Runners
Creep
Chew Gum
Dig
Otters aka Roadkill
The Detective
Tabasco aka Cholula
The team starts the day after the lab raid fresh, and begins discussing how to parcel out the info and who to sell it to. After some options and debate, they decide to go with Cehualli for a big payday with some options for non-monetary recompense. He is delighted, creepily, to receive the info and says he is glad they were finally able to work together. He transfers them a large sum of nuyen, as well as a sapphire weapon focus for Dig and a Tarot card for CG- one of the last few they haven’t seen before, the Chief Executive.
The team spends a while puzzling over the card before noticing what looks like a button in the holo-projection. They decide to delay pressing it for now, and Creep stashes it in his leg with the rest. They decide to visit Peregrine next, having requested to be kept updated by him and having received an update message. They head down to the rechristened “The Dom” enclave, and find it looking healthy and somewhat bustling. Aid supplies are being distributed out front and an informal barter market has taken over much of the lobby, alongside a notice board and wall of the missing, similar to the ones that Ringmaster and Deadline have been setting up at other enclaves.
TD tries to get a feel for any creepy/culty/etc stuff going on and can’t detect it, but notices that the people here seem to be working together symbiotically unusually well. Dig and CG take a further look at the leylines, and determine that they seem to be surfacing further, presumably as Peregrine makes progress on opening the vault below. They look bestial in some way, but not quite familiar to Dig, and using his arcanoarchaeology knowledge he determines that the locus was likely a mana spike in Victorian times, that someone managed to capture, use or contain in some way. This rouses the team’s interest to say the least.
They have a chat with Peregrine and he gives them some updates on the enclave and seems his usual friendly self, though his mysterious connections still leave them with some suspicions. He wants to hire them to secure transport of some supplies (food, meds, filters, etc) from a promising new supplier he is trying to establish a relationship with, but he’s been having some trouble in the Down Below from some former ARES/Mafia goons who have started up a protection racket covering some of the main junctions, including the point where the handoff is to be made tomorrow.
The team requests some time to discuss, and Peregrine exits to let them chat. They check and noone seems to be monitoring, though Otters is delighted to find a functional local mesh. They decide they want a share of whatever’s in the vault as payment, and Peregrine agrees, with some limits due to lack of knowledge, once he returns. Creep and Cholula head down to scout the route, and Dig turns into a wolf to help. Using their extensive tunnel maps and Dig’s powerful nose, they plot out as direct a path as possible while avoiding major settlements and intersections.
They head back to the safehouse, rest, and make a plan. The next day they head back underground a few hours early, with Dig and Cholula using a mindlink to stay in touch while each patrolling half of the route and using magic and/or might to keep it clear. The rest of the crew posts up in or near Knight Junction, where the exchange will take place, and quickly spots some plain clothes ARES goons filtering into the crowd. Since the goons haven’t spotted them, they decide to trigger an ambush, and manage to quickly take 2/3 of them out, with the other’s retreating, hauling their wounded and leaving their dead.
Meanwhile, Dig has spotted 4 more ARES goons wearing heavier armor posted up alongside the route, who start racing for the Junction when gunfire pops off. Dig and Cholula give chase and come under fire themselves, and have to fall back a bit, though Cholula manages to get word to the rest of the team and they set up a quick pincer. Dig hits the armored goons from behind with a powerful spell, driving them towards the Junction, where the team makes quick work of them with another fusilade, supported by two other runner types that Otters quickly hires who were scoping out the Junction.
As Creep examines the corpses, he notices that although they have ARES armor, their weapons and gear are all Onotari Arms. He makes note for later. The two other runners, who the team has recognized as the guards they saw via clairvoyance in the suite of one of the two Brackhauses at the hotel downtown, make their exit. A short while later, another well-armored squad enters, hauling some crates on air cushion sleds.
Although they are not branded or obviously labelled in any way, they are clearly SK, or meaning to look like them, down to the slight AGS accent of the one who speaks, though all wear full-face visors so it is hard to tell who is who. The speaking one passes over the goods and says to pass along the message to Peregrine that they consider this all satisfactory and will trade again in future. The other four pop out mobile field stretchers and load up all the enemy corpses and haul them off.
Otters gets the Mule drones to haul the supply sleds, and they carefully make their way back through the tunnels to The Dom without any further trouble. They hand over the goods to Peregrine, who seems quite happy with their performance, and tells them he’ll be in touch as soon as he cracks the final layers of security on the vault for their payment. He also tells them to refer lone/small group survivors to him as needed- he is trying to expand The Dom’s footprint to house more, as well as connecting other enclaves to secure safer housing for those that want it.
The team heads home, rests up, and gets ready to face whatever comes next…