Shadowrun Missions Madison

Dragons Song CMP 2013-03

Spoiler Alert! This post includes details of the Missions adventure, Neo-Tokyo CMP 2013-03, that will be spoiled if you continue reading. You have been warned.

The Players

Felix, an elven Cat shaman
Delta, an elven technomancer
Bluestreak, a human rigger
Sechs, a human mage

Debriefing Log

Summary:
Team took the job in Neo-Tokyo and tracked a kidnapped band to a Yakuza safehouse. They saved all members but the lead singer was missing. The team found him in a nearby abandoned Buddhist temple – he turned out to be a western drake! They freed him and defeated the Yak bosses. Once back in Chicago, Perianwyr used a draconic ritual to recover his power from his “investment”.

Picking Up the Pieces

Money: 11,000 nuyen
Karma: 7
Reputation: +1 Street Cred (saving all band members)
Contacts: Perianwyr (Loyalty +1 (max 4)/Connection 5)

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Dragons Song CMP 2013-02

Spoiler Alert! This post includes details of the published Missions adventure, Berlin Waltz CMP 2013-02, that will be spoiled if you continue reading. You have been warned.

Again big props to Marshall for the write up on this one. We had another awesome turn out!

The Players

Claudius, an ogre street sam
Felix, an elven Cat shaman
Delta, an elven technomancer
Quaid, a human sniper adept
Sechs, a human mage
Gibson, a human decker
Z, a human face adept

Debriefing Log

Summary:

As told by Claudius, ogre street sam:
We arrive shivering and unsettled from the ride in Betty’s iron belly. Perianwyr asks us to stay a moment, which most of us do, however a few move along muttering apologies about unavoidable plans or stoves left on. The remaining were approached by 9 Tales again with a new job.

In an hour, we leave with Kane’s VTOL, and are to take Perry to his club to help him rest and recuperate. Also, side note, it’s in Germany. 9 Tales says that’s not an issue, though it ruffles some of our collective hackles. We are getting 15k for the deal, seeing as this is dragon-guarding duty, and the guy obviously had at least one serious crosshair on him. Since we are going to Berlin and things are pretty open there seeing as its newly incorporated place, we bring out all the big toys. Obviously, everyone else is going to have big toys too.

Kane takes us to Germany, he’s flying low so there’s no problems, but it takes forever, he’s telling us story’s about his rag tag days, running with some folk who have become very elite names. On the way we first went to Seattle to pick up a breeder named “Z” she brings a guitar with her and we jump back into the air.

We land in Berlin’s outskirts, the town of Strasburg, according to the private airport sign. The air smells good here. Delta, Gibson, Sechs and Felix all perk up as we arrive, chatting about how clean everything is. An impressive limo arrives and we are ushered in. It’s a Mitsubishi Nightsky according to its emblem badge, and the embossed logo’s inside the cabin. Perry says we are going to Johann’s Place, expected arrival time is 1600. Then onto a secret location from there. After that Perry gets into the vehicle and goes about resting. The limo is obviously nice. The fancy chairs, booze are taken advantage of, and we settle in for the long drive. The driver hands us new ID’s that are pretty through, I’m a blonde in mine, what can you do?

Delta and Gibson look up Johan’s and discover its owned by the dragon after digging past something like 15 private companies. It’s a good place, not controlled by any corp or country, so independents go there to be discovered. Its a pretty busy place and obviously successful. Sechs does some frantic waving, but I don’t see what comes of it. Gibson digs inside the Matrix and discovers Johan’s Place’s public Host, and thinks there’s a private host also.

We arrive after some annoying traffic, and it’s now 1800. Doors open at 2200 so we get to work. The outside is AR feeds broadcasting dancers and music into our comms. It’s a dance beat probably to psych up the audience. The building itself is large, but still shorter than one or two of its neighbors, all condos of course. A train crosses over the building, and obviously there are tracks also, it must be some kind of din out here during a performance. We pull up to the VIP parking and proceed to get out.

As we disembark, there’s tire squeal and we move into action. Felix and Sechs wave franticly. Quad gets out and runs to some Sessil oaks to get a clear shot. I move to the back of the car to get a look at the threat – it’s an open bed pick up truck with a few guys strapped into it, they are approaching fast and screeching their tires. Z pulls Perry to the ground and gets eyes on the truck herself. Delta drops to the floor of the limo and Gibson starts working on his deck.
Quad makes the first move, putting 2 shots into the engine, I follow, unloading into engine too, it has to be stopped and we did! The truck rolls over and throws one of them, the others get out or crawl from the wreckage.

An earth spirit appears all concrete and steel. I don’t get a good look at it because suddenly a burst of lightning streaks at the limo. Everyone dives clear save Sechs who was working on a spell or he just enjoyed watching the lighting from an incoming trajectory, lightning’s his thing, and he’s a little weird about it…

Z keeps Perry covered and Gibson shouts over comms that he’s clearing the cameras. Sechs summoned a fire elemental suddenly while three of the mooks take shelter under an overpass. From their poor cover, they start shooting at the mages. However they show their ineptitude by shooting while running, both mages dive and are unscathed. Some orc mom’s kids…I tell ya…
Delta sends a sprite into my gun, and she’s immediately more chipper. It’s like espresso for the carbine. Quad puts a few into the mage who tries to duck, but can’t quite fall fast enough. Takes one to the head and drops. I have to show these orcs how to do their job, but the lesson’s harsh. I kill one, and the other takes shots and falls to the ground shouting and I assume bleeding.
Felix pumps mana into one of them and he seems to visibly swell from it, poor frag. Z keeps cover over Perry. Delta says over comms that there’s nothing on the matrix to find. Gibson destroys the cameras – they both pop and fall to pieces on the road.

The last guy runs, and Felix sends off his earth elemental told drag him back alive. In time, it does, thankfully the guy is passed out. We grab their comms and I score 100 rounds or ammo, profit!

We go inside and its wildly decorated. On stage and the dragon makes a weird noise, then the stage opens and a ladder is revealed. We go down and find the downstairs gets very old. Gibson says its pre-goblinization, all the way back to a quaint world war. Breeders killing breeders. We find an iron door 100 feet down, “It’s a whole bunker.” says Gibson.

The cool bunker has bedrooms, a large antechamber, and a bigger room filled with musical tech. Z’s eyes go wide as she quickly moves about the room looking at all the music things. Records adorn the walls, musical equipment and cases too. Z says “I gotta protect this place!” and Perry chuckles and explains something musical history to her, which she appreciates, but I do not.
Perry then goes into his room and prepares to rest. Gibson and Delta ask for permission to be on his private server so that they can make sure nobody untoward gets inside. He says to please respect his privacy but they may enter; now it’s their turn for wide eyed excitement. As they enter the dragon’s server and as they describe it, its crazy, up downs, in outs, all musical stuff. sounds complicated so I tune them out. Let them have their fun; I won’t try to understand what I never will.

Now is time to get to work. Gibson and Delta put a fake itinerary on the public host with alarms so they know if its accessed, and also put up vid of all the camera’s so we know what’s going on while we are downstairs. I and Quad position upstairs at the VIP room and we guard what is later set up as just our rifles, but the cameras show Perry in there doing weird dragony/bar ownery stuff. Z positions herself among the staff and walks among them. She is troublesome to keep an eye on as she flits around doing server tasks and ingratiating herself with the staff. Sechs has to rest, and Felix monitors the feeds. As the bar opens and customers arrive, the room heats up from the body heat, the air quality falters as the customers dance and fill the room with the smells of sweat, booze, desire, anxiety and frustrations. Quad and I take turns walking the room or blocking “Perry’s” VIP room. Nothing dramatic happens though and the night passes.

We clear people out of the bar and as Z is counting her amazing tips, there’s an explosion. Felix says it’s from above him, and we know it’s below us. We rush the stage and start going down the ladder, which is of course very slow, nobody wants to fall the 100 feet. Gibson scans the area on his machine and doesn’t see anything obvious but sees a lot of hidden icons. A strong commlink and some what he calls “slaved icons.” Felix shouts over comms that the bomb was in the middle of the ladder, and they are coming in. He and Sechs are standing in the entry tunnel when smoke billows into the sanctuary entrance. Suddenly a whirlwind of debris and smoke comes at them as an air spirit manifests.

Sechs wiggles his fingers and the spirit hesitates a little bit, like it’s longing to be elsewhere, but just a little bit. Delta drops to the ground and goes into hot sim. Gibson simultaneously floods two comms. One signal drops from the matrix, the other falls, and with it falls several other matrix signals. Quad and I continue to slowly progress down the ladder. Bullets flew upward and Quaid, Z and I dodge them deftly. Gibson reveals himself to the other decker and they do a spaghetti western standoff. The air spirit tornado punches Sechs and Sechs blasts a lightning ball down the tunnel. It’s diminished by a counter spell, so it doesn’t have much effect. Gibson fiddles with his deck and attacks the enemy decker, thrashes him and he falls to the floor, headless. Quad gets to the bottom of the available ladder and drops onto the corpse of the decker. I killed the guy guarding the exit. Z summersaults down and lands by Quad. The remaining few were pincered and we cleared the way for Perry’s nap. The lizard never woke up.

Several hours later, Perianwyr emerged and thanked us and noted that the ritual was complete. The team returned to the airfield and returned to Chicago to get paid.

Picking Up the Pieces

Money: 15,000 nuyen (12,000 nuyen for Z who negotiated separately)
Karma: 7
Reputation: +1 Street Cred (defeating MET2000 mercs)
Contacts: Perianwyr (Loyalty +1 (max 4)/Connection 5)

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CMP 2013-01: Dragon’s Song 1 – Jailbreak Rock

Spoiler Alert! This post includes details of the published Missions adventure, Jailbreak Rock CMP 2013-01, that will be spoiled if you continue reading. You have been warned.

Big props to our player Marshall for the write up on this one. We had a great session with record attendance – 8 players!

The Players

Bluestreak, an elven rigger
Claudius, an ogre street sam
Felix, an elven Cat shaman
Finnegan, a human “battering ram” adept
Delta, an elven technomancer
Quaid, a human sniper adept
Sechs, a human mage
TGIF, a troll street sam

Debriefing Log

Summary:
We met with the Johnson, a famous rocker named Kat o’ Nine Tales. She has an urgent mission in Denver for us, We need to free a political captive in denver. BTW our job’s to free a captive dragon, from another dragon…

Perianwyr is a dragon music producer who works in Denver, he and Ghostwalker had a tiff, then Perianwyr left for a bit, to cool off, or lick his wounds. When he gets back however, Ghostwalker (the big dragon) arrests him with some trumped up charges. Felix talks the pay rate up to 14K if we pull off the job.

We arrive in denver in a T-bird called Betty. Its driven by a half Hispanic pirate named Kane. He’s a human too. As we enter the metroplex, a half dozen drones and 2 astral forms approach. One an Icy Rapter and the other a mean “Frosty the Snow Man.”

Quaid deftly blows one drone into another, sending them down to the dirt. Felix waves his hands and a fire elemental appears at the exhaust pipe, I can’t see it, but he’s pretty trustworthy, so its probably there.

New guy named Finnegan jumped into a mounted gun starboard side and I take the port side mounted gun. TGIF pulls out her shield and guards my toes, what a sweetie, I guess. Sechs throws off a ball lightening and it lets off a umm.. flash? Only 1 drone goes down though, the wind is being really dastardly in the storm. Bluestreak slumps over like riggers sometimes do, says he took control of the Arcon laser, it fired while he was passed out, so maybe? These computer guys can do some wiz things.

All this time Delta’s passed out too, and as usual, talking in our ears, he wants to try to snag one of the drones, so we ought to save him one. Kane adjusts and the whole bird rolls, one drone doesn’t recover and scraps its pants. Hah…. I’m hilarious.

The flight cabin suddenly gets really cold, as the damn Snowman manifests. Holy crap. Then I hear Kane screech that there’s another in the cockpit, must be the bird one. While distracted, the drones all line up and give TGIF what for. She shrugs it off like the badass trog she is.

Quaid dropped his rifle and whips out his shotgun, blasted Frosty with a mighty slam. There’re snowflakes everywhere. Felix said “fried chicken” and wiggled his fingers and threw some mana toward the cockpit. I think I heard a bird shriek, but I’s still focusing more outside than inside. Finnegan dropped from his chair and pulled his pistol, fired into the cockpit but missed anything soft and hit the console. There’s a shudder as the ship responds to her surprise pain. TGIF hopped into the mounted gun and fired, predicted the movement just fine as the drone strolls into the fire lane as if it were a sunday trip to the ice cream bar. Dropped like a stone.

Delta pinged the last drone for “adoption” and sent some message about how its “empty” and that nobody’s “jumped in”. Weird tech heads.

Sechs shouted something about banishment and wiggled his fingers,There was an angry squawk from the cockpit but nothing panned out. Bluestreak aimed at the remaining drone just in case Delta couldn’t steal it. I figured that’s a good idea and do the same. Suddenly Felix’s fire spirit showed up in the cockpit and starts pummeling the ice bird. Felix also pushes more mana at it. The sudden defrosts cooks its goose and it evaporates. Suddenly the ship rockets into the air and toasts the final drone with an exuberant cheer from the pilot.

We land at a farmhouse and see three people. Apparently pop culture musicians that Bluestreak’s has heard of. One’s a tall redhead and, bits of orange in her hair too. Seems angry. Another is a short red dwarf, man, apparently I learn he’s a Menehune, so apparently he’s Hawaiian chummer. They are a rock duo call Blitzkrieg. There’s another guy, an albino elf in a business suit, named Donald. He reps for a club called Eclipse. They are supporters of our rescue-ee’s work and are the ones who are really paying us. They offer us help and we boil it down to them helping us by providing get a way cars and drivers for the escape. They also tell us the dragon is being held in the basement of an old National Guard building. Its got a contingent of troops and is the political prison of Ghostwalker.

We gotta go now because there’s a press conference that Ghostwalker is giving about terrorism and stuff in the multiplex, and its in an hour. There’s a plan to have a disturbance to distract the troops and so we will only deal with the skeleton crew during the extraction.

We plan out our plans and put ourselves into two groups. Delta, Felix, Finnegan, & TGIF in one and BlueStreak, Sechs, Quaid and me in the other. Team 1 goes in and is going to break him out, team 2 is going to go in and be a distraction to get them out.

We get there and there’s a couple of spirits in astral, an air and an earth. They circle the building. Hidden Matrix host is discovered.

Team 1 sneaks in, but TGIF does the worst sneak job, and is almost certainly detected. They hack the door with a little luck and go in. Building security including spirits arrive and attack.

Finnegan fires wildly, pushing units to the side door. Felix summons a spirit and mana busts the other spirit. Bad earth spirit manifests and targets Felix but misses. TGIF makes an impressive shot with her Ares Predator V for some damage thanks to APDS. Once the earth spirit is disrupted, Finnegan batters through an internal wall to surprise the sec team. Team 1 gets bogged down in a firefight with the heavily armored security.

Team 2 goes to the back door when it’s mentioned that we are now the extraction team. We crash through a cyclone fence, and do at 180 turn. Crazy riggers. Sechs summons a fire spirit in advance of whatever happens.

Then Sechs lightning bolts a loading door and Quaid and I swiss cheese the door with high velocity rounds. Bluestreak slides the van into the ice covered loading dock scary well and we break through the damaged garage door. We quickly make our way to the basement prison.

Bluestreak cracks the maglock, while Sech’s fire spirit tells us about the magical barrier. We go downstairs and find a horseshoe guard terminal, we blow past them, and find our severely weakened target. We rescue him as well as a woman and a local politician. We exit and while team 1 disengages, and we see on our vid screens there’s a riot at Ghostwalker’s press conference. A clown stands up and starts addressing the groups and is shouting at Ghostwalker. Then magical pyrotechnics begin. Meanwhile, it appears there’s a strike force of Aztechology soldiers invading the CAS sector. Talk about hell in a handbasket.

We get back to the t-bird race out of that mess. Once back in Chicago we are told not to leave yet because there may be other work for us.

Picking Up the Pieces

Money: 14,000 nuyen
Karma: 7
Reputation: +1 Street Cred (rescuing Perianwyr)
Contacts: Perianwyr (Loyalty +1 (max 4)/Connection 5)

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Tick Tock SRM 06-04

Spoiler Alert! This post includes details of the published Missions adventure, Tick Tock SRM 06-04, that will be spoiled if you continue reading. You have been warned.

This is a short session summary. I didn’t have any takers on doing a write up. I have to sweeten the deal…

The Players

Bluestreak, an elven rigger (new player!)
Bullseye, an elven archer adept (new player!)
Felix, an elven Cat shaman
Delta, an elven technomancer
Quaid, a human sniper adept

Debriefing Log

Summary: Hired by Dr. Tate, the runners race through the Zone tracking fading signal from Melissa Truman’s PANICBUTTON! She was missing for over 15 years. The team received unexpected help from a middle aged woman and found the bracelet’s wearer just as a corp recovery team swept in.

A huge battle ensued with LMG fire, grenades and even a few expertly placed arrow. The target was saved and the sleeping threat was undisturbed.

Successful objectives included:

  • Found Melissa Truman
  • Defeated the NeoNet team
  • Rescued Katherine

Picking Up the Pieces

Money: 10,000 nuyen
Karma: 6
Reputation: +1 Street Cred and +1 Public Awareness (rescuing Melissa and Katherine Truman)
Contacts: Dr. Martin Tate (Loyalty +1 (max 4)/Connection 5)

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Ancient Rumblings, SRM 06-03

Spoiler Alert! This post includes details of the published Missions adventure, Ancient Rumblings SRM 06-03, that will be spoiled if you continue reading. You have been warned.

This session summary is courtesy of Marshall. Thanks so much man! This is awesome stuff!

The Players

Claudius, an ogre street sam
Quaid, a human sniper adept
Delta, an elven technomancer
Raid, an ork street sam (pregen)

Debriefing Log: Claudius’ Notes

We get a call from Simon Andrews to meet at a sketchy pirate themed bar, McCheesy Beards? Anyhow, Simon offers us a job, no Frills and no Negotiations. 2k nuyen retainer and 10k fee for exploring Anderson Electronics on behalf of SK. Various asking around and matrix searches tell us that SK bought Anderson Electronics pre-crash and that it used to be part of Fuchi Industrial Electronics. Pre-crash they were working on a very early concept of ware for riggers and deckers to compete with VR. Well that’s gone, and the records of the work is gone, But Simon wants us to explore and see if we find anything.

Satellites show an increase in Lone Star presence in the area around the “Core”. The Anderson facilities were just to the west. Additional matrix research shows our target building neighbors a cemetery with suspiciously low activity levels from very few new graves, to practically no squatter or neighbor interactions. Reasons why are not immediately known.

Since we are without mage today, we had to think of a way to reach the top of the building. We determined that Quaid had a grappling hook and that it would have to do to get us all up. We arrive at the target building to discover it’s a total wreck. Several floors are total garbage, skeleton framework is all that remains of the top floors, the next two floors are unsteady and covered in detritus. It would seem that the place was looted for everything from weapons, to information, to things to keep oneself warm. Then afterwards targeted for wanton destruction merely for the fun of it.

We entered in a diamond formation to keep visibility high, and find there is some vegetation that looks to have been struggling to grow here for the past 15 years. The wireless signal is so bad as we proceed through that Delta half jokes that we need to buy a signal booster of some type. We fight the urge to vomit, some better then others, at the smell as we head downstairs. Using Delta’s fly spies we explore the basement till a large room with double doors.

We dynamically enter the room, discovering a 4 foot by 4 foot by 1 foot pile of bones in the center of the room. Twisted and mangled and disgusting, They didn’t compare to the horror of the Pods hanging from the walls. Emanating no heat or noise they appeared lifeless. We knew they were bug pods and so after hemming and hawing for a few minutes we beat feat to the main floor. There several of us got messages from Becky 99 asking for emergency cover if we were in the area. Well we were!

As Delta and Raid went out to the van to get medical supplies and better view of the action, Quaid went upstairs to get himself a better view. I remained by the door to cover when Becky and her wounded got inside. We route the rival gang and meet with becky99.

Becky99 tells us that she will pay us 1k nuyen for the assist and another 8k nuyen each to help in locating her girl Tasha, whom they obviously have had no luck in locating. Her theory is that their presence clams up possible help. Becky provides us with three leads she hasn’t yet investigated.

First there’s the graveyard that we are located next to, How fortunate. Second is in the Vault where Dr Martin Tate works and where Tasha has many friends there. Finally in the Brother’s Scrapyard, a community of previously homeless metahumans and other refugees, working together to eek out a life. Tasha has friends there too – what a likable girl she is. The scrapyard has a large garden and a pretty established boundary so it seems they are fairly successful for their means.

We immediately accept and head over to the Cemetery, where we find no new graves and a collection of Ghouls live there, well unlive there. Anyway they certainly didn’t live there anymore. We discovered their bodies in the center of a building, in a pile with electrical, acid, frost and fire burns. Likely attributed to elemental attacks. They weren’t without a fair share of lethal cuts and slashes though.

Able to learn nothing, we moved onto the next closest location, Brother’s Scrapyard. Several city blocks in both length and width, it was closed for business by the time we got there, or so said the dink at the door. He also implied that them bring a trading community, we would get no help if we didn’t have something to trade for it. So we spent all night dragging the nearest cars over to the front door (being careful to make a racket while doing so) by morning we had 1 and a half cars at the door when they opened to greet us.

The man at the door recognized Tasha but said he hadn’t seen her in two weeks. One and a half weeks ago a kid in a white smock was looking for her too. He was creepy though so the guy gave him no help. The following day they were attacked by Ancients. He checked some footage and found that the Ancients were also moving all jerkily and funny, like a bunch of meat skins. (Bug spirits in real living bodies. Wretch!) We were able to identify several specific gangers and where they hailed from, an S-Mart normth of the Noose & the Shattergraves. We sensed time was running short and we decided to rush to the Ancients. A little questioning and thinking lead us to know that the Ancients had a local power shake up and theress a kid called the Alter Boy leading the pack now. Sounds like he may be a bug shaman. We decide that given the first opportunity, this kids gotta die (maybe that’s just me..).

As we arrive I’m feeling kinda slow so I pop some sweet sweet Jazz. We arrive and burst in to find a completely empty store. Registers all destroyed and the shelves are pushed away from a circle in the center of the empty building. The lights are also destroyed, disassembled or re tasked to focus there on the center in the circle. There are something like 12 elves facing into the circle, it seemed ritualized like a magic circle or something (but having no finger wiggler to confirm this, we decided it just was).

We come around the corner and a little boy’s voice shouts “Your queen can’t stop us!” and he raises a dagger above a child’s restrained body on a table. Frag that!

Quaid shoots the boy as he gives some preteen monologue, I didn’t catch the bulk of it. Something about “my master and I will get what we want from somewhere else”..“We don’t need her technomancy..” Whiny little snot shouts for his goons to come kill us. Now we are talking!

I lay into the closest guy for maximum effectiveness, Becky99 gets my best work. Raid tries to divide and conquer two guys – doesn’t kill them but knocks them prone. The whole entourage now turns on us and jogs forward shooting when they please. They fire some at us, I don’t notice them as very effective. Quaid lays it all out there and pops the whiny kid again. Still he doesn’t go down, but instead skitters around a corner. I go to shoot 3 guys and drop two of them. Raid smokes his original targets and Delta puts a slug in another one. Then one comes up by Raid and I and suddenly explodes. Dumb fragger had some kind of head bomb! Now knowing that, we backpedal and clear out the rest of the mooks. We rescue the girl on the altar and learn that it is not Tasha but a girl named Shae, She must have technomancer ability since that’s why preteen was so angsty over her.. The tragic note is that Tasha’s body was piled in a corner amongst other bodies and is several days old. Kids killing kids, it’s a rough world…

We deliver the news to Becky99 and bring this Shae girl to her as a consolation, plus Becky99 needs a new urchin. Becky99 paid us and we all went home. I’m pretty bummed. Oh and we contacted Simon Andrews about finding nothing but a bug den on his site. He will have to deal with that.

Personal Lessons: Don’t let age determine who lives and dies, old crones can be good, little kids can deserve to get their skull caved in. Even Pacifist Ghouls lives are at risk from racist dirtbags. Don’t let your kids hang out with other kids who read Quantum Physics textbooks.

Picking Up the Pieces

Money: 11,000 nuyen (2K from Simon Andrews, 9K from Becky99)
Karma: 7
Reputation: +1 Street Cred (rescuing Shae)
Contacts: Simon Andrews (Loyalty +1 (max 4)/Connection 5), Becky99 (Loyalty +1 (max 4)/Connection 4)

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Amber Waves of Grain SRM 06-02

Spoiler Alert! This post includes details of the published Missions adventure, Amber Waves of Grain SRM 06-02, that will be spoiled if you continue reading. You have been warned.

This is another very short session summary because I’m way behind in posting summaries.

The Players

Claudius, an ogre street sam
Felix, an elven Cat shaman
Quaid, a human sniper adept
Delta, an elven technomancer

Debriefing Log

Summary: The runners, hired by Sid Gambetti, extract Agent Orange from an old cargo container and “sneak” them into the water supply for a large automated farm. Team also completes side job to incriminate an enemy at the scene of the crime.

Successful objectives included:

  • Negotiated at the terminal to buy chemical without harming squatters
  • Destroyed the plants, animals and most of corp sec before fleeing into the night

Picking Up the Pieces

Money: 13,000 nuyen
Karma: 5
Reputation: +1 Street Cred (getting chemicals peacefully)
Contacts: Sid Gambetti (Loyalty +1 (max 4)/Connection 3), Dr. Martin Tate (Loyalty +1 (max 4)/Connection 5)

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Ten Fifty-Seven SRM 06-01

Spoiler Alert! This post includes details of the published Missions adventure, Ten Fifty-Seven SRM 06-01, that will be spoiled if you continue reading. You have been warned.

This is another very short session summary because I’m way behind in posting summaries.

The Players

Marshall, an ogre street sam
Felix, an elven Cat shaman
Quaid, a human sniper adept
Delta, an elven technomancer

Debriefing Log

Summary: Lone Star Detective Nick Ryder teamed up with Dr. Martin Tate to investigate missing persons cases within the zone, starting with a couple family homes missing 2 children. Later, footage from the clinic showed the same 2 children entering Tate’s clinic and detonating grenades. The team learned that a Horizon company man packed full of delta-grade augmentation went missing.

The story then took a turn when the leader of the Desolation Angels, Becky99, called in the group for help. A gang house had been bombed and a junior member named Tasha was missing. Becky99 hired the runners to try to find the raiders.

Legwork eventually led the runners to an abandoned flower shop. In the basement, they found mutilated bodies and a wall of photos of missing children, including Tasha. Then a vampire attacked the party but was quickly dispatched. The party collected clues and returned to Becky and Tate to get paid.

Successful objectives included:

  • Investigated the duplex, single-family home, and clinic
  • Find the bikes and interrogate the riders
  • Investigate the flower shop

Picking Up the Pieces

Money: 10,000 nuyen
Karma: 5
Reputation: +2 Street Cred (freely communicating with Nick Ryder and Becky99)
Contacts: Nick Ryder (Loyalty +1 (max 4)/Connection 3), Dr. Martin Tate (Loyalty +1 (max 4)/Connection 5), Becky99 (Loyalty +1 (max 4)/Connection 4)

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Humanitarian Aid CMP 2010-04

Spoiler Alert! This post includes details of the published Missions adventure, Humanitarian Aid CMP 2010-04, that will be spoiled if you continue reading. You have been warned.

Also note this is a much abridged summary than my usual. I have fallen behind on posting and just needed to get caught up.

The Players

Claudius, an ogre street sam
Felix, an elven Cat shaman
Sechs, a human mage
Delta, an elven technomancer

Debriefing Log

Summary: Horizon’s community clinic was robbed, days before their scheduled outreach program. When 3,000 people are at risk of dying, even the good guys call you to go and hurt some bad guys. Successful objectives included:
• Recovered vaccine.
• Stopped the Master Shedim

Comments: The runners did a great job of moving through the mission and were in good health at the final battle. They narrowly managed to defeat the Master Shedim in an exciting climax. The adventure setting was relocated to Door County, WI for several reasons. The team was based in Chicago. There are several nearby islands that were inhabited by Potawatomi natives. And best of all, Door County is named from the French appellation Porte des Morts, meaning “Death’s Door.” Too perfect not to use for the Shedim!

Picking Up the Pieces

Money: 12,000 nuyen
Karma: 7
Reputation: +2 Street Cred (due to Horizon P2.0 service)
Contacts: John Silva, Horizon Mr. Johnson (Loyalty +1/Connection 5)

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Take a Chance SRM 05-06,

Spoiler Alert! This post includes details of the published Missions adventure, Take a Chance SRM 05-06, that will be spoiled if you continue reading. You have been warned.

The Players

Claudius, an ogre street sam
Felix, an elven Cat shaman
Shi, an elven technomancer rigger
Delta, an elven technomancer

Scene 1: The Purple Pig

Scan This: Sid relays job from Silverleaf who interviews teams at the Purple Pig
Details

  • Commcall from Sid leads to meet with Sarah Silverleaf for a rush job at the Purple Pig, meet in 4 hours. He reserved the PCs a table.
  • Several other runner teams are waiting an interview in the restaurant dining room.
  • While waiting to meet with Silverleaf, Simon Andrews offers to pay 3,000 nuyen for copy of any data recovered. Delta agrees to terms.

Scene 2: Meeting Silverleaf

Scan This: Silverleaf interviews PCs.
Details

  • Silverleaf is flanked by a pair of suited female trolls with sunglasses
  • After introductions and small talk, she says to Delta, “Although some of you complete Rose Valley pharmaceutical job, I prefer to let bygones be bygones. I’m glad to give you a chance to redeem yourselves.”
  • She asks some Shi to describe the most difficult challenge of their career, Claudius about the most treacherous environment the teams has operated within, and Felix about a perfect date night!
  • She explains pay: 6,000 nuyen plus bonuses for paydata. “Exclusive access is implicit.” Transportation will be arranged or 3,000 nuyen bonus provided if unnecessary.
  • After getting the job, the team learns the details: travel by minisub to an abandoned aquaology and recover any valuable research data, samples or prototypes within 24 hours.

Scene 3: Cut Scene: Goober by the Seashore

Scan This: Brief description of crew compartment of the Delphin minisub piloted by Goober, dwarven armorer and rigger. Team is outfitted with diving gear, gyrojet pistols, and spearguns (may be purchased or returned at the mission’s end). Claudius also notices a silhouette of a swimming humanoid in the murky water.

Scene 4: Shipping and Recieving

Scan This: The minisub approaches the facility
Details

  • Team notes 80 m depth, sense of things moving in the murky water, and 3 structures (one small command structure atop 10 m pillars tethered to a large structure just off the lake floor, and a 3rd collapsed module appears more like an artificial reef). Command structure includes a moon pool. Claudius notes the place is covered with mussels and strange softball-sized plants that look like cacti.
  • Felix’s astral scouting uncovers Force 3 astral barrier on command structure, Force 6 on lower module and an non-hostile patrolling Force 4 water spirit.

Scene 5: We’re Not Alone

Scan This: After docking at the command module, the PCs find it inhabited.
Details

  • PCs enter dank, foul air in dark facility with lapping of moon pool waves and occasional ominous groans. Signage is in Japanese. Many doors must be forced open with rooms abandoned and clearly scavenged. A few small potted plants line the hallway.
  • Shi notes a non-functioning blue-water generator in the electrical storage room. The teams also finds the elevator shaft to the other intact module is flooded.
  • Using a large earth spirit, Felix corners and grapples a young human. Astrally, she looks like an unfamiliar metatype using an awakened power. Eventually the team negotiates with her and offers her a couple burner commlinks. Then Shi remembers the blue water generator and fixes it. Thrilled, she introduces herself as Otoko. She offers to take the team to the tribe leader, Ryujin.

Scene 6: Tribal Talks?

Scan This: PCs arrive at manufacturing module and encounter merrow tribe within.
Details

  • PCs enter nauseating rotted-fish smell and dark large chamber with central greenhouse and surrounding greenish glowing algae that fluoresces near magic.
  • Meet with tribe leader Ryujin and offer to flood the facility and report on its destruction to protect the merrow from future investigation. Ryujin agrees and takes them the Dr. Urashima.
  • The Dr. agrees to come to the surface but does not want to see the merrow harmed. The team brings him to the docks where he leaves to find his own fate.
  • The PCs contact Silverleaf and Simon Andrews for their payday!

Picking Up the Pieces

Money: 12,000 nuyen
Karma: 7 (Returning memory core, bringing Dr. U to surface, recovering plant samples, survival 2, mission difficulty 2)
Reputation: +1 Street Cred for saving Dr. U
Contacts: Sarah Silverleaf (Loyalty +1/Connection 5), Simon Andrews (Loyalty +1/Connection 5), Goober (Loyalty +1/Connection 4)

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CMP 2014-01 to -04 Boundless Mercy Series
Gamhole Con 2015

Spoiler Alert! This post includes details of the published Boundless Mercy adventure series, that will be spoiled if you continue reading. You have been warned.

All 4 adventures were run at Gamehole Con in Madison, WI in November 2015. BTW this is an awesome, rapidly growing con dedicated to tabletop games. I hope to see a much bigger CDT presence next year and will do what I can to make this happen!

Session 1. Boundless Mercy: Recon
The team’s rigger barreled up to the hunting lodge ruin and team went all-out assault mode. They destroyed two Force 6 beast spirits and 3 Specter mages. They found a hostile specter (spirit, not a ganger) in the basement. It was the restless spirit of a dead IoND mage and gave the party some grief with its invisibility and improved reflexes spells. After defeating the ghost, the team delivered the unpowered node but did not try to hack it, so no bonus nuyen for watching the Initiate’s home movies.

Session 2. Boundless Mercy: Search
The team made good use of their contacts to track to down the IoND hotel/safehouse. Astral scouting revealed the fireball alchemical preparations and the raging cyber-troll. It was a ghoul with cybereyes and all of the research subjects were Infected since it fit better with the story’s theme. The troll was a beast! Nearly every PC attacked it for 2 passes before it went down. The team found a dead IoND mage with a commlink which included the address of the 2nd safe house.

Once there, 3 runners used stealth to get close enough to listen but one was spotted. After getting chased off by a water spirit, the ork sam unknowingly was tailed astrally by the spirit for the rest of the adventure. He, of course, led the spirit back to the rest of the team. The IoND mages and spirits used invisibility to ambush the spread out group. There was a massive battle that ended with the team’s troll botching a test with a grenade leading to 2 exploded cars, several dead mages, and the team’s GMC bulldog nearly crushed from a car falling on top it. The team did manage to take the mage boss alive and learn that Girardi had fled to Montreal. They ran out to time, so were unable to share their findings with Elizabeth.

Session 3. Boundless Mercy: Recover
The PCs ghosted this one! I’ve only had 2 sessions where no shots were fired. This is one of them. Of 6 players, we had 4 face archetypes.

In the West Island dive bar, one face, disguised as a Seattle ganger paying homage to the Hellsouls, bribed his way in to see Hellbent. (Side note: 4 players noted above had the Disguise skill so the primary character for the teamwork test got 7 hits!) After Hellbent gave them the job, the team went to check out the shipping warehouse. They did not have magical support, so they decided to talk their way in. One PC used Remo (as a contact), to locate the shipment. Another hired Quantum Princess to route a phone call through a corporate office and informed the freight company manager that a technician would be coming by to modify some chips. Despite multiple Con tests, a single PC walked right in and nearly completed the job without any excitement.

Unbeknownst to the PCs, Hellbent’s device notified him when it was used, so he called in an anonymous tip that the warehouse was being infiltrated. Guards started running around, spirits were patrolling enthusiastically. A trio of guards and a mage went to reassess the “technician” who lied so convincingly that not even astral perception thwarted him. He was escorted off the property without any signs of foul play. The team returned to Hellbent who goaded them to accuse him but they kept their cool. He harrumpted and gave them the location of the IoND Montreal compound (and the bonus nuyen for all 6 cases).

Session 4. Boundless Mercy: Destroy
(I had the most unusual PC I have seen. A human cyborg with 2 cyberarms and a cyber-centaurine trunk and legs, complete with in line skates. His player said that his movement was on par with a Speed 4 vehicle! He also had over 40 dice for his damage resistance tests.)

The team got the job from Elizabeth and Laurent. It always struck me as weird that Elizabeth would give the team a side job despite her crazy desire to get at Girardi. Instead, I said that Kay St. Jaques was an in-hiding former IoND mage now running a children’s clinic to assuage her soul. By helping Kay, with her child-snatching mystery, she would detail the IoND compound’s defenses.

Two PCs were so moved by the children’s plight that they donated 1500 nuyen each (I should have given them each a bonus Karma but I ran out of time at the end. If either of you read this, contact me any I’ll amend your debriefing log.)

As the team solved the clinic’s mystery, the ghouls attacked. It was a great battle with suppressive fire, concealed ghouls, flamethrower spells and so on. The cyber-centaur had 4 ghouls making teamwork attacks against him, but none managed to hurt him. The ghouls did however provide enough distraction for the ghoul mage to wallop the horse-man-thing with 5 boxes of stun damage from a manabolt!

The ghouls were defeated and Kay told all. (The ghoul mage with his spirit’s movement power actually outran the cyber-centaur, Speed 72 vs. 80!) Then the team went to the IoND compound. What followed was an elaborate assault on the compound complete with illusory attack choppers, levitating cyber-horses, and sniper-on-sniper action. The PCs were battling at a standstill when the B&E expert slipped into the office and saw Girardi with his vampiric benefactor. The B&E guy soiled himself a little. When the vamp disappeared, Giardi dropped from narcojet toxin and was whisked away.

Sadly we ran short on time, so I had to narrate the great escape and Our Lady’s big reveal at the end. Nonetheless, an amazing climatic battle and everyone seemed to have a great time!

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