Difference between revisions of "The Golden Wake of Death"

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==Background==
==Background==
An ongoing conflict between an Unseelie Fae and S3I. See the events of [[Amhrain na Preachain]] for more details.
An ongoing conflict between an Unseelie Fae and S3I. See the events of [[Amhrain na Preachan]] for more details.  
 


==The Run==
==The Run==

Latest revision as of 18:08, 8 June 2024

The Golden Wake of Death
Part of Amhrain na Preachan
Date2085-03-06
GMFangblade_
LocationSeattle
Status Threat Level: High
Factions Involved
ShadowHaven
True Sulla
Rehr
The Unseelie Fae
S3I
Funk
FL0W
Casualties and losses
0 10


Summary

Rehr and True Sulla play a cruel prank on their unruly agent. That agent impresses them by actually getting the job done, as well as causing a storm that wreaks havoc on S3I. The opening salvo in a deadly blood game from a 50+ year old broken heart and vendetta begins not with a whisper, but with a bang.

Background

An ongoing conflict between an Unseelie Fae and S3I. See the events of Amhrain na Preachan for more details.


The Run

FL0W woke up in an S3I holding cell. A swift punch across the face woke them up mid interrogation. Jillian Ray, being over watched my Dimitri Kozlov, had been asking why not 10 hours previously Flow had tried to break into the building while drunk. Not buying any of their excuses, Jillian continued to interrogate Flow copiously.

Later returned to his cell, Flow was greeted by a spirit who informed him of the situation: Laes had been given so that he would forget his job instructions and be able to be interrogated safely without giving any extra information to the S3I agents. As well, now that he was awake, the run actual could begin. The mission: Assassinate both Dimitri Kozlov and retrieve their commlinks.

Meanwhile, across the street, Pixy Squad member Eleanora was briefing Funk on a mission of his own:

  1. Find and unlock the door holding Flow's cell.
  2. Delete the footage of Flow's interrogation.
  3. Extra good if they can help Flow escape.

So, with little details as to why he was there, Funk started to hack the S3I building from a nearby coffin hotel. Finding his way into the net, he battle the incredibly well armed on site decker. The decker's personal code of Rejection Styled attacks repelled any advances Funk could make until he tried the ace up his sleeve: Technomancer threads.

Cracking the Decker's defenses, Funk planned a duo of data bomb and puppeteering the deck to slam the opposition with nearly 30 damage to their gear. With the Decker out of commission, Funk started to unlock the building and get Flow into the deepest parts of the building asap. Camera cover helped Flow find their way to the armory to nab a gun, armor, and a commlink left for them with faces of their targets, and a keycard beloning to Thomas Warloff. (Stolen during the events of Jump, Little Blackbird)

With full access to the facility, Funk and Flow were able to really rip the facility apart. Starting wit the targets, Flow was able to quickly take them out in a matter of seconds. Fully automatic armor penetrating discarding sabot rounds did the trick all too easily.

Yet, because of the loud sounds, the facility went on full lockdown and Flow had to fight their way out. With the rough part ahead of them, Flow was able to get out of the facility but not before taking out multiple guards and getting shot themselves. Escaping through an emergency exit, flow was able to escape, and Funk stayed at the nearby hotel to erase the footage and brick the terminals inside the facility, as well as get rid of their resonance signatures.

Aftermath

Because Flow released extra criminals being held by S3I, they were able to have a covered escape. yet, it was not all well, as the escaped gangers were able to acquire firearms and fight against the other remaining people in the facility, causing more casualties including civilians.

The actions they took that day were the opening salvo of the fighting between Sulla and El-Ahrairah, shulking the quiet backroom dealings for the blatant skull cracking of gruesome, terror combat.

Rewards

Run Rewards for The Golden Wake of Death (High 16 RVP)
  • 20 K Nuyen - 10 RVP
  • 4 K Negotiations
  • 4 + 2 CDP - 2 RVP
  • 4 Karma - 4 RVP
  • +4 Unseelie Fae Rep
  • +2 Pixy Squad Rep
Optional Rewards
  • Rehr at C5L1 at5 RVP or CDP
  • Adrenaline Surge for Flow at 12 RVP
  • Silence is golden for Funk at 9 RVP
Rewards for Flow
  • -4 S3I Rep
  • 1 point of street cred for freeing the jailed go gangers
Rewards for Funk
  • Additional +2 Unseelie Fae Rep

Game Quotes

Player After Action Reports (AARs)

Funk

This run was one of the more deadly runs I've been on, at least for the opposition. I took the job because the money was good. I know that death is part of the deal, and that I might have to fry some people's brains in the process of earning the nuyen. But watching my compatriot on this run was a new level of fascinating horror. He was ruthlessly efficient in dealing death to those he needed to, and then he disappeared into the night. All I had to do was geek the decker, crack open the jail cell door, and erase any trace that my compatriot was ever there on their computers. I did what I agreed to do, and got paid for it, but never has nuyen ever felt so covered in spilt blood. Drek, I've got some thinking to do.

FL0W

I feel bad that I had to shoot that elf lady. She had a good swinging arm. This freakin magical bosses are getting more crazy with their demands. The pay is good though so I can't complain. No real idea what my boss has against these folks, but hopefully it gets resolved soon.