Game 4: Into the Hadal Deep
That fits the session well: the crew joins the Profunder, descends into Jardin’s deep ocean, explores the abandoned Hadal research site, finds survivors, and ends up at Undersea Base Aelion.
That fits the session well: the crew joins the Profunder, descends into Jardin’s deep ocean, explores the abandoned Hadal research site, finds survivors, and ends up at Undersea Base Aelion.
With the identity veils hours from failing, the crew has to choose between bad options: trust a criminal patron, reach out to SolSec, find new disguises, or disappear into corporate territory. They cash in their favor with Lucin to get Mercier’s evidence into Inspector Valois’s hands, only for Mercier’s locked pad to suddenly start broadcasting its location. With police closing in and their window shrinking, the crew flees to the Transstar Sector Exchange, a corporate enclave where Jardin law loses its grip. What begins as a desperate bid for shelter becomes an employment gauntlet, as the fugitives take Transstar aptitude tests, gain corporate protection, and accidentally sign themselves up for underwater salvage work. They are safer now, but only inside the machine.
In this episode of Sparks of the Past, the crew wakes up in hiding after being framed for Minister Mercier’s assassination. With their disguises running out, Saichi needing a charge, and the authorities tightening control of the investigation, the group splits up across Nouvelle Sainte-Jeanne to gather supplies, scout the Hall des Futurs Choisis, and find new allies in the city’s underworld. Their search turns up a SolSec investigator being blocked by Social Solidarity, a strange mobile data courier hidden in the Hall’s plumbing, and a data broker named Lucin who offers them a risky but useful errand. By the end of the session, the crew has new wheels, secure comms, a deeper underworld contact, and explosive evidence that Mercier may have died over genetic research connected to impossible, almost psionic abilities.