The Early Days

All dates below refer to in-game time


The Mark of the Moon Cult
Oct. 31-Dec. 11, 1996
SN: By this point, I was tired of trying to contrive reasons why the group always had to be together (they hadn't made it easy for me when we created the characters). So I created a new Justicar who was in need of Archons, and had some people in high places recommend the group from St. Louis. It worked out pretty well - now they had someone who could send them to do stuff, and it didn't seem so silly!
After meeting Anneke, the group from St. Louis packs up their things, and prepares to move to Dallas. As a last hurrah, Talon causes an illusion of an 8-Ball to roll out of the Mississippi River and through the Arch. Their first mission as Archons consisted of investigating some bizarre murders, tracking down the cult that was responsible for it, and calling in the police. About halfway through this adventure, Thomas Wolfe arrived to be a part of the Archons. This was also the first time that the group was certain that Matthew was a bit more sadistic and evil than your average Vampire, as he killed an innocent young woman with no compunction.

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Cars and Clones
Jan. 14-15, 1997
SN: In an attempt to get one of my PCs to get a bit more involved in my game, I based a story completely around him. It didn't work. If nothing else, I guess this story taught us that some people really just don't want to roleplay, even while playing an RPG!
When Cat sees Thomas in the house just 10 seconds after he dropped her off, the Archons realize that there are two Thomas' running around. They go out searching for him, eventually deciding that they need to bind the real Thomas with duct tape and lock him in someone's room until they find his double and his car. After some interesting antics in the hospital where the fake Thomas had gone to work, Matthew gets him in a room alone and hires the clone, a Malkavian named Jeremiah, to work for him. He tells the rest of the group that he dispensed with the clone.

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Inept Inconnu in Little Rock / The Fall of the Phoenix
Jan. 18-26, 1997
SN: I didn't realize at first that the more dice you could roll, the worse you would do. The main NPC of this story, a 5th generation Kiasyd, either failed every roll he had to make, or just barely squeaked by with 1 success. Just goes to show you that having a measly 4 dice in something isn't always a bad thing!
The other thing I learned in this adventure is to never let power gaming AD&D DMs play in one of my games, especially if they were able to get me to go along with most of their plans without a hitch!

Jeremiah contacts Matthew with information on some diaries for which the Archons were to be searching. The possessor of these diaries, an enigmatic man named Arthur, sends the Archons on a wild goose chase through Little Rock, Arkansas, where they meet Brittne, a young college student. After defeating a Sabbat Pack who had followed them into and through Arthur's subterranean lair, Hiccup ghouled Brittne, who subsequently Awakened (became a Mage).
In the second part of this story, Derek is kidnapped while on a stakeout for the Prince of New Orleans (to whom he owed a major boon). With the two newest Archons, Obis and Sera, the Archons head in on a search and rescue mission, directly into the Southern headquarters of the Phoenix Society. They rescue Derek relatively easily, destroy the building, and kill the General and many of his Vampire followers. Obis diablerizes the General as the rest of the group looks on in horror and amazement.

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