Times A Changin'!

October 22, 2075

You’re sitting in your favorite haunt when a trio of hired musclemen saunter into the bar, flashing your pix around. The barkeep motions you to the back room, then calls the strangers to talk to them.

After a few moments, the bar girl come to get you and you see the strangers spawled unconscious on the floor. The barkeep says, “You know them dreks?” You shake your head and tosses you an envelope. “I think this is for you,” he says. On the envelope it says The Place: After, The Time: Nine Tonight, The Reason: A Job Offer.

Well, Well. Work is work.

Takes a few moments for Bella to remember that After is a private club, decorated like a nuclear bomb went off in it and a reputation for being snobbishly liberal.

You arrive at the appointed time, descending the substreet-level stairs to rap on the oak door. Apparently you’re expected for the maitre’d ushers you in and conducts you to a table in one of the craters that decorate the floors.

“Please be seated,” says the woman seated in the crater. “I enjoyed the way you received my invitation and you come highly recommended. I have no doubt that the job I have to offer you will be one of the easiest you’ve ever been offered. First you are to make a pickup. There is a certain book that is overdue and you shall collect it for us. Second you are to make a delivery at the same place. The object is a simple valise, locked tight and quite harmless. The fact that you have to travel overseas should be no problem for seasoned veterans like you. All travel arrangements have been made and I can provide complete information about your destination.

Overseas?! Don’t planes get shot down when they try to leave this drek forsaken land?

“I assure you,” Ms. Johnson replies, “All arrangements have been made. You’ll will meet your plane at a private terminal at SeaTac where they will take you at low altitude to hide from radar up to Alaska. From there you will refuel and cross over into Russia and land is a remote town. From there, you will receive the proper papers and identifications to get you from Russia to Bavaria via train.”

“Once in Bavaria, you proceed to the village of Schloss Munchmaussen. The target of the break in and delivery is the Baron’s castle,” adds Ms. Johnson.

After a bit of negotiating, you accept the job and compile a list of equipment that you will need once you reach Bavaria. Ms. Johnson assures you that all necessary equipment will be there to greet you.

The low altitude flight starts off uneventful until the VTOL is attacked by a small swarm of wasp spirits. The VTOL taking some damage is forced to make a landing where the wasps continue to attack until you finally repel them and banish the rest. Well the say in the brochures that inter-city travel is not safe. Once refueling in Juno, Alaska, you start the really low flying over the Bering Strait into Russian. That’s the closest you want to get to water without a boat you say to yourself.

Landing in Russia remains uneventful, a humped back dwarf greets you at the hidden landing strip. He hands you a packet with all your papers and drives you to the train station where you board the long ride to Bavaria.

Once entering Germany, it becomes a stop and search though all the baronies of Germany. It’s a good thing you have the correct “papers” or this could be an even longer trip.

You’re jarred awake by the stopping of the train again. Another checkpoint you say to yourself. Looking up you notice that these soldier are more heavily armed with AUG’s this time. You think to yourself, I don’t these jokers are just looking for papers. Especially when one of the soldiers seems to think there is something wrong with your papers and only the contents of your backpack can fix that problem.

Well what kind of run would it be if you didn’t break the nose of someone. Just as you are about to “discuss” payment with the soldier, an explosion rocks the train and a smoking canister busts through the window. Automatic gun fire is heard. The soldiers shoot out the windows on one side of the train and start shooting out the windows.

Diving to the ground, you find the conductor and find out that a rebellion is going on. Great…rebels are now attacking. Deciding that the rebels will cause you more trouble than it’s worth, you help the soldiers defend the train while it starts to move to get out of the barony. Finally crossing over you dodge, literally, another bullet.

Upon enter Munchmaussen, you’re greet by Goldi, Director of Tourism here. Looking around, the village looks like a scene outta the golden age classic, Sound of Music. Not the holoremake but the old technicolor film version that plays in the Smithsonian.

Goldi greets you, “Welcome chumlichen! All your luggage has arrived and your accomodations are waiting for you.” Walking towards the hotel, Goldi bombards your many questions that put you on the suspicious side.

Once in your room, Zero sweeps the room and finds a couple of bugs located in various places in the room. After disabling them, you open your crates. Ms. Johnson wasn’t joking around. Almost all the equipment you’ll need to scale the mountain and assault a castle are in the four crates.

Now for some recon. After scouting around, you decide that going up the road would take too long and hijacking the skylift would cause too much commotion. Up the side of the mountain it is you decide.

So at dusk you head out and start your climb. This takes you about an hour with Zero only falling twice. It’s a good thing that Harmony has some healing skills. Finally getting up the mountain and over the castle walls, you sneak your way into the castle.

Once inside the castle you overpower the guards on the ground floor security post without them setting off the alarm. After searching the first floor, you see no side of the tome. Making your way up to the second floor, you find the dining hall and some guest rooms and no tome. On the third floor you finally find the library and the tome you are looking for or at least that’s what you think you’ve found until you hear a laugh behind you. “So that’s all you were looking for, nicht war? I am so disapppointed.”

As you go to attack the baron he steps back and two fire elementals and some of his guards attack. Battling the elementals and the guards prove to be quite a challenge. Deciding that being backed into the library is suicide, The Axe, Bella and Merlin battle their way out and dive into another room. Now that the attackers fire is divided it is easier to fend them off. After banishing one of the elementals, Merlin happens to notice that the Tome you were after just happens to be on a coffee table in the room he’s in. Grabbing the tome and dropping the valise, you finish off the last of the guards.

In the meantime, Zero using the castle security systems finds the baron’s Hughes Airstar. Jumping in it, he activates the elevator just as the Baron is making his way to it to make the escape. Cursing the Baron runs out the room. Signaling the rest of the group, Zero directs you to where he is.

Reaching the fourth floor, you battle more guards and another fire elemental and make your way to the hall where Zero lowers the elevator. After a couple of more shots, you jump into the Airstar and raise the elevator. Zero activates the rotors and deactivates the SAMS on the castle to make your escape.

Landing the helicopter, you meet the same hump back dwarf where he puts you back on an uneventful train ride where you decide that going home is easier than going on a run. Ironic isn’t it.

September 11, 2075

Well, it’s been a couple of weeks since the run on Sylvan and the nuyen is starting to look scarce. Time for another run, you’re thinking to yourself when you get a telecom ring. What a coincidence.

On the telecom is Charlie Tarrow, who asks if you can meet at Takuri’s, one of the nicer restaurants downtown. You arrive at Takuri’s where you are seated with Charlie. To Charlie’s left is man named Wryd. Wyrd looks like a razor who has seen a lot of action and on Charlie’s right is Trey. He is younger and looks a bit nervous. There’s nothing like a nervous young razor to make things go bad, you think to yourself.

Charlie does business the old fashioned way. Dinner before work. What the hell you think, this is a great opportunity to eat something else besides SushiSoy. After dinner, Charlie gets down to business. She asks if you have heard of a poli-group named the Association of Para-Nobilis. You acknowledge that you only know what the news feeds tell you, proponents of the elven ideal. She tells you that the APN has been killing elves that don’t believe in their “Elven Ideal” concept of skipping through meadows while playing the lute. The death of these elves usually come at the hand of some kind of archaic weapon, swords, bows, and so on.

Charlie tells you that her client is willing to pay you a drek load of nuyen to eliminate the APN with added bonus of retrieving the ears of the 6 APN leaders. FYI the APN is mostly composed of “posers.” Wannabees that wear false tips or have had their ears surgically altered to look more like an elf. Another bonus offered is to drop off a envelope on the APN leader’s lap.

The nuyen was too good to pass up on some simple wetwork. After some investigating and planning, you get the blueprints of the APN HQ and formulate a plan. You plan on using the elves in your group to try and seduce one of the junior APN members to let you into the building under the guise of wanting to join. After getting in to the building, Bella does well with charming the goon but fails to finish him off with planting a blade into his back. The alarm raised, bullets start flying.

Your group makes it’s way through the building where you meet on of the APN leaders. A woman with red hair, who you realize is having doubts on what the APN is doing. After a brief discussion, she give you her ear tips and leaves the building. Making your way to the second floor seems to be more of a hassle. The APN has put up a strong defense. For a bunch of poser who supposed to advoacate the “Elven Ideal,” they sure have a lot of automatic weapons.

The firefight that ensues is bloody and not any of you come out of it unscathed but in the end you finally get the leader of the APN, Xeric and drop the envelope on his body. After a few minutes of getting yourself together, you make you way down to the basement, where you enjoy a bloody battle with the weapon master of the APN, Thiran, and Erendahl, one of the APN’s top leaders. The firefight takes much out of you again, and you decide that grenades in enclosed spaces are not conducive to a long life, or a short life for that matter. In the end, the last two leaders of the APN go down and you hightail it out of there, bruised, battered, and bleeding. At least, you’re getting paid and Lone Star hasn’t showed up yet.

July 23, 2075
The Story So Far....

The Story So Far….

Well after doing a couple of runs in Denver and finally making a name for your self, you find your self taking a run that changes your life and perspective of the world around you.

You wake up in Seattle of all place and not the same town that you know to be Seattle. What happened on the run? Who took us? These questions you decide will have to wait, staying in a strange place usually means death in the shadows.

After getting settled into a new place, you decide the best way to find answers is to make some nuyen so you can get the answers. It only takes a couple of weeks before you’re able to land a gig that looks promising enough to maybe change your luck.

You’ve been asked to meet a “handler” named Morlock who is supposed to have a run for you. You were instructed to meet him at the posh Laubenstien Plaza in downtown Seattle. Arriving there you’re instructed to meet Morlock on the top floor. Once there you have a small tangle with some ork thugs, which are no problem for runners of your caliber.

Now that you’re past the ork thugs, you enter the top floor penthouse and meet Morlock, who surprisingly enough is a dwarf. He tells you he represents parties that wish to “acquire” certain properties. The first part of the job requires that you break into Sylvan Information and steal a manuscript by Ehran the Scribe. The second job entails that while at Sylvan Information, you upload a virus in the datastore that will destroy all electronic copies of the manuscript. Money was good so you take it.

You decide that some scouting of Sylvan Information would be wise. You find security to be tight during the day but only one guard at night. At least that is what you thought until a barghest came stalking around the corner. Before the barghest could spot you, you hightail it out of there.

Night of the raid you get in to Sylvan without setting off the alarm, but much to your dismay, 3 additional troll bodyguards happen to be there that night that shouldn’t have been. After a quick scuffle, the mage was able to stun them without making too much noise. After a quick search of the offices you finally find the manuscript while your hacker is still uploading the virus. Why that took so long, you’re unsure. Was Sylvan Information’s security that good in the matrix or was your hacker having an off night.

While the virus was uploading, your luck runs out and 2 barghest come howling towards you as well as their caretaker. Alarms start ringing, and you barely get out of there before it all goes to drek. Good news is that all aspects of the run were completed and Morlock never said you couldn’t set the alarm off.

Hopefully the next runs won’t be this “easy!”


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