Shadowrun Seattle By Night

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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In Media Res
Shit hitting the fan 101

This game began with a bang.
A missile strikes the road, sending the car the crew have careening off the road into a high end dress shop. Assassins trying to get the group’s principle.

Skipping all that intro stuff, 4 strangers came together to do a job and knowing only the barest essentials about each other were forced to work together. As imagined this had limited success.

The purpose of this was to create an example by which 4 people who did not know the rules were able to engage in an up front combat situation to learn by doing.

The encounter went well and the party escaped using their diverse range of skills.

Next week, proper introductions.

As the game goes on. players are encouraged to come here and add their own perspectives to the Adventure logs.

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No One Told Me...

Bad things come in threes…

So we landed a job on the back of Tuskville getting hit by a group of white supremacists. We were tasked with getting some much needed medical supplies and surgical equipment. So we hit a soft target to begin with, a Saint Johns training facility, where we thought they may keep a number of medical kits for consumer purchase.
That part went well enough, but for future reference, the site we hot contained one room surrounded by wards. The next part was hitting a ripper doc in the slums with a penchant for selling narcotics. We got hit up a little, and lost the Drone, ut came out of it with some gear and the surgical bed that as needed.
More to follow

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I Should Have Listened...

That whole thing about bad luck following you..? The flop got hit by another extremist group, and the short version is we landed a job looking into the connections.
A hand full of extremist humanist groups start showing up with ,military grade weapons and doing some serious damage.
After a meeting with Madam Pyro or at Dante’s Inferno, we got a little more information on the various gangs and their structure and leaders. So far, the finger is pointing at some issues between the existing security forces and the ones that would like the job.
A shipment of weapons walked from a police station, and a sergeant graham just happened to once work for the opposition…

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Dog Day Night

It was a dark and stormy night. Well, it was a wet and dreary afternoon. Hitch is contacted by a fixer called Wells, who says he has heard of the group and wants to use them to fulfil a hire he has.

This leads the party to the South Settle Hilton. Room 1204. In the room they meet Mr White and his entourage. He explains that there is a truck coming and he wants the contents destroyed.

This leads to a pursuit of a large black truck, marked with a sun/pestle motif belonging to Sun Alchemy.

the party organise to blow up the SUV escort and wire trap the trailer of the truck.

They had a plan. It did not go according to plan.

When Galahad attempted to place a bomb on the lead SUV, he nearly failed, he had to dodge off to avoid his own explosion. The explosion was highly effective, the lead car was instantly detonated into a barrel roll torpedo. To avoid the attack the truck dodged, at teh party nearly wiping out their van in the process, and deployed weapons.

Pulling in behind the truck, the party saw a second unmarked support vehicle. Sparks was quick to take out that driver with his shotgun.

Hitch opened fire on the truck’s rear doors, blowing them open with a hail of minigun fire.
The doors swung open, revealing the cargo to be destroyed. The party were told it was something to boost soldiers.

What they saw was a pair of full sized werewolves in linear frame armour.

Spectre brought up a Fire elemental which attacked the second pair of wolves in the back of the truck. The first pair launched themselves at the Van. One smashing through teh windscreen the other landing on the roof.

A hail of gunfire and spells ensued. Galahad managed to fire at the wolf on the roof, quickly disabling it. The others managed to spell and gun the other down. Both reverting to natural form before dropping to the road.

Galahad tried to board the truck to take out the driver, failed, falling off his bike at speed for his trouble.

The Battle over, the party attacked the truck. Seeing that he was still under attack, the Rigger driving the truck ejected the trailer to attack the party. Narrowly avoiding the worst of the damage, the party dodge the rolling trailer and screech to a halt.

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