The party travels to confront the Crazy 8’s and finds them to be more than ruffians and hall gangers. Loco reveals that the 8’s are a well organized and well armed force that is trying to go straight. Ryn is reunited with an old love and the party is introduced to the Pale that goes by the name of Seven. Seven puts the party into a psychic link and tells them stories that he has received in post-cognitive visions. Personal details and tragedies are revealed as well as the common link in all their miseries- the rogue Hunter turned mystic Kimmler. The party leaves for Bokereska to hunt for Kimmler and end his reign of death and dispair.
Once in Bokereska the party is split. Naya falls under the influence of the sinister Curate and a cult of dust users. She escapes with the aid of a very powerful mysterious woman.
The boys are captured by a secret faction of Hunters called Shepherds. The leader of this group gives the party a chance to prove their worth and win their freedom. They find Naya who leads them back to the location of her fight with the cultists. Several of the Curate’s fanatical followers meet them and a bloody fight ensues. The group trails the cults in to a warren of tunnels that seem to have been created out of the accidental spaces between the walls of Bokereska’s buildings. The party interrupts a strange ritual and creates a fold in space sending them somewhere far below ground…..
the players encounter a gang of ruffians that are more than they appear — the Devil Dust has transformed them into a monster called a Glom. A tense battle in the hall ensues and the party meets two young militia men, the brothers Fenner and Brenner who agree to come with them on their travels.
After a brief stay in one of the abandoned rooms the party finds some notes and books belonging to a man named Kemmler who may or may not have been a Hunter. The party splits and the boys talk with an old psychic named Agatha who shares her dying prophesy. Naya tries to find the survivor of the gang battle and runs into more than she bargained for. The survivor is infact psychically augmented by the dust and tries to destroy the party with her insane rage. Ryn and Grymalkin battled the young witch psychically while Naya defeats her physically.
After the battle, the party returns to Kemmler’s room to rest. Chas and Naya go to the council chambers to get more information.
With the Wrath defeated the party made their way off of level twenty down into the council building on level nineteen. While Piers Cotto and Luamba met to discuss the loss of Vost and Rojas, the other members of the ill fated card game found out that the whole thing was most likely a ploy by Pier Rojas to get all in attendance addicted to Devil Dust. With three councilors at the game under his control it would have put Pier Rojas in a very powerful position.
Naya Rivera and Vega the Fox both left the council compound to do some investigating on their own. Both returned with troubling news of riots on the upper levels in the wake of party. Rabble rousers had used the death of the councilmen, both prominent Arena Team owners, to blame the other teams and start a fight. The fights quickly turned into riots. The council was forced to ask the SAI for assistance in the form of the robotic OTTOS. Hunter Forgrave conferred with his partner the talking cat Grymalkin about the nature of the Devil Dust used at the card game.
Ryn Scarus attended his friend Vir Cotto into the council meeting room and gained information on who had the most to gain by setting these evens in motion.
Vega returned with the idea that they could gain more information if they were out of the council compound. They all agreed, but in the case of Naya, somewhat reluctantly.
Sent to investigate the murder of fellow a witchhunter,Chas Forgrave arrives in T’Jinnamin with the Windjammer Captain Elehanza. While having a civilized drink at the bar he witnesses some gang members harass a woman and her child. Hunter Forgrave dispatches the gang members and discovers a clue to his mission. There he also meets his contact Torsion Bang who informs him of a high stakes card game where several persons of interest may be found. Captain Elehanza tells the Hunter that he can easily get him into the game where he can get a look at these people. Chas’ feline partner Grymalkin wanders off to perform his own investigations.
The notorious raconteur the Fox spies a group of his sworn enemies the Crazy 8’s in the bar The Handsome Wanderer after calling them out, but failing to provoke a fight he follows them and infiltrates a high stakes card game where the leader of his rivals King Loco turns out to be one of the players.
The beautiful and dangerous gambler Naya Rivera is approached by an agent of Pier Guido Luamba to help him discover which of his political rivals is cheating him at cards and to help him gain some leverage against them.
After returning from the Outside the scientist explorer Ryn Scarus decides to renew the acquaintance of an old school friend Pier Vir Cotto. Cotto invites Scarus to a card game that is being hosted tonight by councilman Pier Stjin Rojas. Cotto isn’t that adept at cards and asks his old friend to accompany him and help him look out for a political ambush.
During the game several things are revealed. Pier Dostaev Vost one of the wealthiest men in the Hood who routinely bullies and extorts both is political and business partners was the one who was cheating at cards. Naya and Captain Elehanza expertly drive him into a rage where he consumes some of Stjin Rojas’ “special liquor.” The bottle is spiked with the psychoactive drug known as “Devil Dust” and triggers an catastrophic overdose in poor Dostaev. Vost transforms in to a Wrath a type of Desire formed from rage and hate.
Gang leader King Loco flees and so it would seem does Pier Luamba, but in fact Luamba has run to get help for the players.
In the confines of the gaming room and without most of their weapons the group battles the psychic monster until help can arrive. Showing great courage and determination the group keeps attacking to prevent the creature from regenerating. Despite being at a tremendeous disadvantage they are able to keep the Wrath weakened til reinforcements led by Regulator Torsion Bang are able to show up with weapons to destroy the psychic monster.
Every campaign gets an Adventure Log, a blog for your adventures!
While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!
The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!
Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.
One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.