You linger with loved ones who still remember who you are & what you once were. They will join you soon enough, but it won't get better for them - it hasn't for you.
Description:
You linger with loved ones who still remember who you are and what you once were. They will join you soon enough, but it won't get better for them – it hasn’t for you. There are no promises on the other side of the threshold. Only one thing offers you surcease: the dark, whispering voice inside of your head that's just telling you to let go. Maybe if you give in to it you might find some peace...
Saying farewell to your favorite club one last time before the building is razed is hard; it’s worse when you are a wraith!
Description:
Used to be that you could find a club like Tzara’s in every town — a dark place where scary people in black clothes smoked, drank, screwed and danced to their hearts’ content as the DJ played music that would make them move. Trends come and go, though, and tonight is the farewell party: in the morning, the doors are locked forever, as the building’s scheduled to be razed to make room for an apartment complex. For your Circle, it’s the last chance to settle scores, soak up Pathos, and figure out what comes next. Can you stop the progress of time? Save the club? Dance the Ghost with Lucretia just once more? Pre-generated characters are provided for this event.
The investigators you've been following are the survivors of you or your deceased friends. How do you save your own from meeting a dark and painful fate without revealing yourself?
It's old drive-in theater scary movie time. Six of you received invitations from the estate of that rich uncle, nobody knew about, who recently died.To receive your grand inheritance you must stay in your uncle's house for one night. You know, the haunted one. Characters provided.
The arms of Stygia reach far. In the Shadowlands, the Anacreons execute the will of the Deathlords in their Necropoli. Rank hath its privileges, but is it worth
it? GM Scott Alvarado.
The Dictum Mortuum proscribes contact with the quick no matter how important the situation, unless you're Hierarchy Brass (and you've got a notoriously
limited view of what's important). Few actions violate this edict as flagrantly as Skinriding, but sometimes you do what you've got to do. You only hope
that you're not already too late. This scenario is intended for mature, experienced roleplayers. GM Lowell Carson.
Dark Triad IX. In the past, Spectres have attempted to steal an artifact and ambush the leaders of various factions. Both times, the circle has interfered. This
time... it's personal. GM Charles Hahr. Sponsor: White Wolf.