World of Darkness: Africa

John Depeche Prelude Session 3
WoD Africa

WoD Africa
John Depeche’s Prelude

Session 3: Grand Finale

Scene Picking Up the Pieces:
The stench of the freshly dead fills John’s lungs at a slaughterhouse that used to be a Russian safehouse on Bleecker st. The sight of the freshly slain corpses threatens his rising gorge, as he also notices that the same INS criminal previously spotted in the old HQ, is scattered about in pieces on the floor, with only the severed head relatively intact. John gets a text from his dad “Lucy’s inconsolable, says a ‘strange man’ won’t leave her alone.” John texts back, “I’m on my way, where are you?” John’s dad texts back, John calls for backup, cuffs the lone intact Russian to a streetlight, then speeds off for an hour and a half drive to find Lucy at his dad’s house. Richard Clear orders the unit to come and cordon off the slaughterhouse, and waves John’s responsibility to remain at the scene.

Scene Reunited:
As John bursts through the door to his dad’s house, Lucy sobs, wails, and covers her ears. “Make them stop, daddy, make the voices stop!!!” She points next to the head of her bed, and says, “don’t you see the man there?” “There’s a big blonde man there, I think he’s from Russia, and he’s got a trench coat and a gun!” “He keeps telling me that bad things are gonna happen, and I keep seeing him dying in prison!” John carries Lucy out of the room, to run into his dad, who points out track marks on her leg from Riccardo shooting her up. John takes pictures of the track marks.

Scene the Decision:
John’s phone suddenly dials itself to a number, and sets to speaker. John hears a cacophony of howls, grunts and gurgles, and then a hollow voice booms out “I know who you are now.” John attempts to redial, but the number is out of service. John gives Lucy to his dad temporarily, only to receive two calls at once. Richard Clear is answered first, giving him info on a warehouse near the piers that may contain the majority of the new crystal meth. Then Harlowe calls, offering up a warning that New York is on the verge of collapse, and offering to meet. John agrees to meet with Harlowe, and is reluctantly forced to take Lucy along with him. Lucy, in a strange, deeper voice, “you’re running out of time, John.” John questions Lucy, to get some babble about a bad thing, and questions his dad about Lucy. Ever since about last night Lucy has apparently been seeing things and talking about John’s case. John, reluctantly forced to take Lucy along with him, drives to the Blue Moon cafe to meet with Harlowe Thrombe. John gets Lucy some food along the way, Lucy is famished and grateful. Lucy is questioned, talks about seeing the Russian even before he was dead, after the Russian killed Riccardo. She talks about ‘bad people’ threatening her, carving ghostly symbols in the walls of her room, coming across the ocean. She then mentions ‘Ducky’, John’s friend Dokey.

Scene 4b the Meeting part 3:
Lucy wakes up as John carries her in and orders her a hot chocolate. Harlowe tries to flag down John immediately, gets some guff for it. Harlowe “I know I’m not….your favorite person. I know you don’t…trust me very far.” John “Well, trust is hard to come by these days, what is it you’ve got for me?” Harlowe “I got word, from a reliable source, that New York is going down tonight, like, down, and never getting’ back up again.” John “Do you know how unbelievable that is?” Harlowe “I thought you and the boys in blue could prepare some emergency response thing.” Harlowe defends his source and info, while not having any specifics or revealing said source. John points out that hundreds of thousands of people would be killed in the panic, and that they are ill-equipped to deal with a vague disaster, though he appreciates the info. Lucy brightens up, and says “Here daddy, maybe this’ll help!” Lucy drapes her hand across John’s forehead, lightly. John stops panicking as he finds himself floating above New York, settles into a calm. John floats higher, above the cloud level, flys to Northern Africa, to see a river of souls swirling out from a rip in reality, flying towards New York. John is taken aback, as he is suddenly returned to his body. John “What the hell was that?” Lucy “I don’t know, daddy, Ducky says sometimes you’re too blocked, and you need me to help you get messages.” John “How long have you been able to do that?” Lucy “I didn’t know that I could do anything, people are telling me to help you.” John “Ask Dokey if there’s anything I can do to avert this crisis.” Lucy’s eyes roll back in her head, then she returns to normal, and says “There isn’t anything you can do to stop it, but Du-Dokey says you can help stop the violence. He says there’ll be violence in the streets.” John “Oh, riots. I gotta, I gotta go talk to the man over there, uh, a soda for her, please.” John thanks Harlowe coldly for the tip, Harlowe advertises that he won’t be around for awhile, but that he won’t leave New York. John “You know what I think? Something tells me your inside source, is part of what’s goin’ down tonight, and I don’t appreciate you holdin’ out on us.” Harlowe brushes him off, John jostles Harlowe on his way out, gathers up Lucy, and heads to the car and starts driving. John advises Richard of the situation as he is about to bust the warehouse. He uses the La Chupacabra as a cover to advise Richard of the incoming riots. John makes sure the important officials are out of town as well. Richard thanks John, calls in all units.

Scene Brothers in Arms:
Lucy gets John to leave the car as a buzzing in his head signals the onset of possession among everyone else. They weave through streets and alleyways, as people start fighting each other, eating themselves, and various other disturbing actions. She leads him as Dokey’s ghost leads her to a burning church, where Grant Stone is passed out next to the body of the homeless person he inadvertently killed, blood pooling about his head, as the city erupts in riots and swat teams descend from helicopters.

Grant Stone Prelude Session 6
Grant Stone Prelude Finale

Setup: 8:45 pm 30, August 2009 Story: World of Darkness – Africa Teller: Ian RC Williams Chapter 1: Grant’s Prelude Session 5: Welcome to Hell

Pre-game: Grant has 9 or 10 unspent exp. Dan is buying perks for Grant: Knife Fighting, Combat Marksmanship, Sniping, and a pistol. “Sure, I trust your character building.” -Ian

  • session begins: 8:45 pm * You wake up in your apartment. It is a grey, overcast day. You see a small cat on the coffee table in your apartment. The white kitten stares at you, peering deep in your soul. “Grant looks suspiciously at the windows. When he looks, the cat is at the window. -Knock Knock “You see two men at the downstairs door .” Grant holsters two pistols and conceals with trench-coat. “This is the FBI.” “No offense, ID please?” They show credentials. “What can I do for you?” “Can we come in? This is a private affair.” “Ya, come on in. “We are here to offer protection. You are last of your “Family” and are in great danger.” Protection will be jail, We need you to testify, your reward will be amnesty.” “Testify against who?” “The other mafia families.” “You know for sure the Don is dead?” “We don’t know his whereabouts.” “You said I was only survivor?” Silence, eye twitches. “We offer a sweet deal. There is a car out back.” Deputy looks back, nervous. Grant stands , mulls over thoughtfully. “I agree, under the condition I will not implicate my family.” Sigh, “Very well, for your own protection, you will need to be handcuffed.” As they lead Grant outside, he feels a buzz in his head, like a switch is flipped. Helicopters drop sniper teams onto nearby roofs. In drives truckloads of Russian Mafia, a terrible firefight begins. Riots begin everywhere in the streets. “What is going on?” “We don’t know. We got a tip, but didn’t know how to prevent it.” Grant is taken into the station and sworn in. Suddenly, the guard patting him down stops and says, “You have a phone call.” Grant takes the ringing phone in a private booth. “Hey, it’s me, Harlowe. I heard you are looking for someone.” “I might be. Have you found someone?” “I may have. What have you got to trade? I heard you are turning yourself in. I want amnesty, damnit!” “I can’t give you that, you’ll have to talk to the detectives.” “Well, just leave me out of your story.” “Sure man, you are safe. I won’t rat any of the family out.” “I know where the Don is.” “Do you now?” “Take the sewer to the fat-man’s gambling den in the forest of the park. You can get there from the sewer grate. I’ve got someone who can show you the way. Bye.” As grant exits the booth, the officer comes close to Grant. “I’ve got you a new security detail, it should help you feel safe.” Grant gets the sense that this officer is a ‘family’ man. Cop takes him to a briefing room, locks the door behind them. Grant sees a camera in the corner, it is hard to tell whether it is on or not. Knock on the door behind them. “Everything okay in there?” Cop gestures towards the sewer grate, “Go on!” he urges. Grant goes into the sewer, cop follows and covers retreat. Cop leads along an arduous trek through the sewers. They come to an opening, and the cop leads up the manhole. Grant looks around him, finding himself in the wooded city park. The cop leads a little through the trees, and they come to a decrepit mausoleum. Cop pulls on a loose brick, and the whole building raises up, revealing a hidden entrance under ground. There is a neon sign that advertises “Dancing Girls!!” Grant walks in. There are people at craps and roulette, keno machines and a bar. Three titty-dancers strut around a stage. The throng of people look affluent and well-connected. Cop leads to a single glass door with a metal frame, tucked away at the back of the den. He motions to the door, but does not open it. Grant heads to the door. As he opens it, he sees two guys that are three people wide, each. They are seven feet tall with bald heads, mirror shades, and big black shotguns. Another man in a purple polyester suit and tie sits at a desk between them. “I heard you wanted to see me,” the man says in a deep, smooth baritone. “I do, assuming you are the man to find what I want,” Grant replies cooly. “What is it that you want? I assume there will be no quibbling about money.” “I’m looking for the boss.” “You’re Grant Stone, so-and-so’s son. I hear you are the pup-heir to the Don’s throne.” “I am here to protect that.” “Better get to your point, kid.” “I’m here to find the Don.” “Sure, I can help you, but I need one thing. Kill that rat-bastard Harlowe. He’s in with the DA’s office, and an informant. Been ratting on both families for years.” “Got proof?” “Remember the missing tapes from the Don’s?” The fat-man throws Grant a cassette. “I found this in his office. It is addressed to the FBI. He has more, but I bought him off instead.” The fat-man leans back in his chair, puts his fingers together. “Word is, the Don is being held at the Lutherin Church. You know… the old masonic lodge. It’s not too far from your first hit at the amusement park.” “You’ve got yourself a deal. I appreciate this.” “If you like, you don’t have to kill him straight up. Challenge him to a game of russian roulette. Here, take this,” he says as he hands Grant a revolver, three chambers loaded. “there is a car outside for you. The driver will take you where you need to go.” Grant nods, and heads outside.
  • break: 10:20 pm
  • resume from break: 10:40 Grant is driven to the church, it is a huge cathedral in gothic style with stained glass windows. He circles around the building, finding a alcove back entrance leading into the basement. Door swings open silently into pitch darkness. He shines his maglight around, sees nothing. He hears chanting coming from upstairs. He climbs old stairs quietly, opens door at top. Sees black hooded figures, two rows deep, surrounding a large pentagram on the floor. Standing on a platform slightly above them, seven heavily armed russian thugs and the Don standing among them. Sees Fellows leading the chant in Latin. On the pentagram is the mutilated corpse of the Mouth, contorted and covered in a pool of blood. He pulls both pistols, and takes very careful aim at Fellows’s head. Just as he has picked his shot, the chanting comes to a close and the pentagram glows bright red. The roar of the pistols fills the room as brain and blood spray out of Fellows’s head. Fellows collapses to his knees as thugs turn and open fire. Grant dodges rain of bullets and retreats momentarily down the stairs. “Stop!” Bullets cease. “I want him to see! Grantieee.” Then a familiar female voice from upstairs. “Grant?” Grant feels searing heat wave from upstairs, hears crackling and hideous screams. He edges back up stairs, sees Fellows with an altered appearance. He appears with golden-red hair, is enveloped in flames; his claws rake the air and a tail lashes behind him. The hooded figures, his sister, and the Don are rolling on the floor covered in flames. Despite their efforts, fire grows larger and hotter. He wrestles with his composure, then fires both pistols full bore at Fellows. Fellows staggers backwards and screams horrifically. “I will make you watch,” he screams. Fellows grabs the Don and Grant’s sister in a big bear hug. They are both incinerated, then he collapses. Grant empties the clips, then runs outside.
  • another break, as computer rapes itself As he gets to the lawn, from nowhere a beggar runs at him with a broken bottle. Grant parries, managing to grab arm and slam him to the ground. Riots are all around him, animals fighting on hind legs, people ripping each other apart, bone and sinew, with their bare hands. Grant rolls beggar over, drops his pistols and shakes him violently against the sidewalk. “What! The! Hell! Is! Going! On?” He falls over, vision clouds, and passes out.
  • session end: 12:08 gain 3 Exp **

post session notes:

1. Grant’s demon was summoned accidentally through the pentagram intended for a recruitment demon. Grant’s demon is a rival to fellows demon. 2. Grant Stone is no longer a demon actually, as we had decided he is already too full a character.

John Depeche Prelude Session 2
John Depeche

WoD Africa John Depeche’s prelude

Session 2: Upping the Stakes

Scene the Morning After: John awakes, blinks sleep out of his eyes, and notices a small brown paper package has been pushed through his mail slot. It is about 11:30 am. John picks up the package, looks it over, sets it on the counter, goes through the motions of coffee, bathroom, shower. John inspects the package, it rattles when shaken and has a whiff of lime about it. John calls the bomb squad, brings in his package. The package is about 3 inches tall and eight inches wide, wrapped in brown paper. Roger Samson(bomb squad) scans the package with electronics, finds nothing, finally opens the package in a safe room, only to find ten fingers and some lime to prevent decomposure. Also inside it is a blood-stained grocery receipt with a note that says “Naughty Fingers”. John calls pathology, assigns them the fingers. John then gets a text from the boss(this session played by Dan), “head back to the office.” John is working out the implications of such a package on the way over.

Scene Office Space: The office is in chaos, with people running around and printers churning out papers. Richard informs John that an internal affairs criminal has been spotted in the building and that a bomb threat has been issued to the Agency. The place is in such an uproar because it’s being evacuated. The bomb threats promise to detonate the office tomorrow night. Dokey’s cell phone was found last afternoon in a dumpster on 42nd and Bleecker. The rest of his team are already evacuated to the new temporary hq at an office building and are working on the crystal meth again. John picks up on the fact that there is a mole in the office. He takes extra ammunition for his pistol. The last thing he hears as he walks out of the office is the booming voice of Chief Clear bellowing orders at idiots.

Scene Dirty Work: John heads over to the Blue Moon Cafe, looks for the Russian that was there before is absent, but a different, short lean Russian is there. The new Russian is tattooed and muscular, and John waits for him to leave. After 45 minutes the Russian heads to a car, and John tails him to Bleecker st. Bleecker st is as deserted as a ghost town for being in New York City. John then attempts to intimidate the new Russian into talking, the Russian attempts to placate him with false credentials. After an unsuccessful bit of this, he gets a call from Chief Clear. On the upside, Harlowe has info about the Russians, on the downside, the fingers are Dokey’s, also that there is indeed a mole in his unit. After abandoning the Russian he was intimidating and calling Harlowe, he finds that the Russians are apparently holed up at a Safehouse on 222 Bleecker st. John calls out Harlowe a bit on his involvement with corruption. Russian heads over to the flat while John is preoccupied.

Scene the Safehouse: John walks over to the Safehouse, only to see the Russian he was harassing, stumble out of the flat and throw up. John karate chops him, and goes inside. You see, arrayed about, with their heads severed from the bodies, sprawled on the floor, 16 Russians who were holding automatic weapons. Also on the walls, smeared in blood, is the message “How’s Lucy?”

Gm’s Note: Next session I will shoot for more player choice, defining moments, and personal triumphs for John Depeche.

John Depeche Prelude Session 1
John Depeche

WoD Africa John Depeche’s Prelude

Session 1: the Meeting

Scene Intro: John Depeche goes blank mid-briefing, is assigned to the local street gang La Chupacabra. They are dealing in a new “super” crystal meth. John is assigned and ordered to meet with an FBI contact, Bob Anderson at the Blue Moon Cafe in Manhattan discreetly. John: “I spend more time maintaining relationships than out in the field, I swear.” The only sample was used by an officer they let go, one Rachel Dawes. The super crystal meth is made from a cantaloupe-like plant in South America according to the department’s sources. In the building: Angela Ashford, cryptology and occult, flirty blonde. Richard Clear, John’s boss, hates drug traffickers specifically. On the Team: Raymond Niven, Homicide; Dokey, midget hacker, Sarah Sheppard, AKA Buffy, mistress of disguise and infiltration, Kelly Davinko, Rookie pert asian woman; Jack Crawford, Criminal Psychology and Forensics.

Dokey assigned to research the drug, Buffy and Kelly to the bar for carousing/intel gathering, Jack and Raymond to Jonas Salt. John changes into modest casual business clothes and an overcoat. He takes a cab to the Blue Moon Cafe.

Scene The Meeting Part 1: John hears a whisper with no origin “what is that under his coat?” and after looking around spots a big russian with what is unmistakably an automatic weapon under his coat, eating lunch. Just then, before he can fully react, Bob Anderson, a smug FBI agent with a hotshot poise arrives. John returns it with masked genial contempt. FBI has known about the drug for awhile, but only brought it to the task force’s attention after several intelligence agencies(unspecified) botched the task. Known facts about the drug: Long term exposure is always fatal, there are 3 strains, addicting beyond other drugs, augments the body’s physical capabilities, highly expensive compared to Cocaine to produce, made in South America. The supply, merely shipped here from South America, to the local gangs and mafias, is offered as a chance to corner the drug market. Supply lines are unknown, border patrol has not been notified as to not upset the shipments. Bob takes full credit and insinuates they hardly need the help. The most local of dealers is La Chupacabra. The waitress is a cute, shy petite blonde, John tips her to gain info on the Russian. He finds out that the Russian has been showing up almost every day for the last two weeks. John goes to the bathroom, texts Dokey “Fed knows more than they’re letting on, Investigate secret govt drug trials.”

Scene Home Again, Home Again: John catches a bus to a different part of town, before hailing a cab back to the office. John takes some back stairs to the office, and slips into Internal Affairs office, a phone is off the hook beeping. John notices noone is around in the office as he sneaks in. He gets the name of the officer who took the drug, Rachel Dawes, then sneaks out again. He knocks on his bosses office, and sees a figure wreathed in darkness and cigar smoke. Richard is afraid he’s going to get written up for smoking in his office. The team hasn’t returned from their expeditions yet, but Dokey is mysteriously missing. Kelly got smashed and had to be dropped off at her house. John: “That figures, I don’t know what the hell you’re doing saddling me with her anyway.” Richard: slams his hand on the desk. “It’s not my decision goddamnit!” John: “Can’t you get a secretary or something, we’re always in need of a good secretary.” Richard: reminded of his extra-marital affairs, public around the office, steeples his fingers and glares at John. Richard: “as I was sayin’ , Dokey I can’t account for however.” Richard: “Not my problem. Go do your work, detective.” John: “Man, sometimes I gotta wonder who’s running this place.”

Dokey’s monitor has a hairline crack across it, and his desk lamp is knocked over, shattered. Jack’s desk has scribbles about the reporter, ruminations. John attempts to call Dokey from the office phone. A brief “Hello” with a Russian accent and then a click. John calls Jack, all he has is stock quotes for tomorrow’s stock market. Jack hasn’t heard from anyone until now. John orders them to treat the office like a crime scene.

Scene Beatin’ the Streets: John goes down to the car park and goes to get in an unmarked patrol car, when he notices a streak of brown on one of the otherwise (black mercury sedan) unmarked cars. After checking underneath it he inspects the key scratch, and discovers brown paint underneath the black coat, which looks fresh. Someone has switched cars!! The car also has a different license plate. John checks the other car he was taking, but it looks intact. John travels to Rachel’s last known address, a tenement slum. He grabs a clipboard of random papers , and walks into the manager’s offfice, adopting a severe attitude. A portly, balding man with a mustache who automatically assumes John is from the fair housing bureau, and babbles about there being no stinkin’ rats, only cockroaches. John inspects the place she was at 3 months ago, briefly, and finds nothing of value(Gm failure). Rachel left no forwarding address and got her deposit when she left. John: “You better make sure that when the other man comes around next week, there ain’t no imaginary rats around.” John abruptly shakes the man’s hand and departs. John calls the DMV, and runs the plates and VIN of the switched car. The vehicle is registered to a Vinny Sanchez, wanted for GTA and extortion, located at 550 Orchard Grove. Vinny is a go-to man for Gangs. John goes back to the Agency to use their call tap & trace equipment. When John returns, the rest of his team(minus Dokey) are back. Jack says that Jonas was full of stories about the world’s end. Jack checked his computer and found a sheet of mafia income in the downloads section. Jack also notifies John about the Orphans, a martial arts gang in a blood feud with La Chupacabra, who run all the dojos on the west side of New York. They run a protection racket, but usually don’t deal in drugs. John offers up side work on the streets, but only Jack bites. Angela offers up a strange, cryptic book written in Latin, Syrian Aramaic, and Arabic, which she’s been researching after it was found at a local murder site. John attempts to track Dokey’s phone with the tap & trace. (a pause as Joel looks to the Gm for advice, and I flounder with indecision, the first of many times I leave him lost and floundering) John and Jack finally hits the streets, find an old druggie beggar. He attempts to intimidate the man(but the dice hate Joel). He questions him about drug runners and threatens arrest. The beggar offers up Hollis Mason, a local mechanic, as a source of information. John and Jack pass as middle class. Hollis is blasting some AC/DC. John pulls up the rap sheets of Hollis Mason , and attempts to call Dokey’s cell phone again, with no reply. Hollis is talking with a mafioso in a pin-stripe business suit with a pistol in his pocket. John eavesdrops and hears them talking about a bank job and other illicit activities, and an envelope is passed to Hollis. *Forgetting to check the tape, we resumed the session on the next scene, without ever talking to Hollis in person, thus scene ends pointlessly*

Scene The Meeting Part 2: Evening is coming, John receives a call from his boss, is ordered back to the station. John and Jack head back. John checks to make sure the switched car is still there. After returning, John makes small talk with Angela for a minute. Richard orders John’s ex-wife Helen brought in, and glares at John. Richard: “I suggest you deal with her.” John: “Who the hell interrogated her?” Helen is obviously in pain, and has track marks up and down both arms. John: holds her up woodenly, as she collapses into his arms. Helen has bruises and other signs of domestic abuse. Richard admits he had an Internal Affairs interrogate her. John: “Helen, where the hell is Lucy(their daughter)?” Helen admits that she’s been seeing a La Chupacabra named Riccardo, obviously the one beating her. Also that she came to John for aid. Helen falls to her knees and grabs John. John is unsympathetic, dials 911 and sends for an ambulance to take Helen. John and Jack grab Helen, haul her to the curb, load her into the ambulance. On the way down, John finds out that Riccardo is alone with Lucy at their old house. John finds out that Helen is doing the new crystal meth at their house. 132 Kirby St(address of their old house). John claims no relationship with Helen, merely gives a rundown of her problems to the ambulance. John and Jack head over to John’s old house. It’s an older grey house, peeling paint, one-car garage, dilapidated from the seven years John lived there and the 5 that Helen did after he left. John parks, checks his pistol magazine, takes off the safety, and readies his trench knife for quick draw. John: “Fuck, just looking at this place makes me feel miserable again.” Jack: smirks and nods. Gangsta rap blares from the house, along with humming. John peers through the window, sees a hispanic man in his early 20’s wearing a wife-beater with tattoos and scars, whittling on a piece of furniture with a knife, sitting in John’s old Lazy Boy recliner, about 5’9” and muscular. John draws his knife, tries the door, counts to three, opens the door. He strides into the room, while Jack flanks him. Riccardo: “What you want, hey, essai, I’ll cut you good.” Jack goes to get Lucy and Riccardo bolts for the back door. John and Jack pursue, but the dice hate Joel, so he continually rounds a corner to see Riccardo at the next corner. John gives up on the chase and goes back to secure Lucy. Lucy is crying in the back room, brightens up when he calls. John smooths his clothes, and puts the knife away to not scare her. John reunites with Lucy, gathers up her things, gets a carseat out of an old, tireless Ford Explorer, and heads out to his parents’ house. John reconnects a bit with his distant parents, and drops Lucy off. John makes small talk with Jack along the way, and fills his parents in briefly on the situation when he gets there. John drops Jack off, goes home, gets to sleep, only to get a call from Angela at 3 am. She informs him that a crazy Russian babbling about voices killed Riccardo in a back alley. John also warns Angela to be careful.

Grant Stone Prelude Sessions 1-5(approx)
Grant Stone Prelude(the majority)

Summary of Missing Grant Stone Sessions Session 1(about five hours long) Grant, now the lefthand man(used for mercy killings and less for torture) for his father’s mafia, is sent on task to kill a man in so deep with bookies and loan sharks of the family he can never pay. The Don assigns him this, and standing there are also the Mouth and Fellowes, two mafia hitters the Don also employs. Fellowes, a vaguely Russian decent Hitman, is the Don’s right hand man, and the Mouth is his shit talking sidekick. Grant takes along his copilot, Big Papa, a sicilian with a love of greasy food and entertainment, and they go to his last known whereabouts, a little amusement park. Grant questions the store owner at a nearby shop, and stakes the place out for a while, with no luck so far on either end. Upon questioning the store owner when leaving, however, the man shopped here and mentioned plane tickets. Hitailing it to the nearest airport, they just catch the man waiting in line with his ticket. Papa waits with the car, while grant, leaving his guns and such to not trip airport security, sneaks in with a blowdart gun and hits the man in the neck, poisoning him instantly, then slips out, only to find that in the short time Papa was gunned down in his car by someone. Sensing that he is in danger of being caught either by the airport security or the gunners, he sneaks off down the street to a local car garage, jimmies a car, and leaves, reporting back to the Don of his findings. -End Session 1-

Sessions 2-4 (no clear notes) Grant gets a new driver, who is actually syndicate looking to muscle in on mafia territory(a player who INSISTED on joining), and they are assigned to kill a beautiful reporter this time(designed as a possible love interest) named Anna, as well as a man(can’t remember name) who were both leaking info to news sites. They drive to several places to find info on her, the only thing out of place being a fleeting glimpse of something furry running past the Luna cafe where they met the contact to tell them about these people. They stake out Anna’s place, follow the pizza man in, and corner her. She tries to explain her situation and she is breathtakingly beautiful, but Grant’s code of honor to his Don allows him no recourse but to kill her and leave. They deal with the man as well, somehow(memory fails me here). The syndicate driver disappears after this mission and is never seen again.

What followed were two failed sessions, one where I tried nWoD combat without understanding how it worked, and one where I mixed too many ideas into one, ending up driving Grant into hiding and derailing the campaign. So I retconned them out of existence.

Sessions 2-4(cont.) Grant then is contacted by a sleazy assistant DA promising information named Harlowe Thrombey(after a choose your own adventure book), and drives all the way up to downtown New York to meet with him, to be told it was Russian Mafia who offed Big Papa. Grant heads back at night(this is all the same day he killed Anna), to find that the Mafia HQ is dark , with no guards around or lights on. He heads upstairs to see Fellowes and the Mouth rifling through the Don’s office looking for something, and is met with a defiant challenge when he asks what the hell is going on. They claim to not know where the Don is, and challenge his being here. They leave after a bit, and Grant is able to search around a bit. He finds blackmail tapes on all of the mafiosos except him in the Don’s office. He is spooked, quickly leaves, only to see a flatbed pickup with wooden siding drive up, unload a truckfull of Russians, who shoot up the place and generally cause havoc. Grant returns to his apartment, and passes out.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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