Post by Rule Hound on Sept 7, 2016 18:17:15 GMT
#1
Okay, so again if Ricchar is still game Fia and he will search for Gunnar and the others who used the stones. Fia will hunt the silver wolves and using Animalism and telepathy (does this work on animals or is it only animalism that allows you to talk with them?) she will attempt to take prisoners and see if they will give up their master's location or at least general direction. As she has spoken telepathically with Gunnar previously she will attempt to make connection as well in the hopes that once they are close enough she can make contact with him.
DT 1 skills - animalism 2, auspex 4, animal ken 3, survival 2, investigation 3 and as always Lore - Night Sky in hopes of a boost in info.
Tests: P S P R R (Wow, how highly unusual. Ties accross the board)
Us: P, S, P, R, R
Ricchar comes and meets you in Trieste. You make the attempts to telepathically contact Both Gunnar and Tyr but with no success. Ricchar pulls out a stone bowl and fills it with water, sprinkles a bit of this and that into it and mumbles some occult words over it and concentrates. When he completes he tries again but with no lucks. Looking concerned at his inability to scry Gunnar or Tyr he refocuses and tries again. All the sudden there is a massive flash of fire and scent of brimstone. Turning back the bowl of water is spilled. Ricchar says that he tried to scry the wolves but something flashed back at him breaking the link. But that he has the sense that you need to travel North that the wolves are there.
The two of you travel north stopping briefly at the Shield of Safety so Ricchar can pick up some components he ordered. Then begin your search around the area of the Brujah Border fort. As you pass through town this time you announce yourself at the gate and are welcomed in and escorted directly to the Keep. The pair of Brujah welcome you with a little less suspicion than they did Gunnar before and are open to discussing events as they know them.
They have encountered some of the smaller wolves on the outskirts of their territory but have not seen much of the bigger ones. When they do appear they literally just appear and then by the time a patrol can get there they have ghosted away. They have seen larger wolf prints in a particular area. but no sightings of anything much larger than a typical wolf. However, most of the sightings from farmers do include descriptions of them being silver or the colorings turning from brownish to silver.
You head out to check out these area's but find it hard to get the farmers to open their doors to strangers after dark. You do discover that the trick is to "camp" and set a large bonfire not to far from where a few farm houss are and you will usually get a visit from them in the night as opposed to having to knock on their doors.
You do not discover much but towards the end of your trip and hunt you begin to piece together a pattern. When the wolves appear they are usually sighted in a particular region slightly earlier than elsewhere. Sometimes only by hours or sometimes by days. But always they dispensary before to much can be done about them.
The area no longer has isolated farmsteads. They are in groups, well armed with bows and traps. All farm animals get locked into overly sturdy barns at night.
There is a lot more sign of wild life. You question some and basically get that when the packs are near they flee or go into deep, deep hiding.
While you are up north Fia begins seeing more and more signs of life in the Aurora Borealis. There is something massive happening, something that could rip the structure of reality apart. There is a event coming somewhere to the south. Not sure when but the power within the Northern Lights is intensifying. Colors you have never seen as part of them are appearing. Ricchar notices that they are different but does not see the intensities you do with your sight. However, there is enough for him to tie into the occult.
Ricchar is anxious to head south to do some research back home and you feel the need to let the hunt drop and try to find more answers.
Due to Ricchars scrying you headed up north first. You head south returning to the Shield of Safety with Ricchar from there go your separate ways.
OOC) telepathy does not work on animals that I am aware of. I might let it go if it was a ghoul though.
#2
If that fails then Fia will use her second DT and head to the fort/town from previously (currently held by the Brujah siblings?) and see if they have noticed anything stranger than usual. Ricchar is welcome to join her, but this was not part of the original discussion so not sure if he will continue in that part of the hunt. If they have any info to offer Fia will follow up on it in the hopes that she can find the rest of the crew.
DT 2 skills - auspex 4, suvival 2, brawl 4 (if it comes to proving Fia's worth). Also use of resources cards (I have 2 cards: +3 temp resource and x6 one use) to buy the info if necessary.
Tests: R P S S P (loss, tie, win. Bonus: win)
Us: P, P, P, P, S
Due to Ricchars scrying you headed up north first. You head south returning to the Shield of Safety with Ricchar from there go your separate ways.
You put up for a few nights trying to sort through the visions and impending "something" you felt when watching the Northern Lights. You find that the sense of impending doom is far less here than it was up north. You decide to go check in with Jaak and see if he might have some insight to offer. As you head out towards the crossroads, leaving the imediate domain of the Shield of Safety, you are slammed in the head with a overwhelming power of impending doom. You are nearly torpored from the power of needing to be somewhere, witness something.
Getting up and transforming into bat form you head on. You find a cottage out in the woods between the Shield of Safety and the Crossroads. You see a cloaked figure walking up to it and entering. You swoop down and notice that the entire cottage has no windows and is built very soundly. So much so that there isn't even a crack that could let light in or out. You are pretty sure you have found something of import, something to bring back and gather a force to look better into.
Bonus:
Just as you are about to leave you are sure you hear Tyr's voice from inside raising. You decide that you need to confront/talk to him. In fact your oracular sense seems top really want to do this.
You transform back into human form and put your hand on the door to check out this mysterious figure that you are pretty sure is Tyr.
Just then the world erupts into the colors of the Northern Lights. The shack literally pulses bending out, in, out the boards warping to let the lights blast through the now appearing cracks before snapping back into place.
You quickly rip the door open and are bathed in the lights, a massive pulse of dark energy flashing out almost like a nuclear explosion.
And you sense days and nights going by. You can even see the light of day come and spread around you but failing to actually touch you. Somehow being caught in time is protecting you from the fires of the sun. What ever happened has frozen you four outside of time. The sun though obvious comes above and around but never quite touches you. The sun rises and falls over what you presume to be several months. You can see the days come and go while you remain frozen even though you are visually aware that it passes by.
DT 3
would be the one for the realm. Isis requested Fia aid where possible in the Ard Rhi's hunt wherever possible. So while carrying out the other two DTs she will also be keep a look out for any sign of the inferalists and their leader.
Tests: S R P R S
Us: P, P, S, S, P
Sorry. Lost due to other events.
retainer.
Inda will aid in the search for the infernalists if any of the search sections are close to Trieste. She will not attempt to engage the infernalists directly but will search for any signs of their presence.
Skills - Animal ken and survival.
Tests: R R P S P (tie, win, bonus: loss)
Us: R, S, S, S, S
Inda convinces a few other hunters of the area to go out with her and look around for these wolves that have been seen in the neighboring Duchies. To help scour the area looking for them and to set traps against them coming to close to Trieste. Discourage them from the area. It is easy to convince some of the other hunters to do this and she also knows that as they trade tales they will inform her of any "oddities" they might see on their hunts when they gather at the camp fires at night.
On night on her return she hears stories of fisherman going missing off shore when they go out. the type of men who know and have fished these waters for most of their life. Who do not make basic mistakes. Just gone. No signs of boats or anything.
There is no sign of wolves near by but she makes sure the traps are set just in case as a deterrent.
There is a brief period early on after gather where the area around the fallen convent becomes very eerie in it's feel and strange thing are seen in the area. There are a few tremmors, the rest of the convent collapses in on itself and then everything settles down again. The eerie feeling and feeling of nature being drained away is gone.
Okay, so again if Ricchar is still game Fia and he will search for Gunnar and the others who used the stones. Fia will hunt the silver wolves and using Animalism and telepathy (does this work on animals or is it only animalism that allows you to talk with them?) she will attempt to take prisoners and see if they will give up their master's location or at least general direction. As she has spoken telepathically with Gunnar previously she will attempt to make connection as well in the hopes that once they are close enough she can make contact with him.
DT 1 skills - animalism 2, auspex 4, animal ken 3, survival 2, investigation 3 and as always Lore - Night Sky in hopes of a boost in info.
Tests: P S P R R (Wow, how highly unusual. Ties accross the board)
Us: P, S, P, R, R
Ricchar comes and meets you in Trieste. You make the attempts to telepathically contact Both Gunnar and Tyr but with no success. Ricchar pulls out a stone bowl and fills it with water, sprinkles a bit of this and that into it and mumbles some occult words over it and concentrates. When he completes he tries again but with no lucks. Looking concerned at his inability to scry Gunnar or Tyr he refocuses and tries again. All the sudden there is a massive flash of fire and scent of brimstone. Turning back the bowl of water is spilled. Ricchar says that he tried to scry the wolves but something flashed back at him breaking the link. But that he has the sense that you need to travel North that the wolves are there.
The two of you travel north stopping briefly at the Shield of Safety so Ricchar can pick up some components he ordered. Then begin your search around the area of the Brujah Border fort. As you pass through town this time you announce yourself at the gate and are welcomed in and escorted directly to the Keep. The pair of Brujah welcome you with a little less suspicion than they did Gunnar before and are open to discussing events as they know them.
They have encountered some of the smaller wolves on the outskirts of their territory but have not seen much of the bigger ones. When they do appear they literally just appear and then by the time a patrol can get there they have ghosted away. They have seen larger wolf prints in a particular area. but no sightings of anything much larger than a typical wolf. However, most of the sightings from farmers do include descriptions of them being silver or the colorings turning from brownish to silver.
You head out to check out these area's but find it hard to get the farmers to open their doors to strangers after dark. You do discover that the trick is to "camp" and set a large bonfire not to far from where a few farm houss are and you will usually get a visit from them in the night as opposed to having to knock on their doors.
You do not discover much but towards the end of your trip and hunt you begin to piece together a pattern. When the wolves appear they are usually sighted in a particular region slightly earlier than elsewhere. Sometimes only by hours or sometimes by days. But always they dispensary before to much can be done about them.
The area no longer has isolated farmsteads. They are in groups, well armed with bows and traps. All farm animals get locked into overly sturdy barns at night.
There is a lot more sign of wild life. You question some and basically get that when the packs are near they flee or go into deep, deep hiding.
While you are up north Fia begins seeing more and more signs of life in the Aurora Borealis. There is something massive happening, something that could rip the structure of reality apart. There is a event coming somewhere to the south. Not sure when but the power within the Northern Lights is intensifying. Colors you have never seen as part of them are appearing. Ricchar notices that they are different but does not see the intensities you do with your sight. However, there is enough for him to tie into the occult.
Ricchar is anxious to head south to do some research back home and you feel the need to let the hunt drop and try to find more answers.
Due to Ricchars scrying you headed up north first. You head south returning to the Shield of Safety with Ricchar from there go your separate ways.
OOC) telepathy does not work on animals that I am aware of. I might let it go if it was a ghoul though.
#2
If that fails then Fia will use her second DT and head to the fort/town from previously (currently held by the Brujah siblings?) and see if they have noticed anything stranger than usual. Ricchar is welcome to join her, but this was not part of the original discussion so not sure if he will continue in that part of the hunt. If they have any info to offer Fia will follow up on it in the hopes that she can find the rest of the crew.
DT 2 skills - auspex 4, suvival 2, brawl 4 (if it comes to proving Fia's worth). Also use of resources cards (I have 2 cards: +3 temp resource and x6 one use) to buy the info if necessary.
Tests: R P S S P (loss, tie, win. Bonus: win)
Us: P, P, P, P, S
Due to Ricchars scrying you headed up north first. You head south returning to the Shield of Safety with Ricchar from there go your separate ways.
You put up for a few nights trying to sort through the visions and impending "something" you felt when watching the Northern Lights. You find that the sense of impending doom is far less here than it was up north. You decide to go check in with Jaak and see if he might have some insight to offer. As you head out towards the crossroads, leaving the imediate domain of the Shield of Safety, you are slammed in the head with a overwhelming power of impending doom. You are nearly torpored from the power of needing to be somewhere, witness something.
Getting up and transforming into bat form you head on. You find a cottage out in the woods between the Shield of Safety and the Crossroads. You see a cloaked figure walking up to it and entering. You swoop down and notice that the entire cottage has no windows and is built very soundly. So much so that there isn't even a crack that could let light in or out. You are pretty sure you have found something of import, something to bring back and gather a force to look better into.
Bonus:
Just as you are about to leave you are sure you hear Tyr's voice from inside raising. You decide that you need to confront/talk to him. In fact your oracular sense seems top really want to do this.
You transform back into human form and put your hand on the door to check out this mysterious figure that you are pretty sure is Tyr.
Just then the world erupts into the colors of the Northern Lights. The shack literally pulses bending out, in, out the boards warping to let the lights blast through the now appearing cracks before snapping back into place.
You quickly rip the door open and are bathed in the lights, a massive pulse of dark energy flashing out almost like a nuclear explosion.
And you sense days and nights going by. You can even see the light of day come and spread around you but failing to actually touch you. Somehow being caught in time is protecting you from the fires of the sun. What ever happened has frozen you four outside of time. The sun though obvious comes above and around but never quite touches you. The sun rises and falls over what you presume to be several months. You can see the days come and go while you remain frozen even though you are visually aware that it passes by.
would be the one for the realm. Isis requested Fia aid where possible in the Ard Rhi's hunt wherever possible. So while carrying out the other two DTs she will also be keep a look out for any sign of the inferalists and their leader.
Tests: S R P R S
Us: P, P, S, S, P
Sorry. Lost due to other events.
retainer.
Inda will aid in the search for the infernalists if any of the search sections are close to Trieste. She will not attempt to engage the infernalists directly but will search for any signs of their presence.
Skills - Animal ken and survival.
Tests: R R P S P (tie, win, bonus: loss)
Us: R, S, S, S, S
Inda convinces a few other hunters of the area to go out with her and look around for these wolves that have been seen in the neighboring Duchies. To help scour the area looking for them and to set traps against them coming to close to Trieste. Discourage them from the area. It is easy to convince some of the other hunters to do this and she also knows that as they trade tales they will inform her of any "oddities" they might see on their hunts when they gather at the camp fires at night.
On night on her return she hears stories of fisherman going missing off shore when they go out. the type of men who know and have fished these waters for most of their life. Who do not make basic mistakes. Just gone. No signs of boats or anything.
There is no sign of wolves near by but she makes sure the traps are set just in case as a deterrent.
There is a brief period early on after gather where the area around the fallen convent becomes very eerie in it's feel and strange thing are seen in the area. There are a few tremmors, the rest of the convent collapses in on itself and then everything settles down again. The eerie feeling and feeling of nature being drained away is gone.