Tuesday 13 September 2011

Ceremonies of Innocence: Chapter One, Part One

Chapter One: Trap Street
Part One
(An Overview)

Ceridwen, Acanthus of the Silver Ladder: Sarah Wade
Father Cobalt, Obrimos Banisher: Paul Webster

Scene One: The Bus Stop
-Both looking for a loved one torn from their lives, Ceridwen and Father Cobalt both run into each other at a bus stop with a glyph in High Speech painted on it meaning "great sin." Before they can investigate, they're jumped by some gang-bangers. While Father Cobalt fends them off by hurling lighting from the ongoing storm at them, Ceridwen manages to find out their from a group called "the Brotherhood."

Scene Two: St. Mary's at Night
-Sirens in the distance prompt the two to duck inside a nearby Church, where they're welcomed in by a child who calls himself "The Boy Bishop." At the pain of throwing them back out to the cops, or a shadowy figure he calls "The Baroness," the Boy Bishop enlists their help in solving a mystery. One of the children in his Catholic School has gone missing from the parking lot outside the Church, and whenever he tries to go near the scene of the crime, he hears voices - the place must also be haunted. What he did see from the basement was a boy, Aidan Quinn, get chased into the parking lot, where the lights went out one by one, and then a shadowy figure approached him and engulfed him, disappearing into the darkness. Attempts to threaten the Boy Bishop into not fucking them over proved ineffective - as the Bishop says, "I'll fuck with you whenever I damn well please."

Scene Three: The Parking Lot
-As the ambulance takes away three citizens freakishly struck by lightning, Ceridwen and the Father creep out into the parking lot to investigate. Ceridwen scries through time to see another person run through the parking lot investigating, and notices he has a spray paint can, making him the one who painted the glyph at the nearby bus stop. So, another mage is on the trail of this mystery. The Father manages to find Aidan's shoes, and as soon as he touches them, a strange voice starts whispering in his ears in another language. He also determines the resonance of the kidnapper - a cross between fear, summer rain, and thorns.
-Ceridwen opens the Sibyl's Sight to see what Fate has in store for her, and begins investigating the strings of Fate wound closely around the shoes, although she notices a thread winding its way between her and Father Cobalt. She discovers the resonance of the kidnapper, and determines that Aidan Quinn is best described as the Page of Swords. She also determines that the shoes were required to be left there as part of some spell, and that somewhere in the town there's a woman aimlessly searching through a house for Aidan.
-The conditional leaving of the shoes suggests they're dealing with something well-versed in Fate magic, possibly another Acanthus, though Ceridwen floats the theory that this is all just made to LOOK like an Acanthus did it and someone is being framed.

Scene Four: The Glyph for "Great Sin"
-The two investigate the glyph on the bus stop, the High Speech sign for "great sin," and discover it's also a link in a series of Portal spells leading around the city, which could be activated with a conditional phrase that they Unveil using magic. Father Cobalt touches the Pre-Babylonian glyph and utters the phrase. The paint seems to melt the window away revealing a look onto Clay Street - a bad part of Annapolis. The two step through as bricks interlock behind them, closing the portal.

Where Part Two begins:
-Ceridwen recognizes one of the trees down the road - she's seen it out the window when she had a vision of the woman looking for Aidan.

Suspicions:
-An Acanthus is being framed.
-The Boy Bishop is using Ceridwen and Father Cobalt.
-Aidan Quinn is secretly Ceridwen's brother - suggested by Sarah Wade the player out of game.
-A fairy is going around stealing children for nefarious purposes - suggested by Paul Webster out of game.

Ongoing Mysteries:
-Disappeared Ex-Wife (Father Cobalt)
-Disappeared Mother (Ceridwen)
-The "Baroness"
-The third mage
-The voice in another language
-Aidan's disappearance
-Aidan's family

Possible Theme Music:
"Sister Rosetta Goes Before Us" - Robert Plant and Alison Krauss

Saturday 7 June 2008

The Boy Pirate - An Overview

Changeling: The Dreaming

Clay von Carlowitz: Joe, a Dreamer [when not played as an NPC]
Eleanor Savell: Nassim, a Seelie Eshu Childling
Nat Adcock: Dave [unsure], a Seelie Pooka Wilder
Nicola Dimmer: Tabeta, a Seelie Boggan Grump
Thomas Wii: [unsure], an Unseelie Knocker Childling

- Joe and Nat's character new that to be a pirate, he had to have a number of special pirate objects. So they went searching for them.

- Thomas's Knocker was sent in to town to find garbage by her mentor, who she lived in the woods with. He had been commissioned to build a great boat for an army from a distant kingdom.

- Joe quickly found a place to look: The Ship Inn, which was a place where Sir Francis Drake was known to drink and be merry. He followed his instincts upstairs in a roped off area, where he found a spyglass. The bartender was distracted by Nat's pooka playing Five Finger Fillet, but when the cook went up to check on the racket, Joe hit him over the head with the spyglass and ran downstairs. After promptly making a scene, and with the covering help of Nat's pooka, they got away with it.

- The motley crew met Thomas's knocker, who was freaked out, and they managed to get her amazing duct tape off of her.

- Somewhere in here Joe also found a pirate hat. I forget where and how.

- They then all went up to Exeter University to the Old Library [why? There was a reason...], and Thomas's knocker split off from them and went back to the woods.

- In the Old Library, Joe encountered a Dueling Drake in the old av room that was always booked and no one ever used in the basement. He managed to steal the Dueling Drake's gun from him by distracting him with digestives. Fleeing the av room, the Drake shot a ball of fire at him that slammed him against the bookshelf, and Joe was marked with ash on his forehead when Nassim and Nat's pooka found him, though he couldn't remember much about the Drake.

- Meanwhile, Tabeta had just been put in charge of watching young Asterlan, the son of the Count of Exeter, and met Angus Skye, a court scholar and friend of the Count's, who was responsible for Asterlan's tutoring. Together Tabeta and young Asterlan set out to have a picnic on the Cathedral green, in order to teach Asterlan about the people of Exeter and life outside of the court: both the dangers of the increasingly banal world, and the reason to keep fighting for the Dreaming.

- Nassim, the pooka and Joe quickly made their way back to central Exeter, now looking for two final objects (already possessing the Spyglass, Hat, and Pistol). They got on the wrong side of some chavs, who made fun of Joe's hat. [Or was this where he got the hat? Somehow this hat thing was resolved...]. This attracted Tabeta's attention, because she didn't want to see Nassim get picked on, and she quickly used her Soverign knowledge to tell the chavs to back off. She went back to her picnic, and Nassim joined them briefly - but as she left, she got in more trouble. Asterlan tried to back her up, but Nassim was capable on her own (and actually outshone him sending the chavs away. Elle had a great line like "your face is really funy," or "Yeah, I am really funny," or something like that.]

- Asterlan started making friends with these other changelings, but looked down on this goofy young boy, Joe. They challenged each other to a duel, and Asterlan went back to go and get a sword from his dad's court. Joe looked around for a sword, but all he could find were some sticks. Quickly he taped them together using Thomas's Knocker's magic duct tape, which she had left behind, and it transformed into a pirate sword.

- Tabeta tried to get Asterlan to come back, but the child knew Wayfare, and so he had sped ahead of her. Then she learned that not only had he disappeared, but so had Angus Skye, and they were seen being taken towards the river. Quickly all the changelings ran down to the river, with Joe.

- Bob the Octopus informed them that they had been taken down the river and away [probably teleporting w/Wayfare at this point]. Joe knew how to solve this though - he had a pirate ship. He took them to a place in the woods down river, away from the city, and Bob quickly went about building a pirate ship for them, based on Joe's imaginative power. Thus, the Pirate Ship Reepicheep was built and birthed on the River Exe.

- As the crew sailed down the river to save Asterlan, storm clouds gathered, and suddenly lighting struck at a keystone in the air, illuminating an insignia that looked like a snake twisting in a rampart. From there, the light filtered downward in the form of a great door on the river, and with a blast the portal opened, sucking the mists and clouds into a single point of light behind it. "Full speed ahead" cried Joe, the now Pirate Captain of the Reepicheep, off on his official Pirate Adventure.

- When the Reepicheep came out the other end of the portal, they were in turbid waters, and they pulled sail so they weren't smashed in the wind. Nassim was at the helm, Nat's pooka, as a rat, scurried around in the crow's nest and the masts and sails, while Tabeta climbed wherever needed, if a little hesitantly.

- They noticed fires burning on a nearby island, and not-so-nice looking people doing it. Then a large sea creature rammed into the Reepicheep, knocking Tabeta into the water.

- Then, with sucking sounds, squid-warriors climbed aboard. A battle began as Joe climbed up top to the sails, shooting where he could. Nassim tried to figure out what they were (chimerical squid), while her chimerical cat companion tore one tentacle-from-tentacle. Joe got a few good shots in, knocking another out, and Nat's pooka tried to trick one into "looking over there," saying "oh look, it's Cthulu."

- The squid did look, but at that moment, the thing that did the ramming - the squid mother - climbed up the side, birthing more squid warriors on her back and opening her giant maw to catch any crew members.

- Joe got in some more shots at the birthing-squids, aborting them, effectively, while Nat's pooka tried vainly to entangle one of the final squid warrior (poodly poodly POO! ::nothing happens::). Nassim and others realized the squid momma was resting herself right in front of one of the Reepicheep's canons, and ducked and dodged their way to the fuse, which Joe ended up lighting by shooting it (after a few tries). The squid momma exploded into the sea and a few chimerical tentacles were left onboard. Nat finally entangled the squid, and threw boxes at it until it died. [These actions may have been recorded out of order.]

- Looking overboard for Tabeta, they noticed that a deal of what appeared to be Merfolk had taken her and were swimming away, with the wind following them. The crew dropped the sails, and to catch up, even used the spinacher (spelling?).

- While chasing the merfolk, the Reepicheep encountered enemy fire from what appeared to be other pirate ships in the area. When one came within range, Nat's pooka lit the fuse of a canon and fired without aiming. Oddly enough, it not only hit the ship, but penetrated into the gunpowder room, blowing the whole vessel apart. Nat's pooka officially achieved Rapture.

- Further enemy fire came from ships born from islands on the archipelago they were weaving through. Nassim took off with her wings and enchanted herself to fly quickly on the wind, which was still following the merfolk, and she attempted to grab Tabeta from them. It appeared as though the Merfolk were luring the Reepicheep and Tabeta's friends...

- The Reepicheep returned fire to the second pirate ship, although it took damage in the battle. The second ship was so damaged by the shots that it was slowed down enough, and couldn't catch up with the Reepicheep with its spinacher down.

- The Merfolk, with Nassim and the Reepicheep on their tale, swerved through a shoal of rocks, and the Reepicheep couldn't turn fast enough, taking damage to the hull. Quickly, Nat's pooka scurried down to help patch the hole.

- Once the Reepicheep had righted itself, it appeared the Merfolk were leading them straight towads a storm-ridden island, with lightning striking it, and a dark ebony ship, with plenty of guns pointed straight at them. Fearlessly, the Reepicheep charged straight at this black ship, while Nassim flew upwards above it, taking shots from the deck. The black ship opened fire on the Reepicheep in its suicide charge, and it sustained heavy damage.

- The Reepicheep rammed into the black ship, and Joe and Nat's pooka snuck aboard. The ship was piloted by the ghosts of children, and they quickly discovered Joe, while Nat's pooka turned into a rat and snuck in through the holes in the hull.

- Nat's rat noticed a second intruder, a gurgling mer-assassin, bore a hole in the hull and sneak aboard the boat.

- Nassim landed, with Joe in trouble, and the Captain of the Pirate Ship Kidnapper came out and told the ghosts to capture her. Reviled by the very thought of death, she nonetheless rallied the children against their captain, and went to save Joe - except that the assassin had already killed the Captain. It appeared as though the Mer had deeper plans for Nassim and this Boy Pirate.

- On board the ship, Nassim found a large amount of dross, and also a book with the pictures and details of all the ghost children.

- Meanwhile, Tabeta was taken below the waves and transformed to resemble the Mer, and recieved orders from an elder in a deep cave beneath the island they were heading to. This elder, Prosper, informed her that the Mer were always fighting for this tiny chunk of sea, from the times of Drake and Cornish pirates to the Navies and now, to a rogue named Josalind, who was responsible for capturing all these children, including the ghosts, and Asterlan. Tabeta was given a staff with unknown power, and a book which, if slammed over a fae face, would "deface" them. She was told to do this to Josalind, and Prospero would help her get Asterlan back. He also gave her an odd insignia, which was found on one of Josalind's ships that they raided.

- Tabeta rose with three other Mer warriors to guard her, and together, on the Kidnapper, the group formed a plan to save Asterlan. Tabeta was going to go and distract Josalind by dueling her with the staff, while Nassim, Joe, and Nat's pooka were going to sneak around to the other side of Josalind's island, where Asterlan was being held, and make off with him.

- Tabeta found the ghost book, and noticed it had the same insigna that Prospero showed her, but mixed with the insignia of the Kingdom of Mists. She suspects political dealings. Inside, Asterlan is listed as a captive taken to the island, as is Angus Skye, who, it says, is known to have ties to the Kingdom of Mists.

- Tabeta swam through a number of underground passages with the Mer warriors, and weaved her way up to the top of the island, the mer warriors quickly dispatching any guards.

- Nassim, Joe and Nat's pooka sailed to the other side of the island, but came under fire by a watch tower that noticed Nassim's wings. Joe returned fire with a pistol. Nassim [or was it Nat's pooka?] returned fire with a cannon, dislodging the tower enough to get away.

- With the ship's ghost crew under her command, Nassim had them lower longboats and row the kithain and Joe to the shore, where they found an abandoned dock. Nat, as a rat, scented danger in the air, while Nassim had the distcint feeling she was being watched. They investigated the harbor, which was filled with old children's toys. Nassim's cat hissed, and her fur stood on end as she arched her back, and something sqriggled (a technical term) through the toys towards the door. It got out, and they suspected it was hiding under the harbor. Joe stayed up in the room, investigating the toys. Nassim and all jumped down, and called out after they heard a sound behind a post.

- Shots and sword clangs rang out from the harbor, and Nassim and all got back up just in time to see a man in a dark coat and a black lace cravat walk out with Joe over his shoulder. They charged at him, but he used advanced magic to teleport himself away. They then scaled the mountain side, searching for Asterlan.

- Tabeta in the meantime, came out to duel Josalind. She was sitting at the apex of the island, torturing Angus, who had been taken captive, and had an audience of seven living children. Josalind's inborn ability to control the weather came to a battle against Tabeta and her staff, which was designed by generations of magical study amongst the Mer to do the same thing. Josalind mocked her, suggesting Prospero was just using her, and refered to her staff as "The Splinter From Heaven."

- Winds lashed, against each other, frightening the children, and one fell off his rock and was knocked unconscious. Josalind took great offence at Tabeta hurting one of her "wards" and called down lightning on Tabeta, who thankfully lept blindly out of the way when she felt all the hair on her neck prickle. The battle continued, even blowing some of Tabeta's guards over the edge of the cliff nearby. The staff had been opening its knowledge to Tabeta little by little over time, but now, it revealed all of its secrets.

- The man in the black coat appeared with Joe, and Josalind vowed her protection, and called down lightning again. Rather than dodge, Tabeta held the staff aloft and filled with with glamour, turning it into a shaft of lighting itself, calling another shaft from the sky to join it. The two blasts hit each other, creating ball lightning, which Tabeta managed to control, only barely. It missed all the children and nearly killed Angus, who pushed Joe out of its path, but she directed it straight towards Josalind, who was, to say the least, incapacitated.

- Tabeta moved in to deface her with the book that Prospero gave her, when the man in the black coat implored her not to, saying he was a spy from the Kingdom of Mists, and told her the book would give Prospero the power to control anyone whose face he had, meaning he would have an instinctive ability to control the weather AND a magical ability too, and it would make him a force to be reckoned with. So they bound Josalind and left her, while this man in the black coat introduced himself as Stephen.

- Stephen proved his allegiance by explaining the real situation: the Kingdom of Mists had a Seelie Queen and an Unseelie King. In order to shift the balance of power in the Isles of the Mighty, the King had gone about supporting rebels in Cornwall who wanted to make the Principality of Cornwall a seperate Kingdom from the Kingdom of Chalk. He funded these kidnappers, who worked for the Cornwall separatists, and who had stolen Asterlan to get the Count of Exeter to acknowledge Cornwall as a separate state. The Seelie Queen, however, had sent Stephen to spy on what was happening, and was working to outwit her husband with Stephen's secret intelligence. However, it appeared she no longer needed to.

- Together they went to go and try to save Asterlan.

- Meanwhile, Nassim and Nat's pooka scaled to a plateau, where Asterlan was surrounded by more ghosts of children, tied to a pillar, on top of which was a statue of the grim reaper. As lightning and wind crashed on the other side of the island, a stray boulder flew and hit the reaper in the face, waking him up.

- Nat caused a diversion attracting the Reaper's attention, while Nassim used her practiced skills of dealing with ghost children to get to the center and untie Asterlan. Nat transformed to a rat and hit in the rocks while the statue of the reaper clanged about looking for him.

- Enchanting herself with Quicksilver, Nassim sped away with Asterlan towards the rowboats at the beach, the ghosts following her en masse. The reaper went after them.

- After they had gone, Stephen, Angus, Tabeta, Joe, and the other children, teleported to the site, and found them gone. Together with Nat they all ran down to the beach. Nat had a head start, and caught the second boat back to the Kidnapper, the first being taken by Nassim.

- When the others got to the harbor, Stephen advised they burn the place where all the toys were kept, because they were the memories anchoring the ghosts to the island. So they did, and the ghosts on the beach dissipated.

- The ghosts aboard the Kidnapper had taken up guns and were shooting at the statue of death, which was swooping at Nassim. She [or Nat] ran inside the captain's cabin and destroyed the book of the ghosts, and all the ghosts on board the ship disipated, and the statue of the reaper turned back into a statue, and fell into the water.

- As they sailed towards the portal, merfolk chased them, and Stephen told Tabeta she had to "drown the book." She dropped it in the sea, and some mer broke off and chased after it. Next, she had to put the staff down into the sea, so she hurled it, and it became a bolt of lightning and shot straight down to the ocean floor, electrifying the water and killing most of the merfolk and squid warriors in the area.

- Together they sailed out on the Kidnapper back to the River Exe, where the banality of the city melted the boat into nothingness, and they all teleported to the shore thanks to Stephen's wayfare.

- Upon returning Asterlan and the other children, all the members were inducted into the Court of the Count of Exeter, and Tabeta was knighted, making her Lady Tabeta. They also were oath-bound and charged with Asterlan's protection and education: to be there to protect him from any ignorance that might wheedle its way in, but not to protect him from himself - to help him succeed, but if he should fail, to help learn something from it.

- Joe was returned to his home by dinner time, but had already began to forget his pirate adventure. Soon the trinkets he kept around would just be interesting objects, but the oath that he had made with his First Mate was witnessed by the Dreaming, and would not fade. Perhaps unconsciously one day, he would need a helper and through the fabric of reality and dreams, a lone rat-like scoundrel would appear.

Interesting twists:
-The forming of an Oathcircle around Asterlan that could be used for later games.
-A family tie to Joe
-LOADS of money and an introduction to the political side of Changeling.
-The potential for a new "Empire Strikes Back" style adventure.

Vivicide - A Prelude

Changeling: The Dreaming

Eleanor Savell: Nassim, a Seelie Eshu Childling
Nat Adcock: Dave [unsure], a Seelie Pookah Wilder
Clay von Carlowitz: [unsure], an Unseelie Redcap Grump

- Having just freed Bob - a chimerical octopus - from his recent enjambment and bidding him farewell, Nassim and her friend decided to go to their special holding on Priory Road to rest and regain their glamour. On the way, they met the General - an Unseelie Redcap - who was headed in the same direction, and got in a bit of a race to get there. Their holding was small and run by a generous Eshu named George, but even considering his generosity, it could only rejuvinate one kithain at a time. They got on the wrong side of the law at one point, and the officer turned out to be horribly banal, so they all sped to the freehold. Sadly, it's never a good idea to race an Eshu, and Nassim arrived first.

- At the freehold, George accomodated who he could, when suddenly he was struck by a sudden deep magic that no one could discern. Wounds flamed across his face and he fell straight into the glamour-fire, and some chimerical helpers quickly set up a circle of rocks around him, protecting him. The wounds would close up and re-open almost on whims. The kith there figured out that they had to keep providing George with glamour until this magic passed, or else the freehold would dry up healing his wounds.

- Nassim and her pookah fried [whose name I can't remember for sure] went out to try to inspire adventure in a child to create enough glamour for George. They found in the paper that a bomb had just gone off on the island of Antigua, and theorized that maybe that was George's home. Nassim, as a fellow Eshu, seemed to remember something about a magic like this existing just for the Eshu. To get the glamour, originally, they were going to see if they could get some dross from the Court of Exeter, which was held in the Phoenix Art Gallery, but they couldn't get in (although Nassim had a lovely conversation with the actual phoenix, who was an enchanted Inanime guardian). They found a young boy, named Joe, outside though. He wanted to be a pirate, and so the pookah challenged him to prove he was a real pirate, and if he could, then he would be Joe's first mate. Joe agreed, and the Dreaming witnessed the oath.
--- At this point, Elle and Nat started on their own adventure, called "The Boy Pirate," about exactly how far they had to go to inspire Joe.

- Disgruntled, the General left for Wagamama's, where he met an aspiring dramatist named Ken. Quickly, the two became good friends, and the General took Ken to the freehold, where he broke his mind with psychological torture while Nassim and the pookah [whose name I can't remember] were away. Near insanity, the General convinced Ken to smash George's head in with a rock. And Ken did. The General looked on with good intentions.
--- At this point, Clay started on his own adventure, called "Coup de Grace," chronicling his character's ascent to power and claim of the Priory Road Freehold.

Some intereseting prospects:
-The oath that Nat's character swore to Joe.
-The possible legal action that can be brought against Clay's character.

Fun moments for me as an ST:
-Roleplaying the Phoenix.

Saturday 26 January 2008

The Black-Eyed Men, Chapter 2

Hunter: The Reckoning

Eleanor Savell: Lucida Blackletter
Nat Adcock: Lynn

- Lucida got lost in the peasant village, and noticed a variety of children carrying buckets around, filled with vommit. She discovered that it was part of a sickness that was spreading through the island. Upon applying the Sight, she discovered that these children, and whatever was in their buckets, were a blight on humanity.

- Her attempts to get in touch with Jerry failed, as he didn't pick up his phone and didn't come back to the apartment that night.

- After researching on hunter.net, she went off to bed.


- Lynn was traveling with her friend Kat on a gap year to Antigua. They went to a party where Kat quickly went off and became the life of the party, while Lynn tried vainly to fit into conversations. She met a curious man named Dave who was eating all the shrimp, and they talked for a while - she could say anything to Dave, for some reason. Out came how Kat was off canoodling with some hottie and she always ditched Lynn at parties, and so on. Dave suggested they go play a prank on the two lovers, and off they went.

- Lynn was abandoned by Dave as something moved through the reeds and flew off in front of her. Kat screamed and Lynn jumped out of her hiding place, to discover that Kat's man was lying, dead, and that Kat thought she had seen something. Moments later, the man sat up, breathing deep, but Lynn knew he was still dead. She followed him back to the party and tried to push him into front of a fire barrel, protecting her friend, but Kat quickly abandoned her in favor of her man. The two of them walked off the beach, and Lynn quickly followed.


- Half in a nightmare, Lucida awoke, drugged. There was something in the room. After trying to talk to it, she extended her perceptions to understand it, getting visions of its visitations to room after room, stealing the breath of sleeping children. Despite her attempts to fight it, is overtook her, and stole her breath as well. Her body was found that morning by a maid.


- Lynn followed Kat all the way to power plant that fueled Antigua. After discovering a tunnel down beneath it, she found a whole slew of people, children and others, slowly walking in a spiral and up to a pit, where they were being burned alive. Sneaking in, she picked out Kat from the mass and tried to lead her to freedom.

- A salamander nearby, which through the Sight was an offense against nature, transformed into a man behind a rock, claiming that Dave sent him. He tried to lead Lynn and Kat to safety, but Kat broke out of whatever trance was keeping her hostage, and started having a fit because of the people dying. Three women, or wolves, or somewhere in between, chased Lynn, Kat, and the salamander-man out of the tunnel, but when they failed to catch her, a huge tentilce ripped out of the ground, and, raging through the cave and killing most anything it touched, chased Lynn and a wounded Kat out of the mouth of the tunnel. Lynn called an ambulence and went, riding, with Kat to the hospital.

Friday 7 December 2007

The Black-Eyed Men: Chapter 1

Hunter: The Reckoning

Thomas Wiik: Jerry Olsen
Eleanor Savell: Lucida Blackletter

Prelude:
Jerry Olsen, having bounced the wrong member of the wrong branch of the Russian Mob, has fled his home in Norway - a friend from school suggested the place they were least likely to look: a small island in the Caribbean called Antigua. Away they flew. Jerry has picked up his career as a bouncer at the local club 'The Reef,' while his friend, Nick, works as a small-time thief, and womanizes on the side. He's been there fore a few years.

Lucida Blackletter, on the other hand, is pretty new to Antigua. A student of marine biology, Lucida has earned a grant to go to Antigua and research the reef in the ocean nearby - not a bad gig, but she wasn't going for the nightlife or the beautiful views, she was going to make a Discovery, capital D. Which was exactly what she did...

Scene 1: 'The Reef,' ext.
- Just another night at the club: Jerry sifts the wheat from the chaff at the door, under strict orders not to let any lowlifes or peasants (read, "black people") into the club. It's a job.
- Enter Rick, Jerry's friend, roommate, and fellow flee-er from the Russian Mob, toting his newest girlfriend, Carol, who's five months pregnant. Jerry latches the velvet rope in their way - a pregnant woman shouldn't be in a place where there's a) second-hand smoke, b) alcohol, or c) the possibility that some drunk could bump into her. Rick pleads with Jerry, because it's their anniversary, Carol assures Jerry it's fine - Jerry holds back. Rick calls Jerry on insinuating that he's going to be a bad father, because he's letting Carol go to this dangerous place. Jerry concedes, and takes away the velvet rope. Rick lets Carol in first, then points a disciplining finger at Jerry: "don't ever do that to me again."
- It's a job.

Scene 2: The Buechner Library for Marine Biology; later, the Hopkins Hotel.
- Lucida studies away - the Buechner has yet to get up to date with technology and still uses only the card-catalogue system. Wading between the Dewey Decimals, she keeps digging around for anything that might add to her already voluminous notes. She finds something, in a cross reference of a cross reference, and seeks it out.
- The Buechner has a large collection of sea fossils, and this one is hidden back behind a few others, as if on purpose. It's an anomoly: either it has a symbol carved in it, though it predates writing, or there's a new bone structure represented in it, since no known animal has such a bone structure, or someone has defaced the fossil.
- She checks with the Archivist: this fossil has not been viewed since 1999. It was discovered in the 50's. No one can really make much sense of it, but then no one has really cared to.
- She collects her notes and heads home.
- Tossing her notes on the bed, she quickly notices a strange coincidence. A map of the Antigua beach is pinned up on her wall, and closest to the reef, there is part of the beach, with a jetty, that looks similar to the symbol. Maybe it's the fact that she's been cooped up for two weeks, maybe it's the caffeine, but she decides to go play Treasure Hunter: X Marks the Spot.
- She buys a shovel and heads to the beach.

Scene 3: 'The Reef,' int.
- Jerry's shift as bouncer is over, and he helps himself to some discounted booze at the bar. He can't see Rick or Carol anywhere.
- Around 10, there're some noises in the back alleyway behind 'The Reef.' Like someone has been pushed into a trash can or something - or stumbled. A few of the businessmen-customers seem a little worried.
- Jerry's boss comes up and tells him to go take care of it: there're a couple drunks back there, he says. And do it quiet.
- Jerry puts down his drink, and prepares to work overtime for no pay.

Scene 4: The Alleyway
-It dead-ends nearby the door from 'The Reef,' and the alley itself heads out into the street. The club is so close to the sea that you can see sand on the road. There're a couple trash cans, and a rain gutter.
- Outside are Rick and Carol, and also a group of three men. They look a little too muscular for their own good, and some of their clothes are on inside out. Or backwards. Their eyes have deep black pupils.
- Rick assures Jerry that it has nothing to do with him, and that he should go back inside. Jerry, instead, takes a few steps down to try to extricate Carol from the situation, but one of the Black-Eyed Men steps between him and Carol. He doesn't open his mouth, but it sounds like he gurgles inside his throat, like a growl.
- Jerry pushes the Black-Eyed Man. The Black-Eyed Man pushes him back and knocks him up the flight of steps that lead down from the door to the club.
- Rick goes to defend his friend, a struggle insues. Rick whips out a long knife, and faster than Jerry has seen a man move he guts one of the Black-Eyed Men, and throws the knife at the one nearby Jerry. It hits the Man in the back of the head, and he falls. The third Black-Eyed Man, however, lunges for Rick. His arm grows into a claw and slashes Rick across the face. Jerry grabs a wrought iron banister to the staircase for safety - the alleyway has started to spin.
- Jerry looks at the two fallen Black-Eyed Men. They either: a) have turned into twelve year olds, or b) have been replaced by twelve year olds. And their blood is pooling. One still has the knife in the back of his head. Jerry's nose starts bleeding. His fingernails too. Sounds from passing cars and Carol shrieking echo in his head long after they've stopped.
- He almost vomits, twice. The second time he swallows it.
- Carol can be heard shrieking something about 'generators' and 'grottoes,' but it just makes more echoes Jerry has to deal with. Then he hears something, and recognizes it as the Black-Eyed Man. 'This one is your mate?' Then a splash of water and trickling, as the echoes in Jerry's head harmonize into one chord and his vision stops spinning.
- When he opens his eyes, Rick is nowhere to be seen. The bodies are still there. Carol is cornered in the alleyway, and the Black-Eyed Man picks her up by the neck and throws her down the length of the alleyway, and she rolls towards the street. Slowly, the Black-Eyed Man walks past Jerry, still curled up in the fetal posistion and grasping to the wrought-iron banister for dear life. He looks at the man, and knows that he doesn't belong - he wreaks of wrong.
- Jerry, with nothing else to do, reaches for the handle of the knife, but the knife is wrong too. It pushes his hand away like it's magnetized, but Jerry forces his hand onto the handle, and the wrong thing spews out of the blade, blowing out of the child's head, and swoops down the alleyway. A parked car is suddenly impacted, and all the windows break - its alarm goes off. The wind blows by.
- The Black-Eyed Man turns around to see Jerry getting up with the knife. Jerry hears in his head, "you think you can stop us, dirtwalker?" That chord Jerry heard when the world stopped spinning comes back, and for a moment all other noises stop. He tosses the knife up in the air, catches it, and can feel some crackling, burning thing moving down his arm. He lobs the knife at the Black-Eyed Man, hitting him in the shoulder, and underneath the skin Jerry sees what looks like a bulge, an explosion, as the area turns purple and the thing shrieks, somehow.
- It turns and runs, grabbing Carol, and heading towards the beach.
- Jerry follows, splashing through puddles of blood.

Scene 5: The Beach
- Lucida searches for treasure on the beach, but finds only empty bear cans and seaweed. A couple are sprawled out on a blanket, looking at the moon, and they all see a man running towards the water carrying a woman. He's having trouble carrying her, one arm seems hurt. The man in the couple gets up and tries to go stop them, and suddenly a dorsal fin rips out of the man's back, his grin gets wide with multiple layers of teeth, and his eyes go completely black. He grows claws.
- Lucida suddenly feels like she's alone in freezing water, staring at the gaping maw of a megamouth shark. The world starts to spin and she collapses on the sand, gripping at anything she can for comfort. She hears the couple shriek and footsteps run past her.
- She, too, goes through nosebleeds, bleeding fingernails, and the like as the vision comes closer, but a chorus of voices are heard in and beyond her, harmonizing into one chord which sends the hallucination, shattering, away, leaving Lucida gripping at the sand.
- When she gets up, the woman has gotten out of the Black-Eyed Man's arms, and runs away from the water. It catches up with her, and in one fell swoop it bites her, and starts pulling her into its mouth. Desperately she tries to stay on the outside of the thing's gut.
- Dropping the shovel, with no idea what she's doing, Lucida runs at the thing as the chord she heard re-doubles and triples and harmonizes with her footsteps and the girl's screaming, and, as pain seizes her entire body, she leaps through the air and collides with the man-shark. It coughs up some chum and the woman begins pushing her way out of it.
- Enter Jerry, who runs at the thing.
- Lucida gets visions of a shark, the large shark she saw before, the man-shark, a Black-Eyed Man, and a teenager all at once, and quick flashes of the fight in the alleyway moments ago.
- The man-shark turns and runs, practically dragging the girl into the sea.
- Jerry chases it, and leaps on its back. The further it gets into the sea, the faster it moves - the tides support it.
- Jerry clamors onto the thing and reaches for the knife. Quickly he finds himself up to his knees in saltwater. He pulls the knife out of the thing's shoulder to stab, and the woman screams, "find Rick!" and the thing gives a shudder, sending Jerry sliding off it. Grabbing for something, he slams it on the back and his hand print burns the thing's skin, spewing smoke out of it.
-Jerry falls into the sea and quickly shoots out of the water, searching around. Occasionally there are bubbles in the distance, and smoke comes up from them. But the thing, and the woman, are gone. He wades back to the shore, carrying the knife.

Scene 5.2, the Beach, cont.
- Jerry and Lucida connect and witness the neon sign for 'The Reef' change into "FIND RICK" and then back. Sirens.
-They decide to go back to Jerry's apartment, as it might have clues, but not by means of the streets.

Scene 6, The Slums
- Jerry, being well-acquainted with the city, decides to take the back alleys to get back to his apartment. As they go deeply into the slums, where the peasants live, they quickly become aware that they are the only white people in the area, and that they stick out like a sore thumb. A hobo hassles them, but Jerry quites him down with a grunt. They don't know if they're being watched.
- They make it back to Jerry's apartment.

Scene 7, Jerry's Apartment
- There's little to no evidence of a struggle, but the place, or Rick's part of it, has been trashed. He's most likely been through here packing.
- Jerry opens up a closet filled with guns and hands Lucida a glock, taking a Desert Eagle for himself.
- Lucida and Jerry continue the search, finally finding a lose floorboard. Beneath it they find a number of seashells, and a leather scabbard with the same markings that Lucida had found on the fossil, obviously meant to house the knife.
- They decide to leave the apartment forever, since the cops would be there soon.
- They go back to the Hopkins Hotel.

Scene 8, The Hopkins Hotel
- Lucida pretends that Jerry is a man she's picked up that night, however unlikely, and gives him a fake name when she's talking to the doorman. She tips the doorman even more than usual.
- They go up to the room and fall asleep for three hours.

Scene 9, Lucida's Room
- Lucida wakes up to find a curious email in her inbox. It has no return address, no subject, no date of sending and no body except for "www.hunter.net." She follows the link, and is prompted to give herself a handle. She chooses "Archivist." "Welcome, Archivist110" it says.
- Here she finds a forum of people boasting similar circumstances, and forums upon forums claiming that they'd seen, and hunted, and killed, these wrong things. She finds a variety of wrong things. She even finds a few posts about man-sharks, but nothing more than a cautionary note saying ever to hunt them alone, and that they always hunt in packs.
- Jerry wakes up and makes cereal. Lucida joins him.
- They notice smoke rising in the distance. Jerry knows that it's from the wound he left on the Black-Eyed Man. He's back on land.
- They head in its direction in Lucida's rental car.

Scene 10, the Streets
- They follow the smoke until they see a kid that it's rising from: he's been walking and now waits to cross a road.
- They pull over and follow him, and Lucida then pretends to be the kid's mother, and Jerry his father. They take him off into an alleyway.

Scene 11, an Alley Leading to the Slums
- They start questioning the boy, but he doesn't respond. Then, more Black-Eyed Men appear behind them, and another boy - this new boy is neatly dressed while the rest have shirts on inside out and so on. The Neatly Dressed Boy asks them to keep moving, and they walk deeper into the slums.
- The boy claims they are carrying out "Sea's Justice." That the two of them, Jerry and Lucida, have no reason to protect Rick, because it is outside of their control, and so why should they bother? If they do try, the Black-Eyed Men will kill them and eat them, just like they ate Carol for harboring a Betweener's spawn.
- Lucida tries to reason with them, trying to find a way to keep them from coming back to the island, but all of the suggestions the Neatly Dressed Boy offers are things like, "blow up 'The Reef' which puts trash in the sea" and "murder all the people in the power plant," and so on.
- Jerry and Lucida tell the Black-Eyed Men they won't interfere, and watch them leave. Quickly, they start asking around the slums about Rick and Man-Sharks, so they might be able to save him.
- Lucida garners a story about peasants who thought there were shark-gods on the island, and whole lines of peasants descended from them. But the White Men drove the sharks away with rifles and explosives, and the peasants decided that they weren't gods after all. The lines descended from them disappeared, the peasants thought they were hunted down by the sharks because they were outraged by the unbelief...
- As the peasant is telling this story, some markings on a nearby piece of craftwork form words for a split second: "RICK IS DEAD."


Theme Song: Monster, by the Automatics.

All Possible Prologues

The following are stories made up, acted out, crafted, broken down, remade, completed, and then retold in the past tense by me for my records, based on the RPGs that I've played.

Each entry will begin with which game I'm playing, the players involved, and their characters. Each entry will end with some extraordinary parts of the game, and some possible theme music. Maybe I'll think up some new conventions as I go along, maybe not.

This is a Game Master's notebook made public, because this way I can keep track of what happens in games, but also because one of the best parts of RPGs is retelling what happened. Be aware, I did not write these as narratives: THEY ARE NOTES ON STORY EVENTS. I have used some flourishes in the language to make them readable, but they are by no means short stories. Don't expect them to be anything more than notes.