Mage

the other city part 2

5XP

total so for 50XP

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the "other" city

Now that “Sawney Bean” can rest in peace, the PCs leave Edinburgh for Glasgow. When walking down the street at night between bars, suddenly everything changes. The streets get very, very long, and everything looks like it is from the past. All radios and 50s style, there are no tvs, fashion and architecture is from the 20s, and there are no cars, but there are trollys to take the PCs down the long streets. The trolley operator addresses the PCs by a different name, everything seems out of place. They are all wearing period outfits which are very high class and expensive. The radios play news that mentions the name of the “other” city they find themselves in as well as of cities that don’t exist in the “real” world. The PCs find themselves going to a fair that they own. They talk to many people here and are able to determine a few things: 1. THey are mobsters

2XP
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the blood farm part 2/swany bean conclusion

Using fate magic Sionnach was able to determine one of the unlabelled breakers was useful to turn off so he did so, disabling the alarms and cameras to the tower. The PCs explore the basement noting there are several coffins still unopened. Suspecting vampires that slept through the alarm, some of the PCs took watch while

15XP

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the blood farm part 1

Pierre says he has already ordered more firepower through mark and can get it to the PCs, including more incendiary rounds for their weapons, 3 single use rocket launchers, in-ear communicators, and flak jackets. He also says the Fredericton vampires are in town and could potentially help with a raid but sunlight would make that difficult. The vampire mentions that there is an enchantment on the tower causing a radius of total darkness around it in the event of an attack, which usually makes it easier to defend from non-vampires since the vampires can be woken by alarm and not be killed by sunlight. This however, makes it possible to attack in the day as long as the attacking vampires were covered on the way there, like in the back of a covered van. The PCs also recruit the help of the <gunpowder> cabal to help create enough static to scramble their wireless cameras and to place explosives to take out the tower.
The PCs drive the vampire’s armoured car and came through the front gate (and are immideatly plunged into darkness) while the <gunpowder> sneak up from the sides and scramble the cameras and the vampires attack by driving vans through the fields from behind. Ben is driving the armoured car and the windshield takes a couple bullets from the snipers and looks about to crack. Ben swerves the van to the side and the next several rounds strike the side of the van. He skids in a zig zag pattern closer to the tower, barely able to keep control of the van on the uneven ground of the field. Several more bullets miss the van and a couple deflect off the sides. Sionnach uses fate magic to improve the luck of a rocket launcher, opens the door to the van and fires the rocket launcher at the tower, the explosion shaking the ground and breaking a fairly large whole in the side of the tower, but he gets shot by a sniper in the meantime, some of his ribs cracking slightly under the force on his flak jacket. He immediately closes theor again and sits down as the wind was completely knocked out of him. In the chaos the PCs catch a glimpse of the Fredericton vampires fighting the tower ones, and one of the Fredericton ones was recharging off the rain, the rain turning into blood as it hits her and being absorbed into her skin. Ben continues his weaving path towards the tower, sliding even more on the wet ground, the car slides into the side of the tower, widing the whole made by the rocket launcher. The PCs jump out of the van and head for the hole.
The PCs enter and Marigold uses life magic to heal Sionnach’s injuries. They head for the basement to cut the power but the door is electronically locked. Adilah starts weakening the door with death magic when the PCs are attacked from behind. One tough, strong looking vamp with a sword and one really fast one with an SMG enter, a wolf following the one with the sword. The fast one opens up with the SMG on full auto, spraying 20 bullets at the PCs, injuring Sionnach, Marigold, and Ben. Sionanch returns fire with an incendiary round but the vampire was very fast and it only grazed him. Ben uses space magic to summon his weapons and moves closer to the sword-wielding vampire. The sword wielding vampire slashes him hard across the chest, sending blood flying. Marigold heals Sionanch again. Adilah tries to degrade the gun of the fast vamp with death magic, making it slightly less durable. The fast vamp fires another shot at Sionanch but does very little damage, and Sionnach returns fire with a particularly painful shot, burning the vampire badly. The sword vampire and Ben continue slashing at each other with swords, both injuring each other, but Marigold completely heals Ben’s wounds with life magic. Adilah weakens the fast one’s gun more, to the point where it might break if fired. Sionnach finishes off the fast vampire with another incendiary round, him dispersing into ash, just before being punced on and pinned to the ground by the snarling wolf. Ben slashes the tough vamp again, and he turns and runs. Ben shoots the wolf with an incendiary round, causing a nasty burn and its fur to catch fire as Sionnach, wrestling with it, manages to stab it with his knife. The wolf rolls around on the ground trying to put itself out and marigold uses life magic to control it and help it effectively do so. Adilah chased after the sword vampire and stabbed him, causing him to ash as well. The PCs return to the door, Adilah weakens it much more effectively this time and Ben kicks it in. Inside the PCs find a wide open basement with a breaker panel nearby. Most of the breakers are labelled for lights for each floor, heating/cooling, etc, but one is labelled “blood storage, do not turn off” and the bottom three have no labels at all.

3XP earned

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sawney bean part 4

After the PCs caught the vampire, he realized he was at the mage’s mercy and they played on his guilt to convince him to confess. He said if they let him go he would live as moral a undeath as possible and give the PCs all the info on what happened. It turns out there is only one other person involved still walking, and that is the judge that had him executed with full knowledge he was innocent, who is also a vampire now. He also reveals that the judge is one of the owners of the “blood farm” he gets his blood from. At first, he gives a story that the blood farm is ethically sourced human blood from willing participants but the PCs can tell it is a well-rehearsed story they tell those who they sire so they don’t feel as bad about drinking it. After some prodding he reveals that in reality the blood farm is a tower on a property in the countryside outside London who’s cover identity is a pig farm, but is actually just a tower full of immigrants, criminals, and outcasts that are abducted, fed and forced to give blood daily until they die. The bodies are then ground up and sold as pig meat. Since he is going to have to go into hiding anyway after giving away the blood farm secret, he has agreed to sell off all his assets and give a significant portion to charities, including those that help those falsely accused such as the innocence project. This is sufficient for the ghost to feel closure as long as the judge is also brought to justice. The PCs take the portal to London and rent a car to spy on the tower. It is guarded outside by a couple ghouls and there are also what looks like sniper’s nest holes near the roof. The PCs think they will need backup to take on the tower so they go back to Scotland.

2XP earned

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sawney bean part 3

Through some investigation the PCs were able to determine that through various layers of legal obfuscation the vampire they were after was able to tax right off his property taxes on his mansion, and were able to find his address and the history of the place including floor plans and pictures. They also know that he gets blood once a week delivered from London, and that he meets his suppliers somewhere in town for the exchange. It turns out the next meeting was the very next day.

The PCs followed him and his bodygaurds to an abandoned building where they crawl underneath and disappear. Through various mage sights the PCs deduce it is a portal of some sort. Ben throws a rock through and scrys it, and is able to determine the portal goes to a run-down part of London. Adilah tries to sneak through after them and is spotted so dives back through the gate. The vampire they were chasing moved inhumanely fast (celerity) through the portal after them. The other PCs were waiting for him and fired at him but he was too fast. Adilah used death magic to collapse the building, trapping the other vampires on the other side of the portal. The vampire draws a sword and does run by attacks on the PC, using his celerity powers to slash opponents and continue moving so he can’t easily caught in melee, and is fast enough to dodge most shots from firearms, and those that hit deal minimal damage. Adilah realises this quickly and starts using death magic to degrade the vampire’s sword, which is both more effective and tougher than a normal sword. Marigold healed other PCs as necessary. Ben and Sionnach both landed some solid shots and the vampire seemed to look pretty beat up by the time Adilah finally destroys the sword. It explodes when it is destroyed (magic sword) and the vampire fled by jumping to a rooftop and running and jump from rooftop to rooftop very fast.

The PCs didn’t bother trying to follow because they knew about his mansion they drove there to meet him. They got there in time to see him leap over the fence, and Ben and Sionnach shot him but he kept moving. Suddenly there was a bright blast of a shotgun firing an incendiary round and the vampire went down. It was Pierre who arrived at the last second to help out. The PCs grab the vampire and run him to the car as his ghoulds fire SMGs at them, making bullet holes in the rental car.

5XP earned

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sawney bean part 2

Having the ghosts real surname the PCs now travel to his old cottage. Careful not to trigger a collapse, the PCs enter and search for evidence. They find records of his true name, and also of business dealings he had. The PCs suspect he was a robber and traded in stolen goods, but no evidence of him being a cannibal or a murderer. The evidence also collaborates the name on the gravestone, so it is clear he was being setup. It also points to rivals he had in town, including a name that sounded very familiar to the PCs. After some time to think about it on the drive back to Edinburgh, the PCs realize it is the name of the vampire they pissed off in the vampire bar.

The PCs need to scope out the bar to get more information to formulate a plan. Ben decides that scrying is the safest choice instead of going in person since the vampires don’t particularly like them much. He scrys the bar a few hours after it opens and sees the vampire they are after enter. He speaks with some other vampires, and with some humans including the bouncers and the bartender. It is clear the vampire owns the bar. He notices the bartender talk to the vampire in some sort of code and then the scrying window became obscured. He tried again a couple hours later and the bartender projected himself through the scrying window, noting all the PC’s appearances and warns them against further intrusions into the bar, before the scrying window closes completely.

Ben and Sionnach decide to investigate the bar in person. Ben disguises himself with mind magic, giving the illusion of a different appearance, and sionnach has his physical characteristics temporarily changed by Marigold’s life magic. Ben is disguised to look like “sawney bean” to attempt to get the vampire’s attention. He notices and looks surprised but does not approach him. Meanwhile Sionnach talks to the bartender. The bartender is a mortal, possibly a sleepwalker. After the vamp leaves the party waits for the bartender to close and follow him. Sionnach made his car unlucky and Adilah put shadows over his face causing him to spin out and the car to sputter to a stop. The PCs "happen to be there to help and Sionnach asks him about getting info on the vamp. He says he likes working for him but secertly slips Sionnach his card.

The PCs meet with him and he is willing to give info on the vamp in exchange for a future favor and 500 pounds, which the PCs haggle down to 300. He provides info on his combat capabilites (has celerity, is very old and powerful), his business dealings and aliases, and his contacts in the vampire community.

XP earned: 3

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sawney bean part 1

The PCs decide that before leaving for Glasgow they would first try to help the wrongly executed “Sawney Bean” by finding out who framed him and why. They called Catesby and he was able to ask other members of his Cabal for information. Most ghosts have “anchors” that bind them, and if these anchors are destroyed, the soul is able to move on. It was likely that the chains that bound “Sawney” are one of the anchors binding him, and are located at the museum attached to the toll booth outside Edinburgh. They plan a night time “heist” to gain access to the chains.

Ben sneaks under the cameras while staying out of their line of sight and covers the lenses, then disables the security system. The PCs all enter the back door except for Marigold who stayed outside to keep watch. As the PCs find the chain and try to touch it, the door behined them slams shut and the chain flies through the air and smashes Ben in the face, breaking his nose. Abdilah uses death magic to weaken the chain and the chain wraps itself around her and starts to constrict.

Through use of spirit magic Abdilah is able to communicate with the ghost and convinced him to stop using telekinesis on the chain and stop blocking the door. Marigold comes in to help as soon as the door is open, and she opens a portal to the spirit realm so the PCs may speak to the ghost directly. The PC’s attempt to damage an anchor has provided the ghost with some temporary memories. Sawney confides that his other anchors are his cottage and his wife’s grave, and that there may be more information there as to what really happened.

The PCs rented a car and drove out to the grave site, and attempted to enter the spirit world there, where they saw a death spirit and fled. Marigold had noticed the grave had their real surname on it, so she chiseled this into the grave in the real world.

XP awarded: 3

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The ancient ones: the old world part 1

The consillium in Fredericton gave the PCs 500 pounds each and fake IDs if needed to go to the UK to find out more about the ancients. The PCs decide to travel to Edinburgh and Athena offers to open a gate to the hills just outside the city. Marigold is fascinated by the sheep in the distance but ultimately decided to follow the party towards the city. As the PCs approach Edinburgh they see an image of a person float out from the toll booth and disappear into a car. The PCs hitchhike into town and as they pass the toll both they start seeing visions. The area around the toll both transforms into a small town, cars disappear or turn into horse drawn carriages, and the figure they saw earlier (the PCs deduced is likely a ghost), is being led to the center of town in chains along with several others. They are proclaimed guilty. They are all supposed to be part of the same family but as the PCs get closer they think the one that was the ghost may not be related, even though he was pounced as such. His name was given as Sawney Bean and he was found guilty of robbery, murder, and cannibalism. His hands were cut off, parts of his his face was cut off with rusty shears, and he was subsequently burnt to death, the vision fades with his screams as he burns and the PCs find themselves approaching the city proper.

Once in the city, they started bar hopping at random looking for mages. In one pub, they found 2 mages. The first they noticed was Catesby. The PCs were able to determine he was a free council Obrimos from London and a thorn in the side to the London consillium. He warned them of the consilium’s strict rules on the use of magic. It is strictly regulated as to whom may perform what type of magic. He thinks Marigold is crazy but also likes her and the PCs sass in general. They then met Grace O’Maley, a London Mysterium mage that is chasing after places mentioned in Finnigan’s Wake. She seems irked at the interruption as she was studying maps when the PCs approached her. She said she would call a historian she knew about finding the house the PCs are looking for and exchanged numbers with the PCs.

On the way to their second bar, they are ambushed by some thugs demanding money. Sionnach drew his pistol, Marigold and Adilah drew knives. Together they intimidated the gang, and they backed off. When they got to the bar they noticed it was a nightclub frequented by Vampires. Sionnach used his fate magic to determine one of the vampires is very important to the fate of the UK, but not part of their current quest. The PCs tried to strike up a conversation but he was not interested in talking to “cattle”. The PCs took offense to being called cattle and Marigold produced a stake. At that every vampire in the place turned to look at her and the one she was threatening said “are you threatening to stake me? You best put that away.” She does, but he has bouncers physically remove her. The rest of the PCs leave as well.

The PCs find a reasonable priced hotel to stay at and receive a call from the historian. She tells them there are some Romanian style houses in the countryside North of Glasgow.

XP awarded: 2

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The ancient ones part 3

The mage, vampire, and hunter societies and of Fredericton met along with Vincent, Pierre, and the PCs to discuss the ancients, the group of vampires responsible for the AIDS epidemic. Those with information on the ancients, mainly the Camorillia, Vincent, and Pierre (who had been tracking the ancients for months) filled everyone in on what they knew. The ancients are much older than the local Camorillia although some of the founding members have had run ins with them before. The ancients believe they are the true pure vampire bloodline and are to rule the world as supreme beings. They are following an ancient prophecy that is supposed to bring their leader Fabian unlimited power. This prophecy involves the summoning of various powerful spirits and then merging with them. The first spirit was presumably the vengeance spirit already summoned by Kratos getting his vengeance killing Tenbris. The Ancients were presumably attempting to summon another spirit in Fredericton. In order to establish a presence in Fredericton they rapidly increased their numbers by turning as many people as possible. In doing so, many of their followers had inadvertently spread HIV when feeding. Most of the vampires who were spreading the virus were destroyed by hunters and the Camorillia in the battle.

Obviously the ancients are a serious problem that need to be dealt with, although the mages have their hands full dealing with the True and their leader (the vengeance spirit possessed) Tenebris. Pierre would like to continue tracking them down, and Vincent has his own vendetta against them (he used to be one of them and turned against them over 200 years ago). The problem is no one knows where the ancients went now. The mysterium have been studying the prophecies but have not been making much headway. Sionnach uses his fate magic to try to decipher from the situation where to go next. Marigold remembers her spell book from the dream world (found in the vampire mansion) and that is was written in Romanian, and this information was triggered as important to fate by Sionnach’s spell. Also Pierre mentions he has been all over Europe chasing the ancients but has not found their headquarters. He said the only place he hasn’t been in the UK, and again this was triggered as important. After piecing together all the information they had, the PCs were able to determine they were looking for a Romanian style mansion in the UK. Athena, a mage with sufficient space Arcana, has offered to open a gate for the PCs to travel to the UK. The PCs have decided on having the gate opened in the countryside near Edinburgh.

XP Earned: 2

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