The Lists...
A Module for Multi-PC Types in WOD
By Darkslayer aka The Fifth Horseman
To be given to the individual Players depending upon what they are:
Highlander Plot:
(for Immortals)
There is an 'Evil' in this place; a 'Presence' that you find familliar
in it's immortality. The feeling is not quite the same- for some how it is
different from the times before. You have lived throughout the ages, and
once again the cycle begins again; evil breeds from with in and this time, it
is from one of your own. Your contacts report that there is an 'imortal" in
the service of a mysterious human. The man might be the immortal, but
the contacts aren't sure (them selves not being immortal), and you have
decided to check out this being personally, and decide what to do with him
latter. Perhaps the gathering draws near, for you can feel a kind of
electricity in the air all around you. Of course, it also might mean that you
are getting old, so who knows? But you do know that the Presence you feel
comes from the group that your contacts have lead you to. It behoves you
to investigate this mystery and find out who the imortal is, if there indeed is
one, and why he or she is in this group and for what reasons...
False Hand Plot:
(for the Sabbat Black Hand that are not aware of the True Hand)
The message is painfully clear: the higher masters of the Black
Hand have ordained that the chosen ones should die. you are to utterly
destroy, in order of appearing, the 5 herefold mentioned names on the list.
This list came to you only last night, via secured mail, with the Black Hand
emblem affixed upon it in wax (some traditions, it seems, are truely old...).
In the envelope was a single list of 5 names, numbered in order, with the
coded instructions to kill each and every one of them in order; and each in a
very special way. The list does not detail where these people are, or why
they should die, but after all; this IS the Black hand and seldem do you ever
have the provilage of "needing to know..." So you have had your contacts
out all day and night, and have narrowed the list of names to one group,
and are confident you can get the job done right the first time (for there is
no room for second chances in the Hand...).
The List:
Bertrude Strom Death by Strangulation
Harry Houdini Death by Emmoluation
Archibald Tuttle Death by Limb Removal (Head Last)
Vincent Black Diced
Reswald Bedonia Skewered by hot Pokers and left for Dawn
True Hand Plot:
(for any member of the party who is a member of the True Black Hand)
The dreams came, one after another; over the past three nights-
last night was the last one. In these dreams, a powerful black force sweeps
through the world, and it comes from the minds of a group of individuals
banded together to spread this black cloud. you feel that unless you do
something about these dreams and this group, all of humanity will suffer.
Unfortunetly, the dreams are unclear as to what or how to do it. But you
must be clear. You must have knowledge of what they are about to do, and
why. Only then, can you be sure to take the proper actions, what ever they
may be...
Wraith Plot:
(for those who are Wraiths and to their Shadows)
Rumors in the shadowlands speak of a mystical place in the
Tempist that allows you to step into the real world and for a short time,
relive parts of your past. Perhaps in this way, you might be able to change
the events that transpired to keep you from transending fully, and finally be
rid of you Shadow once and for all. The location of this place lies buried
deep in the mind of the Garou who's identity you have from your fellow
wraithers. It was a hard trade, but armed with this information, perhaps you
might be able to get the location of the realworld place, and then search for
its corresponding Shadowland. If only you were sure of its very existance...
But then, all you have to do is approach the garou who knows, and talk him
into taking you there in the deep Umbra, right? Hmmmmmm... Only the
Shadow Knows...
Garou Plot:
(for Werewolfs of the Garou variety. May be changed to fit other kinds of
Carens if PCs are of the Bear, Rat or other variety of Lycanthropy...)
Your tribe elders were quite clear- you must find out who has
stolen the sould of 2 of Gaia's finest warriors, and punish those who are
responsible. Because of the exact nature of the soul stealing, and the fact
that the souls of the evil doers might seek the empty bodies of the Gaia
Warriors and enhabit them (Great Scott!!!), the people responsible must be
dispatched in such a way and durring such a time that the tribe elders can
protect the empty bodies of the Garou. Your leads into the nefarious evil
doers have lead you to a group of humans that, you are sure of it, contain
one or more of the dasterdly soulstealers. You have not sceene the group
yourself, but your contacts have pointed you in the right directions. All you
must do now is follow the simple list given to you by the tribe shaman and
return the evil doers entrails back to Gaia.
The List:
The first victum may not have fair hair.
The second victum may only be killed after sunset, as does the first.
If the third victum has killed in the last five hours, then you may not kill
him.
The First victum may only be sent to Gaia when he has seen who he truely is.
The Second victum must be dispatched in such a way that his blood does not
foul the purity of Gaia's earth. Such blasphomy is intollerable.
The Third must be cleasned, as does the first, in warm water to wash the sins
of his evilness away to purify the bodie for Gaia's blessings.
The First may only be killed if he has spoken his name aloud and relented his
sins.
The Fifth may be sent only be fire, and afterwards the ashes spread over water.
The Second must be killed by removing his heart while he is still breathing.
The Third must be killed, then brought back from the brink of death, then
killed again.
The Second must not have Red hair. If the Second does have Red hair, then the
Second can not be killed.
The First must be bested in a battle of Intelect before Gaia may take his soul.
Camarilla Plot:
(for any Vamprire in the Camarilla Sect)
The meeting, as usual, lasted 6 hours too long. If it werent for the
free blood served at the door and the authentic egyptian coffin given away
as the door prize, you're sure every kindred here would boycott. but, at
least it got interesting when the newly appointed council of Elders asked
you to stay (LONGER!!!) awhile... You find out that a group of Sabbat have
been sighted by scouts in the city. In blatent disreguard of the Masqerade
and the good will of the people. Shit. And they want you to find this group
and expose them for the Sabbat fiends that they are and make them leave.
Before the Camarilla has to call in a few more Justicars and kick them out
(again). The coulcil is worried that the Sabbat are again trying to infiltrate
the city to take it over again. Or maybe this is a pack of Revengers, so
named for the post Armageden damage they cause in the name of
Vengence (the Sabbat were sore about being flushed from thier newly
aquired city...). Who knows? You are not to jepordize the Mask or your
selves in such a way that the general populance finds out about us; we are
still mopping up after the last great be battle with the Sabbat, and don't want
another one starting again until it can be on OUR terms- this time. We ask
that you do not return until you find out exactly Who these Sabbat
infiltrators are, and Why they are here. If nessicacary, you may do what
every you feel justified to preserve the Mask in our fair city. May Cain be
with you...
Sabbat Plot:
(for any Vampire in the Sabbat Sect)
Well, after the weeding out of the lesser heros of the Sabbat, now
only the select few remain to carry out the fight for freedom. Yeah, so we
lost 85% of our brothers and sisters over three nights, but heck- the Cams
lost 4 Justicars and 45 Archons, not to mention several Inconnu and the
entire upper 1/3 of all their clans. Why, Ash killed the entire elder primogen
council in just three minuets! Now that only the very fortunete remain, our
leaders have told us to trench in and get ready for another assult on the
city. Soon. And in order to facilitate this, we have ben told to act as
Talent Scouts for the majors. Our sources have pointed to a brash group of
humans who look like good raw material. They have commited a few
hanious acts, maybe even a murder or four, and look like they would benefit
from immortality and the Sabbat way of death. Because times are tight,
and the Cams are everywhere watching for us with both beady little eyes,
you can pick any spot of dirt big enough to preform the Graveyard
Consecration Rites. Don't get caught, or else the Sabbat will loose a few
more soldgers in it's fight for eternal freedom. If the recruits are good
enough, then take them over to the other side. If not, then remember the
age old axim: no one says 'no...' to the Sabbat. Good Luck, and may
Cain's Blessings be upon you.
Editor's Note: Remember, each player should have only ONE piece of
the plot pie. Having two- say in the case of a Sabbat Spy in the Camarilla,
is just not going to be possible for the PC will have Too Much Information.
Best ask the PC which group he or she wants to follow this time, and present
them with that part (excluding the other part. PC was not available for the
briefing, didn't make the meetings, etc.). For players who's characters are
in the same group (Sabbat, Camarilla) but who are following drastically
different orders- the Role Playing reaches a new level of ability.
The Lists...
A Multi-PC Module for WOD
by Darkslayer aka The Fifth Horseman
StoryTeller Information-
City of Chicago, or any Large Sized City
Scene One:
The PC troup watches the group from accross the street in a busy
Belmont Bar area, known by most as the Rack. This is where the Tourist
Vampires would go- that is, if they wanted their blood drained and heart
removed... So what brings the PC here? The beginning of an adventure!
The group in accross the street from the Neck, a popular place for Humans
to populate in the Neo-gothic Vampire World of Darkness. The sounds of
Trent Reznor echo through the blazen black halls as you peer into the glass
windows of the club.
The Group inside are milling around in the back part of the bar.
Only a glimpse of two or three of them can be scean at one time, and the
group looks to be enjoying themselves in conversation with a sexy waitress.
You can't read her name tage from here, but she is quite fetching and is
answering questions that the group seems to be asking her.
There is nothing else going on in the Bar worth mentioning.
At the end of this scene, the group exits the bar and drives off in an
expensive strech limo. The license plate reads "Forever." Tracing the
plates takes a base 6 hours at char/man + Contacts (if you have the proper
ones) [4]. Each success takes off one hour. The PC's will find that the
Limo belongs to a Don Albertona. No other information can be found (the
DMV file is under construction... Don has contacts there...).
The Limo ducks and weaves through the north side, and the driver
(a body guard of Don's) finally stops the car outside of a wealthy building on
the near north side. Then, the Limo waits for 10 minuets, then a woman
from the building exits, followed by several upper-class party types who
begin to enter the limo. Surely, the limo can't hold that many people! If the
PCs investigate, they will find the limo EMPTY, driver and all have
disapeared. The party goers have all rented a limo, and are too drunk to
care who's it is. No one can remember who called for the limo, or what
company it was. Don Albertona has folled the masses once again, in his
nightly bid for survival. If a wraith or a PC with Nihilistics Lvl 1 views the
shadowlands when the limo initially stops, he or she will see a bright purple
glow, and then the limo speeds off, in the shadowlands! The
wraith/Vampire/garou Reswald Bedonia has transported the limo and it's
passangers to the shadowlands to journey to the next meeting place.
The scene ends.
Scene 2:
The PCs get a call from a contact: the limo has been scean in the
west side area, around a place where several abandoned buildings are.
The PCs rush there, and a deal is taking place inside a wearhouse-
between the Iranian/Pakistani/indian Uranium arms dealer Vincent Black
and the group. Several of the Group are providing cover, and PCs moving
into the wherehouse must roll Dex + Stealth [6] and beat 4 successes to get
inside the building with out the Garous noticing. Reswald is a Garou in this
scene. Archibald tuttle is making the purchace.
With him is Artimis the Mage, and Dr. Woods. The rest are watching on all
three planes (Umbra, Shadowlands, real) for moving shadows. If the NPCs
see someone, they will quietly slip away and inform the others. The entire
group will be gone by the time the PCs enter the warehouse and search it
out, the group leaving this time through a sewer tunnel that Vincent has in
his warehouse.
In the warehouse, several things can be deduced:
Roll per + invest base time 1 hour of searching-
1) The owner of this building is an arms dealer. Several manifists
are on the wall which indicate stuff smuggled into the country. From where
and how it is not apparent, but the person is either forreign or has forreign
friends.
2) The group does not live here. None of the windows are secured
from sunlight, and there are no signs of vampiric, human, garou or wraith
presences here.
3) The place looks like it was abandoned, but now is being illegially
rented from the city. In short, the place doesn't look like it is being
maintained for a long stay. Most of the boxes that are here show heavy
signs of ware and moveing.
4) After 1 hour, the following items can be found:
1 Flame Thrower (small version, concealable in a large duffle bag) does 2 agg
3 times, no relaods (may make your own with some research)
2 Heavy Pistols (no serial numbers) df-7 dm-5 clip-10 and 2 reloads each
6 parts for an atomic bomb (intel + science)[8] need three succeses
3 HKMP-5 SMGs (see book stats) with no ammo
20 rounds high explosive shotgun shells (does +2 dice damage, diff +2)
lots of camoflague clothing
When the PC's exit the building, the limo is gone, having seemingly
vanished. The limo was empty, and the PCs watching it will see it suddenly
fade from view. It was never there, being an illusion that Reswald created.
The real limo was at the warehouse, but dropped the group off and headed
elsewhere.
A drunk bum next to the alleyway near the warehouse, for a bottle
of JD, will recant how the man who comes and goes from this place with all
the big trucks likes to visit the museums from time to time (he overheard a
few men talking). The images can be plucked from his mind, but they are
incomprehencible to anyone but another drunk (-4 dice to everything, zero
perception, +3 diff).
The scene ends here.
Scene 3:
The contacts you followed said that the man's habits for buying at
are atrocious. He is at the Art Institute's auction house galia party event
tonight (next night from scene 2). He is there alone, with a beautiful woman
model from russia (she speaks fluent russian). The Group is nowhere to be
scene. Roll manip + etiquette [7] to make discrete insquireies into who and
what this man is (Vincent Black). Vincent will be openly friendly to
everyone who approaches him who is nice to him, provided no one looks
like an undercover FBI agent. When asked about the warehouse, the
Group last night, arms selling, or atomic bombs, he will politely inform them
that he has no idea what they are talking about, and excuses himself from
the conversation. Only violently grabing him will make him stay there, and
this would constitute a violation of the Elysium Masquerade that the
Camarilla Elders have ordained all musems are. Roll Intel + Gen to
remember that this is one of Lodin's original Elysiums, and under penality of
Blood Hunt, no violence will be tolerated on it's grounds. All Camarilla
vampires, to preserve the mask, must protect the wishes of thier elders in
this manner. True Hand PCs can also see the inherrient danger of ripping
apart the Mask, and ruining a place where kindred and others in the City
can come to meet and discuss stuff. Everyone else doesn't recognize the
Elysium domain. Anyways, Vincent will leave, and probably get coerced
into revealing that the group is meeting in a park north of the Lincoln Park
Zoo. In about half an hour.
The scene ends here.
Scene 4:
The park is dangerious and dark, just the place for supernatural
creatures. The Group is here, and this is the last place that the PC's can
interviene before one of them blows up Chicago. Well, it all had to go
sometime, eh? The group is meeting with a scientist who has plans on the
assembling of a part of the atomic bomb that the group is having trouble. It
is a simple manner of crossing two wires together to fix the problem. The
scientist is killed: 1) when the PCs approach the group with weapons or en-
mass, or 2) after a few minuets of conversation with the group. Reswald
Bedonia kills Professor Ludwig by touching him- and then the Professor
drops like a ton of bricks. In the infusing melee, a few things might happen
if the group has time to do so:
The Imortals bail, running accross the park and into a local church.
This is holy ground, and they will reach it in 5 turns if still alive. They
still think that the PCs are a bunch of Imortals out for revenge.
The Vampires stay and duke it out, along side the Black Spirals.
"Ripper," if hurt to three agg or more, will limp away as fast as possible,
and/or beg for his unlife by offering information in exchange for his freedom
and to not be harmed by the PC group. He will give all the pertanint plot
info about the Garou Plot to anyone, including the soulstealing by the
Nagarajas.
Reswalf Bedonia splits, reforming in the shadowlands and
disapearing. He has logically gone to arm and detonate the bomb in the
warehouse in scene 2.
The scene ends here.
Scene 5: (If Reswald gets away)
Reswald makes it to the warehouse and arms the bomb. He starts
the count down times, and then in a fit of passion, the old Reswald Bedonia
tries to re-emerge against his Shadow to stop the hopeless slaughter that is
about to happen. When the PC group shows up, tehe timer will have one
minuet left, and the wraith will be transforming from Black Moon to the
Vampire and to a ghostly figure of a tired old man with a cane. Taking the
cane and plunging it into the wraith's shadow kills both wraith and shadow,
and Reswald Bedonia starts to Transend for his ability to overcome his
hatred of a meaningless death in the Chicago streets four decades ago.
The scene ends here, either in a burning inferno or with the
PC's victorious...
Please send information and comments/suggestions/ideas to me.
What do you think?
I have the NPC stats available, but posting them would take up alot of space.
If you want to run this for your Players, then mail me and I will send you
the NPCs for Lists.
Darkslayer (The Fifth Horseman)