Thursday, June 17, 2010

Blood of the Earth - Finale Synopsis - Thumb nail

More to come later if my players send me the material I desired.

The group met and received an invitation from Dunklezahn. They did so and found out that there were three sites of investigation. They had time to investigate two. So they called in all of their resources, favors and contacts and sent an assortment of shadowrun teams to the first site in the Himalayas whilst they went to the second in the mountains of Norther Scotland.

They had to sneak in past several cyber zombie trolls but successfully managed to do so, only to find out that they had chosen the wrong place. The ritual to end the world was in the Himalayas, whereas the ritual in Scotland was merely to end the invisibility cloak that the Dagger of Arachne provided them. They fought the group, killing them all.

Upon emerging, the group learned they the teams they had sent were almost succesful but not quite. They contacted the various factions and arranged for more teams to be sent. This time while they returned to the Temple of Light where the Shedim had set up an ambush.

Along with a team from Hestaby, their own corporation and the Draco Foundation, they assaulted the area. This time they worked their way through the maze the Shedim had constructed and once inside of the temple itself explored all of the other rooms gaining power therefrom. There was a titanic battle in the final room with 10 powerful cyber trolls, several summoned spirits, a diseased Lofwyr and the Master Shedim. They barely managed to succeed but overcome the odds and defeated the Shedim.

The powerful spell of the Dagger was unleashed, and the 24000 year cycle was broken, banishing the Shedim from Shadowrun Earth forever (or at least several hundred thousand years.) The Dragon faction won, followed by the elves, followed by the Templars.

The players were profusely thanked.

Thursday, June 3, 2010

CCP Gaming

(I want to record this for my records but I keep delaying and delaying and it keeps piling up so I'm doing 6 sessions worth of summary here which is not as flavorable as it should be.)

Session #1 - GM - Russel. My character - Fugabou, a Dwarven Druid/Shaman. Game: 4th Edition D&D. I find I like it. Neat. Basic scenario: We've all been kidnapped by racist skinhead goblin supremacists. We beat the crap out of a few goblins and spend most of the session running away. Very much a man vs nature. The River we randomly tried to cross ended up being the biggest challenge of the night. Awesome session.

Session #2 - GM - Russel. Same character. More characters. We continue to try and escape. We run from drums until a trick of fog reveals that it was a ruse. A massive fight in a box canyon which turns out to be the entrance to the Goblin city. We manage to get away.

Session #3 - GM - ME. Alternate reality with the same group but my character wasn't there and Russel was. They come across a kobold and human fighting. Got the story. Very gray. Ended up going to the Kobold village to find out what was going on. Had to dodge a forest fire. Managed to help save the Kobold village and make friends with the Kobolds. Went to human city to investigate humans. Humans were taking Kobold's slaves as retaliation. Group decides to smack the Kobolds. Bar fight of Doom and a song marking the party as they run away (wisely).

Session #4 - GM - Me. Group sneaks in to fight the Humans and destroy their weapon. They recruit Kobolds to help fight the humans as a distraction. They sneak in. Manage to find the machine and make short work of the defenses in a massive fight but accidently destroy the world by messing with the machine right before the self destruct goes off. Jeff decides that the campaign (in Eberron) that it all happened but only destroyed the city instead of the whole world.

Session #5 - GM - Andy. My Character, is a Goliath Rune Priest. Find some people being kidnapped by drow. Much ass is kicked. Two drow get away.

Session #6 - Ditto. Investigate the keep near the Chaos Scar. Recruited by the local paladin lord to find out what is going on. Much role playing. No combat.