ACT ONE: BONDMAN'S IRONS
Scene
One: The Alley
Start:
The Circle is bonding or whatever, at their communal Haunt. A shot
breaks
the silence of the City at 3:00am followed by the terrified scream
of
a woman in some sort of distress. Multiples of footsteps are heard
running
outside the Haunt.
Middle:
A man has been the victim of a carjacking. His date fled the car
and
was chased by the carjackers into a blocked alley. The leader is
actually
a notoriuos Renegade skinriding a gang leader. The Hierarchy is
HOT
on his trail.
End:
The gang attacks the woman. Soon after, a Hierarchy patrol shows up.
They
assume that the Players are in cahoots with the Renegade outlaw.
GOAL:
The woman should be killed. The Hierarchy will show up soon after the
woman
is killed. The Players should be captured by the patrol in order to
move
to Scene Two.
IF
THE WOMAN IS NOT KILLED...Not an option. (I love being the GM.)
IF
THE PLAYERS ESCAPE THE HIERARCHY...then the Renegade does too. This guy
is
wanted, badly. Marshal White orders a shake down of the whole Brady St.
community.
Oh, and the Renegade decides to hide in the Players' Haunt. (I
LOVE
being the GM.)
Scene
Two: The Thrall Barge
Start:
The hapless wraiths are bound in chains of Stygian steel. The black
metal
is a heavy burden on the Psyche and cuts deeply into the Corpus. They
are
marched on foot down to an abandoned warehouse which acts as the
Hierarchy
Registry Building.
Middle:
A minor Adjustor will catalog the wraiths and their crimes, and
refer
them to the High Court of Dust in Stygia. Each wraith will have a
number
moliated into their corpus for processing purposes. Note that the
Stygian
chains will prevent the use of Arcanos by 5 dice (7 if targeted
specifically
at the chains).
End:
The players are loaded onto a ferry carrying bales of cardboard for
recycling.
In the Shadowlands, this functions quite well as a slave barge.
It
travels up river, making a few stops, the third of which is at the
Amtrak
station. The trip should be a time to meet many others on their way
to
thralldom. Various NPC allies could be met here. Also, the consequences
of
escape should be illustrated upon a rather stupid and bullheaded enfant
NPC
who thinks he can beat the system. As he tries to jump ship, a keeper
will
release a brace of barghests upon his sorry ass. (See previous
comments
about loving to be the GM)
GOAL:
The Players should arrive at the Amtrak station still bound in chains
with
possible new contacts (or enemies for that matter).
IF
THE PLAYERS ESCAPE BEFORE BOARDING THE BARGE...The Hierarchy will search
them
out, and offer rewards of status and wealth to cooperative citizens of
the
Necropolis. When captured, they will be labeled as dangerous renegades,
which
can carry a sentence of branding, or even discorporation.
IF
THE PLAYERS TRY TO ESCAPE FROM THE BARGE...The centurions on the barge
will
release two braces of bhargests with orders to "fetch"-dead or alive.
BREAKING
THE CHAINS...will cause them (the chains) to moan in anguish,
alerting
any wraith within five city blocks to their presence. They will
stop
their moaning after awhile. The chains will bring a good price on the
Renegade
black market. Of course, possession of Stygian chains is
punishable
by discorporation.
Scene
Three: The Midnight Express
Start:
The Thrall Barge drops off the slaves about five miles from the
Amtrak
station downtown. A lonely unused portion of railroad track cuts
through
numerous back lots, abandoned factories, and old warehouses. Two
parallel
lines of wraiths, linked by chains, plod arduosly towards the
station.
Middle:
The wraiths arrive at the station. They are held at an old
switching
station in what might be called a boxcar graveyard. At the stroke
of
midnight, a distant train whistle echoes throughout the railyard. A
ghostly
locomotive breaks through the fog in almost surreal slow-motion.
End:
As the train grinds to a halt, wraiths detrain and take posts along
the
length of the freight cars. No one boards or leaves the four passenger
cars.
The centurions and barghests usher the thralls to the cattle cars. A
solemn
robed figure stands at the head of the line, arbitrarily pointing
left
or right towards one of two already crowded cattle cars.
GOAL:
The Players should be separated into two cars. This Scene and the
next
should be a really good time for Shadows to make their pressence felt.
IF
THE PLAYERS ESCAPE...blah blah blah, yadda yadda yadda. Just remember
that
they have a gang of at least twenty other thralls shackled
ankle-to-ankle
with them.
Scene
Four: 12:05 Hellbound (and all Stops in between)
Start:
Whatever car they are in, the scene is the same. The scent of death
and
decay hangs in the air. Hopeless and desperate souls push and shove for
the
standing spots along the perimeter. As the train lurches into movement,
legionaires
on the outside mock and abuse the thralls within the cars.
Middle:
The train never stops accelerating. Impossibly strong winds scream
through
the unprotected cattle cars. Licks of Barrow-flame dance over the
car,
injuring the wraiths bold enough to push their way to the sides. The
terrible
scream of ripping air announces the passage into the Tempest. A
cacophany
of color and sound replace the stable scenery of the Shadowlands.
Faces
of horrible spectres loom in the distance, looking ravenously upon
the
wraiths in the car. One or two foolhardy shades may even attempt to
lunge
at one of the cars, sensing the Angst-ridden wraiths within, and
wanting
to consume every last bit of their Psyche.
End:
Suddenly the train enters what appears to be a tunnel of some
sort...the
light disappears completely, leaving everyone blind to the fate
which
looms beyond. And just as the sweet hope of light appears in the
distance,
a flash and the terrible sound of rending metal fills the air.
The
wheels of the train lock and the last two cars in tow tremble as the
lose
speed. Sparks fly from the track, barely illuminating the tunnel
enough
to gauge the size of it. Without warning the last car hits a bump
and
careens off the track, scraping against the wall of the tunnel. The
other
car speeds out towards the light at the end of the tunnel, while the
other
fades into the inky blackness. Just before the first car reaches the
exit,
the tunnel closes like a jaws upon prey and the car slams into the
wall,
shattering on impact. Thralls are thrown left and right. And then, a
the
soft glow of a beautiful angelic face approaches the Players urging
them
to collect their resolve and follow her out of the tunnel.
GOAL:
The players should all be well enough to suffer the wilds of the
Tempest,
and attacks from hungry Spectres. They should all leave with
Cerise,
the Ferryman.
ACT
TWO: EMANCIPATION
Scene
One: Byways
Start:
Cerise leads the recently emancipated Players through the tunnel.
She
carries a lantern which barely reaches out to the walls of the tunnel
and
reveals a quite unusual structural feature: Ribs. Bones and sinew form
rigid
arches which support the tunnel. The tracks are also made from bone.
The
floor is actually soft and coated with a layer of mucus. As the circle
leaves
the tunnel, they look back, and with horror realize that the tunnel
is
actually a gargantuan Malfean which Cersie calls by the name Ro'ahtt.
Middle:
Ro'ahlt opens a lazy eye which dialates into a wide orb of pure red
hate.
He utters a gutteral word and the tempest shakes. Cersie holds out
her
lantern which immediately creates an orb of pure light that extends
about
10 meters in diameter. The characters see a cloud of shades and
nephwracks
belch forth from the gut of the collosal malfean. The weakest
lead
the charge, sacrificing themsleves in order to weaken the shield that
Cerise
has erected. Some twenty spectres will actually penetrate the
barrier
before Cerise calls for them to focus their strength using Stamina
+
Meditation (6). Any dice in Eidolon may be added to this test. Three of
those
spectres are powerful Nephwracks.
End:
During the ensuing melee, the lantern is knocked over, spilling
barrow-flame
about the battlefield in the Tempest. The fires crackles and
sparks
as it interacts with and consumes the stuff of Oblivion. The
resulting
conflagration rends a hole in the fabric of the Tempest. Through
the
hole, the Players can see nothingbut a black void. However, more shades
and
Nephwracks are on their way.
GOAL:
The Characters must find their way out of the Tempest.
Scene
Two: Back streets
Start:
The Player's may have found a nihil leading upward through a
manhole.
It exits directly under the overpass on Water St. just in front of
a
sheltered bus stop. Carnations are placed along the side of the stop in
rememberance
of a recent accident. A city bus is on layover here. The bus
driver
is enjoying some hot coffee and reading the final edition of the
Journal
Sentinel. There is not a living soul around, and one passenger in
the
back of the bus. The flowers belong to him.
Middle:
There is a garage just at the corner of Water and Brady. The lights
are
on, the door into the shop is partially open, and Foreigner tunes are
echoing
out into the parking lot. Suspiciously, no one is in the garage. A
hubcap
hangs above the office door. It belonged to a '67 corvette. Engraved
in
the chrome is the single name, 'Bette.'
End:
Cerise awaits the players at their communal Haunt. She has come to
collect
payment for her services in the Tempest. Her fee is for the Circle
to
remain on the fourth floor of an apartment building on Cass St. from
sunrise
tomorrow to sunrise the day after. She mentions something aboout
taking
resposibility for one's actions.
Scene
Three: Locks & Keys
Start:
The apartment building that Cerise indicated is a run-down heap of a
structure.
The inhabitants are mostly junkies, drifters, crazies, and art
students.
The fourth floor is known by the tenants as Dahmerville, in
reference
to the number of slayings that occur here. The wraiths of the
area
call it Doom-Womb, and the reapers call it easy-pickins. The dead and
living
alike are very territorial. The king of the heap on the flip side is
a
wraith named Zoo. He is tempermental and dislikes anyone muscling in on
his
turf.
Middle:
The day goes by rather quietly. Except for Zoo, nothing troubles
the
Circle much. Some kids are passing a bong in 415. The old man in 401 is
sitting
in his favorite chair furiously writing down the questions on
Jeopardy!
The blonde in 420 is waiting for the pizza guy to make his
regular
delivery (she always orders extra sausage). The lesbian poet in 412
is
trying to commit suicide (pills) for the 63rd time. The retired
librarian
is scolding one of her 16 cats for eating the Afrcian Violets on
the
fire escape outside 406. The loser in 413 is downloading bondage pics
off
the 'net. But perhaps most importantly, the little girl who lives in
421
is sitting outside her door crying because she lost her key at school.
She
knows she's in real big trouble.
End:
About two o'clock, the little girl's father comes home. His eyes are
bloodshot
and his breath smells like pickled chicken wings. He can hardly
navigate
the hallway, and drops his keys five times before he manages to
get
the right one in the lock. He starts pounding on the door to 421
furiously.
It seems little Lisa has put the chain on the door and daddy
can't
get in. His manner and words are getting incredibly violent.
Scene
Four: Harvest
Start:
Little Lisa knows she's in for a beating. Maybe dad'll just pass out
in
the hallway tonight like usual. She misses mom and her old bed. She had
her
own room and no one yelled at her unless she forgot to close the
refridgerator
door. Troy was a lot nicer than dad and took her out for ice
cream
when he came home early on Wednesdays. Mom always tucked her in bed.
She
never had to come home to an empty apartment. Maybe under the bed is a
good
place to hide. He'll never look under the bed.
Middle:
Dad's only getting louder. No one hears him screaming because
they're
all screaming too. The kids in 415 have their music up loud like
always.
The old door frame is splintering and the guard chain breaks off
the
door. Dad's not happy and starts breaking things left and right. Zoo
gets
ready for the easy pickings.
End:
Its hard not to start crying when you think your gonna die. And Dad
can
hear you. Just quiet down and hold onto Teddy and maybe he'll go away.
But
he finds you and grabs you by the hair and pulls you out from under the
bed
and you try to reach for Teddy but Dad kicks him so that he lands right
next
to the radiator and you scream for Mom but she's dead and Dad tells
you
she's dead and hits you for being so stupid and then he kicks you and
you
land next to the radiator and burn your arm but you get up quick and
dad
comes after you...
From
here on out it's free form.
END.
Reap
What You Sow Results
This
adventure was played out on Halloween. It was written primarily for
inexperienced players and a few unfamiliar with the World of Darkness setting.
So if the first half seems a bit forced (as was pointed out to me by an astute
friend) that's why.
Initially
there was some trouble getting the players to care about a screaming woman being
hounded by some mortal thugs (go figure). Afterwards, I thought maybe a
hierarchy patrol might make haunt to haunt searches for the renegade wraith.
Even it doesn't prompt them to help the woman, at least it gets them out of the
damn cellar. But finally they went to investigate one by one. When they got to
the alley, something interesting happened. Our Shadowguide (one guy played
everyone's Shadow. It worked well.) convinced a player to abandon his defense of
the woman, and she was slain by the renegade wraith (using embody and moliate).
Then the renegade turned on the characters for awhile and the whole lot of them
were captured by a hierarchy patrol.
A
pitfall that I encountered was that these newer players didn't seem to interact
with the world unless it interacted first. Now, only two of the players were
newbies, so I kind of blamed the two experienced guys. Of course it wasn't MY
fault. So I guess I might have presented some more mundane moments of
interaction, just to warm to players up to the fact that the more you work the
part, the greater the rewards. As anyone knows, good gaming is tiring, so make
it worth the energy you spend on it!
Honestly,
I spent many hours on this story. I had an idea of where it would go and how
fast it would move. WAS I ON DRUGS?? I usually GM on the fly, so I guess my
expectations were a little high and a little narrow. But for those of you who
like to run pre-written adventures, try this one, and let us know how it goes.
This has potential hidden in it. If someone else can find it, then I know I had
some part in it. Oh, by the way, use your own NPCs. I'll include some write-ups
of the ones I used, but since you gotta play 'em, you should choose 'em.