Camp North Deception

The Ghost, the Dog Whisperer, and the Nightclub
a heartwarming tale of religion

Dr. Reina Abandona introduces herself as a member of Talbot Group and a werewolf handler. The werewolf in question, by the way, is George, who isn’t very pleased about being outed. George is one of the few remaining people to have had contact with Cindy, the leader of the Lightbringers, before she went completely over the deep end. As a werewolf, it’s possible that he can track her scent—find her, identify her, important stuff like that.

Pearl gathers the party together and gives them an assignment: bodies have dropped in Rhode Island, and it’s up to our crack team to find out the who and why. After a suspiciously non-eventful plane ride, the ground team, consisting of all player characters plus George and Reina, arrive at a home in a well-off suburban neighborhood. The lock is broken and the team hustles inside.

The team quickly finds four stiffs— a mother and father dead downstairs, a sister and brother upstairs. All have had their throats cut.

The teenage boy’s corpse has been tampered with; around him is a sun-like sigil drawn in his own blood. Marrinn easily recognizes the symbol as some sort of soul-trapping device; the boy’s soul was stuck inside his own rotting body. After various attempts by Tamila and Kim to persuade or scare the boy’s soul into cooperating, Zeredah uses an elixir to make contact with the boy’s mind. The boy believes he had been killed by Chris Berry, a member of some sort of religious group affiliated with an Ashwood Abbey nightclub downtown. Tamila finds a way to release the boy’s soul to the afterlife by destroying the sigil; unfortunately, Zeredah temporarily goes along for the ride.

Downstairs, George and Reina investigate the dead father, finding evidence of a second murder method—blunt force trauma to the head. This leads George to believe there may have been two people or things in the house. When the upstairs party shares what they learned, the mention of Ashwood Abbey triggers George into transforming into his wolf form. Before anyone can react, Reina faces him down and calms him using a dog-training clicker. She explains that George has been tortured by Ashwood Abbey, and will react violently to them or to any suggestion that he be put into the trunk of a car.

The neighbors, a pair of eerily similarly-dressed Yuppies, alerted by the sound of George’s transformation, arrive at the door. After a little difficulty, Tamila and Gina convince them to leave. Meanwhile Linkton is able to hack the family computer and tracked down Berry’s physical addresses—a local address, and one in Milan. Zeredah and Linkton identify the religious group as the Lucifuge, a group of “sons and daughters of Satan” with demonic abilities, based in Milan. George says he’s been to Milan, and that “that’s where they were going to take Cindy.”

With two new leads— Chris Berry’s address and the nightclub—the party decides to focus on the nightclub first. George and Reina remain in the car while Tamila, um, “charms” the bouncer, earning everyone a ticket in. Gina and Tamila question the barkeep and learn that this Berry fellow is not well liked, and that he works for some group that plans to buy out the bar. The barkeep also mentions some sort of religious conflict going on, but does not reveal anything concrete.

Meanwhile, Zeredah busts some moves and singlehandedly earns herself a pass to the back rooms. Kim, Tamila, and Mitch come along as her plus-three, and enter the back room to find cages containing creatures—a werewolf, a fish-person, and some other monster. Their purpose for being here is, as of now, unclear.

Let's go hunting
pt 2. of the adventure begins

Everyone bundled up, packed some weapons, and gathered outside. The only person there was Anna Goody, who had bought a map so everyone could see where she had seen The Erqigdlet in the wilderness. After some convincing by Mitch and Gina, she drove out to the area with everyone. She promised to be at the nearby ranger station, and waved goodbye to all of them as they left.

Mitch tracked the footprints of the creatures to a lake near where Anna had seen. Zeredah set up her sniper rifle, Kim got her claws ready, and Mitch and Marinn protected the “squishies” in the back. Together, Zeredah, Kim, and Mitch took down three of the creatures, and after Marinn got hurt protecting the squishies and Roshan expertly patched her back up, Kim delievered the killing blow on the last Erqigdlet. The other Erqigdlet hiding in the forest were so impressed that they ran away, and didn’t attack the Hunters on their way home.

Anna drove everyone into town for medical treatment, and then back to the camp to rest. Lt. Emmett Hill’s little brother Max Hill was visiting, although after LinkedIn nearly revealed the Vigil to Max like a fucking idiot, Lt. Hill quickly hurried him away. As the Hills left, two newcomers joined. Pearl introduced them as Dr. Reina Abandona and her companion George Butler, and told them that George was one of the last person who had dealings with Cindy.

Welcome to Camp North Deception
the adventure begins

Each one of the Hunters was contacted through their organization and offered a chance at a special mission. Some were given more infomation than others, like that they would be fighting a cult, that the Lucifuge was somehow involved, or that a mother had lost her son. After gathering from all over the world to an unspecified location, the Hunters were introduced to Pearl Choe, who told them what their mission was. Pearl’s son Morgan had been kidnapped by a growing cult called the Light Bringers. The Light Bringers was focused on bringing down the Lucifuge, exposing them as the sons and daughters of Satan and riding the Earth of their influence. The cult was rapidly gaining traction, both among those who had taken up the Vigil and religious fanatics, and some chapters were growing violent. Pearl wanted a team of specialists who could help her get her son back safe and sound.

First, though, she wanted to test them. Pearl let her second-in-command, Lt. Emmett Hill, talk specifics. There was a nearby camp of monsters called The Erqigdlet that had been attacking campers, and would probably attack the camp before too long. They had to be dealt with, so they weren’t a threat to the camp.

After a quick shopping trip (since not everyone was prepared for Alaskan wilderness) everyone returned to Camp North Deception for dinner, where they met park ranger Anna Goody. Anna told them the story of the Erqigdlet, and let them know that if they had any more questions, they could ask her. However, she and Lt. Hill couldn’t actually help them fight the Erqigdlet. After everyone went to bed, Tamila heard something in the woods. No one could actually identify the creature, though, so everyone went back to sleep.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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