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The kids have are in the middle of a battle, for the 14th floor and the fate of the adult western Dragon Eliohann! Let's see who wins!
Our lovely guest GM Rusty Zimmerman continues to lead us on the Dragon Hunt. We are in a van with the long sought-after Coint spinner and he's about to spill all the beans!
The team has taken out most of the guards at the safehouse, looking for the man known as Coinspinner, so they can get some info, any info, about their mysterious dragon boss. And now, two guards have taken the hostages hostage and are escalating things quickly! Let's see how it goes…
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have a lead on who they might talk to about getting to the bottom of the missing past of their draconic mr. Johnson. Yes, yes, they've heard the saying, never deal with a dragon, but they worked through the angst of that in part 1 of this run. Now, they stand outside of a safehouse, with some barely believable cover of being there to deliver a pizza! Slaughter in the safehouse starts now!
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T now stand outside the cobalt Marie, out of clues, but warned away from their job by the elf ganger Blackwing who threatened to blow up their van. But now, they've found a woman they recognize, and are going to see how they can help her...
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have entered the cobalt marie, looking for clues and following up on a lead so they can find out more about the past of their mysterious draconic mr. Johnson. They aren't dressed for it, but they're going clubbing anyway.
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T will shortly remember that they only have one clue left: the mysterious cobalt marie. But before they get there… there is some stuff that happens. Let's check it out.
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have… befriended a chap named billy. A wannabe shadowrunner whose fixer, tosser, may be able to give them the next clue their looking for in order to recover the truth about their draconic Mr. Johnson's lost past. SO now they're headed to the Stuffer Shack in Redmond where Tosser is known to haunt. Let's check in and see how well it goes!
The team is in the middle of business that has nothing to do with them, or does it? Will the bank robbery in progress at King Solomon's mine, and the runner's… odd choices… pan out for them or be a dead end in their quest to find out more about their mysterious draconic benefactor's past?
The team is in Redmond at King Solomon's Mine, where they can get a particular piece of Jewelry checked out, as the first part of their job for Dragon Mr. Johnson, and they've come across a robbery. Let's see how they handle it!
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