Some Game Session Notes


Notes From 1/21/06

Posted in The Second Vampire Chronicle by Chuck on February 3, 2006

Notable Quotes
Seth is on Dr Venture pills today.
You got beat up by a Jewish Wiccan lesbian?

We start out night by shopping. We talk Dimitri into helping us find some grenades and other high explosives. Jack suggests they trade SMG’s but Kort insists that they may need them. Dimitri sets us up with some guy in the Mexican Army who is willing to sell off some “surplus? . We get about 4 dozen grenades for $100 each. Gregor steals Lovis’ Walkman and returns weeks later with two Walkmen and a couple of grenade launchers. Mason seeks the knowledge to learn Nightmare 5. Jack continues to plays politics and try to make contacts in the Crone and Lancea Sanctum.

Erick is amazed that his skills in Latin and Spanish have come in handy for reading Gregorio’s journal. We learn that Gregorio has no childer and his coterie is all Lancea Sanctum folks who control the Slavic ghetto north of the Dover’s Ridge area. The Journal: Erick Gregorio Mendez embraced in London. IN Victorian england. The embrace turned him into an albino. Marcus is from the same time and they have been traveling together for along time. Gregorio gets fascination with Carny folks.

Erick reads the letter. Two story farm house, screams, concerned emotions. Kort finds an owl that knows where a farm filled with dead people. We send a letter and get a response from Gregorio inviting us out to the Ranch.

Some things we learn about the local Lancea Sanctum:
Aggaro is the nicest and preaches to the unclean masses
McAllen keep the scared items and is the muscle. Polonia was sire.
Gregorio is the Inquisitor.

We get a hold of Chea and meet at Elysium and explain to him that we need to find Gregorio. Chea explains that Gregorio and Marcus took off about a month ago. Gregorio got mad and said he needed to look into something. They’ve been shipping medical supplies out to a remote site near the Mutant Hole.

We convince Winters that he’s the most qualified to go check out the area around the Mutant Hole. He grumbles but agrees. When he returns, a little worse for the wear, he explains that the trees can see invisible stuff and can attack. Winters goes on to describe the place as sort of like low tech Cheyenne Mountain.

Kort steals a biplane while Erick and Lovis brew up some Agent Orange Concentrate for those pesky trees.

The Ranch
We meet Marcus, Gregorio and their goons with guns. Most of the place has been converted into a make shift field hospital. Various carny freaks are strapped to gurnies. Some are suffering from some sort of supernatural disease. Others have been turned into Fire Zombies.

We are joined by Winters, Gregorio, Marcus, the Twins and five gargoyles. Gregorio knows of a secret back way through the storm tunnels. The place is filthy. We find a steerage-type barracks area. The boiler is glowing red hot and covered with various runes and fetishes. Then we get attacked from four directions.

Mason meets the advancing Rat beasts head on. He kicks in the Nightmare. Two run away and the other two assume the fetal position. It’s like shooting fish in a barrel.

Jack and Lovis face off against some dogs and renegade vampires. A little Nightmare, some sword-fu and a grenade take the fight out of them.

Zombies pout out of the boiler and anyone without a handy target holds off the zombies including some weirdo in a Strongbad Mask wielding a halberd. Later he explains that he is Bjorn the Red or Pretty (We’re not sure which), Himmelsbach’s sire.

Kort and the others are faced with the Mother. More dogs are hurt and the Mother turns into slime and oozes like quicksilver over the boiler where she detonates the bomb we placed. Everybody gets hurt. And we make a hasty retreat.

Seth gains more information on the Mother. She is a Rank 4 spirit. Then Seth announces that he can’t bind Mother. But he could summon her.

We go to see Grampa: Seth explains, the power of the Mother. Mother is taking orders from the Dream of Summer. Seth casts his spirit magic again and learns that Mother’s ban is bound to Cherokee Religion. A pack of Werewolves gather and attempt the summoning and binding. Several hours later they collapse exhausted and unsuccessful.

8 XP

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Notes from 01/08/06

Posted in The Second Vampire Chronicle by Chuck on January 18, 2006

Notable Quotes: Liquid porn, it comes in kegs. Gimme some porn squeezin’s honey.

The Junk Yard Fight Continues.

Kort is still fighting in the tunnels. One dog is dead and the others; wounded. Suddenly, a werewolf runs for topside, “ARGHH! Zombies!!!!? Kort sprints after the werewolf. In his haste, he sets off a grenade trap. Lovis sees the same werewolf scramble from the tunnels. “What is it Lassie?? she mocks, “Zombies in the tunnel??

Aaron gets nabbed by a rat beast under a Buick. He manages to crawl back out, only missing one leg. Erick continues to blast the area with the machine gun and keeps the mortal cultists at bay.

Kort gathers up an arm load of fire extinguishers and the party heads back into the tunnels. Erick volunteers to guard the rear. Where it’s safe. The werewolves retreat like little girls.

The gang foes into the tunnels. They run into the obligatory Zombie Horde. Fire extinguishers and gun fire takes out the zombies with only minor damage to the characters. All would have been fine if not at the same time, something reptilian with claws and the Plague King advance down another hall. The Plague King kills another one of Kort’s dogs. Lovis leaps over the table and vaporizes the pain spirit with her katana. Kort runs in and blasts the Plague King with a shotgun. He ducks around and runs into a waiting cultist with a Molotov cocktail. He blasts the cultist and the dogs tear him apart. Instead of ichor or blood, the Plague King leaves a trail of maggots on the floor. Lovis looses a pair of her most sensible shoes to maggot infestation. Kort finally “kills? the Plague King.

We loot the area. We find some drums with liquidized human remains. We find some footlockers with the possessions of victims. We also find the cultists armory and get some light pistols, SMG’s, butcher knives, a magic axe (hates males, -1 if a male uses it), a bone whistle made from a human femur (makes ghosts visible when played) and a broad sword. We also find a magical zombie creation furnace. We also discover a weird cocoon-tentacle thing feeding off dessicated bodies. Pouches of powder, something to do with corpses. We try it out and it dissolves a corpses We send the axe and whistle with Serena for analysis. We blow up the place with a variety of explosives, flammables and chemicals.

Feeding and healing the next couple days. Nothing bad happens. We mess with the cocoon and find out that it is some sort of ancient horror called the Unseen Hunter, a humanoid-bug-invisible hunter and killer thing. It’s gone for now but could still be summoned later.

We go back out to Sasha’s place in the woods. First, we find a variety of traps. Erick finds a vault full of flesh eating scarabs. Kort gets bit by the copper asp. Lovis gets poisoned door knob. She is flooded with memories in an odd dream like state. Kort draws her a unibrow. Jack walks past a doorway. Mason gets stuck, “I can’t go in there.? (Blood Potency 3 or greater to enter.)

Kort finds Sasha. She’s still in torpor. Eric finds the money. $300,000 American, $300,000 Canadian, $500,000 total. Everybody gets $100,000. Huge supply of MRE’s. Kort is hog heaven. Lovis finds lots of SMG’s. 150 rounds of armor piercing (1) ammo. Jack finds Mina’s library full of books and journals from various vampires from the East Coast and Europe and some that used to live in Kuilstadt in the last 150 to 200 years. Highlights include: when did Himmelsbach’s went into torpor. How many childer he has. The journal of the former Bishop that Polonia killed. The journals of some guy who Kort diaberlerized. Lots about Gergario, as a mortal and a young vampire.

Lovis diaberlerize Sasha. She gains the power but gets a derangement (the power fetish Sasha’s Jade Comb is the source of her power.)

6 XP

The Notes from 12/12/05

Posted in The Second Vampire Chronicle by Chuck on January 4, 2006

Notable Quotes:
Seth & the Werewolves sounds like a Saturday morning cartoon.
Lovis: “I like it when they twitch.?

We learn that the Mother Spirit may be at the Mutant Hole. A horrible place that was the site of a tragic toxic chemical spill. The event caused many deaths and mutant flipper babies for generations to come. The state and the corporations covered the whole thing up. We theorize that Gregorio the albino, could be an ally. Rumor has it that he hails from there.

We decide instead to head for the Junk Yard. This place is supposed to be home to some nasty spirits especially some of the big nasty Rat things. We get a full compliment of werewolf allies to help us. Grandpa, Burning Tail, Broken Claw, Valdez and Ocelot. Even our Nosferatu friend Lovis shows up.

Seth explains that the spirit of our machine gun has awakened. Someone asks “When did you do that??
“It was like that when I meet you. You guys use that thing too much.?

We come up with a most cunning Black Adder style plan. We asses the most dangerous routes into the junk yard and the people we like the least into those areas. We, on the other hand, completely over compensate and steal a couple of bulldozers with Dimitri’s help.

Our worries were not without merit. Land mines and tank traps quickly immobilize both the bulldozer and our jeep. Kort is stuck in a ditch with rat hordes attacking him. He uses his Animalism to turn the horde in on itself. Then he is bothered by some cultist who has a grenade on stick. But this only annoys the burly Ventrue. Kort runs into a couple more Rat Monsters. He and his trusty dogs make quick work of them. Only the dogs get poisoned.

Lovis uses her Nightmare to herd more cultists into the waiting claws of several werewolves although this was purely by coincidence. She and Jack brandish their swords and hack their way through any Rat Beasts and cultists that were unfortunate enough to get in their way. Kort’s dogs get their hunt on and tear apart more than evil cultist.

Our other allies don’t have so easy. They face more Rat Beasts and even an awakened and very grumpy crane. Some of the werewolves trip a fire trap and get singed. We break in the middle of the raid.  To be continued same Bat Channel, later….
5 XP

Notes From 11/26/05

Posted in The Second Vampire Chronicle by Chuck on January 4, 2006

Notable Quote: Meatstick is tasty but not filling?

Raid on the hotel.

We gather a small army of ghouls, hellhounds and a few more vampires. We steal an eighteen wheeler to use as a place to create the magic circle to capture the spirit. As usual we have our official Rat Patrol Jeep with 30 caliber machine gun. Seth the Werewolf takes the time to awaken the spirit of a fire truck and convinces it to help us.

After creating the circle, Seth explains to us that there has to be a way for it to escape. Kort asks, “Then why do we even need a circle, if it can escape.?

Seth explains that the spirit can only escape if it can say Rumpelstiltskin backwards. The Vampires all nod in agreement and think that Werewolves are weird.

Serena astrally projects and does a recon of the area. She reports two vampires (Soria and Alodia) and four other supernatural types.

Kort announces our arrival by housing down the front of the hotel with machine gun fire. The fight is brief and rather pointless on the defenders part. Chavo and Nitro zip tie surrendering cultists. Kort gets attacked by a Rat Creature but John Winters caps it with his powers of sniperage. Kort shrieks like a little girl as the beast explodes into a rat horde of rats. Screaming Tod diablerizes Alodia.

Thanks to Serena’s thunderstorm, the fire zombies and fire hound spirit stay inside. Seth summons the spirit (A Rank 2 Magath) to the magic circle and traps it. We coax the fire truck to hose down the hotel until the the zombies are “put out?. Serena dissolves bodies, into a huge puddle of blood.

As is our lot, we loot: very little money, guns and armor, 2 light SMG’s , 6 revolvers, l l auto pistols, Soria had sacrificial knife +1 damage with a poison reservoir.

The Rotting Cabin in the Woods

Jack recalls memories about the cabin. The place is full of spike traps, noose traps ,barriers to keep low blood potency vampires, door knobs with blood poison, a variety of nonlethal traps, ghouled scarab beetles and cooper colored asps with venom that is dangerous to vampires.

We decide that the place is a death trap. Kort calls in some favors and finds an Irish demolitions expert. With the Irishman’s skills and liberal amounts of gasoline, we burn the place to the ground. We determine that Sasha went into torpor. The others weren’t so lucky.

8 XP for this session

Notes from 11/12/05

Posted in The Second Vampire Chronicle by Chuck on December 7, 2005

Kort finally embraces Dimitri and explains that vampires can have sex. Dimitri looks worried.

The party attends an Ordo Dracul war meeting. The Prince explains that the city is weak and under the firm control of one covenant. He’s worried about attacks from the outside by other covenants that may try to take over the city.

As punishment for Mina’s crimes Himmelsbach puts some of the Circle of Crone folks under our control. John Winters, Broderick, Laila Bracher, Serina (Elder) (with her four ghouls), Arron the Modern Primitive, Massaquoi (some French guy) and Screaming Todd the thug.

The Haven in the Suburbs Kansy Creek
Donovan’s are a typical suburban couple who were dominated by Mina to think that she was their daughter. Kort alters their memories and think that they had son not a daughter, i.e. Mason the New Guy.

The Yacht Haven
There was supposed to be some sort of demon bottle on the yacht. But it was stolen. Seth questions some spirits and they confirm this. We visit Sarina and she’s just bitchy calling us Elder Killers. Kort grumbles and asks her to check what she can in the spirit front.

Mason and Jack talk to Gail. They figure out that she stole the bottle. She is amazes that we even knew about it.

Return of The Revenge of The Second Temple
Kort possesses a bat and recons the place. Just some hippy guards. The place falls quickly and we even nab a couple prisoners. We discover that there will be a third Chosen Temple. Don’t these people ever give up. The rest of the cultists are holed up in a hotel. These guys were left to be martyrs for the cause. Not much revenge and not much of a fight.

Prep for The Hotel Raid
Kort bribes the Trog gang to go after the group at the hotel. Chavo and Nitro set up the deal. Lars shows Kort his trapped rat. Kort explains to the rest of the party that rats cuss like sailors. Kort negotiates. Seth summons a spirit to guide him to the spider spirits who would leads us to the rat sprints. Seth follows the spirit to the warehouse and after some tense negotiations he gets the location.

Chavo and Nitro report that the Hotel might be tough for them to crack. So the party gears up and gets ready for another raid. Mason makes blood cubes. Seth gets a storm elemental by dissolving a lightning rod in acid.

4 XP

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