Scene 1: Gargoyles Night 1: Keystone Heights



Scene 1: Gargoyles
Night 1: Keystone Heights

The Group arrives in Keystone Heights around ten pm. Julia has several locations on a list for them to look at. The first being a pair of buildings, one an old community civic center with a brick track building next to it. They will drive around for a few minutes seeing two other locations first but immediately find both unsuited.

The old Keystone civic center

The keystone civic center is a run down, but sturdy brick building built in the late fifties, during the cold war. As such it is built to last, and was at one time an air raid shelter. It has sat unused for nearly ten years now. The building is low, squat, and flat roofed with a single belltower that housed the air raid siren.

Upon getting out of the car you feel something is ... off.

Perception + Awareness: There is a power in this place, it's faint, but there is some kind of energy flow beneath the building. Probably what drew people to build here, thought it was a 'safe' place.

Perception + Alertness: There are bodies around the building. Small animals like rats and rabbits. All of them drained of blood. There is a vampire around. The moment they realize this something huge flies overhead. Those who are not kindred, or have at least kindred lore 2, won't have a chance to understand that there's a Gargoyle here... or know of their intense dislike of the Tremere, two of which are traveling with the group... there is a scream and lots of yelling as something huge lands atop the building above them.

Rovas the Gargoyle
Nature: Martyr
Demeanor: Bravo
Generation: 11th
Embrace: 1994
Apparent Age: Early 20′s
Physical: Strength 4, Dexterity 3, Stamina 4
Social: Charisma 3, Manipulation 2, Appearance 0
Mental: Perception 3, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 2, Brawl 4, Dodge 3, Expression 3, Intimidation 2, Streetwise 3
Skills: Blind Fighting 2, Fire Dancing 3, Firearms 2, Melee 3, Performance (Music, Singing) 4, Seamanship 1, Stealth 2
Knowledges: Academics 3, History 2, Linguistics 2
Disciplines: Flight 1, Fortitude 2, Potence 2, Presence 3, Visceratika 3
Backgrounds: Allies 3, Mentor 3 (Ezekiel)
Virtues: Conscience 3, Self-Control 4, Courage 2
Morality: Path of Honorable Accord 5
Blood: 5
Willpower: 4
Flaws: Short Fuse
Rovas is tough, but desperate. He hasn't had a good feeding in a few weeks, and needs blood, even if it's coming from humans. Thing is that the human he just flew back to the belltower with... isn't just a human. It's Amkhat. And the Amkhat is fighting back. The group outside will hear a lot of noise as the two struggle, and several bellows of pain as the Amkhat hurts the Gargoyle. They're not evenly matched, but the Amkhat cultist has a bit of an advantage in that it has a knife, and knows how to use it.

Joshia Carmichel
Amkhat Cultist
Physical: Strength 4(Due to sorcery), Dex 3, Stamina 6(Due to consuming the organs of an immortal, in this case a Teomallki)
Social: Charisma 2, Manipulation 3, Appearance 1
Mental: Perception 2, Intelligence 2, Wits 3
Talents: Athletics 3, Alertness 2, Awareness 2, Brawl 2
Skills: Melee 3, Stealth 2
Knowledges: Occult 3, Linguistics 2(Ancient Egyptian, Setesh)
Willpower: 4
Gear: Stiletto (Strength +1, ignores 3 points of armor)

When the group first finds them after breaking into the building, they don't know who to back. If there are amenti or anyone with Lore(Reborn) 1 they will be able to roll int+lore to identify an Amkhat, at that point they have to pick. Who are they helping here.

The Gargoyle will attack Tremere, thinking they want to enslave him and steal his kill. The Amkhat will attack everyone, not caring, and knowing instinctively if there is an Amenti with them. The Gargoyle can be talked down, as he will be injured when they get there. If the Amkhat is killed, the group can settle the Gargoyle with a Manipulation + Etiquette or Manipulation + Empathy roll. Or they can directly subdue him physically, though this is more difficult.

Aftermath

Once the group begins talking to the Gargoyle, if they choose to leave it alive, they will find it needs blood. And the Amenti will not care if it feeds on the Amkhat. If it can be calmed down, it will agree to work with Julia for helping to save it from prey far more dangerous than expected.

The building

The building will suit their needs. And the nearby track style brick building will make a good hidden entrance. The Doors of the civic center can be bricked up, and a tunnel dug between the center and the track building to facilitate entrance. Making the pair a small fortress, especially if strengthened.

Scene 2: Moving Day

Meeting with the prince.

The tremere clan will be buying the properties and outfitting them, but the tremere players must reduce their resources rating by 1 for the month as they 'pitch in' on the new Chantry.

The last step is to talk to the Prince, get his approval, and his orders.

Scene 3: Bad neighbors

Part 1: Unfortunate realizations

Early in the morning one of the Vampires near the Tremere Chantry will observe another vampire feeding nearly out in the open. Definitely not Camarilla given the brazenness of it.

Part 2: Investigation

The vamps will need to get help to investigate this. If they go personally it might lead back to the Chantry. So they'll need to have others do it to mask the presence of the chantry itself.

The vampire seen in part 1 was a Ravnos. An independent who cares little for the Masquerade and uses his illusions to avoid capture. The building has been setup as a house of traps and illusions to protect him during the day.

Domingo
Ravnos Independent
Nature: Schemer
Demeanor: Architect

Attributes:

Strength: 3
Dex: 4 (Cat like reflexes)
Stamina: 3

Charisma: 3
Manipulation: 4 (Good liar)
Appearance 2

Perception: 3
Intelligence: 2
Wits: 3

Abilities:

Talents:
Alertness 3
Awareness 2
Athletics 3
Subterfuge 3

Skills:

Martial arts 4
Traps 3

Knowledges:

Occult 2
Computers 2
Science 1
Undead Lore 3

Disciplines:
Chimerstry 4
Fortitude 3
Potence 1
Celerity 1

9th Generation
14 blood
Path of night 5
Willpower 8

Marital Arts:

Known: Caipora, Brazilian Ju-jitsu
Specialization: Caipora

Maneuvers:

Spin Kick
Elbow/Knee Strike
Snake Step
Dragon tail sweep
Defending Block
Throw
Counter Throw

Combat: when he fights Domingo is a trickster. He uses celerity to get extra actions to use with his Chimerstry, making copies of himself and attacking in the confusion.

His flaw is that he loves to inflict pain, he has to roll against his willpower to avoid doing something stupid to inflict as much pain as possible.

The building is a mess of stolen goods and traps. Four times before finding his living area the group will have to make dex+athletics checks against his traps rolled against his Int + traps. If he wins the roll the traps deal between 1 die and 4 die of lethal damage.

Once they reach his living area they will have to deal with his illusions, cause it looks like just another pile of junk. He will attack if they take too long, getting a surprise attack as the illusion falls apart. He will attack with Spin kick, trying to knock someone out.