The Lists...

A Module for Multi-PC Types in WOD

By Darkslayer aka The Fifth Horseman

[email protected]

 


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

                        [email protected]

 

 

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)


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