JAWSOME Conclusion

Dec 23, 2016 13:14




The thrilling conclusion!  Not that it took this long to play the second half of the were-shark adventure, just that long for me to bother to type it up.

The bar-crawling trio o' sharkboyz get lured outside by the bouncers, and from there led on to the park.  The meditatin' pair are there already, and it turns out that both groups are being attacked by the same team.  Who, you ask?

A pack of silly werewolves, who though that shark people were a crazy monstrous mutation of some kind.  Pff, as if dog-men are any better, right?  So they attack us, one of them drawing a magic knife of some sort.  We soon wrest this away from him, and use it to gut all but one of the attackers, a red-dressed wolf-woman who scarpers pretty sharpish.

Unfortunately, our shaman was pretty beat up in the scrap, so we accept the offer of the friendly woman from the restaurant to head to her place to get patched up.  So, a group of humanoid sharks sit around uncomfortably while one recovers slowly, and a knock comes at the door.  The very guy that we'd been looking for - the bad guy, not the Shark Jesus - is there waiting for us, with a group of cultists!

He'd come to get the girl, but we were haing none of that.  He gets a gut-full of magic knife and expires pretty quickly, reverting back to his natural form of a hulking great shark.  His underlings scurry off with his body, and one of out number gives chase through the streets.  Another chooses to cut them off y jumping through the window into the street, but takes such an impact upon landing that she freaked out and went on a rampage...

The cultists are caught up to, their leader about to sacrifice Shark Jesus, and our single present member is just too slow to stop him.  The ritual was completed, and the city of New York was exposed to the terrible force of a wersharknado.

Failure?  Who knows?

sharks, rpg

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