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Vampire Campaign

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Vampire Campaign Empty Vampire Campaign

Post  Martin22 Tue Mar 29, 2011 3:27 pm

The Vampire campaign log will be posted to this thread. I have a few sessions to bring up to date and also some background that I should probably post for the whole group and the viewing public.
Updates should hopefully be coming tomorrow.

Players;
Jodie: Cathlin, 12th Gen, Toreador
Alan: Elizabeth, 8th Gen, Brujah (Formally Isabella, 8th Gen, Malkav..Short story)
Daire:Winston, 9th now 8th Gen, Gangrel (Part of Isabella's short story)
Chris: Leonardo, 13th Gen, Malkavian
Zakk: Martha, 8th Gen, Tremere
Stewart: Sybil, ? Gen, ? Clan

Starting sessions hopefully posted by tomorrow night and then following sessions updated by the night after the next session. I'm also planning on having a bit of a history section and NPC's that the players have knowledge of in game.
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Vampire Campaign Empty The Meet

Post  Martin22 Thu Mar 31, 2011 6:48 am

The setting is New York City in the summer of 2005. The days are long and warm, the nights short and often brutal for denizens of the shadows. The players awake in their own havens with an invitation to meet the Prince, lying on their chest. Apart from Martha, who because she resides in a Tremere Chantry house does not have her privacy invaded.

Invited into the lion’s den the players make their separate ways to the Empire State Building. They are ushered up to the 80th floor to await the audience with the Prince. This they do in stoic silence, not swapping names or numbers or even a grunting hello. One of the last to arrive is Isabella. The Malkavian arrives in a stolen Yellow Lamborghini, throws the keys to the concierge, and makes her way to a lift and up to the 82th floor. She does this because she has not bothered to listen to the instructions. Upon reaching the 82th floor, the lift doors open and Isabella is confronted by a short stocky man holding a silver edged short sword. Gruffly informing the neonate to wait on the 80th floor, he waits till Isabella has left in the lift.

So, for the first time all the protagonists are in the same room. Which they occupy in silence. Shortly a man of similar build to the one who had confronted Isabella enters, they recognise him as one of the Prince’s main retainers. He informs them that all phones must be turned off and asks if anyone is armed. Leonardo puts some work tools on the table and Isabella owns up to carrying 2 9mm pistols. The ghouls takes the guns and disassembles them. 5 minutes later they are led into the audience chamber.

The audience chamber is very large. The sides are in shadow, those with auspex are certain others lurk there. The carpeted walkway is flanked by roman statues, various Roman Emperors they think and at the far end sits the Prince sipping a dark liquid from an ornate goblet. To either side stand the 2 retainers in expensive Italian suits. Their faces are expressionless.
The Prince welcomes them to his haven and congratulates them on the promotion they are about to be told about. The Prince are managed to come to an accord with the Werewolves that frequently destroy large sections of his city. The Gurou will be given Central Park as a Cairn. No vampires will be permitted to enter the park or feed close to the park. The wolves will police that area. Further, to stop any friction the most powerful vampires living in Manhatten have been told to move. This includes the Brujah Primogen Castor, the Prince suggests the local Brujah may cause the players trouble.

Asking an old woman to step forward the Prince asks will these vampires be suitable. She agrees and steps back into the shadows. So, now that the party will be responsible for maintaining the peace in Manhatten and principally around Central Park they should all move their havens to Manhatten. Tonight. Lucius, a retainer, will contact them and get the details of their new havens by 4am. Finally the Prince asks who came in the stolen sports car, Isabella owns up. The Prince signs muttering under his breath and dismisses them with the words, “And Carthage must be destroyed”.

On the way out Leonardo picks up his tools, but the guns of Isabella are gone. She tries to get the lift up to the 82th floor but its locked out. She leaves a message with the concierge that if he sees Lucius or Markus (the other retainer) than she would like her guns back. Looking uncertain as to their reaction to this message the put upon concierge agrees.
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Vampire Campaign Empty Re: Vampire Campaign

Post  KHAN! Thu Mar 31, 2011 7:50 pm

This was great to catch up on! What will happen to out heroes next??
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Vampire Campaign Empty The Haven hunt

Post  Martin22 Sat Apr 02, 2011 4:16 am

After leaving the Empire State Building the group fractures like a grenade (more on that later) and goes about the business of moving havens.

[b]Cathlin[/b]; is the most recently turned of the Vampires and is still getting used to the machinations of vampiric life. Fortunately, for her she has been taken under the wing of a powerful Toreador elder. Cathlin not sure what to do or where to go rings her mentor. A retainer answers and passes the phone to Melissa. The elder congratulates Cathlin on her promotion and arranges for a hotel where the neonate can take save harbour. Cathlin books in and requests a room with an en-suite where she rests for the night.

[b]Elizabeth[/b]; her Lamborghini gone decides on a course of action. Phoning Bruno, one of his retainers, he orders Bruno to gather the rest of the ghouls and move her haven to a rail siding underneath Manhattan. Meanwhile she takes a walk close to Central Park and notices groups of people, she believes Werewolves, moving into Central Park. While walking around she believes that a vampire is following her. Heading down into the subway to loss her tail, Elizabeth gets onto a carriage and moves to an empty stall. Watching she sees a well dressed man, the Brujah Vampire she thinks, follows her and there is a tense conversation about Elizabeths recent promotion. Before leaving he says something that puts the neonate further on edge, “ Darius says hello.” Darius was Elizabeths sire, a vampire who tortured her for forty years before she managed to attack him and escape. Elizabeth was sure that she had killed him, and the rest of the kindred community treat her as if she had. Finally getting to her new haven, she finds that Bruno, Aria and Serena have beaten some homeless men to a pulp. Feeling guilty she gives them each $100 and gets Bruno to dump them on the street. At last her night ends.

[b]Winston & Leonardo[/b]; Meeting on the sidewalk Winston and Leonardo come to an agreement that they should live together, safety in numbers and all that. Leonardo contacts a gang member he knows called Chavez and asks the ganger to hook him up with a house and he needs it quick. Chavez comes back with a perfect location. A couple of junkies he knows of have a rundown house in the Hell’s Kitchen area of Manhattan. Heading to this address they find the house in question has biker gang marks all over the house. The One-Niners. The Malkavian heads around the side of the house to the fuse box of the house. Winston plans to go through the front door, sending his retainer Frank to the back. Leonardo pulls the fuses, Winston heads in and confronts two gangers who are totally surprised and doped up. A struggle ensues with the vampires quickly gaining the upper hand, killing one and disabling the other. With a room full of guns, bullets and drugs the Malkav decides that he could build a grenade out of bullets and gunpowder. Finally they rest.

[b]Martha[/b]; Hops into a taxi, phones the Chantry house and ask for her items to be boxed because she needs to move. The servant reminds her that the Tremere have a sub Chantry house in Manhatten and her items will be directed there. Martha informs him she would like this done. Later in her new rooms Vitari, the Tremere primogen of New York, greets her. Vitari congratulates Martha on her promotions and reminds her of the need not to mess this up as the Tremere clan has a lot of prestige to loss. Vitari makes it clear he believes that Martha is the coterie’s leader. Finally, he gives her a business card of an Occult shop near Central Park. James Falstaff, the proprietor is a useful contact with the Gurou and other Occult needs.

[b]Sybil[/b]; The androgynous vampire already has a haven in Manhattan and retires there to plot and scheme.
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Vampire Campaign Empty The Occult Shop

Post  Martin22 Sat Apr 02, 2011 5:40 am

The following night, Martha, who has received everyone else’s contact details from Lucius, makes contact with the coterie and arranges a meet for the Occult shop run by James Falstaff. Some of the group feed before making the meet, Isabella draining a homeless man to within a drop of his life.

Finally, with everyone there Martha moves them into the shop. The Golden Fleece looks is one block east of Central Park, has a large display window looking out onto the street with a small wood framed door. Blinds are pulled over the small window in the doorframe; a sign hangs there declaring the shop Open. Moving in, the coterie notice that the inside of the shop is deceptively large, several long aisles run into the dim recesses of the shop. Martha and Sybil browse the shelves discovering several occult tombs covering an impressive spectrum of the occult universe. They also notice the really good stuff is behind the counter. A bell rings and a man in his 30’s comes out and greets them. Martha makes the introductions and it quickly transpires that James Falstaff has been expecting them.

An amicable discussion takes place and James agrees to act as information transfer between the coterie responsible for Manhattan and the Central Park Werewolves. Also it is made clear that his services as an occult supplier and broker is also available to the coterie at.....reasonable rates.

During the talk, James glances down to a monitor and asks if anyone named Isabella had stolen or owned a Yellow Lamborghini, because someone had parked the thing across the road from his shop with Isabella written across the side in what he thinks is blood and the car has attracted the attention of the Police. Isabella leaves the shop to “deal” with the situation. Behind her, the shop locks and the coterie and James watch the last moments of Isabella’s tortured existence play out in front of them with a morbid curiosity.

Standing on the sidewalk the scene in front of Isabella is this. The yellow Lamborghini that she had stolen is parked across the street with her name written in blood along the side. Sitting in the car is the corpse of Prince Josephs’ concierge. Two police officers are standing inspecting the car, while another two sit in their respective vehicles typing up reports. Isabella, who is carrying two hand cannons on her slight frame, is spotted by the two NYPD cops standing next to the Lamborghini and is told to turn around and assume the position against the wall. They approach standing far enough apart that she could not take them both down easily. Their hands are on their service pistols and they have released the strap. It seems obvious that they are aware of her threat and are taking precautions. Turning around Isabella reaches into her clothes and pulls out the two hand cannons, spins and fires at the police officers. Clipping one, she in turn is shot by both and the other two officers get out of their vehicles to back up their partners, one holds a pistol the other a pump action shotgun. Suddenly deciding discretion is the better part of valour Isabella attempts to run and is gunned down in the street. She takes enough damage that her body will not recover for a long time.
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Vampire Campaign Empty Diablerie

Post  Martin22 Sat Apr 02, 2011 6:30 am

Stunned at the unfolding scene the coterie have to decide what to do and do it quickly. James assures them that the shop will be quite safe for them. It seems that some glamour keeps non supernatural’s from noticing the shop. Martha makes a phone call to Lucius to inform him of the demise of Isabella and the storm that is currently on its way to The Golden Fleece. Mid way through the sorry tale, Martha hears an enraged shout that sounds like the Prince has been informed. Lucius tells Martha that they must deal with this situation quietly and there will be no questions asked. The coterie is aware that Isabella’s breech of the Masquerade would most likely have resulted in her death. The option of taking her blood is open and for the taking. Martha is already an 8th gen and so cannot gain but the rest of the coterie could.

Sirens can be heard approaching. Shots at an officer of the NYPD will bring everyone running and very soon an army of the boys in blue are standing outside The Golden Fleece examining two crime scenes. While the coterie discusses what to do, Sybil disappears and contacts an ally of his who works for the NYPD. Using a mixture of interpersonal skills (lying, cheating, bullying) this NYPD detective, who is aware of the shop, gets the body of Isabella moved to the shop and convinces the street officers that he has control of the scene and they can leave.

Rightfully paranoid a tense standoff occurs as the NYPD detective tries to convince the coterie that he is on the up and up. Finally, they agree, Winston gets Frank to get a car and move it to the back of The Golden Fleece. The coterie moves Isabella’s body into the boot and they take off for parts unknown.

Finally, Sybil gets in contact with Martha and explains his role in the retrieval of the body. He wants in on the disposal of Isabella and the chance of Diablerie. Between them they agree a meeting at an abandoned warehouse. The coterie joins in again to discuss who among them will take the last blood and soul of Isabella. Of the coterie only Winston and Sybil are cold blooded enough to contemplate going through with the act. They come to an agreement. In return for a small favour at a later date Sybil will step aside and Winston can have the body. Winston agrees and begins the grisly task of draining the blood from the maladjusted Malkavian. He almost loses control but manages to retain his calm. With Isabella’s body now dust, most of her possession burnt and Winston more powerful than he could possibly imagine, they part and return to their havens, awaiting the inevitable summons from the Prince to discuss the debacle.
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Vampire Campaign Empty Re: Vampire Campaign

Post  KHAN! Sat Apr 02, 2011 10:06 am

Loving the reminders of what has been a highly enjoyable game so far. I promise you, it only gets better. Especially when our generous overseer puts us in 'Monkey say, monkey do' mode, where everything we say affects the game. It can get......tense.
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Vampire Campaign Empty Re: Vampire Campaign

Post  Knash3r Sat Apr 02, 2011 10:57 am

KHAN! wrote:Loving the reminders of what has been a highly enjoyable game so far. I promise you, it only gets better. Especially when our generous overseer puts us in 'Monkey say, monkey do' mode, where everything we say affects the game. It can get......tense.

(Crushed Hand) Sad
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Vampire Campaign Empty Isabella's Ghouls

Post  Martin22 Sun Apr 03, 2011 6:55 am

The next night the coterie is invited to meet the Prince by a letter left quietly at their havens. No show of stealth and surprise this time. A new member of the coterie, Elizabeth a 8th Gen Brujah, has a different invitation awaiting her on awaking. Three of the Prince’s retainers stand over her coffin. One holds a wooden stake, the second a can of kerosene and the third a lighter, “The Prince wants to see you now.” Elizabeth goes with them without a fight.
She is introduced to the coterie as a placating move to the Brujah’s, but it is obvious Joseph has no love for Brujah at all. He congratulates them on covering up the messy demise of Isabella. However, this has left a problem. Isabella has left three retainers. Ghouls without a master could become a threat to vampires as the need to feed to survive becomes stronger. The coterie is tasked with finding and dealing with the retainers. Elizabeth speaks up, and seemingly out of turn, requesting that she be allowed to investigate the circumstances surrounding the death of Isabella. The Prince allows this and after a final jib at the Brujah lets them leave. (Elizabeth apparently does not mind that Winston committed Diablerie on Isabella).

Getting the location of Isabella’s haven from Lucius the coterie separate and agree to meet there later that night. Cathlin arrives at the subway station first and decides to wait for the rest before doing any investigation. Around her are people who have finished work late, been partying or the homeless looking for a safe warm place to sleep. While she waits, a large Raven approaches her and caws into her ear. Cathlin, a little perturbed by the flying bag of disease, moves away. The bird follows. The cat and mouse goes on for a little and eventually Cathlin asks the Raven what it wants. It flutters down to the subway floor and hops towards the edge of the platform. The Vampire follows, very much aware of the middle track and more so of the train that can end her existence in a second. Following the raven down the tunnel, she sees a door and heads for it. Only to discover it is a clever illusion, painted on to trick people. An on rushing train is about to kill Cathlin when a door opens opposite and see is motioned in. With no choice, she takes her only chance and goes through the door just in time.

The living space she is in smells like the sewer and looks awful. Her Toreador sense of beauty is offended by everything in the room but she tries very hard not to show it. A voice tells her to enter. Inside is a small boy. Perhaps ten years of age, blonde hair and very clean. The Raven is also in evidence. Introducing himself as Steven, he claims that the entire underground is his by right. He is aware of her mission, but the sudden inclusion of Elizabeth surprises him and he thanks her for the information. Steven gives her permission to investigate Isabella’s haven.

A short while later back on the platform she informs the coterie of her meeting. Taking this on board and not a very bad sign, they make their way to the haven of the now dead vampire. They time the run to perfection and make it with a minute to spare. They enter the private tunnel to the haven and after encountering some potential traps they get within sight of Isabella’s chamber. Elizabeth goes in alone and spends a minute picking up pieces of evidence. Vitally he takes a mobile phone and decides not to tell the rest of the coterie. Eventually everyone except Cathlin is in the room. The haven has been given a cleaning. There is not a shred of a clue where they should go. Searching the haven the malkavian finds an unmarked red button. He valiantly fights against his nature and manages not to press the button. After a little investigation, Martha decides to push the button. Things start going badly. A side door they were investigating locks and alarm bells start going off. Elizabeth rips open the locked side door and water rushes in starting to fill the chamber. The coterie decide to leave but find that instead of emptying out into the subway the water is beginning to build up. In the tunnel a pet of Steven, a huge snake, has filled the tunnel and looks in the process of drowning in the filling tunnel. The situation deteriorates when a sparking wire descends from the ceiling. All looks lost, when the incongruity of the situation strikes Leonardo and Cathlin as so unlikely they cannot really believe it and suddenly it stops for them and a few seconds later for everyone else. Everything is as it was before.

Going back to the room they find the side door still ripped and a stairways up. Elizabeth takes the stairs leaving the coterie behind. Cathlin sees the raven again. It is tapping at a location beside the T.V. After a minute Cathlin realises that, the bird is tapping out a sequence of numbers. Guessing it’s a mobile number she rings the number. The tune of “Flight of the Valkyries” comes from the stair. Elizabeth picks up the phone and between Cathlin and Martha convinces the Brujah to come back down.

There are only a few numbers on the mobile. Ringing them, they find that they are a motel, a hotel and the mobile number connects them to someone who claims to be sitting next to Bruno. Elizabeth attempts to wheedle some information but is shut down. Seemingly exhausting their lines of information the coterie call it a night and leave to places unknown.

Martha and Elizabeth make some discreet enquires.

Cathlin returns to thank Steven. During the talk, he informs her that indeed he had seen a vampire come into Isabella’s haven and gives her a photo. He asks her to give Melissa his regards the next time she sees her mentor. Incidentally, he mentions to having seen Darius, the supposed dead sire of Isabella, recently. She thanks him, leaves and finds a cab waiting to take her home.

Leonardo and Winston are a little stuck for money so since Isabella is dead they think that stealing all the appliances would be a good idea. Calling Frank they steal the appliances, but there is little time to make it home so deciding to stay in Isabella’s old haven they are about to settle down for the night when a raven swoops in and settle on the table. Someone humming “Flight of the Valkyries” comes in. It is Steven. Having already given permission to and afterwards been thanked by Cathlin, finding two neonates in his territory Steven gives them leave to stay the night in return for a Life Boon from each of them. This is a major favour. Having no choice they agree and settle down for the night with dreams of Steven’s pets sniffing around them.
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Vampire Campaign Empty The Incident at "Perk Me Up"

Post  Martin22 Tue Apr 12, 2011 4:57 am

The following night Leonardo and Winston wake, unmolested, and remove themselves from Stevens domain. Frank is already on standby to pick them up.

The group spend the night gathering information, hunting and making adjustments to their improvised grenades. Leonardo decides that just having a button means the grenade could be activated by accident, and so fashions a cap. Unfortunately he does not attach the cap properly and this piece of bad soldering will come back to haunt him.

The next night Martha gathers the coterie, minus Elizabeth who is being aloof, in a late night coffee shop called Perk Me Up. They exchange information on the target who has Bruno. A Brujah called Razor (because he fights with 2 straight razors). He is the head of a Biker gang called the Sunset Suckers; however, the symbol they use is the stylized SS Sig runes. During the conversation Cathlin hears something drop (Auspex is wonderful) and notices that the lid of Leonardo’s grenade has fallen off. Putting two and IED together, she shouts a warning and flees. The coterie, unbelieving that Leonardo would bring the grenade to a civilian location scatter to the four winds, Leonardo rushes outside, takes off his coat containing the grenade and throws it into the center of the street, causing the inert grenade to explode. Windows up and down the block are shattered, some cars are destroyed but thankfully, nobody is actually killed.

Martha and Sybil phone Lucius to explain what has just happened and are told that the Malkavian will be dealt with. Winston offers Leonardo a hotel room, which the Malkav turns down. The coterie rest, fully expecting that yet another malkavian in their group will bite the dust.

Leonardo awakes during the next day to the sound of his front door being kicked in. There are shouts and barks from Winstons retainers who are staying in the house, but these are silenced by shotgun blasts, leaving Leonardo to believe that they are dead. His bedroom door is smashed in and in walks Marcus and Lucius. They have shotguns, a jerry can of kerosene and a lighter. Firstly, they shoot out the blacked window, thus containing the malkav to a small part of the room. Lucius passes him manacles and gets Leonardo to bind his hands and feet himself.

As Marcus stands over Leonardo, Lucius produces a power drill and proceeds to drill a hole in the center of Leonardo’s forehead. Reminding him that revealing the injury would be a breach of the Masquerade they leave but not before Leonardo asks, in what has quickly become his phrase “Do you have time for Zombie Jesus”. Muttering something about Malkavians the Prince’s retainers leave Leonardo bound in his coffin with 2 aggravated wounds. Without help and some luck, Leonardo is in a great deal of difficulty.
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