You pry the small orb out of the dead mans fingers Quote:
As you enter the room you can see a body grasping a orb of soft pulsating light which seems to be lighting the room. To the north you can see through a doorway a long hallway that leads to the left. In front of you are stairs leading down. To your right is a shut door. For the first time there are windows in this semi-circular room. Outside you see a mountainous area covered in a fine layer of snow and ash. Not far below you is a path that leads down into what seems to be a small village. The village has a soft orange-red glow, much different than the colder light that seems to permeate the world around you.
Your blow catches the Hollow hard and it crumples to the ground. A dimly glowing mist seems to rise of of the bodies around you. The mist is accompanied by the soft sound of rushing wind as it fills you up, leaving the dull feeling of hunger you had sated. Gained 6 souls There's not much else in this room that you can see. The door at the far end has a glow come from under it, presumably beyond it is well lit.
The your fist caves in the first Hollows head with a sickening crunch and your second swing misses the Hollow completely. Round 4
The final Hollow takes a swipe at you with it's clawed hand, Slam: 1d20 + 4 ⇒ (9) + 4 = 13 To no avail as it's hand harmlessly grazes your armored body.
Urrnir reels back to deal a savage blow with her Cestus but it lands wide of the Hollow and hits the rock wall with an audible clanging sound. Urrnir's weight shifts awkwardly causing her to stumble and catch herself. Urrnir is counted as Flat Footed for until next Round Round 1
The Vicious Hollow makes a low growling sound as it's empty sockets seem to bore into Urrnir. It reels back a clawed hand and throws a heavy swing. Slam: 1d20 + 4 ⇒ (10) + 4 = 14 The Hollows are swings down, merely raking the links on Urrnir's chain shirt. Round 2
The Vicious Hollow throws another punch. Slam: 1d20 + 4 ⇒ (9) + 4 = 13 To no avail.
As Urrnir steps through the ragged hole she can hear the moaning grow a little louder and a soft pounding can be heard. As she views the semi oblong room in front of her she notes that it's fairly well lit by torches on the central columns as well as light dotting the room from the ruined ceiling. The source of the pounding and moaning can easily be seen now. Standing to the right of the entrance is an emaciated figure calling loudly and pounding it's head against the stone wall. Urrnir can hear a wet sound and see blood pouring from it's head. To it's left is another figure sitting against a column, not moving. A final creature can be spied in an alcove to the on the left side of the room. Of all the creatures this one seems the most prone to violence as it eyes the room and tenses it's muscles with each pound.
Initiative Order
Urrnir sits on a small pile of matted straw in the corner of a stone room. A shaft of light lingers across her body from one of the many ragged holes in the stone ceiling. To the left she can see an old door, buried beneath the rubble from the ceiling. Urrnir doesn't remember much of where she is or why she's here. What she does know is she feels a soft hunger deep within her and she can hear some soft moans from outside the room, past a crumbling hole in the wall.
In the Age of the Ancients the world was yet unformed, shrouded in a fog. A land of gray grags, Archtrees and the Reign of Everlasting Dragons; but then there was Fire and with fire came disparity. From the Dark THEY came and claimed the Souls of Lords from the Flame. The Heretic Kai of Nirn and his Burned Cabal, Ruebeth and her Grimoire, Gerhardt, Conqueror of Light, and his legions, and the Furitive Pygmy, so easily forgotten. With the strength of Lords they challenged the Dragons. Gerhardt's Mighty blade cleft through the Dragon's stone scales. The Heretic Kai scorched the land with his righteous fury. Ruebeth tapped eldritch powers, spreading death and destruction in her wake. Soon the Dragons were no more. Thus began the Age of Fire. But soon the flames will fade and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights. And amongst the living are seen, carriers of the accursed Darksign. Yes, indeed. The Darksign brands the Undead. And in this land, the Undead are corralled and led to the north, where they are locked away, to await the end of the world... This is your fate. Only, in the ancient legends it is stated, that one day an undead shall be chosen to leave the undead asylum, in pilgrimage, to the land of ancient lords.
You successfully make your way to a seat and have a fine view of Vic. If you were a betting man you'd put money that Vic isn't in the finest of moods as he angrily chomps down on his food. A few tables down from you the twitchy man from the register sits, still toying nervously with a hand in his pocket. Perception (TN 1): He has a gun. You don't know how he got it in here with that blasted security system - or why the hell he has it - but he's got one, and he's eyeing Vic hard.
The man combating the raging inferno of a grease fire seems to be far to busy trying to prevent the fire from spreading to notice your entry. You are now in the kitchen prep area. At the front counter you can see a man punching the keybad of a register very agressivley as a man looks uncomfortably around the room holding his hand in his pocket awkwardly. The man seems to be sweating bullets, but no-one really notices. The security guard is sitting at a table facing the door, every once in a while he glances up from a magazine he's reading and glances at the door for a moment before returning to his reading. Vic sits in a far corner away from other patrons. He seems to be enjoying his meal.
You make your way around the back of the building and notice a back door is slightly ajar with thick, oily smoke pouring out of it. Getting closer you see that it opens into the kitchen area and one of the workers is busy putting out a grease fire. Looking past the kitchen you can see a direct line into the dining area. Some tables are occupided with various people, and in the back corner you can just make out Vic as he enjoys a meal. To your left looks to be a freezer with a large padlock on it, and to your right is an office with a window that looks out over the kitchen area. The blinds seem to be closed at the moment. Besides the sercurity officer, a handful of bystanders, and Vic there aren't many workers. There is one man moping up a particularly pewtrid area of the store, a disheveled man running the register, and a single cook. The workers strike you as odd as they seem a little older than the usual crowd who gets these sort of gigs.
As Johnny is about to step through the door he easily notices a blinking red light just past the entry. As he stops it's quite noticeable that the door is outfited with a fairly high-tech Metal Detector as per McHugh's Saftey Standards. Just beyond the door an imposing man if standing in full combat armor and weaponry painted in McHugh's standard Vibrant Yellow and HoverEngine Red.
You make it to the McHugh's with no issue, the building looks like it's been recently renovated. To your knowledge the fast food restaraunt chain has never served actual meat since it's inception. They are most famous for their Hugh Sliders which come in packs of 3, but quickly turn your stomach on it's side after one. What they lack in nutritional value though is made up with McHugh's special blend of 23 chemicals and extracts that give their food it's unique and satisfying taste - that and it's dirt cheap to eat at any of their convient establishments. The parking lot is realativly empty save for a couple of bikes, as you come around the corner you can see Vic Fratelli making his way inside. He's a farily prominate figure in SoDO as an important member of the Fratelli family. As he enters you see a sign next to the door in bright red and yellow lettering saying "Welcome to McHugh's - Bring your hunger, but leave your guns at home!" with a picture of their cartoony clown mascot.
A smile breaks across George's face, "Thank you - thank you so much." He shakes your hand vigorously. After he clasps his hands together and gestures towards the door, "Now, I'd say the best lead would be to follow Vic Fratelli. Vic's a few slugs short of a full clip so following him should be easy enough. He should have some information on where my daughter is." George pulls out a small screen and shows you a map of the discrict. He points out a cross street saying, "I'd start here at McHugh's on 3rd and South Stacy St. in the Industrial Disctrict. As you leave he gives a small wave, "Good luck, and I hope to see you again soon."
George's eyes light up, "Of course, that's more than agreeable!" He scampers back around the counter and comes to your side, holding out his hand, "So we have a deal? You'll retreive my daughter and teach those Fratelli's a lesson?" His hand is shaking noticeably, but his face is set and determined.
The elf's eyes fall and his shoulders slump as he sighs, "No - not - not really. I will admit I had thought they would send a team or at least a couple of runners. I could liquidate some assests." He grimaces and moves behind a counter. He pulls out a little red book and flips through it. "I-I can scrape together 2k up front, 2k if - when - you get my daughter back." He snaps the little book shut and stows it below his counter. "I might even be able get you a little something extra if it comes to anything more than words. Business should pick up with the Fratelli's off my back - just, please, make it look like someone else did it; I don't need anything coming back to me or my shop."
Working for the Stray Dogs hasn't been so bad - money's been steady and no one knows names, or at least you don't think so. If you want you can choose a Code Name and I'll refer to you by it. You'd been called on by "Akita" to meet the contact in some dark warehouse off the ports. Akita and you have never met but you've come to recognize her slanted scrawl and elegant A in the lower corners of her communications. That's probably been the best part of the Stray Dogs, no names, no faces, just jobs; the couple of times you've had to work with others they never met you and as far as you are concerned you never met them. The warehouse is broken and crumbling; from the looks of the fence surrounding it the place is due for a demo soon. Getting in was easy enough, and there doesn't seem to be any security. In the center of the main floor of the warehouse is a walky-talky with a small blinking green light. Once you are in view of it it crackles to life. "Hello there - you must be the hired help; I'm glad you've at least decided to show. We've got a job to offer you, but first - oblige me - have you heard of the "McHugh Fratelli Job" - it must have happened almost a year back now?" --------------------------------------
You'd received a communication from some Decker named "Akita" asking if you had been looking for work. If finding jobs yourself hadn't been so rough you might have just ignored it - but it had seemed like one of those spam ads you'd gotten time and again for some job or another. Once you'd replied a name, date, and location had been given to you. When you arrived to the small shop on the outskirts of the Market Distric you were rather taken aback. "Hampton's Holistic Healthcare" read the little neon sign above the shop. The "Hamp-" had seemed to have died and the rest of the sign was flickering ominously. When you entered the shop a mechanical bell gave a small ring and a rather unkept elf scurried out of the back of the shop. The Elf was clean shaven and wearing a nice - if not wrinkled suit; he seemed like it had been days since he'd seen a good nights sleep. The shop was in much worse condition - broken glass littered the floors and shelves were knocked over or pushed out of place. Spots seemed cleaner than the others as though someone was in the process of fixing everything but hadn't finished. "Hampton - uh - George Hampton." The man said with a nod. He wringed his hands anxiously. "Please, sit. We've things to discuss." He rights a plush armchair and pulls up a small stool for himself. Once you're seated he begins, "So - uh - I guess I'll just get to it. I've never really done this sort of thing, but I need your help. It's just...you see" he stutters before finally taking a deep breath and sighing, "The Mob has taken my daughter, Moxie." He looks up to you with watery eyes. "You see, I pay them protection money. We all do - us shop owners; but business has been slow lately, and I couldn’t pay this month’s fee. The Fratellis are holding her hostage until I can pay them." He gives a small gasp, "They said they'd do terrible things if I don't pay up. Like I said, I don't have much - certainly not enough to get them off my back - I - just want my girl back.". He pauses as he runs a nervous hand through his messy hair, "I can pay 500 upfront, and another 500 when the job is done - it's just about all I have. If it's not enough I can always provide some consultations and maybe a free tonic or two when you need them." He looks desperately at you; obviously you are his last hope.
Sounds good; I wasn't being sarcastic earlier but knowing who to address mail to is nice. I'll work on a formal opening post here and get it up by tonight at the latest. I'm still working my way through the book but luckily pbp format allows for me to look things up as I need them - and to start I don't really need much.
So, assuming you didn't already read it. I was thinking we could start with that little Scenario in the quickstart - mostly becuase it's an easy hook, line, sinker style with pregened mooks for me to toss while we see how the system works. We'll call it your "first job" and would fit into where our game takes place like a flashback.
Well don't go over 10 posts then. We're playing Shadowrun the setting is Seattle...or at least named and loosely based on Seattle with aspects of the Dogs BC setting thrown in (which is similar to a hive city). I don't have enough, or any, system mastery to make changes to character creation so just go by the book. If there is a way to do it without rolling dice that's preferable but I don't remember. I'm thinking this will just be a collection of one-offs, mission style. If we can get a continuous story rolling then cool, if not we can play it by ear.
Welcome to the Stray Dogs a small Runner outfit hidden away within SoDo in the Emerald City of Seattle. You've lived in SoDo for all your life, never really making enough scratch to get farther into the city than the Industrial District. Luckily the Stray Dogs found you before anything worse did. Taking you in, they provide you with a small amount of protection in the seedy district and toss a couple jobs your way to get a little cash in your pockets. What's the worst that could happen? |