The Sabbat Weekender
Part 2 - The Umbral Quest
There were two parts to the quest into the Umbra, both led by allies of the Sect. The first to arrive was Kincaid who was to lead a team of Cainites to acquire a plutonium rod from the Chernobyl Wastes. The second was led by Helga of the werewolves, the aim of which was to recover a memory of Mithras as a mortal from the Realm of Lost Memories.
A ritual was performed to transport everyone into the Umbra. Once there the party was attacked by malevolent Umbral spirits but these didn't pose the sect much of a problem. The party then split into 'Team Wyrm' and 'Team Wyld' led by Kincaid and Helga respectively.
Team Wyld
Team Wyld travelled to the penumbral Komodo Island to speak with an Elder Komodo Dragon. He refused to speak with Helga, so the vampires needed to negotiate. The komodo dragon was persuaded to help, but insisted that the vampires pledge to perform a deed for Gaia when called upon. He directed them to follow the Lost River to the Valley of Fallen Foes, through there they would discover the Hall of Unknown Memories.
The party followed the Lost River. As they journeyed they encountered people and creatures searching for things or people they had lost. On entering the Valley of Fallen Foes they were attacked by waves of their fallen enemies including The Prince, Cage Head, Karnac, Dr Drake, Epiales, the ex-Arch Bishop, clones, Fomori and werewolves.
After successfully vanquishing their fallen foes the party entered the Hall of Unknown Memories, where memories take physical form as treasured objects. They met a guide with clues to identifying the correct memory; a clue was given in exchange for a nugget of information about Mithras. The party worked out that the memory they were seeking was an ancient musical instrument in the shape of a carved wooden frog that Mithras loved as a mortal child, and left with it, back the way they had come.
Team Wyrm
Kincaid led the party through the umbral side of the city, which appeared run-down and folorn. They discovered an entrance to Scar; an industrial nightmare realm where people work 23 hours a day in abject misery and toil. The party discovered a huge depressing factory full of broken workers ruled over by cruel overseers. It became apparent that the party had to finish their job and escape as quickly as possible as the mental toll of remaining here started to become apparent. Once they lost their will they would take a job here, forever. The overseers confronted the party, demanding why they weren’t working, but they were easily fooled and avoided.
Kincaid explained that somewhere in the facility there would be a doorway to the Chernobyl Wastes. While searching the factory the suited man with spectacles and the metal briefcase was observed, who left through a door and was gone when Team Wyrm tried to follow. After a bit of hunting around the way to the Wastes was eventually discovered; a tiny door that led to a tunnel. On passing through this the party emerged in a sub-basement of the Chernobyl facility, where they were attacked by spirits of electricity, explosions and radiation.
After an intense fight the party located the primary reactor room which contained the plutonium rod they were looking for. Unfortunately it was sealed by a containment chamber. The power of Spirit's Touch was used on the control panel, which yielded visions of previous failed attempts triggering the incineration of the room. The party decided to try to find more information before attempting to touch the control panel, so started to search the facility.
The facility was inhabited by victims of the disaster, cursed to wander the halls aimlessly forever. Each had clues to the sequence but required boons in order to give them up. Eventually after enough clues were obtained the correct sequence was calculated and entered, and the plutonium rod retrieved.
This triggered the explosive collapse of the facility, dumping Team Wyrm into the prenumbral Ukraine.
The two parties then reassembled, remaining in the Umbra to assault the God Mithras in 1 week's time.

