Shadowrun.DnD5 'DNA/DOA'

GreenKarl

First Post
GM: To the west is where the vent is with the blinking lights are shinning in. To the east the vent goes around an corner and you can't see where it leads. Just as an FYI if there was confusion


As Juno heads down the vent the trolls leans down (best avoiding the most toxic of the looking garbage) and projects his spirit into the astral. He heads past Juno to venture into the area beyond... it appears to be a lobby like area with two major hallways leading off both directions. There is an opening straight ahead and a shadow that appears to be a door nearby. There is nothing alive within the area that he can see but he gets a very sticky and almost... sickly feeling. The area has a fairly strong background count within in it.

As the troll is assessing the aura Juno makes it to the vent mess and peers into the room. The cyber thief can make out a good size lobby area with two doors opposite of the venting (the vent mesh steel opening is about 10ft off of the ground below). One of the doors has a light glowing MALE sign on it while the other door seems to have been knocked off its hinges. There some debris of what might have once been a large piece of artwork that was set between the two doors but it has been tipped over and smashed to pieces. The flashing lights appear to be coming from over the doors, but it is just a LED light blinking red on and off. She can see no one within the area (from her angel she cannot see the two hallways). The rest of the lighting appears to be in night time mode.

GM: NTensityYou can make any one of the following checks (each at +2 for being in astral space) Arcana or Investigation or Insight
[sblock=DC 10]Something is off here. It seems the aura of the area is polluted in more ways then just pollution would cause. [/sblock]
[sblock=DC 15]Something bad happened here recently. The residual background count makes you think... anger, rage, fear, horror... hunger[/sblock]
[sblock=DC 20]Something bad happened here recently. Murder... it lingers like a greasy stain over the area. The residual background count also makes you fell the strong emotions that were experienced here by metahumans... anger, rage, fear, horror and hunger. Oh something really hungry. And this hunger makes you feel sick to your stomach.[/sblock]
 

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Binder Fred

3 rings to bind them all!
Astral-Ntensity peers through the opening in front - both ways -, then through the door next to it - then peeks down both corridors from a floating position near the nominal ceiling - before bouncing back to behind the vent to confer with the rest of the team.

The atmosphere here is... very odd but he... Can't. Quite. Put his fingers on it...

[sblock=Actions]Astral Insight with advantage: 2D20.HIGH(1)+2 = [4, 2]+2 = 6... Wow

Do any of the rooms look like an office (or would this be a lobby with a receptionist/security desk?), GK? Someplace which would have a physical connection with the local network for Sov? Anything else of note in the rooms/corridors?[/sblock]
 

GreenKarl

First Post
Ntensity peers into both rooms and from astral space they simply appear to be shadowy, near identical in many ways, with little or no emotional attachment or feelings within them... well maybe not completely. In the room with the open door way he spots a stain in astral space in one corner. The troll has seen things like this before, generally when a great deal of blood had been spilled onto any area it can show up like this in astral space.

The two hallways ended in shadowy doors. One of them fairly was large.



As he was moving up towards the larger door, the troll saw a small spirit, probably a watcher spirit... well watching the hallway. When he floated into the hallway the spirit disappeared behind the door (fleeing into the room behind the large doors).

Back in the venting system, Sovereign pipped up "The nod system in here seems to be on minimum standby... I am barely picking up anything wireless and there is no traffic running. Its a closed systems and all but even so this seems... off... like they turned off their internal nodes or at least the central command and control one. I am not picking up any security systems either"
 

Binder Fred

3 rings to bind them all!
OOC: Going to use a Karma point to avoid being seen:
6 rolled + 2 ADex + 2 Mentor Spirit bonus + Karma Stealth: 1D4+1 = [4]+1 = 5 = 15, I think that should make it?

If so, retreat back after noting if the spirit is stationary or roaming?

If not, charge after it: Double move and either 1. use his extra action to attack if within range or 2. use his extra action to Dash so he's within threat range of it; if it tries to flee: AoO
Spirit Smash: 1D20+6 = [11]+6 = 17
1D6+2 = [1]+2 = 3
 

GreenKarl

First Post
Ntensity sees the watcher spirit in the next room, which is fairly large. It does not seem to notice him, instead its moving about within the rooms that branch off from this larger room (there are five 'doors' within the larger room). Acting quickly and with surprise the troll's spirit slams into the watch and knocks it back. It hisses at him in astral (the watch has a definable 'snake' like feel to it) and extends its claws at him...

GM: You attacked with with surprise. Initiative: 1D20 = [8] = 8. If you win you can attack it again.


Meanwhile back in the venting Juno and the rest hear a strange almost howl like noise echo down from somewhere to the east of where they presently where hiding.... it was muffled as if behind closed doors.
 

Binder Fred

3 rings to bind them all!
The troll jumped on it before it could get away, his huge arms squeezing the life out of it while its slender body spit and wildly struggled in his grasp... Until it was no more.

The troll grins a tusky grin.

[sblock=Combat]Astral ini: 1D20+4 = [12]+4 = 16

Double attack: 1D20+6 = [20]+6 = 26
1D6+2 = [5]+2 = 7
1D20+6 = [10]+6 = 16
1D6+2 = [4]+2 = 6


Crit extra damage: 1D6 = [4] = 4
[/sblock]

Like a swimmer resting on the side of the pool, the ghostly head and shoulders of NTensity manifest in the vent -- just that because that's all that can fit in the space available, even part of his horns poke into the sides on occasion. "All clear tothe west -- 'ere was an itsy-bitsy watcher, butI took care'f it." His voice is breathy and far off - a great contrast to his usual bass - with a bit of echo that seems to come from within their own ears. "Dead body inna little room over there though. Think we's got some competition on this one, chummers."

And the other team got here before they did too.
 
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GreenKarl

First Post
Silence is all that greets the team as they remain in the ventilation duck...

GM: Don't want to push you along but anyone can make a decision for the group as it appears no one wants to ;)
 


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