Shadowrun - The Lost Soul Campaign

LS01 Session 1. Magical Malcolm.

There’s a saying, he’d forget his head if it wasn’t attached. Well, Mal seems to have lost his whole body. The mages search for Mal, but it seems he not only managed to slip into the Astral Plane, but has slipped into another meta plane entirely.

The team gets some of the drug for allowing mundanes to plane walk on the cheap from their happy Mr. J, and dives in after him. At the Threshold, the Watcher has a visitor, the desert spirit who was taking out the bugs after Trixie got shot, and carried her to the docwagon facility where they were keeping Mal. He introduces himself as Azazel. He directs them to the portal, with a few instructions. Avoid the Therans. Keep Trina safe (an eye opener for those in the group who knew pre-surgery Trina/Trixie). Mal must learn to use the ring.

They enter a desert plane, negotiate with a tribe of warriors on horseback, and run when the Therans, who are apparently mages, show up looking for a fight. They found Mal at an oasis, convinced that he was tripping, and eventually bring him back.

Time to go see Mom. The Tir gives the group a surprisingly hard time considering the new tourism boom there, and Mal and Trixie in particular. They get through the red tape, and get to the house to find mom gone. They search the place for clues, and find a secret study with a magically locked box, but can’t find the key. There are no signs that mom was planning a trip – her luggage and travel things are still in place. There are small signs of a struggle detected by the more perceptive team members. Time to find out what happened to Mom, no easy task with “tou guides” dogging the team’s every step.


The group took on a job for Willy King, a talismonger who owns New Babylon, to check out what’s going on in an orphanage in the Barrons. The kids are mysteriously ill, and the cause can’t be found. The group arrives and the mages notice some bad astral juju. Mal fell unconscience when they got near the orphanage. The team asked some questions and discovered that one of the assistants was being blackmailed. Someone had taken her sister, and in return for her sister’s safety, she drugged everyone before retiring so they could be taken in the night. Legwork revealed that the kidnapper was a former member of the Universal Brotherhood. The team set an ambush for the kidnapper, and discovered very human looking insect spirits were sent to pick everyone up. They discovered the location of the hive, and set off to do some exterminating, after a quick call to Dana Oaks just in case. On the way to the hive, Mal seemed to have some kind of seizure, and Cutler took him to the hospital. The rest of the team continued with the assault. Trixie was mortally wounded, and was saved from death by the appearance of some kind of Desert Spirit, who protected her while the team took out the shamans summoning the queen spirit (who was inhabiting the sister, of course). Trixie woke in the DocWagon facility next to Mal, who it seems had gone Astral and lost his way…

Factions Update

ORC +2
City of Seattle/Knight Errant 0
Atlantean Foundation +3
Draco Foundation -3
Lung / Lin Yao Chang +1
Saeder Krupp +1

street cred +6
public awareness +1


MacCallister hires the team to investigate a series of terrorist acts that have been happening in the Orc Underground. While they are at the meet, he gets a call that a school has been bombed, killing or injuring a the orc children, and he sends the team to the nearest entrance to investigate. The team offers some help to a construction crew, who are not being permitted into the entrance (hidden in a parking garage) because the parking garage is structurally unsound and the crew doesn’t have the appropriate permits. Mal convinces the cops guarding the area that the team is the CSI unit, calling in a favor from Tosh in order to provide “verification”, and brings the construction crew in with them. Arriving at the school, the sight is shocking. There are tiny orc bodies everywhere, and members of the Skatcha are keeping the crowd back while volunteers search the rubble for any surviving kids. Several party members are overcome with shock, however Parker searches astrally for survivors (finding none) and begins healing the surviving kids. Once the team recovers from the horror of the scene, they discover that both of the news moguls, Joe and Athena, beat them to the scene – a fact verified by the Skatcha and the witnesses. In fact, the news moguls were both on the scene suspiciously quickly. After being contacted for information, both Joe and Athena offer help in exchange for an exclusive on the investigation. The team selects Joe, who tells them his tipster is someone they are familiar with – Captain Jack Turner, who the team captured for Dana Oaks, and is currently serving time in a Seattle jail. The team uses their KE connections to get an interview with Jack in jail, but he’s not willing to talk. He has already made a deal that allows him to stay in the local jail (a more pleasant alternative to being sent to prison, where he becomes the property of the corp running the prison), and sees no benefit from helping the team. The team threatens to leak information that he knows who the terrorists are to the Orc Underground, then uses their favor with Dana Oaks to have him released from jail. Captain Jack is more than happy to trade information for safety at that point, and tells the team about the courier routes that he set up for an unknown Mr. Johnson. After a few months, he realized that the events in the Orc Underground were consistently happening a day after his courier drop schedules, and contacted the media both to get some additional favors and as a way to provide a warning to the Orc Underground. He provides the team with his a copy of his courier routes. About this time, Dana Oaks contacts the team, telling them that they seem to be in the middle of something big, and it might be a good idea if they go to Las Vegas for a while to lay low. She’s obviously parroting a message from someone higher up, and adds “I expect you to follow this advice with the same diligence that you have shown my prior advice.” Which is to say, none at all. The team continues the investigation by planning an ambush at the next drop point. The couriers, a team of 5 women jacked into their bikes, put up a fight but are unwilling to leave fallen members behind. Parker levitates the package, a metal box, from the hand of one of the couriers, at which point they take the fallen comrades that they can get to and retreat fast. The team manages to take one fallen member, and Trixie follows the go-gangers as they retreat. Eventually, one of the uninjured go-gangers approaches Trixie and offers to trade information for her fallen wife, as well as offering a threat of revenge (from them or the Ancients) if her wife is killed. The team heals the wife, so that her condition is stable, and eventually agrees to the deal. The go-ganger warns the team about the box being trapped, and gives them one other critical piece of information — the location of the other drop point on this route. It is an abandoned factory on the border of Auburn and Tacoma. The team tries a sneaky approach at the factory, going in invisibly when possible, or disguised (the dragon hiding in an abandoned car shell). Most of the factory is empty, but eventually Parker (invisibly) overhears a conversation in a room ahead. Apparently one member of the team are unhappy with the latest turn of events, saying that the bomb was supposed to go off earlier, before the children were in the school, and is worried that this will bring too much heat. The team assaults the group, taking the opposing member captive, however they don’t get much information because they unintentionally set off the cranial bombs for the whole group. The only information that they get before getting spattered is that “Mr. White” hired them for the attacks in exchange for their freedom (all were previously in prison). So the team found the perps, but not the power behind them. They bring as much info as possible to MacCallister, who is grateful and pays them, as well as an exclusive (leaving out several details) to Joe Martin. Karma: 10, 12,000 payout.


Laurent Nazaire of the Atlantean Foundation hired the team to recover an artifact and codex held by a group of mages aligned with the Illuminates of the New Dawn, known as the Outer Order Circle, Capter 13, or OOCC13. Laurent does not know the location of the items, but has an “old friend” who does, who can be found somewhere in the Capital Hill area. After the meet, the team goes to Capital Hill, nicknamed “Catholic Hill” due to a heavy concentration of churches, and begins asking around for his friend – “Our Lady of Mercy”. They eventually track her down in an abandoned church where she has made her nest – she is a nosferatu who feeds off of the dying, or those who wish to die, in a nearby hospital. Once in the church, Our Lady hides from the team, and it takes some time before she drops the concealment spells protecting her, but eventually they work out a deal. Our Lady would like to feed off of someone who makes her “feel like a real woman” and so the team casts an illusion to make her appear attractive and then mind controls a “volunteer” into providing her with what she needs. After releasing the “volunteer” (who is rather tired by the feeding), she tells the group her story. She was a member of OOCC13, however her group tried to turn her in for a bounty after she turned. She escaped to the underground, and is convinced that they are still after her. Since then, she has nested in the church, feeds upon those who are dying or trying to die, and has become a protector of the squatters in the neighborhood. She knows all about the artifact – a horn, as well as the location of OOCC13’s lodge, which is in the forest outside the city. About this time, other interested parties contact the group. Moreau from the Drago Foundation wants a scanned copy of the codex, Lin Yao Chang, representing the Great Dragon Lung, offers a reward if the team makes the artifact and codex disappear, while Simon Andrews of Saeder Krupp offers a bounty for the head mage of the group. The team turns down Moreau and Lin Yao, but accepts Simon’s offer, since it doesn’t interfere witht he original job. The team has a really tough fight with the mercs and biodrone guards that OOCC13 has hired for protection while they do the ritual they have learned from the codex. Trixie almost dies, and several other team members are greatly injured. Nonetheless, the team eventually prevails, and they storm the cabin in the middle of the ritual. The mages have a hard time casting spells in the cabin, since it’s warded and the area is currently aspected toward those participating in the ritual, however that doesn’t stop bullets. The team interrupts the ritual and takes out the mages, except the head mage who they capture for Simon. The drops go smoothly and everyone gets paid. Karma: 8, 13,000 payout.

SR04-05 part 2 session 3

The team, along with Tosh’s strike force, successfully raided the Humanis compound and retrieved the target. They turned him in to Dana Oaks, which put them on the outs with Macallister, but they are now owed a favor by the ADA. 10 karma, 14,000 payout.

sr4-05 part 2, session 2

The team knocked out the maid on her way to work, and Parker went in disguised as the maid. Once in the house, the rest of the team came running in, while Parker knocked out the other maid. The study was searched, and the team found and removed the house server, but no sign of Matthias. Dana Oaks got a tip (no one knows who from) that the team is looking for a KE traitor, about the same time that the team found evidence of a snitch on Tosh’s team. The team agreed to share information with Dana Oaks for 7,000 each. Tosh’s team is assigned to help out the runners. The team found the snitch, and discovered that Matthias is hiding out with the Humanis in the Redmond Barrons. Tosh’s team and the runners are about to storm the compound.

sr4-05 part 2, session 1

The team got a call about a week later from Macallister, asking for a meet in the Gold Mine (Junior’s old bar) in the Ork Underground. When you get there, the place is bombed and Macallister is injured in the blast. The team pulls him out, Parker attempts some healing, Cutler does some first aid, but he still needs serious medical care. He briefly regains consciousness long enough to ask you to take him to Dr. What in the narrows, and then call Tosh. The team does this. Dr. What starts treating Macallister, and the team meets with Tosh. Macallister will be out a while, but Tosh negotiates on his behalf — Tosh and his team (as consultants, not cops) are going to investigate Mathers through their Knight Errant and legal channels, and the team will “investigate” on the other side of the law. Mal negotiates for a total of $13K each — Mathers is to be delivered alive & all evidence is to be turned over to Macallister and not released to the public. Parker & Chance scope the place out. There are 2 rooms inside shielded by something living (they are lined with magically active wood). Otherwise, no one in the house. The non-magical security looks tough. The team goes back to Mal’s place, so the mages can do an astral stakeout (taking turns since the max time to be astral is a couple of hours). The survellance revealed that the gardeners arrive at 8am and leave at 3pm; the maids arrive at 9 and leave at 6. Parker astrally follows the maid home, then physically breaks into the maid’s apartment, and duplicates the maid’s keycard.

The team seems to have settled on a plan where Parker uses her phantasm spell to look like the maid that she stole the keycard from, while some members of the team cause the maid a delay in getting to work (such as blasting her car with lightening breath on the way to work). That will get Parker into the house. Parker is then (theoretically) going to go straight to the warded room that is most likely to be an office, in order to find any evidence there, and hopefully Mathers himself. The backup plan is to rush the house, guns and explosives blazing, grab Mathers (if you find him), and get out in 1 minute or less, so that you can get away before KE arrives.

SR4-05 part 1, session 2

(Session 1: You were hired to find out who killed Macallister’s daughter. It looked like a Mayan Cutter serial killer hit, but turned out to be a copycat taking out O.R.C & metahuman rights activists. You found the guy, and discovered he was hired by Mathers, a middle manager for Knight Errant.)

You dropped off the Mayan Cutter with your buddy Macallister, who had a shaman also mind probe him and got basically the same info as Chance. A woman (probably his mom) then shot him in the temple, and Macallister paid you and bought drinks for everyone at the Rhino, in memory of his daughter.


City of Seattle/Knight Errant 0
Atlantean Foundation +2
Draco Foundation -2
Lung / Lin Yao Chang +2

street cred +1


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