Category Archives: Campaign Summary

A Gravity Well?


Meanwhile, back at the hall of Werewolves…

Trouble is brewing in the city. Isn’t it always? Rumor has it that the person behind Sick, Sad World has been murdered in his home. The Werewolves went to investigate and found… a human eyeball in a jar. They found out, the hard way of course, that this eyeball was part of a Promethean. The hard way involved the eyeball using its retina to unscrew the lid of the jar from inside, scramble out of the jar,  and open all the gas jets on their stove.

The Werewolves’ GM is a sick twisted jerk, which is why we get along so well.

With their lair nearly blown up in a massive gas explosion, the Werewolves were in need of a place to crash. Argus, our Guardian of the Veil, was (understandably, in my opinion) less than eager to have the Werewolves crash at their Sanctum. The Werewolves are, after all, possibly being chased by a Promethean of unknown origin and power. I can understand how that’s a matter of some concern. As a result the Mages cast a time bubble at a certain abandoned monastery so the Werewolves can get a bunch of sleep in a very short time, after which Argus keeps an invisible eye on them to make sure they don’t wind up in over their heads.

Which, naturally enough, they do.

It is at precisely the point when Argus creates a gravity well the size of a football field centered on the Promethean practically pinning it to the ground (did I mention that it had just kicked the crap out of a party of Werewolves?) that the Werewolf GM realized what I am up against. In the decades of GMing I have seen him do I have never seen him speechless as a GM before that moment. Keep  in mind: this is the kind of horse-puckey I put up with every session.

 Damn You WordPress Formatting!

Every

You make me use garbage text!

Session

I facepalm at you!

The Werewolves had been smart enough to track down a gargoyle to help them fight the Promethean and the Promethean was still kicking their asses! You see, the Promethean countered by grabbing a homeless man and forcing him to look at the Gargoyle causing said Gargoyle to turn to stone. (The Werewolf GM rolled a WITS+COMP for the Promethean to see if it could spot a likely candidate nearby. Since our setting is the World of Darkness version of New York City it succeeded!) This left the collective group of players with an important decision to make two rounds after the Mages showed up and slaughtered the poor monstrosity without breaking a sweat: what do we do with this homeless guy? Argus argued in favor of leaving him be on the street with a bottle of his favorite beverage to compensate him for his time. This is not a terrible plan as far as the Guardians are concerned since he isn’t really a reliable source in any case and the Consilium has bigger issues to worry about. It isn’t an awesome plan since he is aware of the Supernatural and who knows what ill may come of this, but it isn’t a terrible plan. The Werewolf Alpha Female takes issue with this plan however. She wants to help this man. She thinks they need to find out why he is on the street. She feels like maybe they can help him.

As GMs it is our solemn duty to make her regret that decision.

Mages Make Me Cry

Project Lullaby


Project Lullaby
Seer Brahms

Proposal: Project Lullaby

Pentacle Orders have been obtaining funding under the auspices of CIA project MK Ultra to test the potential of lysergic acid diethylamide since roughly 1950. While their experiments have not held promise toward their aims of controlled Awakening, I believe that the true promise of lysergic acid diethylamide (hereafter LSD) is to prevent, and possibly even reverse, the Awakening process.

The following has been excerpted from Pentacle records with regard to CIA project MK Ultra.

Point: There exists anecdotal evidence that links LSD with visions of the supernal.

There are copious references in drug culture to experiences that “transcend” the normal world. For example, LSD users have been cited as being able to “see” sounds and “feel” colors. Their descriptions often bare similarities to that which we know as uses of “Mage Sight”.

Question: Is it possible to use LSD to bring about Awakening in a controlled environment.

Experiment: Expose Sleepers/Sleepwalkers to the drug LSD to determine suitability for use in controlled Awakening.

::: End Excerpt:::

According to information obtained by Seer operatives present during testing there was no conclusive evidence linking LSD to Awakening. At best LSD temporarily, though unreliably, induced a Sleepwalking state in users.

Point: Exposure to LSD induces a Sleepwalking state in some individuals

Though experimental results were unreliable, LSD does show promise in bringing about a Sleepwalking state in some individuals.

Point: There is no known evidence of a Sleepwalker having experienced a full Awakening.

Sleepwalkers are those Sleepers who have had memorable experiences of the Supernal, yet have not fully Awakened. Despite many years of working with these Sleepwalkers, there is not even one recorded incident in which a Sleepwalker has attained full Awakened capabilities.

Question: Is it possible to use LSD to induce a temporary “Sleepwalking” state that will prevent individuals from Awakening in the future?

Question: Is it possible to use LSD to sever the connection between a Mage and his/her Watchtower, reducing the Mage to a Sleepwalking state?

Experiment: Captured Pentacle Mages will be exposed to the drug LSD for varying periods of time. These individuals will be watched by Seers to determine the following:

  • Is the Mage able to cast spells while under the effects of LSD?
  • Is the Mage able to cast spells after the effects of LSD have worn off?
  • Is the Mage able to remember past Supernal experiences after exposure to LSD?
  • Does exposure to LSD alter a Mage’s aura?
    • If there is a change, what is the nature of the change?
    • If there is a change, does the change last after the drug has cleared the body?

Additionally, Sleeper scientists within the CIA have conducted other experiments using combinations of LSD and other mind altering agents (as well as electroshock). While most of these are irrelevant to us, there is one avenue that is of interest. Can LSD be used to implant alternate personalities in patients?

While it is possible for any Mastigos to control the mind of another being for limited durations, and even to permanently erase memories from a target, this magical tampering can be picked up and countered by others with talent in the Mind Arcanum. If LSD can in fact be used to deeply implant agendas in the mind of a Mage or Sleepwalker these commands, since non-magical in nature, would not be able to be countered. Further, would it possible to hide this tampering from scanning altogether? Since LSD breaks down in the body relatively quickly, it is possible that these alternate personalities might not be detectable as ‘foreign thoughts’ using Awakened magic. If so, the potential to place unknowing Seer agents among the Pentacle Orders would be greatly enhanced.

Question: Can LSD, in combination with other mind altering techniques not involving magic, be used to create hidden personalities in Awakened?

Question: Can these ‘hidden personalities’ be ferreted out as foreign tampering by those skilled in the Mind Arcanum?

Experiments:

Experimentation will involve long-term exposure of captured Pentacle Mages to LSD, combined with electroshock techniques and other drugs. The trials will run along lines similar to those of CIA project MK Ultra (packet included) geared toward the creation of new, hidden personalities in individuals. If new personalities are successfully implanted, skilled Mastigos Seers will probe the subjects to determine if the new program is distinguishable in magic scans.

If successful, these experiments have the potential to greatly increase the vision of our Ministry.

Vision is power.

 

Mages Make Me Cry

Compel This!


I am still basking in the glory of my recent TPK. (no ketchup, extra relish) This could prove problematic for my regular (and I use that word loosely) troupe this weekend. They have now been warned.

Getting back to them: Damien ran like a byotch while Aenaiyah soiled herself, and then Damien decided to make use of his cowardice to come to her rescue bearing ass-less chaps. This went over far less well than you are probably imagining. Far. Less. Well. I personally think that’s a little unfair to Damien  given the circumstances as he probably simply didn’t want her to feel bad about ruining another pair of defenseless pants.

And besides, there was still a multiple murderer on the loose!

They scouted out much of the rest of the abandoned monastery, but use of a Locator spell helped them to avoid one or two nasties that had been hanging around in some areas they bypassed. (Sad GM) It did manage to bring them straight to the waiting arms of a certain Mage Killer, but not before Argus rolled in filth and vomited on himself.

For those keeping score – GM: 2 / PCs: 0

You see at one point in time, after it was officially abandoned of course,  this location was being put to use by some scientifically minded Mages. Those scientifically minded Mages had need, from time to time, of getting some experimentation materials down to the lower levels. Since they were Mages and could easily reshape materials to better suit their needs they installed a “laundry chute” of sorts. This laundry chute happened to be about the right size for a person to use it as a slide. The chute had not been well maintained in the long years that the monastery had been abandoned. Vagrants would tumble down it from time to time. At other moments it seemed like a convenient place for them  to relieve themselves.  Faster than Rex can say “I cast Find the Hidden Hoard to find another way down” Argus hurls himself down the chute. The filth made for a soft landing, a moist & squishy landing, but a soft one nonetheless. The resultant RESOLVE+COMPOSURE roll did not go well.

Nor did the RESOLVE+COMPOSURE rolls of those around him. (He stank.)

Current Score – GM: 3 / PCs: 0

Of course, the hilarity was only compounded when Rex found the door, opened it, walked down the stairs, looked at Argus, and said “or you could have just used the stairs.”

Final Score – GM: 4 / PCs: 0
Conn Smyth Trophy Winner: Rex

When the players did find the source of the metal they discovered that it was in fact an old and well used iron shovel. They didn’t see anyone with it, but since they already knew that the assailant could be invisible this wasn’t very surprising. Their quarry had sound mastery up as well as invisibility, making him difficult to detect even with echo-location. The poltergeists in the area (there had been a fire, people had died in it) were less difficult to get a fix on. They were hurling random things at the Mages and using a variety of poltergeistly numen on them. They inspired fear. They hurled sharp objects telekinetically. They were pains in the ass, and they needed to be exorcised. Exorcism works as follows:

Like an abjuration, an exorcism is more about the person who performs the rite than the words spoken, and is primarily a contest of wills between mortal and spirit. 

The rules go on to describe how a blessed object can be used in an exorcism. (I just knew those blessed items from the gift shop would come in handy!)

As it happens Damien has a derangement, and his derangement is Narcissism. Being a Narcissistic jerk (the player’s words… and mine), Damien decided to carve “the symbol of ME!” into his palm and the ghost he was battling didn’t need to contend with “The Power of Christ” compelling it, that poor ghost had to face “The Power of ME!” Damien actually took the lethal damage for this self-inflicted wound. (He Resolve+Composured and everything)

Remember: an exorcism is more about the person who performs the rite than the words spoken, and is primarily a contest of wills between mortal and spirit. 

In the name of good story-telling the power of Damien compelled me. I gave him the bonus, and ultimately he compelled that crazy ghost right the hell outta there.

And then he got his face smashed in with a shovel.

Compel that, jerk!

In the end they did manage to exorcise the ghosts and kill the murderer. They also stumbled across a hidden room with a vintage C64 Commodore Computer stored in it, which they managed to coax some information out of.

And if things happen in order this time you might find out more about that next week!

Mages Make Me Cry

*In the NHL Playoffs the Conn Smyth Trophy is awarded to the Most Valuable Player.

I Peed My Pants!


Previously on Mage the Awakening…
The Mages tracked a Banisher to an abandoned monastery on Staten Island. How, you ask? Rex’s skill with the Matter Arcana allowed him to isolate a sliver of metal from the iron murder shovel embedded in the flesh of one of the victims. At that point Damien cast a Space spell to discover the location of the rest of the shovel, using the sliver as a focus. This particular shovel dated back to a time when the monks at the site forged their own tools, which made it different than your typical modern shovel, though they did turn up two sizable sources of the same iron at the site. One source was about 2 stories above ground, the other roughly as far below ground, and smaller than the first.

Upon arrival the Mages find all of the things you would expect to find at a long abandoned monastery. They wander through a small religious shop where they get their grubby paws on some blessed items (useful in case there might happen to be some ghosts nearby), a chapel with some blessed Bibles,  and a ladder leading up to the bell tower. The bell is the first and larger source of iron at the site.

Now, being a GM I know that if I put a rope next to a bell and there are seven players at my table SOMEBODY is going to pull that rope. Who could resist? When I’m a player character, I can’t. To sweeten the temptation I made sure to point out the location of a small plaque next to the ladder that leads up to the tower which reads: “Faustus Upstairs Up Ladder In Tower.” I promise you I did not make that up. I actually found that on not one but two of the websites I visited while researching the very real abandoned monastery St Augustine’s! How could I not include it? I was obligated. It was a sacred duty. Who am I to drop the ball on the performance of sacred duty?

And so, of course, Riff-Raff pulls the rope. Good old Riff-Raff. I knew I could count on you.

Then the demon attacks. Now Nokoni had been using his Spirit sight to scrutinize the area, but Faustus (I had to name him Faustus under the circumstances) was discorporated until someone rang the bell because that is one of his abilities. So as soon as Riff-Raff pulled that rope several things happened:

  1. The peal of the bell nearly deafened several characters
  2. Faustus materialized
  3. Nokoni’s Spirit senses started tingling
  4. The party was attacked by a swarm of bats

Put another way: shit got real.

It was an epic battle. Aren’t they all? Faustus has the ability to instill fear in people, causing Damien to flee the area for multiple rounds almost immediately. He can not create fear in anyone who rings the bell, so Riff-Raff was off the hook on that one. Faustus can create more bats. Faustus can freeze someone in place – paralyzed with fear. All of this is pretty fun for me, but my personal favorite of Fausty-baby’s abilities is the Desiccation Numina. This particular Numina drains the fluid from its victim. Due to the nature of my dear little demon’s abilities I decided that this took on the very particular form of the character losing bladder control, and taking bashing damage in the process.  And who do we think I targeted with this ability?

Some days I love this job.

Next Week on “Mage: the Awakening”:
Aenaiyah calls Damien back to the monastery with a desperate request. Damien is almost murdered by a cabal-mate when he arrives on the scene with ass-less chaps.

Mages Make Me Cry

The GM Knows…


One of my favorite Mage set pieces has to be an abandoned monastery in Staten Island called St Augustine’s.

In the real world St Augustine’s was abandoned some time in the mid-to-late 60’s and left to ruin. Some of the original grounds have become Wagner College, but some remained as they were. Rumors abound as to what can be found there. Some say that an insane monk set a fire that killed a number of people ranging from none to hundreds. Some say that there are at least a dozen sub-basements, but since the lower floors are flooded below the third no one can say for sure.

Many rumors warn of the cells in the lowest of levels, however deep they may actually be. Those stories say that if one were to be able to swim deep enough, or if the water were to be removed, there is a cell in the lowest level that housed the monk that went insane and set the fire. They claim that his body was never retrieved from his sleeping cell, and that his ghost lingers with it.

When the real life history of a location is this rich it’s impossible to not want to bring it into the World of Darkness. I turned up a wide variety of websites about the place during my campaign research, which means that the players can totally psych themselves out before things really get rolling! These online rumors also persist in my campaign world, and this being the World of Darkness they are not easily dismissed. There was indeed a mad monk in the basement in my world, and he may be there still. He may not be alone. Of course strong emotions attract the notice of the spirit realm, and burning alive does tend to bring on extreme fear… and pain.

I do make an effort to provide some good to go with the bad. This having been a holy place there are sanctified items to be found. The brothers earned the money necessary to sustain themselves by crafting crosses and rosary beads. They also printed bibles at a small hand-press on site, and transcribed verses onto cards and plaques. All of these items give advantage should one need to perform an exorcism, but why on earth would anyone ever feel the need to do that?

There is so much for the Mages to uncover here that I would have been remiss if I hadn’t let my Multiple Mage Murderer have found it to be a marvelous place to hide. Naturally I felt compelled to give him a good reason to feel safe here. You can file that under “The Bad”.

Who knows what the Mages might find hidden in this long forgotten place?

Mages Make Me Cry