Category Archives: Werewolf Forsaken
Hollow Laughter in Marble Halls
Posted by Mage Mistress
In a long running campaign it’s important to allow the players some time for character development. If you play your cards right they will think you’re being the magnanimous sort of GM who is willing to indulge their frivolous whims. It is important to not let them realize the truth of the matter too quickly. The truth is that you are accomplishing two aims for yourself: not having to come up with plans for the session, and giving the PCs enough rope to hang themselves.
My PCs wanted to play tourist for a session since two of them are newly arrived in America. They wanted to take a group trip to see the Statue of Liberty. I convinced them that they wanted to do this on New Year’s Eve so that they could enjoy the spectacular view from The Torch. Yes, yes, I know that The Torch is closed on New Year’s Eve at midnight, but we’re talking about a group of Mages and Werewolves here so surely they can find a way to make this happen.
The first half of the session was spent causing trouble on Liberty Island. The players made it abundantly clear that they were doing quite a bit of drinking this day. Hello negative dice pool modifier! I’m so pleased you could make it to the party!
This naturally lead to questionable decisions like the desire to scratch the words “Lars Was Here” into the base of The Statue with Steel Rending Claws. Sadly, this effort was ultimately thwarted by the group.
My favorite bad decision of the evening took place inside Liberty’s Arm later that evening however. Tell me, if you’ve broken into someplace that nobody is supposed to be in and you find a magic portal, are you stupid enough to leap through it? If you are I’m pretty sure there is a science lab accepting applications. The retirement benefits suck, but there will be cake!
Also, you might be one of my players.
My players opt to leap through the portal with no concern for where it will spit them out, or how they will make it back. Well played players, well played.
Where they landed wound up being a vast field of happy little warrior corpses. (Where’s Bob Ross when you need him?!) In the distance is a large, formidable keep. As they grow closer they realize that the keep is made of marble, and covered in ancient runes. Much of the weaponry and armor that litters the field is also runed, though the material seems unremarkable. The players have stumbled upon a relic hunt at the site of the final stand of the Dogs of War.
My plan was thus: The Dogs were one of the more extreme factions of the Adamantine Arrow in the days of Atlantis. Of course, in their eyes they were doing what needed to be done to protect Atlantis. In the eyes of the Guardians of the Veil they were reckless war mongering fools who were going to wind up destroying the city if they weren’t stopped. The other Orders were divided on the issue. As such, I had the players roll INTELLIGENCE+COMPOSURE or INTELLIGENCE+OCCULT, which ever they preferred, and if they got at least one success I told them the following:
- If the player is an Adamantine Arrow the Dogs worked tirelessly and without thanks, often giving their lives, in defence of the people of Atlantis.
- If the player is a Guardian of the Veil the Dogs were crazy and reckless and needed to be kept a safe distance from the people they were “trying to protect”
- Anyone else was given both viewpoints.
I then told them that since no one had any way of knowing what the truth was they could make up rumors about the Dogs as they saw fit. After all, they might have heard anything, and any of it might be true. I could then listen to what they came up with and decide whether or not I wanted to work it into the campaign at a later date. (I didn’t tell them this last part.)
Most players offered me nothing to work with. Contrary to what one would normally expect (unless one happens to read this blog regularly of course), the Guardian of the Veil (you know… the keepers of secrets and such) comes up with a wild tale of The Tooth of Fenris.
He, both out of character and in, has no idea that Werewolves have a name for Fenris: Father Wolf.
Always count on stupidity.

*Yes, as a matter of fact I did have Pink Floyd’s “Dogs of War” playing in the background for the occasion.
Posted in Campaign Summary, Mage Awakening, MtAw, RPG, Werewolf Forsaken, WoD, World of Darkness, WtF
Tags: Mage the Awakening, MtAw, nWoD, Role Playing Game, Roleplaying Games, rpg, tabletop RPG, world of darkness
Of Mice and GMs
Posted by Mage Mistress
As GMs we were faced with a problem. On the one hand we had a lot of great material to work with that was nothing short of brilliant. I do not in any way exaggerate when I tell you that hearing about the events of the second session from the other GM’s perspective made me laugh so hard that tears streamed down my face, I couldn’t breathe, and I couldn’t stop! How do you not abuse that? What kind of GM would it make me if I let that go? I have a responsibility to make the PCs miserable at any given opportunity, and this one was given on a silver platter with a side order of steel toed boots and an invitation to kick hard and often.
The problem is that all those hilarious things went down in the second session of the campaign. Sure, now I’m not against a TPK, but at the time I had only just invested in a bunch of books to GM this bad boy and I wasn’t sure I was quite ready for a TPK in the third session.
How the times have changed!
As a result we decided to teach these people a lesson about being discreet, while leaving at least some of them alive to play another session. And so we decided that the news guy who had been at the club that night, the one who got sent home from work the next day ranting about monsters, did his ranting in front of a Hunter who also worked at the station. This particular Hunter is not of the “all monsters must die!” variety. This guy is a member of Network Zero: The Secret Frequency. (See: Hunter the Vigil) The fine folks at Network Zero are all in favor of vicious uncontrollable monsters meeting violent ends, but they understand that not all “monsters” are monsters. Mostly what Network Zero wants is to prove that they aren’t insane. They want to prove that the monsters are real.
And so, when they heard about the events at the club they saw a golden opportunity to not only meet some monsters in a social setting but maybe get some Werewolves on film!
And so they made some fake invitations. And they made a fake club (heck, these guys work in TV Production they know how to build a set), and they got the cameras and the sound equipment in place and they waited.
One of the Hunters posed as a bouncer outside of the “club”. The previous night the Werewolves transformed when they were refused entry into the club. This is why their bouncer was, under no circumstances, to allow them to enter the club.
AND THEN THAT PURPLE HAIRED NUISANCE SHOWED UP!
She stroked his arm, she flipped her hair, she cast Perfect Moment and he let her in. If he hadn’t allowed himself to be so distracted by her maybe Matteus wouldn’t have gotten the drop on him so easily. If he hadn’t been trying to show off what a big tough man he was to her maybe he wouldn’t have decided to let Matteus get the first shot in free.
If he hadn’t been trying so hard to show off maybe he wouldn’t have gotten his ass beat before using that silver sword cane he was leaning on to trigger a wolf-out like he was supposed to!
Ultimately the Hunters ran out as fast as they could leaving some of their camera equipment behind. The Mages and Werewolves, instead of ripping each other’s faces off and roasting each other on spits like we had hoped, used it to discredit them by filming an attack by “fake” Werewolves. How did they do this? One of the Werewolves went into Gauru form and Rex, the Matter Mage, made a fake zipper to stick to his back like it was just a costume that looked real good from the front, and real ludicrous from the back.
They then posted the videos online and headed to the bar for a few brews together.
I ask you, what did I do to deserve this?

No Mage a l’Orange?
Posted by Mage Mistress
So now, with the Mages and Werewolves having suddenly become BFFs, it was time for them to come up with a plan. This was somewhat irksome, as the Werewolf GM and I had never anticipated this happenstance. After all, in the weeks following the announcement that there would be a campaign starting, and in the sessions leading up to this one, the Werewolves were throwin’ down! They were all over the message board wondering whether Mages tasted best with ketchup, mustard, or barbecue sauce. Perhaps they should be marinated? Broiled? Baked? Fried? What side dishes go best with Mage? Fortunately there is a large group of Mages so we can experiment with recipes! Nom nom nom.
That the Mages, after all of this, were honestly trying to warn these people of potential danger was beyond ludicrous. That after all of this talk about how they better skewer those Mages while they’re still young and squishy the Werewolves instead asked for treats and belly scratches made me want to cry.
It still does.
Despite my fondest wishes the two groups decided to work together. Argus managed to track down the NBC employee and discovered that there was to be another club night that very evening! The NBC employee had an invitation but didn’t want it. He also had a location (the club moves every night), and gave that information up. The Werewolves were also able to come up with invitations and a location, and the locations matched up. So far, so good. The groups scouted out the place, a construction site in Midtown Manhattan, and saw that there were temporary walls and such being put up inside. It all made sense for what they would expect from a temporary nightclub that moved around the city. They needed only to wait until later that evening to get some answers.
And so they waited.
As the time drew near they noticed that someone was standing near the entrance to the temporary structure. Clearly he was some sort of bouncer. Aenaiyah cast “Perfect Moment” to improve her chances of a clean entry. Argus went invisible, again (bastard!), and Werewolf Matteus laid in wait as Aenaiyah made her approach.
And a slut-tastic approach it was! She was all batting eyelashes and “Oh my, what big strong biceps you have!”
Naturally the bouncer let her in, which was really not supposed to happen. That hadn’t been part of the plan at all, which really shouldn’t have surprised me but in my defense it was only my third session. I was only just starting to see this accursed pattern.
And then Werewolf Matteus made the bouncer his bitch.
That wasn’t supposed to happen either.
Why is it that what I plan and what takes place ain’t ever exactly similar?

Posted in Campaign Summary, Mage Awakening, MtAw, RPG, Werewolf Forsaken, WoD, World of Darkness, WtF
Tags: MtAw, nWoD, Role Playing Game, Roleplaying Games, rpg
Dances with Werewolves:
Posted by Mage Mistress
Werewolves have a reputation for being territorial. As such, it was important for the Mages to come up with a plan, a good plan, before wandering over to Central Park for a visit. Much to my surprise they came up with one! The plan was elegant in its simplicity.
Nokoni is a Thyrsus Mage, and as such he can speak with Spirits and has knowledge of the Spirit realm. He knows that Werewolves frequently deal with Spirit matters. Aenaiyah has a cat spirit as a familiar. Now while one may not immediately see the wisdom of bringing a cat to meet wolves, the fact that it is a cat spirit and Werewolves are not full wolves and as such not prone to the same potential animosity with feline species as your average canine species makes this a different case. So Aenaiyah and Nokoni head out to the park with Noel, Aenaiyah’s familiar. Noel’s job is to wander about the park until someone notices her, and when someone does she should communicate back to Aenaiyah about how that goes. You might think that this is somewhat dangerous for Noel, but only if you are not aware that Noel is the Death Kitty!
I will rant about that at some other time. For now let’s just leave it at :::insert facepalm here:::
So Noel makes some circuits about the park, which I dutifully IM to the GM at the Werewolf table before the Mages at my table have figured out that those are the Werewolves they’re looking for. Eventually the Werewolves return from their fight with the Spider Host, somewhat the worse for wear (they had fought several before the night was through) and encounter Death Kitty. Death Kitty purrs sweetly in the hopes of getting a treat out of this. When they in fact decide not to attempt to eviscerate Death Kitty (they chose… wisely) Aenaiyah and Nokoni are given their cue to head out to the room with the other table. The rest of the players are told (with the door open so the other table can hear me) that they can “take 5” so that I can keep track of what happens at the park.
To my astonishment they all stayed in the room with the door closed so that they wouldn’t overhear!
Keep in mind, this meeting is happening in Central Park, in NYC, in the middle of the day. It is safe to assume that there will be lots of people around, especially since we had already established nice spring weather at the park. The game is being played in a public place – a game store called Ravenblood Games. If the players had decided that their characters were snooping around at the park they could have simply wandered out to the main room (where the Werewolf table was) and started looking at T-Shirts, RPG books, Munchkin paraphernalia, dice, minis, snacks, board games, or any number of other things that are on sale at this fine establishment. The Werewolf players would not have been likely to notice what they were doing, and their characters would have been even less likely to notice them wandering around the park. Yet still they restrained themselves!
Well, all except for Argus of course. He promptly declared that he was casting personal invisibility and sound mastery and went out to look at the most recently arrived batch of Necron figures.
Now I have already mentioned that the Werewolves had been up all night playing with some Spider Host, aka Azlu, and were a bit torn up. Nokoni, being a Thyrsus Mage, has healing abilities to go along with his talents in the Spirit area, and so he starts casting a few healing spells while he and Aenaiyah explain why they are there. They are afraid that someone is trying to cause trouble for the Werewolves, and while there are already people trying to keep things under wraps, that isn’t necessarily going to stop the kind of psycho lunatic who would pose a body in a van with the headlights shining on a Werewolf Territory Marker with the door open and that godawful bing-bing-bing noise going on and on and on and on and on. I mean, seriously, what kind of sicko does that sort of thing?!
Oh… errrr… I mean… clearly whoever would execute so bold and cunning a plan must be a brilliant strategist who would not likely be deterred by a lack of media coverage! Such a one as this must be strong… and courageous… and dangerous… and… good puppy?

Posted in Campaign Summary, Gaming, Mage Awakening, MtAw, RPG, Werewolf Forsaken, WoD, World of Darkness, WtF
Tags: Mage, MtAw, nWoD, Role Playing Game, Roleplaying Games, rpg, tabletop RPG, werewolf, WTF
In Other News:
Posted by Mage Mistress
Right about now you’re probably asking: “What about the people who went off to find the Werewolves in Central Park? “ If you are, you are not alone in this. Aenaiyah and Nokoni were asking that too…repeatedly… while I was attempting to stall.
You see, I knew something that they didn’t. I knew that the Werewolves didn’t happen to be in Central Park right then and there. I knew this because their GM IMed me so.
This is a parallel campaign. While my table of Mages busied themselves retrieving a grimoire in France, the table of Werewolves had problems of their own to deal with back home in NYC. A group of Azlu were operating an illegal nightclub in a “place-that isn’t”, existing only in the Spirit Realm and only being accessible for a few nights out of every month. (They were running a module called “Parlor Games”.) Nokoni, being a Thyrsus Mage, is aware that Werewolves play an important role in protecting the physical world from threats attempting to reach through the Gauntlet and tells his fellow Mages so. As a result the Mages are afraid that perhaps someone left that body at the edge of the park in an attempt to cause trouble for the Werewolves of the city. In reality the Werewolves found the body hidden in the truck, about to be disposed of by servants of the Azlu, and one of the less responsible Wolves decided that if they posed the body in the van they could draw out the murderers and deal with them. This happened early on in the second session.
As an amusing side note: at the start of the third session one of the Werewolf players asked if that particular decision made the news, and when their GM started shuffling through her papers to find a handout he knew that no good could come of it.
And so, when my Mage players asked yet again: “So, what about the folks who went to Central Park? Have we made contact with the Werewolves yet?” I had no answer for them. The Werewolves were chasing down an Azlu who had bolted from the fight last session and the combat that followed was taking longer than the conversations at the Mage table. Eventually I was forced to just own up to it. I told them “The Werewolves aren’t at the Park just yet.”
Aenaiyah: “Well, why can’t we just skip ahead until they are at the Park?”
Me: “Ummmm…”
Aenaiyah: Gives me the stink-eye
Me: “I’m not sure when they are going to get there yet. I’m trying to find out.”
Aenaiyah: “What do you mean you’re trying to find out!?”
Rex: “Wait-a-minute… these Werewolves we’re trying to make contact with… they wouldn’t happen to be…” points thumb towards the other game table, “those Werewolves, would they?”
Me: Shrugging in a non-committal manner “Maybe?”
Hilarity ensued.





