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.

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

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

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

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

The Ancient Ones Part 2

The seductive vampire called out to the snake one “wait Nissa, maybe these witches just want to talk”. Other vampires come out of the trees and introduce themselves. The seductive one is named Daria, the snake one Nissa, Dru is the crazy one, and Thalia can meld out of trees. After talking to Daria for a while, they discover she does not know about vampires spreading AIDS (probably because she doesn’t care about mortals at all), although they do suspect she is hiding something.

Vincent appears between (flew in as bats) them and they both look very angry at each other. Vincent raises his shotgun and opens fire at Daria with incendiary rounds, the fire grievously wounding Daria. Daria dominates Marigold and makes her shield her to reduce the damage from further gunshots. Nissa bites Adilha with her snake hands and Adilah retaliates with her knife, wounding her. Sionnach shoots at Daria causing some minor damage. Ben fires at Nissa hurting her some more. Dru starts her crazy ramblings again, giving the PCs penalties. Thalia touches Nissa and “consumes” her wounds, turning them into blood. Vincent shoots Daria again, causing so much of her to burn that it is likely she would have been turned to ash if it had not been for the mage shield. Daria fails to keep her composure in the face of so much deadly fire and she runs away screaming. Nissa summons snakes from blood that attack Ben, poisoning him. Adilah stabs Nissa again, Marigold no longer being given commands from Daria acts of her own free will again and uses life magic to control the snakes and make them leave Ben alone. Ben opens fire on Nissa again. Again Thalia heals Nissa. Several other vampires come out of the trees, surround and pin Marigold, one successfully bites her and begins draining her blood, also unintentionally transmitting HIV in the process. From out of the trees Pierre shows up, holds up a cross which glows white, causing the vampire biting her to turn to ash and the others to scatter. Nissa turns into a giant snake. She is much tougher in this form. Adilah tries to stab it again but is unable to hurt it through its tough scales. Sionnach uses fate magic to improve his luck to help cancel out Dru’s penalties. Ben shoots the snake again, causing some minor damage. Vincent, out of ammo with his shotgun, pulls out a flint-lock pistol and fires a magical flaming bullet into the snake, burning a hole in its scales, then runs off to chase the fleeing vampires. After Daria. Sionnach fires at Dru causing moderate damage. Dru runs off saying the prophecy will be fulfilled. Marigold heals herself. Pierre fires at Nissa, his shotgun doing minimal damage to her tough scales. Adilah stabs the snake, barely scratching it. Nissa Bites Adilah, piercing her with huge, sharp fangs. Ben fires at Thalia, causing moderate damage. Pierre and Sionnach both also shoot Thalia and Thalia runs into the tree and teleports away. Adilah stabs Nissa again, more effectively this time and again Nissa bites her, causing her to collapse unconscious in a pool of her own blood. Marigold heals Adilah, and she regains consciousness. Ben fires at the snake again, and with an incredibly well placed shot blows its head clean off. Blood and snake bits fly through the air and fall back down as ash, and the body turns to ash as well.

The hunters and other vampires show up looking worse for wear, especially the extremely bruised and bloodied hunters, but they looked happy. They killed most of the vampire minions, only a few managed to escape. When the PCs get back to their vehicles there is a cop car waiting, and after panicking and quickly hiding their weapons with the helps of Ben’s space magic, Marigold recognizes the officer as officer Jenny, a fellow mage. She offers to take Marigold to her hallow to heal up and have Dr. Morgan meet her there. The others decide to follow. Dr. Morgon heals the party, especially marigold and Adilah, of their wounds, leaving only minor wounds to heal naturally. He also cures Marigold of HIV and then returns to the hospital. Marigold and Pierre stay in the hallow for the next few days to rest and for Marigold to get her mana back while the other PCs return to the city to finish recovering themselves.

XP awarded: 4

The Ancient Ones Part 1

The PCs soon realized there were more vampires. Sionnach Stabs one of the ones grabbing for him. Others open fire on the party with a shotgun and rifles as one of them grabs him. Ben returns fire with his rifle as does Adilah. Ben is very thankful for his light undercover vest as he is struck by gunfire. One of the vampires starts feeding on Sionnach as he struggles to try and free himself. Marigold heals Adilah after she got shot through the chest with a rifle. Sionnach freed himself and the 2 closest vampires with guns took enough damage that they decided to turn into bats and leave. From the back two more vampires continue shooting at the party while a third vampire speaks of their doom and cackles manically. Her unnerving words cause the party to become shaken, making it more difficult to concentrate on combat. The PCs manage to put one of the vampires in torper by a combination of stabbing and shooting, and injure the rest enough to run off, but not before marigold is shot and heals herself. They follow the crazy sounding vampire out the back door into the forest. They come to a clearing and are met by a seductive vampire that incites Marigold and Adilah to get closer. Another vampire comes out of the woods and her hands turn into snakes.

XP awarded: 2

The Ancient Ones: new introductions

As the Fredericton coroner and local Moros, Adilah’s job is two-fold. First, she has to determine the true cause of death, of which she uses a combination of her medical/scientific knowledge and her magical abilities to determine. Then, if the cause of death appears to be supernatural, she has to hide it with a reasonable “official” explanation. The number of supernatural deaths had been extremely low for years until the last few weeks. Many people falling asleep and not waking up. The comas last various lengths of time from hours to days. Sometimes they just die without any evidence as to how, the brain just stops functioning. This typically happens after they have been in the coma too long. More often, though, they die of other means. Werewolf claw wounds, vampire bite marks, knife or gunshot wounds, etc. Through her contact Dr. Morgan at the hospital, she learns the comas are actually a magically dream world created to try to force awakenings, that has been infiltrated by spirits, demons, vampires, and werewolves. One day a group of mages that awaken from the dream world show up at the monthly council meeting. Shortly thereafter are the events of the battle with Tenbris and the unleashing of the vengeance demon. Now that most of the spirit tooth are deceased, defending Fredericton against the werewolves who call themselves the true has fallen on the mage community.

One night, as the previous PCs investigate a problem with Vampires spreading HIV, a report that their recon mission has gone bad bad its way back to the Fredericton Hiarch. At the same time, a massive battle with the True is about to begin, and the council can’t spare more mages for the vampire issue. Luckily, Adilah and two new mages (the other new PCs) have arrived at the emergency council meeting, and have agreed to assist with the vampires.

After fixing Sionnach’s car that just happened to break down right by the meeting (must ahve been fated to), the PCs other than marigold make their way to the abandoned mill on the north side of the St. John river. As they approached there is a fight going on in the woods around the mill and two other vehicles approach, one full of Camorilian Vampires and the other full of Hunters.

After a brief conversation with the hunters, the PCs follow the sound of the fighting and following Marigold and the former PCs into the mill. Once inside the other PCs meet Marigold for the first time. The previous PCs wander off towards the side doors as if possessed. When Sionnach tries to follow Kratos, Kratos sped up. After trying to run after him two vampires appear from bats to ambush him.

XP awarded: 2

adventure so far (new PCS)

The campaign has been stale for a year so seeking new PCs to revive it:

story so far:

Strange happenings in Fredericton, dream world putting people into comas, forcing mages to awaken, but most people trapped end up getting stuck there and/or dying. Demons, werewolves, vampires, and other unsavories have infiltrated the dream world and are fighting for dominance of it. Sleepersthat do manage to escape the dream world do awaken as originaly planned, and a few have acomplished this feat.

Meanwhile, the fredericton mage community had been dealing with two major supernatural threats. One being the presence of an evil werewolf pack that call themselves the true. They have been winning victories against theother local pack, the spirit tooth. If the spirit tooth fall, awakened and sleeper alike will be in mortal danger. The local mage council devised a plan to lead a stand against the True, with help from Spirit tooth. This brutal battle saw mass casualties on both sides, but a mage known as Kratos managed to defeat the True’s leader Tenebris, tearing out his guts. When Tenebris died, however, his body was possesed by a powerful vengence demon who killed spirit some spirit tooth werewolves and mind controlled others as the mages and remaining spirit tooth fled. The mage community has been reeling from this defeat, and has been working on plans to contain this spirit, defeat him, and/or keep the True at bay, as the Spirirt Tooth are now too weakened to keep them back by themselves.

The second supernatural threat they face is an HIV epedimic spread by vampire bites. Usually vampires are careful not to spread disease as this risks their discovery, so this carelessness must have been caused by a different group of vampires than the mages are used to hearing about, which would not stand for such a thing. Perhaps these vampires are new in town. A group of mages, including some to have survived the dream world, have been sent to investigate. Something has not gone to plan and they require assistance…

40 XP so far, 7 potential background XP

Return of the ancients, part 2a and 2b

part 2A:

The PCs decided to send word to hunters and Camerillia that they were going to do a recon mission first before attempting any sort of assault on the mill. PCs cast shields and sights and some invisibility spells in preparation.

They left in the van for the North side. They decide to park some distance from the mill on a street near the forest. As soon as they got out of the van they notice a group of vampires coming (10 in total, or was it 11? No time to count now!). Lyra runs to climb the nearest tree to get a good line of sight to all the vampires and Sophie, invisible, follows her. The rest of the party stood their ground, while Avery moved to the back of the van. The vampires swarm the PCs at the van. Avery gets ready to strike and as soon as a vampire tries to grab Marigold he slashes it, but does minimal damage. The vampire fails to grab her but another one succeeds. A vamp draws a sword and approaches Avery and others try to grab at Kratos but he dodges them. Lyra climbs the tree and draws her bow, and sophie tries to follow but fails to climb the tree. Kratos punches a vampire, doing more damage then the vamp was expecting as the spiked knuckle tore into him. Marigold wanted to make a break for the trees, but now being grappled, she had to fight for her life. She tried to gain control of the grapple but failed to.

XP earned: 5

Part 2B.

As the fight continues, the PCs begin to worry about getting overwhelmed. Avery disarms the vamp that has a sword, flinging it far from him as the one who has Marigold fails to bite her but another one grabs her, helping to keep control of her. Two vampires start heading towards the tree that Lyra is in. Several vamps swing at Kratos and miss. Another tries to grab Avery but misses. Lyra shoots one of the vampires with her bow, but he keeps on coming. Sophie jumps up and touches the bottom of Lyra’s bow, using fate magic to improve its accuracy. Kratos punches the vamp again, finishing it off. Marigold take control of the grapple from one of the vamps grabbing her and gets ready to stake it. Out of the woods emerges Victor as he prepares a Molotov cocktail. Avery slashes one of the vamps grappling Marigold with one sword, doing minimal damage and misses with the other. One vampire grabs Avery and the one in control of the grapple bites Marigold for minimal damage. The other one also gains control of the grapple. One of the vampires grabs Kratos but he doesn’t seem phased. The two vampires start climbing the tree, one making it to the same level as Lyra. Lyra pivots and shots it with the bow but despite a particular good shot it seems unphased. Sophie tries to climb and fails again, so she weakens branches on the tree. Kratos punches another vampire, causing moderate damage. Marigold takes control of the grapple again. Victor throws the Molotov cocktail and it breaks open on the back of a vampire that was fighting Kratos, setting it on fire.


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