At Harriet’s suggestion and after long and pointless bickering, mostly by William, the team convenes at Mac’s pub. There they feast on the world’s best steak sammiches (I know it’s spelled wrong Aly), and the world’s second best home brewed beer. Igor engages one of the locals in a game of chess and soon deduces this ain’t yer average bear. The chess player is Ernest Eyes, a seer and visionary who directs them to the warehouse district on the docks. Eyes also refuses to trust M.H.I., telling the party there is great danger to them at M.H.I. upstairs, but as seers are wont to be he ain’t exactly clear and forthcoming about his vision. Eyes also, out of the blue, tells William he will see Lucinda again. Then he exits stage left in a hurry.William has the equivalent of a grand mal seizure in that he actually drops his cigarette and goes outside to sulk. Sun remains mostly silent but checks out the rest of the pub and it’s denizens knowing in his black little heart that there are dangerous cultists here who support the creatures in the World of Darkness. Harriet begins to pick at William, she having no social skills to speak of, but Igor explains that some people should just be left alone, especially when said people carry shotguns and blow things up in the name of the Lord.
Sometime later the team converges on the docks where they investigate the warehouse finally deciding to use some of their potent magical abilities they totally forgot they had. Eventually the rituals, bickering, contacting cop friends and reaching out on the phone for some sane advice from Charles, leads the party to discover the warlock under the bed..err warehouse. The party astutely deduces, from the pentagram and sacrificial altar, that the warlock is controlling at least one major demon. Igor hacks into the T.V. of the warlock and the team uses their new source of information to make their plans, reject their plans, make their plans, reject their plans, argue about making and rejecting plans, sulk about making and rejecting plans, rinse and repeat. Then Harriet gets sneaky-brilliant and calls in her mentors on the White Council, two of the most powerful mages on the planet. After which the party resorts to their original plan of gassing the warlock which works brilliantly as both Sun and Igor and accomplished chemists. The Wardens of the White Council insult Harriet then whisk away the Warlock to kill later at their leisure. The standard method being to strip the warlocks mana then chop his head off. It’s been effective for a few thousand years, why change a good thing. Meanwhile William gets upset over the whole sword of Damocles thing over Harriet’s head, which doesn’t seem to bother anyone else. The party also learns about mages and their death curse which they assume to be true, thus assuring nobody kills Harriet. (Very smooth Ellen).
The team investigates the underground cavern beneath the warehouse and with a combination of occult knowledge, forensic skills, logical thinking, old fashioned detective work and a bit (actually a lot) of luck, discover they have foiled a plot to push magical drugs on the underworld which would feed energy to the warlock making him immensely powerful. William is concerned as to why the Warlock is gathering the power and what is behind his plans and what made him evil and just what is defined as evil. The rest of the team doesn’t care and points out that Warlocks and some people are just fuckin’ bad and need to be ganked. The warlock is ganked, “Lets go home and have a well deserved beer”.
But wait there’s more! The team then remembers that they have an even greater danger, if not immediate, back at M.H.I.. Discovered with William’s divination talent and some common sense from the conversation with Ernest Eyes and that little bit of luck that keeps cropping up. Finally after much bickering, hypothesizing, divining, rinse and repeat cycle ad nauseum, the team, finds that M.H.I. is actually owned by four silent partners, all of whom are 8th generation vampire lords. The team knows the vampires in question are part of the Anarch movement, but are not sure just how much that means to them. Are they (the team) pawns, are they entertainment, are they destined to become a light snack? There’s just no telling what goes on in the mind of a Vampire. In the end the team decides not to worry about it as they enjoy getting paid lots of money and don’t have too many moral issues with who actually pays them.