Ghost/Echo: The shadows of 2012

Welcome to your Adventure Log!
A blog for your campaign

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.

View
Ghost/Echo: the First Run
Ghost/Echo

The Government was unwilling to dirty their hands in a backwater Balkan state, so they used some intermediaries to contract the Black-op branch of Orpheus corporation.
If anything went wrong, the whole operation was deniable as usual, the spindoctors would call it a terrorist strike of the separatist.

Coil, Grip, Hull and Vixen discussed their strategy for the job.

It sounded like an easy one: extricate Herr Professor alive (preferrable) or dead to insure the Opposition will never again have access to his theoretical knowledge of Matrix-construction.
He was temporary held at a secret interrogation camp, waiting for transfer to the headquarters of Herr Colonel.

Simple plans are the best, and victory goes to the bold;
The idea was to ‘borrow’ a chopper of the Opposition; flying under false colours it should be possible to infiltrate the interrogation camp.

Well…a battleplan never survives the first shots…

They found a hidden chopper on a hidden part somewhere in the woods, guarded by a single watchtower, a typical Opposition-setup for a covert-operation camp.

Coil took out the main tower with his rocket-launcher, Grip sprinted to the chopper while the rest gave covering fire.
Some surviving guards stormed out of the tower, but were taken down by a frontal grenade and some flanking fire. The grenade caused some collateral damage in the tower, soon it started burning!
Grip discovered the chopper was out of fuel…
Hull entered the burning tower twice: the first time to secure a single drum of fuel, the second time he was out of luck, something exploded…Hull was blown outside by a fireball!
Badly hurt, Hull was carried by the rest to the chopper to escape the towering inferno.

They decided to push their luck to finish the job.

Boldly they flew the chopper to the interrogation camp.
Vixen fast-talked the ground crew and the commander Herr Colonel to refuel the chopper and to transfer the prisoner.

On their way to home-base, they were intercepted by two Opposition choppers.
Grip tried to channel the ghostfield, hoping to jinx one chopper, but received a migraine instead.
With some luck Coil was able to take down the interceptors with his rocket-launcher!

Returning to home-base was a bit tense, their chopper was almost taken down by friendly fire before Vixen was able to get through to the right channels.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.