Note that since my players will read these I have to avoid spoilers and background information while the current mission is still in session. Look for our epilogue episode and write-up for more in-depth analysis and feedback.
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Our sophomore session for our very first Shadowrun adventure picked up during the briefest of down times. My players were attempting to question their new captive and get the DocWagon vehicle started when they were accosted by a roving band of Halloweeners. This was set up as a semi-randomized battle with three main outcomes – 1) the players fight off the gangers, 2) the players talk them down or negotiate or, 3) the players drive away.
Given the aggressive tendencies of my players I predicted we would go with outcome 1, but when the players decided to try and drive away (which would’ve been a very difficult Pilot Ground Craft test), I had the lead ganger grow impatient with his knocking, ripping the rear doors off the vehicle and having everyone roll for initiative (I rolled an astonishing 8 success for his test to open the doors).
The elf adept, who also acts as the group’s face with superior social skills, acted first thanks to his crazy high initiative score, and he immediately decided to bargain with the lead ganger. This actually segued us into outcome 2, and the elf quickly negotiated for their release. The Halloweeners wanted the fancy vehicle, so after a successful negotiation test, I allowed them to trade the vehicle for their lives. To my surprise the players accepted, gingerly stepping out of the vehicle and practically waving goodbye as they strode down the path with their NPC captive, avoiding an entire battle.
Without their vehicle and stranded in a bad neighborhood my contingency plan kicked in, and I had an NPC we previously met in the bar roll up in an armored truck to help out her boss. Jeremiah Redd was still being protected by the runners through this grand mess and he finally got a chance to give the actual mission to this new rag-tag team: investigate the now destroyed bar and figure out who was behind the bombing.
The investigation allowed me to reuse the previous scene pf the half-destroyed bar, which was wonderfully helpful to cut down on building and crafting in Roll20. Also I spent a lot of time building that scene and was damn proud of it!
I layered in a bunch of clues that the players could’ve found throughout the bar and tried to leave this section much more open. They approached cautiously, which I had warned them about, though I had no intention of including any combat in this scene. Up till now the entire adventure had been a series of crazy events and I wanted to give them some down time and use investigation skills and inference rather than social and combat skills. They also got a fun chance to actually talk to each other and formally meet each other’s characters.
A combination of Perception, Demolitions, and Hacking skills lead to the rear alleyway, a barely functioning security camera, and a blown out car registered to a Jay-T’s Automotive. The players did the right thing in calling up Redd once they collected some evidence, though I had Sue-Z pick up the comm and had a fun bit of mysterious role-playing.
At this point the players made it a bit farther than I expected them to this session, mainly as they had avoided a potentially lengthy combat sequence earlier! They made it to Jay-T’s, a set that had numerous entrances with an emphasis on a stealthy approach.
Disappointingly, the runners immediately went for the front door and disabled the lock and alarm using a combination of Locksmith and Hacking. The elf adept stealthed his way inside with 2 hits on 9 dice, but I rolled a killer 3 hits on only 4 dice on the nearby video camera on the opposed Perception check. Feeling bad I gave the player a chance to do one action before the camera swiveled over and spotted him. He dove into the room behind a shelf but rolled only 1 success, and the camera spotted him, tripping the alarm and activating a pair of roto drones.
Combat in Shadowrun has a lot of annoying complexities. Tons of environmental and range modifiers come into play, as well as melee attacks, cyberdeck hacking, spells, etc. It’s overwhelming and we’re all definitely still learning, so any combat sequence takes us quite awhile. I’m sure we played things wrong (indeed some times realizing on the next round) but the Roll20 character sheets help kept the pace flowing for the most part.
The drones were all offense and no defense and that was definitely reflected in the brutal and fast combat sequence. One drone did some significant stun damage to both the elf and the troll while the other was dispatched in an Edge-boosted roll from the Street Samurai’s rifle. In a funny moment the elf had his revenge by killing the other done with his knife.
I was very thankful that I wrote down a bunch of notes as drone stats are slightly different than metahuman foes. I was able to use a character sheet for the roto-drones with all the appropriate programs and stats which helped immensely. Even then I was scrambling to figure out what their defense was versus the decker’s hacking attempts.
Although the runners were in the middle of a hostile environment, one that was now aware of their presence, we had to take a break there as we’d gone past our normal cut-off time of midnight. We had to look up a lot more rules in this session, particularly pertaining to combat modifiers and Matrix hacking. I need to get more familiar with how deckers operate and also which rules we actually want to use as I’m pretty sure we weren’t playing the decker correctly in terms of hacking into the Matrix and using the VR Initiative.
The adventure should wrap up next week, and depending on time we may just do the epilogue and recap portion as part of that session.