With characters nearly complete, we dive into generating our magic items, artifacts and our hidouts! With everything set, we just into our characters backstories and the lay of the land in the hidden under-city of Boston’s magical societies.
We get started with a new system, Mage: The Awakening! Chris, our GM leads us through some of the basic rules and creating characters, not to mention some amazing ‘Awakenings’.
The ship is to arrive in Dunedin, New Zealand within the next few days. But something has come along for the ride. Will the investigators discover the thread and dispose of it before they arrive in the arms of the worlds news crews? Or will disaster befall the Dunedin Harbor?
Fleeing the tower, in pursuit of the stolen Weddell, the surviving investigators arrive at the City camp. Catching up with the Germans will be a tough task, but deciding who will remain back at camp while the small Belle, which cant hold everyone is even tougher.
The party climbs the Tower in search of answers, lured by a dark power beyond their understanding. The fate of Starkweather and Greene are at stake. The players are forced to make an impossible decision.