, and she will call Hugh. The calls go well. They all arrive, a short time later, at the office complex.

Victoria start to find out if anyone has a plan for entering the building. Gracey asks why not just walk in as the last time she was here it wasn’t a problem for her. Paul reminds her of the run down the hall incident, and she informs the group that is not the last time she was here, much to the surprise of the group. Victoria goes over the facts about how the building is controlled by the prince and Gracey didn’t have a problem. This fact hits Victoria as interesting. Paul thinks the best place to start looking is in the basement, as a joke. (Why he goes there I don’t know though it does prove interesting again.) Gracey start heads up to the second floor for a look at these offices, when Victoria start to convince the group that the basement is the place to start as the last offices were bear of information. Gracey start talking about how long before they meet back here, when Paul steps in and talks about how splitting up the group mite not be a good idea.

(James’ player makes a comment about what happened several thousand years ago were the group split up. A veiled D&D reference as we had all just about died last week in that game, as a result of someone not following the group. It took a bit for everyone to catch on to it, but every got a laugh out of it.)

Victoria goes on about why the basement may be better, and with Paul supporting her that is were the group starts to explore. They head down the familiar path to the basement, asking Victoria what they are looking for. She stumbles around until she finds a place the hall should continue, but does not. Gracey studies the wall to find some seems. Hugh talks about shouldering it down, but Gracey old him up. About this time the security guard find them, but they see him first. (They start to go over plans on hiding with the sneaky Tremere and obfuscate, it just gets funny for a short time then they get back to the game.) The guard shines his flashlight at the group blinding them, and asks them what they are doing down here. Paul repeatedly tells him to get the flashlight out of his eyes as the guard asks again why are they down here. At this point Gracey starts towards him making full use of the light. This makes the guard quiver just a bit, weather it is from someone walking up to him or having a damn good looking chick head his way, she does know.

(Gracey’s player still a little new to how thing work in vampire asks if the flashlight would hurt her, I tell her only if he hits her with it. James’ player makes a snide remark about the question, and has a speaker fall on his head from the entertainment center behind him. This gets laughs and remarks about that what you get for making cynical comments.)

The guard asks her, if he can do anything for her. Gracey starts to buff about having a meeting some were in the building. The guard announces that they all need to leave unless they have business in the building. Hugh turns his back to the guard to see if he can find a way to open the door, and finds the mechanism, but not how to open it. Christian through this catches the gaze of the guard and tells him they need the door opened can you help us; we need to get something from behind it. The guard happily walks over and opens the door for them and tells them to have a good night and walks away. Hugh tells Gracey to go first and she retorts that he is the man and he should go first. They fight back and forth over this for a short time before Christian tells them that he will go first. Christian walks in does not look around turns and comes back out screaming. Victoria just tells him that was funny and they all enter the room. They find them selves in a planning room.

Right here we stop for the night as it was late and I need time to prepare for this room as they were not suppose to find it until later in the game. We pack it in and head on out for the week. We come back the next week with a bit of bull-shitting before we get back to the game.

As they pass through the Door way the see a set of double doors the opened in on the planning room. The room contains a large central desk with an assortment of half open filing cabinets. One wall contains a map of the city subway system with a faint route marked on it. Gracey starts to check through the filing cabinets, finding two video cassettes. Victoria takes a look around the room for any passages that are hidden. As the group continues to look closer at the top of the desk Victoria realizes that the map on it is for the sewer system. The strange thing about the map is a few different marks in different parts to the city. Along with the sewer map is the title and blue prints for Elmwood Estates. James and Victoria talk over some of the information that they already had gathered to see if anything jumps out at them. After finding out about Elmwood Estates, James takes a look through the files. James finds information pertaining to The Orphanage and how Derrick Coverstone has set himself up a stronghold around it. While James is running through the files Victoria takes a closer look at the map on the wall. She can follow a route on the map finding that it goes through many abandon subway tunnels and head over to New Jersey.

James, Gracey, and Victoria keep looking over the desk and files for anything else. Victoria stumbles across a business card for Lt. McNaily and starts to show it around. When she shows it to Paul, he starts to tell them about what his PI had found on him. That this Lt. has been slipping recently, not getting most of his cases to close, also that he was in charge of the investigation on the assault on the welder and the warehouse fire. The odd part of his recent behavior is that he and a couple of his officers have been hanging out at places owned by Donald Riddell. Victoria sees that in one of the files are plans for using the two warehouses as a launching point to try and take over the docks area. Also with in that file is a copy of the “To His Holiness”. After sharing this information with the rest of the group, they decide that Vern needs to die.

With one more, quick check, of the room Gracey heads to the second floor offices with the rest of the group following her up, as they now have a healthy respect of being separated. They take a back stairwell up to the second floor. Once there they find eight doors running down each side of a main hall for a total of sixteen. Gracey just walks down and checks randomly the third door on the left side of the hall. The unlocked door leads to a small reception area with two offices behind it. The place looks to have been empty for about a month and is only furnished with some cheep desks and chairs. Next Gracey checks the forth door on the right to find it locked. James after see that Gracey is down the hall takes the first door on the left, finding it locked. They start to go over what is going on as James see that Gracey is about to pick the door she is at and stops her, so they can do this with some sort of plan. James has them check each door to see if it is open or locked, before trying to open them. They find with all this searching, an adult daycare facility, office, and file room, a small meeting room with extra tables and folding chairs at the back, a large conference room with copies of most of the files on kindred within the city that are very detailed, save for the LS. In another of the offices they find some antique furniture, but little else. The next on the go to again has antique furniture and is nicely decorated. With in the one of the desks are some of the LS files that were missing. They check Pete Ares file getting information about how he had controlled the Queens area in recent times, also go over Carmen Oster’s files. The last office on the left turns out to be more of a reading room for someone. Victoria opens the broom closet and checks it over finding it a solid room. Last room on the right they check had been converted into on large room with four desks in it. With in the desks they find more LS files, one of them being Dalia’s. The file gives them more information about Dalia’s habits and hang outs. Dalia had started to invest in the hotels around the airports and also the Yellow Cab Company. Dalia’s file had some old subway plans and information on how to redevelop them.

Gracey talks about calling around to hotels to see if she can find Dalia that way. Paul talks her out of it as it would serve to drive her farther into hiding. This does prompt them to go back down to the planning room and check the two maps against each other. Victoria rips the map down and takes it with her. About this time the night has mostly slipped away and they all head home.

End of this night’s work as I take a minute to gather the next part of this mess and start on the next night with them.

Night Seventeen

Posted in Story Stuff on July 2nd, 2005 by enwewn

Everyone wakes up for the night. Hugh looks around the place and lets one of the servants know that he was leaving for awhile. Gracey wakes beside Paul and tells him good evening. Paul smiles and kisses Gracey and tells her he is going for a shower. This leaves her to get dressed and check her cell phone for messages. Not finding any she goes to the living room to wait on Paul.

Victoria waking in her haven goes and checks on what has been coming into her e-mail box. Most of it is junk of course, but there is a message from Riley to have her call back to set up a meeting. She makes a call to him to find out what he needs a meeting for. Over the phone he tells her that he needs to talk with her and her new “friends”. Riley gives her the chance to set the time and place for this meeting. Victoria goes with “Altered Currents” bar some time after midnight. Riley tells her that he can make that and hangs up. After getting off the phone with Riley Victoria calls Paul, not getting an answer she calls Christian. After letting Christian in on the plan she has him try and call Paul while she calls James, Hannah, Gracey, and Hugh. They are mostly short conversation as they all just go with it. Gracey checks to see if Paul has herd the news and if he is will to give her a ride. (This has conversation with it that does not have anything to do with the game.) Paul had found out that Hugh was no longer at his place and thinks to see if anyone else has called him to tell him.

(At this point in time Hugh and I were off role-playing out him talking with his sire, so they got off on a tangent that included, more the one, animal impressions. That had nothing to do with nature and everything to do with, my players have, sick and twisted minds, and views of the Hugh character. They also joke about the recording and how I get to laugh at it went I play it back and here it. They crack a few jokes about the fact that they get more done without me in the room then they do with me there. Sometimes I wonder if that isn’t true. After about five minutes of this we get back to the room with the normal amount of heckling. This is why having the night recorded is so much fun. Damn people and wanting dates, October 26th.)

Gracey feels that they have time for a quickie, and Paul doesn’t disagree, so they take care of that and then get clean up again after that. Paul finds his package that he had been waiting for. (I was giving him the information about what was in it while the rest of the group talks about the ride over as one of them got a motorcycle ride over this night. It degenerates into conversions not fit for this web space.) After wrapping this up Paul and Gracey head out to pick up Christian. Victoria arrives at the club and takes a seat at a table near the back. The rest of them arrive shortly there after. I ask Gracey to what see was wearing as a way of passing a little time as a switch into the Riley persona.

(They go off on a tangent about this for about five minutes. Then I call a taint check for when Riley enters and starts towards the table. One of the players fails this check as she rarely engages in anything other then combat while we play I had hoped that this would provoke reaction, it did not.)

I give the players a short description of Riley. Riley is a tall figure with hands more like claws and dress down in jeans and a flannel shirt. Victoria greats him, followed by the rest of the table. Riley makes notice of each in turn with respect paid to those he had any regards for. He also makes mention of the fire at the “Shit Hole” and how this is beginning to be a bad habit for the group of them, after Paul figures out some of the back story given away by Riley’s actions. Riley starts to lay out what has been happening in the passed few days after court. He starts with the facts of Vern being drunk with power and the Invictus feeling that he must be stopped, to that end they have teamed up with the Carthians. This distasteful arrangement means that they need everyone’s help. One of Vern’s lackeys, Dalia Pestage needs to be found to lead them to Vern. The problem being that she has left her known hang-outs and is in hiding, most of the rest of the Invictus and Carthians have bigger problems to deal with, or they are to well known to find anything out. This, and the fact they have been hanging out so much, is why he was sent to get them on her trail. Riley doesn’t have a lot on Dalia to give them just, as part of the sanctified she has done a lot of business for Vern and they hope to get information about her. Dalia an older looking woman, whom is heaver set being 5’4” and about 140 pounds. Riley tells them about her old haven and that she has been keeping offices in the same office building that this mess started in and this was the last place she was seen at. Riley makes it a clear point that she is needed alive though anyone with her is expendable. This makes Paul happy, as Paul asks questions to clarify the point as the rest agree with the course to find Dalia. Riley lets on that they don’t have reliable information about all areas of the city. They start to talk with each other and Riley gets bored with them and walks off into the club looking for some one. Paul feels that he need to feed before going on with the task at hand. Paul does ask Victoria to see if Riley has any more information that he did not want to share with the whole group. Riley talks to Victoria about the time table that has been worked out. Riley also talks about how they are working on putting Vern under control rater then destroying him. Riley goes over Victoria and the group’s ability to find things that they were not suppose to. Victoria tells the group about the limited time and that they should head on out to Dalia’s haven.

Paul tells her to wait just a short time for him to take care of business. He goes out on the floor and starts to dance with the toys. This makes Gracey a little on edge about his. After Paul gets back to the table and they head out to the townhouse.

As soon as they get to the townhouse Hannah goes right to the door and picks the lock. As they enter Paul takes charge and tells Victoria to see if there is a computer around, Gracey follows Victoria to the office. James is asked to watch the back door, while Hannah is told to keep an eye on the front. Paul and Christian find the door to the basement to take a look around there.

Victoria boots up the computer and starts to look at files. The first information that she finds looks a garbled and doesn’t mean anything. As she works harder to find things, she starts to pull out financial records with listings of a hotel that was acquired recently just outside of the LaGuardia airport. The records also list four purchases with in Queens. She finds maintenance records for the apartment building they had stop by many days ago.

Gracey goes to work on the file cabinets, getting them unlocked quickly, finding only empty file folders. Gracey in looking over the folders and other papers with in the room find that they come from many of the different hotels in town, she takes notes of them. Gracey noticed that a cabinet is missing. She finds with this inspection a package of files on other Kindred like those that she needed to return to Enos. As it also contained 2 video tapes that she starts to look for a player for. Finding the camera with a dead battery, she starts off to find Paul with in the house.

Paul, Christian, and Hugh finding the door to the basement locked, take a quick look to see how to get through the door. Hugh feels that a good shoulder blow will do the trick. Hugh backs up a step and hits the door, sending it down the steps and into the door below opening that one also. In the basement they find two sparely furnished rooms. These room look like the only use for them was integration. Upon closer inspection on the rooms they find a few clamps, a hammer, a badly dented aluminum bat, fragments of a wooden bat, and a large knife. Paul looking to see what else maybe in this basement pulls up a block of the floor to find sewer access.

Gracey finding them downstairs, asks if Paul can play these tapes at his place, this will not be a problem. She also mentions that it is getting late into the night. Paul places the block back and they head out. Gracey asks to stay with Paul, and Hugh heads for the Carthian safe house.

Victoria leaving the office after doing what she could with the files starts to look over the rest of the house. Looking through the house she finds that it is well furnished and kept. She also finds an open wall safe and a few paintings that could bring in some money. Looking through the desks in other rooms, she finds keys that don’t fit anything in the townhouse. As she discovers this she sees that everyone is heading out. Looks at the time and leaves with them.

Like most time I have it happen they make it back to their havens with time and settle in for the day.

A lot happen on this night, and more is coming soon.