Spoiler Alert! This post includes details of the unpublished CMP 2014-03 adventure that will be spoiled if you continue reading. You have been warned.
The team was tracking down new gear and training their skills after completing Nazaire’s last job: to find where Magus Girardi of the Illuminates of the New Dawn fled to after leaving Chicago. As expected, the fixer called the team for the next leg of the attractive albeit eccentric Ms. Nunn’s mission. The team included Slim, the elven social adept and sniper, Shift, a dwarven rigger/decker, and Yuri, an ork street sam.
The runners returned to the abandoned Westside church and met in the basement sitting room. Nazaire and Ms. Nunn explained the job: travel to Montreal via a local coyote and find Girardi. Nazaire suggested they start by trying to contact a West Island gang leader of the pan-city Hellsouls. He would certainly know if the IoND had a base in the region. Slim read Ms. Nunn’s tells like an open book. Or open AR viewer. Whatever. She was unusually eager to see this job done but also hiding something big. Her movements also seemed slightly wrong, maybe magically so. The elf then smoothly negotiated top pay for the team: 10,000 nuyen each.
The team was given coordinates at which to meet their coyote: Wild Willy. On the outskirts of the sprawl, they found Willy lived up to his moniker. He was ork mountain man with a wild beard, taped clothes and mismatched boots. His ride, however, inspired more confidence. It was customized Ares Venture thunderbird covered with thermal dampening camouflage netting.
After a 2-hour flight, the team touched down on a semi-abandoned airstrip outside of Montreal. They transferred to a rusted out Eurovan with the safe house coordinates preprogrammed.
The team rode through the West Island district, a depressed urban slum, while Shift scoured the matrix for data on the Hellsouls and its leader, Hellbent. The van came to a stop at an alley behind a dive called Mathias’ Bar. In front stood a pair of Hellsouls gangers. The runners checked out the safe house above the bar but decided against staying long enough to contract lice or whatever else lived in the grunge (except Shift who actually jumped into a microdrone leaving his unconscious body alone despite the scurrying of creatures within the walls).
Slim and Yuri entered the techno thumping bar below. They found a couple dozen locals and a table full of gangers wearing flames on their armored jackets. Shift helped spot the cybered dwarf leader from his matrix overwatch. Slim then bribed the ganger to get some face time with the neighborhood boss, Hellbent.
The runners followed the address given to an auto parts warehouse covered with paint and AR flames that danced over the walls. Inside, they found Hellbent.
Hellbent turned out to be a large troll with 2 ram horns, 2 implanted head spikes and stylized red flame tattoos on all visible skin. His voice rumbled when she spoke. “I know where the mage hides. Do a job for me and I will tell you.” He then explained that he wanted some chips held in a local warehouse modified. He noted they chips originated from Lake Eerie with a routing number of “Alpha Mike … something or other”. The runners accepted, natch.
The team traveled to the St. Lawrence River Shipping Company’s warehouse complex and scouted it out. Shift’s spy drone hovered high above and detailed the guards’ patrol route. The site also held 2 large warehouses, a smaller office building, 3 huge shipping cranes, and countless shipping containers. The dwarf then jumped into the matrix and used his new agent (name pending) to slip into the company’s host. Inside the stock industrial core, he queried the system for the chip’s location using the originating region, partial routing number and tomorrow’s shipping date. He also figured out the chips originated from Ares Macrotech in Detroit. Once the chips were located, Yuri and Slim started to move in. Shift looped a pair of cameras and opened the warehouse’s maglock.
Everything was going so well. Too bad they couldn’t see the patrolling air spirit who rounded the astral corner just before Yuri could enter the warehouse. The swirling vortex of air manifested in front of the ork. In a blur of movement, Slim fired a silenced round. The spirit jinked left, right toward Yuri. The ork whipped his katana from its scabbard in an upward slash, blasting the spirit’s form apart in a circular spray of dust and debris.
The pair quickly entered the building and found the crate of chips. They modified half the cases before Shift called “Incoming!” The host has just gone on alert.
As Slim and Yuri ran for the fence, two pairs of guards charged out of the office building. An unseen mage stunned Yuri, but he shrugged most of it off. “No worse than a pint of cheap vodka,” he thought.
Then the cavalry arrived. Both of Shift’s rotodrones unleashed a hail of suppressive fire toward the guards as the runners escaped.
After they were clear, the team returned to the Hellsouls’ base. Outside, Shift examined the device used to alter the chips and realized that it removed simsense safeguards and effectively created better-than-life, or BTL, chips. The team then went to report their success.
Hellbent just laughed, took the device back, and paid the runners 1,500 nuyen each. He also gave them another chip with the address of the IoND compound where Giardi was hiding.
The next day, the team contacted Nazaire to report their success. They met him and Elizabeth Nunn at a nice Montreal restaurant and handed over the data and got paid. Ms. Nunn was unusually intense and eager to begin the next stage of her plans.
Picking Up the Pieces
Money: 11,500 nuyen each (minus 500 nuyen bribe during session)
Karma: 6 (survival, obtaining compound’s location, avoiding combat with Hellsouls, warehouse mission)
Reputation: +1 Street Cred for sabotaging simsense chips
Contacts: Ms. Nunn (Loyalty 1 or Loyalty +1 if already a contact, max 4), Nazaire (Loyalty 1 or Loyalty +1 if already a contact, max 4)