Knifer

Mr. Johnson, The Revenge's page

28 posts. Alias of Davachido.


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Come on guys, it's been over two weeks now that you've arrived at Pirate's cove. The aim is now to find your man, you can do that either by asking around and name dropping pip or sneaking onto the ship.

I know there seems to be 3 regular posters, Maeyan and Droid might drop in once in a while but I really want to get this done for you guys before I have to dash off (Due to workload starting in october). The run is almost over, you have end in sight and I'd like to get you to that stage so whenever Maeyan is free to pick up she can start wherever she likes.


So what is the plan?


Are people at a loss of what to do? I can give pointers if need be, I'm just not sure where people are getting stuck?


Just a note, where are you guys going to sneak to? I take it on board the Fortune Hunter? Also no-one in the cove is making any move on you, most of them don't seem to care that much that you are here.


The astral plane shows little of what is going on here. There is of course the signatures of all the people here at the dock but there is no-one awakened nor is there any magical defences in the cove. Off in the distance Jack can see one or two magical auras but those are likely other runners or others that work in the very shady smuggler business. Much of the buildings and boats here are very dull in colour, to the point of not registering at all. This in Jack's opinion is because there is a lot of machinery here and a lot of software but not much in the way of magical devices.


Pip flips his coin again catching it and putting it up to his eye. "I'll be here don't you worry" He waves at the runners as they enter into Pirates cove.

As the group looks around the cove it becomes quite clear that the name is quite literal. The place feels exactly like a 19th century pirate port. The buildings are ramshackle affairs, thrown together out of wood and scavenged metal sheets, and many look to have been built from the hulls of scavenged ships themselves.

The men working the dock have a hard edge to them, and most of the boats sport weaponry of some kind. Some of the biggest smugglers in Seattle likely work out of this port.

Most of the men working around the area turn to eye up the group in suspicion. After a few moments their eyes fall back to their work, not so much as a simple greeting is given to the party as they walk on through. No-one even approaches these 'outsiders'.

What would the party like to do? There are the workers, several boats, the Fortune hunter and a few dock buildings.


Pip brings the coin up to his head holding it between two of his fingers as he gives a false salute. "Oh yes, Pip is my name." The coin he is holding is from a bygone era, it seems several decades old. Maybe he uses it to entice tourists.

"100 nuyen? Yea lady, that'll give me food for a good week. Good offer, friend's rate of course." He roots round in his pocket for his cred stick that he holds out expectantly.

After the party gives Pip the nuyen I assume Miyako will be donating he pockets the stick again. Pip then gets up and bids the group follow him. "Come now, let us explore the orc underground together, now stick close. Don't want you taking a wrong turn then meeting up with the 'Ghost Gator'. He'll come gobble you up, even guns don't scare that thing. Hahaha. Now come on."

Pip leads the group into the tunnel system, he wasn't joking it is just a network of pipes and tunnels that all look the same. The Runner's finally make it to Pirate's Cove. Th e pungent smell of fi sh and stagnant seawater assault your nose as you look out over Pirate’s Cove. A sprawling town in its own right, the cove resides inside an enormous cavern, the ceiling easily a hundred meters above your head. Crescent shaped, the cove is almost two kilometers wide, and dozens of boats are docked along the rough piers jutting out from the shoreline. Most are small, private boats, though there are several larger fi shing trawlers that would be idea for smuggling small goods past the Seattle Ports. In the distance you can see a small crack in the far end of the cavern, obviously the narrow, hidden entrance in the rocks that leads in and out of the cove.

It doesn’t take you long to pick out Jack Turner’s boat, a large
fishing boat painted in bright red and black colors. You can make out the name Fortune Hunter in white along the back of the boat. Time to talk to a smuggler.

Pip rests his back on the wall then points his thumb towards the boat. "That there is what you be looking for. Not a bad place eh? Hopper says you are looking for the warehouse though. I don't know exactly where it is but it is near here. Ask people in there, you might get a nose for something. Just say Pip sent ya and they might open up to you more. Hey also, you busting something big right. So you need to be lost in the tunnels to get away from all the guns.. mm? Well when you come back out and I see more dough I can get you out pretty quick. Sound like a good deal to you? I'll even try to avoid the Gator just for you fellas."


Just going to speed things along here a little, I'll do the meeting with pip. Will use Hopper's loyalty as they knew each other.

Charisma+Etiquette+Loyalty: 9d6 ⇒ (5, 5, 2, 4, 2, 1, 3, 4, 2) = 28 2 hits

The group is about to get up to move from the Cafe, when they do they hear a chair get pulled away and a coin starting to flip in the air. The group turns to a nearby table where they see an ork boy, probably just hit puberty by the looks of him. He has a scraggy looking shirt but it looks bulkier underneath and some decent suit trousers. Probably got it as a donation from a tourist, who knows for sure. He has his feet up on the table. He eyes the group taking into account all of them, his eyes sizing each of them up and he is taking careful note of the weapons. As he does this you hear the coin again, the boy is flicking a coin and catching it with his left hand, while his right arms is crossed over his midsection.

His gaze eventually rests on Jack, then his demeanor changes. His legs come off the table and makes his hands meet infront of him where he courteously knits his fingers together. "Ah hello surface folk. A little trick tells me you need a guide so you don't get lost in the dark. I can find the Den of freebooters for you and get you there safe. If you want even more safety and another way in. Oh well.. if you penny up a bit of nuyen for a poor orc boy I'm sure the Cove won't see you coming at all."


So is the plan of action to contact Pip first?


Yes first aid works too, though saying that the guy healing you doesn't have it and I don't think a single party member has it either. So I am not sure it will come up often. Unless you pay someone to do it for you. (Yes I do know autodocs/medkits can give you a skill rating equal to the rating of the equipment. I don't think any party member has that either and the worker is doing a medicine roll on you. As his base First aid with the Medkit would likely not heal anyone.)


I'm pretty sure that whole map is the Ork Underground. The escalators are escalators from above leading into the Ork Underground that is those buildings listed on the map. Unless I'm reading the module wrong anyway.

At the moment you have no damage taken Jinx, so you shouldn't need to worry.

Though healing is usually a 2(3) step process.

(1), Healing from spells: You can heal up using the heal spell, but only once for one set of wounds. Once the spell has healed the physical damage you took from a fight you must heal the rest naturally.
2, Medicine: You can help speed up your healing with a medicine roll, any hit you get from the medicine roll helps your next stun and/or physical recovering. Every hit gives you an extra dice on the next roll.
3, Natural healing: If you rest of an hour (stun) or a day (physical) you may make a healing roll. Every hit recovers one pip of the stun/physical. The roll is boosted by any medication you had before hand.

The medicine check can be impeded by things such as being awakened, or having less essence. For most characters unless you are completely untarnished by both ends up being -1 to -2 to medicine checks on you. (In addition to things like environment.)

Hopefully that cleared up healing for anyone that might have still been lost.


Don't worry still here watching intently, since it is just people discussing I don't have much input.

The waiter nods at Miyako and starts to bring out any food the group has ordered while they kick up their feet from the sudden riot that happened moments earlier. The calm is welcoming. Tosh and the KE have left them to their own devices, the KE presence can still be found in the area but there are far less of them around now. Presumably because of damage control from the sheer amount of men that they arrested.

Crossroads cafe the small place they have sat down at is not a very busy place. At least not at the moment, the waitress that is serving them is a little shaken up but is continuing to do so under behest of his manager. The group can see the manager shouting at both the waiter and the chef as they work, maybe he wants to put a good impression on the only customers he's got at this moment. It's doubtful he will get anymore today.


The medkit gives you a bonus equal to the amounts of hit rolled to any subsequent healing tests made through healing through rest. So during the hour that you rest both Crix and Miyako get +3 dice to their Body+Willpower checks to recover stun damage. Every hit of that recovers 1 stun damage. Also after a day of resting you can recover physical damage also with a +3, however you don't have time to do that at the moment.

The girl smiles sheepishly at Jack. Thank you Jack, my name is Sarah. I won't forget your help today." She nods her head, then runs off waving back at Jack as she leaves.

So as not to repay the entrance fee to get into the Ork underground the group does know of several cafes they can likely just put up their feet for a little while to let their bodies readjust to the damage they have taken.


Negotiation: Tosh: 4d6 ⇒ (6, 6, 5, 2) = 19 3 hits, net 2 hits to Maeyan.

Tosh shrugs, then sighs at Maeyan. "As much as I hate to admit, your right about that. " He opens up his commlink puts in a command then a few moments later the man who healed Crix is back on the premises. The man is quite tired now, you can hear the droll sound of his voice panting through the helmet. Tosh just points at the group, the ranking officer takes out his modern medkit and approaches anyone in need of additional mundane healing.

Whoever needs healing can roll 10d6 on themselves, he already has -1 for not being in a facility. Apply penalty to your rolls dependent on Essence lost or if you are a gifted of some kind. Of course the healing won't kick in until you rest a day but dems de breaks when it comes to physical damage. I suspect that most of you will get rid of all your stun damage before continuing though.

Tosh brow deepens as he turns back to Maeyan, walking towards her slow and purposefully. Looming over her figure he replies. "As for equipment, I'm sure those little gutters of yours produce adequate equipment for your purposes. I shan't let you sully the armoury of the KE."

The girl thanks Jack profusely as Jack bids her a safe leave. As Jack returns to his companions the girl asks; "What's your name?"

I take it people want to rest an hour at least to get rid of some stun damage before continuing on?


@Maeyan: Does Paizo forums support Tapatalk? That one I think is on iOS

Let's say that you still have the damage as that is what got you and Jinx captured. (The stun damage at least is gone, you'll still have the physical damage)


<<tch, 4000 nuyen a head and not more. I must stress again I need the man alive. Any other questions direct them to Tosh here. I do hope I'm paying you for good results >>

The commcall abruptly ends, Tosh is still glaring at the group. He grunts at them Well?

So I leave the opportunity for ou to prepare, talk amongst your new members or immediately depart. Up to you.


@Crix: For the moment we'll say someone lent you a commlink for the duration of the call if yours is broken, if it was temporarily disabled it'll be back online now (I can't seem to find where it broke)

The commlink call continues <<Are these acceptable terms to find your target? I will leave you to figure out more about Jack Turner, I believe that lies in your expertise. Does it not?>>

Just in case people forgot as I know the post was a long time ago: Jack Turner, to the original groups' surprise is the smuggler they were after anyway. So this seems like a good opportunity to make some extra nuyen and not slow them down any. The group seems to remember he operates out of a warehouse called Pirate Cove. So they are well on their way to finding this man already.

Until you end the call the group can negotiate a better price if they wish.


Sorry did I miss that your comm got killed in the last fight Crix? If so how was it disabled?


The commcall continues. <<I am glad some of you are compliant, I will be offering you each 3000 nuyen to each of you, the person I need you to hand over is Jack Turner. A smuggler who has been importing massive amounts of very unstable and dangerous BTLs. I want him captured and dropped off at the entrance of the underground. I need him ALIVE, you won't get a single nuyen otherwise. I shall only pay surviving members, don't expect to claim your dead friend's rewards.>>

There is pause in the communication <<I am sure you can work around your other commission if you work fast enough, though that is no real concern of mine.>>

You can negotiate for some more money off this deal if you want.


I'd like to hope daily, sorry I got no internet over the weekend so posting now.


You are conscious as of last post.


So erm, who's still here? Maeyan is posting soon, Jack has been posting fairly constantly and Jinx has now posted. Miyako has checked in a little while ago.

Just missing Crix and Droid.


I'm just going to give everyone the chance to check in and reply to the request in their own way. Then I'll continue the commcall.


Guards opposed: 3d6 ⇒ (1, 6, 2) = 9 1 hit, net 1 hit to Jack

The leader nods sympathetically at Jack, concern in his voice about the wounded citizen. "Fine, make it quick."

The leader then turns to the other KE operatives "Charlie and Tango squads round up the gangs, Hotel squad keep your eyes trained on the runners. Keep this simple and clean." The group sees the leader get something on his comms that he looks at with some surprise.

He walks up to the unconscious Crix kneels down to take out a modern Medkit, quite a upmarket one at that. The leader begins to walk through the instructions the Medkit is retorting to him.

-1 for not being in a facility, -2 because Crix is an adept
healing: 8d6 ⇒ (6, 2, 4, 1, 5, 1, 1, 4) = 24 2 hits.

Crix wakes up but is still worse for wear, the leader helps him to his feet. "Don't move anywhere runner." The leader then goes off to aid the rest of his crew.

Crix, on your next recovery in an hour you may make a Body + Will check with a further +2 to recover some of your stun damage. For now you are still on max and if you take any further damage you will fall unconscious.

The KE squads begin arresting the gangers some try to run and get beaten down by batons. The KE slowly get to grips with the situation clearing as much of the rabble as possible.

The young girl looks up at the orc that saved her. "Where.. where did you come from I didn't see you." She begins to cough up dregs of blood, Jack knows she isn't in danger of dying anymore but she has taken quite a severe cut that make take more time to heal. "Thanks.. don't think I'll be coming down this way again.. ha...ha..oh that hurts." She winces in pain and her weak attempt at making a joke.

As the last of the rabble is being carted off the group is carted off which has taken the KE about 20 minutes, one of the biggest trolls the group has ever seen comes stomping over. The Trolls is over 3 meters tall, he glares down at you for a minute, then snarls. "You're the Shadowrunners caught in this mess, right?"

He shakes his head without letting them reply to that "Of course you are runners, what tourist comes dressed like that to the Ork underground hmmmm?" He snarls again folding his arms across his chest. "I am Detective Tosh Athack of Knight Errant's Special Crimes Task Force. Now look here, I would rather drop you in a hole and forget about you but today might by your lucky day. My boss needs a special job done by some unassociated people, people just like you." Tosh smiles a big toothy grin at the group.

"Now you are either going to accept this, or I get these men to shoot you, or I lock you up... take your pick." He brings his arm forward and inputs a command on his commlink. Out of one of the corridors nearby a set of four KE leading out a pair of runners.

Seb and Maeyan. Describe your characters as you walk over to the others.

Jinx and Maeyan:

To make this simple I'll say you two know each other and have worked together in the past. You are after the same prize as the rest of the group oddly enough from the same person. (That being you have been sent by MacCallister and you are after a girl who went missing.) You may choose to reveal that you are doing this up to you.

You had a couple of other friends you were with on this job but they got gunned down by the KE as they thought you were doing something dodgy. However they didn't kill you as Tosh has given you an opportunity for a job which you accepted. You don't know what this job is yet but Tosh did say you would get an explanation shortly. You both guess that the time is now.

The KE operatives all but shove the other runners towards the group. These two fine specimens will be joining you, not that I trust your ilk, but the more bodies the more likely one of you will succeed in this mission no? Now play nice, the boss wants to speak with you now." The Troll presses another button on his commlink and the group of now 6 runners gets a call on their commlink. When they pick it up they are answered with the following:

Commcall:

<<“I’m not fond of working outside the law.”>> She tells you with no preamble. <<“But in this world, the law is, quite frankly, a mess. Criminals have a million ways to avoid the long arm of the law, as I’m sure you’re well aware of. However, I have a job to do, and one way or another I plan to get it done. That’s where you come in.”

“Seattle law doesn’t quite extend below the streets of Seattle. The government doesn’t recognize the Underground as a part of the city, and as such won’t contract Knight Errant to police it. The criminal scum who prey on my city know this, and seek refuge in that pit.”>> As she speaks, her voice raises slightly in pitch, and it’s clear this isn’t the first time she’s had this discussion, and it’s a sore spot with her.

<<“I’ve been tracking someone who’s holed up down there somewhere. I need him brought somewhere so that I can have him legally arrested. Your job is going to be to find this man, and deliver him to Detective Athack here. He’ll claim to have caught the guy inside his jurisdiction, and he will go to jail for a long, long time. You’ll keep silent about the matter, and get paid. How’s that sound?”>>


Jack doesn't know anything about Knight Errant beyond that they are a high class security company working for Ares Macrotechnologies. Then again everyone knows that so it doesn't get Jack anywhere.

opposed: 6d6 ⇒ (1, 1, 6, 2, 1, 2) = 13 1 hit to beat and a glitch.
Judge intentions(Jack): 7d6 ⇒ (5, 1, 1, 6, 3, 6, 5) = 27 Jack gets 4 hits, net of 3.

Sometimes I'll just check your sheet for the roll I need you to make then roll it in my post, this will speed things up just a little :)

However Jack gets the general feeling that if these men really wanted to kill them or make aggressive actions against the group they'd do it now. No one can stop them furthermore doubtfully anyone would care about a few missing runners. So Jack hazards a guess that the guards are just quelling the situation and are taking you off the streets to protect the citizens. Likely they don't particularly care what the runners do, Jack does notice the KE have their sights squarely trained on the group any sudden moves or attacks might just give them an excuse.

Glitch: Jack can hear over his comm an unsecured channel that one of the guards left on by accident. <Come on, get those runners out of there. Tosh wants to talk business with them!>


Would anyone like to react to the scene or will you go peacefully? (I know Crix is still unconscious so he can't react that will be remedied very shortly)


Initiative is about to go out the window so I wouldn't worry about it.

Jack rushes forward and is able to push the hacker away from the girl, he heroic heals her wounds enough for her to stay alive despite the grievous wounds to her neck. She begins to open her eyes and is still terrified of the situation. She is more confused than thankful as she did not see this ork as one of her saviours.

The group suddenly hears the crowds quiet for just one second. That second though seems to freeze time as the group can feel the two ganger groups start to quake in fear. When the moment is over a single gun shot rings out into the air, the group hears from either end of the corridor.

"This is the Knight Errant! Drop your weapons and come quietly or we will gladly use lethal force!"

On the edges of the battle tourists are beginning to flee away from the several dozen Knight Errant men who have surrounded the fight. The Knight Errant are armed to teeth as if ready to fight an all out war.

The two ganger groups have stopped fighting each other and are slowly backing away from the Knight Errant into the middle. Neither group wants to engage such highly trained men.

As they do so they reveal the obviously kitted out 'runners.

One of the Knight Errant who the group can easily tell is leading the squad in front of them by his more ornate body armour. Taking a book from times long since past the Knight Errant classify their rankings by how good looking or chivalrous their armour the higher rank they are. The rest of the men are clad in black with silver edges to their shoulderpads and red armbands. The man speaking up has more red on his shoulderpads and a different shaped helmet. The gold and black logo that makes up the KE is on his arm as opposed to his back.

He points to the 'runner group and says: "Them over there, they likely started this mess take them in for questioning. Pick up that unconscious man as well, I'm sure we can shock him for some answers too as payment for medbay."

Several of the Knight Errant point their guns towards the group and begin to close in.

How does the group react.


As blood pours from the hackers neck he begins to falter, the group can see that he isn't paying much attention to the world around let alone the party. The hacker is slurring his words as his consciousness slowly fades away, his grip still on the girl but you doubt he is long for this world. What is most important is this presents an opportunity to get the girl out of there.

Off in the distance the group can also hear the regimented movement of a far off force, someone else might soon be joining the fight. Whatever the group does they have to do it quick.