Prime

Story Ideas

By Adam Simpson
Nov. 2018

Bar Fight

Browning's Respite has been compromised. Conflicting rumors blame the Nephandi and the Technocracy. As Trenchcoaters start to disappear, Mack Walsh's body is found in a bar in Dublin, Ireland. Now that Browning's is unsafe the Trenchcoaters are having a hard time getting information. The players get a tip that Nigel Binford left an impression of his memory in a node of the Digital Web. If true, the information could help the players safely reach Browning's Respite and put things right.

Negotiations

A time-based phenomenon will cause the Stone of the Silent Lord, an ancient boulder with markings of an extinct cult, to reappear in a mountainous area of Kentucky. The players learn a pack of werespiders that serve a lord of the Nephandi made contact with the Stone as it wandered the Tellurian. They plan to use the Stone's appearance on Earth to open a portal to an umbral realm that is thoroughly tainted by Qlippothic entropy. A Trenchcoater has an mystick artifact resembling an astrolabe that, if deciphered, could provide the key to shut the umbral portal. Within days the Stone of the Silent Lord will appear. The players are sent by the elder circle to an ancestral Chantry of the Order of Hermes to ask them to decipher the astrolabe. Created long ago by a famous hermetic, the astrolabe will be given to the Order as payment if they help. However, the secrets locked within the artifact are ones the Order does not wish to share. Can the players handle the negotiations in time? Even if they can, are they strong enough to put down a pack of corrupted werespiders?

Quiet Recovery

A Cabal of Trenchcoaters are planning a strike against a vampire whose lair is in Vienna. The players learn the vampire is in possession of a large (and very fragile) vase that is a potent Talisman. If the players race to the scene they may be able to keep the vase from being destroyed. The players also learn Vienna is the headquarters of the vampires of Clan Tremere. The players must make sure the raid and recovery happen as quietly as possible so as not to bring the full might of the Tremere down upon them.

Binford's Legacy

The players discover what happened to the great Nigel Binford. Browning's Respite was just an experiment as he tried to unravel the secrets of Mount Qaf, the legendary realm the Ahl-i-Batin explored centuries ago as they plumbed the secrets of the Sphere or Correspondence. Nigel was captured by Iteration X and died in Autochthonia. His journals are still there (the Iterators know they're valuable but can't interpret them). If the players can somehow infiltrate the cyborg mages' greatest stronghold and escape with the journals they may find a clue that opens the door to Nigel' greatest creation: the Horizon Realm known as Binford's Revelation.

The Counselor

A senior Trenchcoater goes into Quiet. Very few mages of this faction are equipped to handle such a situation so the Celestial Chorus is petitioned. The players are referred to a mage living in seclusion who would be the perfect counselor but there's just one problem: She has taken a vow of peace. She has vowed not to help any "combatants" — which just about describes the entire Trenchcoater movement! Can the players convince her of the virtue of their calling?