Two days ago, your fixer set you up on an out-of-town job. It sounded simple, a bodyguard mission for some high-ranking salaryman. Your travel was arranged and they even managed to smuggle your gear in. It’s never that simple, though, and by the time your plane touched down at Sea-Tac Airport, your mark had already been taken out.
Without a job to do, you picked up your gear, grabbed a hotel and decided to see the sights; blowing the meager retainer you’d been given for making the trip. After all, you’re shadowrunners, this is Seattle—this town gave birth to the shadowrun. So for the last couple days, you’ve been on vacation. You’ve visited Underworld 93 and Club Penumbra, stopped to check out the ACHE, cruised by the Redmond Barrens (wearing full body armor and holding your guns firmly in hand), beat up a few Scathing Reptiles, and even visited the infamous Crime Mall.
You were out late last night after bribing the doorman to let you into the third level of Dante’s Inferno, and you had planned to sleep it off before heading back home today. However, it’s barely noon when your commlink buzzes. You flip it on and see the face of your friendly neighborhood fixer.
Turns out the fixer is hiring for the Atlantean Foundation who need a couple of runners for a low-key mission out to the mysterious new islands – but first, they had to convince one Professor McKay to tag along with them and share his expertise.
When the runners showed up to the University where the good prof was holed up, they discovered they were not the only ones searching for him. Another group, who was later discovered to be the Children of the Dragon, wanted to kill the professor and prevent any further investigation into the islands – which they believed to be a manifestation of Dunklezahn’s power from beyond the grave.
Fortunately, the team was up for the challenge – and, after a well placed grenade, they whisked the professor off to a hidey-hole for approximately 30 hours while they waited for the rest of the expedition to prepare.
Once they were ready to depart, the group boarded their “ride” – a severely beat-up doc wagon medivac helo that looked like it had just flown out of the Desert Wars. Turns out, it’s appearance was one of the better things it had going for it – and the team spent a harrowing 90 minutes “flying” to the island while the pilot, Vox, and the co-pilot, Warpath kept the thing in the air by what appeared to be sheer willpower.
Upon arrival to the mysterious island chain, the group was tasked with camp security and response – while a larger group of mercs, the Blackhearts, were tasked with accompanying the researchers around the island.
At one point, the group began seeing things out of the corners of their eyes or hearing strange sounds at night – all very haunting and unnerving, but nothing that appeared to be dangerous. At one point, Hackmagik swears he sees a building manifest in the distance, but then quickly disappear.
Near the end of the second day, the voices of one of the merc security teams erupted over comms, their blood-curdling screams indicative of the pain they were experiencing. As abruptly as it started, though, it was over.
The group wasted no time triangulating the signal and heading to their last known location. What they found was a bloody horror made manifest. The bodies of the two security mercs were torn asunder. Blood and body parts covered everything in the vicinity – many of the researchers who made it to the scene were overwhelmed by the gore and fled.
The group attempted to trace the steps of the creature or creatures responsible for this atrocity. It did not take them long to uncover the trail, which appeared to lead back to their camp.
Racing to intercept, Vertigo, the groups high caliber sneak, put herself directly into harms way to confront the creature. The being she found could only be described as a horror-trid-come-to-life. It’s enormous trunk was a mass of tumors and sores, while it’s limbs appear to be gray bone, with no flesh whatsoever. They ended in massive, blade-like claws that were no less than .5 meters in length. Most disconcerting were the glowing red beads that passed for the creatures eyes, floating in the hollow eye sockets off the creatures bare skull – a skull that appeared to be that of some sort of massive vulture or other carrion bird.
Vertigo kept the creature engaged for long enough for the rest of the group to arrive – when they did, they laid waste to the despicable creature, protecting the camp and avenging the deaths of the two mercs. That, however, was just the beginning of the fun for the day.
Upon arrival back to the camp, the group is accosted by Professor McKay who says they must leave the island immediately. Not one to be told twice, Vertigo and Warpath immediately begin to comply with the order – just as the island shifts under their feet. Not in an earthquake sort of way, but in a “the ground was just pulled sideways and then snapped back” sort of way.
This of course lights a fire under everyone concerned and the packing begins in earnest – however, the Children of the Dragon have a different plan in mind. They have arrived on the island and have come in force. They have landed two ospreys on the far side of the 1km wide island and are heading their direction.
Valiantly, the merc commander offers to stand her ground and hold off the oncoming attack. They head off into the wilderness to take up defensive positions. Just then, the island shifts again and this time, everyone on the island sees a completely different world around them. The island is inhabited, it has massive ziggurats and other large structures all around, the wild growth around them has been cut back and groomed. They are in another world.
Just as quickly however, the image fades and they are back on the desolate, overgrown rock, scrambling to leave. After a few, ok several problems getting the helo started, Vox and Warpath report “We are leaving!” and the entourage piles in. They hear from the mercs they are fully engaged with the Children and are unable to withdraw. The helicopter takes off just as the island flickers one last time. Within seconds, the island pops completely out of existence and does not return.
The group makes it back to the mainland with only a few problems. Most importantly, they are able to return Prof McKay and their Atlantean Foundation contact, “Gypsy” back with nary a scratch.
For keeping the professor alive and completely unharmed, you each earn +1 Street Cred.
Warpath, Vox, and Biggs earn +1 Notoriety on the streets for actions taken on campus. Specifically using a frag grenade in the basement, choking a brotha’ out with an air elemental and leaving him alive to get caught and tell the tale, and having a one-sided shootout in the parking lot on campus with an AK-97.
Vox also earns +1 Public Awareness for getting caught on security cameras outside the Paranormal Studies building, particularly for blazing away with drone armed with an AK-97 in the parking lot.
Vertigo – for the clever setup of the CS grenade +1 Karma.
Vox – for expertly navigating the mana storm with only 2 checks +1 Karma.
Warpath – despite the heavy handed nature of the attack, he still took down 2/3 of the team in one shot with the grenade. +1 Karma.
Hackmagik – for identifying the need to hack in and remove the building security camera feed (and avoiding +1 public awareness for the whole group), +1 Karma.
Biggs – for successfully executing the “mini-run” to the security deposit box and retrieving Prof McKay’s gear, +1 Karma.