Ain't Afraid Of No Ghost

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Ain't Afraid Of No Ghost
Date2082-05-14
GMAsmodeus
LocationAuburn, Seattle
Status Threat Level: High
Factions Involved
ShadowHaven
Aztechnology
Woedica Kryptman
Dreadnought Deathburg
Swerve
Duchess
La Rapide
Pell
Spirits of Man
Casualties and losses
None None


Summary

The spirit ship is finally fooled to change course, none the wiser.

Background

During Hell or High Water Duchess and folks encountered a spooky mist and ghost ship. They evaded it, but didn't manage to neutralize it.

The Meet

Kryptman meets the team in one of the closed cafes of the Aztechnology pyramid mall at midnight. She briefs them with the information Aztechnology's own research into the matter has turned up: the vessel appears to match the telltale signs of an American Civil War era dreadnought, most likely USS Deathburg. A devoutly Christian crew with borderline xenophobia in their hearts, they were active during the Civil War and rampaged across the waves before being sunk. Though there's no promise this thing is the exact same ship, it surely lends its appearance to the spirits. Woedica wants the ship gone from harassing Aztechnology shipments and since hiring runners is cheaper than throwing HTR at it until it dies, she'll prefer higher profit margins. Duchess asks for a bit more than that, and while Woedica refuses to pay extra, she will offer a small restriction on the risk the team is taking by luring the ship and its mist to a lake in Seattle instead of having them go to it in the Pacific where its domain is. With promises of bioware and a boat, the team agrees to the terms.

The Run

With a speedboat in their hands and some confidence, the team drives into the lake as the ship emerges from the water, splitting in half to reveal a way to a surrealistic lake of blood riddled with scaffolding. Meeting some of the inhabitants of the ghost vessel, Duchess carefully introduces herself and asks for the leader. The spirits present, speaking with a thick southern drawl are nothing if not welcoming, albeit peculiar, and mention the fact that they're there to ensure their God-given rights are not violated. The 'Captain' as he is called is further along the shantytown built on the lake and

Aftermath

Rewards

Player After Action Reports (AARs)

Duchess

Who'd have thought it? That Aztech Hernandez isn't so bad after all. She might have tried to screw my team the first time I did the job she asked for, but this time she cut the price in return for a chip. I was sorely tempted to say "screw you, bitch" and just take the damn boat (it was a beautiful boat) but in my line of work it's who you know that counts almost as much as what you ride.

Besides, were would I keep a boat? In the clubhouse car-park? The omae from the club would've trashed the thing on a joyride the very next time they got drunk or stoned. I very much want a boat of my own though. Perhaps I need to move out of the clubhouse and into somewhere with a garage?

About the run: I have to say that those insane spirits, lost in time as they are, remain a lot less disturbing than working alongside not one, but two banshees. Damn those things give me the shivers every time I look at them. I was half expecting them to lose it and dive into the blood water. Might not have been a bad thing for all concerned if they had. Better an amnesiac spirit that a blood-sucking soul-thief.