It's 11: 05. You are miles outside the city in a hundred-year-old cemetery you'd never heard of a week ago. The sun will be up in seven hours. Between now and then you've got to find a hidden grave, dig up the sleeping corpse of a fugitive vampire, drive him into to the city and get back to your haven.
You've got a decades old note telling you vaguely where this grave is and you've got a box the size of an army duffel bag. Jack and Quinn were told very clearly you’re not supposed to open until you find the corpse. A chest has been entrusted to Seneschal Jack and Priscus Durant. The chest is well made with exquisite craftsmanship. This extended to a very strange, ornate lock on the chest. It looks like one would have to break the lock to open the chest. Upon testing the weight of the chest, it would require two Kindred to carry the chest between them.
The vampire you're after is a former Sanctified confessor called Rafael Pope who went to ground in the '30s when the covenant declared him an outlaw for teaching church secrets to outsiders. The Sanctified call him "the Liar."
This place is called Arkwright Cemetery. The place is huge, made up of a dozen different lots and old graveyards all closed in with a tall, snaking wall of smooth stones. You're standing on the edge of it, in the old Jewish section.
Behind you is the narrow rusted gate you snuck through referred to on the map as the South Entrance. Sticky burrs still cling to your socks and pants from the overgrown mess outside. To your left, the cemetery stretches into a misty haze turned orange by landscape lighting. Down there it's all low-cut grass and bland slab headstones. To your right, the cemetery sprawls up a hill and disappears into the dark. Jagged headstones, leaning obelisks and moss-spotted tombs stand out against the dark ground, some of them the bright gray of dead flesh. Consulting the map that Jack and Connor have or the plans that Milton has reveal the layout of the cemetery. It's still out here. Calm. It smells like wet, cut grass. Somewhere you can hear a car's distant tires glide through puddles. You are well aware that beyond the wall and across the road lays a residential area. A small gated community, well maintained.
If you'd had the time you could've planned this out for real. Instead, you had one night to get ready. One night to read up on this note, ask around about Rafael Pope or learn what you can about this cemetery. What did you do with that night?
Please post all equipment that you brought with you, including weapons, in a spoiler tag in your first post.
You can only use items that you detail here in your first post. Your first post can detail a summary of what you did the night before.
Staying Alert shall be Dice Pool: Wits + Composure + equipment. It is a contested action.
Searching shall be
Dice Pool: Wits + Composure or Investigation + equipment. Characters can use teamwork on this action (see p. 134 of the World ofDarkness Rulebook)
Action: Extended. Each roll represents 15 minutes of activity. This action describes a character crouching in the mud, wiping moss off of headstones, squinting at faded etchings, tromping off of the foot path into weeds and thorns and turning over broken tombstones laying face-down in the earth. This action can't be undertaken without getting hands dirty. Do let me know what your character is doing in this action.
Drakken
Endymion
Killian
pisces
Shenanigans
Connor OBrien
Jacque
Maeve
Milton
Maeve
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