Or'zet! An opera in three acts: confrontation

From ShadowHaven Reloaded
Revision as of 22:28, 7 September 2024 by Fangblade (talk | contribs)
Jump to navigation Jump to search




Or'zet! An opera in three acts: confrontation
Part of All The World's A Stage
Date2085-09-07
GMVilliers
LocationSeattle
Status Threat Level: Deadly
Factions Involved
ShadowHaven Major Corp
Navaja
Nearl
Gulliver
Paz
Heart of the Tempest
Fire Mage
Character1
Character2
5.5 hours run time


Summary

Background

The Meet

The team meets the J Kathryn and their crew in the bar, which is conspicously empty. One of the guys with the J has a platinum docwagon band on, but everyone seems fairly in-place. She offers food before dealing with the business, and the team happily eats with her. Paz brings out a White Noise Generator to help keep things professional. Tempest scares off one of the Kathryn's entourage, after appearing imposing!

After food, Kathryn mentions she wants to set up a new underground acting troupe, much like the one they made above ground. They're looking for new places, but she wants help from the runners to deal with obstacles. The runners are tasked with exploring the area that seems like a good fit, and to make sure the area is safe and clear. They also mention that she will offer to pay for a tarot reading for them, as well the runner's bounty starts as 20k nuyen. She does offer connections to help the runners instead of gear. Nearl mentions that she may be able to introduce Kathryn to someone who might be able to help with funding of the program.

Pointing the team to Maryann Clay for the divinations, Kathryn gives the team each a silver coin to get things started.

The Legwork

After some short introductions, the team deliberate where to go first. Decidingr to stick together, the team heads to meet Maryann Clay, in the Zephyr-South Multi-Use building. Maryann is a little disturbed to see Nearl, but ultimately reads the cards for everyone.

Navaja gets a reading...

Card 1 - The Moon
Hidden enemies, danger, calumny, darkness, terror, deception, occult forces, error.
Card 2 - Death Reversed
In the reversed position, Death can mean that you are on the verge of meaningful change but are resisting it. You may be reluctant to let go, or you may not ...This could also be pointing out resistance or fear blocking progress. If that is so, the advice might be to confront those issues, even if only internally. Pause before taking action.
Card 3 - The Fool
The first card of the Major Arcana and believed to be the most influential, positive and powerful one indicating new beginnings. It is numbered zero which indicates that it has infinite possibilities and limitless freedom.

Paz gets a reading...

Card 1 - The Moon
Hidden enemies, danger, calumny, darkness, terror, deception, occult forces, error.
Card 2 - Death.
Death is one of the most feared cards in a Tarot Deck, and it is very misunderstood. Most times, people take the name of the card literally. However, the real meaning within the Death card is one of the most positive in the whole deck. The Death card signals that one major phase in your life is ending, and a new one is going to start. You just need to close one door, so the new one will open. The past needs to be placed behind you, so you can focus your energy on what is ahead of you.
Card 3 - The Chariot
The Chariot is all about overcoming challenges and gaining victory through maintaining control of your surroundings. The key message that he brings to you is that you must maintain focus, confidence, and determination through a process that will be full of winding turns and detours. If you have a plan or a project that you seem not to be sure about, the Chariot shows that you should pursue the plan with a structured and ordered approach. Your boldness will ensure that you achieve all that you should in this goal.

Heart of the Tempest gets a reading...

Card 1 - The Moon
Hidden enemies, danger, calumny, darkness, terror, deception, occult forces, error.
Card 2 - The Devil Reversed.
The moment when an individual becomes self-aware and breaks all of the chains that come with addiction and poor habits. But one thing is usually clear – breaking off these chains, especially those of addiction is never easy. So, one has to be prepared to make the necessary changes that might initially seem painful to make the adjustments that will pay off in the end by being able to find your true self again. Self-assessment is called for in this case and the individual needs to take some time and list all of the things that they need to get rid of. And once that has been done, and then it would be time for them to embark on the difficult journey of self-improvement.
Card 3 - The Star.
The Star brings hope, renewed power, and strength to carry on with life. It shows how abundantly blessed you are by the universe as evidenced by the various things around you. Remember that you hold within you all that you need for your fulfillment - the only thing that you need is courage. For this, you have all reasons to rejoice. To see this card is a message to have faith, for the universe will bless you and bring forth all that you need.


Nearl gets a reading...

Card 1 - The Moon.
Hidden enemies, danger, calumny, darkness, terror, deception, occult forces, error.
Card 2 - The Star Reversed.
The Star card reversed suggests that you are temporarily alienated from your brilliance and usefulness. You may feel clumsy, unskilled, at odds within your true nature. Focus on your unique gifts and talents -- their source is divine. It's your job to learn how to apply them.
Card 3 - Judgement.
Judgment points to freedom from inner conflicts, and so clear a channel, that the buried talents and gifts of past incarnations can come through an individual in this lifetime. This card counsels you to trust the process of opening yourself, because what emerges is of consistently high quality.

However, unlike the other runners, Gulliver wishes to get a crystal ball reading instead. Inside the vision, Gulliver is shown visions of the man with the doc-wagon band from the meet, a snooty man wearing an ace of coins suit. And after the visions, Tempest and Nearl work on a ritual together, while Navaja goes shopping for a new shotgun.

The Run

Trying to find a way into the ork underground for their mission to begin for real, the team are a bit stumped on how to get underground. So, Nearl and Paz calls up their contact, Hez-Kukra, to find a way to smuggle themselves and goods to the OU. Hez suggests thate the team work to get some info on the area. After some deliberation, the team decides to stick with a less conspicious manhole entry to the OU.

To start off the exploration, Tempest jumps down the entire ladder, all 10 meters of it, and takes little damage. Next, Paz and the team follows, not by jumping, and protected by climbing gear from Paz. Once in the bottom, the team realizes the underground portion is actually a carved out tunnel in the ground, looking like it may collapse at any moment. The team once down there, found a mana line being split by a gargoyle, with runes carved into the walls around it. The line, a song line, was aspected to travel.

Near there, the team also found a grate blocking their way. Paz, feeling brave, sticks her hand through the grate and finds a blockage. Finding it to be a mana / physical barrier, Tempest decides to try and singlehandedly destroy the barrier, and does so with ease. Yet, on the other side, is a surprised watcher spirit which immediately barrels away. Tempest's own watcher spirit destroys the enemy spirit without much difficulty, as well. Paz then rips off the grate, allowing the team access to their prize. Tempest again uses magic to allow the team unimpeded movement, and attempts to track enemies of the team. Finding some ahead, tempest and Nearl buffs the team while Tempest seeks perfection on a spell and casts an astounding ammount of magic to obtain the perfect buff. The team, overadequately prepaired, heads forth into danger.

Wandering in order into a room, the team find themselves in someone's home. Inside is a camera, blinking. Noticinmg a pattern, Navaja deftly understands it to be morse code! So, discerning it to be an SOS, the runners spring into action to find where this particular person in need. Holding a commlink with text up to the camera 'Where are you and what do you need' the blinks respond 'I'm the security officer and I need you to leave'. Further communication brought the team a location and time in order to negotiate further, and so they decided to leave what ended up being someone's home.

Deciding to get some extra work done before going to club pentacles, the team decide to do some more scouting beforehand. Though, their efforts show that all the routes lead through the same building. So, the team decides to go back to a hotel to rest and plan further. A quick matrix search shows that the house is currently owned by someone named Reinhold Bauer; he's the owner of a Black Magic Lodge (note: Not Black Lodge), known as the Pentagic Lodge or Pentacle Club. An address, commcode, ownership, property tax account, social media, and info on the lodge are all acquired.

Afterwards, Paz reaches out to her brother, who after a payment from Paz, seeks more info for the team. Coming back after a few hours, Elias Zenthra comes back with a list of members: Membership & officers:

Reinhold Bauer - Lodge Master [Black Magician]
Lisa Simpson - President [Black Magician]
George Wilson - Secretary [Black Magician]
Richard Ricardo - Treasurer [Seer/Explorer]
Wu Shan - Sargent-at-arms [Adept]
Andreas Zikos - Apprentice [Black Magician]
Wanda Running Deer - Novice [Black Magician]

Plenty of time contacting contacts and searching later, Nearl calls her Black Lodge Black Mage Contact, Fire Mage, who spills the beans on this 'puny' Pentacle club, and that the house is actually an Orichalcum mine, where Bauer and his team are making a living mining flakes of Orichalcum. As well, digging around provided much info, save for the most salacious details, on all the associates of Bauer, as well.

Aftermath

Rewards

Game Quotes

Player After Action Reports (AARs)