The Start of an Adventure
The Start of an Adventure | |||||||
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Factions Involved | |||||||
Vintage Misery | Halloweeners | ||||||
Casualties and losses | |||||||
None | None |
Background
Knight Errent was interfering with Vintage Misery's operations against the Halloweeners and required help to remove KE from the equation.
Meet
It was a standard meet and greet at the bar with Mrs. J. Offer was made and negotiation was brief, and a mild romantic pass was made.
The Plan
Step one kidnap KE Officer. Magic was used to convince a KE Officer to come willingly with the runners. Step two runners hid out while leveraging a drug cocktail and mind magic against the will of the KE Officer to see things their way. Step 3 runners released the wild KE Officer back into his natural habitat and sat back and watched their plan come to fruition.
The Run
Run went according to plan surprising everyone involved. Mind magic continues to be broken and scary against weak willed mundane people.
Aftermath
The aftermath was rather anticlimactic and the runners were called to a different run by another Johnson. The KE Officer succumbed to the runners machinations and solved the problem for them.
Rewards
24,000 nuyen, 2 karma