Difference between revisions of "Of Cults, Criminals and Crazy Knights"
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==The Run== | ==The Run== | ||
The team waited until night. Ez-Azael upon spotting the spirit sent a message to wake up Spectre and Kara while he went out to try and speak to the spirit which he identified as a Nightmare Spirit. Spectre and Kara, high on guts and wanting to fight went out preparing for a battle. Ez-Azael upon talking to the spirit sensed hostility and stopped astral perceiving to avoid the spirit. Spectre now channeling a spirit strode out and engaged in battle by slamming manabolts into the Nightmare. This continued until Spectre got tagged by a attack and started to cough blood. She dismissed the spirit and was saved by Kara using sacrificial magic to protect Spectre from harm. The runners barely finished off the spirit. After this Ez-Azael summoned up a Guidance spirit and set it to searching for anything in the area connected to the shadow spirit. The Guide quickly found a small out of town barn, and Kara while searching discovered a lodge/laboratory that showed signs of working with a Nightmare spirit. The team started a fire and left the building | The team waited until night. Ez-Azael upon spotting the spirit sent a message to wake up Spectre and Kara while he went out to try and speak to the spirit which he identified as a Nightmare Spirit. Spectre and Kara, high on guts and wanting to fight went out preparing for a battle. Ez-Azael upon talking to the spirit sensed hostility and stopped astral perceiving to avoid the spirit. Spectre now channeling a spirit strode out and engaged in battle by slamming manabolts into the Nightmare. This continued until Spectre got tagged by a attack and started to cough blood. She dismissed the spirit and was saved by Kara using sacrificial magic to protect Spectre from harm. The runners barely finished off the spirit. After this Ez-Azael summoned up a Guidance spirit and set it to searching for anything in the area connected to the shadow spirit. The Guide quickly found a small out of town barn, and Kara while searching discovered a lodge/laboratory that showed signs of working with a Nightmare spirit. The team started a fire and left the building. Kara took some time to inscribe her signature on a rock outside of the barn. The team left and informed the old knight of a job done. | ||
==Aftermath== | ==Aftermath== |
Latest revision as of 02:38, 27 March 2024
Of Cults, Criminals and Crazy Knights | |||||||||
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Factions Involved | |||||||||
ShadowHaven Sir Boris Aldrich Karl Von Altdorf of the Order of the Silver Torch | Nightmare Spirit | ||||||||
Spectre Kara Ez-Azael | Nightmare Spirit | ||||||||
Casualties and losses | |||||||||
1 Force 12 Nightmare Spirit |
Summary
The team is hired by Sir Boris to investigate and hunt down a supernatural threat in George Indiana.
Background
Rumors of a mysterious and great evil, a plague upon the land have reached the ears of Sir Boris. He, not one to sit idle in the face of evil has arranged for a team of heroic knights (ie runners) to end the evil and save the day.
The Meet
Ez-Azael, Kara, and Spectre meet at the castle in Puyallup that the knight likes to use as his base. After some initial disdain of Spectre and Kara on the knights eccentricities, the team settles down to negotiate and hear him out. Sir Boris informs the team that his knowledge is quite limited, knowing only that there is a great challenge to be fought to save a town from what haunts it so. The team agrees to the initial offer rather quickly; Spectre only wanting to challenge herself with a good fight, Ez-Azael wanting to save the town, and Kara needing some rent money to keep a roof over her head. The meet over, the team jumps onto a small prop plane and flies over to George.
The Plan
The runners stuff their things into a no tell motel and start to investigate the town. They quickly find a bar to get some booze and "investigate". The bartender when asked about strange happenings in town mentions that a woman named Cheryl had seen a strange shadowy being on the astral, the memories of which she had tried to forget by drowning herself in drink. Pleasantly buzzed from some actually decent alcohol the gang headed over to Cheryl's place and after a tense standoff convinced her to tell them all she knew about the shadowy figure which as she described it was a huge troll sized spirit that stained the astral the color of night. Along with emanating terror in its presence. Kara had convinced Cheryl to play along by fixing her hangover. After hearing about the spirit, Ez-Azael decided that the best plan of action was to post up at a nearby church to wait until night so they could observe the spirit. Kara and Spectre agreed.
The Run
The team waited until night. Ez-Azael upon spotting the spirit sent a message to wake up Spectre and Kara while he went out to try and speak to the spirit which he identified as a Nightmare Spirit. Spectre and Kara, high on guts and wanting to fight went out preparing for a battle. Ez-Azael upon talking to the spirit sensed hostility and stopped astral perceiving to avoid the spirit. Spectre now channeling a spirit strode out and engaged in battle by slamming manabolts into the Nightmare. This continued until Spectre got tagged by a attack and started to cough blood. She dismissed the spirit and was saved by Kara using sacrificial magic to protect Spectre from harm. The runners barely finished off the spirit. After this Ez-Azael summoned up a Guidance spirit and set it to searching for anything in the area connected to the shadow spirit. The Guide quickly found a small out of town barn, and Kara while searching discovered a lodge/laboratory that showed signs of working with a Nightmare spirit. The team started a fire and left the building. Kara took some time to inscribe her signature on a rock outside of the barn. The team left and informed the old knight of a job done.
Aftermath
A powerful spirit was disrupted and the team lived to see another day. However, the conjurer behind the summoning of the Nightmare is still out there....
Rewards
20 RVP,
12k Nuyen,
14 Karma,
Game Quotes
"A Berserk sheep and two Thrill Seekers walk into a creepy village."
"Flick on my pain editor and go to the pub." - Kara
"Roll me group edge to determine methanol content."
"I'm pretty sure cocaine is a bad hangover cure."
"Fuck the astral there are spirits there."
Player After Action Reports (AARs)
Spectre Some crazy fragger who runs a thrill gang wanted me and some chooms to hunt down something nasty. Had ta take a flight, wasn't bad. Went there, talked and talked. Left that to the big ol' goat man that was there. But after all that scuttlin' around and drinkin' we finally got around ta fighting it. Fraggin' thing packed a punch, kept hitting it with bolts of mana but the thing just kept goin'. Made me want some new spells that's for sure. But this new lady I met name of Kara damn near saved my life taking a hit and I finished off the damn thing. After, I guess there was some dudes lodge that we looked at. Guess he was the one messing around with the big ole shadow we fought.
Ez-Azael: "I remember being dosed on Guts and staring down a big black blob as the climax to poking around a sleepy town about something making them all spooked. Obviously Kara and Spectre take precident on actually dismissing the horrifically strong Nightmare Spirit, as I mostly hid in a bush. But I did contribute for getting us to talk to the right folks to know what's going on, and get us an ambush-spot, and eventually find the summoning-lodge of whatever mage seemed to be summoning shadow-spirits. A cleansing fire turned to ash that (maybe?) Hermetic circle and would almost certainly slow down whatever wacky-frak drek was going down in that shack."