The Vantablack

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The Vantablack
Part of Hail to the Pumpking
Date2082-03-13
GMAsmodeus
LocationSeattle
Status Threat Level: High
Factions Involved
ShadowHaven
Jack Herenight
Black Lodge
Pump King Jack
La Rapide
Ace
Babylon
Relay
Queen
Starscreamers & 1 Dissonant Technomancer
Casualties and losses
Poor Helper got a little glitched. Functional plumbing and 5 Starscreamers.


Summary

Two horrible people hire other horrible people to prepare for a time when the first two get rid of other, very horrible non-people. It's horrible.

Background

Pump King Jack has gotten out of hand. The Black Lodge, while not singularly focused on him by any stretch of the imagination, has only a scant few individuals in the Seattle Sprawl. These individuals have taken notice of the nightmare spirit's unrestrained growth in power and influence. Given that the locals haven't managed to put him down yet, it's been decided that it's time to take a more decisive course of action before there is even a chance of horrors appearing.

The Meet

Taking place in the Plastic Jungle of Redmond, a pair of infected have erected a temporary pavilion. Lit by oil lanterns and bearing books and maps of paper instead of data slates, Herenight and his banshee entourage are there to meet shadowrunners. While some recognize Jack 'The Ripper' from previous runs, others haven't met him before. Babylon therefore feels obligated to warn her compatriots via DNI to not get too attached, since he's going to only bring them trouble if they get too involved. The Black Lodge is an extremely dangerous group to be affiliated with.

Herenight goes over the situation with Pump King Jack and emphasizes that he is a serious threat to all life, and as a result, to him. While he won't tell the runners to go in on a suicide mission, he does have the arcane and esoteric expertise of the Black Lodge to find solutions. To that end, his banshee associate pulls out three forearm-sized lanterns emitting a faint ghastly green flame. He claims that they'll absorb ambient astral emissions of the nightmare, which more experienced artificers and alchemists can then research later. They must be placed discreetly near the epicenter of Jack's domain as a spirit, which makes it a run for Babylon, one who has gained Jack's trust.

Secondarily, Herenight shows a temporary solution to contain the spread of his influence on the astral plane. Five camper trailers with careful alchemy and geomancy preparations that can form a flow of feng shui in a pentacle around the parking lot in Sophocles, mitigating, slowing or even outright stopping the spread of the background count of terror. As a sidenote, he also mentions getting any files from the commlinks of the Starscreamers ought to be handy. The point of the job is to gain intelligence about Jack as an astral entity and contain him until that information is reached and processed. Once it's done, the Black Lodge can get to work and find his spirit formula, putting an end to the Halloweener usurper once and for all. Babylon's emphatic about this plan, finding the arcane masters to be a welcome aid. The others are more careful, although La Rapide is happy to share a drink of blood with the Black Lodge banshee.

The Run

Aftermath

Rewards

  • May only choose one of the following:
  1. K-10 x 10 (5 RVP)
  2. Foci up to 18 Availability (Max 9 RVP)
  3. DOOM Super Shotgun (4 RVP)
  4. Datachip for Private Deltaware Run (9 RVP)
  • Any excess RVP is turned into CDP at a rate of 1 RVP = 2 CDP.
  • 2 CDP
  • 1 Black Lodge Reputation
  • Optional Contact: Jack "The Ripper" Herenight 7/1 Black Lodge Magician (7 RVP)

Player After Action Reports (AARs)