We’re Off To Free the Wizard!
Posted by Mage Mistress
The Mages have stumbled upon a powerful Seer operative who has a hidden, subjugated personality. This personality is not entirely happy with the things he has witnessed himself doing as a Seer. This personality could be a great help to the Player Characters with little things like freeing people from the oaths that they made to the “Guardians of the Veil” who were really Seers in disguise. After a little heavy-handed arm twisting they have finally decided that freeing this personality might be a good idea.
Well, most of them decided that. Others are not entirely convinced, but they’re all going anyway dammit!
Sadly for them they decided to let slip to the Seers that their star operative hidden in the Consillium is losing control of his inner Mage. Naturally this means that the Seers, headed by the Arch Master Mastigos who was directly told of the potential containment breach, devoted some energies to improving security around this guy’s psyche. Go Team Mages!
First the Mages have to find a way in to Morgan’s Oneiros. This won’t be incredibly easy as they haven’t invested a great deal of time in getting to know him well. In fairness, his dominant personality has been kind of a douchebag. He did lock them in a house filled with a horde of acid-vomiting zombies, a whirling silver chandelier of death, a flame-throwing stove, staircases that turn into slides that dump you into pits of even more acid-vomiting zombies, and other assorted fun.
Morgan knows how to throw a party.
There is one thing that they do know about Morgan for certain though – Morgan is the one who brought Narsil into the Guardians, and as it happens the Consillium Library’s Chief Relic-Hunter, Reenie, was there when it happened. That she was there brings this particular moment in time into the Temenos, a shared piece of Astral Space where memories held by more than one person exist, and makes her a bridge to that moment’s place in the Temenos. If the Mages can get there they might be able to use it as a bridge into Morgan’s own dream space. It’s a risk, but it’s one they will have to take.
The Bridge Memory happened just before Narsil and Glamdring’s Wedding was supposed to happen. Glamdring was busy getting ready to walk down the aisle when Reenie just happened to wander into the hallway in time to hear raised voices in the groom’s room. Curious to know what was going on, Reenie stayed in the hallway and saw Narsil leaving with a black-robed Guardian of the Veil. Narsil did not look pleased. The black-robed guardian was Morgan. This is the point where the Mages can jump into his Oneiros, if only they can figure out how to do it.
I pictured it happening in much the same way as Sally possessing someone in the US version of Being Human. (Sadly, I am woefully behind with the UK version.) For those who haven’t seen it (like my Players, as it turned out):
I figured they would worm their way in through his back just the way it happens at about the 35 second mark. Since they hadn’t seen it it took them a few tries to figure it out, but ultimately figure it out they did and away they went!
Anticipating a potential problem with his operative, Dr Blair (aka Brahms, aka Head of the NYC Seers of Panopticon), constructed a Labyrinth at the edges of the man’s Oneiros. And what Labyrinth is complete without a Minotaur I ask you? And so the players need to make their way through the Labyrinth into the main part of Morgan’s psyche. In game mechanics terms, they had to hit a target number of successes to find their way out by whatever means they could come up with that would make sense to the situation. Fate could have them happen to turn the right way, Matter could take “walls” out of their way, Prime could give them a line on the floor to follow, Space could help them keep their bearings, etc, etc. Successes would accumulate over multiple rolls, and botch rolls would reduce the number of successes they had already accumulated. Along the way there are pit traps filled with punji sticks, tentacles reaching out of the walls to grab them, nasties crawling along the floor, and the heavy breathing of the Minotaur.
I built the Minotaur to be impressive. He had massive, sharpened, blood-stained horns on his head and a vicious ramming attack that gave him oodles of dice to beat them with! He also had a massive hammer that he could whomp down on their heads. His hide was thick enough to give him some natural armor points, backing up a large number of hit points. His roar could induce fear en masse!
And yet, every time his initiative came up that stupid SOB would F@%$ing whiff! He didn’t do A SINGLE POINT OF ACTUAL DAMAGE TO THESE JERKS!
The GM was not pleased.
That’s the last time I bring in a Minotaur to do a mind-altering drug’s job.
Posted on May 3, 2013, in Campaign Summary, Games, Gaming, Mage Awakening, MtAw, RPG, WoD, World of Darkness and tagged Mage the Awakening, MtAw, nWoD, Role Playing Game, Roleplaying Games, rpg, tabletop RPG, world of darkness. Bookmark the permalink. 1 Comment.
It was, admittedly, a sort of baffling encounter. Usually somebody almost dies, or at least gets inconvenienced enough that he (for instance) has to create a cthuloid horror to get him out of the pit he fell into. (Not that I would know anything about that.)
The next one was considerably scarier.