Difference between revisions of "The Moving Company"

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==Aftermath==
==Aftermath==
 
Karen and her team was able to move into a new safehouse that hopefully the Finnigans won't find.


==Rewards==
==Rewards==

Revision as of 00:41, 2 January 2024




The Moving Company
Date2085-01-01
GMFangblade_
LocationRedmond
Status Threat Level: High
Factions Involved
ShadowHaven Finnigan Family
Thunder
C-Unit 537 - Hunter
Ashford
Runner4
Character1
Character2
Casualties and losses
4
Happy new years!


Summary

Runners are called to find a safehouse for Karen 'Sketch' O'Malley and the other ex-hounds. The runners are able to quickly clear out a new safehouse for them allowing for a sleek lifestyle in... Sophocles. Uh-oh.

Background

Karen and the other hounds were recently removed by force from the Finnigans and O'Malleys. Since being on the run, they need a new place to live, but its been slow going since they're constantly at odds with the gang. Yet, they were able to in secret hire some folks to help them out, and a new house was found.

The Meet

The runners Thunder, Ashford and C-Unit 537 - Hunter Meet Karen at the Daze where she explains the sitation. No money, no gear, three safehouses potentially availlable. Check them out, find one suitable, let them know its clear. And so, the team went ahead and nabbed all three potential targets, starting with the closest to them, in sophocles.

The Plan

The team decided to check out each safehouse in order of closeness, stopping when they find at least one place that works as a safehouse.

The Run

When searching over the files, the team realizes there is one safehouse nearby - the one in Sophocles. Thinking pragmatically, they head on down with Ashford doing some astral investigation beforehand. Finding that the room was full of punks, the team decided a less violent approach would be appropriate. With The team approaching the door, Thunder accidentally rips it off the hinges and ends up surprising the gang inside. However, through impersonation and negotiation, the team were able to calm the gangers, and to everyone's surprise, make some casual acquaintances as the team helped the gangers move out in record time through the use of spirits and magic.

After finding the safehouse empty, the team spent the evening there to rest up and make sure the house would be safe. Ashford cast a barrier spell to make sure the house would be safe from spirits for a time, which alowed them to stay the night without any interruptions. Though, upon returning to Karen to return them to the safehouse, the team was ambushed by Finnigan hunters. The team was able to easily dissuade them from living any further, allowing Karen and her gang to move freely.

Aftermath

Karen and her team was able to move into a new safehouse that hopefully the Finnigans won't find.

Rewards

Game Quotes

Player After Action Reports (AARs)