Night Twenty One First Half

Posted in Story Stuff on September 4th, 2005 by enwewn

Ok, to get something up on the sight, I will start in on night twenty one, early. We played through about half last week and I hope to get through night twenty two this week. As life has gotten in the way, Gracey’s player will not be at the sessions for a few months so that she may learn something.*

The group starts at Paul’s place, as this has been the crash pad for the last few nights. They all meet in the living room to go over what to do next, as they have been very busy rounding up Vern loyalists for the old regime. To date, they have brought in Dalia, Damon, Aaron, and Carman. Christian starts to talk about taking some time off again to take care of other things, but the group still thinks that finding and eliminating others that are loyal to Vern should come first. Victoria, looking over the list of names that they have, figures that the next person to locate should be Zetta. The information they have on her comes from all of the files that they have procured over time.

Victoria leads the way, telling the others that they have four addresses to check out. A short ride later, they find themselves at a downtown Manhattan building. Gaining entrance via picking the front door locks, they head upstairs to the apartment number from the file. With another quick pick, they send Hugh and Paul in first, to check out the safety of the place. A quick check of the place results in a resounding “nobody home”. The rest enter the apartment to check it out. It’s a smaller place with just four rooms: living, kitchen, bed, and bath. Though lived in, the apartment does not have any clues to finding Zetta. Paul, after looking around, notices a fine piece of oil work in the wall, in the living room. Victoria and Christian take note of a nice statue, that upon a closer look, is just a fake plaster copy. Feeling this stop a bust, they head out for the next address.

With a longer ride over to Queens, they make it to the next place, but not without notice of a number of kindred from the area. This address leads them to an abandoned two-story building. Gaining entry through the broken doorway, Paul and Victoria lead the search through the building. On the main floor, they find that the place seems to have become a dumping ground for some kindred, as a few of the apartments have bodies stacked in them. Many of the bodies look as though they are from the vagrant population, but a couple of them are dress a little too nice for these parts. Victoria seizes the chance and quickly goes through their pockets. Victoria finds out that one was Nelind Hughes, by way of his credit cards and that the driver license is missing, as well as all the cash. The other body belonged to Andrew Mason. Again, no license or cash, just credit cards remain. Looking though the business card collections from the wallets, Victoria finds one for Missie Larance on Nelind and one for Lt. McNaily on Andrew. Asking the group about the names, no one recalls hearing Missie’s, but Paul tells Victoria that he does recognize McNaily. Victoria quickly puts the wallets back and the moves on. Looking though the building, they find that a few of the rooms have been converted so that no light can get into them and that they lock from the inside. Going into the basement, they find a few interesting things. One: a few of the rooms seem to have been the sites of many fights sometime not long ago. Two: that the sewer has access from inside the building. After spending a little more time looking around the basement, they head up to the second floor to see if they can wring any clue out of the place. On the second floor, they find one more room rigged not to let light in, and access to the roof.
Paul leads them up the stairs to the roof. Leaving the stair behind, they all feel the presence of another on the roof. Paul quickly scans the roof for it. Paul sees the stranger just in time for him to look up from his meal. Paul yells at him to stay put, but he just jumps over the side. Hearing a loud clang, Paul figures that he had jumped onto a fire escape. Paul takes off after him with Hugh following behind. They a make it down the escape ladder with out a problem. The stranger starts running down the ally, dodging trash all the way. Paul makes ground on him with Hugh starting to fall back a bit. Close to the end of the ally, the stranger trips and this gives Paul the chance to pin him to the ground. Hugh though, found a bag of trash that did not get out of his way and has fallen short of were Paul is. With the stranger pinned to the ground, Paul asks him why he ran. “Fear” sums up the statement quite well. Paul, berating him for his background, starts with his name. “Luis, Luis Rolon”, comes the weak reply. Next on Paul’s list is “what covenant?” Luis tells him, “Sanctified, sort of”. This makes Paul boil with anticipation for the next answer. “Who is your sire?” comes down for Paul. Luis, with a hint more fear tells him, “Andrew Mills”. Not the person Paul was hoping for. Hugh, being able to collect himself, makes it to Paul and Luis, just in time to hear this. Seeing the excitement in Paul, Hugh tells Paul what he knows of Andrew. Though Paul is still on the edge, he tells Hugh to grab hold of Luis so they can get him back to the group. Hugh and Paul, each grabbing a leg, drag Luis around the building and up the stairs to the roof, where they see what the group would like to do with him. The talk is short and, on point, they tie him up and throw him in the trunk. They head out for the next address a little heavier.

This one strikes them as strange once they enter the Brooklyn building. Sensing and seeing Kindred and humans in one place mingling with familiarity is strange. A few of them who have heard stories about this place know what they have entered: The Orphanage. Victoria comments to Paul that this would be a strange place for a follower of Vern’s to hang out.

This is were we ended up for the night as time ran out on one of the players. I have some fun for next time if I can keep my end of the deal up. Here’s to hoping for a good time.

* As editor, I would like to clarify that this does not mean that playing Vampire has somehow prevented her from accumulating more knowledge, merely that she will be taking time off for school. -KJB