Session 28 – Sheriff’s Office Scavenging

GM: Paul
Players: Ian-Brad, Alex-John, Dusty-Matt, Jon-Simon, Bill-Chet, Paul-Meaghan(NPC)
Game Date: January 3-5, 2019

We are back at the museum, which has piles of books taken from the library. The corridor between the two buildings is no longer used. Chet has a suit of armor that he wants to take back, but he can’t carry it. He puts it on the sled to be dragged back to the Hub.

We head into the Milwaukee County Sheriff’s Office to look for leftover cop gear. As we head inside, we are all shocked at the sight of a huge mass with tentacles everywhere. The stench is horrible. Simon falls to the ground, stunned, and the others unload with firearms on it. The thing strikes back with a tentacle and nearly impales Meaghan and then Dusty, but they are able to dodge out of the way. Simon stands and takes a shot at the thing, then Alex uses his psionics to put it to sleep.

Simon asks Ser about the beast and he says that it’s fairly common, and predatory. Best to be avoided.

We sneak past the thing and Ian and Meaghan look in the storage closet. Someone had barricaded themselves in here in an effort to get away from the beast, but he’s been dead a long time. There are some supplies that he had with him. Ian picks them up.

On our way out we decide that we should kill this thing so no one else can get attacked by it. Ian puts his gun into its strange beaked mouth and blows it away.

We follow Ian through the rest of the Sheriff’s Office. It seems mostly undisturbed because this monster ate anything that came in here. We find a few other items in the building including a parking boot that Simon finds.

In the last area, we notice a police tactical SUV that has fallen off of a ledge. We hook up a winch to pull it up so we can get inside and get some of the tactical gear. We find a bunch of things that are really helpful.

We stay another night at the library and give them some 7up and also some of the guns we find. We head back the next day, January 5th.

Session 27 – VA bound and down, loaded up and truckin’…..

GM: Paul
Players: Ian-Brad, Alex-John, Dusty-Matt, Jon-Simon, Bill-Chet, Paul-Meaghan(NPC)
Game Date: December 27, 2018 – January 3, 2019

The party returns to camp bearing the remains of 4 blink racoons.  Alex immediately sets to work analyzing them, specifically looking for differences in their DNA.  Meanwhile Ian starts getting organized for the visit to the VA center.  He collects some climbing supplies so we can scale the elevator shafts if necessary, to avoid fighting in stairwells.  We know the blues are attracted to noise, so we should try to have suppressors if possible.  He suggests bringing melee weapons and pry bars, both for close combat and to get into locked rooms.  Ian succeeds in building a door pry-opener.  He also is looking for anyone who is familiar with the layout of the facility.  Barry Marshall says he was just in Stallis,  He thinks there still are some people on the grounds, up on the hill but not in the hospital itself.  We also look for snowshoes, but no luck.  Something to look for in the future.

We also radio Lucy and arrange to meet her at the Milwaukee Museum/Library on Jan. 2 so we can travel to the VA together.  We start north on 94 with 2 snowmobiles with sleds behind each one.  We make it to the library without incident, and meet Lucy there with her friend Roxy.  We look around the library and museum to see if we can find snowshoes there.  There is a French Indian war exhibit where we find two pairs of snowshoes.  We spend the night.  Lucy and Alex review what information they are looking for, including reports from early cases, and reports from the analysis of samples from people who died of the initial exposures.

By January 2nd everything is in order and we start for the grounds with the snowmobiles and sleds.  We park them near the old soldiers area, and we pick up the faint smell of smoke.  We gather our gear and head of toward the VA.  Ian goes up and checks the door while we wait.  The doors have safety glass which is smashed but still in the frame.  The coast is clear, so we all sneak up and start clearing the snow from the doors.  Alex and Dusty are able to slide the doors open.  We start into the building.  The long hallway is in view, but it is only intermittently lit by the daylight coming in.  We move past the hallway to Elevator A and try prying the door open.  We succeed and see that the elevator car is there. Meaghan pops the hatch in the roof and starts climbing.  She gets to the 8th floor.  Dusty follows and together they set a belay.  Chet starts to follow but falls back after just a few floors.  He lands on a bolt.  Lucy is able to heal him.  He then climbs up, followed by Alex, Lucy, and Ian.

The hallway is dark.  We move to the double doors that open into the 8101 suite.  There are a number of offices in this suite, so we start looking for the research office.  We find it, and start looking for the files.  It takes some time, but we the right filing cabinet and collect all of the information.  We also collect some other basic lab supplies, including microscope, slides, etc.  We hit the wound clinic in the same suite and get first aid supplies, sutures, etc.  After loading up our backpacks, we head back to the elevator.  Everyone descends safely, and we are standing on the top of the elevator car.  We pry open the doors and go to the Ultrasound lab on floor 2.  We find two ultrasounds machines and add them to the backpack.

As we are gathering the supplies, Dusty sees movement in the hallway.  The whole party goes silent.  We see 5 blues heading down the hall.  We all crouch down and wait to see what they do.  They charge into the room.  Chet stabs one of the blues, while Meaghan takes out two other with her hand axes.  Dusty finishes the same blue that Chet attacked, then steps up and wounds another.  Ian guts another one with his knife.  Chet and Meaghan finish the last one.

Meanwhile Ian can’t even find a garbage bag to put the heads in.

We take the heads for further study, then head down to the pharmacy.  Meaghan picks the lock and breaks into the cage that is protecting the drugs. We collect a bunch of things, based on what we need.  Painkillers, antibiotics, etc.  Lucy directs us and we fill up what ever empty space we have in our packs with meds.

We hustle back to the sleds then head back to the library.  We divvy up the spoils between the library group, the Menomonee Falls group, and the hub group.  We spend the night at the library.  During that time we all go over the materials we have found.   People also look at the books to find out information about veterinary medicine, how to build snowshoes, etc.

The next morning Ian wants to makes a stop at the sheriff’s  office near the library before we head out.

 

Session 26 – Blink Raccoons

GM: Paul
Players: Dusty-Matt, Jon-Simon, Bill-Chet, Paul-Meaghan(NPC)
Game Date: December 26, 2018

It’s the 26th of December. Ian, Sean and Alex have an “emergency” to attend to and leave. We’re not exactly sure what it is. Simon, Dusty and Chet are in the bunkhouse and Meaghan comes in and asks us how we are doing. Dusty didn’t get much sleep last night

We get a call from the Milwaukee Library that they heard an SOS from a local couple in Mount Pleasant have been raided and people stole all of their food stores. We decide to go and help them.

We get some supplies together and some very warm clothes and gear as it’s extremely cold, around -10 but sunny. We take 2 snowmobiles with a sled behind each and Dusty’s two dogs.

Mount Pleasant is only a few miles to the northeast but it’s rough country. After a while we stop to check if we’re going the right direction and we do see some smoke. Meaghan is getting a bit cold but the rest of us are doing okay.

We get to the house and Simon and Meaghan go in and introduce themselves. The couple are named Jay and Jaclyn. They say that someone or something broke into their garage and took most of their stores, and smashed the rest.

Dusty and Chet check out the damage and it looks like a mess. There are a lot of pawprints. They think it might have been raccoons but they aren’t sure.

Simon takes a look around and decides to use his newfound Object Reading power to look back a day and see what happened. He is very surprised to see that a raccoon teleports itself inside the garage and lets several others in. They coordinate and put things into bags from the storage, and then make off with it. He tells the others about it and they are pretty astonished.

Jay is confused as to how the raccoons could have gotten in and Simon says that one must have hid inside and let the others in somehow. He seems to accept this.

Jay and Jaclyn say that they will come to the Hub, if we have room for them, as it will be nice to be around other people for once. We say that we’re happy to help them get there and we have room for them to take some things. They start packing things up.

In the meantime, the rest of us go to check on the raccoons. They are holed up in a culvert with piles of rocks on each side, clearly not enough room for raccoons to get by. They must be teleporting in and out of here.

We start digging out to see if we can get a glimpse at them, the dogs doing a great job. Meaghan carries two rocks at once, impressing everyone. Dusty pulls a rock out and it rolls against his leg, injuring it pretty badly. Chet binds it up but Dusty decides to sit out the rest of the excavation.

After a while we are able to clear enough space to see through and suddenly raccoons start piling out and attacking us. Some of them seem to be teleporting. One jumps on top of Angelo, Dusty’s dog, but Meaghan is able to slash it with her axe. Simon tries to slash at one with his knife and misses, hitting Chet instead but it doesn’t go through his armor. Red, the wolf dog, grabs one of the raccoons and shakes it to death. Chet blasts another one with his shotgun.

There are many more inside, we hear them screeching and chattering, so we decide to retreat. We have two dead raccoons that the dogs can chew on. We head back to the house and the husband and wife are almost done packing. We help them finish up and then head back to the Hub.

Session 25 – Christmastime

GM: Paul
Players: John-Alex, Brad-Ian, Dusty-Matt, Jon-Simon, Bill-Chet, Laura-Lucy, Paul-Meaghan(NPC)
Game Date: December 24-26, 2018

Alex explains that the citadel is a floating rock that has been carved into a fortress. It’s where the people from his solar system would come and use their psychic powers to communicate with one another. It’s the equivalent to a spiritual city like Shangri-la.

We ask Ser what happened the last time he was here, and he suddenly remembers that there was a creature that prowled around him and then chased him through the woods. It was a big red lizard. Sure enough, soon we see some movement and the lizard emerges from the bushes and takes off after us. Alex turns and waves his hand at it and it falls asleep. We continue to run away.

Soon after, several plant-people approach out of the woods with bows drawn and surround us. Ser speaks with them and they explain that they are helping those are disoriented with the conjunction happening. They assist us to the citadel and it’s indeed floating. There are only vines going up to it and Simon expresses concern about climbing, as he has a fear of heights. The plant-people activate a stairwell that grows downward for us, so we can walk up.

In the citadel, Simon, Ser and Alex meditate together and suddenly something clicks. Simon feels strange buzzing as he can now access psionic powers and understands the Crintar language. Ser now understands English and Alex understands it better as well. Suddenly we wake up in our beds and it is 3 o’clock in the morning.

Simon and Chet wake up and Chet asks what happened. Simon references a bunch of pop culture (Star Trek, Stargate and Captain Marvel) to explain but Chet doesn’t understand very much of it. Simon says that he’ll explain in the morning because others in the bunkhouse are telling them to shut up.

The next morning Simon takes his migraine medicine and feels pretty good for a change. All of the kids are going nuts and asking for Christmas gifts.

Ian talks with Jo and she reveals that she is pregnant. He seems stressed and

We all head over to the main building for the gift exchange. Meaghan gives all of us gifts that are personalized for us. We are impressed and Simon apologizes that he didn’t get her a gift. Alex gets electric socks, Simon gets a leatherman and some comic books, Ian gets a night scope for his gun, and Dusty got a dog whistle and some treats and toys for the dogs. She gives Chet an orange.

Chet is confused as to why there are oranges, and we explain that there is a teleporter that sends things to and from Lordville in Florida. He seems to accept this as things are just generally weird with this crew.

Simon goes off by himself and starts talking with Ser. Ser has all kinds of questions for him about the Christmas traditions and gift-giving. Simon explains and Ser offers to help him get a present for Meg. Simon dashes off a card and gives it to her, and she is appreciative and also says she appreciates him saving her during the dream. She gives him a kiss on the cheek. It’s awkward.

Ian introduces Chet to Sean and he talks about his time in Central Wisconsin and being a ranger there with the DNR. He knows a lot about trees, the land and animals as well as hunting.

Ian takes Chet outside and relieves two of the guards so he can show Chet around. After they get back, Hector Nuñez approaches Ian privately and says that one of the guys who came with Zerk is probably a raider. He says that the guy, Brent, killed someone in their group named Martin Kominsky three years ago in October 22, 2015 while they were trying to fend off marauders. They were unsuccessful in driving them off and they got away with a bunch of their stuff.

Ian asks Brent to come up to his office and talk, and he asks him about the incident in West Allis. He says that he was just trying to survive and the guy leading him convinced him that the others were also marauders.

Ian tries to mediate the situation but does not want to make a judgement because he feels it’s not his place. He realizes that the Talolans have the ability to mind link and revisit memories directly. Alex connects up with Brent who says he has nothing to hide and that those were just “dark days” where he was doing what he had to. He hasn’t taken anything in over two years. After digging into his memories, Ian decides to give Brent a second chance but that he is on notice.

A couple of days later, Alex connects with Lucy by radio and they talk about how the blue virus is a combination of a Talolan substance that was supposed to help with psychic brain function and a human flu virus. Transmission is fastest if you are bitten by someone who is infected. Blues are drawn by noises but have motor difficulty which may be due to the nerve damage inflicted by the virus. Some people die and some turn into zombies. They are starting to understand how the virus affects the body.

Lucy says that in order to understand it better, a live (or recently dead) Blue may be helpful so they can study the blood. The VA hospital may be a hotspot for Blues,  and they also have some research that would be helpful. Chet says that he can set some traps to capture some of them so they can be studied.

Ian remembers the VA’s layout and it might be dangerous. Lucy says what we need is room 8108 in building A. Our primary goal is to get the research but if we can trap some blues, that may also be helpful.

We spend some time

Session 24 – Into the Jungle

GM: Paul
Players: John-Alex, Brad-Ian, Dusty-Matt, Jon-Simon, Bill-Chet, Laura-Lucy, Paul-Meaghan(NPC)
Game Date: December 23, 2018

Dusty, Ian, Alex and Meghan along with Va Roln, KiSi, Huey and Mahwaew roll into Ironwood with their snowmobiles. The snow is quite high in mid-October. They have two hab units and three manufacturing hubs that are Talolan. The people in the manufacturing building wave them in. The facility is pretty open and they are working on some vehicles. They have big power units like the Hub has which are giving heat and electricity.

Alex asks the two Ironwood men if Talolans are welcome here, nodding to the other two that are traveling with them. They say “of course” and offer to bring the group to one of the hab units for some coffee, though the evening meal is done. One introduces himself as Edmund and the other is Bobby Turner. Edmund seems friendly and Bobby is kind of a goof.

There are several people gathered in the hab as the newcomers come in. One of them is an older Native American-looking man. The four the party are traveling with wave to him, and when Ian asks who he is, they let him know that he is Mac. Ian asks if he is a leader, but they say there isn’t such a thing here, but he’s done some organization into scouting groups and watches — he is a former army ranger.

Coming into the mess hall, everyone sees a four foot pile of granite and some sort of a plant creature. The others are puzzled but Alex explains that there were other races in the Talolan solar system that they also tried to save. The M’ket – crystaline creatures and Kalydians are the plant people. In all, there are eight people who are not from Earth here. There are six people with heavily Native features, a couple of kids and five others who appear to be joiners.

The hosts bring out some stew and coffee for the newcomers. Everyone introduces themselves and Chet asks about Dusty’s dogs. He tells his story about living in north central Wisconsin and as things got difficult up there with equipment breaking down and strange creatures and razor grass, he ended up in Ironwood. He came with a woman named Brynna who also introduces herself, she is an acupuncturist and herbologist.

Ian goes to talk with Mac and salutes, but Mac says “that was a long time ago, sit down.” Ian asks him about his service and he says that he served all over the place in the Marines for over 20 years. Ian was an MP in the army and served in Abu Ghraib but not as long. Ian says that he’s the leader of the group by default as most people come to him with questions. Mac says that he’s in the same boat. He talks about how he was here and several pods fell down and created the buildings here.

Chet asks Alex about the “pods” that have come down, and Alex explains about how the Talolans and others came here, the pods, mutations, etc.

Alex says that he’d like to go to Menomonee Falls to speak with a doctor who might know something about the blue virus. Chet asks about that too and they explain. Meaghan offers that these are “still people” but sometimes we have to put them down.

Ian expresses concern that it’s almost Christmas and they’ve been gone from the Complex for two days. He asks Mac if they have a radio.

They come back a while later and Alex explains that they will head out in the morning to go to Menomonee Falls to talk to a researcher there about the blues, and then head home. Ian says that there are “other things” that happened as well. He lets Meaghan and Dusty know that they spoke with Scotty and he told them that after a cloning accident a Talolan had taken up residence in Simon’s head. Everyone makes light of the situation, Meaghan saying “That’s unfortunate,” Ian saying “I hope the Talolan is okay” and Dusty saying “That’s got to be pretty bad to have Simon inside you, you know about that, right Meg?” She rolls her eyes.

Chet asks to come along to Falls because he might have family that’s still there. Ian agrees, but then Chet starts talking about coming to the Hub. Ian doesn’t seem comfortable with him “inviting himself” to the Hub.

Back at the complex, a doctor (Amir) comes in to check on Simon and he says that the rest of the group made contact and they will be back in the next few days. Simon is in a bad way with his headaches and thanks him, then goes back to sleep.

The folks in Ironwood head to sleep. The next morning a woman named Gracie May is making food for everyone. Brynna is there too. After everyone is finished, Edmund takes everyone back to the manufacturing building and says that he topped up the gas tanks and checked the oil on the snowmobiles. Ian is very thankful.

A blast of cold air comes at them as the garage door is opened. The going is pretty quick to Falls as it’s a big stretch of country and no cars.

There is an old Army listening post west of Falls that is abandoned and it’s now a medical facility. They are welcomed inside but Ian asks Chet and Meaghan to stay outside. Dusty stays outside as well. They meet Lucy who is a scientist. She says that she was infected with the blue virus and she was cured, and they are studying that with the limited facilities they have here. She also serves everyone in the community and spends a lot of time going out to people in the area as well. She also mentions that there are some crazy people up at Holy Hill. They may need more protection.

Ian suggests that those at the Hub help out to get Lucy some power for her facility that’s more reliable or to have her come down to the Hub, and she appreciates the help.

Also, Ian asks for some migraine medicine for Simon, and she says that they have some in stock. She has 20 doses of Triptan that she gives to Ian.

Afterward, Meaghan gets a physical exam done by the staff.

Chet talks with Lucy and asks about his family. They ran a machine shop in Falls and owned a feed store near Germantown. Lucy doesn’t know them in particular but asks the staff and they say that off of Donges Bay Road near Mequon there is an Orlowski farm.

Chet asks Ian if they could make a stop and he’s not sure, because they wouldn’t be getting back home until after dark. He radios Scotty and lets him know that they will be coming back later.

The group heads out from here and goes up to Donges Bay and Granville to the farm. Unfortunately there is no one here. They quickly turn around and head back to the Hub so they can get there before dark. It is a long, cold ride.

Ian loads them into a small shack and tells the newcomers not to come out. They are curious what is going on and Alex explains that there is a security system, and he needs a swab of their DNA to add to the system so they don’t get zapped. Meaghan stays with them.

A woman in her late 20s comes into the door and says “I’ll take it from here.” She has a clipboard and asks all kinds of questions about their medical history. Brynna is confused as to what is going on but Chet just gabs away telling his whole life story.

After a short while, Chet is brought into the compound. He sees the main building and the pylons all around which look to have major weapons on them.

Ian brings the meds up to the doctor so he can give them to Simon. The doctor says it’s exactly what is needed.

Simon is happy everyone’s back but complains about the pain. The narcotics that he’s on are making him feel better but very foggy. Having someone in his head who doesn’t speak his language has been very hard. Ian is worried that the Talolan may take over Simon’s mind. Alex says that he has a device that creates a field that’s helpful for calming his mind that the Talolans use for meditation. He turns it on and tries to mindlink with the alien, but he can’t quite make it work.

Simon asks to head back to the bunkhouse with the others, and the doctor agrees. Simon feels ashamed that he caused trouble and got sick on the doctor, and thanks him.

The others take Simon back to the bunkhouse and crash. Ian is concerned about Simon having a gun so he takes it for safekeeping for now. Chet is given a spot in the bunkhouse and is happy to have heat and hot water.

As we fall asleep, a strange lucid dream begins. Oddly everyone is there including Chet. Everyone is in their jammies, and Dusty is naked. There is another Talolan here as well, and Alex tries to mindlink with him. Simon doesn’t have a migraine any longer and is very happy.

We look up and see that a huge planet is above us. The Talolan urges Simon to run away and Alex repeats it. We all run and see some strange foliage. Suddenly there is crazy gravity pulling us upward and we try to make for shelter. We see a hollow tree ahead of us but Meaghan trips and falls. Ian and Simon grab onto her and Chet onto them. Chet almost loses his grip but is able to pull us in.

The tree is uprooted and we float upward. We continue going up and after 15 minutes or so there is a bright flash. We seem to go unconscious for a second and after waking up, we feel a weightlessness and we are falling. Alex concentrates and puts up a barrier. We hit the ground and the tree smashes.

We pick ourselves up and Alex tries again to communicate with the alien. He is successful this time and is able to discern that his name is Ser Tomertoni, and that we are somehow in the Crintar system (where the Talolans lived) and we just experienced a conjunction between two of the planets. Ser seems to be reliving the events that he’s already seen, so he may know what to do. He urges the group to go to the “citadel” so we decide to follow his lead.

Session 1 – The best spirits are the ones you drink

Chicago, the year 2053. It’s been fourteen years since the terrorist organization Alamos 20,000 destroyed the Sears Tower, and that areas is still haunted — literally — by the ghosts of the thousands who died on that day, but also by ghouls and other nasties. The area is referred to as the Shattergraves, and the neighborhood by the unpleasant name “the Noose.” The group is located only a dozen blocks away in Little Italy, right near the University.

Bumble (Dwarf Rigger, John), Dusty Raven (Street Shaman, Paul), Zed (Physical Adept, Matt) and Thumper (Troll Street Samurai, Bill) are a group of runners staying over at their friend Shades’ house (Dwarf Investigator, NPC).

The group has been running together for about six months and have pulled a few jobs for different corps, working through a fixer friend called “Grizzly” and otherwise using the local hacker-run “Noose-Net” to keep in touch with other runners in the area.

It’s been mostly smooth sailing with a couple of close calls, particularly on a Shiawase job that almost went sideways when Bumble’s cyberware malfunctioned and one of his drones were seen by security. They got away but are all still getting the scorch marks off of their armor after that one — Shiawase probably won’t be hiring them for a while.

Partly because of that snafu, things haven’t been great for the past few weeks and creds are starting to run dry. Most members of the team have been crashing at Shades’ place, since he is the only one with a nice apartment, much to his annoyance.

On night, the group talks about their history together and the general state of things. Thumper talks about how he has to support his ex-wife and children, which has been hard, but he appreciates being part of the group.

Dusty says that he loves having his spot on the roof where he can see the sky, and that he has all he needs here — he doesn’t want to leave.

Zed says that he doesn’t approve of Dusty’s spirits hanging around, because spirits have it out for him. The only good spirits are the ones you drink, he says.

Finally, Bumble professes how much he likes being with the group and that he will do better during the next run, after his cyberware conked out on him last time.

Early the next morning, Shades rouses the crew and lets them know that a vid-call came in from Grizzly that he has a juicy job for the group — minus his usual finder’s fee, of course — with a Johnson who represents an up-and-coming biotech firm called Grail Biogenetics. He says that if the runners take this job, they may finally have enough cred to stop squatting at his place.

When asked for details, Shades says that according to Grizzly, this corp seems hungry to prove themselves. They have some strong investors but haven’t produced much revenue in the two years they’ve been in business. They seemed eager to get some help on one of their recent projects, and want a team that can be discreet. Shades rolls his eyes at that. Dusty says “So who are they going to get?” Undeterred, Shades says that the Johnson wants to meet at Leroy’s Cafe at noon.

Shades then announces that he will go make some coffee. Dusty comes with him and asks to make it, to which he agrees. Dusty makes it extra strong.

Leroy’s is a throwback cafe with approximations of 20th century diner dishes — still mostly made from soy, of course — but they do the best they can. Once seated with the Johnson, the waitress wearing a large nametag that reads DOLORES pours everyone a soykaf and then leaves them to their business.

The Johnson considers all of them carefully, and then gets right to business. “Mr. Grizzly assured me that your group would be able to handle matters of discretion, yes?” he says with a raised eyebrow. “Grail Biogenetics has a very sensitive matter that they need independent assistance with. As you undoubtedly are aware, the area around the Shattergraves has been unusable for many years due to the…strange creatures that roam there. Grail has been working tirelessly for the past two years to create a compound that these…emanations would be abhorrent to, and their tests have been going well. Unfortunately a rival corp — we suspect it to be Ares — sent a team in and they stole a sample of the test substance, called Spiritbane. Luckily it’s only a small sample, but the substance is extremely toxic to humans as well as spirits, so could be dangerous if it has fallen into the wrong hands. We engaged a local hacker to track it down through net chatter, and set him up in a safehouse. Your first task is to meet up with him and together determine where the sample might be, and then get it back to by any means necessary. For your efforts, we are offering 30,000 nuyen. We hope this sum is acceptable. Here is a datachip that shows the location of the safehouse and the dropoff point.”

The group agrees to do the job, but asks for more money. Dusty says “That’s a nice watch, you must have a lot of money.” The Johnson agrees almost immediately to do an additional 10k. Thumper stares him down and tells him to give Dusty his watch. The man looks perturbed but agrees. He says that the group must do the job to the best of their ability, to which they agree.

On the way to the safehouse, Dusty tells Bumble to stop at a small shop. He goes in to see his friend Corman, an apothecary. He has all kinds of herbs, mixtures and strange things in his store. He is mixing something and takes too much of a swig, and his eyes go wide. He then sees Dusty and greets him. Dusty asks if the old man has heard anything about a substance called Spirit Bane, but he hasn’t. He does recognize Grail Biogenetics and says that they are a decent company — he knows someone who works there — but they are a bit too eager and are bordering on reckless. He suggests to be careful when dealing with them. Dusty thanks the old man and asks if he has any filtration masks, which he does. Job complete, he goes back to the van.

The safehouse is further uptown, and takes Bumble about 20 minutes of driving in the team’s van. Pulling up, the neighborhood the place looks normal enough — nice, even. They take the elevator to the 40th floor and arrive at 4023, the address of the safehouse. 

Dusty hears the sounds of a struggle within and tasks a spirit to go inside and look around, then report back. It does and says that there are 2 people in the room.

Bumble knocks loudly on the door and at first there is nothing, so he pounds on it. Gunfire erupts through the door and a couple of shots spang off of his armor.

Zed  breaks the door down and they rush inside. There are several Ares corpsec men in here, and the group takes them all down. Thumper blasts several with his roomsweeper shotgun.

From the next room they hear someone yell “back off, or the kid dies!” The group continues through undaunted, and the corpsec guy follows up on his promise by shooting the young man he has captive, an elf. The shot goes through his shoulder and he seems to be in a lot of pain. Blood is leaking from his cheek and he is holding his chest.

The runners take out the last two guards and ask the kid who he is. He says that his name is Zippo and he was hired by Grail to track down the sample. He found out through the NooseNet that Ares fumbled badly and had the sample stolen by a bunch of gangers called the Sewer Rats. He was tracking the rats’ movements with a program but his hard line was cut off when the Ares goons broke in. He will need to find a safe place to finish his search.

The group takes him to a local net cafe, and they try to break into a back room to get some privacy, but the proprietor notices and kicks them out (TWO CRIT FAILS!). They decide to go right from a line in a nearby alleyway, the group doing surveillance while Zippo decks in. He makes quick work of it, getting the data in under fifteen minutes.

When the trace is completed, Zippo tells them that they are likely in the tunnels beneath the old Garfield Park Conservatory, which has been abandoned for twenty years. He gives the runners a likely entry point but there are no known remaining maps of the tunnels beneath that area.

As the runners enter the sewers, it takes them a while to wind their way down into the tunnels, following a trail of footprints that are likely from the Sewer Rats gangers. Descending down a long ladder, they see disused caverns, and the smell down here is horrible. They are orks, after all. The group dons their masks.

Moving further down, they see some bodies here. It looks like they have been torn up. A group of gangers are barely alive in the next room, and Dusty heals them. When they are able to speak, they say that they did steal the sample from Ares, and one of the gangers busted it open down in the tunnels. Strange things started to happen — they were attacked by something and some of the gang members were acting crazy. They ran away but the things attacked them and killed their friends. Then, only a few minutes prior, some “people like you” came — people with guns.

The group surmises that Ares has beaten them here, and rushes down the caverns. They hear gunfire and Bumble sends his drone through the doorway which is slightly ajar. It smells bad in here, and there is a green mist. The drone sees that some of the gangers have been turned into zombies, and the corpsec guys, along with a female elf, are shooting at them.

Thumper rolls a grenade into the room and it kills two of the gangers. The rest of the party busts in and begins shooting, taking out corpsec guys and also zombies. Everyone is fighting each other.

Bumble’s assault drone takes out one of the corpsec guys, but another shoots it down and it is wrecked.

As the battle comes close to the end, the runners hear a sound from the chamber to the west of them. Two strange shambling spirits come through and begin to attack them, seemingly drawn to Zed first. The thing exhales a cloud of poison around it, but Zed’s mask is able to keep him safe.

Dusty comes from around the corner and uses a spell to banish one of the spirits. The other ones continues to attack, but Zed slices it with his magically-enhanced sword.

Thumper takes the last guy down with his monosword, finally changing things up from simply shotgunning people.

Bumble gathers up the sample, which seems to have some chambers still intact. It is sort of like a half of an egg carton, with two of the sections broken and four unharmed. He wraps it up tightly and grabs the remains of his drone, then they head for the surface.

That night the runners go to the drop off point and return the sample, as well as Mr. Johnson’s watch. The courier is confused but accepts it. The runners get their 40k nuyen as well.

Later, Shades congratulates them on a relatively “easy” run, which the others groan at. He says that finally they may be able to get their own places, but Dusty says that he likes it there, why would he move?

Session 22 – Here Be Dragons

The dark elves are out of cannon range at this point. The elves in our party know that these dark elves attack using huge floating fortresses, and sometimes summon deep sea creatures to help them. These smaller ships are sent out to do smaller raids.

We see Giovanni coming out on a war horse loaded for bear. He has six other mounted warriors with them, all with heraldry of the hound. They have lances and cavalry spears with plate mail. They seem to be surveying the damage.

We speak to Giovanni and Jean asks if the elves raid here often. He says not usually, they must be probing the defenses. He says that we should meet him at the palazzo as soon as we’re ready.

We head back, and they don’t ask us for our weapons this time. Giovanni arrives and shrugs his armor off. He simply says “Dazzle me.” Jean says “We need to talk to the elves, dwarves and others to see what we can raise from them. We need to get some security on the road and also have people come here to help. The dwarves we know are also very fine armorers, which could be a good source of trade. Is there anything you can do to help send the word?” Giovanni says that he has a ship that’s bound for Britonia that is leaving in three days.

Jean spends the next three days copying the maps that he’s done so far and also a letter to Duke Adalhard. Our plan is to follow the trail north and stop off at Din Borim and grab some more of the treasure.

Giovanni calls out for someone named “Guido” and has him bring in a huge box the size of a coffin. He says that he will send some of the Hounds along with us on our trip, and if we run into Sasha’s raiders we will kill them and plant the things in the box on them — they appear to be greenskin weapons.

An apothecary asks to see Brokk. He warily agrees and is led to the man’s office. Apparently he was put up to this by Tobruk. The man explains that he can “cut” the insanity out of him, and explains that he’s done the surgery for others successfully in the past. Brokk finally agrees, thinking that nothing can be worse than the nightmares he’s had. Miraculously, the surgery is a success and after three days he’s gathered most of his strength back. The nightmares seem to have ceased.

In the meantime, Jean has sent off his package and Giovanni’s men have mustered with all of their equipment. The captain’s name is Lorenzo and he has twenty men. They have packed provisions for us as well.

Brokk gets some manacles and a few extra daggers before we leave.

We head north with the company of Hounds and move through the mountains for several days. The night before we arrive we are camping on the road and suddenly we hear a sound of massive wings. A huge dragon comes over the hill and begins attacking us. The group fires off several shots right away, hitting him in the head and arm many times. Brokk runs up and tries to scramble up and hit him, but can’t. It flies down and roasts three of the men and singes a few more. Jean fires an arrow through his eye and kills it. (He has 85 wounds and we killed him in 2 rounds.)

We cut off the head and take it with us. We arrive at the keep the next day and the dwarves go in only. We preserve and mount the head, then we move on.

Later we arrive at the forge of the two dwarves and let them know that the keep is open (and chaos dwarf free) and that we’d like them to go there and run the forge. They agree without question to pack up and head to the keep, and will bring others. Tobruk and Brokk give them the master craftsman tools. They are extremely excited to see it.

Session 21 – Beard-kini

We wake up the next morning, most of us at The Borderlands, and the elves at Phandyth’s Chalice. Maruviel and Vedasi speak with the elf maid and talk to her about their homeland.

Jean hears back from DeSalvo that we are invited for dinner at the palace. Many of us get new clothes and get cleaned up as would be appropriate for a fancy event like this. We come to the palace and they ask to take our weapons. We agree and head inside.

Giovanni himself is a well built older man with salt and pepper hair. He talks like he is straight out of Brooklyn and is quite casual. He asks Jean to explain who we are and seems to have no patience for pleasantries. He certainly doesn’t seem to like Hauptner or Sasha. He is surprised to learn that we were able to get into the keep to the north and that we made it through the mountains, but is concerned that any trade route may be another method for Sasha to come through to his lands. Brokk agrees that we must find a way to secure it.

Jean mentions that Sasha wants the chaos items we have, and Giovanni’s ears perk up when we talk about that. He asks us for the flat truth if we have them or not — Tobruk says that we know where they are but they are safe from Sasha for now. Giovanni reveals that Sasha is a chaos cultist who has a bunch of followers of Slanesh.

About 20 years ago, he was working with Hauptner and was tasked with attacking a stronghold of a group that had a chaos item but refused, and the two parted ways. Hauptner is in it because he is enamored with her — originally he wasn’t aligned with chaos but eventually he became corrupted as well.

Giovanni says that he can’t fight against both Sasha and Hauptner by himself, and he hasn’t been able to get anyone’s attention from home. He has always had a code of honor, and some people have flocked to that banner, but he doesn’t have that many people in his employ.

Giovanni says that there is lots of opportunity for dwarves in the region. He has his own copper mine and is willing to share that wealth with those who help him out.

We agree that we can talk to the dwarves and the elves to help. Jean says that he will get a message back to Duke Adalhard and let him know about the situation and perhaps his countrymen can help as well.

Suddenly we hear the loud booming of distant cannons. Someone bursts into the room and lets Giovanni know that the harbor is under attack. He excuses himself and says he must take care of this situation. We volunteer to help and he thanks us.

We go back to the hotel and grab our gear, then head down to the docks. We hear someone calling that there are dark elf corsairs attacking the city. We see them coming up the docks. The elves in our party are offended by the mere appearance of these abominations. So far they have been attacking the town guards, but they kill them quickly and move toward us.

We are able to take care of them, and we see down the other docks that the we had the highest concentration of them here, and the guards have taken care of the others. The remaining dark elves on the boats in the bay turn and flee.

Checking on the dead dark elves, who call themselves Druchii, we see that they have sea dragon scale armor, which is known to degrade quickly if it isn’t oiled with a slime that the elves use. They also have some good quality scimitars.

Session 20 – I’m a Dapper Dwarf Man

We decide that the dwarven hold Din Borim would be best served as a forge and trade station with the dwarves we met near Groghaven as its keepers. We plan to discuss this with them, and also the improvement of the trade route by widening, etc. when we come by there again.

Our immediate goal is to head into Giovanni’s land, however, so we set of to the south the next morning after a night of rest in the keep.

After traveling for one day, we arrive at a small town called Tefana, the inn here is called the Harper and Goblet. The place looks old and not well maintained. The bartender looks Tilian.

We see a bunch of men at the bar, and after speaking with them they say that they are not in the employ of Giovanni “right now” as they are not on a job. Brokk recalls that Tilia has many mercenaries, and it’s kind of a main export of theirs. In fact Giovanni himself was a mercenary captain, and he still calls himself a captain.

Jean says to them that we plan on traveling to Castinea tomorrow. They say that there are patrols but if we don’t cause any trouble there shouldn’t be cause for concern. Castinea is the biggest city in the region. It has a lot of shoreline for ships and a big stone wall all around it. It’s well fortified. We finish up and stay the night here, then leave for Castinea in the morning.

We go through another small town and continue on to the south. We make it to Castinea and find a place to stay (the Borderland Inn), then spend the next several days finding things out about the area, mostly by socializing and greasing some palms, before we meet with Giovanni.

Giovanni resides in a keep on the east side of town, across the river. His personal mercenary company is called The Hounds, and they are all Tilian. (Other mercenary groups have been from varied nationalities.)

We find out that Giovanni was in the employ of Hauptner, but there was some kind of falling out between them. There was supposedly a failing by Giovanni during a battle that caused the rift, then he came here. This was an abandoned area due to some attacks, but he has rebuilt from ruins in the time he’s been here. He’s been here 20 years, but the city has only been built back up for about 10.

We find out that Urmino DeSalvo, the town castellan, frequents a restaurant called Mazetti’s. We work on setting up a meeting with him. Jean goes to the restaurant and buys DeSalvo a flagon of wine. He explains who we are and how we want to setup trade routes, the issues with Gilemet, etc. Jean passes DeSalvo a map that he made of the region and tells him that he can give it to Giovanni. The man agrees and heads out.

Meanwhile, nearby in the “Steps” (the rich neighborhood) Vedasi sees a door in  a nearby tree and lets Maruviel know about it. It says Phandyth’s Chalice on the door. Inside they find a tavern that is of wood elf design. An elf maid is here and she says that no one has been here in over 90 days. They enjoy the drink and she says that she has rooms to let if they are interested. Vedasi and Maruviel feel at peace here and decide that they will stay.

Session 19 – Smokin’ Pope with a Junk Musket

We continue on through the Black Crags, moving west toward the Desert of Spectres. We arrive at Din Borim, an abandoned dwarven stronghold. The front of it is a giant stone dwarven face with a drawbridge. It is currently sealed shut.

We search around for the mechanism to get inside but it takes a very long time. Brokk finally finds it, which is a small rock to push and there is a loud grinding sound as the dwarven face slides into the ground to reveal the opening.

We head inside and it features the standard dwarven architecture, and it smells terrible here. There braziers along the walls and empty weapon racks. Apparently nothing has come through here in quite some time. At the far end there is another stone door.

We head through the door and see flickering light like firelight up ahead. Vedasi heads up the stairs to take a look and he sees a room with a large table in the center. Two huge creatures are here, and they look like centaurs with the torso of a dwarf instead of a human on them.

Tobruk and Brokk realize that these things are called Bull Centaurs, they are a form of Chaos Dwarf. We defeat them after a brief combat and check the room. Jean looks at some of the tapestries and sees that the ones honoring the god Grugny have been defaced.

We head through the rest of the lair and see a kitchen, barracks, a forge, and finally a bedroom. Here we see a box here labeled “Feldbar  Grimhammer, Forgemaster of Din Borim.” Inside are mastercraft forging tools. Clearly this dwarf was a runemaster.

Jean finds a loose brick and behind it is a key. There is a metal door nearby that the key opens and this is the armory. Some weapons are in here which we take. A switch opens and a breastplate of gromril (star-metal) is revealed. A rune is inscribed on it, which says “fortitude.” Brokk dons the armor which increases his toughness quite a bit.

We continue looking through the lair and find a barracks with three beds that were slept in, so we think that we have gotten all of them. We head back to the main room and suddenly see the tapestries moving. From behind them pop out four chaos dwarves — clearly we didn’t think to look behind! Some of them have blunderbuses. One runs up and fires off toward everyone except Tobruk. A rain of metal shards and old chicken bones strike them but no one is seriously injured.

Brokk comes forward and throws a bola at the man which wraps him up. Another dwarf comes out of the tapestry and he is wearing a pointy hat like the pope. He starts muttering a spell but it backfires on him.

After defeating the dwarves, we check out the space where they came out of. It is a secret door and there is a huge amount of treasure here. There are 14,000 gold crowns and gems worth between 22-25,000 crowns. We also find three weapons – a hammer of returning, a bow and a sword.

Decked out in our new vestments, we spend the night in the stronghold.